411 lines
12 KiB
C++
411 lines
12 KiB
C++
#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <assert.h>
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#include <math.h>
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/*!
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**
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** Copyright (c) 2007 by John W. Ratcliff mailto:jratcliff@infiniplex.net
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**
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** Portions of this source has been released with the PhysXViewer application, as well as
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** Rocket, CreateDynamics, ODF, and as a number of sample code snippets.
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**
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** If you find this code useful or you are feeling particularily generous I would
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** ask that you please go to http://www.amillionpixels.us and make a donation
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** to Troy DeMolay.
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**
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** DeMolay is a youth group for young men between the ages of 12 and 21.
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** It teaches strong moral principles, as well as leadership skills and
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** public speaking. The donations page uses the 'pay for pixels' paradigm
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** where, in this case, a pixel is only a single penny. Donations can be
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** made for as small as $4 or as high as a $100 block. Each person who donates
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** will get a link to their own site as well as acknowledgement on the
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** donations blog located here http://www.amillionpixels.blogspot.com/
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**
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** If you wish to contact me you can use the following methods:
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**
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** Skype Phone: 636-486-4040 (let it ring a long time while it goes through switches)
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** Skype ID: jratcliff63367
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** Yahoo: jratcliff63367
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** AOL: jratcliff1961
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** email: jratcliff@infiniplex.net
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** Personal website: http://jratcliffscarab.blogspot.com
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** Coding Website: http://codesuppository.blogspot.com
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** FundRaising Blog: http://amillionpixels.blogspot.com
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** Fundraising site: http://www.amillionpixels.us
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** New Temple Site: http://newtemple.blogspot.com
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**
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**
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** The MIT license:
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**
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** Permission is hereby granted, free of charge, to any person obtaining a copy
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** of this software and associated documentation files (the "Software"), to deal
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** in the Software without restriction, including without limitation the rights
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** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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** copies of the Software, and to permit persons to whom the Software is furnished
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** to do so, subject to the following conditions:
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**
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** The above copyright notice and this permission notice shall be included in all
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** copies or substantial portions of the Software.
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** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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** IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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** FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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** AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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** WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
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** CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#include <vector> // Include STL vector class.
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#include "triangulate.h"
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namespace ConvexDecomposition
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{
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class Vec2d
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{
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public:
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Vec2d(const double *v)
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{
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mX = v[0];
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mY = v[1];
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}
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Vec2d(double x,double y)
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{
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Set(x,y);
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};
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double GetX(void) const { return mX; };
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double GetY(void) const { return mY; };
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void Set(double x,double y)
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{
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mX = x;
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mY = y;
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};
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private:
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double mX;
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double mY;
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};// Typedef an STL vector of vertices which are used to represent
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// a polygon/contour and a series of triangles.
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typedef std::vector< Vec2d > Vec2dVector;
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static bool Process(const Vec2dVector &contour,Vec2dVector &result); // compute area of a contour/polygon
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static double Area(const Vec2dVector &contour); // decide if point Px/Py is inside triangle defined by (Ax,Ay) (Bx,By) (Cx,Cy)
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static bool InsideTriangle(double Ax, double Ay,double Bx, double By,double Cx, double Cy,double Px, double Py);
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static bool Snip(const Vec2dVector &contour,int u,int v,int w,int n,int *V);
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static const double EPSILON=0.0000000001f;
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double Area(const Vec2dVector &contour)
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{
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int n = contour.size();
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double A=0.0f;
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for(int p=n-1,q=0; q<n; p=q++)
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{
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A+= contour[p].GetX()*contour[q].GetY() - contour[q].GetX()*contour[p].GetY();
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}
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return A*0.5f;
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}
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/*
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InsideTriangle decides if a point P is Inside of the triangle
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defined by A, B, C.
