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-rw-r--r--core/math/SCsub2
-rw-r--r--core/math/aabb.cpp2
-rw-r--r--core/math/aabb.h14
-rw-r--r--core/math/bezier_curve.cpp2
-rw-r--r--core/math/bezier_curve.h2
-rw-r--r--core/math/bsp_tree.cpp2
-rw-r--r--core/math/bsp_tree.h2
-rw-r--r--core/math/camera_matrix.cpp28
-rw-r--r--core/math/camera_matrix.h4
-rw-r--r--core/math/face3.cpp98
-rw-r--r--core/math/face3.h3
-rw-r--r--core/math/geometry.cpp133
-rw-r--r--core/math/geometry.h73
-rw-r--r--core/math/math_2d.cpp64
-rw-r--r--core/math/math_2d.h200
-rw-r--r--core/math/math_defs.cpp6
-rw-r--r--core/math/math_defs.h66
-rw-r--r--core/math/math_funcs.cpp15
-rw-r--r--core/math/math_funcs.h12
-rw-r--r--core/math/matrix3.cpp2
-rw-r--r--core/math/matrix3.h2
-rw-r--r--core/math/octree.h2
-rw-r--r--core/math/plane.cpp2
-rw-r--r--core/math/plane.h2
-rw-r--r--core/math/quat.cpp2
-rw-r--r--core/math/quat.h41
-rw-r--r--core/math/quick_hull.cpp5
-rw-r--r--core/math/quick_hull.h2
-rw-r--r--core/math/transform.cpp2
-rw-r--r--core/math/transform.h2
-rw-r--r--core/math/triangle_mesh.cpp1082
-rw-r--r--core/math/triangle_mesh.h144
-rw-r--r--core/math/triangulate.cpp2
-rw-r--r--core/math/triangulate.h2
-rw-r--r--core/math/triangulator.cpp1550
-rw-r--r--core/math/triangulator.h306
-rw-r--r--core/math/vector3.cpp21
-rw-r--r--core/math/vector3.h48
38 files changed, 3204 insertions, 743 deletions
diff --git a/core/math/SCsub b/core/math/SCsub
index c6ba1fa537..7b4a6acbc0 100644
--- a/core/math/SCsub
+++ b/core/math/SCsub
@@ -3,5 +3,3 @@ Import('env')
env.add_source_files(env.core_sources,"*.cpp")
Export('env')
-
-
diff --git a/core/math/aabb.cpp b/core/math/aabb.cpp
index 576e4fa928..435df66aab 100644
--- a/core/math/aabb.cpp
+++ b/core/math/aabb.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/aabb.h b/core/math/aabb.h
index 089d5d15f7..4781e5c263 100644
--- a/core/math/aabb.h
+++ b/core/math/aabb.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -110,17 +110,17 @@ public:
inline bool AABB::intersects(const AABB& p_aabb) const {
- if ( pos.x > (p_aabb.pos.x + p_aabb.size.x) )
+ if ( pos.x >= (p_aabb.pos.x + p_aabb.size.x) )
return false;
- if ( (pos.x+size.x) < p_aabb.pos.x )
+ if ( (pos.x+size.x) <= p_aabb.pos.x )
return false;
- if ( pos.y > (p_aabb.pos.y + p_aabb.size.y) )
+ if ( pos.y >= (p_aabb.pos.y + p_aabb.size.y) )
return false;
- if ( (pos.y+size.y) < p_aabb.pos.y )
+ if ( (pos.y+size.y) <= p_aabb.pos.y )
return false;
- if ( pos.z > (p_aabb.pos.z + p_aabb.size.z) )
+ if ( pos.z >= (p_aabb.pos.z + p_aabb.size.z) )
return false;
- if ( (pos.z+size.z) < p_aabb.pos.z )
+ if ( (pos.z+size.z) <= p_aabb.pos.z )
return false;
return true;
diff --git a/core/math/bezier_curve.cpp b/core/math/bezier_curve.cpp
index 2676804945..c9467a77e4 100644
--- a/core/math/bezier_curve.cpp
+++ b/core/math/bezier_curve.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/bezier_curve.h b/core/math/bezier_curve.h
index 6cc4c730db..de14d68987 100644
--- a/core/math/bezier_curve.h
+++ b/core/math/bezier_curve.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/bsp_tree.cpp b/core/math/bsp_tree.cpp
index 7f838b1215..d71b7551d9 100644
--- a/core/math/bsp_tree.cpp
+++ b/core/math/bsp_tree.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/bsp_tree.h b/core/math/bsp_tree.h
index 03bfd947cb..b980d9590b 100644
--- a/core/math/bsp_tree.h
+++ b/core/math/bsp_tree.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/camera_matrix.cpp b/core/math/camera_matrix.cpp
index 52d77b6ebc..f1afa33a4b 100644
--- a/core/math/camera_matrix.cpp
+++ b/core/math/camera_matrix.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -67,9 +67,10 @@ Plane CameraMatrix::xform4(const Plane& p_vec4) {
void CameraMatrix::set_perspective(float p_fovy_degrees, float p_aspect, float p_z_near, float p_z_far,bool p_flip_fov) {
- if (p_flip_fov)
- p_fovy_degrees=get_fovy(p_fovy_degrees,p_aspect);
+ if (p_flip_fov) {
+ p_fovy_degrees=get_fovy(p_fovy_degrees,1.0/p_aspect);
+ }
float sine, cotangent, deltaZ;
float radians = p_fovy_degrees / 2.0 * Math_PI / 180.0;
@@ -110,7 +111,7 @@ void CameraMatrix::set_orthogonal(float p_left, float p_right, float p_bottom, f
void CameraMatrix::set_orthogonal(float p_size, float p_aspect, float p_znear, float p_zfar,bool p_flip_fov) {
- if (p_flip_fov) {
+ if (!p_flip_fov) {
p_size*=p_aspect;
}
@@ -120,7 +121,7 @@ void CameraMatrix::set_orthogonal(float p_size, float p_aspect, float p_znear, f
void CameraMatrix::set_frustum(float p_left, float p_right, float p_bottom, float p_top, float p_near, float p_far) {
-
+#if 0
///@TODO, give a check to this. I'm not sure if it's working.
set_identity();
@@ -132,10 +133,27 @@ void CameraMatrix::set_frustum(float p_left, float p_right, float p_bottom, floa
matrix[2][3]=-(2*p_far*p_near) / (p_far-p_near);
matrix[3][2]=-1;
matrix[3][3]=0;
+#else
+ float *te = &matrix[0][0];
+ float x = 2 * p_near / ( p_right - p_left );
+ float y = 2 * p_near / ( p_top - p_bottom );
+
+ float a = ( p_right + p_left ) / ( p_right - p_left );
+ float b = ( p_top + p_bottom ) / ( p_top - p_bottom );
+ float c = - ( p_far + p_near ) / ( p_far - p_near );
+ float d = - 2 * p_far * p_near / ( p_far - p_near );
+
+ te[0] = x; te[4] = 0; te[8] = a; te[12] = 0;
+ te[1] = 0; te[5] = y; te[9] = b; te[13] = 0;
+ te[2] = 0; te[6] = 0; te[10] = c; te[14] = d;
+ te[3] = 0; te[7] = 0; te[11] = - 1; te[15] = 0;
+
+#endif
}
+
float CameraMatrix::get_z_far() const {
const float * matrix = (const float*)this->matrix;
diff --git a/core/math/camera_matrix.h b/core/math/camera_matrix.h
index 6ffcb0ed0b..52b84f4870 100644
--- a/core/math/camera_matrix.h
+++ b/core/math/camera_matrix.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -60,7 +60,7 @@ struct CameraMatrix {
static float get_fovy(float p_fovx,float p_aspect) {
- return Math::atan(p_aspect * Math::tan(p_fovx * 0.5))*2.0;
+ return Math::rad2deg(Math::atan(p_aspect * Math::tan(Math::deg2rad(p_fovx) * 0.5))*2.0);
}
float get_z_far() const;
diff --git a/core/math/face3.cpp b/core/math/face3.cpp
index 814f2d675d..354372df74 100644
--- a/core/math/face3.cpp
+++ b/core/math/face3.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -356,4 +356,100 @@ void Face3::get_support(const Vector3& p_normal,const Transform& p_transform,Vec
}
+Vector3 Face3::get_closest_point_to(const Vector3& p_point) const {
+
+ Vector3 edge0 = vertex[1] - vertex[0];
+ Vector3 edge1 = vertex[2] - vertex[0];
+ Vector3 v0 = vertex[0] - p_point;
+
+ float a = edge0.dot( edge0 );
+ float b = edge0.dot( edge1 );
+ float c = edge1.dot( edge1 );
+ float d = edge0.dot( v0 );
+ float e = edge1.dot( v0 );
+
+ float det = a*c - b*b;
+ float s = b*e - c*d;
+ float t = b*d - a*e;
+
+ if ( s + t < det )
+ {
+ if ( s < 0.f )
+ {
+ if ( t < 0.f )
+ {
+ if ( d < 0.f )
+ {
+ s = CLAMP( -d/a, 0.f, 1.f );
+ t = 0.f;
+ }
+ else
+ {
+ s = 0.f;
+ t = CLAMP( -e/c, 0.f, 1.f );
+ }
+ }
+ else
+ {
+ s = 0.f;
+ t = CLAMP( -e/c, 0.f, 1.f );
+ }
+ }
+ else if ( t < 0.f )
+ {
+ s = CLAMP( -d/a, 0.f, 1.f );
+ t = 0.f;
+ }
+ else
+ {
+ float invDet = 1.f / det;
+ s *= invDet;
+ t *= invDet;
+ }
+ }
+ else
+ {
+ if ( s < 0.f )
+ {
+ float tmp0 = b+d;
+ float tmp1 = c+e;
+ if ( tmp1 > tmp0 )
+ {
+ float numer = tmp1 - tmp0;
+ float denom = a-2*b+c;
+ s = CLAMP( numer/denom, 0.f, 1.f );
+ t = 1-s;
+ }
+ else
+ {
+ t = CLAMP( -e/c, 0.f, 1.f );
+ s = 0.f;
+ }
+ }
+ else if ( t < 0.f )
+ {
+ if ( a+d > b+e )
+ {
+ float numer = c+e-b-d;
+ float denom = a-2*b+c;
+ s = CLAMP( numer/denom, 0.f, 1.f );
+ t = 1-s;
+ }
+ else
+ {
+ s = CLAMP( -e/c, 0.f, 1.f );
+ t = 0.f;
+ }
+ }
+ else
+ {
+ float numer = c+e-b-d;
+ float denom = a-2*b+c;
+ s = CLAMP( numer/denom, 0.f, 1.f );
+ t = 1.f - s;
+ }
+ }
+
+ return vertex[0] + s * edge0 + t * edge1;
+}
diff --git a/core/math/face3.h b/core/math/face3.h
index 630c408de3..eccbc78122 100644
--- a/core/math/face3.h
+++ b/core/math/face3.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -68,6 +68,7 @@ public:
real_t get_area() const;
Vector3 get_median_point() const;
+ Vector3 get_closest_point_to(const Vector3& p_point) const;
bool intersects_ray(const Vector3& p_from,const Vector3& p_dir,Vector3 * p_intersection=0) const;
bool intersects_segment(const Vector3& p_from,const Vector3& p_dir,Vector3 * p_intersection=0) const;
diff --git a/core/math/geometry.cpp b/core/math/geometry.cpp
index cb76b9ed0f..14adde74e7 100644
--- a/core/math/geometry.cpp
+++ b/core/math/geometry.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -1004,3 +1004,134 @@ DVector<Plane> Geometry::build_capsule_planes(float p_radius, float p_height, in
}
+
+struct _AtlasWorkRect {
+
+ Size2i s;
+ Point2i p;
+ int idx;
+ _FORCE_INLINE_ bool operator<(const _AtlasWorkRect& p_r) const { return s.width > p_r.s.width; };
+};
+
+struct _AtlasWorkRectResult {
+
+ Vector<_AtlasWorkRect> result;
+ int max_w;
+ int max_h;
+};
+
+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 necesary 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);
+
+ Vector<_AtlasWorkRect> wrects;
+ wrects.resize(p_rects.size());
+ for(int i=0;i<p_rects.size();i++) {
+ wrects[i].s=p_rects[i];
+ wrects[i].idx=i;
+ }
+ wrects.sort();
+ int widest = wrects[0].s.width;
+
+ Vector<_AtlasWorkRectResult> results;
+
+ for(int i=0;i<=12;i++) {
+
+ int w = 1<<i;
+ int max_h=0;
+ int max_w=0;
+ if ( w < widest )
+ continue;
+
+ Vector<int> hmax;
+ hmax.resize(w);
+ for(int j=0;j<w;j++)
+ hmax[j]=0;
+
+ //place them
+ int ofs=0;
+ int limit_h=0;
+ for(int j=0;j<wrects.size();j++) {
+
+
+ if (ofs+wrects[j].s.width > w) {
+
+ ofs=0;
+ }
+
+ int from_y=0;
+ for(int k=0;k<wrects[j].s.width;k++) {
+
+ if (hmax[ofs+k] > from_y)
+ from_y=hmax[ofs+k];
+ }
+
+ wrects[j].p.x=ofs;
+ wrects[j].p.y=from_y;
+ int end_h = from_y+wrects[j].s.height;
+ int end_w = ofs+wrects[j].s.width;
+ if (ofs==0)
+ limit_h=end_h;
+
+ for(int k=0;k<wrects[j].s.width;k++) {
+
+ hmax[ofs+k]=end_h;
+ }
+
+ if (end_h > max_h)
+ max_h=end_h;
+
+ if (end_w > max_w)
+ max_w=end_w;
+
+ if (ofs==0 || end_h>limit_h ) //while h limit not reched, keep stacking
+ ofs+=wrects[j].s.width;
+
+ }
+
+ _AtlasWorkRectResult result;
+ result.result=wrects;
+ result.max_h=max_h;
+ result.max_w=max_w;
+ results.push_back(result);
+
+ }
+
+ //find the result with the best aspect ratio
+
+ int best=-1;
+ float best_aspect=1e20;
+
+ for(int i=0;i<results.size();i++) {
+
+ float h = nearest_power_of_2(results[i].max_h);
+ float w = nearest_power_of_2(results[i].max_w);
+ float aspect = h>w ? h/w : w/h;
+ if (aspect < best_aspect) {
+ best=i;
+ best_aspect=aspect;
+ }
+ }
+
+ r_result.resize(p_rects.size());
+
+ for(int i=0;i<p_rects.size();i++) {
+
+ r_result[ results[best].result[i].idx ]=results[best].result[i].p;
+ }
+
+ r_size=Size2(results[best].max_w,results[best].max_h );
+
+}
+
+
+
+
diff --git a/core/math/geometry.h b/core/math/geometry.h
index 5b21c25bec..b438b41d61 100644
--- a/core/math/geometry.h
+++ b/core/math/geometry.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -511,6 +511,20 @@ public:
else
return p_segment[0]+n*d; // inside
}
+
+ static bool is_point_in_triangle(const Vector2& s, const Vector2& a, const Vector2& b, const Vector2& c)
+ {
+ int as_x = s.x-a.x;
+ int as_y = s.y-a.y;
+
+ bool s_ab = (b.x-a.x)*as_y-(b.y-a.y)*as_x > 0;
+
+ if(((c.x-a.x)*as_y-(c.y-a.y)*as_x > 0) == s_ab) return false;
+
+ if(((c.x-b.x)*(s.y-b.y)-(c.y-b.y)*(s.x-b.x) > 0) != s_ab) return false;
+
+ return true;
+ }
static Vector2 get_closest_point_to_segment_uncapped_2d(const Vector2& p_point, const Vector2 *p_segment) {
Vector2 p=p_point-p_segment[0];
@@ -821,12 +835,67 @@ public:
};
+
+ _FORCE_INLINE_ static int get_uv84_normal_bit(const Vector3& p_vector) {
+
+ int lat = Math::fast_ftoi(Math::floor(Math::acos(p_vector.dot(Vector3(0,1,0)))*4.0/Math_PI+0.5));
+
+ if (lat==0) {
+ return 24;
+ } else if (lat==4) {
+ return 25;
+ }
+
+ int lon = Math::fast_ftoi(Math::floor( (Math_PI+Math::atan2(p_vector.x,p_vector.z))*8.0/(Math_PI*2.0) + 0.5))%8;
+
+ return lon+(lat-1)*8;
+ }
+
+ _FORCE_INLINE_ static int get_uv84_normal_bit_neighbors(int p_idx) {
+
+ if (p_idx==24) {
+ return 1|2|4|8;
+ } else if (p_idx==25) {
+ return (1<<23)|(1<<22)|(1<<21)|(1<<20);
+ } else {
+
+ int ret = 0;
+ if ((p_idx%8) == 0)
+ ret|=(1<<(p_idx+7));
+ else
+ ret|=(1<<(p_idx-1));
+ if ((p_idx%8) == 7)
+ ret|=(1<<(p_idx-7));
+ else
+ ret|=(1<<(p_idx+1));
+
+ int mask = ret|(1<<p_idx);
+ if (p_idx<8)
+ ret|=24;
+ else
+ ret|=mask>>8;
+
+ if (p_idx>=16)
+ ret|=25;
+ else
+ ret|=mask<<8;
+
+ return ret;
+ }
+
+ }
+
+
+
+
static MeshData build_convex_mesh(const DVector<Plane> &p_planes);
static DVector<Plane> build_sphere_planes(float p_radius, int p_lats, int p_lons, Vector3::Axis p_axis=Vector3::AXIS_Z);
