This commit is contained in:
Stephen Gowen 2017-11-14 20:15:56 -05:00
parent bfbb48c1c2
commit 0b6c8411b7
2 changed files with 303 additions and 289 deletions

View File

@ -39,304 +39,26 @@ namespace Spine
class Triangulator
{
public:
public Vector<int> triangulate(Vector<float>& verticesArray)
{
var vertices = verticesArray.Items;
int vertexCount = verticesArray.Count >> 1;
var indicesArray = _indicesArray;
indicesArray.Clear();
int[] indices = indicesArray.Resize(vertexCount).Items;
for (int i = 0; i < vertexCount; i++)
{
indices[i] = i;
}
var isConcaveArray = _isConcaveArray;
bool[] isConcave = isConcaveArray.Resize(vertexCount).Items;
for (int i = 0, n = vertexCount; i < n; ++i)
{
isConcave[i] = isConcave(i, vertexCount, vertices, indices);
}
var triangles = _triangles;
triangles.Clear();
triangles.EnsureCapacity(Math.Max(0, vertexCount - 2) << 2);
while (vertexCount > 3)
{
// Find ear tip.
int previous = vertexCount - 1, i = 0, next = 1;
// outer:
while (true)
{
if (!isConcave[i])
{
int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
float p1x = vertices[p1], p1y = vertices[p1 + 1];
float p2x = vertices[p2], p2y = vertices[p2 + 1];
float p3x = vertices[p3], p3y = vertices[p3 + 1];
for (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount)
{
if (!isConcave[ii]) continue;
int v = indices[ii] << 1;
float vx = vertices[v], vy = vertices[v + 1];
if (positiveArea(p3x, p3y, p1x, p1y, vx, vy))
{
if (positiveArea(p1x, p1y, p2x, p2y, vx, vy))
{
if (positiveArea(p2x, p2y, p3x, p3y, vx, vy))
{
goto break_outer; // break outer;
}
}
}
}
break;
}
break_outer:
if (next == 0)
{
do
{
if (!isConcave[i])
{
break;
}
i--;
} while (i > 0);
break;
}
previous = i;
i = next;
next = (next + 1) % vertexCount;
}
// Cut ear tip.
triangles.Add(indices[(vertexCount + i - 1) % vertexCount]);
triangles.Add(indices[i]);
triangles.Add(indices[(i + 1) % vertexCount]);
indicesArray.RemoveAt(i);
isConcaveArray.RemoveAt(i);
vertexCount--;
int previousIndex = (vertexCount + i - 1) % vertexCount;
int nextIndex = i == vertexCount ? 0 : i;
isConcave[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices);
isConcave[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices);
}
if (vertexCount == 3)
{
triangles.Add(indices[2]);
triangles.Add(indices[0]);
triangles.Add(indices[1]);
}
return triangles;
}
Vector<int> triangulate(Vector<float>& vertices);
public Vector<Vector<float>> decompose(Vector<float>& verticesArray, Vector<int>& triangles)
{
var vertices = verticesArray.Items;
var convexPolygons = _convexPolygons;
for (int i = 0, n = convexPolygons.Count; i < n; i++)
{
polygonPool.Free(convexPolygons.Items[i]);
}
convexPolygons.Clear();
var convexPolygonsIndices = _convexPolygonsIndices;
for (int i = 0, n = convexPolygonsIndices.Count; i < n; i++)
{
polygonIndicesPool.Free(convexPolygonsIndices.Items[i]);
}
convexPolygonsIndices.Clear();
var polygonIndices = polygonIndicesPool.Obtain();
polygonIndices.Clear();
var polygon = polygonPool.Obtain();
polygon.Clear();
// Merge subsequent triangles if they form a triangle fan.
int fanBaseIndex = -1, lastwinding = 0;
int[] trianglesItems = triangles.Items;
for (int i = 0, n = triangles.Count; i < n; i += 3)
{
int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
float x1 = vertices[t1], y1 = vertices[t1 + 1];
float x2 = vertices[t2], y2 = vertices[t2 + 1];
float x3 = vertices[t3], y3 = vertices[t3 + 1];
// If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
var merged = false;
if (fanBaseIndex == t1)
{
int o = polygon.Count - 4;
float[] p = polygon.Items;
int winding1 = winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
int winding2 = winding(x3, y3, p[0], p[1], p[2], p[3]);
if (winding1 == lastwinding && winding2 == lastwinding)
{
polygon.Add(x3);
polygon.Add(y3);
polygonIndices.Add(t3);
merged = true;
}
}
// Otherwise make this triangle the new base.
