91215e1919
The ear clipping algorithm used to triangulate polygons has a slightly too conservative point-in-triangle test which can, in some configurations prevent it from finding a possible tessellation. Relaxing the test by considering that points exactly on edges don't belong the triangle fixes the issue. Changing the semantic of the test is safe because no other code makes use of it. A more detailed explanation can be found in issue #16395. Fixes #16395.
169 lines
5.1 KiB
C++
169 lines
5.1 KiB
C++
/*************************************************************************/
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/* triangulate.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "triangulate.h"
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real_t Triangulate::get_area(const Vector<Vector2> &contour) {
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int n = contour.size();
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const Vector2 *c = &contour[0];
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real_t A = 0.0;
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for (int p = n - 1, q = 0; q < n; p = q++) {
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A += c[p].cross(c[q]);
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}
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return A * 0.5;
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}
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/*
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is_inside_triangle 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 Triangulate::is_inside_triangle(real_t Ax, real_t Ay,
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real_t Bx, real_t By,
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real_t Cx, real_t Cy,
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real_t Px, real_t Py)
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{
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real_t ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
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real_t cCROSSap, bCROSScp, aCROSSbp;
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ax = Cx - Bx;
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ay = Cy - By;
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bx = Ax - Cx;
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by = Ay - Cy;
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cx = Bx - Ax;
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cy = By - Ay;
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apx = Px - Ax;
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apy = Py - Ay;
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bpx = Px - Bx;
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bpy = Py - By;
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cpx = Px - Cx;
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cpy = Py - Cy;
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aCROSSbp = ax * bpy - ay * bpx;
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cCROSSap = cx * apy - cy * apx;
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bCROSScp = bx * cpy - by * cpx;
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return ((aCROSSbp > 0.0) && (bCROSScp > 0.0) && (cCROSSap > 0.0));
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};
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bool Triangulate::snip(const Vector<Vector2> &p_contour, int u, int v, int w, int n, const Vector<int> &V) {
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int p;
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real_t Ax, Ay, Bx, By, Cx, Cy, Px, Py;
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const Vector2 *contour = &p_contour[0];
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Ax = contour[V[u]].x;
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Ay = contour[V[u]].y;
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Bx = contour[V[v]].x;
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By = contour[V[v]].y;
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Cx = contour[V[w]].x;
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Cy = contour[V[w]].y;
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if (CMP_EPSILON > (((Bx - Ax) * (Cy - Ay)) - ((By - Ay) * (Cx - Ax)))) return false;
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for (p = 0; p < n; p++) {
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if ((p == u) || (p == v) || (p == w)) continue;
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Px = contour[V[p]].x;
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Py = contour[V[p]].y;
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if (is_inside_triangle(Ax, Ay, Bx, By, Cx, Cy, Px, Py)) return false;
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}
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return true;
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}
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bool Triangulate::triangulate(const Vector<Vector2> &contour, Vector<int> &result) {
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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;
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Vector<int> V;
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V.resize(n);
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/* we want a counter-clockwise polygon in V */
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if (0.0 < get_area(contour))
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for (int v = 0; v < n; v++)
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V[v] = v;
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else
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for (int v = 0; v < n; v++)
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V[v] = (n - 1) - v;
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int nv = n;
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/* 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 v = nv - 1; nv > 2;) {
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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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//** Triangulate: ERROR - probable bad polygon!
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return false;
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}
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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;
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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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int a, b, c, s, t;
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/* 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];
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/* output Triangle */
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result.push_back(a);
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result.push_back(b);
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result.push_back(c);
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/* remove v from remaining polygon */
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for (s = v, t = v + 1; t < nv; s++, t++)
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V[s] = V[t];
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nv--;
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/* resest error detection counter */
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count = 2 * nv;
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}
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}
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return true;
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}
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