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*/
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bool InsideTriangle(double Ax, double Ay,double Bx, double By,double Cx, double Cy,double Px, double Py)
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{
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double ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
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double cCROSSap, bCROSScp, aCROSSbp; ax = Cx - Bx; ay = Cy - By;
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bx = Ax - Cx; by = Ay - Cy;
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cx = Bx - Ax; cy = By - Ay;
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apx= Px - Ax; apy= Py - Ay;
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bpx= Px - Bx; bpy= Py - By;
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cpx= Px - Cx; cpy= Py - Cy; aCROSSbp = ax*bpy - ay*bpx;
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cCROSSap = cx*apy - cy*apx;
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bCROSScp = bx*cpy - by*cpx; return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
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};
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bool Snip(const Vec2dVector &contour,int u,int v,int w,int n,int *V)
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{
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int p;
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double Ax, Ay, Bx, By, Cx, Cy, Px, Py;
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Ax = contour[V[u]].GetX();
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Ay = contour[V[u]].GetY();
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Bx = contour[V[v]].GetX();
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By = contour[V[v]].GetY();
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Cx = contour[V[w]].GetX();
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Cy = contour[V[w]].GetY();
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if ( EPSILON > (((Bx-Ax)*(Cy-Ay)) - ((By-Ay)*(Cx-Ax))) ) return false; for (p=0;p<n;p++)
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{
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if( (p == u) || (p == v) || (p == w) ) continue;
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Px = contour[V[p]].GetX();
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Py = contour[V[p]].GetY();
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if (InsideTriangle(Ax,Ay,Bx,By,Cx,Cy,Px,Py)) return false;
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} return true;
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}
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bool Process(const Vec2dVector &contour,Vec2dVector &result)
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{
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/* allocate and initialize list of Vertices in polygon */
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int n = contour.size();
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if ( n < 3 ) return false; int *V = new int[n]; /* we want a counter-clockwise polygon in V */ if ( 0.0f < Area(contour) )
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for (int v=0; v<n; v++) V[v] = v;
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else
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for(int v=0; v<n; v++) V[v] = (n-1)-v; int nv = n; /* remove nv-2 Vertices, creating 1 triangle every time */
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int count = 2*nv; /* error detection */
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for(int m=0, v=nv-1; nv>2; )
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{
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/* if we loop, it is probably a non-simple polygon */
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if (0 >= (count--))
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{
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//** Triangulate: ERROR - probable bad polygon!
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return false;
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} /* three consecutive vertices in current polygon, <u,v,w> */
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int u = v ;
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if (nv <= u) u = 0; /* previous */
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v = u+1; if (nv <= v) v = 0; /* new v */
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int w = v+1;
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if (nv <= w) w = 0; /* next */
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if ( Snip(contour,u,v,w,nv,V) )
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{
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int a,b,c,s,t; /* true names of the vertices */
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a = V[u];
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b = V[v];
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c = V[w]; /* output Triangle */
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result.push_back( contour[a] );
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result.push_back( contour[b] );
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result.push_back( contour[c] );
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m++; /* remove v from remaining polygon */
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for(s=v,t=v+1;t<nv;s++,t++) V[s] = V[t]; nv--; /* resest error detection counter */
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count = 2*nv;
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}
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}
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delete V;
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return true;
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}
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unsigned int triangulate3d(unsigned int pcount, // number of points in the polygon
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const double *vertices, // array of 3d vertices.
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double *triangles, // memory to store output triangles
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unsigned int maxTri, // maximum triangles we are allowed to output.
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const double *plane)
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{
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unsigned int ret = 0;
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FILE *fph = fopen("debug.obj", "wb");
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if ( fph )
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{
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fprintf(fph,"v 10 10 0\r\n");
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for (unsigned int i=0; i<pcount; i++)
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{
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fprintf(fph,"v %f %f %f\r\n", vertices[i*3+0], vertices[i*3+1], vertices[i*3+2]);
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}
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for (unsigned int i=0; i<pcount; i++)
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{
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unsigned int next = i+1;
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if ( next == pcount ) next = 0;
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fprintf(fph,"f %d %d %d\r\n", i+2, 1, next+2 );
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}
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fclose(fph);
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}
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if ( pcount >= 3 )
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{
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double normal[3];
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normal[0] = plane[0];
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normal[1] = plane[1];
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normal[2] = plane[2];
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double D = plane[3];
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unsigned int i0 = 0;
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unsigned int i1 = 1;
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unsigned int i2 = 2;
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unsigned int axis = 0;
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// find the dominant axis.