if (!merged)
{
if (polygon.Count > 0)
{
convexPolygons.Add(polygon);
convexPolygonsIndices.Add(polygonIndices);
}
else
{
polygonPool.Free(polygon);
polygonIndicesPool.Free(polygonIndices);
}
polygon = polygonPool.Obtain();
polygon.Clear();
polygon.Add(x1);
polygon.Add(y1);
polygon.Add(x2);
polygon.Add(y2);
polygon.Add(x3);
polygon.Add(y3);
polygonIndices = polygonIndicesPool.Obtain();
polygonIndices.Clear();
polygonIndices.Add(t1);
polygonIndices.Add(t2);
polygonIndices.Add(t3);
lastwinding = winding(x1, y1, x2, y2, x3, y3);
fanBaseIndex = t1;
}
}
if (polygon.Count > 0)
{
convexPolygons.Add(polygon);
convexPolygonsIndices.Add(polygonIndices);
}
// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
for (int i = 0, n = convexPolygons.Count; i < n; ++i)
{
polygonIndices = convexPolygonsIndices.Items[i];
if (polygonIndices.Count == 0) continue;
int firstIndex = polygonIndices.Items[0];
int lastIndex = polygonIndices.Items[polygonIndices.Count - 1];
polygon = convexPolygons.Items[i];
int o = polygon.Count - 4;
float[] p = polygon.Items;
float prevPrevX = p[o], prevPrevY = p[o + 1];
float prevX = p[o + 2], prevY = p[o + 3];
float firstX = p[0], firstY = p[1];
float secondX = p[2], secondY = p[3];
int winding = winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
for (int ii = 0; ii < n; ii++)
{
if (ii == i)
{
continue;
}
var otherIndices = convexPolygonsIndices.Items[ii];
if (otherIndices.Count != 3)
{
continue;
}
int otherFirstIndex = otherIndices.Items[0];
int otherSecondIndex = otherIndices.Items[1];
int otherLastIndex = otherIndices.Items[2];
var otherPoly = convexPolygons.Items[ii];
float x3 = otherPoly.Items[otherPoly.Count - 2], y3 = otherPoly.Items[otherPoly.Count - 1];
if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex)
{
continue;
}
int winding1 = winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
int winding2 = winding(x3, y3, firstX, firstY, secondX, secondY);
if (winding1 == winding && winding2 == winding)
{
otherPoly.Clear();
otherIndices.Clear();
polygon.Add(x3);
polygon.Add(y3);
polygonIndices.Add(otherLastIndex);
prevPrevX = prevX;
prevPrevY = prevY;
prevX = x3;
prevY = y3;
ii = 0;
}
}
}
// Remove empty polygons that resulted from the merge step above.
for (int i = convexPolygons.Count - 1; i >= 0; --i)
{
polygon = convexPolygons.Items[i];
if (polygon.Count == 0)
{
convexPolygons.RemoveAt(i);
polygonPool.Free(polygon);
polygonIndices = convexPolygonsIndices.Items[i];
convexPolygonsIndices.RemoveAt(i);
polygonIndicesPool.Free(polygonIndices);
}
}
return convexPolygons;
}
Vector<Vector<float> > decompose(Vector<float>& vertices, Vector<int>& triangles);
private:
Vector<Vector<float>> _convexPolygons;
Vector<Vector<int>> _convexPolygonsIndices;
Vector<Vector<float> > _convexPolygons;
Vector<Vector<int> > _convexPolygonsIndices;
Vector<int> _indicesArray;
Vector<int> _indices;
Vector<bool> _isConcaveArray;
Vector<int> _triangles;
Pool<Vector<float>> _polygonPool;
Pool<Vector<int>> _polygonIndicesPool;
Pool<Vector<float> > _polygonPool;
Pool<Vector<int> > _polygonIndicesPool;
static bool isConcave(int index, int vertexCount, Vector<float> vertices, Vector<int> indices)
{
int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
int current = indices[index] << 1;
int next = indices[(index + 1) % vertexCount] << 1;
return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next],
vertices[next + 1]);
}
static bool isConcave(int index, int vertexCount, Vector<float>& vertices, Vector<int>& indices);
static bool positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y)
{
return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
}
static bool positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y);
static int winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y)
{
float px = p2x - p1x, py = p2y - p1y;
return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
}
static int winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y);
};
}

View File

@ -28,7 +28,299 @@
* POSSIBILITY OF SUCH DAMAGE.
