360 lines
7.8 KiB
C++
360 lines
7.8 KiB
C++
#include "Polygon.h"
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#include "Line.h"
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#include <list>
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#include <math.h>
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float Polygon::signedArea() const {
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float d = 0.0;
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for(const_iterator it = begin(); it != end(); it++) {
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const_iterator it2 = it+1;
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if(it2 == end()) it2 = begin();
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d += (it2->getX()+it->getX())*(it2->getY()-it->getY());
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}
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return d/2;
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}
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Polygon::Direction Polygon::getDirection() const {
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float area = signedArea();
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return (area > 0) ? Triangle::CW : (area < 0) ? Triangle::CCW : Triangle::Unknown;
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}
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float Polygon::area() const {
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return fabsf(signedArea());
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}
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float Polygon::perimeter() const {
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float d = 0.0;
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for(const_iterator it = begin(); it != end(); it++) {
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const_iterator it2 = it+1;
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if(it2 == end()) it2 = begin();
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d += it->distance(*it2);
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}
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return d;
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}
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int Polygon::quadrant(const Vertex &v) const {
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if(v.getX() > 0 && v.getY() >= 0) return 1;
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if(v.getX() >= 0 && v.getY() < 0) return 2;
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if(v.getX() < 0 && v.getY() <= 0) return 3;
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if(v.getX() <= 0 && v.getY() > 0) return 4;
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return 0;
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}
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bool Polygon::contains(const Vertex &v) const {
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const Line d1(-1, -1, 1, 1);
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const Line d2(-1, 1, 1, -1);
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int d = 0;
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int q, ql, q2;
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Line l;
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Vertex v2;
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if(empty()) return false;
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v2 = back() - v;
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q = quadrant(v2);
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if(q == 0) return true;
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for(const_iterator it = begin(); it != end(); it++) {
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ql = q;
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v2 = *it - v;
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q = quadrant(v2);
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if(q == 0) return true;
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switch(q-ql) {
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case 0:
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break;
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case 1:
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case -3:
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d++;
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break;
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case 3:
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case -1:
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d--;
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break;
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default:
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l.setVertex1(((it == begin()) ? back() : *(it-1)) - v);
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l.setVertex2(v2);
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if(q == 1 || q == 3) {
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if(!(l.intersects(d2, &v2) & INTERSECTION_LINE)) return false;
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q2 = quadrant(v2);
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if(q2 == 0) return true;
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if((q == 1 && q2 == 2) || (q == 3 && q2 == 4)) d -= 2;
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else d += 2;
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}
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else {
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if(!(l.intersects(d1, &v2) & INTERSECTION_LINE)) return false;
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q2 = quadrant(v2);
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if(q2 == 0) return true;
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if((q == 2 && q2 == 3) || (q == 4 && q2 == 1)) d -= 2;
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else d += 2;
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}
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}
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}
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return (d != 0);
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}
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bool Polygon::intersects(const Line &l) const {
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Line line;
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for(const_iterator it = begin(); it != end(); it++) {
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const_iterator it2 = it+1;
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if(it2 == end()) it2 = begin();
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line.setVertex1(*it);
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line.setVertex2(*it2);
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if(l.intersects(line, NULL) == INTERSECTION_SEGMENT_SEGMENT)
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return true;
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}
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return false;
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}
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bool Polygon::isConcave(const Direction &dir, const Vertex &v1, const Vertex &v2, const Vertex &v3) const {
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switch(dir) {
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case Triangle::CW:
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return (v1.getX()-v2.getX())*(v3.getY()-v2.getY()) > (v3.getX()-v2.getX())*(v1.getY()-v2.getY());
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case Triangle::CCW:
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return (v1.getX()-v2.getX())*(v3.getY()-v2.getY()) < (v3.getX()-v2.getX())*(v1.getY()-v2.getY());
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default:
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return false;
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}
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}
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bool Polygon::intersections(std::vector<Intersection> *intersections) const {
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bool ret = false;
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size_t s = size();
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for(size_t i = 0; i+2 < s; i++) {
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Line l(at(i), at(i+1));
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for(size_t j = i+2; j < s; j++) {
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if(i == (j+1)%s) continue;
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Line l2(at(j), at((j+1)%s));
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Vertex v;
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if(l.intersects(l2, &v) == INTERSECTION_SEGMENT_SEGMENT) {
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if(intersections) {
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Intersection in = {i, i+1, j, ((j+1)%s), v};
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intersections->push_back(in);
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ret = true;
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}
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else {
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return true;
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}
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}
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}
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}
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return ret;
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}
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bool Polygon::isSimple() const {
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return !intersections();
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}
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bool Polygon::simplify(std::list<Polygon> &polygons) const {
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std::vector<Intersection> ins;
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std::vector<Intersection*> inlist;
