diff options
Diffstat (limited to 'core/math/geometry.cpp')
-rw-r--r-- | core/math/geometry.cpp | 276 |
1 files changed, 183 insertions, 93 deletions
diff --git a/core/math/geometry.cpp b/core/math/geometry.cpp index be5e40e4e6..e0ead8446f 100644 --- a/core/math/geometry.cpp +++ b/core/math/geometry.cpp @@ -5,8 +5,8 @@ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ -/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */ -/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */ +/* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */ +/* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ @@ -31,7 +31,13 @@ #include "geometry.h" #include "core/print_string.h" +#include "thirdparty/misc/clipper.hpp" +#include "thirdparty/misc/triangulator.h" +#define SCALE_FACTOR 100000.0 // Based on CMP_EPSILON. + +// This implementation is very inefficient, commenting unless bugs happen. See the other one. +/* bool Geometry::is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2> &p_polygon) { Vector<int> indices = Geometry::triangulate_polygon(p_polygon); @@ -42,6 +48,7 @@ bool Geometry::is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2> } return false; } +*/ void Geometry::MeshData::optimize_vertices() { @@ -118,8 +125,8 @@ struct _FaceClassify { }; static bool _connect_faces(_FaceClassify *p_faces, int len, int p_group) { - /* connect faces, error will occur if an edge is shared between more than 2 faces */ - /* clear connections */ + // Connect faces, error will occur if an edge is shared between more than 2 faces. + // Clear connections. bool error = false; @@ -189,13 +196,6 @@ static bool _connect_faces(_FaceClassify *p_faces, int len, int p_group) { if (p_faces[i].links[j].face == -1) p_faces[i].valid = false; } - /*printf("face %i is valid: %i, group %i. connected to %i:%i,%i:%i,%i:%i\n",i,p_faces[i].valid,p_faces[i].group, - p_faces[i].links[0].face, - p_faces[i].links[0].edge, - p_faces[i].links[1].face, - p_faces[i].links[1].edge, - p_faces[i].links[2].face, - p_faces[i].links[2].edge);*/ } return error; } @@ -241,12 +241,9 @@ PoolVector<PoolVector<Face3> > Geometry::separate_objects(PoolVector<Face3> p_ar bool error = _connect_faces(_fcptr, len, -1); - if (error) { - - ERR_FAIL_COND_V(error, PoolVector<PoolVector<Face3> >()); // invalid geometry - } + ERR_FAIL_COND_V_MSG(error, PoolVector<PoolVector<Face3> >(), "Invalid geometry."); - /* group connected faces in separate objects */ + // Group connected faces in separate objects. int group = 0; for (int i = 0; i < len; i++) { @@ -258,7 +255,7 @@ PoolVector<PoolVector<Face3> > Geometry::separate_objects(PoolVector<Face3> p_ar } } - /* group connected faces in separate objects */ + // Group connected faces in separate objects. for (int i = 0; i < len; i++) { @@ -370,7 +367,7 @@ static inline void _plot_face(uint8_t ***p_cell_status, int x, int y, int z, int static inline void _mark_outside(uint8_t ***p_cell_status, int x, int y, int z, int len_x, int len_y, int len_z) { if (p_cell_status[x][y][z] & 3) - return; // nothing to do, already used and/or visited + return; // Nothing to do, already used and/or visited. p_cell_status[x][y][z] = _CELL_PREV_FIRST; @@ -378,29 +375,20 @@ static inline void _mark_outside(uint8_t ***p_cell_status, int x, int y, int z, uint8_t &c = p_cell_status[x][y][z]; - //printf("at %i,%i,%i\n",x,y,z); - if ((c & _CELL_STEP_MASK) == _CELL_STEP_NONE) { - /* Haven't been in here, mark as outside */ + // Haven't been in here, mark as outside. p_cell_status[x][y][z] |= _CELL_EXTERIOR; - //printf("not marked as anything, marking exterior\n"); } - //printf("cell step is %i\n",(c&_CELL_STEP_MASK)); - if ((c & _CELL_STEP_MASK) != _CELL_STEP_DONE) { - /* if not done, increase step */ + // If not done, increase step. c += 1 << 2; - //printf("incrementing cell step\n"); } if ((c & _CELL_STEP_MASK) == _CELL_STEP_DONE) { - /* Go back */ - //printf("done, going back a cell\n"); - + // Go back. switch (c & _CELL_PREV_MASK) { case _CELL_PREV_FIRST: { - //printf("at end, finished marking\n"); return; } break; case _CELL_PREV_Y_POS: { @@ -434,8 +422,6 @@ static inline void _mark_outside(uint8_t ***p_cell_status, int x, int y, int z, continue; } - //printf("attempting new cell!