mirror of https://github.com/axmolengine/axmol.git
363 lines
12 KiB
C
363 lines
12 KiB
C
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/******************************************************************************
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* Spine Runtimes Software License v2.5
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*
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* Copyright (c) 2013-2016, Esoteric Software
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* All rights reserved.
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*
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* You are granted a perpetual, non-exclusive, non-sublicensable, and
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* non-transferable license to use, install, execute, and perform the Spine
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* Runtimes software and derivative works solely for personal or internal
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* use. Without the written permission of Esoteric Software (see Section 2 of
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* the Spine Software License Agreement), you may not (a) modify, translate,
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* adapt, or develop new applications using the Spine Runtimes or otherwise
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* create derivative works or improvements of the Spine Runtimes or (b) remove,
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* delete, alter, or obscure any trademarks or any copyright, trademark, patent,
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* or other intellectual property or proprietary rights notices on or in the
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* Software, including any copy thereof. Redistributions in binary or source
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* form must include this license and terms.
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*
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* THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
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* IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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* EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
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* USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
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* IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*****************************************************************************/
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#include <spine/Triangulator.h>
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#include <spine/extension.h>
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#include <stdio.h>
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spTriangulator* spTriangulator_create() {
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spTriangulator* triangulator = CALLOC(spTriangulator, 1);
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triangulator->convexPolygons = spArrayFloatArray_create(16);
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triangulator->convexPolygonsIndices = spArrayShortArray_create(16);
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triangulator->indicesArray = spShortArray_create(128);
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triangulator->isConcaveArray = spIntArray_create(128);
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triangulator->triangles = spShortArray_create(128);
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triangulator->polygonPool = spArrayFloatArray_create(16);
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triangulator->polygonIndicesPool = spArrayShortArray_create(128);
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return triangulator;
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}
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void spTriangulator_dispose(spTriangulator* self) {
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int i;
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for (i = 0; i < self->convexPolygons->size; i++) {
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spFloatArray_dispose(self->convexPolygons->items[i]);
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}
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spArrayFloatArray_dispose(self->convexPolygons);
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for (i = 0; i < self->convexPolygonsIndices->size; i++) {
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spShortArray_dispose(self->convexPolygonsIndices->items[i]);
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}
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spArrayShortArray_dispose(self->convexPolygonsIndices);
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spShortArray_dispose(self->indicesArray);
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spIntArray_dispose(self->isConcaveArray);
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spShortArray_dispose(self->triangles);
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for (i = 0; i < self->polygonPool->size; i++) {
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spFloatArray_dispose(self->polygonPool->items[i]);
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}
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spArrayFloatArray_dispose(self->polygonPool);
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for (i = 0; i < self->polygonIndicesPool->size; i++) {
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spShortArray_dispose(self->polygonIndicesPool->items[i]);
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}
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spArrayShortArray_dispose(self->polygonIndicesPool);
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FREE(self);
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}
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static spFloatArray* _obtainPolygon(spTriangulator* self) {
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if (self->polygonPool->size == 0) return spFloatArray_create(16);
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else return spArrayFloatArray_pop(self->polygonPool);
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}
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static void _freePolygon(spTriangulator* self, spFloatArray* polygon) {
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spArrayFloatArray_add(self->polygonPool, polygon);
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}
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static void _freeAllPolygons(spTriangulator* self, spArrayFloatArray* polygons) {
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int i;
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for (i = 0; i < polygons->size; i++) {
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_freePolygon(self, polygons->items[i]);
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}
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}
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static spShortArray* _obtainPolygonIndices(spTriangulator* self) {
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if (self->polygonIndicesPool->size == 0) return spShortArray_create(16);
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else return spArrayShortArray_pop(self->polygonIndicesPool);
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}
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static void _freePolygonIndices(spTriangulator* self, spShortArray* indices) {
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spArrayShortArray_add(self->polygonIndicesPool, indices);
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}
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static void _freeAllPolygonIndices(spTriangulator* self, spArrayShortArray* polygonIndices) {
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int i;
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for (i = 0; i < polygonIndices->size; i++) {
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_freePolygonIndices(self, polygonIndices->items[i]);
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}
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}
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static int _positiveArea(float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
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return p1x * (p3y - p2y) + p2x * (p1y - p3y) + p3x * (p2y - p1y) >= 0;
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}
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static int _isConcave(int index, int vertexCount, float* vertices, short* indices) {
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int previous = indices[(vertexCount + index - 1) % vertexCount] << 1;
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int current = indices[index] << 1;
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int next = indices[(index + 1) % vertexCount] << 1;
