delaunay_2d.h 6.0 KB

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  1. /**************************************************************************/
  2. /* delaunay_2d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #include "core/math/rect2.h"
  32. #include "core/templates/vector.h"
  33. class Delaunay2D {
  34. public:
  35. struct Triangle {
  36. int points[3];
  37. Vector2 circum_center;
  38. real_t circum_radius_squared;
  39. Triangle() {}
  40. Triangle(int p_a, int p_b, int p_c) {
  41. points[0] = p_a;
  42. points[1] = p_b;
  43. points[2] = p_c;
  44. }
  45. };
  46. struct Edge {
  47. int points[2];
  48. bool bad = false;
  49. Edge() {}
  50. Edge(int p_a, int p_b) {
  51. // Store indices in a sorted manner to avoid having to check both orientations later.
  52. if (p_a > p_b) {
  53. points[0] = p_b;
  54. points[1] = p_a;
  55. } else {
  56. points[0] = p_a;
  57. points[1] = p_b;
  58. }
  59. }
  60. };
  61. static Triangle create_triangle(const Vector<Vector2> &p_vertices, int p_a, int p_b, int p_c) {
  62. Triangle triangle = Triangle(p_a, p_b, p_c);
  63. // Get the values of the circumcircle and store them inside the triangle object.
  64. Vector2 a = p_vertices[p_b] - p_vertices[p_a];
  65. Vector2 b = p_vertices[p_c] - p_vertices[p_a];
  66. Vector2 O = (b * a.length_squared() - a * b.length_squared()).orthogonal() / (a.cross(b) * 2.0f);
  67. triangle.circum_radius_squared = O.length_squared();
  68. triangle.circum_center = O + p_vertices[p_a];
  69. return triangle;
  70. }
  71. static Vector<Triangle> triangulate(const Vector<Vector2> &p_points) {
  72. Vector<Vector2> points = p_points;
  73. Vector<Triangle> triangles;
  74. int point_count = p_points.size();
  75. if (point_count <= 2) {
  76. return triangles;
  77. }
  78. // Get a bounding rectangle.
  79. Rect2 rect = Rect2(p_points[0], Size2());
  80. for (int i = 1; i < point_count; i++) {
  81. rect.expand_to(p_points[i]);
  82. }
  83. real_t delta_max = MAX(rect.size.width, rect.size.height);
  84. Vector2 center = rect.get_center();
  85. // Construct a bounding triangle around the rectangle.
  86. points.push_back(Vector2(center.x - delta_max * 16, center.y - delta_max));
  87. points.push_back(Vector2(center.x, center.y + delta_max * 16));
  88. points.push_back(Vector2(center.x + delta_max * 16, center.y - delta_max));
  89. Triangle bounding_triangle = create_triangle(points, point_count + 0, point_count + 1, point_count + 2);
  90. triangles.push_back(bounding_triangle);
  91. for (int i = 0; i < point_count; i++) {
  92. Vector<Edge> polygon;
  93. // Save the edges of the triangles whose circumcircles contain the i-th vertex. Delete the triangles themselves.
  94. for (int j = triangles.size() - 1; j >= 0; j--) {
  95. if (points[i].distance_squared_to(triangles[j].circum_center) < triangles[j].circum_radius_squared) {
  96. polygon.push_back(Edge(triangles[j].points[0], triangles[j].points[1]));
  97. polygon.push_back(Edge(triangles[j].points[1], triangles[j].points[2]));
  98. polygon.push_back(Edge(triangles[j].points[2], triangles[j].points[0]));
  99. triangles.remove_at(j);
  100. }
  101. }
  102. // Create a triangle for every unique edge.
  103. for (int j = 0; j < polygon.size(); j++) {
  104. if (polygon[j].bad) {
  105. continue;
  106. }
  107. for (int k = j + 1; k < polygon.size(); k++) {
  108. // Compare the edges.
  109. if (polygon[k].points[0] == polygon[j].points[0] && polygon[k].points[1] == polygon[j].points[1]) {
  110. polygon.write[j].bad = true;
  111. polygon.write[k].bad = true;
  112. break; // Since no more than two triangles can share an edge, no more than two edges can share vertices.
  113. }
  114. }
  115. // Create triangles out of good edges.
  116. if (!polygon[j].bad) {
  117. triangles.push_back(create_triangle(points, polygon[j].points[0], polygon[j].points[1], i));
  118. }
  119. }
  120. }
  121. // Filter out the triangles containing vertices of the bounding triangle.
  122. int preserved_count = 0;
  123. Triangle *triangles_ptrw = triangles.ptrw();
  124. for (int i = 0; i < triangles.size(); i++) {
  125. if (!(triangles[i].points[0] >= point_count || triangles[i].points[1] >= point_count || triangles[i].points[2] >= point_count)) {
  126. triangles_ptrw[preserved_count] = triangles[i];
  127. preserved_count++;
  128. }
  129. }
  130. triangles.resize(preserved_count);
  131. return triangles;
  132. }
  133. };