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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /core/math/triangulate.cpp
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
GODOT IS OPEN SOURCE
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diff --git a/core/math/triangulate.cpp b/core/math/triangulate.cpp
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+/*************************************************************************/
+/* triangulate.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#include "triangulate.h"
+
+float Triangulate::get_area(const Vector<Vector2> &contour)
+{
+
+ int n = contour.size();
+ const Vector2 *c=&contour[0];
+
+ float A=0.0f;
+
+ for(int p=n-1,q=0; q<n; p=q++)
+ {
+ A+= c[p].cross(c[q]);
+ }
+ return A*0.5f;
+}
+
+ /*
+ is_inside_triangle decides if a point P is Inside of the triangle
+ defined by A, B, C.
+ */
+
+bool Triangulate::is_inside_triangle(float Ax, float Ay,
+ float Bx, float By,
+ float Cx, float Cy,
+ float Px, float Py)
+
+{
+ float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
+ float cCROSSap, bCROSScp, aCROSSbp;
+
+ ax = Cx - Bx; ay = Cy - By;
+ bx = Ax - Cx; by = Ay - Cy;
+ cx = Bx - Ax; cy = By - Ay;
+ apx= Px - Ax; apy= Py - Ay;
+ bpx= Px - Bx; bpy= Py - By;
+ cpx= Px - Cx; cpy= Py - Cy;
+
+ aCROSSbp = ax*bpy - ay*bpx;
+ cCROSSap = cx*apy - cy*apx;
+ bCROSScp = bx*cpy - by*cpx;
+
+ return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
+};
+
+bool Triangulate::snip(const Vector<Vector2> &p_contour,int u,int v,int w,int n,int *V)
+{
+ int p;
+ float Ax, Ay, Bx, By, Cx, Cy, Px, Py;
+ const Vector2 *contour=&p_contour[0];
+
+ Ax = contour[V[u]].x;
+ Ay = contour[V[u]].y;
+
+ Bx = contour[V[v]].x;
+ By = contour[V[v]].y;
+
+ Cx = contour[V[w]].x;
+ Cy = contour[V[w]].y;
+
+ if ( CMP_EPSILON > (((Bx-Ax)*(Cy-Ay)) - ((By-Ay)*(Cx-Ax))) ) return false;
+
+ for (p=0;p<n;p++)
+ {
+ if( (p == u) || (p == v) || (p == w) ) continue;
+ Px = contour[V[p]].x;
+ Py = contour[V[p]].y;
+ if (is_inside_triangle(Ax,Ay,Bx,By,Cx,Cy,Px,Py)) return false;
+ }
+
+ return true;
+}
+
+bool Triangulate::triangulate(const Vector<Vector2> &contour,Vector<int> &result)
+{
+ /* allocate and initialize list of Vertices in polygon */
+
+ int n = contour.size();
+ if ( n < 3 ) return false;
+
+
+
+ int *V = (int*)alloca(sizeof(int)*n);
+
+ /* we want a counter-clockwise polygon in V */
+
+ if ( 0.0f < get_area(contour) )
+ for (int v=0; v<n; v++) V[v] = v;
+ else
+ for(int v=0; v<n; v++) V[v] = (n-1)-v;
+
+ int nv = n;
+
+ /* remove nv-2 Vertices, creating 1 triangle every time */
+ int count = 2*nv; /* error detection */
+
+ for(int m=0, v=nv-1; nv>2; )
+ {
+ /* if we loop, it is probably a non-simple polygon */
+ if (0 >= (count--))
+ {
+ //** Triangulate: ERROR - probable bad polygon!
+ return false;
+ }
+
+ /* three consecutive vertices in current polygon, <u,v,w> */
+ int u = v ; if (nv <= u) u = 0; /* previous */
+ v = u+1; if (nv <= v) v = 0; /* new v */
+ int w = v+1; if (nv <= w) w = 0; /* next */
+
+ if ( snip(contour,u,v,w,nv,V) )
+ {
+ int a,b,c,s,t;
+
+ /* true names of the vertices */
+ a = V[u]; b = V[v]; c = V[w];
+
+ /* output Triangle */
+ /*
+ result.push_back( contour[a] );
+ result.push_back( contour[b] );
+ result.push_back( contour[c] );
+*/
+
+ result.push_back( a );
+ result.push_back( b );
+ result.push_back( c );
+
+ m++;
+
+ /* remove v from remaining polygon */
+ for(s=v,t=v+1;t<nv;s++,t++) V[s] = V[t]; nv--;
+
+ /* resest error detection counter */
+ count = 2*nv;
+ }
+ }
+
+ return true;
+}