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double dx = fabs(normal[0]);
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double dy = fabs(normal[1]);
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double dz = fabs(normal[2]);
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if ( dx > dy && dx > dz )
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{
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axis = 0;
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i0 = 1;
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i1 = 2;
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i2 = 0;
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}
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else if ( dy > dx && dy > dz )
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{
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i0 = 0;
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i1 = 2;
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i2 = 1;
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axis = 1;
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}
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else if ( dz > dx && dz > dy )
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{
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i0 = 0;
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i1 = 1;
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i2 = 2;
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axis = 2;
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}
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double *ptemp = new double[pcount*2];
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double *ptri = new double[maxTri*2*3];
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const double *source = vertices;
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double *dest = ptemp;
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for (unsigned int i=0; i<pcount; i++)
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{
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dest[0] = source[i0];
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dest[1] = source[i1];
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dest+=2;
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source+=3;
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}
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ret = triangulate2d(pcount, ptemp, ptri, maxTri );
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// ok..now we have to copy it back and project the 3d component.
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if ( ret )
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{
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const double *source = ptri;
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double *dest = triangles;
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double inverseZ = -1.0f / normal[i2];
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for (unsigned int i=0; i<ret*3; i++)
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{
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dest[i0] = source[0];
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dest[i1] = source[1];
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dest[i2] = (normal[i0]*source[0] + normal[i1]*source[1] + D ) * inverseZ; // solve for projected component
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dest+=3;
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source+=2;
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}
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if ( 1 )
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{
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FILE *fph = fopen("test.obj","wb");
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const double *source = triangles;
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for (unsigned int i=0; i<ret*3; i++)
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{
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fprintf(fph,"v %f %f %f\r\n", source[0], source[1], source[2] );
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source+=3;
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}
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int index = 1;
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for (unsigned int i=0; i<ret; i++)
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{
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fprintf(fph,"f %d %d %d\r\n", index, index+1, index+2 );
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index+=3;
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}
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fclose(fph);
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}
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}
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delete ptri;
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delete ptemp;
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}
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return ret;
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}
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unsigned int triangulate3d(unsigned int pcount, // number of points in the polygon
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const unsigned int *indices, // polygon points using indices
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const double *vertices, // base address for array indexing
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double *triangles, // buffer to store output 3d triangles.
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unsigned int maxTri, // maximum triangles we can output.
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const double *plane)
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{
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unsigned int ret = 0;
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if ( pcount )
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{
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// copy the indexed polygon out as a flat array of vertices.
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double *ptemp = new double[pcount*3];
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double *dest = ptemp;
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for (unsigned int i=0; i<pcount; i++)
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{
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unsigned int index = indices[i];
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const double *source = &vertices[index*3];
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*dest++ = *source++;
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*dest++ = *source++;
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*dest++ = *source++;
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}
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ret = triangulate3d(pcount,ptemp,triangles,maxTri,plane);
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delete ptemp;
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}
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return ret;
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}
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unsigned int triangulate2d(unsigned int pcount, // number of points in the polygon
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const double *vertices, // address of input points (2d)
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double *triangles, // destination buffer for output triangles.
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unsigned int maxTri) // maximum number of triangles we can store.
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{
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unsigned int ret = 0;
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const double *source = vertices;
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Vec2dVector vlist;
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for (unsigned int i=0; i<pcount; i++)
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{
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Vec2d v(source);
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vlist.push_back(v);
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source+=2;
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}
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Vec2dVector result;
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bool ok = Process(vlist,result);
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if ( ok )
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{
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ret = result.size()/3;
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if ( ret < maxTri )
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{
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double *dest = triangles;
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for (unsigned int i=0; i<ret*3; i++)
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{
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dest[0] = result[i].GetX();
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dest[1] = result[i].GetY();
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dest+=2;
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}
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}
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else
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{
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ret = 0;
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}
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}
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return ret;
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}
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}; // end of namespace
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