diff options
Diffstat (limited to 'core/math')
| -rw-r--r-- | core/math/math_2d.cpp | 9 | ||||
| -rw-r--r-- | core/math/math_defs.h | 4 | ||||
| -rw-r--r-- | core/math/math_funcs.cpp | 6 | ||||
| -rw-r--r-- | core/math/math_funcs.h | 7 | ||||
| -rw-r--r-- | core/math/matrix3.cpp | 126 | ||||
| -rw-r--r-- | core/math/matrix3.h | 20 | ||||
| -rw-r--r-- | core/math/pcg.cpp | 15 | ||||
| -rw-r--r-- | core/math/pcg.h | 14 | ||||
| -rw-r--r-- | core/math/quat.cpp | 4 | ||||
| -rw-r--r-- | core/math/quat.h | 3 | ||||
| -rw-r--r-- | core/math/triangulator.cpp | 1550 | ||||
| -rw-r--r-- | core/math/triangulator.h | 306 | ||||
| -rw-r--r-- | core/math/vector3.h | 7 |
13 files changed, 138 insertions, 1933 deletions
diff --git a/core/math/math_2d.cpp b/core/math/math_2d.cpp index 20b916ee3..962a42acb 100644 --- a/core/math/math_2d.cpp +++ b/core/math/math_2d.cpp @@ -63,7 +63,8 @@ Vector2 Vector2::normalized() const { } bool Vector2::is_normalized() const { - return Math::isequal_approx(length(), (real_t)1.0); + // use length_squared() instead of length() to avoid sqrt(), makes it more stringent. + return Math::is_equal_approx(length_squared(), 1.0); } real_t Vector2::distance_to(const Vector2 &p_vector2) const { @@ -281,7 +282,7 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c // slide returns the component of the vector along the given plane, specified by its normal vector. Vector2 Vector2::slide(const Vector2 &p_n) const { -#ifdef DEBUG_ENABLED +#ifdef MATH_CHECKS ERR_FAIL_COND_V(p_n.is_normalized() == false, Vector2()); #endif return *this - p_n * this->dot(p_n); @@ -292,7 +293,7 @@ Vector2 Vector2::bounce(const Vector2 &p_n) const { } Vector2 Vector2::reflect(const Vector2 &p_n) const { -#ifdef DEBUG_ENABLED +#ifdef MATH_CHECKS ERR_FAIL_COND_V(p_n.is_normalized() == false, Vector2()); #endif return 2.0 * p_n * this->dot(p_n) - *this; @@ -439,7 +440,9 @@ Transform2D Transform2D::inverse() const { void Transform2D::affine_invert() { real_t det = basis_determinant(); +#ifdef MATH_CHECKS ERR_FAIL_COND(det == 0); +#endif real_t idet = 1.0 / det; SWAP(elements[0][0], elements[1][1]); diff --git a/core/math/math_defs.h b/core/math/math_defs.h index 1a5768e51..3d9eb63e1 100644 --- a/core/math/math_defs.h +++ b/core/math/math_defs.h @@ -35,6 +35,10 @@ #define CMP_NORMALIZE_TOLERANCE 0.000001 #define CMP_POINT_IN_PLANE_EPSILON 0.00001 +#ifdef DEBUG_ENABLED +#define MATH_CHECKS +#endif + #define USEC_TO_SEC(m_usec) ((m_usec) / 1000000.0) /** * "Real" is a type that will be translated to either floats or fixed depending diff --git a/core/math/math_funcs.cpp b/core/math/math_funcs.cpp index 6a46b9fbe..9f5a9c193 100644 --- a/core/math/math_funcs.cpp +++ b/core/math/math_funcs.cpp @@ -30,7 +30,7 @@ #include "math_funcs.h" #include "core/os/os.h" -pcg32_random_t Math::default_pcg = { 1, PCG_DEFAULT_INC_64 }; +pcg32_random_t Math::default_pcg = { 12047754176567800795ULL, PCG_DEFAULT_INC_64 }; #define PHI 0x9e3779b9 @@ -51,9 +51,7 @@ void Math::seed(uint64_t x) { } void Math::randomize() { - - OS::Time time = OS::get_singleton()->get_time(); - seed(OS::get_singleton()->get_ticks_usec() * (time.hour + 1) * (time.min + 1) * (time.sec + 1) * rand()); // TODO: can be simplified. + seed(OS::get_singleton()->get_ticks_usec() * default_pcg.state + PCG_DEFAULT_INC_64); } uint32_t Math::rand() { diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h index 10426c924..06ec77daa 100644 --- a/core/math/math_funcs.h +++ b/core/math/math_funcs.h @@ -31,9 +31,10 @@ #define MATH_FUNCS_H #include "math_defs.h" -#include "pcg.h" #include "typedefs.h" +#include "thirdparty/misc/pcg.h" + #include <float.h> #include <math.h> @@ -157,7 +158,7 @@ public: static uint32_t larger_prime(uint32_t p_val); - static void seed(uint64_t x = 0); + static void seed(uint64_t x); static void randomize(); static uint32_t rand_from_seed(uint64_t *seed); static uint32_t rand(); @@ -168,7 +169,7 @@ public: static float