bugfixes
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8 changed files with 1614 additions and 374 deletions
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Data/sandbox-log.txt
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Data/sandbox-log.txt
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820
KP3Dii/ext/include/earcut.hpp
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820
KP3Dii/ext/include/earcut.hpp
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#pragma once
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#include <algorithm>
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#include <cassert>
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#include <cmath>
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#include <memory>
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#include <vector>
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namespace mapbox {
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namespace util {
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template <std::size_t I, typename T> struct nth {
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inline static typename std::tuple_element<I, T>::type
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get(const T& t) { return std::get<I>(t); };
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};
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}
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namespace detail {
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template <typename N = uint32_t>
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class Earcut {
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public:
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std::vector<N> indices;
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std::size_t vertices = 0;
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template <typename Polygon>
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void operator()(const Polygon& points);
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private:
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struct Node {
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Node(N index, double x_, double y_) : i(index), x(x_), y(y_) {}
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Node(const Node&) = delete;
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Node& operator=(const Node&) = delete;
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Node(Node&&) = delete;
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Node& operator=(Node&&) = delete;
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const N i;
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const double x;
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const double y;
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// previous and next vertice nodes in a polygon ring
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Node* prev = nullptr;
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Node* next = nullptr;
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// z-order curve value
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int32_t z = 0;
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// previous and next nodes in z-order
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Node* prevZ = nullptr;
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Node* nextZ = nullptr;
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// indicates whether this is a steiner point
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bool steiner = false;
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};
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template <typename Ring> Node* linkedList(const Ring& points, const bool clockwise);
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Node* filterPoints(Node* start, Node* end = nullptr);
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void earcutLinked(Node* ear, int pass = 0);
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bool isEar(Node* ear);
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bool isEarHashed(Node* ear);
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Node* cureLocalIntersections(Node* start);
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void splitEarcut(Node* start);
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template <typename Polygon> Node* eliminateHoles(const Polygon& points, Node* outerNode);
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Node* eliminateHole(Node* hole, Node* outerNode);
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Node* findHoleBridge(Node* hole, Node* outerNode);
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bool sectorContainsSector(const Node* m, const Node* p);
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void indexCurve(Node* start);
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Node* sortLinked(Node* list);
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int32_t zOrder(const double x_, const double y_);
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Node* getLeftmost(Node* start);
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bool pointInTriangle(double ax, double ay, double bx, double by, double cx, double cy, double px, double py) const;
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bool isValidDiagonal(Node* a, Node* b);
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double area(const Node* p, const Node* q, const Node* r) const;
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bool equals(const Node* p1, const Node* p2);
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bool intersects(const Node* p1, const Node* q1, const Node* p2, const Node* q2);
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bool onSegment(const Node* p, const Node* q, const Node* r);
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int sign(double val);
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bool intersectsPolygon(const Node* a, const Node* b);
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bool locallyInside(const Node* a, const Node* b);
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bool middleInside(const Node* a, const Node* b);