static DVector<Plane> build_box_planes(const Vector3& p_extents);
static DVector<Plane> build_cylinder_planes(float p_radius, float p_height, int p_sides, Vector3::Axis p_axis=Vector3::AXIS_Z);
static DVector<Plane> build_capsule_planes(float p_radius, float p_height, int p_sides, int p_lats, Vector3::Axis p_axis=Vector3::AXIS_Z);
-
+
+ static void make_atlas(const Vector<Size2i>& p_rects,Vector<Point2i>& r_result, Size2i& r_size);
+
};
diff --git a/core/math/math_2d.cpp b/core/math/math_2d.cpp
index 6c160abaca..ce03f089e5 100644
--- a/core/math/math_2d.cpp
+++ b/core/math/math_2d.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -29,7 +29,7 @@
#include "math_2d.h"
-real_t Vector2::atan2() const {
+real_t Vector2::angle() const {
return Math::atan2(x,y);
}
@@ -77,6 +77,11 @@ float Vector2::angle_to(const Vector2& p_vector2) const {
return Math::atan2( tangent().dot(p_vector2), dot(p_vector2) );
}
+float Vector2::angle_to_point(const Vector2& p_vector2) const {
+
+ return Math::atan2( x-p_vector2.x, y - p_vector2.y );
+}
+
float Vector2::dot(const Vector2& p_other) const {
return x*p_other.x + y*p_other.y;
@@ -160,7 +165,7 @@ Vector2 Vector2::floor() const {
Vector2 Vector2::rotated(float p_by) const {
Vector2 v;
- v.set_rotation(atan2()+p_by);
+ v.set_rotation(angle()+p_by);
v*=length();
return v;
}
@@ -225,6 +230,23 @@ Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, co
+ Vector2 p0=p_pre_a;
+ Vector2 p1=*this;
+ Vector2 p2=p_b;
+ Vector2 p3=p_post_b;
+
+ float t = p_t;
+ float t2 = t * t;
+ float t3 = t2 * t;
+
+ Vector2 out;
+ out = 0.5f * ( ( p1 * 2.0f) +
+ ( -p0 + p2 ) * t +
+ ( 2.0f * p0 - 5.0f * p1 + 4 * p2 - p3 ) * t2 +
+ ( -p0 + 3.0f * p1 - 3.0f * p2 + p3 ) * t3 );
+ return out;
+
+/*
float mu = p_t;
float mu2 = mu*mu;
@@ -234,7 +256,7 @@ Vector2 Vector2::cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, co
Vector2 a3 = *this;
return ( a0*mu*mu2 + a1*mu2 + a2*mu + a3 );
-
+*/
/*
float t = p_t;
real_t t2 = t*t;
@@ -600,9 +622,39 @@ float Matrix32::basis_determinant() const {
}
Matrix32 Matrix32::interpolate_with(const Matrix32& p_transform, float p_c) const {
+
+ //extract parameters
+ Vector2 p1 = get_origin();
+ Vector2 p2 = p_transform.get_origin();
+
+ real_t r1 = get_rotation();
+ real_t r2 = p_transform.get_rotation();
+
+ Vector2 s1 = get_scale();
+ Vector2 s2 = p_transform.get_scale();
+
+ //slerp rotation
+ Vector2 v1(Math::cos(r1), Math::sin(r1));
+ Vector2 v2(Math::cos(r2), Math::sin(r2));
+
+ real_t dot = v1.dot(v2);
+
+ dot = (dot < -1.0) ? -1.0 : ((dot > 1.0) ? 1.0 : dot); //clamp dot to [-1,1]
+
+ Vector2 v;
-
- return Matrix32();
+ if (dot > 0.9995) {
+ v = Vector2::linear_interpolate(v1, v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
+ } else {
+ real_t angle = p_c*Math::acos(dot);
+ Vector2 v3 = (v2 - v1*dot).normalized();
+ v = v1*Math::cos(angle) + v3*Math::sin(angle);
+ }
+
+ //construct matrix
+ Matrix32 res(Math::atan2(v.y, v.x), Vector2::linear_interpolate(p1, p2, p_c));
+ res.scale_basis(Vector2::linear_interpolate(s1, s2, p_c));
+ return res;
}
Matrix32::operator String() const {
diff --git a/core/math/math_2d.h b/core/math/math_2d.h
index 3cc5bdc843..3d40e24091 100644
--- a/core/math/math_2d.h
+++ b/core/math/math_2d.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -90,7 +90,8 @@ struct Vector2 {
float distance_to(const Vector2& p_vector2) const;
float distance_squared_to(const Vector2& p_vector2) const;
float angle_to(const Vector2& p_vector2) const;
-
+ float angle_to_point(const Vector2& p_vector2) const;
+
float dot(const Vector2& p_other) const;
float cross(const Vector2& p_other) const;
Vector2 cross(real_t p_other) const;
@@ -132,7 +133,7 @@ struct Vector2 {
bool operator<(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y<p_vec2.y):(x<p_vec2.x); }
bool operator<=(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y<=p_vec2.y):(x<=p_vec2.x); }
- real_t atan2() const;
+ real_t angle() const;
void set_rotation(float p_radians) {
@@ -158,8 +159,8 @@ struct Vector2 {
operator String() const { return String::num(x)+","+String::num(y); }
- inline Vector2(float p_x,float p_y) { x=p_x; y=p_y; }
- inline Vector2() { x=0; y=0; }
+ _FORCE_INLINE_ Vector2(float p_x,float p_y) { x=p_x; y=p_y; }
+ _FORCE_INLINE_ Vector2() { x=0; y=0; }
};
_FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2& p_vec) const {
@@ -197,6 +198,8 @@ Vector2 Vector2::linear_interpolate(const Vector2& p_a, const Vector2& p_b,float
typedef Vector2 Size2;
typedef Vector2 Point2;
+struct Matrix32;
+
struct Rect2 {
@@ -211,18 +214,43 @@ struct Rect2 {
float get_area() const { return size.width*size.height; }
inline bool intersects(const Rect2& p_rect) const {
- if ( pos.x > (p_rect.pos.x + p_rect.size.width) )
+ if ( pos.x >= (p_rect.pos.x + p_rect.size.width) )
return false;
- if ( (pos.x+size.width) < p_rect.pos.x )
+ if ( (pos.x+size.width) <= p_rect.pos.x )
return false;
- if ( pos.y > (p_rect.pos.y + p_rect.size.height) )
+ if ( pos.y >= (p_rect.pos.y + p_rect.size.height) )
return false;
- if ( (pos.y+size.height) < p_rect.pos.y )
+ if ( (pos.y+size.height) <= p_rect.pos.y )
return false;
return true;
}
+ inline float distance_to(const Vector2& p_point) const {
+
+ float dist = 1e20;
+
+ if (p_point.x < pos.x) {
+ dist=MIN(dist,pos.x-p_point.x);
+ }
+ if (p_point.y < pos.y) {
+ dist=MIN(dist,pos.y-p_point.y);
+ }
+ if (p_point.x >= (pos.x+size.x) ) {
+ dist=MIN(p_point.x-(pos.x+size.x),dist);
+ }
+ if (p_point.y >= (pos.y+size.y) ) {
+ dist=MIN(p_point.y-(pos.y+size.y),dist);
+ }
+
+ if (dist==1e20)
+ return 0;
+ else
+ return dist;
+ }
+
+ _FORCE_INLINE_ bool intersects_transformed(const Matrix32& p_xform, const Rect2& p_rect) const;
+
bool intersects_segment(const Point2& p_from, const Point2& p_to, Point2* r_pos=NULL, Point2* r_normal=NULL) const;
inline bool encloses(const Rect2& p_rect) const {
@@ -596,6 +624,160 @@ struct Matrix32 {
};
+bool Rect2::intersects_transformed(const Matrix32& p_xform, const Rect2& p_rect) const {
+
+ //SAT intersection between local and transformed rect2
+
+ Vector2 xf_points[4]={
+ p_xform.xform(p_rect.pos),
+ p_xform.xform(Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y)),
+ p_xform.xform(Vector2(p_rect.pos.x,p_rect.pos.y+p_rect.size.y)),
+ p_xform.xform(Vector2(p_rect.pos.x+p_rect.size.x,p_rect.pos.y+p_rect.size.y)),
+ };
+
+ real_t low_limit;
+
+ //base rect2 first (faster)
+
+ if (xf_points[0].y>pos.y)
+ goto next1;
+ if (xf_points[1].y>pos.y)
+ goto next1;
+ if (xf_points[2].y>pos.y)
+ goto next1;
+ if (xf_points[3].y>pos.y)
+ goto next1;
+
+ return false;
+
+ next1:
+
+ low_limit=pos.y+size.y;
+
+ if (xf_points[0].y<low_limit)
+ goto next2;
+ if (xf_points[1].y<low_limit)
+ goto next2;
+ if (xf_points[2].y<low_limit)
+ goto next2;
+ if (xf_points[3].y<low_limit)
+ goto next2;
+
+ return false;
+
+ next2:
+
+ if (xf_points[0].x>pos.x)
+ goto next3;
+ if (xf_points[1].x>pos.x)
+ goto next3;
+ if (xf_points[2].x>pos.x)
+ goto next3;
+ if (xf_points[3].x>pos.x)
+ goto next3;
+
+ return false;
+
+ next3:
+
+ low_limit=pos.x+size.x;
+
+ if (xf_points[0].x<low_limit)
+ goto next4;
+ if (xf_points[1].x<low_limit)
+ goto next4;
+ if (xf_points[2].x<low_limit)
+ goto next4;
+ if (xf_points[3].x<low_limit)
+ goto next4;
+
+ return false;
+
+ next4:
+
+ Vector2 xf_points2[4]={
+ pos,
+ Vector2(pos.x+size.x,pos.y),
+ Vector2(pos.x,pos.y+size.y),
+ Vector2(pos.x+size.x,pos.y+size.y),
+ };
+
+ real_t maxa=p_xform.elements[0].dot(xf_points2[0]);
+ real_t mina=maxa;
+
+ real_t dp = p_xform.elements[0].dot(xf_points2[1]);
+ maxa=MAX(dp,maxa);
+ mina=MIN(dp,mina);
+
+ dp = p_xform.elements[0].dot(xf_points2[2]);
+ maxa=MAX(dp,maxa);
+ mina=MIN(dp,mina);
+
+ dp = p_xform.elements[0].dot(xf_points2[3]);
+ maxa=MAX(dp,maxa);
+ mina=MIN(dp,mina);
+
+ real_t maxb=p_xform.elements[0].dot(xf_points[0]);
+ real_t minb=maxb;
+
+ dp = p_xform.elements[0].dot(xf_points[1]);
+ maxb=MAX(dp,maxb);
+ minb=MIN(dp,minb);
+
+ dp = p_xform.elements[0].dot(xf_points[2]);
+ maxb=MAX(dp,maxb);
+ minb=MIN(dp,minb);
+
+ dp = p_xform.elements[0].dot(xf_points[3]);
+ maxb=MAX(dp,maxb);
+ minb=MIN(dp,minb);
+
+
+ if ( mina > maxb )
+ return false;
+ if ( minb > maxa )
+ return false;
+
+ maxa=p_xform.elements[1].dot(xf_points2[0]);
+ mina=maxa;
+
+ dp = p_xform.elements[1].dot(xf_points2[1]);
+ maxa=MAX(dp,maxa);
+ mina=MIN(dp,mina);
+
+ dp = p_xform.elements[1].dot(xf_points2[2]);
+ maxa=MAX(dp,maxa);
+ mina=MIN(dp,mina);
+
+ dp = p_xform.elements[1].dot(xf_points2[3]);
+ maxa=MAX(dp,maxa);
+ mina=MIN(dp,mina);
+
+ maxb=p_xform.elements[1].dot(xf_points[0]);
+ minb=maxb;
+
+ dp = p_xform.elements[1].dot(xf_points[1]);
+ maxb=MAX(dp,maxb);
+ minb=MIN(dp,minb);
+
+ dp = p_xform.elements[1].dot(xf_points[2]);
+ maxb=MAX(dp,maxb);
+ minb=MIN(dp,minb);
+
+ dp = p_xform.elements[1].dot(xf_points[3]);
+ maxb=MAX(dp,maxb);
+ minb=MIN(dp,minb);
+
+
+ if ( mina > maxb )
+ return false;
+ if ( minb > maxa )
+ return false;
+
+
+ return true;
+
+}
Vector2 Matrix32::basis_xform(const Vector2& v) const {
diff --git a/core/math/math_defs.cpp b/core/math/math_defs.cpp
index ca43bc7ae3..51aaa6800e 100644
--- a/core/math/math_defs.cpp
+++ b/core/math/math_defs.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -26,5 +26,5 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "math_defs.h"
-
+#include "math_defs.h"
+
diff --git a/core/math/math_defs.h b/core/math/math_defs.h
index dd0390240a..7cb6c7f499 100644
--- a/core/math/math_defs.h
+++ b/core/math/math_defs.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -26,35 +26,35 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef MATH_DEFS_H
-#define MATH_DEFS_H
-
-#define CMP_EPSILON 0.00001
-#define CMP_EPSILON2 (CMP_EPSILON*CMP_EPSILON)
-#define CMP_NORMALIZE_TOLERANCE 0.000001
-#define CMP_POINT_IN_PLANE_EPSILON 0.00001
-
-/**
- * "Real" is a type that will be translated to either floats or fixed depending
- * on the compilation setting
- */
-
-enum ClockDirection {
-
- CLOCKWISE,
- COUNTERCLOCKWISE
-};
-
-
-#ifdef REAL_T_IS_DOUBLE
-
-typedef double real_t;
-
-#else
-
-typedef float real_t;
-
-#endif
-
-
-#endif // MATH_DEFS_H
+#ifndef MATH_DEFS_H
+#define MATH_DEFS_H
+
+#define CMP_EPSILON 0.00001
+#define CMP_EPSILON2 (CMP_EPSILON*CMP_EPSILON)
+#define CMP_NORMALIZE_TOLERANCE 0.000001
+#define CMP_POINT_IN_PLANE_EPSILON 0.00001
+
+/**
+ * "Real" is a type that will be translated to either floats or fixed depending
+ * on the compilation setting
+ */
+
+enum ClockDirection {
+
+ CLOCKWISE,
+ COUNTERCLOCKWISE
+};
+
+
+#ifdef REAL_T_IS_DOUBLE
+
+typedef double real_t;
+
+#else
+
+typedef float real_t;
+
+#endif
+
+
+#endif // MATH_DEFS_H
diff --git a/core/math/math_funcs.cpp b/core/math/math_funcs.cpp
index 92236a374f..3c94ac5bc7 100644
--- a/core/math/math_funcs.cpp
+++ b/core/math/math_funcs.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -36,8 +36,9 @@ uint32_t Math::default_seed=1;
#define PHI 0x9e3779b9
-static uint32_t Q[4096], c = 362436;
-
+#if 0
+static uint32_t Q[4096];
+#endif
uint32_t Math::rand_from_seed(uint32_t *seed) {
@@ -48,8 +49,8 @@ uint32_t Math::rand_from_seed(uint32_t *seed) {
s = 0x12345987;
k = s / 127773;
s = 16807 * (s - k * 127773) - 2836 * k;
- if (s < 0)
- s += 2147483647;
+// if (s < 0)
+// s += 2147483647;
(*seed) = s;
return (s & Math::RANDOM_MAX);
#else
@@ -76,7 +77,7 @@ void Math::seed(uint32_t x) {
void Math::randomize() {
OS::Time time = OS::get_singleton()->get_time();
- seed(OS::get_singleton()->get_ticks_usec()*time.hour*time.min*time.sec*rand()); /* *OS::get_singleton()->get_time().sec); // windows doesn't have get_time(), returns always 0 */
+ seed(OS::get_singleton()->get_ticks_usec()*(time.hour+1)*(time.min+1)*(time.sec+1)*rand()); /* *OS::get_singleton()->get_time().sec); // windows doesn't have get_time(), returns always 0 */
}
uint32_t Math::rand() {
@@ -269,7 +270,7 @@ bool Math::is_inf(double p_val) {
uint32_t Math::larger_prime(uint32_t p_val) {
- static const int primes[] = {
+ static const uint32_t primes[] = {
5,
13,
23,
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index c98a088912..ec089ebc8b 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -79,9 +79,9 @@ public:
return Math::log( p_linear ) * 8.6858896380650365530225783783321;
}
- static inline double db2linear(double p_linear) {
+ static inline double db2linear(double p_db) {
- return Math::exp( p_linear * 0.11512925464970228420089957273422 );
+ return Math::exp( p_db * 0.11512925464970228420089957273422 );
}
static bool is_nan(double p_val);
@@ -136,7 +136,10 @@ public:
static int b;
-#if defined(_MSC_VER) && _MSC_VER < 1800
+#if (defined(_WIN32_WINNT) && _WIN32_WINNT >= 0x0603) || WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP // windows 8 phone?