*****************************************************************************/
#include <spine/Triangulator.h>
#include <spine/MathUtil.h>
namespace Spine
{
// TODO
Vector<int> Triangulator::triangulate(Vector<float>& vertices)
{
int vertexCount = static_cast<int>(vertices.size() >> 1);
Vector<int>& indices = _indices;
indices.clear();
indices.reserve(vertexCount);
for (int i = 0; i < vertexCount; ++i)
{
indices[i] = i;
}
Vector<bool>& isConcaveArray = _isConcaveArray;
isConcaveArray.reserve(vertexCount);
for (int i = 0, n = vertexCount; i < n; ++i)
{
isConcaveArray[i] = isConcave(i, vertexCount, vertices, indices);
}
Vector<int>& triangles = _triangles;
triangles.clear();
triangles.reserve(MAX(0, vertexCount - 2) << 2);
while (vertexCount > 3)
{
// Find ear tip.
int previous = vertexCount - 1, i = 0, next = 1;
// outer:
while (true)
{
if (!isConcaveArray[i])
{
int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
float p1x = vertices[p1], p1y = vertices[p1 + 1];
float p2x = vertices[p2], p2y = vertices[p2 + 1];
float p3x = vertices[p3], p3y = vertices[p3 + 1];
for (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount)
{
if (!isConcaveArray[ii])
{
continue;
}
int v = indices[ii] << 1;
float vx = vertices[v], vy = vertices[v + 1];
if (positiveArea(p3x, p3y, p1x, p1y, vx, vy))
{
if (positiveArea(p1x, p1y, p2x, p2y, vx, vy))
{
if (positiveArea(p2x, p2y, p3x, p3y, vx, vy))
{
goto break_outer; // break outer;
}
}
}
}
break;
}
break_outer:
if (next == 0)
{
do
{
if (!isConcaveArray[i])
{
break;
}
i--;
} while (i > 0);
break;
}
previous = i;
i = next;
next = (next + 1) % vertexCount;
}
// Cut ear tip.
triangles.push_back(indices[(vertexCount + i - 1) % vertexCount]);
triangles.push_back(indices[i]);
triangles.push_back(indices[(i + 1) % vertexCount]);
indices.RemoveAt(i);
isConcaveArray.RemoveAt(i);
vertexCount--;
int previousIndex = (vertexCount + i - 1) % vertexCount;
int nextIndex = i == vertexCount ? 0 : i;
isConcaveArray[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices);
isConcaveArray[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices);
}
if (vertexCount == 3)
{
triangles.push_back(indices[2]);
triangles.push_back(indices[0]);
triangles.push_back(indices[1]);
}
return triangles;
}
Vector<Vector<float> > Triangulator::decompose(Vector<float>& vertices, Vector<int>& triangles)
{
Vector<Vector<float> >& convexPolygons = _convexPolygons;
for (int i = 0, n = convexPolygons.size(); i < n; ++i)
{
polygonPool.Free(convexPolygons[i]);
}
convexPolygons.Clear();
Vector<Vector<int> >& convexPolygonsIndices = _convexPolygonsIndices;
for (int i = 0, n = convexPolygonsIndices.size(); i < n; ++i)
{
_polygonIndicesPool.free(convexPolygonsIndices[i]);
}
convexPolygonsIndices.clear();
var polygonIndices = _polygonIndicesPool.Obtain();
polygonIndices.Clear();
var polygon = polygonPool.Obtain();
polygon.Clear();
// Merge subsequent triangles if they form a triangle fan.