random(float from, float to); static real_t random(int from, int to) { return (real_t)random((real_t)from, (real_t)to); } - static _ALWAYS_INLINE_ bool isequal_approx(real_t a, real_t b) { + static _ALWAYS_INLINE_ bool is_equal_approx(real_t a, real_t b) { // TODO: Comparing floats for approximate-equality is non-trivial. // Using epsilon should cover the typical cases in Godot (where a == b is used to compare two reals), such as matrix and vector comparison operators. // A proper implementation in terms of ULPs should eventually replace the contents of this function. diff --git a/core/math/matrix3.cpp b/core/math/matrix3.cpp index ef368009d..c733251c3 100644 --- a/core/math/matrix3.cpp +++ b/core/math/matrix3.cpp @@ -62,8 +62,9 @@ void Basis::invert() { real_t det = elements[0][0] * co[0] + elements[0][1] * co[1] + elements[0][2] * co[2]; - +#ifdef MATH_CHECKS ERR_FAIL_COND(det == 0); +#endif real_t s = 1.0 / det; set(co[0] * s, cofac(0, 2, 2, 1) * s, cofac(0, 1, 1, 2) * s, @@ -72,8 +73,9 @@ void Basis::invert() { } void Basis::orthonormalize() { +#ifdef MATH_CHECKS ERR_FAIL_COND(determinant() == 0); - +#endif // Gram-Schmidt Process Vector3 x = get_axis(0); @@ -102,20 +104,20 @@ bool Basis::is_orthogonal() const { Basis id; Basis m = (*this) * transposed(); - return isequal_approx(id, m); + return is_equal_approx(id, m); } bool Basis::is_rotation() const { - return Math::isequal_approx(determinant(), 1) && is_orthogonal(); + return Math::is_equal_approx(determinant(), 1) && is_orthogonal(); } bool Basis::is_symmetric() const { - if (Math::abs(elements[0][1] - elements[1][0]) > CMP_EPSILON) + if (!Math::is_equal_approx(elements[0][1], elements[1][0])) return false; - if (Math::abs(elements[0][2] - elements[2][0]) > CMP_EPSILON) + if (!Math::is_equal_approx(elements[0][2], elements[2][0])) return false; - if (Math::abs(elements[1][2] - elements[2][1]) > CMP_EPSILON) + if (!Math::is_equal_approx(elements[1][2], elements[2][1])) return false; return true; @@ -123,11 +125,11 @@ bool Basis::is_symmetric() const { Basis Basis::diagonalize() { - //NOTE: only implemented for symmetric matrices - //with the Jacobi iterative method method - +//NOTE: only implemented for symmetric matrices +//with the Jacobi iterative method method +#ifdef MATH_CHECKS ERR_FAIL_COND_V(!is_symmetric(), Basis()); - +#endif const int ite_max = 1024; real_t off_matrix_norm_2 = elements[0][1] * elements[0][1] + elements[0][2] * elements[0][2] + elements[1][2] * elements[1][2]; @@ -160,7 +162,7 @@ Basis Basis::diagonalize() { // Compute the rotation angle real_t angle; - if (Math::abs(elements[j][j] - elements[i][i]) < CMP_EPSILON) { + if (Math::is_equal_approx(elements[j][j], elements[i][i])) { angle = Math_PI / 4; } else { angle = 0.5 * Math::atan(2 * elements[i][j] / (elements[j][j] - elements[i][i])); @@ -226,11 +228,25 @@ Basis Basis::scaled(const Vector3 &p_scale) const { } Vector3 Basis::get_scale() const { - // We are assuming M = R.S, and performing a polar decomposition to extract R and S. - // FIXME: We eventually need a proper polar decomposition. - // As a cheap workaround until then, to ensure that R is a proper rotation matrix with determinant +1 - // (such that it can be represented by a Quat or Euler angles), we absorb the sign flip into the scaling matrix. - // As such, it works in conjunction with get_rotation(). + // FIXME: We are assuming M = R.S (R is rotation and S is scaling), and use polar decomposition to extract R and S. + // A polar decomposition is M = O.P, where O is an orthogonal matrix (meaning rotation and reflection) and + // P is a positive semi-definite matrix (meaning it contains absolute values of scaling along its diagonal). + // + // Despite being different from what we want to achieve, we can nevertheless make use of polar decomposition + // here as follows. We can split O into a rotation and a reflection as O = R.Q, and obtain M = R.S where + // we defined