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return !_positiveArea(vertices[previous], vertices[previous + 1], vertices[current], vertices[current + 1],
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vertices[next],
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vertices[next + 1]);
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}
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static int _winding (float p1x, float p1y, float p2x, float p2y, float p3x, float p3y) {
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float px = p2x - p1x, py = p2y - p1y;
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return p3x * py - p3y * px + px * p1y - p1x * py >= 0 ? 1 : -1;
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}
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spShortArray* spTriangulator_triangulate(spTriangulator* self, spFloatArray* verticesArray) {
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float* vertices = verticesArray->items;
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int vertexCount = verticesArray->size >> 1;
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int i, n, ii;
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spShortArray* indicesArray = self->indicesArray;
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short* indices;
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spIntArray* isConcaveArray;
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int* isConcave;
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spShortArray* triangles;
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spShortArray_clear(indicesArray);
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indices = spShortArray_setSize(indicesArray, vertexCount)->items;
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for (i = 0; i < vertexCount; i++)
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indices[i] = (short)i;
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isConcaveArray = self->isConcaveArray;
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isConcave = spIntArray_setSize(isConcaveArray, vertexCount)->items;
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for (i = 0, n = vertexCount; i < n; ++i)
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isConcave[i] = _isConcave(i, vertexCount, vertices, indices);
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triangles = self->triangles;
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spShortArray_clear(triangles);
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spShortArray_ensureCapacity(triangles, MAX(0, vertexCount - 2) << 2);
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while (vertexCount > 3) {
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int previous = vertexCount - 1, next = 1;
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int previousIndex, nextIndex;
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i = 0;
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while (1) {
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if (!isConcave[i]) {
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int p1 = indices[previous] << 1, p2 = indices[i] << 1, p3 = indices[next] << 1;
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float p1x = vertices[p1], p1y = vertices[p1 + 1];
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float p2x = vertices[p2], p2y = vertices[p2 + 1];
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float p3x = vertices[p3], p3y = vertices[p3 + 1];
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for (ii = (next + 1) % vertexCount; ii != previous; ii = (ii + 1) % vertexCount) {
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int v;
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float vx, vy;
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if (!isConcave[ii]) continue;
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v = indices[ii] << 1;
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vx = vertices[v]; vy = vertices[v + 1];
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if (_positiveArea(p3x, p3y, p1x, p1y, vx, vy)) {
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if (_positiveArea(p1x, p1y, p2x, p2y, vx, vy)) {
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if (_positiveArea(p2x, p2y, p3x, p3y, vx, vy)) goto outer;
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}
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}
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}
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break;
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}
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outer:
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if (next == 0) {
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do {
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if (!isConcave[i]) break;
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i--;
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} while (i > 0);
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break;
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}
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previous = i;
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i = next;
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next = (next + 1) % vertexCount;
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}
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spShortArray_add(triangles, indices[(vertexCount + i - 1) % vertexCount]);
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spShortArray_add(triangles, indices[i]);
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spShortArray_add(triangles, indices[(i + 1) % vertexCount]);
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spShortArray_removeAt(indicesArray, i);
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spIntArray_removeAt(isConcaveArray, i);
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vertexCount--;
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previousIndex = (vertexCount + i - 1) % vertexCount;
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nextIndex = i == vertexCount ? 0 : i;
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isConcave[previousIndex] = _isConcave(previousIndex, vertexCount, vertices, indices);
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isConcave[nextIndex] = _isConcave(nextIndex, vertexCount, vertices, indices);
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}
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if (vertexCount == 3) {
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spShortArray_add(triangles, indices[2]);
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spShortArray_add(triangles, indices[0]);
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spShortArray_add(triangles, indices[1]);
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}
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return triangles;
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}
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spArrayFloatArray* spTriangulator_decompose(spTriangulator* self, spFloatArray* verticesArray, spShortArray* triangles) {
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float* vertices = verticesArray->items;
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spArrayFloatArray* convexPolygons = self->convexPolygons;
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spArrayShortArray* convexPolygonsIndices;
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spShortArray* polygonIndices;
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spFloatArray* polygon;
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int fanBaseIndex, lastWinding;
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short* trianglesItems;
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int i, n;
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_freeAllPolygons(self, convexPolygons);
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spArrayFloatArray_clear(convexPolygons);
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convexPolygonsIndices = self->convexPolygonsIndices;
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_freeAllPolygonIndices(self, convexPolygonsIndices);
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spArrayShortArray_clear(convexPolygonsIndices);
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polygonIndices = _obtainPolygonIndices(self);
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spShortArray_clear(polygonIndices);
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polygon = _obtainPolygon(self);
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spFloatArray_clear(polygon);
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fanBaseIndex = -1; lastWinding = 0;
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trianglesItems = triangles->items;
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for (i = 0, n = triangles->size; i < n; i += 3) {
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int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1;