\n"); - int next_x = x, next_y = y, next_z = z; uint8_t prev = 0; @@ -469,8 +455,6 @@ static inline void _mark_outside(uint8_t ***p_cell_status, int x, int y, int z, default: ERR_FAIL(); } - //printf("testing if new cell will be ok...!\n"); - if (next_x < 0 || next_x >= len_x) continue; if (next_y < 0 || next_y >= len_y) @@ -478,13 +462,9 @@ static inline void _mark_outside(uint8_t ***p_cell_status, int x, int y, int z, if (next_z < 0 || next_z >= len_z) continue; - //printf("testing if new cell is traversable\n"); - if (p_cell_status[next_x][next_y][next_z] & 3) continue; - //printf("move to it\n"); - x = next_x; y = next_y; z = next_z; @@ -501,18 +481,7 @@ static inline void _build_faces(uint8_t ***p_cell_status, int x, int y, int z, i if (p_cell_status[x][y][z] & _CELL_EXTERIOR) return; -/* static const Vector3 vertices[8]={ - Vector3(0,0,0), - Vector3(0,0,1), - Vector3(0,1,0), - Vector3(0,1,1), - Vector3(1,0,0), - Vector3(1,0,1), - Vector3(1,1,0), - Vector3(1,1,1), - }; -*/ -#define vert(m_idx) Vector3((m_idx & 4) >> 2, (m_idx & 2) >> 1, m_idx & 1) +#define vert(m_idx) Vector3(((m_idx)&4) >> 2, ((m_idx)&2) >> 1, (m_idx)&1) static const uint8_t indices[6][4] = { { 7, 6, 4, 5 }, @@ -523,22 +492,6 @@ static inline void _build_faces(uint8_t ***p_cell_status, int x, int y, int z, i { 0, 4, 6, 2 }, }; - /* - - {0,1,2,3}, - {0,1,4,5}, - {0,2,4,6}, - {4,5,6,7}, - {2,3,7,6}, - {1,3,5,7}, - - {0,2,3,1}, - {0,1,5,4}, - {0,4,6,2}, - {7,6,4,5}, - {7,3,2,6}, - {7,5,1,3}, -*/ for (int i = 0; i < 6; i++) { @@ -601,9 +554,9 @@ PoolVector<Face3> Geometry::wrap_geometry(PoolVector<Face3> p_array, real_t *p_e } } - global_aabb.grow_by(0.01); // avoid numerical error + global_aabb.grow_by(0.01); // Avoid numerical error. - // determine amount of cells in grid axis + // Determine amount of cells in grid axis. int div_x, div_y, div_z; if (global_aabb.size.x / _MIN_SIZE < _MAX_LENGTH) @@ -626,7 +579,7 @@ PoolVector<Face3> Geometry::wrap_geometry(PoolVector<Face3> p_array, real_t *p_e voxelsize.y /= div_y; voxelsize.z /= div_z; - // create and initialize cells to zero + // Create and initialize cells to zero. uint8_t ***cell_status = memnew_arr(uint8_t **, div_x); for (int i = 0; i < div_x; i++) { @@ -644,7 +597,7 @@ PoolVector<Face3> Geometry::wrap_geometry(PoolVector<Face3> p_array, real_t *p_e } } - // plot faces into cells + // Plot faces into cells. for (int i = 0; i < face_count; i++) { @@ -656,7 +609,7 @@ PoolVector<Face3> Geometry::wrap_geometry(PoolVector<Face3> p_array, real_t *p_e _plot_face(cell_status, 0, 0, 0, div_x, div_y, div_z, voxelsize, f); } - // determine which cells connect to the outside by traversing the outside and recursively flood-fill marking + // Determine which cells connect to the outside by traversing the outside and recursively flood-fill marking. for (int i = 0; i < div_x; i++) { @@ -685,7 +638,7 @@ PoolVector<Face3> Geometry::wrap_geometry(PoolVector<Face3> p_array, real_t *p_e } } - // build faces for the inside-outside cell divisors + // Build faces for the inside-outside cell divisors. PoolVector<Face3> wrapped_faces; @@ -700,7 +653,7 @@ PoolVector<Face3> Geometry::wrap_geometry(PoolVector<Face3> p_array, real_t *p_e } } - // transform face vertices to global coords + // Transform face vertices to global coords. int wrapped_faces_count = wrapped_faces.size(); PoolVector<Face3>::Write wrapped_facesw = wrapped_faces.write(); @@ -735,13 +688,47 @@ PoolVector<Face3> Geometry::wrap_geometry(PoolVector<Face3> p_array, real_t *p_e return wrapped_faces; } +Vector<Vector<Vector2> > Geometry::decompose_polygon_in_convex(Vector<Point2> polygon) { + Vector<Vector<Vector2> > decomp; + List<TriangulatorPoly> in_poly, out_poly; + + TriangulatorPoly inp; + inp.Init(polygon.size()); + for (int i = 0; i < polygon.size(); i++) { + inp.GetPoint(i) = polygon[i]; + } + inp.SetOrientation(TRIANGULATOR_CCW); + in_poly.push_back(inp); + TriangulatorPartition