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https://github.com/EsotericSoftware/spine-runtimes.git
synced 2026-02-09 08:38:43 +08:00
wip
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@ -39,304 +39,26 @@ namespace Spine
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class Triangulator
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{
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public:
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public Vector<int> triangulate(Vector<float>& verticesArray)
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{
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var vertices = verticesArray.Items;
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int vertexCount = verticesArray.Count >> 1;
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var indicesArray = _indicesArray;
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indicesArray.Clear();
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int[] indices = indicesArray.Resize(vertexCount).Items;
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for (int i = 0; i < vertexCount; i++)
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{
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indices[i] = i;
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}
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var isConcaveArray = _isConcaveArray;
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bool[] isConcave = isConcaveArray.Resize(vertexCount).Items;
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for (int i = 0, n = vertexCount; i < n; ++i)
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{
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isConcave[i] = isConcave(i, vertexCount, vertices, indices);
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}
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var triangles = _triangles;
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triangles.Clear();
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triangles.EnsureCapacity(Math.Max(0, vertexCount - 2) << 2);
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while (vertexCount > 3)
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{
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// Find ear tip.
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int previous = vertexCount - 1, i = 0, next = 1;
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// outer:
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while (true)
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{
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if (!isConcave[i])
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{
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int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
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float p1x = vertices[p1], p1y = vertices[p1 + 1];
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float p2x = vertices[p2], p2y = vertices[p2 + 1];
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float p3x = vertices[p3], p3y = vertices[p3 + 1];
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for (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount)
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{
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if (!isConcave[ii]) continue;
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int v = indices[ii] << 1;
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float vx = vertices[v], vy = vertices[v + 1];
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if (positiveArea(p3x, p3y, p1x, p1y, vx, vy))
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{
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if (positiveArea(p1x, p1y, p2x, p2y, vx, vy))
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{
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if (positiveArea(p2x, p2y, p3x, p3y, vx, vy))
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{
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goto break_outer; // break outer;
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}
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}
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}
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}
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break;
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}
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break_outer:
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if (next == 0)
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{
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do
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{
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if (!isConcave[i])
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{
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break;
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}
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i--;
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} while (i > 0);
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break;
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}
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previous = i;
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i = next;
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next = (next + 1) % vertexCount;
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}
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// Cut ear tip.
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triangles.Add(indices[(vertexCount + i - 1) % vertexCount]);
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triangles.Add(indices[i]);
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triangles.Add(indices[(i + 1) % vertexCount]);
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indicesArray.RemoveAt(i);
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isConcaveArray.RemoveAt(i);
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vertexCount--;
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int previousIndex = (vertexCount + i - 1) % vertexCount;
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int nextIndex = i == vertexCount ? 0 : i;
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isConcave[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices);
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isConcave[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices);
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}
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if (vertexCount == 3)
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{
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triangles.Add(indices[2]);
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triangles.Add(indices[0]);
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triangles.Add(indices[1]);
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}
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return triangles;
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}
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Vector<int> triangulate(Vector<float>& vertices);
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public Vector<Vector<float>> decompose(Vector<float>& verticesArray, Vector<int>& triangles)
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{
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var vertices = verticesArray.Items;
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var convexPolygons = _convexPolygons;
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for (int i = 0, n = convexPolygons.Count; i < n; i++)
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{
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polygonPool.Free(convexPolygons.Items[i]);
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}
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convexPolygons.Clear();
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var convexPolygonsIndices = _convexPolygonsIndices;
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for (int i = 0, n = convexPolygonsIndices.Count; i < n; i++)
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{
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polygonIndicesPool.Free(convexPolygonsIndices.Items[i]);
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}
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convexPolygonsIndices.Clear();
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var polygonIndices = polygonIndicesPool.Obtain();
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polygonIndices.Clear();
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var polygon = polygonPool.Obtain();
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polygon.Clear();
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// Merge subsequent triangles if they form a triangle fan.
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int fanBaseIndex = -1, lastwinding = 0;
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int[] trianglesItems = triangles.Items;
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for (int i = 0, n = triangles.Count; i < n; i += 3)
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{
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int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
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float x1 = vertices[t1], y1 = vertices[t1 + 1];
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float x2 = vertices[t2], y2 = vertices[t2 + 1];
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float x3 = vertices[t3], y3 = vertices[t3 + 1];
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// If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
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var merged = false;
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if (fanBaseIndex == t1)
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{
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int o = polygon.Count - 4;
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float[] p = polygon.Items;
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int winding1 = winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
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int winding2 = winding(x3, y3, p[0], p[1], p[2], p[3]);
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if (winding1 == lastwinding && winding2 == lastwinding)
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{
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polygon.Add(x3);
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polygon.Add(y3);
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polygonIndices.Add(t3);
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merged = true;
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}
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}
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// Otherwise make this triangle the new base.