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float x1 = vertices[t1], y1 = vertices[t1 + 1];
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float x2 = vertices[t2], y2 = vertices[t2 + 1];
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float x3 = vertices[t3], y3 = vertices[t3 + 1];
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int merged = 0;
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if (fanBaseIndex == t1) {
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int o = polygon->size - 4;
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float* p = polygon->items;
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int winding1 = _winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3);
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int winding2 = _winding(x3, y3, p[0], p[1], p[2], p[3]);
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if (winding1 == lastWinding && winding2 == lastWinding) {
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spFloatArray_add(polygon, x3);
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spFloatArray_add(polygon, y3);
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spShortArray_add(polygonIndices, t3);
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merged = 1;
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}
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}
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if (!merged) {
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if (polygon->size > 0) {
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spArrayFloatArray_add(convexPolygons, polygon);
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spArrayShortArray_add(convexPolygonsIndices, polygonIndices);
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} else {
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_freePolygon(self, polygon);
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_freePolygonIndices(self, polygonIndices);
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}
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polygon = _obtainPolygon(self);
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spFloatArray_clear(polygon);
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spFloatArray_add(polygon, x1);
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spFloatArray_add(polygon, y1);
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spFloatArray_add(polygon, x2);
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spFloatArray_add(polygon, y2);
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spFloatArray_add(polygon, x3);
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spFloatArray_add(polygon, y3);
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polygonIndices = _obtainPolygonIndices(self);
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spShortArray_clear(polygonIndices);
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spShortArray_add(polygonIndices, t1);
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spShortArray_add(polygonIndices, t2);
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spShortArray_add(polygonIndices, t3);
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lastWinding = _winding(x1, y1, x2, y2, x3, y3);
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fanBaseIndex = t1;
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}
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}
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if (polygon->size > 0) {
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spArrayFloatArray_add(convexPolygons, polygon);
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spArrayShortArray_add(convexPolygonsIndices, polygonIndices);
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}
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for (i = 0, n = convexPolygons->size; i < n; i++) {
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int firstIndex, lastIndex;
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int o;
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float* p;
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float prevPrevX, prevPrevY, prevX, prevY, firstX, firstY, secondX, secondY;
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int winding;
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int ii;
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polygonIndices = convexPolygonsIndices->items[i];
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if (polygonIndices->size == 0) continue;
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firstIndex = polygonIndices->items[0];
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lastIndex = polygonIndices->items[polygonIndices->size - 1];
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polygon = convexPolygons->items[i];
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o = polygon->size - 4;
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p = polygon->items;
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prevPrevX = p[o]; prevPrevY = p[o + 1];
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prevX = p[o + 2]; prevY = p[o + 3];
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firstX = p[0]; firstY = p[1];
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secondX = p[2]; secondY = p[3];
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winding = _winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY);
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for (ii = 0; ii < n; ii++) {
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spShortArray* otherIndices;
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int otherFirstIndex, otherSecondIndex, otherLastIndex;
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spFloatArray* otherPoly;
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float x3, y3;
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int winding1, winding2;
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if (ii == i) continue;
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otherIndices = convexPolygonsIndices->items[ii];
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if (otherIndices->size != 3) continue;
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otherFirstIndex = otherIndices->items[0];
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otherSecondIndex = otherIndices->items[1];
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otherLastIndex = otherIndices->items[2];
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otherPoly = convexPolygons->items[ii];
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x3 = otherPoly->items[otherPoly->size - 2]; y3 = otherPoly->items[otherPoly->size - 1];
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if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue;
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winding1 = _winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3);
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winding2 = _winding(x3, y3, firstX, firstY, secondX, secondY);
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if (winding1 == winding && winding2 == winding) {
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spFloatArray_clear(otherPoly);
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spShortArray_clear(otherIndices);
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spFloatArray_add(polygon, x3);
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spFloatArray_add(polygon, y3);
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spShortArray_add(polygonIndices, otherLastIndex);
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prevPrevX = prevX;
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prevPrevY = prevY;
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prevX = x3;
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prevY = y3;
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ii = 0;
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}
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}
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}
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for (i = convexPolygons->size - 1; i >= 0; i--) {
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polygon = convexPolygons->items[i];
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if (polygon->size == 0) {
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spArrayFloatArray_removeAt(convexPolygons, i);
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_freePolygon(self, polygon);
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polygonIndices = convexPolygonsIndices->items[i];
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spArrayShortArray_removeAt(convexPolygonsIndices, i);
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_freePolygonIndices(self, polygonIndices);
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}
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}
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return convexPolygons;
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}
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