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Node* splitPolygon(Node* a, Node* b);
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template <typename Point> Node* insertNode(std::size_t i, const Point& p, Node* last);
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void removeNode(Node* p);
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bool hashing;
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double minX, maxX;
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double minY, maxY;
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double inv_size = 0;
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template <typename T, typename Alloc = std::allocator<T>>
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class ObjectPool {
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public:
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ObjectPool() { }
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ObjectPool(std::size_t blockSize_) {
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reset(blockSize_);
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}
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~ObjectPool() {
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clear();
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}
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template <typename... Args>
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T* construct(Args&&... args) {
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if (currentIndex >= blockSize) {
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currentBlock = alloc_traits::allocate(alloc, blockSize);
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allocations.emplace_back(currentBlock);
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currentIndex = 0;
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}
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T* object = ¤tBlock[currentIndex++];
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alloc_traits::construct(alloc, object, std::forward<Args>(args)...);
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return object;
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}
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void reset(std::size_t newBlockSize) {
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for (auto allocation : allocations) {
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alloc_traits::deallocate(alloc, allocation, blockSize);
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}
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allocations.clear();
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blockSize = std::max<std::size_t>(1, newBlockSize);
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currentBlock = nullptr;
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currentIndex = blockSize;
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}
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void clear() { reset(blockSize); }
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private:
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T* currentBlock = nullptr;
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std::size_t currentIndex = 1;
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std::size_t blockSize = 1;
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std::vector<T*> allocations;
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Alloc alloc;
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typedef typename std::allocator_traits<Alloc> alloc_traits;
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};
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ObjectPool<Node> nodes;
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};
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template <typename N> template <typename Polygon>
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void Earcut<N>::operator()(const Polygon& points) {
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// reset
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indices.clear();
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vertices = 0;
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if (points.empty()) return;
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double x;
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double y;
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int threshold = 80;
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std::size_t len = 0;
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for (size_t i = 0; threshold >= 0 && i < points.size(); i++) {
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threshold -= static_cast<int>(points[i].size());
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len += points[i].size();
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}
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//estimate size of nodes and indices
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nodes.reset(len * 3 / 2);
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indices.reserve(len + points[0].size());
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Node* outerNode = linkedList(points[0], true);
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if (!outerNode || outerNode->prev == outerNode->next) return;
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if (points.size() > 1) outerNode = eliminateHoles(points, outerNode);
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// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
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hashing = threshold < 0;
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if (hashing) {
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Node* p = outerNode->next;
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minX = maxX = outerNode->x;
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minY = maxY = outerNode->y;
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do {
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x = p->x;
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y = p->y;
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minX = std::min<double>(minX, x);