+ b = (int)((a>0.0f) ? (a + 0.5f):(a -0.5f));
+
+#elif defined(_MSC_VER) && _MSC_VER < 1800
__asm fld a
__asm fistp b
/*#elif defined( __GNUC__ ) && ( defined( __i386__ ) || defined( __x86_64__ ) )
@@ -147,6 +150,7 @@ public:
"fistpl %0 \n\t"
: "=m" (b)
: "m" (a));*/
+
#else
b=lrintf(a); //assuming everything but msvc 2012 or earlier has lrint
#endif
diff --git a/core/math/matrix3.cpp b/core/math/matrix3.cpp
index ff62e7786b..10f1461fdc 100644
--- a/core/math/matrix3.cpp
+++ b/core/math/matrix3.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/matrix3.h b/core/math/matrix3.h
index f68703ca23..98feb2dbbd 100644
--- a/core/math/matrix3.h
+++ b/core/math/matrix3.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/octree.h b/core/math/octree.h
index b64ba381c0..84de388178 100644
--- a/core/math/octree.h
+++ b/core/math/octree.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/plane.cpp b/core/math/plane.cpp
index 88c7be5f63..f9395a002a 100644
--- a/core/math/plane.cpp
+++ b/core/math/plane.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/plane.h b/core/math/plane.h
index 608ec26926..604b880266 100644
--- a/core/math/plane.h
+++ b/core/math/plane.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/quat.cpp b/core/math/quat.cpp
index 950a4756ad..e0c4b0793c 100644
--- a/core/math/quat.cpp
+++ b/core/math/quat.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/quat.h b/core/math/quat.h
index d326073033..f161e35074 100644
--- a/core/math/quat.h
+++ b/core/math/quat.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -64,6 +64,22 @@ public:
Quat operator*(const Quat& q) const;
+
+ Quat operator*(const Vector3& v) const
+ {
+ return Quat( w * v.x + y * v.z - z * v.y,
+ w * v.y + z * v.x - x * v.z,
+ w * v.z + x * v.y - y * v.x,
+ -x * v.x - y * v.y - z * v.z);
+ }
+
+ _FORCE_INLINE_ Vector3 xform(const Vector3& v) const {
+
+ Quat q = *this * v;
+ q *= this->inverse();
+ return Vector3(q.x,q.y,q.z);
+ }
+
_FORCE_INLINE_ void operator+=(const Quat& q);
_FORCE_INLINE_ void operator-=(const Quat& q);
_FORCE_INLINE_ void operator*=(const real_t& s);
@@ -87,6 +103,29 @@ public:
x=p_x; y=p_y; z=p_z; w=p_w;
}
Quat(const Vector3& axis, const real_t& angle);
+
+ Quat(const Vector3& v0, const Vector3& v1) // shortest arc
+ {
+ Vector3 c = v0.cross(v1);
+ real_t d = v0.dot(v1);
+
+ if (d < -1.0 + CMP_EPSILON) {
+ x=0;
+ y=1;
+ z=0;
+ w=0;
+ } else {
+
+ real_t s = Math::sqrt((1.0f + d) * 2.0f);
+ real_t rs = 1.0f / s;
+
+ x=c.x*rs;
+ y=c.y*rs;
+ z=c.z*rs;
+ w=s * 0.5;
+ }
+ }
+
inline Quat() {x=y=z=0; w=1; }
diff --git a/core/math/quick_hull.cpp b/core/math/quick_hull.cpp
index ed30de6915..80ae0f04e1 100644
--- a/core/math/quick_hull.cpp
+++ b/core/math/quick_hull.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -63,7 +63,7 @@ Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_me
Vector3 sp = p_points[i].snapped(0.0001);
if (valid_cache.has(sp)) {
valid_points[i]=false;
- print_line("INVALIDATED: "+itos(i));
+ //print_line("INVALIDATED: "+itos(i));
}else {
valid_points[i]=true;
valid_cache.insert(sp);
@@ -428,6 +428,7 @@ Error QuickHull::build(const Vector<Vector3>& p_points, Geometry::MeshData &r_me
List<Geometry::MeshData::Face>::Element *O = F->get().left == E ? F->get().right : F->get().left;
ERR_CONTINUE(O==E);
+ ERR_CONTINUE(O==NULL);
if (O->get().plane.is_almost_like(f.plane)) {
//merge and delete edge and contiguous face, while repointing edges (uuugh!)
diff --git a/core/math/quick_hull.h b/core/math/quick_hull.h
index d7f056d366..cb486a0b6f 100644
--- a/core/math/quick_hull.h
+++ b/core/math/quick_hull.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/transform.cpp b/core/math/transform.cpp
index bb874facbd..a6f4f626cc 100644
--- a/core/math/transform.cpp
+++ b/core/math/transform.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/transform.h b/core/math/transform.h
index b1a0ea1ab8..a992843d70 100644
--- a/core/math/transform.h
+++ b/core/math/transform.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/triangle_mesh.cpp b/core/math/triangle_mesh.cpp
index 111ceca185..70cb639fc2 100644
--- a/core/math/triangle_mesh.cpp
+++ b/core/math/triangle_mesh.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -26,543 +26,543 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#include "triangle_mesh.h"
-#include "sort.h"
-
-
-
-int TriangleMesh::_create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc) {
-
-
- if (p_depth>max_depth) {
- max_depth=p_depth;
- }
-
- if (p_size==1) {
-
-
- return p_bb[p_from]-p_bvh;
- } else if (p_size==0) {
-
- return -1;
- }
-
-
- AABB aabb;
- aabb=p_bb[p_from]->aabb;
- for(int i=1;i<p_size;i++) {
-
- aabb.merge_with(p_bb[p_from+i]->aabb);
- }
-
- int li=aabb.get_longest_axis_index();
-
- switch(li) {
-
- case Vector3::AXIS_X: {
- SortArray<BVH*,BVHCmpX> sort_x;
- sort_x.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
- //sort_x.sort(&p_bb[p_from],p_size);
- } break;
- case Vector3::AXIS_Y: {
- SortArray<BVH*,BVHCmpY> sort_y;
- sort_y.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
- //sort_y.sort(&p_bb[p_from],p_size);
- } break;
- case Vector3::AXIS_Z: {
- SortArray<BVH*,BVHCmpZ> sort_z;
- sort_z.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
- //sort_z.sort(&p_bb[p_from],p_size);
-
- } break;
- }
-
-
- int left = _create_bvh(p_bvh,p_bb,p_from,p_size/2,p_depth+1,max_depth,max_alloc);
- int right = _create_bvh(p_bvh,p_bb,p_from+p_size/2,p_size-p_size/2,p_depth+1,max_depth,max_alloc);
-
- int index=max_alloc++;
- BVH *_new = &p_bvh[index];
- _new->aabb=aabb;
- _new->center=aabb.pos+aabb.size*0.5;
- _new->face_index=-1;
- _new->left=left;
- _new->right=right;
-
- return index;
-
-}
-
-
-void TriangleMesh::create(const DVector<Vector3>& p_faces) {
-
- valid=false;
-
- int fc=p_faces.size();
- ERR_FAIL_COND(!fc || ((fc%3) != 0));
- fc/=3;
- triangles.resize(fc);
-
- bvh.resize(fc*3); //will never be larger than this (todo make better)
- DVector<BVH>::Write bw = bvh.write();
-
- {
-
- //create faces and indices and base bvh
- //except for the Set for repeated triangles, everything
- //goes in-place.
-
- DVector<Vector3>::Read r = p_faces.read();
- DVector<Triangle>::Write w = triangles.write();
- Map<Vector3,int> db;
-
- for(int i=0;i<fc;i++) {
-
- Triangle&f=w[i];
- const Vector3 *v=&r[i*3];
-
- for(int j=0;j<3;j++) {
-
- int vidx=-1;
- Vector3 vs=v[j].snapped(0.0001);
- Map<Vector3,int>::Element *E=db.find(vs);
- if (E) {
- vidx=E->get();
- } else {
- vidx=db.size();
- db[vs]=vidx;
- }
-
- f.indices[j]=vidx;
- if (j==0)
- bw[i].aabb.pos=vs;
- else
- bw[i].aabb.expand_to(vs);
- }
-
- f.normal=Face3(r[i*3+0],r[i*3+1],r[i*3+2]).get_plane().get_normal();
-
- bw[i].left=-1;
- bw[i].right=-1;
- bw[i].face_index=i;
- bw[i].center=bw[i].aabb.pos+bw[i].aabb.size*0.5;
- }
-
- vertices.resize(db.size());
- DVector<Vector3>::Write vw = vertices.write();
- for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
- vw[E->get()]=E->key();
- }
-
- }
-
- DVector<BVH*> bwptrs;
- bwptrs.resize(fc);
- DVector<BVH*>::Write bwp = bwptrs.write();
- for(int i=0;i<fc;i++) {
-
- bwp[i]=&bw[i];
- }
-
- max_depth=0;
- int max_alloc=fc;
- int max=_create_bvh(bw.ptr(),bwp.ptr(),0,fc,1,max_depth,max_alloc);
-
- bw=DVector<BVH>::Write(); //clearup
- bvh.resize(max_alloc); //resize back
-
- valid=true;
-
-}
-
-
-Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
-
- uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
-
- enum {
- TEST_AABB_BIT=0,
- VISIT_LEFT_BIT=1,
- VISIT_RIGHT_BIT=2,
- VISIT_DONE_BIT=3,
- VISITED_BIT_SHIFT=29,
- NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
- VISITED_BIT_MASK=~NODE_IDX_MASK,
-
-
- };
-
- int n_count=0;
- Vector3 n;
-
- //for(int i=0;i<max_depth;i++)
- // stack[i]=0;
-
- int level=0;
-
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::Read bvhr=bvh.read();
-
- const Triangle *triangleptr=trianglesr.ptr();
- const Vector3 *vertexptr=verticesr.ptr();
- int pos=bvh.size()-1;
- const BVH *bvhptr = bvhr.ptr();
-
- stack[0]=pos;
- while(true) {
-
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
-
- switch(stack[level]>>VISITED_BIT_SHIFT) {
- case TEST_AABB_BIT: {
-
-
- bool valid = b.aabb.intersects(p_aabb);
- if (!valid) {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- if (b.face_index>=0) {
-
- const Triangle &s=triangleptr[ b.face_index ];
- n+=s.normal;
- n_count++;
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
- }
- }
-
- } continue;
- case VISIT_LEFT_BIT: {
-
- stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.left|TEST_AABB_BIT;
- level++;
-
- } continue;
- case VISIT_RIGHT_BIT: {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.right|TEST_AABB_BIT;
- level++;
- } continue;
- case VISIT_DONE_BIT: {
-
- if (level==0) {
- done=true;
- break;
- } else
- level--;
-
- } continue;
- }
-
-
- if (done)
- break;
- }
-
-
- if (n_count>0)
- n/=n_count;
-
- return n;
-
-}
-
-
-bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const {
-
-
- uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
-
- enum {
- TEST_AABB_BIT=0,
- VISIT_LEFT_BIT=1,
- VISIT_RIGHT_BIT=2,
- VISIT_DONE_BIT=3,
- VISITED_BIT_SHIFT=29,
- NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
- VISITED_BIT_MASK=~NODE_IDX_MASK,
-
-
- };
-
- Vector3 n = (p_end-p_begin).normalized();
- real_t d=1e10;
- bool inters=false;
-
- //for(int i=0;i<max_depth;i++)
- // stack[i]=0;
-
- int level=0;
- //AABB ray_aabb;
- //ray_aabb.pos=p_begin;
- //ray_aabb.expand_to(p_end);
-
-
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::Read bvhr=bvh.read();
-
- const Triangle *triangleptr=trianglesr.ptr();
- const Vector3 *vertexptr=verticesr.ptr();
- int pos=bvh.size()-1;
- const BVH *bvhptr = bvhr.ptr();
-
- stack[0]=pos;
- while(true) {
-
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
-
- switch(stack[level]>>VISITED_BIT_SHIFT) {
- case TEST_AABB_BIT: {
-
-
- bool valid = b.aabb.intersects_segment(p_begin,p_end);
-// bool valid = b.aabb.intersects(ray_aabb);
-
- if (!valid) {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- if (b.face_index>=0) {
-
- const Triangle &s=triangleptr[ b.face_index ];
- Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
-
-
- Vector3 res;
-
- if (f3.intersects_segment(p_begin,p_end,&res)) {
-
-
- float nd = n.dot(res);
- if (nd<d) {
-
- d=nd;
- r_point=res;
- r_normal=f3.get_plane().get_normal();
- inters=true;
- }
-
- }
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
- }
- }
-
- } continue;
- case VISIT_LEFT_BIT: {
-
- stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.left|TEST_AABB_BIT;
- level++;
-
- } continue;
- case VISIT_RIGHT_BIT: {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.right|TEST_AABB_BIT;
- level++;
- } continue;
- case VISIT_DONE_BIT: {
-
- if (level==0) {
- done=true;
- break;
- } else
- level--;
-
- } continue;
- }
-
-
- if (done)
- break;
- }
-
-
- if (inters) {
-
- if (n.dot(r_normal)>0)
- r_normal=-r_normal;
- }
-
- return inters;
-}
-
-
-bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const {
-
-
- uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
-
- enum {
- TEST_AABB_BIT=0,
- VISIT_LEFT_BIT=1,
- VISIT_RIGHT_BIT=2,
- VISIT_DONE_BIT=3,
- VISITED_BIT_SHIFT=29,
- NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
- VISITED_BIT_MASK=~NODE_IDX_MASK,
-
-
- };
-
- Vector3 n = p_dir;
- real_t d=1e20;
- bool inters=false;
-
- //for(int i=0;i<max_depth;i++)
- // stack[i]=0;
-
- int level=0;
-
- DVector<Triangle>::Read trianglesr = triangles.read();
- DVector<Vector3>::Read verticesr=vertices.read();
- DVector<BVH>::Read bvhr=bvh.read();
-
- const Triangle *triangleptr=trianglesr.ptr();
- const Vector3 *vertexptr=verticesr.ptr();
- int pos=bvh.size()-1;
- const BVH *bvhptr = bvhr.ptr();
-
- stack[0]=pos;
- while(true) {
-
- uint32_t node = stack[level]&NODE_IDX_MASK;
- const BVH &b = bvhptr[ node ];
- bool done=false;
-
- switch(stack[level]>>VISITED_BIT_SHIFT) {
- case TEST_AABB_BIT: {
-
-
- bool valid = b.aabb.intersects_ray(p_begin,p_dir);
- if (!valid) {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- if (b.face_index>=0) {
-
- const Triangle &s=triangleptr[ b.face_index ];
- Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
-
-
- Vector3 res;
-
- if (f3.intersects_ray(p_begin,p_dir,&res)) {
-
-
- float nd = n.dot(res);
- if (nd<d) {
-
- d=nd;
- r_point=res;
- r_normal=f3.get_plane().get_normal();
- inters=true;
- }
-
- }
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
-
- } else {
-
- stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
- }
- }
-
- } continue;
- case VISIT_LEFT_BIT: {
-
- stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.left|TEST_AABB_BIT;
- level++;
-
- } continue;
- case VISIT_RIGHT_BIT: {
-
- stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
- stack[level+1]=b.right|TEST_AABB_BIT;
- level++;
- } continue;
- case VISIT_DONE_BIT: {
-
- if (level==0) {
- done=true;
- break;
- } else
- level--;
-
- } continue;
- }
-
-
- if (done)
- break;
- }
-
-
- if (inters) {
-
- if (n.dot(r_normal)>0)
- r_normal=-r_normal;
- }
-
- return inters;
-}
-
-bool TriangleMesh::is_valid() const {
-
- return valid;
-}
-
-DVector<Face3> TriangleMesh::get_faces() const {
-
- if (!valid)
- return DVector<Face3>();
-
- DVector<Face3> faces;
- int ts = triangles.size();
- faces.resize(triangles.size());
-
- DVector<Face3>::Write w=faces.write();
- DVector<Triangle>::Read r = triangles.read();
- DVector<Vector3>::Read rv = vertices.read();
-
- for(int i=0;i<ts;i++) {
- for(int j=0;j<3;j++) {
- w[i].vertex[j]=rv[r[i].indices[j]];
- }
- }
-
- w = DVector<Face3>::Write();
- return faces;
-}
-
-TriangleMesh::TriangleMesh() {
-
- valid=false;
- max_depth=0;
-}
+#include "triangle_mesh.h"
+#include "sort.h"
+
+
+
+int TriangleMesh::_create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc) {
+
+
+ if (p_depth>max_depth) {
+ max_depth=p_depth;
+ }
+
+ if (p_size==1) {
+
+
+ return p_bb[p_from]-p_bvh;
+ } else if (p_size==0) {
+
+ return -1;
+ }
+
+
+ AABB aabb;
+ aabb=p_bb[p_from]->aabb;
+ for(int i=1;i<p_size;i++) {
+
+ aabb.merge_with(p_bb[p_from+i]->aabb);
+ }
+
+ int li=aabb.get_longest_axis_index();
+
+ switch(li) {
+
+ case Vector3::AXIS_X: {
+ SortArray<BVH*,BVHCmpX> sort_x;
+ sort_x.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
+ //sort_x.sort(&p_bb[p_from],p_size);
+ } break;
+ case Vector3::AXIS_Y: {
+ SortArray<BVH*,BVHCmpY> sort_y;
+ sort_y.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
+ //sort_y.sort(&p_bb[p_from],p_size);
+ } break;
+ case Vector3::AXIS_Z: {
+ SortArray<BVH*,BVHCmpZ> sort_z;
+ sort_z.nth_element(0,p_size,p_size/2,&p_bb[p_from]);
+ //sort_z.sort(&p_bb[p_from],p_size);
+
+ } break;
+ }
+
+
+ int left = _create_bvh(p_bvh,p_bb,p_from,p_size/2,p_depth+1,max_depth,max_alloc);
+ int right = _create_bvh(p_bvh,p_bb,p_from+p_size/2,p_size-p_size/2,p_depth+1,max_depth,max_alloc);
+
+ int index=max_alloc++;
+ BVH *_new = &p_bvh[index];
+ _new->aabb=aabb;
+ _new->center=aabb.pos+aabb.size*0.5;
+ _new->face_index=-1;
+ _new->left=left;
+ _new->right=right;
+
+ return index;
+
+}
+
+
+void TriangleMesh::create(const DVector<Vector3>& p_faces) {
+
+ valid=false;
+
+ int fc=p_faces.size();
+ ERR_FAIL_COND(!fc || ((fc%3) != 0));
+ fc/=3;
+ triangles.resize(fc);
+
+ bvh.resize(fc*3); //will never be larger than this (todo make better)
+ DVector<BVH>::Write bw = bvh.write();
+
+ {
+
+ //create faces and indices and base bvh
+ //except for the Set for repeated triangles, everything
+ //goes in-place.
