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https://github.com/EsotericSoftware/spine-runtimes.git
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[lua] Added convex decomposition
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@ -87,6 +87,7 @@ local triangulator = spine.Triangulator.new()
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local polygon = { 411, 219, 199, 230, 161, 362, 534, 407, 346, 305, 596, 265 }
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local indices = triangulator:triangulate(polygon)
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print(indices)
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print(triangulator:decompose(polygon, indices))
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local bounds = spine.SkeletonBounds.new()
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skeletons[1].skeleton:updateWorldTransform()
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@ -168,6 +168,150 @@ function Triangulator:triangulate (verticesArray)
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return triangles
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end
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function Triangulator:decompose(verticesArray, triangles)
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local vertices = verticesArray
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self.convexPolygons = {}
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local convexPolygons = self.convexPolygons;
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self.convexPolygonsIndices = {}
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local convexPolygonsIndices = self.convexPolygonsIndices;
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local polygonIndices = {}
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local polygon = {}
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-- Merge subsequent triangles if they form a triangle fan.
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local fanBaseIndex = -1
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local lastWinding = 0
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local trianglesItems = triangles
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local i = 1
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local n = #triangles
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while i <= n do
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local t1 = (trianglesItems[i] - 1) * 2 + 1
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local t2 = (trianglesItems[i + 1] - 1) * 2 + 1
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local t3 = (trianglesItems[i + 2] - 1) * 2 + 1
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local x1 = vertices[t1]
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local y1 = vertices[t1 + 1]
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local x2 = vertices[t2]
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local y2 = vertices[t2 + 1]
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local x3 = vertices[t3]
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local 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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local merged = false;
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if fanBaseIndex == t1 then
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local o = #polygon - 4 + 1;
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local p = polygon;
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local winding1 = self:winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
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local winding2 = self:winding(x3, y3, p[1], p[2], p[3], p[4]);
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if winding1 == lastWinding and winding2 == lastWinding then
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table_insert(polygon, x3)
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table_insert(polygon, y3)
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table_insert(polygonIndices, t3)
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merged = true
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end
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end
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-- Otherwise make this triangle the new base.
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if not merged then
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if #polygon > 0 then
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table_insert(convexPolygons, polygon)
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table_insert(convexPolygonsIndices, polygonIndices)
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end
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polygon = {}
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table_insert(polygon, x1)
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table_insert(polygon, y1)
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table_insert(polygon, x2)
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table_insert(polygon, y2)
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table_insert(polygon, x3)
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table_insert(polygon, y3)
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polygonIndices = {}
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table_insert(polygonIndices, t1)
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table_insert(polygonIndices, t2);
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table_insert(polygonIndices, t3);
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lastWinding = self:winding(x1, y1, x2, y2, x3, y3)
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fanBaseIndex = t1
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end
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i = i + 3
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end
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if #polygon > 0 then
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table_insert(convexPolygons, polygon)
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table_insert(convexPolygonsIndices, polygonIndices)
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end
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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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i = 1
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n = #convexPolygons
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while i <= n do
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polygonIndices = convexPolygonsIndices[i]
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if (#polygonIndices > 0) then
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local firstIndex = polygonIndices[1]
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local lastIndex = polygonIndices[#polygonIndices]
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polygon = convexPolygons[i]
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local o = #polygon - 4 + 1
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local p = polygon
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local prevPrevX = p[o]
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local prevPrevY = p[o + 1]
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local prevX = p[o + 2]
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local prevY = p[o + 3]
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local firstX = p[1]
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local firstY = p[2]
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local secondX = p[3]
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local secondY = p[4]
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local winding = self:winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY)
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local ii = 1
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while ii <= n do
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if ii ~= i then
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local otherIndices = convexPolygonsIndices[ii]
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if (#otherIndices == 3) then
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local otherFirstIndex = otherIndices[1];
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local otherSecondIndex = otherIndices[2];
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local otherLastIndex = otherIndices[3];
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local otherPoly = convexPolygons[ii];
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local x3 = otherPoly[#otherPoly - 2 + 1]
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local y3 = otherPoly[#otherPoly - 1 + 1]
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if not (otherFirstIndex ~= firstIndex or otherSecondIndex ~= lastIndex) then
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local winding1 = self:winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3)
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local winding2 = self:winding(x3, y3, firstX, firstY, secondX, secondY)
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if winding1 == winding and winding2 == winding then
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convexPolygons[ii] = {}
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convexPolygonsIndices[ii] = {}
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table_insert(polygon, x3)
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table_insert(polygon, y3)
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table_insert(polygonIndices, 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 = 1
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end
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end
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end
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end
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ii = ii + 1
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end
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end
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i = i + 1
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end
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-- Remove empty polygons that resulted from the merge step above.
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i = #convexPolygons
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while i >= 1 do
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polygon = convexPolygons[i]
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if #polygon == 0 then
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table_remove(convexPolygons, i)
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end
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i = i - 1
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end
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return convexPolygons;
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end
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function Triangulator:isConcave(index, vertexCount, vertices, indices)
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local previous = indices[(vertexCount + index - 1) % vertexCount] * 2 + 1;
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local current = indices[index] * 2 + 1;
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