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if (!merged)
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{
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if (polygon.Count > 0)
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{
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convexPolygons.Add(polygon);
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convexPolygonsIndices.Add(polygonIndices);
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}
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else
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{
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polygonPool.Free(polygon);
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polygonIndicesPool.Free(polygonIndices);
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}
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polygon = polygonPool.Obtain();
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polygon.Clear();
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polygon.Add(x1);
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polygon.Add(y1);
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polygon.Add(x2);
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polygon.Add(y2);
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polygon.Add(x3);
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polygon.Add(y3);
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polygonIndices = polygonIndicesPool.Obtain();
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polygonIndices.Clear();
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polygonIndices.Add(t1);
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polygonIndices.Add(t2);
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polygonIndices.Add(t3);
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lastwinding = winding(x1, y1, x2, y2, x3, y3);
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fanBaseIndex = t1;
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}
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}
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if (polygon.Count > 0)
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{
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convexPolygons.Add(polygon);
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convexPolygonsIndices.Add(polygonIndices);
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}
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// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
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for (int i = 0, n = convexPolygons.Count; i < n; ++i)
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{
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polygonIndices = convexPolygonsIndices.Items[i];
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if (polygonIndices.Count == 0) continue;
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int firstIndex = polygonIndices.Items[0];
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int lastIndex = polygonIndices.Items[polygonIndices.Count - 1];
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polygon = convexPolygons.Items[i];
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int o = polygon.Count - 4;
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float[] p = polygon.Items;
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float prevPrevX = p[o], prevPrevY = p[o + 1];
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float prevX = p[o + 2], prevY = p[o + 3];
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float firstX = p[0], firstY = p[1];
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float secondX = p[2], secondY = p[3];
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int winding = winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
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for (int ii = 0; ii < n; ii++)
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{
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if (ii == i)
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{
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continue;
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}
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var otherIndices = convexPolygonsIndices.Items[ii];
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if (otherIndices.Count != 3)
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{
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continue;
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}
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int otherFirstIndex = otherIndices.Items[0];
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int otherSecondIndex = otherIndices.Items[1];
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int otherLastIndex = otherIndices.Items[2];
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var otherPoly = convexPolygons.Items[ii];
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float x3 = otherPoly.Items[otherPoly.Count - 2], y3 = otherPoly.Items[otherPoly.Count - 1];
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if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex)
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{
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continue;
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}
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int winding1 = winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
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int winding2 = winding(x3, y3, firstX, firstY, secondX, secondY);
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if (winding1 == winding && winding2 == winding)
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{
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otherPoly.Clear();
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otherIndices.Clear();
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polygon.Add(x3);
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polygon.Add(y3);
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polygonIndices.Add(otherLastIndex);
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prevPrevX = prevX;
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prevPrevY = prevY;
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prevX = x3;
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prevY = y3;
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ii = 0;
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}
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}
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}
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// Remove empty polygons that resulted from the merge step above.
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for (int i = convexPolygons.Count - 1; i >= 0; --i)
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{
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polygon = convexPolygons.Items[i];
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if (polygon.Count == 0)
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{
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convexPolygons.RemoveAt(i);
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polygonPool.Free(polygon);
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polygonIndices = convexPolygonsIndices.Items[i];
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convexPolygonsIndices.RemoveAt(i);
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polygonIndicesPool.Free(polygonIndices);
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}
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}
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return convexPolygons;
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}
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Vector<Vector<float> > decompose(Vector<float>& vertices, Vector<int>& triangles);
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private:
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Vector<Vector<float>> _convexPolygons;
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Vector<Vector<int>> _convexPolygonsIndices;
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Vector<Vector<float> > _convexPolygons;
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Vector<Vector<int> > _convexPolygonsIndices;
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Vector<int> _indicesArray;
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Vector<int> _indices;
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Vector<bool> _isConcaveArray;
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Vector<int> _triangles;
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Pool<Vector<float>> _polygonPool;
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Pool<Vector<int>> _polygonIndicesPool;
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Pool<Vector<float> > _polygonPool;
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Pool<Vector<int> > _polygonIndicesPool;
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static bool isConcave(int index, int vertexCount, Vector<float> vertices, Vector<int> indices)
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{
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int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
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int current = indices[index] << 1;
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int next = indices[(index + 1) % vertexCount] << 1;
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return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next],
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vertices[next + 1]);
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}
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static bool isConcave(int index, int vertexCount, Vector<float>& vertices, Vector<int>& indices);
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static bool positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y)
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{
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return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
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}
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static bool positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y);
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static int winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y)
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{
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float px = p2x - p1x, py = p2y - p1y;
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return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
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}
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static int winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y);
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};
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}
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@ -28,7 +28,299 @@
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/Triangulator.h>
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#include <spine/MathUtil.h>
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namespace Spine
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{
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// TODO
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Vector<int> Triangulator::triangulate(Vector<float>& vertices)
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{
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int vertexCount = static_cast<int>(vertices.size() >> 1);
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Vector<int>& indices = _indices;
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indices.clear();
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indices.reserve(vertexCount);
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for (int i = 0; i < vertexCount; ++i)
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{
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indices[i] = i;
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}
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Vector<bool>& isConcaveArray = _isConcaveArray;
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isConcaveArray.reserve(vertexCount);
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for (int i = 0, n = vertexCount; i < n; ++i)
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{
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isConcaveArray[i] = isConcave(i, vertexCount, vertices, indices);
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}
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Vector<int>& triangles = _triangles;
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triangles.clear();
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triangles.reserve(MAX(0, vertexCount - 2) << 2);
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while (vertexCount > 3)
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{
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// Find ear tip.