+
+ DVector<Vector3>::Read r = p_faces.read();
+ DVector<Triangle>::Write w = triangles.write();
+ Map<Vector3,int> db;
+
+ for(int i=0;i<fc;i++) {
+
+ Triangle&f=w[i];
+ const Vector3 *v=&r[i*3];
+
+ for(int j=0;j<3;j++) {
+
+ int vidx=-1;
+ Vector3 vs=v[j].snapped(0.0001);
+ Map<Vector3,int>::Element *E=db.find(vs);
+ if (E) {
+ vidx=E->get();
+ } else {
+ vidx=db.size();
+ db[vs]=vidx;
+ }
+
+ f.indices[j]=vidx;
+ if (j==0)
+ bw[i].aabb.pos=vs;
+ else
+ bw[i].aabb.expand_to(vs);
+ }
+
+ f.normal=Face3(r[i*3+0],r[i*3+1],r[i*3+2]).get_plane().get_normal();
+
+ bw[i].left=-1;
+ bw[i].right=-1;
+ bw[i].face_index=i;
+ bw[i].center=bw[i].aabb.pos+bw[i].aabb.size*0.5;
+ }
+
+ vertices.resize(db.size());
+ DVector<Vector3>::Write vw = vertices.write();
+ for (Map<Vector3,int>::Element *E=db.front();E;E=E->next()) {
+ vw[E->get()]=E->key();
+ }
+
+ }
+
+ DVector<BVH*> bwptrs;
+ bwptrs.resize(fc);
+ DVector<BVH*>::Write bwp = bwptrs.write();
+ for(int i=0;i<fc;i++) {
+
+ bwp[i]=&bw[i];
+ }
+
+ max_depth=0;
+ int max_alloc=fc;
+ int max=_create_bvh(bw.ptr(),bwp.ptr(),0,fc,1,max_depth,max_alloc);
+
+ bw=DVector<BVH>::Write(); //clearup
+ bvh.resize(max_alloc); //resize back
+
+ valid=true;
+
+}
+
+
+Vector3 TriangleMesh::get_area_normal(const AABB& p_aabb) const {
+
+ uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
+
+ enum {
+ TEST_AABB_BIT=0,
+ VISIT_LEFT_BIT=1,
+ VISIT_RIGHT_BIT=2,
+ VISIT_DONE_BIT=3,
+ VISITED_BIT_SHIFT=29,
+ NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
+ VISITED_BIT_MASK=~NODE_IDX_MASK,
+
+
+ };
+
+ int n_count=0;
+ Vector3 n;
+
+ //for(int i=0;i<max_depth;i++)
+ // stack[i]=0;
+
+ int level=0;
+
+ DVector<Triangle>::Read trianglesr = triangles.read();
+ DVector<Vector3>::Read verticesr=vertices.read();
+ DVector<BVH>::Read bvhr=bvh.read();
+
+ const Triangle *triangleptr=trianglesr.ptr();
+ const Vector3 *vertexptr=verticesr.ptr();
+ int pos=bvh.size()-1;
+ const BVH *bvhptr = bvhr.ptr();
+
+ stack[0]=pos;
+ while(true) {
+
+ uint32_t node = stack[level]&NODE_IDX_MASK;
+ const BVH &b = bvhptr[ node ];
+ bool done=false;
+
+ switch(stack[level]>>VISITED_BIT_SHIFT) {
+ case TEST_AABB_BIT: {
+
+
+ bool valid = b.aabb.intersects(p_aabb);
+ if (!valid) {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ if (b.face_index>=0) {
+
+ const Triangle &s=triangleptr[ b.face_index ];
+ n+=s.normal;
+ n_count++;
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
+ }
+ }
+
+ } continue;
+ case VISIT_LEFT_BIT: {
+
+ stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.left|TEST_AABB_BIT;
+ level++;
+
+ } continue;
+ case VISIT_RIGHT_BIT: {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.right|TEST_AABB_BIT;
+ level++;
+ } continue;
+ case VISIT_DONE_BIT: {
+
+ if (level==0) {
+ done=true;
+ break;
+ } else
+ level--;
+
+ } continue;
+ }
+
+
+ if (done)
+ break;
+ }
+
+
+ if (n_count>0)
+ n/=n_count;
+
+ return n;
+
+}
+
+
+bool TriangleMesh::intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const {
+
+
+ uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
+
+ enum {
+ TEST_AABB_BIT=0,
+ VISIT_LEFT_BIT=1,
+ VISIT_RIGHT_BIT=2,
+ VISIT_DONE_BIT=3,
+ VISITED_BIT_SHIFT=29,
+ NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
+ VISITED_BIT_MASK=~NODE_IDX_MASK,
+
+
+ };
+
+ Vector3 n = (p_end-p_begin).normalized();
+ real_t d=1e10;
+ bool inters=false;
+
+ //for(int i=0;i<max_depth;i++)
+ // stack[i]=0;
+
+ int level=0;
+ //AABB ray_aabb;
+ //ray_aabb.pos=p_begin;
+ //ray_aabb.expand_to(p_end);
+
+
+ DVector<Triangle>::Read trianglesr = triangles.read();
+ DVector<Vector3>::Read verticesr=vertices.read();
+ DVector<BVH>::Read bvhr=bvh.read();
+
+ const Triangle *triangleptr=trianglesr.ptr();
+ const Vector3 *vertexptr=verticesr.ptr();
+ int pos=bvh.size()-1;
+ const BVH *bvhptr = bvhr.ptr();
+
+ stack[0]=pos;
+ while(true) {
+
+ uint32_t node = stack[level]&NODE_IDX_MASK;
+ const BVH &b = bvhptr[ node ];
+ bool done=false;
+
+ switch(stack[level]>>VISITED_BIT_SHIFT) {
+ case TEST_AABB_BIT: {
+
+
+ bool valid = b.aabb.intersects_segment(p_begin,p_end);
+// bool valid = b.aabb.intersects(ray_aabb);
+
+ if (!valid) {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ if (b.face_index>=0) {
+
+ const Triangle &s=triangleptr[ b.face_index ];
+ Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
+
+
+ Vector3 res;
+
+ if (f3.intersects_segment(p_begin,p_end,&res)) {
+
+
+ float nd = n.dot(res);
+ if (nd<d) {
+
+ d=nd;
+ r_point=res;
+ r_normal=f3.get_plane().get_normal();
+ inters=true;
+ }
+
+ }
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
+ }
+ }
+
+ } continue;
+ case VISIT_LEFT_BIT: {
+
+ stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.left|TEST_AABB_BIT;
+ level++;
+
+ } continue;
+ case VISIT_RIGHT_BIT: {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.right|TEST_AABB_BIT;
+ level++;
+ } continue;
+ case VISIT_DONE_BIT: {
+
+ if (level==0) {
+ done=true;
+ break;
+ } else
+ level--;
+
+ } continue;
+ }
+
+
+ if (done)
+ break;
+ }
+
+
+ if (inters) {
+
+ if (n.dot(r_normal)>0)
+ r_normal=-r_normal;
+ }
+
+ return inters;
+}
+
+
+bool TriangleMesh::intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const {
+
+
+ uint32_t* stack = (uint32_t*)alloca(sizeof(int)*max_depth);
+
+ enum {
+ TEST_AABB_BIT=0,
+ VISIT_LEFT_BIT=1,
+ VISIT_RIGHT_BIT=2,
+ VISIT_DONE_BIT=3,
+ VISITED_BIT_SHIFT=29,
+ NODE_IDX_MASK=(1<<VISITED_BIT_SHIFT)-1,
+ VISITED_BIT_MASK=~NODE_IDX_MASK,
+
+
+ };
+
+ Vector3 n = p_dir;
+ real_t d=1e20;
+ bool inters=false;
+
+ //for(int i=0;i<max_depth;i++)
+ // stack[i]=0;
+
+ int level=0;
+
+ DVector<Triangle>::Read trianglesr = triangles.read();
+ DVector<Vector3>::Read verticesr=vertices.read();
+ DVector<BVH>::Read bvhr=bvh.read();
+
+ const Triangle *triangleptr=trianglesr.ptr();
+ const Vector3 *vertexptr=verticesr.ptr();
+ int pos=bvh.size()-1;
+ const BVH *bvhptr = bvhr.ptr();
+
+ stack[0]=pos;
+ while(true) {
+
+ uint32_t node = stack[level]&NODE_IDX_MASK;
+ const BVH &b = bvhptr[ node ];
+ bool done=false;
+
+ switch(stack[level]>>VISITED_BIT_SHIFT) {
+ case TEST_AABB_BIT: {
+
+
+ bool valid = b.aabb.intersects_ray(p_begin,p_dir);
+ if (!valid) {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ if (b.face_index>=0) {
+
+ const Triangle &s=triangleptr[ b.face_index ];
+ Face3 f3(vertexptr[ s.indices[0] ],vertexptr[ s.indices[1] ],vertexptr[ s.indices[2] ]);
+
+
+ Vector3 res;
+
+ if (f3.intersects_ray(p_begin,p_dir,&res)) {
+
+
+ float nd = n.dot(res);
+ if (nd<d) {
+
+ d=nd;
+ r_point=res;
+ r_normal=f3.get_plane().get_normal();
+ inters=true;
+ }
+
+ }
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+
+ } else {
+
+ stack[level]=(VISIT_LEFT_BIT<<VISITED_BIT_SHIFT)|node;
+ }
+ }
+
+ } continue;
+ case VISIT_LEFT_BIT: {
+
+ stack[level]=(VISIT_RIGHT_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.left|TEST_AABB_BIT;
+ level++;
+
+ } continue;
+ case VISIT_RIGHT_BIT: {
+
+ stack[level]=(VISIT_DONE_BIT<<VISITED_BIT_SHIFT)|node;
+ stack[level+1]=b.right|TEST_AABB_BIT;
+ level++;
+ } continue;
+ case VISIT_DONE_BIT: {
+
+ if (level==0) {
+ done=true;
+ break;
+ } else
+ level--;
+
+ } continue;
+ }
+
+
+ if (done)
+ break;
+ }
+
+
+ if (inters) {
+
+ if (n.dot(r_normal)>0)
+ r_normal=-r_normal;
+ }
+
+ return inters;
+}
+
+bool TriangleMesh::is_valid() const {
+
+ return valid;
+}
+
+DVector<Face3> TriangleMesh::get_faces() const {
+
+ if (!valid)
+ return DVector<Face3>();
+
+ DVector<Face3> faces;
+ int ts = triangles.size();
+ faces.resize(triangles.size());
+
+ DVector<Face3>::Write w=faces.write();
+ DVector<Triangle>::Read r = triangles.read();
+ DVector<Vector3>::Read rv = vertices.read();
+
+ for(int i=0;i<ts;i++) {
+ for(int j=0;j<3;j++) {
+ w[i].vertex[j]=rv[r[i].indices[j]];
+ }
+ }
+
+ w = DVector<Face3>::Write();
+ return faces;
+}
+
+TriangleMesh::TriangleMesh() {
+
+ valid=false;
+ max_depth=0;
+}
diff --git a/core/math/triangle_mesh.h b/core/math/triangle_mesh.h
index ab0cb713b1..87d8ce8e6c 100644
--- a/core/math/triangle_mesh.h
+++ b/core/math/triangle_mesh.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -26,74 +26,74 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
-#ifndef TRIANGLE_MESH_H
-#define TRIANGLE_MESH_H
-
-#include "reference.h"
-#include "face3.h"
-class TriangleMesh : public Reference {
-
- OBJ_TYPE( TriangleMesh, Reference);
-
- struct Triangle {
-
- Vector3 normal;
- int indices[3];
- };
-
- DVector<Triangle> triangles;
- DVector<Vector3> vertices;
-
- struct BVH {
-
- AABB aabb;
- Vector3 center; //used for sorting
- int left;
- int right;
-
- int face_index;
- };
-
- struct BVHCmpX {
-
- bool operator()(const BVH* p_left, const BVH* p_right) const {
-
- return p_left->center.x < p_right->center.x;
- }
- };
-
- struct BVHCmpY {
-
- bool operator()(const BVH* p_left, const BVH* p_right) const {
-
- return p_left->center.y < p_right->center.y;
- }
- };
- struct BVHCmpZ {
-
- bool operator()(const BVH* p_left, const BVH* p_right) const {
-
- return p_left->center.z < p_right->center.z;
- }
- };
-
- int _create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc);
-
- DVector<BVH> bvh;
- int max_depth;
- bool valid;
-
-public:
-
- bool is_valid() const;
- bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const;
- bool intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const;
- Vector3 get_area_normal(const AABB& p_aabb) const;
- DVector<Face3> get_faces() const;
-
-
- void create(const DVector<Vector3>& p_faces);
- TriangleMesh();
-};
-
-#endif // TRIANGLE_MESH_H
+#ifndef TRIANGLE_MESH_H
+#define TRIANGLE_MESH_H
+
+#include "reference.h"
+#include "face3.h"
+class TriangleMesh : public Reference {
+
+ OBJ_TYPE( TriangleMesh, Reference);
+
+ struct Triangle {
+
+ Vector3 normal;
+ int indices[3];
+ };
+
+ DVector<Triangle> triangles;
+ DVector<Vector3> vertices;
+
+ struct BVH {
+
+ AABB aabb;
+ Vector3 center; //used for sorting
+ int left;
+ int right;
+
+ int face_index;
+ };
+
+ struct BVHCmpX {
+
+ bool operator()(const BVH* p_left, const BVH* p_right) const {
+
+ return p_left->center.x < p_right->center.x;
+ }
+ };
+
+ struct BVHCmpY {
+
+ bool operator()(const BVH* p_left, const BVH* p_right) const {
+
+ return p_left->center.y < p_right->center.y;
+ }
+ };
+ struct BVHCmpZ {
+
+ bool operator()(const BVH* p_left, const BVH* p_right) const {
+
+ return p_left->center.z < p_right->center.z;
+ }
+ };
+
+ int _create_bvh(BVH*p_bvh,BVH** p_bb,int p_from,int p_size,int p_depth,int&max_depth,int&max_alloc);
+
+ DVector<BVH> bvh;
+ int max_depth;
+ bool valid;
+
+public:
+
+ bool is_valid() const;
+ bool intersect_segment(const Vector3& p_begin,const Vector3& p_end,Vector3 &r_point, Vector3 &r_normal) const;
+ bool intersect_ray(const Vector3& p_begin,const Vector3& p_dir,Vector3 &r_point, Vector3 &r_normal) const;
+ Vector3 get_area_normal(const AABB& p_aabb) const;
+ DVector<Face3> get_faces() const;
+
+
+ void create(const DVector<Vector3>& p_faces);
+ TriangleMesh();
+};
+
+#endif // TRIANGLE_MESH_H
diff --git a/core/math/triangulate.cpp b/core/math/triangulate.cpp
index 4a870def4b..b13e13c47d 100644
--- a/core/math/triangulate.cpp
+++ b/core/math/triangulate.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/triangulate.h b/core/math/triangulate.h
index b20b37bd44..927b7efb8d 100644
--- a/core/math/triangulate.h
+++ b/core/math/triangulate.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
diff --git a/core/math/triangulator.cpp b/core/math/triangulator.cpp
new file mode 100644
index 0000000000..8f82d76823
--- /dev/null
+++ b/core/math/triangulator.cpp
@@ -0,0 +1,1550 @@
+//Copyright (C) 2011 by Ivan Fratric
+//
+//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 <stdio.h>
+#include <string.h>
+#include <math.h>
+
+#include "triangulator.h"
+
+
+#define TRIANGULATOR_VERTEXTYPE_REGULAR 0
+#define TRIANGULATOR_VERTEXTYPE_START 1
+#define TRIANGULATOR_VERTEXTYPE_END 2
+#define TRIANGULATOR_VERTEXTYPE_SPLIT 3
+#define TRIANGULATOR_VERTEXTYPE_MERGE 4
+
+TriangulatorPoly::TriangulatorPoly() {
+ hole = false;
+ numpoints = 0;
+ points = NULL;
+}
+
+TriangulatorPoly::~TriangulatorPoly() {
+ if(points) delete [] points;
+}
+
+void TriangulatorPoly::Clear() {
+ if(points) delete [] points;
+ hole = false;
+ numpoints = 0;
+ points = NULL;
+}
+
+void TriangulatorPoly::Init(long numpoints) {
+ Clear();
+ this->numpoints = numpoints;
+ points = new Vector2[numpoints];
+}
+
+void TriangulatorPoly::Triangle(Vector2 &p1, Vector2 &p2, Vector2 &p3) {
+ Init(3);
+ points[0] = p1;
+ points[1] = p2;
+ points[2] = p3;
+}
+
+TriangulatorPoly::TriangulatorPoly(const TriangulatorPoly &src) {
+ hole = src.hole;
+ numpoints = src.numpoints;
+ points = new Vector2[numpoints];
+ memcpy(points, src.points, numpoints*sizeof(Vector2));
+}
+
+TriangulatorPoly& TriangulatorPoly::operator=(const TriangulatorPoly &src) {
+ Clear();
+ hole = src.hole;
+ numpoints = src.numpoints;
+ points = new Vector2[numpoints];
+ memcpy(points, src.points, numpoints*sizeof(Vector2));
+ return *this;
+}
+
+int TriangulatorPoly::GetOrientation() {
+ long i1,i2;
+ real_t area = 0;
+ for(i1=0; i1<numpoints; i1++) {
+ i2 = i1+1;
+ if(i2 == numpoints) i2 = 0;
+ area += points[i1].x * points[i2].y - points[i1].y * points[i2].x;
+ }
+ if(area>0) return TRIANGULATOR_CCW;
+ if(area<0) return TRIANGULATOR_CW;
+ return 0;
+}
+
+void TriangulatorPoly::SetOrientation(int orientation) {
+ int polyorientation = GetOrientation();
+ if(polyorientation&&(polyorientation!=orientation)) {
+ Invert();
+ }
+}
+
+void TriangulatorPoly::Invert() {
