/**************************************************************************/ /* geometry_2d.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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. */ /**************************************************************************/ #include "geometry_2d.h" #include "thirdparty/clipper2/include/clipper2/clipper.h" #include "thirdparty/misc/polypartition.h" #define STB_RECT_PACK_IMPLEMENTATION #include "thirdparty/misc/stb_rect_pack.h" #define PRECISION 5 // Based on CMP_EPSILON. Vector> Geometry2D::decompose_polygon_in_convex(const Vector &polygon) { Vector> decomp; List in_poly, out_poly; TPPLPoly inp; inp.Init(polygon.size()); for (int i = 0; i < polygon.size(); i++) { inp.GetPoint(i) = polygon[i]; } inp.SetOrientation(TPPL_ORIENTATION_CCW); in_poly.push_back(inp); TPPLPartition tpart; if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { // Failed. ERR_PRINT("Convex decomposing failed!"); return decomp; } decomp.resize(out_poly.size()); int idx = 0; for (List::Element *I = out_poly.front(); I; I = I->next()) { TPPLPoly &tp = I->get(); decomp.write[idx].resize(tp.GetNumPoints()); for (int64_t i = 0; i < tp.GetNumPoints(); i++) { decomp.write[idx].write[i] = tp.GetPoint(i); } idx++; } return decomp; } struct _AtlasWorkRect { Size2i s; Point2i p; int idx = 0; _FORCE_INLINE_ bool operator<(const _AtlasWorkRect &p_r) const { return s.width > p_r.s.width; }; }; struct _AtlasWorkRectResult { Vector<_AtlasWorkRect> result; int max_w = 0; int max_h = 0; }; void Geometry2D::make_atlas(const Vector &p_rects, Vector &r_result, Size2i &r_size) { // Super simple, almost brute force scanline stacking fitter. // It's pretty basic for now, but it tries to make sure that the aspect ratio of the // resulting atlas is somehow square. This is necessary because video cards have limits // on texture size (usually 2048 or 4096), so the squarer a texture, the more the chances // that it will work in every hardware. // For example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a // 256x8192 atlas (won't work anywhere). ERR_FAIL_COND(p_rects.is_empty()); for (int i = 0; i < p_rects.size(); i++) { ERR_FAIL_COND(p_rects[i].width <= 0); ERR_FAIL_COND(p_rects[i].height <= 0); } Vector<_AtlasWorkRect> wrects; wrects.resize(p_rects.size()); for (int i = 0; i < p_rects.size(); i++) { wrects.write[i].s = p_rects[i]; wrects.write[i].idx = i; } wrects.sort(); int widest = wrects[0].s.width; Vector<_AtlasWorkRectResult> results; for (int i = 0; i <= 12; i++) { int w = 1 << i; int max_h = 0; int max_w = 0; if (w < widest) { continue; } Vector hmax; hmax.resize(w); for (int j = 0; j < w; j++) { hmax.write[j] = 0; } // Place them. int ofs = 0; int limit_h = 0; for (int j = 0; j < wrects.size(); j++) { if (ofs + wrects[j].s.width > w) { ofs = 0; } int from_y = 0; for (int k = 0; k < wrects[j].s.width; k++) { if (hmax[ofs + k] > from_y) { from_y = hmax[ofs + k]; } } wrects.write[j].p.x = ofs; wrects.write[j].p.y = from_y; int end_h = from_y + wrects[j].s.height; int end_w = ofs + wrects[j].s.width; if (ofs == 0) { limit_h = end_h; } for (int k = 0; k < wrects[j].s.width; k++) { hmax.write[ofs + k] = end_h; } if (end_h > max_h) { max_h = end_h; } if (end_w > max_w) { max_w = end_w; } if (ofs == 0 || end_h > limit_h) { // While h limit not reached, keep stacking. ofs += wrects[j].s.width; } } _AtlasWorkRectResult result; result.result = wrects; result.max_h = max_h; result.max_w = max_w; results.push_back(result); } // Find the result with the best aspect ratio. int best = -1; real_t best_aspect = 1e20; for (int i = 0; i < results.size(); i++) { real_t h = next_power_of_2(results[i].max_h); real_t w = next_power_of_2(results[i].max_w); real_t aspect = h > w ? h / w : w / h; if (aspect < best_aspect) { best = i; best_aspect = aspect; } } r_result.resize(p_rects.size()); for (int i = 