tpart; + if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { // Failed. + ERR_PRINT("Convex decomposing failed!"); + return decomp; + } + + decomp.resize(out_poly.size()); + int idx = 0; + for (List<TriangulatorPoly>::Element *I = out_poly.front(); I; I = I->next()) { + TriangulatorPoly &tp = I->get(); + + decomp.write[idx].resize(tp.GetNumPoints()); + + for (int64_t i = 0; i < tp.GetNumPoints(); i++) { + decomp.write[idx].write[i] = tp.GetPoint(i); + } + + idx++; + } + + return decomp; +} + Geometry::MeshData Geometry::build_convex_mesh(const PoolVector<Plane> &p_planes) { MeshData mesh; #define SUBPLANE_SIZE 1024.0 - real_t subplane_size = 1024.0; // should compute this from the actual plane + real_t subplane_size = 1024.0; // Should compute this from the actual plane. for (int i = 0; i < p_planes.size(); i++) { Plane p = p_planes[i]; @@ -749,7 +736,7 @@ Geometry::MeshData Geometry::build_convex_mesh(const PoolVector<Plane> &p_planes Vector3 ref = Vector3(0.0, 1.0, 0.0); if (ABS(p.normal.dot(ref)) > 0.95) - ref = Vector3(0.0, 0.0, 1.0); // change axis + ref = Vector3(0.0, 0.0, 1.0); // Change axis. Vector3 right = p.normal.cross(ref).normalized(); Vector3 up = p.normal.cross(right).normalized(); @@ -787,20 +774,20 @@ Geometry::MeshData Geometry::build_convex_mesh(const PoolVector<Plane> &p_planes real_t dist0 = clip.distance_to(edge0_A); real_t dist1 = clip.distance_to(edge1_A); - if (dist0 <= 0) { // behind plane + if (dist0 <= 0) { // Behind plane. new_vertices.push_back(vertices[k]); } - // check for different sides and non coplanar + // Check for different sides and non coplanar. if ((dist0 * dist1) < 0) { - // calculate intersection + // Calculate intersection. Vector3 rel = edge1_A - edge0_A; real_t den = clip.normal.dot(rel); - if (Math::abs(den) < CMP_EPSILON) - continue; // point too short + if (Math::is_zero_approx(den)) + continue; // Point too short. real_t dist = -(clip.normal.dot(edge0_A) - clip.d) / den; Vector3 inters = edge0_A + rel * dist; @@ -814,11 +801,11 @@ Geometry::MeshData Geometry::build_convex_mesh(const PoolVector<Plane> &p_planes if (vertices.size() < 3) continue; - //result is a clockwise face + // Result is a clockwise face. MeshData::Face face; - // add face indices + // Add face indices. for (int j = 0; j < vertices.size(); j++) { int idx = -1; @@ -842,7 +829,7 @@ Geometry::MeshData Geometry::build_convex_mesh(const PoolVector<Plane> &p_planes face.plane = p; mesh.faces.push_back(face); - //add edge + // Add edge. for (int j = 0; j < face.indices.size(); j++) { @@ -932,7 +919,7 @@ PoolVector<Plane> Geometry::build_sphere_planes(real_t p_radius, int p_lats, int for (int j = 1; j <= p_lats; j++) { - //todo this is stupid, fix + // FIXME: This is stupid. Vector3 angle = normal.linear_interpolate(axis, j / (real_t)p_lats).normalized(); Vector3 pos = angle * p_radius; planes.push_back(Plane(pos, angle)); @@ -992,12 +979,12 @@ struct _AtlasWorkRectResult { void Geometry::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size) { - //super simple, almost brute force scanline stacking fitter - //it's pretty basic for now, but it tries to make sure that the aspect ratio of the - //resulting atlas is somehow square. This is necessary because video cards have limits - //on texture size (usually 2048 or 4096), so the more square a texture, the more chances - //it will work in every hardware. - // for example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a + // Super simple, almost brute force scanline stacking fitter. + // It's pretty basic for now, but it tries to make sure that the aspect ratio of the + // resulting atlas is somehow square. This is necessary because video cards have limits. + // On texture size (usually 2048 or 4096), so the more square a texture, the more chances. + // It will work in every hardware. + // For example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a // 256x8192 atlas (won't work anywhere). ERR_FAIL_COND(p_rects.size() == 0); @@ -1026,7 +1013,7 @@ void Geometry::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_resu for (int