+ long i;
+ Vector2 *invpoints;
+
+ invpoints = new Vector2[numpoints];
+ for(i=0;i<numpoints;i++) {
+ invpoints[i] = points[numpoints-i-1];
+ }
+
+ delete [] points;
+ points = invpoints;
+}
+
+Vector2 TriangulatorPartition::Normalize(const Vector2 &p) {
+ Vector2 r;
+ real_t n = sqrt(p.x*p.x + p.y*p.y);
+ if(n!=0) {
+ r = p/n;
+ } else {
+ r.x = 0;
+ r.y = 0;
+ }
+ return r;
+}
+
+real_t TriangulatorPartition::Distance(const Vector2 &p1, const Vector2 &p2) {
+ real_t dx,dy;
+ dx = p2.x - p1.x;
+ dy = p2.y - p1.y;
+ return(sqrt(dx*dx + dy*dy));
+}
+
+//checks if two lines intersect
+int TriangulatorPartition::Intersects(Vector2 &p11, Vector2 &p12, Vector2 &p21, Vector2 &p22) {
+ if((p11.x == p21.x)&&(p11.y == p21.y)) return 0;
+ if((p11.x == p22.x)&&(p11.y == p22.y)) return 0;
+ if((p12.x == p21.x)&&(p12.y == p21.y)) return 0;
+ if((p12.x == p22.x)&&(p12.y == p22.y)) return 0;
+
+ Vector2 v1ort,v2ort,v;
+ real_t dot11,dot12,dot21,dot22;
+
+ v1ort.x = p12.y-p11.y;
+ v1ort.y = p11.x-p12.x;
+
+ v2ort.x = p22.y-p21.y;
+ v2ort.y = p21.x-p22.x;
+
+ v = p21-p11;
+ dot21 = v.x*v1ort.x + v.y*v1ort.y;
+ v = p22-p11;
+ dot22 = v.x*v1ort.x + v.y*v1ort.y;
+
+ v = p11-p21;
+ dot11 = v.x*v2ort.x + v.y*v2ort.y;
+ v = p12-p21;
+ dot12 = v.x*v2ort.x + v.y*v2ort.y;
+
+ if(dot11*dot12>0) return 0;
+ if(dot21*dot22>0) return 0;
+
+ return 1;
+}
+
+//removes holes from inpolys by merging them with non-holes
+int TriangulatorPartition::RemoveHoles(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *outpolys) {
+ List<TriangulatorPoly> polys;
+ List<TriangulatorPoly>::Element *holeiter,*polyiter,*iter,*iter2;
+ long i,i2,holepointindex,polypointindex;
+ Vector2 holepoint,polypoint,bestpolypoint;
+ Vector2 linep1,linep2;
+ Vector2 v1,v2;
+ TriangulatorPoly newpoly;
+ bool hasholes;
+ bool pointvisible;
+ bool pointfound;
+
+ //check for trivial case (no holes)
+ hasholes = false;
+ for(iter = inpolys->front(); iter; iter=iter->next()) {
+ if(iter->get().IsHole()) {
+ hasholes = true;
+ break;
+ }
+ }
+ if(!hasholes) {
+ for(iter = inpolys->front(); iter; iter=iter->next()) {
+ outpolys->push_back(iter->get());
+ }
+ return 1;
+ }
+
+ polys = *inpolys;
+
+ while(1) {
+ //find the hole point with the largest x
+ hasholes = false;
+ for(iter = polys.front(); iter; iter=iter->next()) {
+ if(!iter->get().IsHole()) continue;
+
+ if(!hasholes) {
+ hasholes = true;
+ holeiter = iter;
+ holepointindex = 0;
+ }
+
+ for(i=0; i < iter->get().GetNumPoints(); i++) {
+ if(iter->get().GetPoint(i).x > holeiter->get().GetPoint(holepointindex).x) {
+ holeiter = iter;
+ holepointindex = i;
+ }
+ }
+ }
+ if(!hasholes) break;
+ holepoint = holeiter->get().GetPoint(holepointindex);
+
+ pointfound = false;
+ for(iter = polys.front(); iter; iter=iter->next()) {
+ if(iter->get().IsHole()) continue;
+ for(i=0; i < iter->get().GetNumPoints(); i++) {
+ if(iter->get().GetPoint(i).x <= holepoint.x) continue;
+ if(!InCone(iter->get().GetPoint((i+iter->get().GetNumPoints()-1)%(iter->get().GetNumPoints())),
+ iter->get().GetPoint(i),
+ iter->get().GetPoint((i+1)%(iter->get().GetNumPoints())),
+ holepoint))
+ continue;
+ polypoint = iter->get().GetPoint(i);
+ if(pointfound) {
+ v1 = Normalize(polypoint-holepoint);
+ v2 = Normalize(bestpolypoint-holepoint);
+ if(v2.x > v1.x) continue;
+ }
+ pointvisible = true;
+ for(iter2 = polys.front(); iter2; iter2=iter2->next()) {
+ if(iter2->get().IsHole()) continue;
+ for(i2=0; i2 < iter2->get().GetNumPoints(); i2++) {
+ linep1 = iter2->get().GetPoint(i2);
+ linep2 = iter2->get().GetPoint((i2+1)%(iter2->get().GetNumPoints()));
+ if(Intersects(holepoint,polypoint,linep1,linep2)) {
+ pointvisible = false;
+ break;
+ }
+ }
+ if(!pointvisible) break;
+ }
+ if(pointvisible) {
+ pointfound = true;
+ bestpolypoint = polypoint;
+ polyiter = iter;
+ polypointindex = i;
+ }
+ }
+ }
+
+ if(!pointfound) return 0;
+
+ newpoly.Init(holeiter->get().GetNumPoints() + polyiter->get().GetNumPoints() + 2);
+ i2 = 0;
+ for(i=0;i<=polypointindex;i++) {
+ newpoly[i2] = polyiter->get().GetPoint(i);
+ i2++;
+ }
+ for(i=0;i<=holeiter->get().GetNumPoints();i++) {
+ newpoly[i2] = holeiter->get().GetPoint((i+holepointindex)%holeiter->get().GetNumPoints());
+ i2++;
+ }
+ for(i=polypointindex;i<polyiter->get().GetNumPoints();i++) {
+ newpoly[i2] = polyiter->get().GetPoint(i);
+ i2++;
+ }
+
+ polys.erase(holeiter);
+ polys.erase(polyiter);
+ polys.push_back(newpoly);
+ }
+
+ for(iter = polys.front(); iter; iter=iter->next()) {
+ outpolys->push_back(iter->get());
+ }
+
+ return 1;
+}
+
+bool TriangulatorPartition::IsConvex(Vector2& p1, Vector2& p2, Vector2& p3) {
+ real_t tmp;
+ tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
+ if(tmp>0) return 1;
+ else return 0;
+}
+
+bool TriangulatorPartition::IsReflex(Vector2& p1, Vector2& p2, Vector2& p3) {
+ real_t tmp;
+ tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
+ if(tmp<0) return 1;
+ else return 0;
+}
+
+bool TriangulatorPartition::IsInside(Vector2& p1, Vector2& p2, Vector2& p3, Vector2 &p) {
+ if(IsConvex(p1,p,p2)) return false;
+ if(IsConvex(p2,p,p3)) return false;
+ if(IsConvex(p3,p,p1)) return false;
+ return true;
+}
+
+bool TriangulatorPartition::InCone(Vector2 &p1, Vector2 &p2, Vector2 &p3, Vector2 &p) {
+ bool convex;
+
+ convex = IsConvex(p1,p2,p3);
+
+ if(convex) {
+ if(!IsConvex(p1,p2,p)) return false;
+ if(!IsConvex(p2,p3,p)) return false;
+ return true;
+ } else {
+ if(IsConvex(p1,p2,p)) return true;
+ if(IsConvex(p2,p3,p)) return true;
+ return false;
+ }
+}
+
+bool TriangulatorPartition::InCone(PartitionVertex *v, Vector2 &p) {
+ Vector2 p1,p2,p3;
+
+ p1 = v->previous->p;
+ p2 = v->p;
+ p3 = v->next->p;
+
+ return InCone(p1,p2,p3,p);
+}
+
+void TriangulatorPartition::UpdateVertexReflexity(PartitionVertex *v) {
+ PartitionVertex *v1,*v3;
+ v1 = v->previous;
+ v3 = v->next;
+ v->isConvex = !IsReflex(v1->p,v->p,v3->p);
+}
+
+void TriangulatorPartition::UpdateVertex(PartitionVertex *v, PartitionVertex *vertices, long numvertices) {
+ long i;
+ PartitionVertex *v1,*v3;
+ Vector2 vec1,vec3;
+
+ v1 = v->previous;
+ v3 = v->next;
+
+ v->isConvex = IsConvex(v1->p,v->p,v3->p);
+
+ vec1 = Normalize(v1->p - v->p);
+ vec3 = Normalize(v3->p - v->p);
+ v->angle = vec1.x*vec3.x + vec1.y*vec3.y;
+
+ if(v->isConvex) {
+ v->isEar = true;
+ for(i=0;i<numvertices;i++) {
+ if((vertices[i].p.x==v->p.x)&&(vertices[i].p.y==v->p.y)) continue;
+ if((vertices[i].p.x==v1->p.x)&&(vertices[i].p.y==v1->p.y)) continue;
+ if((vertices[i].p.x==v3->p.x)&&(vertices[i].p.y==v3->p.y)) continue;
+ if(IsInside(v1->p,v->p,v3->p,vertices[i].p)) {
+ v->isEar = false;
+ break;
+ }
+ }
+ } else {
+ v->isEar = false;
+ }
+}
+
+//triangulation by ear removal
+int TriangulatorPartition::Triangulate_EC(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
+ long numvertices;
+ PartitionVertex *vertices;
+ PartitionVertex *ear;
+ TriangulatorPoly triangle;
+ long i,j;
+ bool earfound;
+
+ if(poly->GetNumPoints() < 3) return 0;
+ if(poly->GetNumPoints() == 3) {
+ triangles->push_back(*poly);
+ return 1;
+ }
+
+ numvertices = poly->GetNumPoints();
+
+ vertices = new PartitionVertex[numvertices];
+ for(i=0;i<numvertices;i++) {
+ vertices[i].isActive = true;
+ vertices[i].p = poly->GetPoint(i);
+ if(i==(numvertices-1)) vertices[i].next=&(vertices[0]);
+ else vertices[i].next=&(vertices[i+1]);
+ if(i==0) vertices[i].previous = &(vertices[numvertices-1]);
+ else vertices[i].previous = &(vertices[i-1]);
+ }
+ for(i=0;i<numvertices;i++) {
+ UpdateVertex(&vertices[i],vertices,numvertices);
+ }
+
+ for(i=0;i<numvertices-3;i++) {
+ earfound = false;
+ //find the most extruded ear
+ for(j=0;j<numvertices;j++) {
+ if(!vertices[j].isActive) continue;
+ if(!vertices[j].isEar) continue;
+ if(!earfound) {
+ earfound = true;
+ ear = &(vertices[j]);
+ } else {
+ if(vertices[j].angle > ear->angle) {
+ ear = &(vertices[j]);
+ }
+ }
+ }
+ if(!earfound) {
+ delete [] vertices;
+ return 0;
+ }
+
+ triangle.Triangle(ear->previous->p,ear->p,ear->next->p);
+ triangles->push_back(triangle);
+
+ ear->isActive = false;
+ ear->previous->next = ear->next;
+ ear->next->previous = ear->previous;
+
+ if(i==numvertices-4) break;
+
+ UpdateVertex(ear->previous,vertices,numvertices);
+ UpdateVertex(ear->next,vertices,numvertices);
+ }
+ for(i=0;i<numvertices;i++) {
+ if(vertices[i].isActive) {
+ triangle.Triangle(vertices[i].previous->p,vertices[i].p,vertices[i].next->p);
+ triangles->push_back(triangle);
+ break;
+ }
+ }
+
+ delete [] vertices;
+
+ return 1;
+}
+
+int TriangulatorPartition::Triangulate_EC(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles) {
+ List<TriangulatorPoly> outpolys;
+ List<TriangulatorPoly>::Element*iter;
+
+ if(!RemoveHoles(inpolys,&outpolys)) return 0;
+ for(iter=outpolys.front();iter;iter=iter->next()) {
+ if(!Triangulate_EC(&(iter->get()),triangles)) return 0;
+ }
+ return 1;
+}
+
+int TriangulatorPartition::ConvexPartition_HM(TriangulatorPoly *poly, List<TriangulatorPoly> *parts) {
+ List<TriangulatorPoly> triangles;
+ List<TriangulatorPoly>::Element *iter1,*iter2;
+ TriangulatorPoly *poly1,*poly2;
+ TriangulatorPoly newpoly;
+ Vector2 d1,d2,p1,p2,p3;
+ long i11,i12,i21,i22,i13,i23,j,k;
+ bool isdiagonal;
+ long numreflex;
+
+ //check if the poly is already convex
+ numreflex = 0;
+ for(i11=0;i11<poly->GetNumPoints();i11++) {
+ if(i11==0) i12 = poly->GetNumPoints()-1;
+ else i12=i11-1;
+ if(i11==(poly->GetNumPoints()-1)) i13=0;
+ else i13=i11+1;
+ if(IsReflex(poly->GetPoint(i12),poly->GetPoint(i11),poly->GetPoint(i13))) {
+ numreflex = 1;
+ break;
+ }
+ }
+ if(numreflex == 0) {
+ parts->push_back(*poly);
+ return 1;
+ }
+
+ if(!Triangulate_EC(poly,&triangles)) return 0;
+
+ for(iter1 = triangles.front(); iter1 ; iter1=iter1->next()) {
+ poly1 = &(iter1->get());
+ for(i11=0;i11<poly1->GetNumPoints();i11++) {
+ d1 = poly1->GetPoint(i11);
+ i12 = (i11+1)%(poly1->GetNumPoints());
+ d2 = poly1->GetPoint(i12);
+
+ isdiagonal = false;
+ for(iter2 = iter1; iter2 ; iter2=iter2->next()) {
+ if(iter1 == iter2) continue;
+ poly2 = &(iter2->get());
+
+ for(i21=0;i21<poly2->GetNumPoints();i21++) {
+ if((d2.x != poly2->GetPoint(i21).x)||(d2.y != poly2->GetPoint(i21).y)) continue;
+ i22 = (i21+1)%(poly2->GetNumPoints());
+ if((d1.x != poly2->GetPoint(i22).x)||(d1.y != poly2->GetPoint(i22).y)) continue;
+ isdiagonal = true;
+ break;
+ }
+ if(isdiagonal) break;
+ }
+
+ if(!isdiagonal) continue;
+
+ p2 = poly1->GetPoint(i11);
+ if(i11 == 0) i13 = poly1->GetNumPoints()-1;
+ else i13 = i11-1;
+ p1 = poly1->GetPoint(i13);
+ if(i22 == (poly2->GetNumPoints()-1)) i23 = 0;
+ else i23 = i22+1;
+ p3 = poly2->GetPoint(i23);
+
+ if(!IsConvex(p1,p2,p3)) continue;
+
+ p2 = poly1->GetPoint(i12);
+ if(i12 == (poly1->GetNumPoints()-1)) i13 = 0;
+ else i13 = i12+1;
+ p3 = poly1->GetPoint(i13);
+ if(i21 == 0) i23 = poly2->GetNumPoints()-1;
+ else i23 = i21-1;
+ p1 = poly2->GetPoint(i23);
+
+ if(!IsConvex(p1,p2,p3)) continue;
+
+ newpoly.Init(poly1->GetNumPoints()+poly2->GetNumPoints()-2);
+ k = 0;
+ for(j=i12;j!=i11;j=(j+1)%(poly1->GetNumPoints())) {
+ newpoly[k] = poly1->GetPoint(j);
+ k++;
+ }
+ for(j=i22;j!=i21;j=(j+1)%(poly2->GetNumPoints())) {
+ newpoly[k] = poly2->GetPoint(j);
+ k++;
+ }
+
+ triangles.erase(iter2);
+ iter1->get() = newpoly;
+ poly1 = &(iter1->get());
+ i11 = -1;
+
+ continue;
+ }
+ }
+
+ for(iter1 = triangles.front(); iter1 ; iter1=iter1->next()) {
+ parts->push_back(iter1->get());
+ }
+
+ return 1;
+}
+
+int TriangulatorPartition::ConvexPartition_HM(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *parts) {
+ List<TriangulatorPoly> outpolys;
+ List<TriangulatorPoly>::Element* iter;
+
+ if(!RemoveHoles(inpolys,&outpolys)) return 0;
+ for(iter=outpolys.front();iter;iter=iter->next()) {
+ if(!ConvexPartition_HM(&(iter->get()),parts)) return 0;
+ }
+ return 1;
+}
+
+//minimum-weight polygon triangulation by dynamic programming
+//O(n^3) time complexity
+//O(n^2) space complexity
+int TriangulatorPartition::Triangulate_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
+ long i,j,k,gap,n;
+ DPState **dpstates;
+ Vector2 p1,p2,p3,p4;
+ long bestvertex;
+ real_t weight,minweight,d1,d2;
+ Diagonal diagonal,newdiagonal;
+ List<Diagonal> diagonals;
+ TriangulatorPoly triangle;
+ int ret = 1;
+
+ n = poly->GetNumPoints();
+ dpstates = new DPState *[n];
+ for(i=1;i<n;i++) {
+ dpstates[i] = new DPState[i];
+ }
+
+ //init states and visibility
+ for(i=0;i<(n-1);i++) {
+ p1 = poly->GetPoint(i);
+ for(j=i+1;j<n;j++) {
+ dpstates[j][i].visible = true;
+ dpstates[j][i].weight = 0;
+ dpstates[j][i].bestvertex = -1;
+ if(j!=(i+1)) {
+ p2 = poly->GetPoint(j);
+
+ //visibility check
+ if(i==0) p3 = poly->GetPoint(n-1);
+ else p3 = poly->GetPoint(i-1);
+ if(i==(n-1)) p4 = poly->GetPoint(0);
+ else p4 = poly->GetPoint(i+1);
+ if(!InCone(p3,p1,p4,p2)) {
+ dpstates[j][i].visible = false;
+ continue;
+ }
+
+ if(j==0) p3 = poly->GetPoint(n-1);
+ else p3 = poly->GetPoint(j-1);
+ if(j==(n-1)) p4 = poly->GetPoint(0);
+ else p4 = poly->GetPoint(j+1);
+ if(!InCone(p3,p2,p4,p1)) {
+ dpstates[j][i].visible = false;
+ continue;
+ }
+
+ for(k=0;k<n;k++) {
+ p3 = poly->GetPoint(k);
+ if(k==(n-1)) p4 = poly->GetPoint(0);
+ else p4 = poly->GetPoint(k+1);
+ if(Intersects(p1,p2,p3,p4)) {
+ dpstates[j][i].visible = false;
+ break;
+ }
+ }
+ }
+ }
+ }
+ dpstates[n-1][0].visible = true;
+ dpstates[n-1][0].weight = 0;
+ dpstates[n-1][0].bestvertex = -1;
+
+ for(gap = 2; gap<n; gap++) {
+ for(i=0; i<(n-gap); i++) {
+ j = i+gap;
+ if(!dpstates[j][i].visible) continue;
+ bestvertex = -1;
