315 lines
10 KiB
Rust
315 lines
10 KiB
Rust
// Copyright (c) 2019-present Dmitry Stepanov and Fyrox Engine contributors.
|
|
//
|
|
// Permission is hereby granted, free of charge, to any person obtaining a copy
|
|
// of this software and associated documentation files (the "Software"), to deal
|
|
// in the Software without restriction, including without limitation the rights
|
|
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
|
// copies of the Software, and to permit persons to whom the Software is
|
|
// furnished to do so, subject to the following conditions:
|
|
//
|
|
// The above copyright notice and this permission notice shall be included in all
|
|
// copies or substantial portions of the Software.
|
|
//
|
|
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
|
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
|
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
|
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
|
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
|
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
|
// SOFTWARE.
|
|
|
|
use nalgebra::{Vector2, Vector3};
|
|
use std::fmt;
|
|
|
|
///
|
|
/// Polygon vertex
|
|
///
|
|
#[derive(Debug)]
|
|
struct Vertex {
|
|
position: Vector2<f32>,
|
|
prev: usize,
|
|
index: usize,
|
|
next: usize,
|
|
}
|
|
|
|
///
|
|
/// Linked list of vertices
|
|
///
|
|
struct Polygon {
|
|
vertices: Vec<Vertex>,
|
|
head: usize,
|
|
tail: usize,
|
|
}
|
|
|
|
impl Polygon {
|
|
///
|
|
/// Excludes vertex from polygon. Does not remove it from vertices array!
|
|
///
|
|
#[inline]
|
|
fn remove_vertex(&mut self, index: usize) {
|
|
let next_index = self.vertices[index].next;
|
|
let prev_index = self.vertices[index].prev;
|
|
|
|
let prev = &mut self.vertices[prev_index];
|
|
prev.next = next_index;
|
|
|
|
let next = &mut self.vertices[next_index];
|
|
next.prev = prev_index;
|
|
|
|
if index == self.head {
|
|
self.head = next_index;
|
|
}
|
|
|
|
if index == self.tail {
|
|
self.tail = prev_index;
|
|
}
|
|
}
|
|
}
|
|
|
|
impl fmt::Debug for Polygon {
|
|
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
|
|
let mut i = self.head;
|
|
loop {
|
|
let vertex = &self.vertices[i];
|
|
writeln!(
|
|
f,
|
|
"Vertex {:?}; {} {} {}",
|
|
vertex.position, vertex.prev, vertex.index, vertex.next
|
|
)?;
|
|
i = self.vertices[i].next;
|
|
if i == self.head {
|
|
break;
|
|
}
|
|
}
|
|
Ok(())
|
|
}
|
|
}
|
|
|
|
fn is_ear(poly: &Polygon, prev: &Vertex, ear: &Vertex, next: &Vertex) -> bool {
|
|
// Check if other points are inside triangle
|
|
let mut i = poly.head;
|
|
loop {
|
|
let vertex = &poly.vertices[i];
|
|
if i != prev.index
|
|
&& i != ear.index
|
|
&& i != next.index
|
|
&& crate::is_point_inside_2d_triangle(
|
|
vertex.position,
|
|
prev.position,
|
|
ear.position,
|
|
next.position,
|
|
)
|
|
{
|
|
return false;
|
|
}
|
|
i = vertex.next;
|
|
if i == poly.head {
|
|
break;
|
|
}
|
|
}
|
|
|
|
true
|
|
}
|
|
|
|
///
|
|
/// Triangulates specified polygon.
|
|
///
|
|
pub fn triangulate(vertices: &[Vector3<f32>], out_triangles: &mut Vec<[usize; 3]>) {
|
|
out_triangles.clear();
|
|
if vertices.len() == 3 {
|
|
// Triangulating a triangle?