j = 0; j < w; j++) hmax.write[j] = 0; - //place them + // Place them. int ofs = 0; int limit_h = 0; for (int j = 0; j < wrects.size(); j++) { @@ -1061,7 +1048,7 @@ void Geometry::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_resu if (end_w > max_w) max_w = end_w; - if (ofs == 0 || end_h > limit_h) //while h limit not reached, keep stacking + if (ofs == 0 || end_h > limit_h) // While h limit not reached, keep stacking. ofs += wrects[j].s.width; } @@ -1072,7 +1059,7 @@ void Geometry::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_resu results.push_back(result); } - //find the result with the best aspect ratio + // Find the result with the best aspect ratio. int best = -1; real_t best_aspect = 1e20; @@ -1097,3 +1084,106 @@ void Geometry::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_resu r_size = Size2(results[best].max_w, results[best].max_h); } + +Vector<Vector<Point2> > Geometry::_polypaths_do_operation(PolyBooleanOperation p_op, const Vector<Point2> &p_polypath_a, const Vector<Point2> &p_polypath_b, bool is_a_open) { + + using namespace ClipperLib; + + ClipType op = ctUnion; + + switch (p_op) { + case OPERATION_UNION: op = ctUnion; break; + case OPERATION_DIFFERENCE: op = ctDifference; break; + case OPERATION_INTERSECTION: op = ctIntersection; break; + case OPERATION_XOR: op = ctXor; break; + } + Path path_a, path_b; + + // Need to scale points (Clipper's requirement for robust computation). + for (int i = 0; i != p_polypath_a.size(); ++i) { + path_a << IntPoint(p_polypath_a[i].x * SCALE_FACTOR, p_polypath_a[i].y * SCALE_FACTOR); + } + for (int i = 0; i != p_polypath_b.size(); ++i) { + path_b << IntPoint(p_polypath_b[i].x * SCALE_FACTOR, p_polypath_b[i].y * SCALE_FACTOR); + } + Clipper clp; + clp.AddPath(path_a, ptSubject, !is_a_open); // Forward compatible with Clipper 10.0.0. + clp.AddPath(path_b, ptClip, true); // Polylines cannot be set as clip. + + Paths paths; + + if (is_a_open) { + PolyTree tree; // Needed to populate polylines. + clp.Execute(op, tree); + OpenPathsFromPolyTree(tree, paths); + } else { + clp.Execute(op, paths); // Works on closed polygons only. + } + // Have to scale points down now. + Vector<Vector<Point2> > polypaths; + + for (Paths::size_type i = 0; i < paths.size(); ++i) { + Vector<Vector2> polypath; + + const Path &scaled_path = paths[i]; + + for (Paths::size_type j = 0; j < scaled_path.size(); ++j) { + polypath.push_back(Point2( + static_cast<real_t>(scaled_path[j].X) / SCALE_FACTOR, + static_cast<real_t>(scaled_path[j].Y) / SCALE_FACTOR)); + } + polypaths.push_back(polypath); + } + return polypaths; +} + +Vector<Vector<Point2> > Geometry::_polypath_offset(const Vector<Point2> &p_polypath, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) { + + using namespace ClipperLib; + + JoinType jt = jtSquare; + + switch (p_join_type) { + case JOIN_SQUARE: jt = jtSquare; break; + case JOIN_ROUND: jt = jtRound; break; + case JOIN_MITER: jt = jtMiter; break; + } + + EndType et = etClosedPolygon; + + switch (p_end_type) { + case END_POLYGON: et = etClosedPolygon; break; + case END_JOINED: et = etClosedLine; break; + case END_BUTT: et = etOpenButt; break; + case END_SQUARE: et = etOpenSquare; break; + case END_ROUND: et = etOpenRound; break; + } + ClipperOffset co; + Path path; + + // Need to scale points (Clipper's requirement for robust computation). + for (int i = 0; i != p_polypath.size(); ++i) { + path << IntPoint(p_polypath[i].x * SCALE_FACTOR, p_polypath[i].y * SCALE_FACTOR); + } + co.AddPath(path, jt, et); + + Paths paths; + co.Execute(paths, p_delta * SCALE_FACTOR); // Inflate/deflate. + + // Have to scale points down now. + Vector<Vector<Point2> > polypaths; + + for (Paths::size_type i = 0; i < paths.size(); ++i) { + Vector<Vector2> polypath; + + const Path &scaled_path = paths[i]; + + for (Paths::size_type j = 0; j < scaled_path.size(); ++j) { + polypath.push_back(Point2( + static_cast<real_t>(scaled_path[j].X) / SCALE_FACTOR, + static_cast<real_t>(scaled_path[j].Y) / SCALE_FACTOR)); + } + polypaths.push_back(polypath); + } + return polypaths; +} |