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GDevelop/Extensions/PhysicsBehavior/Triangulation/triangulate.cpp
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Florian Rival a8559bfbbc Add clang-format to format (C++) source files automatically (#491)
* Update all CMakeLists of extensions to use clang-format
* Run clang-format on all Extensions
* Update GDCore CMakeLists.txt to add clang-format
* Run clang-format on GDCore files
* Update GDJS and GDCpp CMakeLists.txt to add clang-format
* Run clang-format on GDCpp and GDJS files
2018-05-09 15:57:38 -07:00

148 lines
3.4 KiB
C++

#include <assert.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "triangulate.h"
static const float EPSILON = 0.0000000001f;
float Triangulate::Area(const Vector2fVector &contour) {
int n = contour.size();
float A = 0.0f;
for (int p = n - 1, q = 0; q < n; p = q++) {
A += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
}
return A * 0.5f;
}
/*
InsideTriangle decides if a point P is Inside of the triangle
defined by A, B, C.
*/
bool Triangulate::InsideTriangle(float Ax,
float Ay,
float Bx,
float By,
float Cx,
float Cy,
float Px,
float Py)
{
float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
float 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;
return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
};
bool Triangulate::Snip(
const Vector2fVector &contour, int u, int v, int w, int n, int *V) {
int p;
float Ax, Ay, Bx, By, Cx, Cy, Px, Py;
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;
if (EPSILON > (((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 (InsideTriangle(Ax, Ay, Bx, By, Cx, Cy, Px, Py)) return false;
}
return true;
}
bool Triangulate::Process(const Vector2fVector &contour,
Vector2fVector &result) {
/* allocate and initialize list of Vertices in polygon */
int n = contour.size();
if (n < 3) return false;
int *V = new int[n];
/* we want a counter-clockwise polygon in V */
if (0.0f < Area(contour))
for (int v = 0; v < n; v++) V[v] = v;
else
for (int v = 0; v < n; v++) V[v] = (n - 1) - v;
int nv = n;
/* remove nv-2 Vertices, creating 1 triangle every time */
int count = 2 * nv; /* error detection */
for (int m = 0, v = nv - 1; nv > 2;) {
/* if we loop, it is probably a non-simple polygon */
if (0 >= (count--)) {
//** Triangulate: ERROR - probable bad polygon!
return false;
}
/* 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)) {
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(contour[a]);
result.push_back(contour[b]);
result.push_back(contour[c]);
m++;
/* remove v from remaining polygon */
for (s = v, t = v + 1; t < nv; s++, t++) V[s] = V[t];
nv--;
/* resest error detection counter */
count = 2 * nv;
}
}
delete V;
return true;
}