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minY = std::min<double>(minY, y);
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maxX = std::max<double>(maxX, x);
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maxY = std::max<double>(maxY, y);
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p = p->next;
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} while (p != outerNode);
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// minX, minY and size are later used to transform coords into integers for z-order calculation
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inv_size = std::max<double>(maxX - minX, maxY - minY);
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inv_size = inv_size != .0 ? (1. / inv_size) : .0;
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}
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earcutLinked(outerNode);
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nodes.clear();
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}
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// create a circular doubly linked list from polygon points in the specified winding order
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template <typename N> template <typename Ring>
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typename Earcut<N>::Node*
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Earcut<N>::linkedList(const Ring& points, const bool clockwise) {
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using Point = typename Ring::value_type;
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double sum = 0;
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const std::size_t len = points.size();
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std::size_t i, j;
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Node* last = nullptr;
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// calculate original winding order of a polygon ring
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for (i = 0, j = len > 0 ? len - 1 : 0; i < len; j = i++) {
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const auto& p1 = points[i];
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const auto& p2 = points[j];
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const double p20 = util::nth<0, Point>::get(p2);
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const double p10 = util::nth<0, Point>::get(p1);
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const double p11 = util::nth<1, Point>::get(p1);
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const double p21 = util::nth<1, Point>::get(p2);
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sum += (p20 - p10) * (p11 + p21);
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}
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// link points into circular doubly-linked list in the specified winding order
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if (clockwise == (sum > 0)) {
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for (i = 0; i < len; i++) last = insertNode(vertices + i, points[i], last);
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} else {
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for (i = len; i-- > 0;) last = insertNode(vertices + i, points[i], last);
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}
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if (last && equals(last, last->next)) {
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removeNode(last);
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last = last->next;
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}
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vertices += len;
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return last;
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}
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// eliminate colinear or duplicate points
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template <typename N>
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typename Earcut<N>::Node*
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Earcut<N>::filterPoints(Node* start, Node* end) {
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if (!end) end = start;
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Node* p = start;
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bool again;
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do {
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again = false;
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if (!p->steiner && (equals(p, p->next) || area(p->prev, p, p->next) == 0)) {
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removeNode(p);
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p = end = p->prev;
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if (p == p->next) break;
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again = true;
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} else {
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p = p->next;
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}
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} while (again || p != end);
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return end;
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}
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// main ear slicing loop which triangulates a polygon (given as a linked list)
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template <typename N>
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void Earcut<N>::earcutLinked(Node* ear, int pass) {
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if (!ear) return;
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// interlink polygon nodes in z-order
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if (!pass && hashing) indexCurve(ear);
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Node* stop = ear;
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Node* prev;
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Node* next;
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int iterations = 0;