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if(!intersections(&ins)) return false;
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size_t s = size();
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size_t start = 0;
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for(size_t i = 1; i < s; i++) {
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if(at(i).getX() < at(start).getX())
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start = i;
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else if(at(i).getX() == at(start).getX() && at(i).getY() < at(start).getY())
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start = i;
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}
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int dir = Triangle(at((s+start-1)%s), at(start), at((start+1)%s)).getDirection();
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size_t i2 = start;
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const Vertex *v2 = &at(i2);
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bool intersected;
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polygons.push_back(Polygon());
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do {
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intersected = false;
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size_t i = i2;
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if(dir == Triangle::CW)
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i2 = (i2+1)%s;
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else
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i2 = (s+i2-1)%s;
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const Vertex *v1 = v2;
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v2 = &at(i2);
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float dl = v2->distanceSq(*v1);
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Intersection *intr = NULL;
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Vertex *v = NULL;
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float dv = 0;
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size_t v3 = 0, v4 = 0;
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for(std::vector<Intersection>::iterator in = ins.begin(); in != ins.end(); ++in) {
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float di = v2->distanceSq(in->v);
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if(di >= dl || v1 == &in->v)
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continue;
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if(v && di < dv)
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continue;
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if((i == in->va1 && i2 == in->va2) || (i == in->va2 && i2 == in->va1)) {
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intr = &*in;
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v = &in->v;
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dv = di;
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v3 = in->vb1;
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v4 = in->vb2;
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}
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else if((i == in->vb1 && i2 == in->vb2) || (i == in->vb2 && i2 == in->vb1)) {
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intr = &*in;
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v = &in->v;
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dv = di;
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v3 = in->va1;
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v4 = in->va2;
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}
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}
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if(intr) {
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if(isConcave(Triangle::CW, *v1, *v2, at(v4))) {
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if(!Line(*v1, *v2).contains(at(v3))) {
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i2 = v3;
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dir = Triangle::CW;
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}
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}
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else {
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if(!Line(*v1, *v2).contains(at(v4))) {
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i2 = v4;
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dir = Triangle::CCW;
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}
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}
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v2 = v;
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intersected = true;
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std::vector<Intersection*>::reverse_iterator it = inlist.rbegin();
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for(; it != inlist.rend(); it++) {
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if(*it == intr) break;
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}
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if(it != inlist.rend()) {
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inlist.erase(it.base()-1, inlist.end());
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polygons.push_back(Polygon());
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while(!polygons.front().empty()) {
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polygons.back().push_back(polygons.front().back());
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polygons.front().pop_back();
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if(v->distanceSq(polygons.back().back()) < 1E-12)
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break;
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}
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}
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else {
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inlist.push_back(intr);
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}
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}
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polygons.front().push_back(*v2);
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} while(i2 != start || intersected);
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return true;
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}
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void Polygon::doTriangulate(std::vector<Triangle> &triangles) const {
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size_t s = size();
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if(s < 3) return;
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std::vector<size_t> p;
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std::list<size_t> concave;
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Direction dir = getDirection();
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for(size_t i = 0; i < s; i++) {
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p.push_back((i+1)%s);
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if(isConcave(dir, at(i), at((i+1)%s), at((i+2)%s)))
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concave.push_back((i+1)%s);
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}
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for(size_t i = 0; i < p.size() && p.size() > 3; i++) {
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size_t s2 = p.size();
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const Vertex *v0 = &at(p[i]);
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const Vertex *v1 = &at(p[(i+1)%s2]);
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const Vertex *v2 = &at(p[(i+2)%s2]);
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const Vertex *v3 = &at(p[(i+3)%s2]);
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const Vertex *v4 = &at(p[(i+4)%s2]);
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if(isConcave(dir, *v1, *v2, *v3))
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continue;
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Triangle t(*v1, *v2, *v3);
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std::list<size_t>::iterator it = concave.begin();
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for(; it != concave.end(); it++) {
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if(*it != p[(i+1)%s2] && *it != p[(i+3)%s2] && t.contains(at(*it)))
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break;
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}
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if(it != concave.end())
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continue;
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triangles.push_back(t);
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if(isConcave(dir, *v2, *v3, *v4) && !isConcave(dir, *v1, *v3, *v4))
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concave.remove(p[(i+3)%s2]);
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if(isConcave(dir, *v0, *v1, *v2) && !isConcave(dir, *v0, *v1, *v3)) {
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concave.remove(p[(i+1)%s2]);
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}
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p.erase(p.begin()+(i+2)%s2);
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i = -1;
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}
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triangles.push_back(Triangle(at(p[0]), at(p[1]), at(p[2])));
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}
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void Polygon::triangulate(std::vector<Triangle> &triangles) const {
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std::list<Polygon> polygons;
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if(simplify(polygons)) {
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for(std::list<Polygon>::iterator p = polygons.begin(); p != polygons.end(); p++)
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p->doTriangulate(triangles);
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}
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else doTriangulate(triangles);
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}
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