mirror of
				https://github.com/godotengine/godot.git
				synced 2025-10-31 05:31:01 +00:00 
			
		
		
		
	 d24c715678
			
		
	
	
		d24c715678
		
	
	
	
	
		
			
			Converts float literals from double format (e.g. 0.0) to float format (e.g. 0.0f) where appropriate for 32 bit calculations, and cast to (real_t) or (float) as appropriate. This ensures that appropriate calculations will be done at 32 bits when real_t is compiled as float, rather than promoted to 64 bits.
		
			
				
	
	
		
			209 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			209 lines
		
	
	
	
		
			6.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
 | |
| /*  triangulate.cpp                                                      */
 | |
| /*************************************************************************/
 | |
| /*                       This file is part of:                           */
 | |
| /*                           GODOT ENGINE                                */
 | |
| /*                      https://godotengine.org                          */
 | |
| /*************************************************************************/
 | |
| /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur.                 */
 | |
| /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md).   */
 | |
| /*                                                                       */
 | |
| /* Permission is hereby granted, free of charge, to any person obtaining */
 | |
| /* a copy of this software and associated documentation files (the       */
 | |
| /* "Software"), to deal in the Software without restriction, including   */
 | |
| /* without limitation the rights to use, copy, modify, merge, publish,   */
 | |
| /* distribute, sublicense, and/or sell copies of the Software, and to    */
 | |
| /* permit persons to whom the Software is furnished to do so, subject to */
 | |
| /* the following conditions:                                             */
 | |
| /*                                                                       */
 | |
| /* The above copyright notice and this permission notice shall be        */
 | |
| /* included in all copies or substantial portions of the Software.       */
 | |
| /*                                                                       */
 | |
| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
 | |
| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
 | |
| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
 | |
| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
 | |
| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
 | |
| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
 | |
| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
 | |
| /*************************************************************************/
 | |
| 
 | |
| #include "triangulate.h"
 | |
| 
 | |
| real_t Triangulate::get_area(const Vector<Vector2> &contour) {
 | |
| 	int n = contour.size();
 | |
| 	const Vector2 *c = &contour[0];
 | |
| 
 | |
| 	real_t A = 0.0;
 | |
| 
 | |
| 	for (int p = n - 1, q = 0; q < n; p = q++) {
 | |
| 		A += c[p].cross(c[q]);
 | |
| 	}
 | |
| 	return A * 0.5f;
 | |
| }
 | |
| 
 | |
| /*
 | |
|  * `is_inside_triangle` decides if a point P is inside the triangle
 | |
|  * defined by A, B, C.
 | |
|  */
 | |
| bool Triangulate::is_inside_triangle(real_t Ax, real_t Ay,
 | |
| 		real_t Bx, real_t By,
 | |
| 		real_t Cx, real_t Cy,
 | |
| 		real_t Px, real_t Py,
 | |
| 		bool include_edges) {
 | |
| 	real_t ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
 | |
| 	real_t cCROSSap, bCROSScp, aCROSSbp;
 | |
| 
 | |
| 	ax = Cx - Bx;
 | |
| 	ay = Cy - By;
 | |
| 	bx = Ax - Cx;
 | |
| 	by = Ay - Cy;
 | |
| 	cx = Bx - Ax;
 | |
| 	cy = By - Ay;
 | |
| 	apx = Px - Ax;
 | |
| 	apy = Py - Ay;
 | |
| 	bpx = Px - Bx;
 | |
| 	bpy = Py - By;
 | |
| 	cpx = Px - Cx;
 | |
| 	cpy = Py - Cy;
 | |
| 
 | |
| 	aCROSSbp = ax * bpy - ay * bpx;
 | |
| 	cCROSSap = cx * apy - cy * apx;
 | |
| 	bCROSScp = bx * cpy - by * cpx;
 | |
| 
 | |
| 	if (include_edges) {
 | |