|
|
out_triangles.push([0, 1, 2]);
|
|
} else if vertices.len() == 4 {
|
|
// Special case for quadrilaterals (much faster than generic)
|
|
let mut start_vertex = 0;
|
|
for i in 0..4 {
|
|
let v = vertices[i];
|
|
let v0 = vertices[(i + 3) % 4];
|
|
if let Some(left) = (v0 - v).try_normalize(f32::EPSILON) {
|
|
let v1 = vertices[(i + 2) % 4];
|
|
if let Some(diag) = (v1 - v).try_normalize(f32::EPSILON) {
|
|
let v2 = vertices[(i + 1) % 4];
|
|
if let Some(right) = (v2 - v).try_normalize(f32::EPSILON) {
|
|
// Check for concave vertex
|
|
let angle = left.dot(&diag).acos() + right.dot(&diag).acos();
|
|
if angle > std::f32::consts::PI {
|
|
start_vertex = i;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
out_triangles.push([start_vertex, (start_vertex + 1) % 4, (start_vertex + 2) % 4]);
|
|
out_triangles.push([start_vertex, (start_vertex + 2) % 4, (start_vertex + 3) % 4]);
|
|
} else {
|
|
// Ear-clipping for arbitrary polygon (requires one additional memory allocation, so
|
|
// relatively slow)
|
|
if let Ok(normal) = crate::get_polygon_normal(vertices) {
|
|
let plane_class = crate::classify_plane(normal);
|
|
let mut polygon = Polygon {
|
|
vertices: vertices
|
|
.iter()
|
|
.enumerate()
|
|
.map(|(i, point)| Vertex {
|
|
position: crate::vec3_to_vec2_by_plane(plane_class, normal, *point),
|
|
index: i,
|
|
prev: if i == 0 { vertices.len() - 1 } else { i - 1 },
|
|
next: if i == vertices.len() - 1 { 0 } else { i + 1 },
|
|
})
|
|
.collect(),
|
|
head: 0,
|
|
tail: vertices.len() - 1,
|
|
};
|
|
let mut ear_index = polygon.head;
|
|
let mut vertices_left = polygon.vertices.len();
|
|
while vertices_left > 3 {
|
|
let ear = &polygon.vertices[ear_index];
|
|
let prev = &polygon.vertices[ear.prev];
|
|
let next = &polygon.vertices[ear.next];
|
|
if is_ear(&polygon, prev, ear, next) {
|
|
let prev_index = prev.index;
|
|
out_triangles.push([prev_index, ear.index, next.index]);
|
|
polygon.remove_vertex(ear_index);
|
|
ear_index = prev_index;
|
|
vertices_left -= 1;
|
|
} else {
|
|
ear_index = ear.next;
|
|
}
|
|
}
|
|
// Append last triangle.
|
|
if vertices_left > 0 {
|
|
let a = &polygon.vertices[polygon.head];
|
|
let b = &polygon.vertices[a.next];
|
|
out_triangles.push([polygon.head, a.next, b.next]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod test {
|
|
use nalgebra::Vector2;
|
|
|
|
use crate::triangulator::triangulate;
|
|
use nalgebra::{Point3, Unit, UnitQuaternion, Vector3};
|
|
|
|
use super::{Polygon, Vertex};
|
|
|
|
#[test]
|
|
fn triangle_triangulation() {
|
|
let polygon = vec![
|
|
Vector3::new(0.0, 0.0, 0.0),
|
|
Vector3::new(1.0, 0.0, 0.0),
|
|
Vector3::new(0.0, 1.0, 0.0),
|
|
];
|
|
|
|
let mut ref_indices = Vec::new();
|
|
triangulate(polygon.as_slice(), &mut ref_indices);
|
|