S = Q.P. Now, R is a proper rotation matrix and S is a (signed) scaling matrix, + // which can involve negative scalings. However, there is a catch: unlike the polar decomposition of M = O.P, + // the decomposition of O into a rotation and reflection matrix as O = R.Q is not unique. + // Therefore, we are going to do this decomposition by sticking to a particular convention. + // This may lead to confusion for some users though. + // + // The convention we use here is to absorb the sign flip into the scaling matrix. + // The same convention is also used in other similar functions such as set_scale, + // get_rotation_axis_angle, get_rotation, set_rotation_axis_angle, set_rotation_euler, ... + // + // A proper way to get rid of this issue would be to store the scaling values (or at least their signs) + // as a part of Basis. However, if we go that path, we need to disable direct (write) access to the + // matrix elements. real_t det_sign = determinant() > 0 ? 1 : -1; return det_sign * Vector3( Vector3(elements[0][0], elements[1][0], elements[2][0]).length(), @@ -238,6 +254,17 @@ Vector3 Basis::get_scale() const { Vector3(elements[0][2], elements[1][2], elements[2][2]).length()); } +// Sets scaling while preserving rotation. +// This requires some care when working with matrices with negative determinant, +// since we're using a particular convention for "polar" decomposition in get_scale and get_rotation. +// For details, see the explanation in get_scale. +void Basis::set_scale(const Vector3 &p_scale) { + Vector3 e = get_euler(); + Basis(); // reset to identity + scale(p_scale); + rotate(e); +} + // Multiplies the matrix from left by the rotation matrix: M -> R.M // Note that this does *not* rotate the matrix itself. // @@ -260,6 +287,7 @@ void Basis::rotate(const Vector3 &p_euler) { *this = rotated(p_euler); } +// TODO: rename this to get_rotation_euler Vector3 Basis::get_rotation() const { // Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S, // and returns the Euler angles corresponding to the rotation part, complementing get_scale(). @@ -274,6 +302,42 @@ Vector3 Basis::get_rotation() const { return m.get_euler(); } +void Basis::get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const { + // Assumes that the matrix can be decomposed into a proper rotation and scaling matrix as M = R.S, + // and returns the Euler angles corresponding to the rotation part, complementing get_scale(). + // See the comment in get_scale() for further information. + Basis m = orthonormalized(); + real_t det = m.determinant(); + if (det < 0) { + // Ensure that the determinant is 1, such that result is a proper rotation matrix which can be represented by Euler angles. + m.scale(Vector3(-1, -1, -1)); + } + + m.get_axis_angle(p_axis, p_angle); +} + +// Sets rotation while preserving scaling. +// This requires some care when working with matrices with negative determinant, +// since we're using a particular convention for "polar" decomposition in get_scale and get_rotation. +// For details, see the explanation in get_scale. +void Basis::set_rotation_euler(const Vector3 &p_euler) { + Vector3 s = get_scale(); + Basis(); // reset to identity + scale(s); + rotate(p_euler); +} + +// Sets rotation while preserving scaling. +// This requires some care when working with matrices with negative determinant, +// since we're using a particular convention for "polar" decomposition in get_scale and get_rotation. +// For details, see the explanation in get_scale. +void Basis::set_rotation_axis_angle(const Vector3 &p_axis, real_t p_angle) { + Vector3 s = get_scale(); + Basis(); // reset to identity + scale(s); + rotate(p_axis, p_angle); +} + // get_euler returns a vector containing the Euler angles in the format // (a1,a2,a3), where a3 is the angle of the first rotation, and a1 is the last // (following the convention they are commonly defined in the literature). @@ -294,9 +358,9 @@ Vector3 