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com.esotericsoftware.spine.utils.Triangulator Maven / Gradle / Ivy
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* Copyright (c) 2013-2023, Esoteric Software LLC
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* otherwise create derivative works of the Spine Runtimes (collectively,
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package com.esotericsoftware.spine.utils;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.BooleanArray;
import com.badlogic.gdx.utils.FloatArray;
import com.badlogic.gdx.utils.Pool;
import com.badlogic.gdx.utils.ShortArray;
class Triangulator {
private final Array convexPolygons = new Array(false, 16);
private final Array convexPolygonsIndices = new Array(false, 16);
private final ShortArray indicesArray = new ShortArray();
private final BooleanArray isConcaveArray = new BooleanArray();
private final ShortArray triangles = new ShortArray();
private final Pool polygonPool = new Pool() {
protected FloatArray newObject () {
return new FloatArray(16);
}
};
private final Pool polygonIndicesPool = new Pool() {
protected ShortArray newObject () {
return new ShortArray(16);
}
};
public ShortArray triangulate (FloatArray verticesArray) {
float[] vertices = verticesArray.items;
int vertexCount = verticesArray.size >> 1;
ShortArray indicesArray = this.indicesArray;
indicesArray.clear();
short[] indices = indicesArray.setSize(vertexCount);
for (short i = 0; i < vertexCount; i++)
indices[i] = i;
BooleanArray isConcaveArray = this.isConcaveArray;
boolean[] isConcave = isConcaveArray.setSize(vertexCount);
for (int i = 0, n = vertexCount; i < n; ++i)
isConcave[i] = isConcave(i, vertexCount, vertices, indices);
ShortArray 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;
while (true) {
outer:
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)) break outer;
}
}
}
break;
}
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.removeIndex(i);
isConcaveArray.removeIndex(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;
}
public Array decompose (FloatArray verticesArray, ShortArray triangles) {
float[] vertices = verticesArray.items;
Array convexPolygons = this.convexPolygons;
polygonPool.freeAll(convexPolygons);
convexPolygons.clear();
Array convexPolygonsIndices = this.convexPolygonsIndices;
polygonIndicesPool.freeAll(convexPolygonsIndices);
convexPolygonsIndices.clear();
ShortArray polygonIndices = polygonIndicesPool.obtain();
polygonIndices.clear();
FloatArray polygon = polygonPool.obtain();
polygon.clear();
// Merge subsequent triangles if they form a triangle fan.
int fanBaseIndex = -1, lastWinding = 0;
short[] trianglesItems = triangles.items;
for (int i = 0, n = triangles.size; 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).
boolean merged = false;
if (fanBaseIndex == t1) {
int o = polygon.size - 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.size > 0) {
convexPolygons.add(polygon);
convexPolygonsIndices.add(polygonIndices);
polygon = polygonPool.obtain();
polygonIndices = polygonIndicesPool.obtain();
}
polygon.clear();
polygon.add(x1);
polygon.add(y1);
polygon.add(x2);
polygon.add(y2);
polygon.add(x3);
polygon.add(y3);
polygonIndices.clear();
polygonIndices.add(t1);
polygonIndices.add(t2);
polygonIndices.add(t3);
lastWinding = winding(x1, y1, x2, y2, x3, y3);
fanBaseIndex = t1;
}
}
if (polygon.size > 0) {
convexPolygons.add(polygon);
convexPolygonsIndices.add(polygonIndices);
}
// Go through the list of polygons and try to merge the remaining triangles with the found triangle fans.
Object[] convexPolygonsIndicesItems = convexPolygonsIndices.items, convexPolygonsItems = convexPolygons.items;
for (int i = 0, n = convexPolygons.size; i < n; i++) {
polygonIndices = (ShortArray)convexPolygonsIndicesItems[i];
if (polygonIndices.size == 0) continue;
int firstIndex = polygonIndices.first();
int lastIndex = polygonIndices.get(polygonIndices.size - 1);
polygon = (FloatArray)convexPolygonsItems[i];
int o = polygon.size - 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;
ShortArray otherIndices = (ShortArray)convexPolygonsIndicesItems[ii];
if (otherIndices.size != 3) continue;
int otherFirstIndex = otherIndices.first();
int otherSecondIndex = otherIndices.get(1);
int otherLastIndex = otherIndices.get(2);
FloatArray otherPoly = (FloatArray)convexPolygonsItems[ii];
float x3 = otherPoly.get(otherPoly.size - 2), y3 = otherPoly.get(otherPoly.size - 1);
if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
int winding1 = winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
int winding2 = winding(x3, y3, firstX, firstY, secondX, secondY);
if (winding1 == 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.size - 1; i >= 0; i--) {
polygon = (FloatArray)convexPolygonsItems[i];
if (polygon.size == 0) {
convexPolygons.removeIndex(i);
polygonPool.free(polygon);
polygonIndices = convexPolygonsIndices.removeIndex(i);
polygonIndicesPool.free(polygonIndices);
}
}
return convexPolygons;
}
static private boolean isConcave (int index, int vertexCount, float[] vertices, short[] indices) {
int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
int current = indices[index] << 1;
int next = indices[(index + 1) % vertexCount] << 1;
return !positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1], vertices[next],
vertices[next + 1]);
}
static private boolean positiveArea (float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
}
static private int winding (float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
float px = p2x - p1x, py = p2y - p1y;
return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
}
}