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- /******************************************************************************
- * Spine Runtimes License Agreement
- * Last updated January 1, 2020. Replaces all prior versions.
- *
- * Copyright (c) 2013-2020, Esoteric Software LLC
- *
- * Integration of the Spine Runtimes into software or otherwise creating
- * derivative works of the Spine Runtimes is permitted under the terms and
- * conditions of Section 2 of the Spine Editor License Agreement:
- * http://esotericsoftware.com/spine-editor-license
- *
- * Otherwise, it is permitted to integrate the Spine Runtimes into software
- * or otherwise create derivative works of the Spine Runtimes (collectively,
- * "Products"), provided that each user of the Products must obtain their own
- * Spine Editor license and redistribution of the Products in any form must
- * include this license and copyright notice.
- *
- * THE SPINE RUNTIMES ARE PROVIDED BY ESOTERIC SOFTWARE LLC "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL ESOTERIC SOFTWARE LLC BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES,
- * BUSINESS INTERRUPTION, OR LOSS OF USE, DATA, OR PROFITS) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THE SPINE RUNTIMES, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- *****************************************************************************/
- #ifdef SPINE_UE4
- #include "SpinePluginPrivatePCH.h"
- #endif
- #include <spine/Triangulator.h>
- #include <spine/MathUtil.h>
- using namespace spine;
- Triangulator::~Triangulator() {
- ContainerUtil::cleanUpVectorOfPointers(_convexPolygons);
- ContainerUtil::cleanUpVectorOfPointers(_convexPolygonsIndices);
- }
- Vector<int> &Triangulator::triangulate(Vector<float> &vertices) {
- size_t vertexCount = vertices.size() >> 1;
- Vector<int> &indices = _indices;
- indices.clear();
- indices.ensureCapacity(vertexCount);
- indices.setSize(vertexCount, 0);
- for (size_t i = 0; i < vertexCount; ++i) {
- indices[i] = i;
- }
- Vector<bool> &isConcaveArray = _isConcaveArray;
- isConcaveArray.ensureCapacity(vertexCount);
- isConcaveArray.setSize(vertexCount, 0);
- for (size_t i = 0, n = vertexCount; i < n; ++i) {
- isConcaveArray[i] = isConcave(i, vertexCount, vertices, indices);
- }
- Vector<int> &triangles = _triangles;
- triangles.clear();
- triangles.ensureCapacity(MathUtil::max((int)0, (int)vertexCount - 2) << 2);
- while (vertexCount > 3) {
- // Find ear tip.
- size_t previous = vertexCount - 1, i = 0, next = 1;
- // outer:
- while (true) {
- if (!isConcaveArray[i]) {
- int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
- float p1x = vertices[p1], p1y = vertices[p1 + 1];
- float p2x = vertices[p2], p2y = vertices[p2 + 1];
- float p3x = vertices[p3], p3y = vertices[p3 + 1];
- for (size_t ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
- if (!isConcaveArray[ii]) continue;
- int v = indices[ii] << 1;
- float &vx = vertices[v], vy = vertices[v + 1];
- if (positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
- if (positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
- if (positiveArea(p2x, p2y, p3x, p3y, vx, vy)) {
- goto break_outer; // break outer;
- }
- }
- }
- }
- break;
- }
- break_outer:
- if (next == 0) {
- do {
- if (!isConcaveArray[i]) break;
- i--;
- } while (i > 0);
- break;
- }
- previous = i;
- i = next;
- next = (next + 1) % vertexCount;
- }
- // Cut ear tip.
- triangles.add(indices[(vertexCount + i - 1) % vertexCount]);
- triangles.add(indices[i]);
- triangles.add(indices[(i + 1) % vertexCount]);
- indices.removeAt(i);
- isConcaveArray.removeAt(i);
- vertexCount--;
- int previousIndex = (vertexCount + i - 1) % vertexCount;
- int nextIndex = i == vertexCount ? 0 : i;
- isConcaveArray[previousIndex] = isConcave(previousIndex, vertexCount, vertices, indices);
- isConcaveArray[nextIndex] = isConcave(nextIndex, vertexCount, vertices, indices);
- }
- if (vertexCount == 3) {
- triangles.add(indices[2]);
- triangles.add(indices[0]);
- triangles.add(indices[1]);
- }
- return triangles;
- }
- Vector<Vector<float> *> &Triangulator::decompose(Vector<float> &vertices, Vector<int> &triangles) {
- Vector<Vector<float> *> &convexPolygons = _convexPolygons;
- for (size_t i = 0, n = convexPolygons.size(); i < n; ++i)
- _polygonPool.free(convexPolygons[i]);
- convexPolygons.clear();
- Vector<Vector<int> *> &convexPolygonsIndices = _convexPolygonsIndices;
- for (size_t i = 0, n = convexPolygonsIndices.size(); i < n; ++i)
- _polygonIndicesPool.free(convexPolygonsIndices[i]);
- convexPolygonsIndices.clear();
- Vector<int> *polygonIndices = _polygonIndicesPool.obtain();
- polygonIndices->clear();
- Vector<float> *polygon = _polygonPool.obtain();
- polygon->clear();
- // Merge subsequent triangles if they form a triangle fan.