int fanBaseIndex = -1, lastwinding = 0;
int[] trianglesItems = triangles.Items;
for (int i = 0, n = triangles.Count; i < n; i += 3)
{
int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
float x1 = vertices[t1], y1 = vertices[t1 + 1];
float x2 = vertices[t2], y2 = vertices[t2 + 1];
float x3 = vertices[t3], y3 = vertices[t3 + 1];
// If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
var merged = false;
if (fanBaseIndex == t1)
{
int o = polygon.Count - 4;
float[] p = polygon.Items;
int winding1 = winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
int winding2 = winding(x3, y3, p[0], p[1], p[2], p[3]);
if (winding1 == lastwinding && winding2 == lastwinding)
{
polygon.Add(x3);
polygon.Add(y3);
polygonIndices.Add(t3);
merged = true;
}
}
// Otherwise make this triangle the new base.
if (!merged)
{
if (polygon.Count > 0)
{
convexPolygons.Add(polygon);
convexPolygonsIndices.Add(polygonIndices);
}
else
{
polygonPool.Free(polygon);
_polygonIndicesPool.Free(polygonIndices);
}
polygon = polygonPool.Obtain();
polygon.Clear();
polygon.Add(x1);
polygon.Add(y1);
polygon.Add(x2);
polygon.Add(y2);
polygon.Add(x3);
polygon.Add(y3);
polygonIndices = _polygonIndicesPool.obtain();
polygonIndices.Clear();
polygonIndices.Add(t1);
polygonIndices.Add(t2);
polygonIndices.Add(t3);
lastwinding = winding(x1, y1, x2, y2, x3, y3);
fanBaseIndex = t1;
}
}
if (polygon.Count > 0)
{
convexPolygons.Add(polygon);
convexPolygonsIndices.Add(polygonIndices);
}
// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
for (int i = 0, n = convexPolygons.Count; i < n; ++i)
{
polygonIndices = convexPolygonsIndices.Items[i];
if (polygonIndices.Count == 0) continue;
int firstIndex = polygonIndices.Items[0];
int lastIndex = polygonIndices.Items[polygonIndices.Count - 1];
polygon = convexPolygons.Items[i];
int o = polygon.Count - 4;
float[] p = polygon.Items;
float prevPrevX = p[o], prevPrevY = p[o + 1];
float prevX = p[o + 2], prevY = p[o + 3];
float firstX = p[0], firstY = p[1];
float secondX = p[2], secondY = p[3];
int winding = winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
for (int ii = 0; ii < n; ++ii)
{
if (ii == i)
{
continue;
}
var otherIndices = convexPolygonsIndices.Items[ii];
if (otherIndices.Count != 3)
{
continue;
}
int otherFirstIndex = otherIndices.Items[0];
int otherSecondIndex = otherIndices.Items[1];
int otherLastIndex = otherIndices.Items[2];
var otherPoly = convexPolygons.Items[ii];
float x3 = otherPoly.Items[otherPoly.Count - 2], y3 = otherPoly.Items[otherPoly.Count - 1];
if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex)
{
continue;
}
int winding1 = winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
int winding2 = winding(x3, y3, firstX, firstY, secondX, secondY);
if (winding1 == winding && winding2 == winding)
{
otherPoly.Clear();
otherIndices.Clear();
polygon.Add(x3);
polygon.Add(y3);
polygonIndices.Add(otherLastIndex);
prevPrevX = prevX;
prevPrevY = prevY;
prevX = x3;
prevY = y3;
ii = 0;
}
}
}
// Remove empty polygons that resulted from the merge step above.
for (int i = convexPolygons.Count - 1; i >= 0; --i)
{
polygon = convexPolygons.Items[i];
if (polygon.Count == 0)
{
convexPolygons.RemoveAt(i);
polygonPool.Free(polygon);
polygonIndices = convexPolygonsIndices.Items[i];
convexPolygonsIndices.RemoveAt(i);
_polygonIndicesPool.Free(polygonIndices);
}
}
return convexPolygons;
}
bool Triangulator::isConcave(int index, int vertexCount, Vector<float>& vertices, Vector<int>& indices)
{
int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
int current = indices[index] << 1;
int next = indices[(index + 1) % vertexCount] << 1;
return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next],
vertices[next + 1]);
}
bool Triangulator::positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y)
{
return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
}
int Triangulator::winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y)
{
float px = p2x - p1x, py = p2y - p1y;
return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
}
}