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int previous = vertexCount - 1, i = 0, next = 1;
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// outer:
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while (true)
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{
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if (!isConcaveArray[i])
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{
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int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
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float p1x = vertices[p1], p1y = vertices[p1 + 1];
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float p2x = vertices[p2], p2y = vertices[p2 + 1];
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float p3x = vertices[p3], p3y = vertices[p3 + 1];
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for (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount)
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{
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if (!isConcaveArray[ii])
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{
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continue;
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}
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int v = indices[ii] << 1;
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float vx = vertices[v], vy = vertices[v + 1];
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if (positiveArea(p3x, p3y, p1x, p1y, vx, vy))
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{
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if (positiveArea(p1x, p1y, p2x, p2y, vx, vy))
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{
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if (positiveArea(p2x, p2y, p3x, p3y, vx, vy))
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{
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goto break_outer; // break outer;
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}
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}
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}
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}
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break;
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}
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break_outer:
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if (next == 0)
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{
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do
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{
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if (!isConcaveArray[i])
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{
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break;
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}
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i--;
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} while (i > 0);
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break;
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}
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previous = i;
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i = next;
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next = (next + 1) % vertexCount;
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}
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// Cut ear tip.
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triangles.push_back(indices[(vertexCount + i - 1) % vertexCount]);
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triangles.push_back(indices[i]);
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triangles.push_back(indices[(i + 1) % vertexCount]);
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indices.RemoveAt(i);
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isConcaveArray.RemoveAt(i);
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vertexCount--;
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int previousIndex = (vertexCount + i - 1) % vertexCount;
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int nextIndex = i == vertexCount ? 0 : i;
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isConcaveArray[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices);
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isConcaveArray[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices);
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}
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if (vertexCount == 3)
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{
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triangles.push_back(indices[2]);
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triangles.push_back(indices[0]);
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triangles.push_back(indices[1]);
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}
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return triangles;
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}
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Vector<Vector<float> > Triangulator::decompose(Vector<float>& vertices, Vector<int>& triangles)
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{
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Vector<Vector<float> >& convexPolygons = _convexPolygons;
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for (int i = 0, n = convexPolygons.size(); i < n; ++i)
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{
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polygonPool.Free(convexPolygons[i]);
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}
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convexPolygons.Clear();
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Vector<Vector<int> >& convexPolygonsIndices = _convexPolygonsIndices;
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for (int i = 0, n = convexPolygonsIndices.size(); i < n; ++i)
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{
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_polygonIndicesPool.free(convexPolygonsIndices[i]);
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}
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convexPolygonsIndices.clear();
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var polygonIndices = _polygonIndicesPool.Obtain();
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polygonIndices.Clear();
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var polygon = polygonPool.Obtain();
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polygon.Clear();
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// Merge subsequent triangles if they form a triangle fan.
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int fanBaseIndex = -1, lastwinding = 0;
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int[] trianglesItems = triangles.Items;
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for (int i = 0, n = triangles.Count; i < n; i += 3)
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{
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int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
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float x1 = vertices[t1], y1 = vertices[t1 + 1];
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float x2 = vertices[t2], y2 = vertices[t2 + 1];
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float x3 = vertices[t3], y3 = vertices[t3 + 1];
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// If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
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var merged = false;
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if (fanBaseIndex == t1)
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{
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int o = polygon.Count - 4;
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float[] p = polygon.Items;
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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;
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user