- int fanBaseIndex = -1, lastwinding = 0;
- for (size_t i = 0, n = triangles.size(); i < n; i += 3) {
- int t1 = triangles[i] << 1, t2 = triangles[i + 1] << 1, t3 = triangles[i + 2] << 1;
- float x1 = vertices[t1], y1 = vertices[t1 + 1];
- float x2 = vertices[t2], y2 = vertices[t2 + 1];
- float x3 = vertices[t3], y3 = vertices[t3 + 1];
- // If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan).
- bool merged = false;
- if (fanBaseIndex == t1) {
- size_t o = polygon->size() - 4;
- Vector<float> &p = *polygon;
- int winding1 = winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
- int winding2 = winding(x3, y3, p[0], p[1], p[2], p[3]);
- if (winding1 == lastwinding && winding2 == lastwinding) {
- polygon->add(x3);
- polygon->add(y3);
- polygonIndices->add(t3);
- merged = true;
- }
- }
- // Otherwise make this triangle the new base.
- if (!merged) {
- if (polygon->size() > 0) {
- convexPolygons.add(polygon);
- convexPolygonsIndices.add(polygonIndices);
- } else {
- _polygonPool.free(polygon);
- _polygonIndicesPool.free(polygonIndices);
- }
- polygon = _polygonPool.obtain();
- polygon->clear();
- polygon->add(x1);
- polygon->add(y1);
- polygon->add(x2);
- polygon->add(y2);
- polygon->add(x3);
- polygon->add(y3);
- polygonIndices = _polygonIndicesPool.obtain();
- polygonIndices->clear();
- polygonIndices->add(t1);
- polygonIndices->add(t2);
- polygonIndices->add(t3);
- lastwinding = winding(x1, y1, x2, y2, x3, y3);
- fanBaseIndex = t1;
- }
- }
- if (polygon->size() > 0) {
- convexPolygons.add(polygon);
- convexPolygonsIndices.add(polygonIndices);
- }
- // Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
- for (size_t i = 0, n = convexPolygons.size(); i < n; ++i) {
- polygonIndices = convexPolygonsIndices[i];
- if (polygonIndices->size() == 0) continue;
- int firstIndex = (*polygonIndices)[0];
- int lastIndex = (*polygonIndices)[polygonIndices->size() - 1];
- polygon = convexPolygons[i];
- size_t o = polygon->size() - 4;
- Vector<float> &p = *polygon;
- float prevPrevX = p[o], prevPrevY = p[o + 1];
- float prevX = p[o + 2], prevY = p[o + 3];
- float firstX = p[0], firstY = p[1];
- float secondX = p[2], secondY = p[3];
- int winding0 = winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
- for (size_t ii = 0; ii < n; ++ii) {
- if (ii == i) continue;
- Vector<int> *otherIndicesP = convexPolygonsIndices[ii];
- Vector<int> &otherIndices = *otherIndicesP;
- if (otherIndices.size() != 3) continue;
- int otherFirstIndex = otherIndices[0];
- int otherSecondIndex = otherIndices[1];
- int otherLastIndex = otherIndices[2];
- Vector<float> *otherPolyP = convexPolygons[ii];
- Vector<float> &otherPoly = *otherPolyP;
- float x3 = otherPoly[otherPoly.size() - 2], y3 = otherPoly[otherPoly.size() - 1];
- if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
- int winding1 = winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
- int winding2 = winding(x3, y3, firstX, firstY, secondX, secondY);
- if (winding1 == winding0 && winding2 == winding0) {
- otherPoly.clear();
- otherIndices.clear();
- polygon->add(x3);
- polygon->add(y3);
- polygonIndices->add(otherLastIndex);
- prevPrevX = prevX;
- prevPrevY = prevY;
- prevX = x3;
- prevY = y3;
- ii = 0;
- }
- }
- }
- // Remove empty polygons that resulted from the merge step above.
- for (int i = (int)convexPolygons.size() - 1; i >= 0; --i) {
- polygon = convexPolygons[i];
- if (polygon->size() == 0) {
- convexPolygons.removeAt(i);
- _polygonPool.free(polygon);
- polygonIndices = convexPolygonsIndices[i];
- convexPolygonsIndices.removeAt(i);
- _polygonIndicesPool.free(polygonIndices);
- }
- }
- return convexPolygons;
- }
- bool Triangulator::isConcave(int index, int vertexCount, Vector<float> &vertices, Vector<int> &indices) {
- int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
- int current = indices[index] << 1;
- int next = indices[(index + 1) % vertexCount] << 1;
- return !positiveArea(vertices[previous], vertices[previous + 1],
- vertices[current], vertices[current + 1],
- vertices[next], vertices[next + 1]);
- }
- bool Triangulator::positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
- return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
- }
- int Triangulator::winding(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
- float px = p2x - p1x, py = p2y - p1y;
- return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
- }
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