+ for(k=(i+1);k<j;k++) {
+ if(!dpstates[k][i].visible) continue;
+ if(!dpstates[j][k].visible) continue;
+
+ if(k<=(i+1)) d1=0;
+ else d1 = Distance(poly->GetPoint(i),poly->GetPoint(k));
+ if(j<=(k+1)) d2=0;
+ else d2 = Distance(poly->GetPoint(k),poly->GetPoint(j));
+
+ weight = dpstates[k][i].weight + dpstates[j][k].weight + d1 + d2;
+
+ if((bestvertex == -1)||(weight<minweight)) {
+ bestvertex = k;
+ minweight = weight;
+ }
+ }
+ if(bestvertex == -1) {
+ for(i=1;i<n;i++) {
+ delete [] dpstates[i];
+ }
+ delete [] dpstates;
+
+ return 0;
+ }
+
+ dpstates[j][i].bestvertex = bestvertex;
+ dpstates[j][i].weight = minweight;
+ }
+ }
+
+ newdiagonal.index1 = 0;
+ newdiagonal.index2 = n-1;
+ diagonals.push_back(newdiagonal);
+ while(!diagonals.empty()) {
+ diagonal = (diagonals.front()->get());
+ diagonals.pop_front();
+ bestvertex = dpstates[diagonal.index2][diagonal.index1].bestvertex;
+ if(bestvertex == -1) {
+ ret = 0;
+ break;
+ }
+ triangle.Triangle(poly->GetPoint(diagonal.index1),poly->GetPoint(bestvertex),poly->GetPoint(diagonal.index2));
+ triangles->push_back(triangle);
+ if(bestvertex > (diagonal.index1+1)) {
+ newdiagonal.index1 = diagonal.index1;
+ newdiagonal.index2 = bestvertex;
+ diagonals.push_back(newdiagonal);
+ }
+ if(diagonal.index2 > (bestvertex+1)) {
+ newdiagonal.index1 = bestvertex;
+ newdiagonal.index2 = diagonal.index2;
+ diagonals.push_back(newdiagonal);
+ }
+ }
+
+ for(i=1;i<n;i++) {
+ delete [] dpstates[i];
+ }
+ delete [] dpstates;
+
+ return ret;
+}
+
+void TriangulatorPartition::UpdateState(long a, long b, long w, long i, long j, DPState2 **dpstates) {
+ Diagonal newdiagonal;
+ List<Diagonal> *pairs;
+ long w2;
+
+ w2 = dpstates[a][b].weight;
+ if(w>w2) return;
+
+ pairs = &(dpstates[a][b].pairs);
+ newdiagonal.index1 = i;
+ newdiagonal.index2 = j;
+
+ if(w<w2) {
+ pairs->clear();
+ pairs->push_front(newdiagonal);
+ dpstates[a][b].weight = w;
+ } else {
+ if((!pairs->empty())&&(i <= pairs->front()->get().index1)) return;
+ while((!pairs->empty())&&(pairs->front()->get().index2 >= j)) pairs->pop_front();
+ pairs->push_front(newdiagonal);
+ }
+}
+
+void TriangulatorPartition::TypeA(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates) {
+ List<Diagonal> *pairs;
+ List<Diagonal>::Element *iter,*lastiter;
+ long top;
+ long w;
+
+ if(!dpstates[i][j].visible) return;
+ top = j;
+ w = dpstates[i][j].weight;
+ if(k-j > 1) {
+ if (!dpstates[j][k].visible) return;
+ w += dpstates[j][k].weight + 1;
+ }
+ if(j-i > 1) {
+ pairs = &(dpstates[i][j].pairs);
+ iter = NULL;
+ lastiter = NULL;
+ while(iter!=pairs->front()) {
+ if (!iter)
+ iter=pairs->back();
+ else
+ iter=iter->prev();
+
+ if(!IsReflex(vertices[iter->get().index2].p,vertices[j].p,vertices[k].p)) lastiter = iter;
+ else break;
+ }
+ if(lastiter == NULL) w++;
+ else {
+ if(IsReflex(vertices[k].p,vertices[i].p,vertices[lastiter->get().index1].p)) w++;
+ else top = lastiter->get().index1;
+ }
+ }
+ UpdateState(i,k,w,top,j,dpstates);
+}
+
+void TriangulatorPartition::TypeB(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates) {
+ List<Diagonal> *pairs;
+ List<Diagonal>::Element* iter,*lastiter;
+ long top;
+ long w;
+
+ if(!dpstates[j][k].visible) return;
+ top = j;
+ w = dpstates[j][k].weight;
+
+ if (j-i > 1) {
+ if (!dpstates[i][j].visible) return;
+ w += dpstates[i][j].weight + 1;
+ }
+ if (k-j > 1) {
+ pairs = &(dpstates[j][k].pairs);
+
+ iter = pairs->front();
+ if((!pairs->empty())&&(!IsReflex(vertices[i].p,vertices[j].p,vertices[iter->get().index1].p))) {
+ lastiter = iter;
+ while(iter!=NULL) {
+ if(!IsReflex(vertices[i].p,vertices[j].p,vertices[iter->get().index1].p)) {
+ lastiter = iter;
+ iter=iter->next();
+ }
+ else break;
+ }
+ if(IsReflex(vertices[lastiter->get().index2].p,vertices[k].p,vertices[i].p)) w++;
+ else top = lastiter->get().index2;
+ } else w++;
+ }
+ UpdateState(i,k,w,j,top,dpstates);
+}
+
+int TriangulatorPartition::ConvexPartition_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *parts) {
+ Vector2 p1,p2,p3,p4;
+ PartitionVertex *vertices;
+ DPState2 **dpstates;
+ long i,j,k,n,gap;
+ List<Diagonal> diagonals,diagonals2;
+ Diagonal diagonal,newdiagonal;
+ List<Diagonal> *pairs,*pairs2;
+ List<Diagonal>::Element* iter,*iter2;
+ int ret;
+ TriangulatorPoly newpoly;
+ List<long> indices;
+ List<long>::Element* iiter;
+ bool ijreal,jkreal;
+
+ n = poly->GetNumPoints();
+ vertices = new PartitionVertex[n];
+
+ dpstates = new DPState2 *[n];
+ for(i=0;i<n;i++) {
+ dpstates[i] = new DPState2[n];
+ }
+
+ //init vertex information
+ for(i=0;i<n;i++) {
+ vertices[i].p = poly->GetPoint(i);
+ vertices[i].isActive = true;
+ if(i==0) vertices[i].previous = &(vertices[n-1]);
+ else vertices[i].previous = &(vertices[i-1]);
+ if(i==(poly->GetNumPoints()-1)) vertices[i].next = &(vertices[0]);
+ else vertices[i].next = &(vertices[i+1]);
+ }
+ for(i=1;i<n;i++) {
+ UpdateVertexReflexity(&(vertices[i]));
+ }
+
+ //init states and visibility
+ for(i=0;i<(n-1);i++) {
+ p1 = poly->GetPoint(i);
+ for(j=i+1;j<n;j++) {
+ dpstates[i][j].visible = true;
+ if(j==i+1) {
+ dpstates[i][j].weight = 0;
+ } else {
+ dpstates[i][j].weight = 2147483647;
+ }
+ if(j!=(i+1)) {
+ p2 = poly->GetPoint(j);
+
+ //visibility check
+ if(!InCone(&vertices[i],p2)) {
+ dpstates[i][j].visible = false;
+ continue;
+ }
+ if(!InCone(&vertices[j],p1)) {
+ dpstates[i][j].visible = false;
+ continue;
+ }
+
+ for(k=0;k<n;k++) {
+ p3 = poly->GetPoint(k);
+ if(k==(n-1)) p4 = poly->GetPoint(0);
+ else p4 = poly->GetPoint(k+1);
+ if(Intersects(p1,p2,p3,p4)) {
+ dpstates[i][j].visible = false;
+ break;
+ }
+ }
+ }
+ }
+ }
+ for(i=0;i<(n-2);i++) {
+ j = i+2;
+ if(dpstates[i][j].visible) {
+ dpstates[i][j].weight = 0;
+ newdiagonal.index1 = i+1;
+ newdiagonal.index2 = i+1;
+ dpstates[i][j].pairs.push_back(newdiagonal);
+ }
+ }
+
+ dpstates[0][n-1].visible = true;
+ vertices[0].isConvex = false; //by convention
+
+ for(gap=3; gap<n; gap++) {
+ for(i=0;i<n-gap;i++) {
+ if(vertices[i].isConvex) continue;
+ k = i+gap;
+ if(dpstates[i][k].visible) {
+ if(!vertices[k].isConvex) {
+ for(j=i+1;j<k;j++) TypeA(i,j,k,vertices,dpstates);
+ } else {
+ for(j=i+1;j<(k-1);j++) {
+ if(vertices[j].isConvex) continue;
+ TypeA(i,j,k,vertices,dpstates);
+ }
+ TypeA(i,k-1,k,vertices,dpstates);
+ }
+ }
+ }
+ for(k=gap;k<n;k++) {
+ if(vertices[k].isConvex) continue;
+ i = k-gap;
+ if((vertices[i].isConvex)&&(dpstates[i][k].visible)) {
+ TypeB(i,i+1,k,vertices,dpstates);
+ for(j=i+2;j<k;j++) {
+ if(vertices[j].isConvex) continue;
+ TypeB(i,j,k,vertices,dpstates);
+ }
+ }
+ }
+ }
+
+
+ //recover solution
+ ret = 1;
+ newdiagonal.index1 = 0;
+ newdiagonal.index2 = n-1;
+ diagonals.push_front(newdiagonal);
+ while(!diagonals.empty()) {
+ diagonal = (diagonals.front()->get());
+ diagonals.pop_front();
+ if((diagonal.index2 - diagonal.index1) <=1) continue;
+ pairs = &(dpstates[diagonal.index1][diagonal.index2].pairs);
+ if(pairs->empty()) {
+ ret = 0;
+ break;
+ }
+ if(!vertices[diagonal.index1].isConvex) {
+ iter = pairs->back();
+
+ j = iter->get().index2;
+ newdiagonal.index1 = j;
+ newdiagonal.index2 = diagonal.index2;
+ diagonals.push_front(newdiagonal);
+ if((j - diagonal.index1)>1) {
+ if(iter->get().index1 != iter->get().index2) {
+ pairs2 = &(dpstates[diagonal.index1][j].pairs);
+ while(1) {
+ if(pairs2->empty()) {
+ ret = 0;
+ break;
+ }
+ iter2 = pairs2->back();
+
+ if(iter->get().index1 != iter2->get().index1) pairs2->pop_back();
+ else break;
+ }
+ if(ret == 0) break;
+ }
+ newdiagonal.index1 = diagonal.index1;
+ newdiagonal.index2 = j;
+ diagonals.push_front(newdiagonal);
+ }
+ } else {
+ iter = pairs->front();
+ j = iter->get().index1;
+ newdiagonal.index1 = diagonal.index1;
+ newdiagonal.index2 = j;
+ diagonals.push_front(newdiagonal);
+ if((diagonal.index2 - j) > 1) {
+ if(iter->get().index1 != iter->get().index2) {
+ pairs2 = &(dpstates[j][diagonal.index2].pairs);
+ while(1) {
+ if(pairs2->empty()) {
+ ret = 0;
+ break;
+ }
+ iter2 = pairs2->front();
+ if(iter->get().index2 != iter2->get().index2) pairs2->pop_front();
+ else break;
+ }
+ if(ret == 0) break;
+ }
+ newdiagonal.index1 = j;
+ newdiagonal.index2 = diagonal.index2;
+ diagonals.push_front(newdiagonal);
+ }
+ }
+ }
+
+ if(ret == 0) {
+ for(i=0;i<n;i++) {
+ delete [] dpstates[i];
+ }
+ delete [] dpstates;
+ delete [] vertices;
+
+ return ret;
+ }
+
+ newdiagonal.index1 = 0;
+ newdiagonal.index2 = n-1;
+ diagonals.push_front(newdiagonal);
+ while(!diagonals.empty()) {
+ diagonal = (diagonals.front())->get();
+ diagonals.pop_front();
+ if((diagonal.index2 - diagonal.index1) <= 1) continue;
+
+ indices.clear();
+ diagonals2.clear();
+ indices.push_back(diagonal.index1);
+ indices.push_back(diagonal.index2);
+ diagonals2.push_front(diagonal);
+
+ while(!diagonals2.empty()) {
+ diagonal = (diagonals2.front()->get());
+ diagonals2.pop_front();
+ if((diagonal.index2 - diagonal.index1) <= 1) continue;
+ ijreal = true;
+ jkreal = true;
+ pairs = &(dpstates[diagonal.index1][diagonal.index2].pairs);
+ if(!vertices[diagonal.index1].isConvex) {
+ iter = pairs->back();
+ j = iter->get().index2;
+ if(iter->get().index1 != iter->get().index2) ijreal = false;
+ } else {
+ iter = pairs->front();
+ j = iter->get().index1;
+ if(iter->get().index1 != iter->get().index2) jkreal = false;
+ }
+
+ newdiagonal.index1 = diagonal.index1;
+ newdiagonal.index2 = j;
+ if(ijreal) {
+ diagonals.push_back(newdiagonal);
+ } else {
+ diagonals2.push_back(newdiagonal);
+ }
+
+ newdiagonal.index1 = j;
+ newdiagonal.index2 = diagonal.index2;
+ if(jkreal) {
+ diagonals.push_back(newdiagonal);
+ } else {
+ diagonals2.push_back(newdiagonal);
+ }
+
+ indices.push_back(j);
+ }
+
+ indices.sort();
+ newpoly.Init((long)indices.size());
+ k=0;
+ for(iiter = indices.front();iiter;iiter=iiter->next()) {
+ newpoly[k] = vertices[iiter->get()].p;
+ k++;
+ }
+ parts->push_back(newpoly);
+ }
+
+ for(i=0;i<n;i++) {
+ delete [] dpstates[i];
+ }
+ delete [] dpstates;
+ delete [] vertices;
+
+ return ret;
+}
+
+//triangulates a set of polygons by first partitioning them into monotone polygons
+//O(n*log(n)) time complexity, O(n) space complexity
+//the algorithm used here is outlined in the book
+//"Computational Geometry: Algorithms and Applications"
+//by Mark de Berg, Otfried Cheong, Marc van Kreveld and Mark Overmars
+int TriangulatorPartition::MonotonePartition(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *monotonePolys) {
+ List<TriangulatorPoly>::Element *iter;
+ MonotoneVertex *vertices;
+ long i,numvertices,vindex,vindex2,newnumvertices,maxnumvertices;
+ long polystartindex, polyendindex;
+ TriangulatorPoly *poly;
+ MonotoneVertex *v,*v2,*vprev,*vnext;
+ ScanLineEdge newedge;
+ bool error = false;
+
+ numvertices = 0;
+ for(iter = inpolys->front(); iter ; iter=iter->next()) {
+ numvertices += iter->get().GetNumPoints();
+ }
+
+ maxnumvertices = numvertices*3;
+ vertices = new MonotoneVertex[maxnumvertices];
+ newnumvertices = numvertices;
+
+ polystartindex = 0;
+ for(iter = inpolys->front(); iter ; iter=iter->next()) {
+ poly = &(iter->get());
+ polyendindex = polystartindex + poly->GetNumPoints()-1;
+ for(i=0;i<poly->GetNumPoints();i++) {
+ vertices[i+polystartindex].p = poly->GetPoint(i);
+ if(i==0) vertices[i+polystartindex].previous = polyendindex;
+ else vertices[i+polystartindex].previous = i+polystartindex-1;
+ if(i==(poly->GetNumPoints()-1)) vertices[i+polystartindex].next = polystartindex;
+ else vertices[i+polystartindex].next = i+polystartindex+1;
+ }
+ polystartindex = polyendindex+1;
+ }
+
+ //construct the priority queue
+ long *priority = new long [numvertices];
+ for(i=0;i<numvertices;i++) priority[i] = i;
+ SortArray<long,VertexSorter> sorter;
+ sorter.compare.vertices=vertices;
+ sorter.sort(priority,numvertices);
+
+ //determine vertex types
+ char *vertextypes = new char[maxnumvertices];
+ for(i=0;i<numvertices;i++) {
+ v = &(vertices[i]);
+ vprev = &(vertices[v->previous]);
+ vnext = &(vertices[v->next]);
+
+ if(Below(vprev->p,v->p)&&Below(vnext->p,v->p)) {
+ if(IsConvex(vnext->p,vprev->p,v->p)) {
+ vertextypes[i] = TRIANGULATOR_VERTEXTYPE_START;
+ } else {
+ vertextypes[i] = TRIANGULATOR_VERTEXTYPE_SPLIT;
+ }
+ } else if(Below(v->p,vprev->p)&&Below(v->p,vnext->p)) {
+ if(IsConvex(vnext->p,vprev->p,v->p))
+ {
+ vertextypes[i] = TRIANGULATOR_VERTEXTYPE_END;
+ } else {
+ vertextypes[i] = TRIANGULATOR_VERTEXTYPE_MERGE;
+ }
+ } else {
+ vertextypes[i] = TRIANGULATOR_VERTEXTYPE_REGULAR;
+ }
+ }
+
+ //helpers
+ long *helpers = new long[maxnumvertices];
+
+ //binary search tree that holds edges intersecting the scanline
+ //note that while set doesn't actually have to be implemented as a tree
+ //complexity requirements for operations are the same as for the balanced binary search tree
+ Set<ScanLineEdge> edgeTree;
+ //store iterators to the edge tree elements
+ //this makes deleting existing edges much faster
+ Set<ScanLineEdge>::Element **edgeTreeIterators,*edgeIter;
+ edgeTreeIterators = new Set<ScanLineEdge>::Element*[maxnumvertices];
+// Pair<Set<ScanLineEdge>::Element*,bool> edgeTreeRet;
+ for(i = 0; i<numvertices; i++) edgeTreeIterators[i] = NULL;
+
+ //for each vertex
+ for(i=0;i<numvertices;i++) {
+ vindex = priority[i];
+ v = &(vertices[vindex]);
+ vindex2 = vindex;
+ v2 = v;
+
+ //depending on the vertex type, do the appropriate action
+ //comments in the following sections are copied from "Computational Geometry: Algorithms and Applications"
+ switch(vertextypes[vindex]) {
+ case TRIANGULATOR_VERTEXTYPE_START:
+ //Insert ei in T and set helper(ei) to vi.
