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