| 		return ((aCROSSbp > 0) && (bCROSScp > 0) && (cCROSSap > 0));
 | |
| 	} else {
 | |
| 		return ((aCROSSbp >= 0) && (bCROSScp >= 0) && (cCROSSap >= 0));
 | |
| 	}
 | |
| }
 | |
| 
 | |
| bool Triangulate::snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V, bool relaxed) {
 | |
| 	int p;
 | |
| 	real_t Ax, Ay, Bx, By, Cx, Cy, Px, Py;
 | |
| 	const Vector2 *contour = &p_contour[0];
 | |
| 
 | |
| 	Ax = contour[V[u]].x;
 | |
| 	Ay = contour[V[u]].y;
 | |
| 
 | |
| 	Bx = contour[V[v]].x;
 | |
| 	By = contour[V[v]].y;
 | |
| 
 | |
| 	Cx = contour[V[w]].x;
 | |
| 	Cy = contour[V[w]].y;
 | |
| 
 | |
| 	// It can happen that the triangulation ends up with three aligned vertices to deal with.
 | |
| 	// In this scenario, making the check below strict may reject the possibility of
 | |
| 	// forming a last triangle with these aligned vertices, preventing the triangulatiom
 | |
| 	// from completing.
 | |
| 	// To avoid that we allow zero-area triangles if all else failed.
 | |
| 	float threshold = relaxed ? -CMP_EPSILON : CMP_EPSILON;
 | |
| 
 | |
| 	if (threshold > (((Bx - Ax) * (Cy - Ay)) - ((By - Ay) * (Cx - Ax)))) {
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	for (p = 0; p < n; p++) {
 | |
| 		if ((p == u) || (p == v) || (p == w)) {
 | |
| 			continue;
 | |
| 		}
 | |
| 		Px = contour[V[p]].x;
 | |
| 		Py = contour[V[p]].y;
 | |
| 		if (is_inside_triangle(Ax, Ay, Bx, By, Cx, Cy, Px, Py, relaxed)) {
 | |
| 			return false;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| bool Triangulate::triangulate(const Vector<Vector2> &contour, Vector<int> &result) {
 | |
| 	/* allocate and initialize list of Vertices in polygon */
 | |
| 
 | |
| 	int n = contour.size();
 | |
| 	if (n < 3) {
 | |
| 		return false;
 | |
| 	}
 | |
| 
 | |
| 	Vector<int> V;
 | |
| 	V.resize(n);
 | |
| 
 | |
| 	/* we want a counter-clockwise polygon in V */
 | |
| 
 | |
| 	if (0 < get_area(contour)) {
 | |
| 		for (int v = 0; v < n; v++) {
 | |
| 			V.write[v] = v;
 | |
| 		}
 | |
| 	} else {
 | |
| 		for (int v = 0; v < n; v++) {
 | |
| 			V.write[v] = (n - 1) - v;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	bool relaxed = false;
 | |
| 
 | |
| 	int nv = n;
 | |
| 
 | |
| 	/*  remove nv-2 Vertices, creating 1 triangle every time */
 | |
| 	int count = 2 * nv; /* error detection */
 | |
| 
 | |
| 	for (int v = nv - 1; nv > 2;) {
 | |
| 		/* if we loop, it is probably a non-simple polygon */
 | |
| 		if (0 >= (count--)) {
 | |
| 			if (relaxed) {
 | |
| 				//** Triangulate: ERROR - probable bad polygon!
 | |
| 				return false;
 | |
| 			} else {
 | |
| 				// There may be aligned vertices that the strict
 | |
| 				// checks prevent from triangulating. In this situation
 | |
| 				// we are better off adding flat triangles than
 | |
| 				// failing, so we relax the checks and try one last
 | |
| 				// round.
 | |
| 				// Only relaxing the constraints as a last resort avoids
 | |
| 				// degenerate triangles when they aren't necessary.
 | |
| 				count = 2 * nv;
 | |
| 				relaxed = true;
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		/* three consecutive vertices in current polygon, <u,v,w> */
 | |
| 		int u = v;
 | |
| 		if (nv <= u) {
 | |
| 			u = 0; /* previous */
 | |
| 		}
 | |
| 		v = u + 1;
 | |
| 		if (nv <= v) {
 | |
| 			v = 0; /* new v    */
 | |
| 		}
 | |
| 		int w = v + 1;
 | |
| 		if (nv <= w) {
 | |
| 			w = 0; /* next     */
 | |
| 		}
 | |
| 
 | |
| 		if (snip(contour, u, v, w, nv, V, relaxed)) {
 | |
| 			int a, b, c, s, t;
 | |
| 
 | |
| 			/* true names of the vertices */
 | |
| 			a = V[u];
 | |
| 			b = V[v];
 | |
| 			c = V[w];
 | |
| 
 | |
| 			/* output Triangle */
 | |
| 			result.push_back(a);
 | |
| 			result.push_back(b);
 | |
| 			result.push_back(c);
 | |
| 
 | |
| 			/* remove v from remaining polygon */
 | |
| 			for (s = v, t = v + 1; t < nv; s++, t++) {
 | |
| 				V.write[s] = V[t];
 | |
| 			}
 | |
| 
 | |
| 			nv--;
 | |
| 
 | |
| 			/* reset error detection counter */
 | |
| 			count = 2 * nv;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	return true;
 | |
| }
 |