assert_ne!(ref_indices.len(), 0);
|
|
}
|
|
|
|
#[test]
|
|
fn quadrilaterals_triangulation_non_concave() {
|
|
let polygon = vec![
|
|
Vector3::new(0.0, 0.0, 1.0),
|
|
Vector3::new(1.0, 2.0, 1.0),
|
|
Vector3::new(2.0, 3.0, 1.0),
|
|
Vector3::new(3.0, 2.0, 1.0),
|
|
];
|
|
|
|
let mut ref_indices = Vec::new();
|
|
triangulate(polygon.as_slice(), &mut ref_indices);
|
|
assert_ne!(ref_indices.len(), 0);
|
|
}
|
|
|
|
#[test]
|
|
fn quadrilaterals_triangulation_concave() {
|
|
let polygon = vec![
|
|
Vector3::new(0.0, 2.0, 1.0),
|
|
Vector3::new(3.0, 3.0, 1.0),
|
|
Vector3::new(2.0, 2.0, 1.0),
|
|
Vector3::new(3.0, 1.0, 1.0),
|
|
];
|
|
|
|
let mut ref_indices = Vec::new();
|
|
triangulate(polygon.as_slice(), &mut ref_indices);
|
|
assert_ne!(ref_indices.len(), 0);
|
|
}
|
|
|
|
#[test]
|
|
fn ear_clip_test() {
|
|
let polygon = vec![
|
|
Vector3::new(-22.760103, 29.051392, 1.377507),
|
|
Vector3::new(-24.6454, 29.051392, 1.377507),
|
|
Vector3::new(-24.640476, 24.873882, 1.377506),
|
|
Vector3::new(-24.637342, 22.215763, 1.377506),
|
|
Vector3::new(-22.760103, 22.215763, 1.377506),
|
|
];
|
|
|
|
// First test flat case
|
|
let mut ref_indices = Vec::new();
|
|
triangulate(polygon.as_slice(), &mut ref_indices);
|
|
assert_ne!(ref_indices.len(), 0);
|
|
|
|
// Then compare previous result with series of rotated versions of the polygon.
|
|
for axis in &[
|
|
Unit::new_normalize(Vector3::new(1.0, 0.0, 0.0)),
|
|
Unit::new_normalize(Vector3::new(0.0, 1.0, 0.0)),
|
|
Unit::new_normalize(Vector3::new(0.0, 0.0, 1.0)),
|
|
Unit::new_normalize(Vector3::new(1.0, 1.0, 1.0)),
|
|
] {
|
|
let mut angle: f32 = 0.0;
|
|
while angle <= 360.0 {
|
|
let mrot =
|
|
UnitQuaternion::from_axis_angle(axis, angle.to_radians()).to_homogeneous();
|
|
let rotated: Vec<Vector3<f32>> = polygon
|
|
.iter()
|
|
.map(|v: &Vector3<f32>| mrot.transform_point(&Point3::from(*v)).coords)
|
|
.collect();
|
|
let mut new_indices = Vec::new();
|
|
triangulate(rotated.as_slice(), &mut new_indices);
|
|
// We just need to ensure that we have the same amount of triangles as reference triangulation.
|
|
assert_eq!(new_indices.len(), ref_indices.len());
|
|
angle += 36.0;
|
|
}
|
|
}
|
|
}
|
|
|
|
#[test]
|
|
fn test_debug_for_polygon() {
|
|
let p = Polygon {
|
|
vertices: vec![
|
|
Vertex {
|
|
prev: 2,
|
|
index: 0,
|
|
next: 1,
|
|
position: Vector2::new(0.0, 0.0),
|
|
},
|
|
Vertex {
|
|
prev: 0,
|
|
index: 1,
|
|
next: 2,
|
|
position: Vector2::new(1.0, 0.0),
|
|
},
|
|
Vertex {
|
|
prev: 1,
|
|
index: 2,
|
|
next: 0,
|
|
position: Vector2::new(0.0, 1.0),
|
|
},
|
|
],
|
|
head: 0,
|
|
tail: 2,
|
|
};
|
|
|
|
assert_eq!(
|
|
format!("{p:?}"),
|
|
r"Vertex [[0.0, 0.0]]; 2 0 1
|
|
Vertex [[1.0, 0.0]]; 0 1 2
|
|
Vertex [[0.0, 1.0]]; 1 2 0
|
|
"
|
|
);
|
|
}
|
|
}
|