+ newedge.p1 = v->p;
+ newedge.p2 = vertices[v->next].p;
+ newedge.index = vindex;
+ edgeTreeIterators[vindex] = edgeTree.insert(newedge);
+ helpers[vindex] = vindex;
+ break;
+
+ case TRIANGULATOR_VERTEXTYPE_END:
+ //if helper(ei-1) is a merge vertex
+ if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
+ //Insert the diagonal connecting vi to helper(ei-1) in D.
+ AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
+ vertextypes, edgeTreeIterators, &edgeTree, helpers);
+ }
+ //Delete ei-1 from T
+ edgeTree.erase(edgeTreeIterators[v->previous]);
+ break;
+
+ case TRIANGULATOR_VERTEXTYPE_SPLIT:
+ //Search in T to find the edge e j directly left of vi.
+ newedge.p1 = v->p;
+ newedge.p2 = v->p;
+ edgeIter = edgeTree.lower_bound(newedge);
+ if(edgeIter == edgeTree.front()) {
+ error = true;
+ break;
+ }
+ edgeIter=edgeIter->prev();
+ //Insert the diagonal connecting vi to helper(ej) in D.
+ AddDiagonal(vertices,&newnumvertices,vindex,helpers[edgeIter->get().index],
+ vertextypes, edgeTreeIterators, &edgeTree, helpers);
+ vindex2 = newnumvertices-2;
+ v2 = &(vertices[vindex2]);
+ //helper(e j)�vi
+ helpers[edgeIter->get().index] = vindex;
+ //Insert ei in T and set helper(ei) to vi.
+ newedge.p1 = v2->p;
+ newedge.p2 = vertices[v2->next].p;
+ newedge.index = vindex2;
+
+ edgeTreeIterators[vindex2] = edgeTree.insert(newedge);
+ helpers[vindex2] = vindex2;
+ break;
+
+ case TRIANGULATOR_VERTEXTYPE_MERGE:
+ //if helper(ei-1) is a merge vertex
+ if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
+ //Insert the diagonal connecting vi to helper(ei-1) in D.
+ AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
+ vertextypes, edgeTreeIterators, &edgeTree, helpers);
+ vindex2 = newnumvertices-2;
+ v2 = &(vertices[vindex2]);
+ }
+ //Delete ei-1 from T.
+ edgeTree.erase(edgeTreeIterators[v->previous]);
+ //Search in T to find the edge e j directly left of vi.
+ newedge.p1 = v->p;
+ newedge.p2 = v->p;
+ edgeIter = edgeTree.lower_bound(newedge);
+ if(edgeIter == edgeTree.front()) {
+ error = true;
+ break;
+ }
+ edgeIter=edgeIter->prev();
+ //if helper(ej) is a merge vertex
+ if(vertextypes[helpers[edgeIter->get().index]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
+ //Insert the diagonal connecting vi to helper(e j) in D.
+ AddDiagonal(vertices,&newnumvertices,vindex2,helpers[edgeIter->get().index],
+ vertextypes, edgeTreeIterators, &edgeTree, helpers);
+ }
+ //helper(e j)�vi
+ helpers[edgeIter->get().index] = vindex2;
+ break;
+
+ case TRIANGULATOR_VERTEXTYPE_REGULAR:
+ //if the interior of P lies to the right of vi
+ if(Below(v->p,vertices[v->previous].p)) {
+ //if helper(ei-1) is a merge vertex
+ if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
+ //Insert the diagonal connecting vi to helper(ei-1) in D.
+ AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
+ vertextypes, edgeTreeIterators, &edgeTree, helpers);
+ vindex2 = newnumvertices-2;
+ v2 = &(vertices[vindex2]);
+ }
+ //Delete ei-1 from T.
+ edgeTree.erase(edgeTreeIterators[v->previous]);
+ //Insert ei in T and set helper(ei) to vi.
+ newedge.p1 = v2->p;
+ newedge.p2 = vertices[v2->next].p;
+ newedge.index = vindex2;
+ edgeTreeIterators[vindex2] = edgeTree.insert(newedge);
+ helpers[vindex2] = vindex;
+ } else {
+ //Search in T to find the edge ej directly left of vi.
+ newedge.p1 = v->p;
+ newedge.p2 = v->p;
+ edgeIter = edgeTree.lower_bound(newedge);
+ if(edgeIter == edgeTree.front()) {
+ error = true;
+ break;
+ }
+ edgeIter=edgeIter->prev();
+ //if helper(ej) is a merge vertex
+ if(vertextypes[helpers[edgeIter->get().index]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
+ //Insert the diagonal connecting vi to helper(e j) in D.
+ AddDiagonal(vertices,&newnumvertices,vindex,helpers[edgeIter->get().index],
+ vertextypes, edgeTreeIterators, &edgeTree, helpers);
+ }
+ //helper(e j)�vi
+ helpers[edgeIter->get().index] = vindex;
+ }
+ break;
+ }
+
+ if(error) break;
+ }
+
+ char *used = new char[newnumvertices];
+ memset(used,0,newnumvertices*sizeof(char));
+
+ if(!error) {
+ //return result
+ long size;
+ TriangulatorPoly mpoly;
+ for(i=0;i<newnumvertices;i++) {
+ if(used[i]) continue;
+ v = &(vertices[i]);
+ vnext = &(vertices[v->next]);
+ size = 1;
+ while(vnext!=v) {
+ vnext = &(vertices[vnext->next]);
+ size++;
+ }
+ mpoly.Init(size);
+ v = &(vertices[i]);
+ mpoly[0] = v->p;
+ vnext = &(vertices[v->next]);
+ size = 1;
+ used[i] = 1;
+ used[v->next] = 1;
+ while(vnext!=v) {
+ mpoly[size] = vnext->p;
+ used[vnext->next] = 1;
+ vnext = &(vertices[vnext->next]);
+ size++;
+ }
+ monotonePolys->push_back(mpoly);
+ }
+ }
+
+ //cleanup
+ delete [] vertices;
+ delete [] priority;
+ delete [] vertextypes;
+ delete [] edgeTreeIterators;
+ delete [] helpers;
+ delete [] used;
+
+ if(error) {
+ return 0;
+ } else {
+ return 1;
+ }
+}
+
+//adds a diagonal to the doubly-connected list of vertices
+void TriangulatorPartition::AddDiagonal(MonotoneVertex *vertices, long *numvertices, long index1, long index2,
+ char *vertextypes, Set<ScanLineEdge>::Element **edgeTreeIterators,
+ Set<ScanLineEdge> *edgeTree, long *helpers)
+{
+ long newindex1,newindex2;
+
+ newindex1 = *numvertices;
+ (*numvertices)++;
+ newindex2 = *numvertices;
+ (*numvertices)++;
+
+ vertices[newindex1].p = vertices[index1].p;
+ vertices[newindex2].p = vertices[index2].p;
+
+ vertices[newindex2].next = vertices[index2].next;
+ vertices[newindex1].next = vertices[index1].next;
+
+ vertices[vertices[index2].next].previous = newindex2;
+ vertices[vertices[index1].next].previous = newindex1;
+
+ vertices[index1].next = newindex2;
+ vertices[newindex2].previous = index1;
+
+ vertices[index2].next = newindex1;
+ vertices[newindex1].previous = index2;
+
+ //update all relevant structures
+ vertextypes[newindex1] = vertextypes[index1];
+ edgeTreeIterators[newindex1] = edgeTreeIterators[index1];
+ helpers[newindex1] = helpers[index1];
+ if(edgeTreeIterators[newindex1] != NULL)
+ edgeTreeIterators[newindex1]->get().index = newindex1;
+ vertextypes[newindex2] = vertextypes[index2];
+ edgeTreeIterators[newindex2] = edgeTreeIterators[index2];
+ helpers[newindex2] = helpers[index2];
+ if(edgeTreeIterators[newindex2] != NULL)
+ edgeTreeIterators[newindex2]->get().index = newindex2;
+}
+
+bool TriangulatorPartition::Below(Vector2 &p1, Vector2 &p2) {
+ if(p1.y < p2.y) return true;
+ else if(p1.y == p2.y) {
+ if(p1.x < p2.x) return true;
+ }
+ return false;
+}
+
+
+
+
+
+//sorts in the falling order of y values, if y is equal, x is used instead
+bool TriangulatorPartition::VertexSorter::operator() (long index1, long index2) const {
+ if(vertices[index1].p.y > vertices[index2].p.y) return true;
+ else if(vertices[index1].p.y == vertices[index2].p.y) {
+ if(vertices[index1].p.x > vertices[index2].p.x) return true;
+ }
+ return false;
+}
+
+bool TriangulatorPartition::ScanLineEdge::IsConvex(const Vector2& p1, const Vector2& p2, const Vector2& p3) const {
+ real_t tmp;
+ tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
+ if(tmp>0) return 1;
+ else return 0;
+}
+
+bool TriangulatorPartition::ScanLineEdge::operator < (const ScanLineEdge & other) const {
+ if(other.p1.y == other.p2.y) {
+ if(p1.y == p2.y) {
+ if(p1.y < other.p1.y) return true;
+ else return false;
+ }
+ if(IsConvex(p1,p2,other.p1)) return true;
+ else return false;
+ } else if(p1.y == p2.y) {
+ if(IsConvex(other.p1,other.p2,p1)) return false;
+ else return true;
+ } else if(p1.y < other.p1.y) {
+ if(IsConvex(other.p1,other.p2,p1)) return false;
+ else return true;
+ } else {
+ if(IsConvex(p1,p2,other.p1)) return true;
+ else return false;
+ }
+}
+
+//triangulates monotone polygon
+//O(n) time, O(n) space complexity
+int TriangulatorPartition::TriangulateMonotone(TriangulatorPoly *inPoly, List<TriangulatorPoly> *triangles) {
+ long i,i2,j,topindex,bottomindex,leftindex,rightindex,vindex;
+ Vector2 *points;
+ long numpoints;
+ TriangulatorPoly triangle;
+
+ numpoints = inPoly->GetNumPoints();
+ points = inPoly->GetPoints();
+
+ //trivial calses
+ if(numpoints < 3) return 0;
+ if(numpoints == 3) {
+ triangles->push_back(*inPoly);
+ }
+
+ topindex = 0; bottomindex=0;
+ for(i=1;i<numpoints;i++) {
+ if(Below(points[i],points[bottomindex])) bottomindex = i;
+ if(Below(points[topindex],points[i])) topindex = i;
+ }
+
+ //check if the poly is really monotone
+ i = topindex;
+ while(i!=bottomindex) {
+ i2 = i+1; if(i2>=numpoints) i2 = 0;
+ if(!Below(points[i2],points[i])) return 0;
+ i = i2;
+ }
+ i = bottomindex;
+ while(i!=topindex) {
+ i2 = i+1; if(i2>=numpoints) i2 = 0;
+ if(!Below(points[i],points[i2])) return 0;
+ i = i2;
+ }
+
+ char *vertextypes = new char[numpoints];
+ long *priority = new long[numpoints];
+
+ //merge left and right vertex chains
+ priority[0] = topindex;
+ vertextypes[topindex] = 0;
+ leftindex = topindex+1; if(leftindex>=numpoints) leftindex = 0;
+ rightindex = topindex-1; if(rightindex<0) rightindex = numpoints-1;
+ for(i=1;i<(numpoints-1);i++) {
+ if(leftindex==bottomindex) {
+ priority[i] = rightindex;
+ rightindex--; if(rightindex<0) rightindex = numpoints-1;
+ vertextypes[priority[i]] = -1;
+ } else if(rightindex==bottomindex) {
+ priority[i] = leftindex;
+ leftindex++; if(leftindex>=numpoints) leftindex = 0;
+ vertextypes[priority[i]] = 1;
+ } else {
+ if(Below(points[leftindex],points[rightindex])) {
+ priority[i] = rightindex;
+ rightindex--; if(rightindex<0) rightindex = numpoints-1;
+ vertextypes[priority[i]] = -1;
+ } else {
+ priority[i] = leftindex;
+ leftindex++; if(leftindex>=numpoints) leftindex = 0;
+ vertextypes[priority[i]] = 1;
+ }
+ }
+ }
+ priority[i] = bottomindex;
+ vertextypes[bottomindex] = 0;
+
+ long *stack = new long[numpoints];
+ long stackptr = 0;
+
+ stack[0] = priority[0];
+ stack[1] = priority[1];
+ stackptr = 2;
+
+ //for each vertex from top to bottom trim as many triangles as possible
+ for(i=2;i<(numpoints-1);i++) {
+ vindex = priority[i];
+ if(vertextypes[vindex]!=vertextypes[stack[stackptr-1]]) {
+ for(j=0;j<(stackptr-1);j++) {
+ if(vertextypes[vindex]==1) {
+ triangle.Triangle(points[stack[j+1]],points[stack[j]],points[vindex]);
+ } else {
+ triangle.Triangle(points[stack[j]],points[stack[j+1]],points[vindex]);
+ }
+ triangles->push_back(triangle);
+ }
+ stack[0] = priority[i-1];
+ stack[1] = priority[i];
+ stackptr = 2;
+ } else {
+ stackptr--;
+ while(stackptr>0) {
+ if(vertextypes[vindex]==1) {
+ if(IsConvex(points[vindex],points[stack[stackptr-1]],points[stack[stackptr]])) {
+ triangle.Triangle(points[vindex],points[stack[stackptr-1]],points[stack[stackptr]]);
+ triangles->push_back(triangle);
+ stackptr--;
+ } else {
+ break;
+ }
+ } else {
+ if(IsConvex(points[vindex],points[stack[stackptr]],points[stack[stackptr-1]])) {
+ triangle.Triangle(points[vindex],points[stack[stackptr]],points[stack[stackptr-1]]);
+ triangles->push_back(triangle);
+ stackptr--;
+ } else {
+ break;
+ }
+ }
+ }
+ stackptr++;
+ stack[stackptr] = vindex;
+ stackptr++;
+ }
+ }
+ vindex = priority[i];
+ for(j=0;j<(stackptr-1);j++) {
+ if(vertextypes[stack[j+1]]==1) {
+ triangle.Triangle(points[stack[j]],points[stack[j+1]],points[vindex]);
+ } else {
+ triangle.Triangle(points[stack[j+1]],points[stack[j]],points[vindex]);
+ }
+ triangles->push_back(triangle);
+ }
+
+ delete [] priority;
+ delete [] vertextypes;
+ delete [] stack;
+
+ return 1;
+}
+
+int TriangulatorPartition::Triangulate_MONO(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles) {
+ List<TriangulatorPoly> monotone;
+ List<TriangulatorPoly>::Element* iter;
+
+ if(!MonotonePartition(inpolys,&monotone)) return 0;
+ for(iter = monotone.front(); iter;iter=iter->next()) {
+ if(!TriangulateMonotone(&(iter->get()),triangles)) return 0;
+ }
+ return 1;
+}
+
+int TriangulatorPartition::Triangulate_MONO(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
+ List<TriangulatorPoly> polys;
+ polys.push_back(*poly);
+
+ return Triangulate_MONO(&polys, triangles);
+}
diff --git a/core/math/triangulator.h b/core/math/triangulator.h
new file mode 100644
index 0000000000..b6dd7e8236
--- /dev/null
+++ b/core/math/triangulator.h
@@ -0,0 +1,306 @@
+//Copyright (C) 2011 by Ivan Fratric
+//
+//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.