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// iterate through ears, slicing them one by one
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while (ear->prev != ear->next) {
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iterations++;
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prev = ear->prev;
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next = ear->next;
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if (hashing ? isEarHashed(ear) : isEar(ear)) {
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// cut off the triangle
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indices.emplace_back(prev->i);
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indices.emplace_back(ear->i);
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indices.emplace_back(next->i);
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removeNode(ear);
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// skipping the next vertice leads to less sliver triangles
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ear = next->next;
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stop = next->next;
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continue;
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}
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ear = next;
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// if we looped through the whole remaining polygon and can't find any more ears
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if (ear == stop) {
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// try filtering points and slicing again
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if (!pass) earcutLinked(filterPoints(ear), 1);
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// if this didn't work, try curing all small self-intersections locally
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else if (pass == 1) {
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ear = cureLocalIntersections(filterPoints(ear));
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earcutLinked(ear, 2);
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// as a last resort, try splitting the remaining polygon into two
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} else if (pass == 2) splitEarcut(ear);
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break;
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}
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}
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}
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// check whether a polygon node forms a valid ear with adjacent nodes
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template <typename N>
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bool Earcut<N>::isEar(Node* ear) {
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const Node* a = ear->prev;
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const Node* b = ear;
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const Node* c = ear->next;
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if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
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// now make sure we don't have other points inside the potential ear
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Node* p = ear->next->next;
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while (p != ear->prev) {
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if (pointInTriangle(a->x, a->y, b->x, b->y, c->x, c->y, p->x, p->y) &&
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area(p->prev, p, p->next) >= 0) return false;
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p = p->next;
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}
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return true;
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}
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template <typename N>
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bool Earcut<N>::isEarHashed(Node* ear) {
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const Node* a = ear->prev;
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const Node* b = ear;
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const Node* c = ear->next;
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if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
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// triangle bbox; min & max are calculated like this for speed
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const double minTX = std::min<double>(a->x, std::min<double>(b->x, c->x));
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const double minTY = std::min<double>(a->y, std::min<double>(b->y, c->y));
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const double maxTX = std::max<double>(a->x, std::max<double>(b->x, c->x));
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const double maxTY = std::max<double>(a->y, std::max<double>(b->y, c->y));
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// z-order range for the current triangle bbox;
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const int32_t minZ = zOrder(minTX, minTY);
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const int32_t maxZ = zOrder(maxTX, maxTY);
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// first look for points inside the triangle in increasing z-order
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Node* p = ear->nextZ;
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while (p && p->z <= maxZ) {
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if (p != ear->prev && p != ear->next &&
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pointInTriangle(a->x, a->y, b->x, b->y, c->x, c->y, p->x, p->y) &&
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area(p->prev, p, p->next) >= 0) return false;
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p = p->nextZ;
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}
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// then look for points in decreasing z-order
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p = ear->prevZ;
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while (p && p->z >= minZ) {
