You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
289 lines
11 KiB
289 lines
11 KiB
/******************************************************************************
|
|
* 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;
|
|
}
|
|
|