godot/core/math/delaunay_2d.h

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C++

/**************************************************************************/
/* delaunay_2d.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef DELAUNAY_2D_H
#define DELAUNAY_2D_H
#include "core/math/rect2.h"
#include "core/templates/vector.h"
class Delaunay2D {
public:
struct Triangle {
int points[3];
Vector2 circum_center;
real_t circum_radius_squared;
Triangle() {}
Triangle(int p_a, int p_b, int p_c) {
points[0] = p_a;
points[1] = p_b;
points[2] = p_c;
}
};
struct Edge {
int points[2];
bool bad = false;
Edge() {}
Edge(int p_a, int p_b) {
// Store indices in a sorted manner to avoid having to check both orientations later.
if (p_a > p_b) {
points[0] = p_b;
points[1] = p_a;
} else {
points[0] = p_a;
points[1] = p_b;
}
}
};
static Triangle create_triangle(const Vector<Vector2> &p_vertices, const int &p_a, const int &p_b, const int &p_c) {
Triangle triangle = Triangle(p_a, p_b, p_c);
// Get the values of the circumcircle and store them inside the triangle object.
Vector2 a = p_vertices[p_b] - p_vertices[p_a];
Vector2 b = p_vertices[p_c] - p_vertices[p_a];
Vector2 O = (b * a.length_squared() - a * b.length_squared()).orthogonal() / (a.cross(b) * 2.0f);
triangle.circum_radius_squared = O.length_squared();
triangle.circum_center = O + p_vertices[p_a];
return triangle;
}
static Vector<Triangle> triangulate(const Vector<Vector2> &p_points) {
Vector<Vector2> points = p_points;
Vector<Triangle> triangles;
int point_count = p_points.size();
if (point_count <= 2) {
return triangles;
}
// Get a bounding rectangle.
Rect2 rect = Rect2(p_points[0], Size2());
for (int i = 1; i < point_count; i++) {
rect.expand_to(p_points[i]);
}
real_t delta_max = MAX(rect.size.width, rect.size.height);
Vector2 center = rect.get_center();
// Construct a bounding triangle around the rectangle.
points.push_back(Vector2(center.x - delta_max * 16, center.y - delta_max));
points.push_back(Vector2(center.x, center.y + delta_max * 16));
points.push_back(Vector2(center.x + delta_max * 16, center.y - delta_max));
Triangle bounding_triangle = create_triangle(points, point_count + 0, point_count + 1, point_count + 2);
triangles.push_back(bounding_triangle);
for (int i = 0; i < point_count; i++) {
Vector<Edge> polygon;
// Save the edges of the triangles whose circumcircles contain the i-th vertex. Delete the triangles themselves.
for (int j = triangles.size() - 1; j >= 0; j--) {
if (points[i].distance_squared_to(triangles[j].circum_center) < triangles[j].circum_radius_squared) {
polygon.push_back(Edge(triangles[j].points[0], triangles[j].points[1]));
polygon.push_back(Edge(triangles[j].points[1], triangles[j].points[2]));
polygon.push_back(Edge(triangles[j].points[2], triangles[j].points[0]));
triangles.remove_at(j);
}
}
// Create a triangle for every unique edge.
for (int j = 0; j < polygon.size(); j++) {
if (polygon[j].bad) {
continue;
}
for (int k = j + 1; k < polygon.size(); k++) {
// Compare the edges.
if (polygon[k].points[0] == polygon[j].points[0] && polygon[k].points[1] == polygon[j].points[1]) {
polygon.write[j].bad = true;
polygon.write[k].bad = true;
break; // Since no more than two triangles can share an edge, no more than two edges can share vertices.
}
}
// Create triangles out of good edges.
if (!polygon[j].bad) {
triangles.push_back(create_triangle(points, polygon[j].points[0], polygon[j].points[1], i));
}
}
}
// Filter out the triangles containing vertices of the bounding triangle.
int preserved_count = 0;
Triangle *triangles_ptrw = triangles.ptrw();
for (int i = 0; i < triangles.size(); i++) {
if (!(triangles[i].points[0] >= point_count || triangles[i].points[1] >= point_count || triangles[i].points[2] >= point_count)) {
triangles_ptrw[preserved_count] = triangles[i];
preserved_count++;
}
}
triangles.resize(preserved_count);
return triangles;
}
};
#endif // DELAUNAY_2D_H