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if (p != ear->prev && p != ear->next &&
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pointInTriangle(a->x, a->y, b->x, b->y, c->x, c->y, p->x, p->y) &&
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area(p->prev, p, p->next) >= 0) return false;
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p = p->prevZ;
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}
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return true;
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}
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// go through all polygon nodes and cure small local self-intersections
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template <typename N>
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typename Earcut<N>::Node*
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Earcut<N>::cureLocalIntersections(Node* start) {
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Node* p = start;
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do {
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Node* a = p->prev;
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Node* b = p->next->next;
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// a self-intersection where edge (v[i-1],v[i]) intersects (v[i+1],v[i+2])
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if (!equals(a, b) && intersects(a, p, p->next, b) && locallyInside(a, b) && locallyInside(b, a)) {
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indices.emplace_back(a->i);
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indices.emplace_back(p->i);
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indices.emplace_back(b->i);
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// remove two nodes involved
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removeNode(p);
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removeNode(p->next);
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p = start = b;
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}
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p = p->next;
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} while (p != start);
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return filterPoints(p);
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}
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// try splitting polygon into two and triangulate them independently
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template <typename N>
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void Earcut<N>::splitEarcut(Node* start) {
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// look for a valid diagonal that divides the polygon into two
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Node* a = start;
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do {
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Node* b = a->next->next;
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while (b != a->prev) {
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if (a->i != b->i && isValidDiagonal(a, b)) {
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// split the polygon in two by the diagonal
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Node* c = splitPolygon(a, b);
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// filter colinear points around the cuts
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a = filterPoints(a, a->next);
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c = filterPoints(c, c->next);
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// run earcut on each half
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earcutLinked(a);
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earcutLinked(c);
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return;
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}
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b = b->next;
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}
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a = a->next;
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} while (a != start);
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}
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// link every hole into the outer loop, producing a single-ring polygon without holes
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template <typename N> template <typename Polygon>
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typename Earcut<N>::Node*
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Earcut<N>::eliminateHoles(const Polygon& points, Node* outerNode) {
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const size_t len = points.size();
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std::vector<Node*> queue;
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for (size_t i = 1; i < len; i++) {
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Node* list = linkedList(points[i], false);
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if (list) {
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if (list == list->next) list->steiner = true;
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queue.push_back(getLeftmost(list));
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}
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}
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std::sort(queue.begin(), queue.end(), [](const Node* a, const Node* b) {
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return a->x < b->x;
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});
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// process holes from left to right
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for (size_t i = 0; i < queue.size(); i++) {
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outerNode = eliminateHole(queue[i], outerNode);
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outerNode = filterPoints(outerNode, outerNode->next);
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}
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return outerNode;
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}
