[lua] Added convex decomposition

This commit is contained in:
badlogic 2017-05-03 14:16:32 +02:00
parent d218cf1544
commit abc5ff272d
2 changed files with 145 additions and 0 deletions

View File

@ -87,6 +87,7 @@ local triangulator = spine.Triangulator.new()
local polygon = { 411, 219, 199, 230, 161, 362, 534, 407, 346, 305, 596, 265 }
local indices = triangulator:triangulate(polygon)
print(indices)
print(triangulator:decompose(polygon, indices))
local bounds = spine.SkeletonBounds.new()
skeletons[1].skeleton:updateWorldTransform()

View File

@ -168,6 +168,150 @@ function Triangulator:triangulate (verticesArray)
return triangles
end
function Triangulator:decompose(verticesArray, triangles)
local vertices = verticesArray
self.convexPolygons = {}
local convexPolygons = self.convexPolygons;
self.convexPolygonsIndices = {}
local convexPolygonsIndices = self.convexPolygonsIndices;
local polygonIndices = {}
local polygon = {}
-- Merge subsequent triangles if they form a triangle fan.
local fanBaseIndex = -1
local lastWinding = 0
local trianglesItems = triangles
local i = 1
local n = #triangles
while i <= n do
local t1 = (trianglesItems[i] - 1) * 2 + 1
local t2 = (trianglesItems[i + 1] - 1) * 2 + 1
local t3 = (trianglesItems[i + 2] - 1) * 2 + 1
local x1 = vertices[t1]
local y1 = vertices[t1 + 1]
local x2 = vertices[t2]
local y2 = vertices[t2 + 1]
local x3 = vertices[t3]
local 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).
local merged = false;
if fanBaseIndex == t1 then
local o = #polygon - 4 + 1;
local p = polygon;
local winding1 = self:winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
local winding2 = self:winding(x3, y3, p[1], p[2], p[3], p[4]);
if winding1 == lastWinding and winding2 == lastWinding then
table_insert(polygon, x3)
table_insert(polygon, y3)
table_insert(polygonIndices, t3)
merged = true
end
end
-- Otherwise make this triangle the new base.
if not merged then
if #polygon > 0 then
table_insert(convexPolygons, polygon)
table_insert(convexPolygonsIndices, polygonIndices)
end
polygon = {}
table_insert(polygon, x1)
table_insert(polygon, y1)
table_insert(polygon, x2)
table_insert(polygon, y2)
table_insert(polygon, x3)
table_insert(polygon, y3)
polygonIndices = {}
table_insert(polygonIndices, t1)
table_insert(polygonIndices, t2);
table_insert(polygonIndices, t3);
lastWinding = self:winding(x1, y1, x2, y2, x3, y3)
fanBaseIndex = t1
end
i = i + 3
end
if #polygon > 0 then
table_insert(convexPolygons, polygon)
table_insert(convexPolygonsIndices, polygonIndices)
end
-- Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
i = 1
n = #convexPolygons
while i <= n do
polygonIndices = convexPolygonsIndices[i]
if (#polygonIndices > 0) then
local firstIndex = polygonIndices[1]
local lastIndex = polygonIndices[#polygonIndices]
polygon = convexPolygons[i]
local o = #polygon - 4 + 1
local p = polygon
local prevPrevX = p[o]
local prevPrevY = p[o + 1]
local prevX = p[o + 2]
local prevY = p[o + 3]
local firstX = p[1]
local firstY = p[2]
local secondX = p[3]
local secondY = p[4]
local winding = self:winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY)
local ii = 1
while ii <= n do
if ii ~= i then
local otherIndices = convexPolygonsIndices[ii]
if (#otherIndices == 3) then
local otherFirstIndex = otherIndices[1];
local otherSecondIndex = otherIndices[2];
local otherLastIndex = otherIndices[3];
local otherPoly = convexPolygons[ii];
local x3 = otherPoly[#otherPoly - 2 + 1]
local y3 = otherPoly[#otherPoly - 1 + 1]
if not (otherFirstIndex ~= firstIndex or otherSecondIndex ~= lastIndex) then
local winding1 = self:winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3)
local winding2 = self:winding(x3, y3, firstX, firstY, secondX, secondY)
if winding1 == winding and winding2 == winding then
convexPolygons[ii] = {}
convexPolygonsIndices[ii] = {}
table_insert(polygon, x3)
table_insert(polygon, y3)
table_insert(polygonIndices, otherLastIndex)
prevPrevX = prevX
prevPrevY = prevY
prevX = x3
prevY = y3
ii = 1
end
end
end
end
ii = ii + 1
end
end
i = i + 1
end
-- Remove empty polygons that resulted from the merge step above.
i = #convexPolygons
while i >= 1 do
polygon = convexPolygons[i]
if #polygon == 0 then
table_remove(convexPolygons, i)
end
i = i - 1
end
return convexPolygons;
end
function Triangulator:isConcave(index, vertexCount, vertices, indices)
local previous = indices[(vertexCount + index - 1) % vertexCount] * 2 + 1;
local current = indices[index] * 2 + 1;