// Copyright 2019 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package math import ( "fmt" ) func cross(v0x, v0y, v1x, v1y float32) float32 { return v0x*v1y - v0y*v1x } func triangleCross(pt0, pt1, pt2 Point) float32 { return cross(pt1.X-pt0.X, pt1.Y-pt0.Y, pt2.X-pt1.X, pt2.Y-pt1.Y) } func adjacentIndices(indices []uint16, idx int) (uint16, uint16, uint16) { return indices[(idx+len(indices)-1)%len(indices)], indices[idx], indices[(idx+1)%len(indices)] } func InTriangle(pt, pt0, pt1, pt2 Point) bool { if pt.X <= pt0.X && pt.X <= pt1.X && pt.X <= pt2.X { return false } if pt.X >= pt0.X && pt.X >= pt1.X && pt.X >= pt2.X { return false } if pt.Y <= pt0.Y && pt.Y <= pt1.Y && pt.Y <= pt2.Y { return false } if pt.Y >= pt0.Y && pt.Y >= pt1.Y && pt.Y >= pt2.Y { return false } c0 := cross(pt.X-pt0.X, pt.Y-pt0.Y, pt1.X-pt0.X, pt1.Y-pt0.Y) c1 := cross(pt.X-pt1.X, pt.Y-pt1.Y, pt2.X-pt1.X, pt2.Y-pt1.Y) c2 := cross(pt.X-pt2.X, pt.Y-pt2.Y, pt0.X-pt2.X, pt0.Y-pt2.Y) return (c0 <= 0 && c1 <= 0 && c2 <= 0) || (c0 >= 0 && c1 >= 0 && c2 >= 0) } func Triangulate(pts []Point) []uint16 { if len(pts) < 3 { return nil } var currentIndices []uint16 // Split pts into the two point groups if there are the same points. for i := range pts { for j := 0; j < i; j++ { if pts[i] == pts[j] { is0 := Triangulate(pts[j:i]) for idx := range is0 { is0[idx] += uint16(j) } is1 := Triangulate(append(pts[i:], pts[:j]...)) for idx := range is1 { is1[idx] = uint16((int(is1[idx]) + i) % len(pts)) } return append(is0, is1...) } } currentIndices = append(currentIndices, uint16(i)) } var indices []uint16 // Triangulation by Ear Clipping. // https://www.geometrictools.com/Documentation/TriangulationByEarClipping.pdf for len(currentIndices) >= 3 { // Calculate cross-products and remove unneeded vertices. cs := make([]float32, len(currentIndices)) idxToRemove := -1 // Determine the direction of the polygon from the upper-left point. var upperLeft int for i := range currentIndices { i0, i1, i2 := adjacentIndices(currentIndices, i) pt0 := pts[i0] pt1 := pts[i1] pt2 := pts[i2] c := triangleCross(pt0, pt1, pt2) if c == 0 { idxToRemove = i break } cs[i] = c if pts[currentIndices[upperLeft]].X > pts[currentIndices[i]].X { upperLeft = i } else if pts[currentIndices[upperLeft]].X == pts[currentIndices[i]].X && pts[currentIndices[upperLeft]].Y > pts[currentIndices[i]].Y { upperLeft = i } } if idxToRemove != -1 { currentIndices = append(currentIndices[:idxToRemove], currentIndices[idxToRemove+1:]...) continue } clockwise := cs[upperLeft] < 0 idx := -1 index: for i := range currentIndices { c := cs[i] if c == 0 { panic("math: cross value must not be 0") } if c < 0 && !clockwise || c > 0 && clockwise { // The angle is more than 180 degrees. This is not an ear. continue } i0, i1, i2 := adjacentIndices(currentIndices, i) pt0 := pts[i0] pt1 := pts[i1] pt2 := pts[i2] for j := range currentIndices { if l := len(currentIndices); j == (i+l-1)%l || j == i || j == (i+1)%l { continue } if InTriangle(pts[currentIndices[j]], pt0, pt1, pt2) { // If the triangle includes another point, the triangle is not an ear. continue index } } // The angle is less than 180 degrees. This is an ear. idx = i break } if idx < 0 { // TODO: This happens when there is self-crossing. panic(fmt.Sprintf("math: there is no ear in the polygon: %v", pts)) } i0, i1, i2 := adjacentIndices(currentIndices, idx) indices = append(indices, i0, i1, i2) currentIndices = append(currentIndices[:idx], currentIndices[idx+1:]...) } return indices }