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// find a bridge between vertices that connects hole with an outer ring and and link it
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template <typename N>
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typename Earcut<N>::Node*
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Earcut<N>::eliminateHole(Node* hole, Node* outerNode) {
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Node* bridge = findHoleBridge(hole, outerNode);
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if (!bridge) {
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return outerNode;
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}
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Node* bridgeReverse = splitPolygon(bridge, hole);
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// filter collinear points around the cuts
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Node* filteredBridge = filterPoints(bridge, bridge->next);
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filterPoints(bridgeReverse, bridgeReverse->next);
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// Check if input node was removed by the filtering
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return outerNode == bridge ? filteredBridge : outerNode;
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}
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// David Eberly's algorithm for finding a bridge between hole and outer polygon
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template <typename N>
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typename Earcut<N>::Node*
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Earcut<N>::findHoleBridge(Node* hole, Node* outerNode) {
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Node* p = outerNode;
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double hx = hole->x;
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double hy = hole->y;
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double qx = -std::numeric_limits<double>::infinity();
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Node* m = nullptr;
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|
||||
// find a segment intersected by a ray from the hole's leftmost Vertex to the left;
|
||||
// segment's endpoint with lesser x will be potential connection Vertex
|
||||
do {
|
||||
if (hy <= p->y && hy >= p->next->y && p->next->y != p->y) {
|
||||
double x = p->x + (hy - p->y) * (p->next->x - p->x) / (p->next->y - p->y);
|
||||
if (x <= hx && x > qx) {
|
||||
qx = x;
|
||||
if (x == hx) {
|
||||
if (hy == p->y) return p;
|
||||
if (hy == p->next->y) return p->next;
|
||||
}
|
||||
m = p->x < p->next->x ? p : p->next;
|
||||
}
|
||||
}
|
||||
p = p->next;
|
||||
} while (p != outerNode);
|
||||
|
||||
if (!m) return 0;
|
||||
|
||||
if (hx == qx) return m; // hole touches outer segment; pick leftmost endpoint
|
||||
|
||||
// look for points inside the triangle of hole Vertex, segment intersection and endpoint;
|
||||
// if there are no points found, we have a valid connection;
|
||||
// otherwise choose the Vertex of the minimum angle with the ray as connection Vertex
|
||||
|
||||
const Node* stop = m;
|
||||
double tanMin = std::numeric_limits<double>::infinity();
|
||||
double tanCur = 0;
|
||||
|
||||
p = m;
|
||||
double mx = m->x;
|
||||
double my = m->y;
|
||||
|
||||
do {
|
||||
if (hx >= p->x && p->x >= mx && hx != p->x &&
|
||||
pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p->x, p->y)) {
|
||||
|
||||
tanCur = std::abs(hy - p->y) / (hx - p->x); // tangential
|
||||
|
||||
if (locallyInside(p, hole) &&
|
||||
(tanCur < tanMin || (tanCur == tanMin && (p->x > m->x || sectorContainsSector(m, p))))) {
|
||||
m = p;
|
||||
tanMin = tanCur;
|
||||
}
|
||||
}
|
||||
|
||||
p = p->next;
|
||||
} while (p != stop);
|
||||
|
||||
return m;
|
||||
}
|
||||
|
||||
// whether sector in vertex m contains sector in vertex p in the same coordinates
|
||||
template <typename N>
|
||||
bool Earcut<N>::sectorContainsSector(const Node* m, const Node* p) {
|
||||
return area(m->prev, m, p->prev) < 0 && area(p->next, m, m->next) < 0;
|
||||
}
|
||||
|
||||
// interlink polygon nodes in z-order
|
||||
template <typename N>
|
||||
void Earcut<N>::indexCurve(Node* start) {
|
||||
assert(start);
|
||||
Node* p = start;
|
||||
|
||||
do {
|
||||
p->z = p->z ? p->z : zOrder(p->x, p->y);
|
||||
p->prevZ = p->prev;
|
||||
p->nextZ = p->next;
|
||||
p = p->next;
|
||||
} while (p != start);
|
||||
|
||||
p->prevZ->nextZ = nullptr;
|
||||
p->prevZ = nullptr;
|
||||
|
||||
sortLinked(p);
|
||||
}
|
||||
|
||||
// Simon Tatham's linked list merge sort algorithm
|
||||
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
|
||||
template <typename N>
|
||||
typename Earcut<N>::Node*
|
||||
Earcut<N>::sortLinked(Node* list) {
|
||||
assert(list);
|
||||
Node* p;
|
||||
Node* q;
|
||||
Node* e;
|
||||
Node* tail;
|
||||
int i, numMerges, pSize, qSize;
|
||||
int inSize = 1;
|
||||
|
||||
for (;;) {
|
||||
p = list;
|
||||
list = nullptr;
|
||||
tail = nullptr;
|
||||
numMerges = 0;
|
||||
|
||||
while (p) {
|
||||
numMerges++;
|
||||
q = p;
|
||||
pSize = 0;
|
||||
for (i = 0; i < inSize; i++) {
|
||||
pSize++;
|
||||
q = q->nextZ;
|
||||
if (!q) break;
|
||||
}
|
||||
|
||||
qSize = inSize;
|
||||
|
||||
while (pSize > 0 || (qSize > 0 && q)) {
|
||||
|
||||
if (pSize == 0) {
|
||||
e = q;
|
||||
q = q->nextZ;
|
||||
qSize--;
|
||||
} else if (qSize == 0 || !q) {
|
||||
e = p;
|
||||
p = p->nextZ;
|
||||
pSize--;
|
||||
} else if (p->z <= q->z) {
|
||||
e = p;
|
||||
p = p->nextZ;
|
||||
pSize--;
|
||||
} else {
|
||||
e = q;
|
||||
q = q->nextZ;
|
||||
qSize--;
|
||||
}
|
||||
|
||||
if (tail) tail->nextZ = e;
|
||||
else list = e;
|
||||
|
||||
e->prevZ = tail;
|
||||
tail = e;
|
||||
}
|
||||
|
||||
p = q;
|
||||
}
|
||||
|
||||
tail->nextZ = nullptr;
|
||||
|
||||
if (numMerges <= 1) return list;
|
||||
|
||||
inSize *= 2;
|
||||
}
|
||||
}
|
||||
|
||||
// z-order of a Vertex given coords and size of the data bounding box
|
||||
template <typename N>
|
||||
int32_t Earcut<N>::zOrder(const double x_, const double y_) {
|
||||
// coords are transformed into non-negative 15-bit integer range
|
||||