0; i < p_rects.size(); i++) { r_result.write[results[best].result[i].idx] = results[best].result[i].p; } r_size = Size2(results[best].max_w, results[best].max_h); } Vector> Geometry2D::_polypaths_do_operation(PolyBooleanOperation p_op, const Vector &p_polypath_a, const Vector &p_polypath_b, bool is_a_open) { using namespace Clipper2Lib; ClipType op = ClipType::Union; switch (p_op) { case OPERATION_UNION: op = ClipType::Union; break; case OPERATION_DIFFERENCE: op = ClipType::Difference; break; case OPERATION_INTERSECTION: op = ClipType::Intersection; break; case OPERATION_XOR: op = ClipType::Xor; break; } PathD path_a(p_polypath_a.size()); for (int i = 0; i != p_polypath_a.size(); ++i) { path_a[i] = PointD(p_polypath_a[i].x, p_polypath_a[i].y); } PathD path_b(p_polypath_b.size()); for (int i = 0; i != p_polypath_b.size(); ++i) { path_b[i] = PointD(p_polypath_b[i].x, p_polypath_b[i].y); } ClipperD clp(PRECISION); // Scale points up internally to attain the desired precision. clp.PreserveCollinear(false); // Remove redundant vertices. if (is_a_open) { clp.AddOpenSubject({ path_a }); } else { clp.AddSubject({ path_a }); } clp.AddClip({ path_b }); PathsD paths; if (is_a_open) { PolyTreeD tree; // Needed to populate polylines. clp.Execute(op, FillRule::EvenOdd, tree, paths); } else { clp.Execute(op, FillRule::EvenOdd, paths); // Works on closed polygons only. } Vector> polypaths; for (PathsD::size_type i = 0; i < paths.size(); ++i) { const PathD &path = paths[i]; Vector polypath; for (PathsD::size_type j = 0; j < path.size(); ++j) { polypath.push_back(Point2(static_cast(path[j].x), static_cast(path[j].y))); } polypaths.push_back(polypath); } return polypaths; } Vector> Geometry2D::_polypath_offset(const Vector &p_polypath, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) { using namespace Clipper2Lib; JoinType jt = JoinType::Square; switch (p_join_type) { case JOIN_SQUARE: jt = JoinType::Square; break; case JOIN_ROUND: jt = JoinType::Round; break; case JOIN_MITER: jt = JoinType::Miter; break; } EndType et = EndType::Polygon; switch (p_end_type) { case END_POLYGON: et = EndType::Polygon; break; case END_JOINED: et = EndType::Joined; break; case END_BUTT: et = EndType::Butt; break; case END_SQUARE: et = EndType::Square; break; case END_ROUND: et = EndType::Round; break; } PathD polypath(p_polypath.size()); for (int i = 0; i != p_polypath.size(); ++i) { polypath[i] = PointD(p_polypath[i].x, p_polypath[i].y); } // Inflate/deflate. PathsD paths = InflatePaths({ polypath }, p_delta, jt, et, 2.0, PRECISION, 0.0); // Here the miter_limit = 2.0 and arc_tolerance = 0.0 are Clipper2 defaults, // and the PRECISION is used to scale points up internally, to attain the desired precision. Vector> polypaths; for (PathsD::size_type i = 0; i < paths.size(); ++i) { const PathD &path = paths[i]; Vector polypath2; for (PathsD::size_type j = 0; j < path.size(); ++j) { polypath2.push_back(Point2(static_cast(path[j].x), static_cast(path[j].y))); } polypaths.push_back(polypath2); } return polypaths; } Vector Geometry2D::partial_pack_rects(const Vector &p_sizes, const Size2i &p_atlas_size) { Vector nodes; nodes.resize(p_atlas_size.width); memset(nodes.ptrw(), 0, sizeof(stbrp_node) * nodes.size()); stbrp_context context; stbrp_init_target(&context, p_atlas_size.width, p_atlas_size.height, nodes.ptrw(), p_atlas_size.width); Vector rects; rects.resize(p_sizes.size()); for (int i = 0; i < p_sizes.size(); i++) { rects.write[i].id = i; rects.write[i].w = p_sizes[i].width; rects.write[i].h = p_sizes[i].height; rects.write[i].x = 0; rects.write[i].y = 0; rects.write[i].was_packed = 0; } stbrp_pack_rects(&context, rects.ptrw(), rects.size()); Vector ret; ret.resize(p_sizes.size()); for (int i = 0; i < p_sizes.size(); i++) { ret.write[rects[i].id] = Vector3i(rects[i].x, rects[i].y, rects[i].was_packed != 0 ? 1 : 0); } return ret; }