Created
August 6, 2011 21:28
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struct Point { float x, y; } | |
Point[] triangulate(const ref Point[] contour) | |
{ | |
assert (contour.length > 2); | |
Point[] result; | |
scope size_t[] V; // TODO: V.reserve(contour.length) | |
// we want a counter-clockwise polygon in V | |
if (0.0f < area(contour)) | |
{ | |
foreach (i; 0 .. contour.length) | |
{ | |
if (i == 0 || contour[i-1] != contour[i]) | |
V ~= i; | |
} | |
} | |
else | |
{ | |
foreach (j; 0 .. contour.length) | |
{ | |
size_t i = (contour.length - 1) - j; | |
//~ if (i != 0 && contour[i-1] != contour[i]) | |
V ~= i; | |
} | |
} | |
auto nv = V.length; | |
// remove nv-2 Vertices, creating 1 triangle every time | |
auto count = 2 * nv; // error detection | |
for (auto m = 0, v = nv - 1; nv > 2; --count) | |
{ | |
if (0 >= count) | |
{ | |
// if we loop, it is probably a non-simple polygon | |
throw new Exception("bad polygon"); | |
} | |
// three consecutive vertices in current polygon, <u, v, w> | |
auto u = v; | |
if (nv <= u) | |
u = 0; // previous | |
v = u+1; if (nv <= v) v = 0; // new v | |
auto w = v+1; | |
if (nv <= w) | |
w = 0; // next | |
if (snip(contour, u, v, w, nv, V)) | |
{ | |
// true names of the vertices | |
auto a = V[u]; | |
auto b = V[v]; | |
auto c = V[w]; | |
// output Triangle | |
result ~= contour[a]; | |
result ~= contour[b]; | |
result ~= contour[c]; | |
m++; | |
// remove v from remaining polygon | |
for (auto s = v, t = v + 1; t < nv; s++, t++) | |
V[s] = V[t]; | |
nv--; | |
// resest error detection counter | |
count = 2*nv; | |
} | |
} | |
delete V; | |
return result; | |
} | |
// compute area of a contour/polygon | |
float area(const ref Point[] contour) | |
{ | |
const n = contour.length; | |
float A=0.0f; | |
for (auto p = n - 1, q = 0; q < n; p = q++) | |
{ | |
A += contour[p].x * contour[q].y - contour[q].x*contour[p].y; | |
} | |
return A*0.5f; | |
} | |
// decide if point Px/Py is inside triangle defined by | |
// (Ax, Ay) (Bx, By) (Cx, Cy) | |
bool insideTriangle(float Ax, float Ay, | |
float Bx, float By, | |
float Cx, float Cy, | |
float Px, float Py) | |
{ | |
float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy; | |
float cCROSSap, bCROSScp, aCROSSbp; | |
ax = Cx - Bx; ay = Cy - By; | |
bx = Ax - Cx; by = Ay - Cy; | |
cx = Bx - Ax; cy = By - Ay; | |
apx= Px - Ax; apy= Py - Ay; | |
bpx= Px - Bx; bpy= Py - By; | |
cpx= Px - Cx; cpy= Py - Cy; | |
aCROSSbp = ax*bpy - ay*bpx; | |
cCROSSap = cx*apy - cy*apx; | |
bCROSScp = bx*cpy - by*cpx; | |
return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f)); | |
} | |
private: | |
bool snip(const ref Point[] contour, ulong u, ulong v, ulong w, ulong n, ulong[] V) | |
{ | |
int p; | |
float Ax, Ay, Bx, By, Cx, Cy, Px, Py; | |
Ax = contour[V[u]].x; | |
Ay = contour[V[u]].y; | |
Bx = contour[V[v]].x; | |
By = contour[V[v]].y; | |
Cx = contour[V[w]].x; | |
Cy = contour[V[w]].y; | |
if (0.0000000001f > (((Bx-Ax)*(Cy-Ay)) - ((By-Ay)*(Cx-Ax)))) | |
return false; | |
for (p=0;p<n;p++) | |
{ | |
if( (p == u) || (p == v) || (p == w) ) | |
continue; | |
Px = contour[V[p]].x; | |
Py = contour[V[p]].y; | |
if (insideTriangle(Ax, Ay, Bx, By, Cx, Cy, Px, Py)) | |
return false; | |
} | |
return true; | |
} | |
version (unittest) | |
void main() | |
{ | |
auto poly1 = [Point(0,6), Point(0,0), Point(3,0), Point(4,1), | |
Point(6,1), Point(8,0), Point(12,0), Point(13,2), | |
Point(8,2), Point(8,4), Point(11,4), Point(11,6), | |
Point(6,6), Point(4,3), Point(2,6)]; | |
auto poly2 = [Point(49,37), Point(74,36), Point(78,38), Point(83,55), | |
Point(103,67), Point(107,85), Point(99,89), Point(95,86), | |
Point(91,81), Point(85,75), Point(54,46), Point(53,41), | |
Point(51,41)]; | |
triangulate(poly1); | |
triangulate(poly2); | |
} |
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