Basis::get_euler() const { // -cx*cz*sy+sx*sz cz*sx+cx*sy*sz cx*cy Vector3 euler; - +#ifdef MATH_CHECKS ERR_FAIL_COND_V(is_rotation() == false, euler); - +#endif euler.y = Math::asin(elements[0][2]); if (euler.y < Math_PI * 0.5) { if (euler.y > -Math_PI * 0.5) { @@ -340,11 +404,11 @@ void Basis::set_euler(const Vector3 &p_euler) { *this = xmat * (ymat * zmat); } -bool Basis::isequal_approx(const Basis &a, const Basis &b) const { +bool Basis::is_equal_approx(const Basis &a, const Basis &b) const { for (int i = 0; i < 3; i++) { for (int j = 0; j < 3; j++) { - if (Math::isequal_approx(a.elements[i][j], b.elements[i][j]) == false) + if (Math::is_equal_approx(a.elements[i][j], b.elements[i][j]) == false) return false; } } @@ -387,8 +451,9 @@ Basis::operator String() const { } Basis::operator Quat() const { +#ifdef MATH_CHECKS ERR_FAIL_COND_V(is_rotation() == false, Quat()); - +#endif real_t trace = elements[0][0] + elements[1][1] + elements[2][2]; real_t temp[4]; @@ -482,9 +547,10 @@ void Basis::set_orthogonal_index(int p_index) { *this = _ortho_bases[p_index]; } -void Basis::get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const { +void Basis::get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { +#ifdef MATH_CHECKS ERR_FAIL_COND(is_rotation() == false); - +#endif real_t angle, x, y, z; // variables for result real_t epsilon = 0.01; // margin to allow for rounding errors real_t epsilon2 = 0.1; // margin to distinguish between 0 and 180 degrees @@ -573,11 +639,11 @@ Basis::Basis(const Quat &p_quat) { xz - wy, yz + wx, 1.0 - (xx + yy)); } -Basis::Basis(const Vector3 &p_axis, real_t p_phi) { - // Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle - +void Basis::set_axis_angle(const Vector3 &p_axis, real_t p_phi) { +// Rotation matrix from axis and angle, see https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_angle +#ifdef MATH_CHECKS ERR_FAIL_COND(p_axis.is_normalized() == false); - +#endif Vector3 axis_sq(p_axis.x * p_axis.x, p_axis.y * p_axis.y, p_axis.z * p_axis.z); real_t cosine = Math::cos(p_phi); @@ -595,3 +661,7 @@ Basis::Basis(const Vector3 &p_axis, real_t p_phi) { elements[2][1] = p_axis.y * p_axis.z * (1.0 - cosine) + p_axis.x * sine; elements[2][2] = axis_sq.z + cosine * (1.0 - axis_sq.z); } + +Basis::Basis(const Vector3 &p_axis, real_t p_phi) { + set_axis_angle(p_axis, p_phi); +} diff --git a/core/math/matrix3.h b/core/math/matrix3.h index 08e963f56..c3eeb1f70 100644 --- a/core/math/matrix3.h +++ b/core/math/matrix3.h @@ -77,15 +77,25 @@ public: void rotate(const Vector3 &p_euler); Basis rotated(const Vector3 &p_euler) const; + Vector3 get_rotation() const; + void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const; - void scale(const Vector3 &p_scale); - Basis scaled(const Vector3 &p_scale) const; - Vector3 get_scale() const; + void set_rotation_euler(const Vector3 &p_euler); + void set_rotation_axis_angle(const Vector3 &p_axis, real_t p_angle); Vector3 get_euler() const; void set_euler(const Vector3 &p_euler); + void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const; + void set_axis_angle(const Vector3 &p_axis, real_t p_phi); + + void scale(const Vector3 &p_scale); + Basis scaled(const Vector3 &p_scale) const; + + Vector3 get_scale() const; + void set_scale(const Vector3 &p_scale); + // transposed dot products _FORCE_INLINE_ real_t tdotx(const Vector3 &v) const { return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2]; @@ -97,7 +107,7 @@ public: return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2]; } - bool isequal_approx(const Basis &a, const Basis &b) const; + bool is_equal_approx(const Basis &a, const Basis &b) const; bool operator==(const Basis &p_matrix) const; bool operator!