Esempio n. 1
0
        public ExposedList <int> Triangulate(ExposedList <float> verticesArray)
        {
            var vertices    = verticesArray.Items;
            int vertexCount = verticesArray.Count >> 1;

            var indicesArray = this.indicesArray;

            indicesArray.Clear();
            int[] indices = indicesArray.Resize(vertexCount).Items;
            for (int i = 0; i < vertexCount; i++)
            {
                indices[i] = i;
            }

            var isConcaveArray = this.isConcaveArray;

            bool[] isConcave = isConcaveArray.Resize(vertexCount).Items;
            for (int i = 0, n = vertexCount; i < n; ++i)
            {
                isConcave[i] = IsConcave(i, vertexCount, vertices, indices);
            }

            var triangles = this.triangles;

            triangles.Clear();
            triangles.EnsureCapacity(Math.Max(0, vertexCount - 2) << 2);

            while (vertexCount > 3)
            {
                // Find ear tip.
                int previous = vertexCount - 1, i = 0, next = 1;

                // outer:
                while (true)
                {
                    if (!isConcave[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 (int ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount)
                        {
                            if (!isConcave[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 (!isConcave[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]);
                indicesArray.RemoveAt(i);
                isConcaveArray.RemoveAt(i);
                vertexCount--;

                int previousIndex = (vertexCount + i - 1) % vertexCount;
                int nextIndex     = i == vertexCount ? 0 : i;
                isConcave[previousIndex] = IsConcave(previousIndex, vertexCount, vertices, indices);
                isConcave[nextIndex]     = IsConcave(nextIndex, vertexCount, vertices, indices);
            }

            if (vertexCount == 3)
            {
                triangles.Add(indices[2]);
                triangles.Add(indices[0]);
                triangles.Add(indices[1]);
            }

            return(triangles);
        }
Esempio n. 2
0
        public ExposedList <ExposedList <float> > Decompose(ExposedList <float> verticesArray, ExposedList <int> triangles)
        {
            var vertices       = verticesArray.Items;
            var convexPolygons = this.convexPolygons;

            for (int i = 0, n = convexPolygons.Count; i < n; i++)
            {
                polygonPool.Free(convexPolygons.Items[i]);
            }
            convexPolygons.Clear();

            var convexPolygonsIndices = this.convexPolygonsIndices;

            for (int i = 0, n = convexPolygonsIndices.Count; i < n; i++)
            {
                polygonIndicesPool.Free(convexPolygonsIndices.Items[i]);
            }
            convexPolygonsIndices.Clear();

            var polygonIndices = polygonIndicesPool.Obtain();

            polygonIndices.Clear();

            var polygon = polygonPool.Obtain();

            polygon.Clear();

            // Merge subsequent triangles if they form a triangle fan.
            int fanBaseIndex = -1, lastWinding = 0;

            int[] trianglesItems = triangles.Items;
            for (int i = 0, n = triangles.Count; i < n; i += 3)
            {
                int   t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[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).
                var merged = false;
                if (fanBaseIndex == t1)
                {
                    int     o        = polygon.Count - 4;
                    float[] p        = polygon.Items;
                    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.Count > 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.Count > 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 (int i = 0, n = convexPolygons.Count; i < n; i++)
            {
                polygonIndices = convexPolygonsIndices.Items[i];
                if (polygonIndices.Count == 0)
                {
                    continue;
                }
                int firstIndex = polygonIndices.Items[0];
                int lastIndex  = polygonIndices.Items[polygonIndices.Count - 1];

                polygon = convexPolygons.Items[i];
                int     o = polygon.Count - 4;
                float[] p = polygon.Items;
                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     winding = Winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);

                for (int ii = 0; ii < n; ii++)
                {
                    if (ii == i)
                    {
                        continue;
                    }
                    var otherIndices = convexPolygonsIndices.Items[ii];
                    if (otherIndices.Count != 3)
                    {
                        continue;
                    }
                    int otherFirstIndex  = otherIndices.Items[0];
                    int otherSecondIndex = otherIndices.Items[1];
                    int otherLastIndex   = otherIndices.Items[2];

                    var   otherPoly = convexPolygons.Items[ii];
                    float x3 = otherPoly.Items[otherPoly.Count - 2], y3 = otherPoly.Items[otherPoly.Count - 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 == winding && winding2 == winding)
                    {
                        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 = convexPolygons.Count - 1; i >= 0; i--)
            {
                polygon = convexPolygons.Items[i];
                if (polygon.Count == 0)
                {
                    convexPolygons.RemoveAt(i);
                    polygonPool.Free(polygon);
                    polygonIndices = convexPolygonsIndices.Items[i];
                    convexPolygonsIndices.RemoveAt(i);
                    polygonIndicesPool.Free(polygonIndices);
                }
            }

            return(convexPolygons);
        }