+
+#ifndef TRIANGULATOR_H
+#define TRIANGULATOR_H
+
+#include "math_2d.h"
+#include "list.h"
+#include "set.h"
+//2D point structure
+
+
+#define TRIANGULATOR_CCW 1
+#define TRIANGULATOR_CW -1
+//Polygon implemented as an array of points with a 'hole' flag
+class TriangulatorPoly {
+protected:
+
+
+
+ Vector2 *points;
+ long numpoints;
+ bool hole;
+
+public:
+
+ //constructors/destructors
+ TriangulatorPoly();
+ ~TriangulatorPoly();
+
+ TriangulatorPoly(const TriangulatorPoly &src);
+ TriangulatorPoly& operator=(const TriangulatorPoly &src);
+
+ //getters and setters
+ long GetNumPoints() {
+ return numpoints;
+ }
+
+ bool IsHole() {
+ return hole;
+ }
+
+ void SetHole(bool hole) {
+ this->hole = hole;
+ }
+
+ Vector2 &GetPoint(long i) {
+ return points[i];
+ }
+
+ Vector2 *GetPoints() {
+ return points;
+ }
+
+ Vector2& operator[] (int i) {
+ return points[i];
+ }
+
+ //clears the polygon points
+ void Clear();
+
+ //inits the polygon with numpoints vertices
+ void Init(long numpoints);
+
+ //creates a triangle with points p1,p2,p3
+ void Triangle(Vector2 &p1, Vector2 &p2, Vector2 &p3);
+
+ //inverts the orfer of vertices
+ void Invert();
+
+ //returns the orientation of the polygon
+ //possible values:
+ // Triangulator_CCW : polygon vertices are in counter-clockwise order
+ // Triangulator_CW : polygon vertices are in clockwise order
+ // 0 : the polygon has no (measurable) area
+ int GetOrientation();
+
+ //sets the polygon orientation
+ //orientation can be
+ // Triangulator_CCW : sets vertices in counter-clockwise order
+ // Triangulator_CW : sets vertices in clockwise order
+ void SetOrientation(int orientation);
+};
+
+class TriangulatorPartition {
+protected:
+ struct PartitionVertex {
+ bool isActive;
+ bool isConvex;
+ bool isEar;
+
+ Vector2 p;
+ real_t angle;
+ PartitionVertex *previous;
+ PartitionVertex *next;
+ };
+
+ struct MonotoneVertex {
+ Vector2 p;
+ long previous;
+ long next;
+ };
+
+ struct VertexSorter{
+ mutable MonotoneVertex *vertices;
+ bool operator() (long index1, long index2) const;
+ };
+
+ struct Diagonal {
+ long index1;
+ long index2;
+ };
+
+ //dynamic programming state for minimum-weight triangulation
+ struct DPState {
+ bool visible;
+ real_t weight;
+ long bestvertex;
+ };
+
+ //dynamic programming state for convex partitioning
+ struct DPState2 {
+ bool visible;
+ long weight;
+ List<Diagonal> pairs;
+ };
+
+ //edge that intersects the scanline
+ struct ScanLineEdge {
+ mutable long index;
+ Vector2 p1;
+ Vector2 p2;
+
+ //determines if the edge is to the left of another edge
+ bool operator< (const ScanLineEdge & other) const;
+
+ bool IsConvex(const Vector2& p1, const Vector2& p2, const Vector2& p3) const;
+ };
+
+ //standard helper functions
+ bool IsConvex(Vector2& p1, Vector2& p2, Vector2& p3);
+ bool IsReflex(Vector2& p1, Vector2& p2, Vector2& p3);
+ bool IsInside(Vector2& p1, Vector2& p2, Vector2& p3, Vector2 &p);
+
+ bool InCone(Vector2 &p1, Vector2 &p2, Vector2 &p3, Vector2 &p);
+ bool InCone(PartitionVertex *v, Vector2 &p);
+
+ int Intersects(Vector2 &p11, Vector2 &p12, Vector2 &p21, Vector2 &p22);
+
+ Vector2 Normalize(const Vector2 &p);
+ real_t Distance(const Vector2 &p1, const Vector2 &p2);
+
+ //helper functions for Triangulate_EC
+ void UpdateVertexReflexity(PartitionVertex *v);
+ void UpdateVertex(PartitionVertex *v,PartitionVertex *vertices, long numvertices);
+
+ //helper functions for ConvexPartition_OPT
+ void UpdateState(long a, long b, long w, long i, long j, DPState2 **dpstates);
+ void TypeA(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates);
+ void TypeB(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates);
+
+ //helper functions for MonotonePartition
+ bool Below(Vector2 &p1, Vector2 &p2);
+ void AddDiagonal(MonotoneVertex *vertices, long *numvertices, long index1, long index2,
+ char *vertextypes, Set<ScanLineEdge>::Element **edgeTreeIterators,
+ Set<ScanLineEdge> *edgeTree, long *helpers);
+
+ //triangulates a monotone polygon, used in Triangulate_MONO
+ int TriangulateMonotone(TriangulatorPoly *inPoly, List<TriangulatorPoly> *triangles);
+
+public:
+
+ //simple heuristic procedure for removing holes from a list of polygons
+ //works by creating a diagonal from the rightmost hole vertex to some visible vertex
+ //time complexity: O(h*(n^2)), h is the number of holes, n is the number of vertices
+ //space complexity: O(n)
+ //params:
+ // inpolys : a list of polygons that can contain holes
+ // vertices of all non-hole polys have to be in counter-clockwise order
+ // vertices of all hole polys have to be in clockwise order
+ // outpolys : a list of polygons without holes
+ //returns 1 on success, 0 on failure
+ int RemoveHoles(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *outpolys);
+
+ //triangulates a polygon by ear clipping
+ //time complexity O(n^2), n is the number of vertices
+ //space complexity: O(n)
+ //params:
+ // poly : an input polygon to be triangulated
+ // vertices have to be in counter-clockwise order
+ // triangles : a list of triangles (result)
+ //returns 1 on success, 0 on failure
+ int Triangulate_EC(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles);
+
+ //triangulates a list of polygons that may contain holes by ear clipping algorithm
+ //first calls RemoveHoles to get rid of the holes, and then Triangulate_EC for each resulting polygon
+ //time complexity: O(h*(n^2)), h is the number of holes, n is the number of vertices
+ //space complexity: O(n)
+ //params:
+ // inpolys : a list of polygons to be triangulated (can contain holes)
+ // vertices of all non-hole polys have to be in counter-clockwise order
+ // vertices of all hole polys have to be in clockwise order
+ // triangles : a list of triangles (result)
+ //returns 1 on success, 0 on failure
+ int Triangulate_EC(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles);
+
+ //creates an optimal polygon triangulation in terms of minimal edge length
+ //time complexity: O(n^3), n is the number of vertices
+ //space complexity: O(n^2)
+ //params:
+ // poly : an input polygon to be triangulated
+ // vertices have to be in counter-clockwise order
+ // triangles : a list of triangles (result)
+ //returns 1 on success, 0 on failure
+ int Triangulate_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles);
+
+ //triangulates a polygons by firstly partitioning it into monotone polygons
+ //time complexity: O(n*log(n)), n is the number of vertices
+ //space complexity: O(n)
+ //params:
+ // poly : an input polygon to be triangulated
+ // vertices have to be in counter-clockwise order
+ // triangles : a list of triangles (result)
+ //returns 1 on success, 0 on failure
+ int Triangulate_MONO(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles);
+
+ //triangulates a list of polygons by firstly partitioning them into monotone polygons
+ //time complexity: O(n*log(n)), n is the number of vertices
+ //space complexity: O(n)
+ //params:
+ // inpolys : a list of polygons to be triangulated (can contain holes)
+ // vertices of all non-hole polys have to be in counter-clockwise order
+ // vertices of all hole polys have to be in clockwise order
+ // triangles : a list of triangles (result)
+ //returns 1 on success, 0 on failure
+ int Triangulate_MONO(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles);
+
+ //creates a monotone partition of a list of polygons that can contain holes
+ //time complexity: O(n*log(n)), n is the number of vertices
+ //space complexity: O(n)
+ //params:
+ // inpolys : a list of polygons to be triangulated (can contain holes)
+ // vertices of all non-hole polys have to be in counter-clockwise order
+ // vertices of all hole polys have to be in clockwise order
+ // monotonePolys : a list of monotone polygons (result)
+ //returns 1 on success, 0 on failure
+ int MonotonePartition(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *monotonePolys);
+
+ //partitions a polygon into convex polygons by using Hertel-Mehlhorn algorithm
+ //the algorithm gives at most four times the number of parts as the optimal algorithm
+ //however, in practice it works much better than that and often gives optimal partition
+ //uses triangulation obtained by ear clipping as intermediate result
+ //time complexity O(n^2), n is the number of vertices
+ //space complexity: O(n)
+ //params:
+ // poly : an input polygon to be partitioned
+ // vertices have to be in counter-clockwise order
+ // parts : resulting list of convex polygons
+ //returns 1 on success, 0 on failure
+ int ConvexPartition_HM(TriangulatorPoly *poly, List<TriangulatorPoly> *parts);
+
+ //partitions a list of polygons into convex parts by using Hertel-Mehlhorn algorithm
+ //the algorithm gives at most four times the number of parts as the optimal algorithm
+ //however, in practice it works much better than that and often gives optimal partition
+ //uses triangulation obtained by ear clipping as intermediate result
+ //time complexity O(n^2), n is the number of vertices
+ //space complexity: O(n)
+ //params:
+ // inpolys : an input list of polygons to be partitioned
+ // vertices of all non-hole polys have to be in counter-clockwise order
+ // vertices of all hole polys have to be in clockwise order
+ // parts : resulting list of convex polygons
+ //returns 1 on success, 0 on failure
+ int ConvexPartition_HM(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *parts);
+
+ //optimal convex partitioning (in terms of number of resulting convex polygons)
+ //using the Keil-Snoeyink algorithm
+ //M. Keil, J. Snoeyink, "On the time bound for convex decomposition of simple polygons", 1998
+ //time complexity O(n^3), n is the number of vertices
+ //space complexity: O(n^3)
+ // poly : an input polygon to be partitioned
+ // vertices have to be in counter-clockwise order
+ // parts : resulting list of convex polygons
+ //returns 1 on success, 0 on failure
+ int ConvexPartition_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *parts);
+};
+
+
+#endif
diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp
index cf6fd9242e..a3877eb9ff 100644
--- a/core/math/vector3.cpp
+++ b/core/math/vector3.cpp
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -27,27 +27,12 @@
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "vector3.h"
-
+#include "matrix3.h"
void Vector3::rotate(const Vector3& p_axis,float p_phi) {
- Vector3 axis1 = cross(p_axis);
- float l = axis1.length();
- if (l==0)
- return;
- axis1/=l;
- Vector3 axis2 = axis1.cross(p_axis).normalized();
-
- float _x = axis1.dot(*this);
- float _y = axis2.dot(*this);
-
- float ang = Math::atan2(_x,_y);
-
- ang+=p_phi;
-
- *this=((axis1 * Math::cos(ang)) + (axis2 * Math::sin(ang))) * length();
-
+ *this=Matrix3(p_axis,p_phi).xform(*this);
}
Vector3 Vector3::rotated(const Vector3& p_axis,float p_phi) const {
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 959f7cd0a8..8a3cca8f33 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -5,7 +5,7 @@
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2007-2015 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 */
@@ -40,11 +40,11 @@ struct Vector3 {
enum Axis {
AXIS_X,
AXIS_Y,
- AXIS_Z,
+ AXIS_Z,
};
union {
-
+
#ifdef USE_QUAD_VECTORS
struct {
@@ -52,7 +52,7 @@ struct Vector3 {
real_t y;
real_t z;
real_t _unused;
- };
+ };
real_t coord[4];
#else
@@ -61,18 +61,18 @@ struct Vector3 {
real_t y;
real_t z;
};
-
+
real_t coord[3];
#endif
};
_FORCE_INLINE_ const real_t& operator[](int p_axis) const {
-
+
return coord[p_axis];
}
_FORCE_INLINE_ real_t& operator[](int p_axis) {
-
+
return coord[p_axis];
}
@@ -84,7 +84,7 @@ struct Vector3 {
_FORCE_INLINE_ real_t length() const;
_FORCE_INLINE_ real_t length_squared() const;
-
+
_FORCE_INLINE_ void normalize();
_FORCE_INLINE_ Vector3 normalized() const;
_FORCE_INLINE_ Vector3 inverse() const;
@@ -107,10 +107,18 @@ struct Vector3 {
_FORCE_INLINE_ real_t dot(const Vector3& p_b) const;
_FORCE_INLINE_ Vector3 abs() const;
+ _FORCE_INLINE_ Vector3 floor() const;
+ _FORCE_INLINE_ Vector3 ceil() const;
_FORCE_INLINE_ real_t distance_to(const Vector3& p_b) const;
_FORCE_INLINE_ real_t distance_squared_to(const Vector3& p_b) const;
+
+
+ _FORCE_INLINE_ Vector3 slide(const Vector3& p_vec) const;
+ _FORCE_INLINE_ Vector3 reflect(const Vector3& p_vec) const;
+
+
/* Operators */
_FORCE_INLINE_ Vector3& operator+=(const Vector3& p_v);
@@ -166,7 +174,17 @@ real_t Vector3::dot(const Vector3& p_b) const {
Vector3 Vector3::abs() const {
return Vector3( Math::abs(x), Math::abs(y), Math::abs(z) );
-}
+}
+
+Vector3 Vector3::floor() const {
+
+ return Vector3( Math::floor(x), Math::floor(y), Math::floor(z) );
+}
+
+Vector3 Vector3::ceil() const {
+
+ return Vector3( Math::ceil(x), Math::ceil(y), Math::ceil(z) );
+}
Vector3 Vector3::linear_interpolate(const Vector3& p_b,float p_t) const {
@@ -295,7 +313,7 @@ bool Vector3::operator<(const Vector3& p_v) const {
return y<p_v.y;
} else
return x<p_v.x;
-
+
}
bool Vector3::operator<=(const Vector3& p_v) const {
@@ -368,6 +386,16 @@ void Vector3::zero() {
x=y=z=0;
}
+Vector3 Vector3::slide(const Vector3& p_vec) const {
+
+ return p_vec - *this * this->dot(p_vec);
+}
+Vector3 Vector3::reflect(const Vector3& p_vec) const {
+
+ return p_vec - *this * this->dot(p_vec) * 2.0;
+
+}
+
#endif
#endif // VECTOR3_H