int32_t x = static_cast<int32_t>(32767.0 * (x_ - minX) * inv_size);
|
||||
int32_t y = static_cast<int32_t>(32767.0 * (y_ - minY) * inv_size);
|
||||
|
||||
x = (x | (x << 8)) & 0x00FF00FF;
|
||||
x = (x | (x << 4)) & 0x0F0F0F0F;
|
||||
x = (x | (x << 2)) & 0x33333333;
|
||||
x = (x | (x << 1)) & 0x55555555;
|
||||
|
||||
y = (y | (y << 8)) & 0x00FF00FF;
|
||||
y = (y | (y << 4)) & 0x0F0F0F0F;
|
||||
y = (y | (y << 2)) & 0x33333333;
|
||||
y = (y | (y << 1)) & 0x55555555;
|
||||
|
||||
return x | (y << 1);
|
||||
}
|
||||
|
||||
// find the leftmost node of a polygon ring
|
||||
template <typename N>
|
||||
typename Earcut<N>::Node*
|
||||
Earcut<N>::getLeftmost(Node* start) {
|
||||
Node* p = start;
|
||||
Node* leftmost = start;
|
||||
do {
|
||||
if (p->x < leftmost->x || (p->x == leftmost->x && p->y < leftmost->y))
|
||||
leftmost = p;
|
||||
p = p->next;
|
||||
} while (p != start);
|
||||
|
||||
return leftmost;
|
||||
}
|
||||
|
||||
// check if a point lies within a convex triangle
|
||||
template <typename N>
|
||||
bool Earcut<N>::pointInTriangle(double ax, double ay, double bx, double by, double cx, double cy, double px, double py) const {
|
||||
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
|
||||
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
|
||||
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
|
||||
}
|
||||
|
||||
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
|
||||
template <typename N>
|
||||
bool Earcut<N>::isValidDiagonal(Node* a, Node* b) {
|
||||
return a->next->i != b->i && a->prev->i != b->i && !intersectsPolygon(a, b) && // dones't intersect other edges
|
||||
((locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
|
||||
(area(a->prev, a, b->prev) != 0.0 || area(a, b->prev, b) != 0.0)) || // does not create opposite-facing sectors
|
||||
(equals(a, b) && area(a->prev, a, a->next) > 0 && area(b->prev, b, b->next) > 0)); // special zero-length case
|
||||
}
|
||||
|
||||
// signed area of a triangle
|
||||
template <typename N>
|
||||
double Earcut<N>::area(const Node* p, const Node* q, const Node* r) const {
|
||||
return (q->y - p->y) * (r->x - q->x) - (q->x - p->x) * (r->y - q->y);
|
||||
}
|
||||
|
||||
// check if two points are equal
|
||||
template <typename N>
|
||||
bool Earcut<N>::equals(const Node* p1, const Node* p2) {
|
||||
return p1->x == p2->x && p1->y == p2->y;
|
||||
}
|
||||
|
||||
// check if two segments intersect
|
||||
template <typename N>
|
||||
bool Earcut<N>::intersects(const Node* p1, const Node* q1, const Node* p2, const Node* q2) {
|
||||
int o1 = sign(area(p1, q1, p2));
|
||||
int o2 = sign(area(p1, q1, q2));
|
||||
int o3 = sign(area(p2, q2, p1));
|
||||
int o4 = sign(area(p2, q2, q1));
|
||||
|
||||
if (o1 != o2 && o3 != o4) return true; // general case
|
||||
|
||||
if (o1 == 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
|
||||
if (o2 == 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
|
||||
if (o3 == 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
|
||||
if (o4 == 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// for collinear points p, q, r, check if point q lies on segment pr
|
||||
template <typename N>
|
||||
bool Earcut<N>::onSegment(const Node* p, const Node* q, const Node* r) {
|
||||
return q->x <= std::max<double>(p->x, r->x) &&
|
||||
q->x >= std::min<double>(p->x, r->x) &&
|
||||
q->y <= std::max<double>(p->y, r->y) &&
|
||||
q->y >= std::min<double>(p->y, r->y);
|
||||
}
|
||||
|
||||
template <typename N>
|
||||
int Earcut<N>::sign(double val) {
|
||||
return (0.0 < val) - (val < 0.0);
|
||||
}
|
||||
|
||||
// check if a polygon diagonal intersects any polygon segments
|
||||
template <typename N>
|
||||
bool Earcut<N>::intersectsPolygon(const Node* a, const Node* b) {
|
||||
const Node* p = a;
|
||||
do {
|
||||
if (p->i != a->i && p->next->i != a->i && p->i != b->i && p->next->i != b->i &&
|
||||
intersects(p, p->next, a, b)) return true;
|
||||
p = p->next;
|
||||
} while (p != a);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// check if a polygon diagonal is locally inside the polygon
|
||||
template <typename N>
|
||||
bool Earcut<N>::locallyInside(const Node* a, const Node* b) {
|
||||
return area(a->prev, a, a->next) < 0 ?
|
||||
area(a, b, a->next) >= 0 && area(a, a->prev, b) >= 0 :
|
||||
area(a, b, a->prev) < 0 || area(a, a->next, b) < 0;
|
||||
}
|
||||
|
||||
// check if the middle Vertex of a polygon diagonal is inside the polygon
|
||||
template <typename N>
|
||||
bool Earcut<N>::middleInside(const Node* a, const Node* b) {
|
||||
const Node* p = a;
|
||||
bool inside = false;
|
||||
double px = (a->x + b->x) / 2;
|
||||
double py = (a->y + b->y) / 2;
|
||||
do {
|
||||
if (((p->y > py) != (p->next->y > py)) && p->next->y != p->y &&
|
||||
(px < (p->next->x - p->x) * (py - p->y) / (p->next->y - p->y) + p->x))
|
||||
inside = !inside;
|
||||
p = p->next;
|
||||
} while (p != a);
|
||||
|
||||
return inside;
|
||||
}
|
||||
|
||||
// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits
|
||||
// polygon into two; if one belongs to the outer ring and another to a hole, it merges it into a
|
||||
// single ring
|
||||
template <typename N>
|
||||
typename Earcut<N>::Node*
|
||||
Earcut<N>::splitPolygon(Node* a, Node* b) {
|
||||
Node* a2 = nodes.construct(a->i, a->x, a->y);
|
||||
Node* b2 = nodes.construct(b->i, b->x, b->y);
|
||||
Node* an = a->next;
|
||||
Node* bp = b->prev;
|
||||
|
||||
a->next = b;
|
||||
b->prev = a;
|
||||
|
||||
a2->next = an;
|
||||
an->prev = a2;
|
||||
|
||||
b2->next = a2;
|
||||
a2->prev = b2;
|
||||
|
||||
bp->next = b2;
|
||||
b2->prev = bp;
|
||||
|
||||
return b2;
|
||||
}
|
||||
|
||||
// create a node and util::optionally link it with previous one (in a circular doubly linked list)
|
||||
template <typename N> template <typename Point>
|
||||
typename Earcut<N>::Node*
|
||||
Earcut<N>::insertNode(std::size_t i, const Point& pt, Node* last) {
|
||||
Node* p = nodes.construct(static_cast<N>(i), util::nth<0, Point>::get(pt), util::nth<1, Point>::get(pt));
|
||||
|
||||
if (!last) {
|
||||
p->prev = p;
|
||||
p->next = p;
|
||||
|
||||
} else {
|
||||
assert(last);
|
||||
p->next = last->next;
|
||||
p->prev = last;
|
||||
last->next->prev = p;
|
||||
last->next = p;
|
||||
}
|
||||
return p;
|
||||
