spine-runtimes/spine-lua/Triangulator.lua
2017-05-03 14:16:32 +02:00

337 lines
9.9 KiB
Lua

-------------------------------------------------------------------------------
-- Spine Runtimes Software License v2.5
--
-- Copyright (c) 2013-2016, Esoteric Software
-- All rights reserved.
--
-- You are granted a perpetual, non-exclusive, non-sublicensable, and
-- non-transferable license to use, install, execute, and perform the Spine
-- Runtimes software and derivative works solely for personal or internal
-- use. Without the written permission of Esoteric Software (see Section 2 of
-- the Spine Software License Agreement), you may not (a) modify, translate,
-- adapt, or develop new applications using the Spine Runtimes or otherwise
-- create derivative works or improvements of the Spine Runtimes or (b) remove,
-- delete, alter, or obscure any trademarks or any copyright, trademark, patent,
-- or other intellectual property or proprietary rights notices on or in the
-- Software, including any copy thereof. Redistributions in binary or source
-- form must include this license and terms.
--
-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
-- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
-- EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
-- POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local utils = require "spine-lua.utils"
local setmetatable = setmetatable
local math_min = math.min
local math_max = math.max
local ipairs = ipairs
local table_insert = table.insert
local table_remove = table.remove
local Triangulator = {}
Triangulator.__index = Triangulator
function Triangulator.new ()
local self = {
convexPolygons = {},
convexPolygonsIndices = {},
indicesArray = {},
isConcaveArray = {},
triangles = {}
}
setmetatable(self, Triangulator)
return self
end
function Triangulator:triangulate (verticesArray)
local vertices = verticesArray
local vertexCount = #verticesArray / 2
self.indicesArray = {}
local indicesArray = self.indicesArray
local indices = utils.setArraySize(indicesArray, vertexCount)
local i = 0
while i < vertexCount do
indices[i] = i
i = i + 1
end
local isConcaveArray = self.isConcaveArray
local isConcave = isConcaveArray
i = 0
while i < vertexCount do
isConcave[i] = self:isConcave(i, vertexCount, vertices, indices)
i = i + 1
end
self.triangles = {}
local triangles = self.triangles;
while vertexCount > 3 do
-- Find ear tip.
local previous = vertexCount - 1
local i = 0
local _next = 1
while true do
local goToHead = false
local breakLoop = false
if not isConcave[i] then
local p1 = indices[previous] * 2 + 1
local p2 = indices[i] * 2 + 1
local p3 = indices[_next] * 2 + 1
local p1x = vertices[p1]
local p1y = vertices[p1 + 1]
local p2x = vertices[p2]
local p2y = vertices[p2 + 1]
local p3x = vertices[p3]
local p3y = vertices[p3 + 1]
local ii = ((_next + 1) % vertexCount)
while ii ~= previous do
if isConcave[ii] then
local v = indices[ii] * 2 + 1
local vx = vertices[v]
local vy = vertices[v + 1]
if self:positiveArea(p3x, p3y, p1x, p1y, vx, vy) then
if self:positiveArea(p1x, p1y, p2x, p2y, vx, vy) then
if self:positiveArea(p2x, p2y, p3x, p3y, vx, vy) then
goToHead = true
break
end
end
end
end
ii = (ii + 1) % vertexCount
end
if (not goToHead) then
breakLoop = true
break
end
end
if breakLoop then break end
if _next == 0 then
repeat
if not isConcave[i] then
break;
end
i = i - 1
until i == 0
break
end
previous = i
i = _next
_next = (_next + 1) % vertexCount
end
-- Cut ear tip.
table_insert(triangles, indices[(vertexCount + i - 1) % vertexCount] + 1)
table_insert(triangles, indices[i] + 1)
table_insert(triangles, indices[(i + 1) % vertexCount] + 1)
if i == 0 then
local ii = 1
while ii <= #indicesArray do
indicesArray[ii-1] = indicesArray[ii]
isConcaveArray[ii-1] = isConcaveArray[ii]
ii = ii + 1
end
else
table_remove(indicesArray, i)
table_remove(isConcaveArray, i)
end
vertexCount = vertexCount - 1
local previousIndex = (vertexCount + i - 1) % vertexCount
local nextIndex = i
if i == vertexCount then nextIndex = 0 end
isConcave[previousIndex] = self:isConcave(previousIndex, vertexCount, vertices, indices)
isConcave[nextIndex] = self:isConcave(nextIndex, vertexCount, vertices, indices)
end
if vertexCount == 3 then
table_insert(triangles, indices[2] + 1)
table_insert(triangles, indices[0] + 1)
table_insert(triangles, indices[1] + 1)
end
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;
local _next = indices[(index + 1) % vertexCount] * 2 + 1;
return not self:positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[_next],vertices[_next + 1]);
end
function Triangulator:positiveArea(p1x, p1y, p2x, p2y, p3x, p3y)
return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0
end
function Triangulator:winding(p1x, p1y, p2x, p2y, p3x, p3y)
local px = p2x - p1x
local py = p2y - p1y
if p3x * py - p3y * px + px * p1y - p1x * py >= 0 then
return 1
else
return -1;
end
end
return Triangulator