/****************************************************************************** * 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 #include using namespace spine; Triangulator::~Triangulator() { ContainerUtil::cleanUpVectorOfPointers(_convexPolygons); ContainerUtil::cleanUpVectorOfPointers(_convexPolygonsIndices); } Vector &Triangulator::triangulate(Vector &vertices) { size_t vertexCount = vertices.size() >> 1; Vector &indices = _indices; indices.clear(); indices.ensureCapacity(vertexCount); indices.setSize(vertexCount, 0); for (size_t i = 0; i < vertexCount; ++i) { indices[i] = i; } Vector &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 &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 *> &Triangulator::decompose(Vector &vertices, Vector &triangles) { Vector *> &convexPolygons = _convexPolygons; for (size_t i = 0, n = convexPolygons.size(); i < n; ++i) _polygonPool.free(convexPolygons[i]); convexPolygons.clear(); Vector *> &convexPolygonsIndices = _convexPolygonsIndices; for (size_t i = 0, n = convexPolygonsIndices.size(); i < n; ++i) _polygonIndicesPool.free(convexPolygonsIndices[i]); convexPolygonsIndices.clear(); Vector *polygonIndices = _polygonIndicesPool.obtain(); polygonIndices->clear(); Vector *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 &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 &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 *otherIndicesP = convexPolygonsIndices[ii]; Vector &otherIndices = *otherIndicesP; if (otherIndices.size() != 3) continue; int otherFirstIndex = otherIndices[0]; int otherSecondIndex = otherIndices[1]; int otherLastIndex = otherIndices[2]; Vector *otherPolyP = convexPolygons[ii]; Vector &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 &vertices, Vector &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; }