=(const Basis &p_matrix) const; @@ -121,8 +131,6 @@ public: operator String() const; - void get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const; - /* create / set */ _FORCE_INLINE_ void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) { diff --git a/core/math/pcg.cpp b/core/math/pcg.cpp deleted file mode 100644 index eac3b36d3..000000000 --- a/core/math/pcg.cpp +++ /dev/null @@ -1,15 +0,0 @@ -// *Really* minimal PCG32 code / (c) 2014 M.E. O'Neill / pcg-random.org -// Licensed under Apache License 2.0 (NO WARRANTY, etc. see website) - -#include "pcg.h" - -uint32_t pcg32_random_r(pcg32_random_t* rng) -{ - uint64_t oldstate = rng->state; - // Advance internal state - rng->state = oldstate * 6364136223846793005ULL + (rng->inc|1); - // Calculate output function (XSH RR), uses old state for max ILP - uint32_t xorshifted = ((oldstate >> 18u) ^ oldstate) >> 27u; - uint32_t rot = oldstate >> 59u; - return (xorshifted >> rot) | (xorshifted << ((-rot) & 31)); -} diff --git a/core/math/pcg.h b/core/math/pcg.h deleted file mode 100644 index 81f4c9770..000000000 --- a/core/math/pcg.h +++ /dev/null @@ -1,14 +0,0 @@ -// *Really* minimal PCG32 code / (c) 2014 M.E. O'Neill / pcg-random.org -// Licensed under Apache License 2.0 (NO WARRANTY, etc. see website) - -#ifndef RANDOM_H -#define RANDOM_H - -#include "typedefs.h" - -#define PCG_DEFAULT_INC_64 1442695040888963407ULL - -typedef struct { uint64_t state; uint64_t inc; } pcg32_random_t; -uint32_t pcg32_random_r(pcg32_random_t* rng); - -#endif // RANDOM_H diff --git a/core/math/quat.cpp b/core/math/quat.cpp index 966254222..0bea97c2e 100644 --- a/core/math/quat.cpp +++ b/core/math/quat.cpp @@ -92,6 +92,10 @@ Quat Quat::normalized() const { return *this / length(); } +bool Quat::is_normalized() const { + return Math::is_equal_approx(length(), 1.0); +} + Quat Quat::inverse() const { return Quat(-x, -y, -z, w); } diff --git a/core/math/quat.h b/core/math/quat.h index 76b3cde2a..f22275b45 100644 --- a/core/math/quat.h +++ b/core/math/quat.h @@ -48,6 +48,7 @@ public: real_t length() const; void normalize(); Quat normalized() const; + bool is_normalized() const; Quat inverse() const; _FORCE_INLINE_ real_t dot(const Quat &q) const; void set_euler(const Vector3 &p_euler); @@ -56,7 +57,7 @@ public: Quat slerpni(const Quat &q, const real_t &t) const; Quat cubic_slerp(const Quat &q, const Quat &prep, const Quat &postq, const real_t &t) const; - _FORCE_INLINE_ void get_axis_and_angle(Vector3 &r_axis, real_t &r_angle) const { + _FORCE_INLINE_ void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const { r_angle = 2 * Math::acos(w); r_axis.x = x / Math::sqrt(1 - w * w); r_axis.y = y / Math::sqrt(1 - w * w); diff --git a/core/math/triangulator.cpp b/core/math/triangulator.cpp deleted file mode 100644 index 75b2b064c..000000000 --- a/core/math/triangulator.cpp +++ /dev/null @@ -1,1550 +0,0 @@ -//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 deleted file mode 100644 index b6dd7e823..000000000 --- a/core/math/triangulator.h +++ /dev/null @@ -1,306 +0,0 @@ -//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.h b/core/math/vector3.h index a6bc20ccb..5f4390fbd 100644 --- a/core/math/vector3.h +++ b/core/math/vector3.h @@ -389,7 +389,8 @@ Vector3 Vector3::normalized() const { } bool Vector3::is_normalized() const { - return Math::isequal_approx(length(), (real_t)1.0); + // use length_squared() instead of length() to avoid sqrt(), makes it more stringent. + return Math::is_equal_approx(length_squared(), 1.0); } Vector3 Vector3::inverse() const { @@ -404,7 +405,7 @@ void Vector3::zero() { // slide returns the component of the vector along the given plane, specified by its normal vector. Vector3 Vector3::slide(const Vector3 &p_n) const { -#ifdef DEBUG_ENABLED +#ifdef MATH_CHECKS ERR_FAIL_COND_V(p_n.is_normalized() == false, Vector3()); #endif return *this - p_n * this->dot(p_n); @@ -415,7 +416,7 @@ Vector3 Vector3::bounce(const Vector3 &p_n) const { } Vector3 Vector3::reflect(const Vector3 &p_n) const { -#ifdef DEBUG_ENABLED +#ifdef MATH_CHECKS ERR_FAIL_COND_V(p_n.is_normalized() == false, Vector3()); #endif return 2.0 * p_n * this->dot(p_n) - *this; |