}
|
||||
|
||||
template <typename N>
|
||||
void Earcut<N>::removeNode(Node* p) {
|
||||
p->next->prev = p->prev;
|
||||
p->prev->next = p->next;
|
||||
|
||||
if (p->prevZ) p->prevZ->nextZ = p->nextZ;
|
||||
if (p->nextZ) p->nextZ->prevZ = p->prevZ;
|
||||
}
|
||||
}
|
||||
|
||||
template <typename N = uint32_t, typename Polygon>
|
||||
std::vector<N> earcut(const Polygon& poly) {
|
||||
mapbox::detail::Earcut<N> earcut;
|
||||
earcut(poly);
|
||||
return std::move(earcut.indices);
|
||||
}
|
||||
}
|
|
@ -1,6 +1,7 @@
|
|||
#include "KP3D_Geometry.h"
|
||||
|
||||
#include <clipper2/clipper.h>
|
||||
#include <earcut.hpp>
|
||||
|
||||
#include "KP3D_Log.h"
|
||||
|
||||
|
@ -59,4 +60,47 @@ std::vector<std::vector<Vec2>> ClipPolygonHoles(std::vector<Vec2> polygon, std::
|
|||
return {polygon};
|
||||
}
|
||||
|
||||
std::vector<Vec2> TriangulatePolygon(std::vector<Vec2> in_polygon, std::vector<std::vector<Vec2>> holes)
|
||||
{
|
||||
std::vector<Vec2> renderable_polygon;
|
||||
|
||||
//std::vector<std::vector<Vec2>> all_polygons;
|
||||
//all_polygons.push_back(in_polygon);
|
||||
//all_polygons.insert(all_polygons.end(), holes.begin(), holes.end());
|
||||
|
||||
std::vector<std::vector<std::array<float, 2>>> mb_polygon;
|
||||
|
||||
std::vector<std::array<float, 2>> mb_polyline;
|
||||
for (const Vec2& v: in_polygon)
|
||||
mb_polyline.push_back({{v.x, v.y}});
|
||||
mb_polygon.push_back(mb_polyline);
|
||||
//for (auto& poly : holes)
|
||||
for (int i = 0; i < holes.size(); i++)
|
||||
{
|
||||
auto& poly = holes[i];
|
||||
std::vector<std::array<float, 2>> polyl;
|
||||
for (const Vec2& v : poly)
|
||||
polyl.push_back({{v.x, v.y}});
|
||||
// std::reverse(polyl.begin(), polyl.end());
|
||||
mb_polygon.push_back(polyl);
|
||||
}
|
||||
|
||||
std::vector<uint32> vertex_indices = mapbox::earcut(mb_polygon);
|
||||
assert(vertex_indices.size() % 3 == 0);
|
||||
|
||||
for (int idx = 0; idx < vertex_indices.size(); idx += 3)
|
||||
{
|
||||
std::array<float, 2> a = mb_polyline[vertex_indices[idx + 0]];
|
||||
std::array<float, 2> b = mb_polyline[vertex_indices[idx + 1]];
|
||||
std::array<float, 2> c = mb_polyline[vertex_indices[idx + 2]];
|
||||
|
||||
renderable_polygon.push_back({a[0], a[1]});
|
||||
renderable_polygon.push_back({b[0], b[1]});
|
||||
renderable_polygon.push_back({c[0], c[1]});
|
||||
}
|
||||
|
||||
return renderable_polygon;
|
||||
|
||||
}
|
||||
|
||||
} // namespace kp3d
|
||||
|
|
|
@ -55,6 +55,7 @@ float Distance(XYf a, XYf b);
|
|||
|
||||
std::vector<std::vector<Vec2>> SplitComplexPolygon(std::vector<Vec2> polygon);
|
||||
std::vector<std::vector<Vec2>> ClipPolygonHoles(std::vector<Vec2> polygon, std::vector<std::vector<Vec2>> holes);
|
||||
std::vector<Vec2> TriangulatePolygon(std::vector<Vec2> polygon, std::vector<std::vector<Vec2>> holes);
|
||||
|
||||
|
||||
} // namespace kp3d
|
||||
|
|
|
@ -124,11 +124,12 @@ void Map::BuildFlat(Sector& sector, Flat& flat, bool invert)
|
|||
float min_height = MAX;
|
||||
float max_height = -MAX;
|
||||
|
||||
//std::vector<Vec2> clipper_out = TriangulatePolygon(flat_polygons, subsector_polygons);
|
||||
for (int i = 0; i < clipper_out.size(); i += 3)
|
||||
{
|
||||
c2t::Point a = clipper_out.at(i + 0);
|
||||
c2t::Point b = clipper_out.at(i + 1);
|
||||
c2t::Point c = clipper_out.at(i + 2);
|
||||
auto a = clipper_out.at(i + 0);
|
||||
auto b = clipper_out.at(i + 1);
|
||||
auto c = clipper_out.at(i + 2);
|
||||
|
||||
float au = a.x * 0.5f, av = a.y * 0.5f;
|
||||
float bu = b.x * 0.5f, bv = b.y * 0.5f;
|
||||
|
@ -313,28 +314,37 @@ void Map::JoinSectors(Sector& sector)
|
|||
good = true;
|
||||
if (good && !l.portal && !ld.portal)
|
||||
{
|
||||
XYf old_end = ld.end;
|
||||
ld.end.x = l.end.x;
|
||||
ld.end.y = l.end.y;
|
||||
ld.flags = Wall::FLAG_TOUCHED;
|
||||
Wall w1 = ld;
|
||||
w1.start.x = ld.end.x;
|
||||
w1.start.y = ld.end.y;
|
||||
w1.end.x = l.start.x;
|
||||
w1.end.y = l.start.y;
|
||||
w1.textures[TEX_FRONT] = nullptr;
|
||||
w1.flags = Wall::FLAG_OPENING;
|
||||
w1.portal = &s;
|
||||
w1.flags = Wall::FLAG_TOUCHED;
|
||||
Wall w2 = ld;
|
||||
w2.start.x = w1.end.x;
|
||||
w2.start.y = w1.end.y;
|
||||
w2.end.x = old_end.x;
|
||||
w2.end.y = old_end.y;
|
||||
w2.flags = Wall::FLAG_TOUCHED;
|
||||
if (same_points)
|
||||
{
|
||||
ld.textures[TEX_FRONT] = nullptr;
|
||||
ld.flags = Wall::FLAG_OPENING | Wall::FLAG_TOUCHED;
|
||||
ld.portal = &s;
|
||||
}
|
||||
else
|
||||
{
|
||||
XYf old_end = ld.end;
|
||||
ld.end.x = l.end.x;
|
||||
ld.end.y = l.end.y;
|
||||
ld.flags = Wall::FLAG_TOUCHED;
|
||||
Wall w1 = ld;
|
||||
w1.start.x = ld.end.x;
|
||||
w1.start.y = ld.end.y;
|
||||
w1.end.x = l.start.x;
|
||||
w1.end.y = l.start.y;
|
||||
w1.textures[TEX_FRONT] = nullptr;
|
||||
w1.flags = Wall::FLAG_OPENING;
|
||||
w1.portal = &s;
|
||||
w1.flags = Wall::FLAG_TOUCHED;
|
||||
Wall w2 = ld;
|
||||
w2.start.x = w1.end.x;
|
||||
w2.start.y = w1.end.y;
|
||||
w2.end.x = old_end.x;
|
||||
w2.end.y = old_end.y;
|
||||
w2.flags = Wall::FLAG_TOUCHED;
|
||||
|
||||
InsertLine(sector.walls, i + 1, w1);
|
||||
InsertLine(sector.walls, i + 2, w2);
|
||||
InsertLine(sector.walls, i + 1, w1);
|
||||
InsertLine(sector.walls, i + 2, w2);
|
||||
}
|
||||
|
||||
KP3D_LOG_INFO("{} IS CONNECTED TO {}", sector.id, s.id);
|
||||
|
||||
|
@ -642,6 +652,7 @@ void Map::BuildSkybox(const std::string& texture_path, float scale)
|
|||
|
||||
void Map::RenderSkybox()
|
||||
{
|
||||
return;
|
||||
glDisable(GL_DEPTH_TEST);
|
||||
Renderer3D::PushShader(Renderer3D::GetDefaultShader());
|
||||
m_skybox_data.transform.translation = Renderer3D::GetPrimaryCamera()->position;
|
||||
|
|
|
@ -122,6 +122,7 @@ public:
|
|||
void RenderGrid();
|
||||
|
||||
public:
|
||||
bool join_disabled = false;
|
||||
std::vector<Sector> original_sectors;
|
||||
std::vector<Sector> sectors;
|
||||
bool render_wireframe = true;
|
||||
|
|
|
@ -43,6 +43,12 @@ void Editor::Init()
|
|||
|
||||
void Editor::Update()
|
||||
{
|
||||
if (sandbox->IsKeyDown(kp3d::KEY_O))
|
||||
{
|
||||
sandbox->map.join_disabled ^= 1;
|
||||
sandbox->KeyReset(kp3d::KEY_O);
|
||||
}
|
||||
|
||||
if (sandbox->IsMouseButtonDown(kp3d::MOUSE_BUTTON_LEFT))
|
||||
{
|
||||
points.push_back(m_stem_pos);
|
||||
|
|
Loading…
Reference in a new issue