axmol/cocos/editor-support/spine/Triangulator.c

363 lines
12 KiB
C

/******************************************************************************
* 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 <spine/Triangulator.h>
#include <spine/extension.h>
#include <stdio.h>
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;
}