canvas/triangulation.go

169 lines
3.3 KiB
Go

package canvas
import (
"math"
"sort"
)
func pointIsRightOfLine(a, b, p vec) bool {
if a[1] == b[1] {
return false
}
if a[1] > b[1] {
a, b = b, a
}
if p[1] < a[1] || p[1] > b[1] {
return false
}
v := b.sub(a)
r := (p[1] - a[1]) / v[1]
x := a[0] + r*v[0]
return p[0] > x
}
func triangleContainsPoint(a, b, c, p vec) bool {
// if point is outside triangle bounds, return false
if p[0] < a[0] && p[0] < b[0] && p[0] < c[0] {
return false
}
if p[0] > a[0] && p[0] > b[0] && p[0] > c[0] {
return false
}
if p[1] < a[1] && p[1] < b[1] && p[1] < c[1] {
return false
}
if p[1] > a[1] && p[1] > b[1] && p[1] > c[1] {
return false
}
// check whether the point is to the right of each triangle line.
// if the total is 1, it is inside the triangle
count := 0
if pointIsRightOfLine(a, b, p) {
count++
}
if pointIsRightOfLine(b, c, p) {
count++
}
if pointIsRightOfLine(c, a, p) {
count++
}
return count == 1
}
func polygonContainsPoint(polygon []vec, p vec) bool {
a := polygon[len(polygon)-1]
count := 0
for _, b := range polygon {
if pointIsRightOfLine(a, b, p) {
count++
}
a = b
}
return count%2 == 1
}
func triangulatePath(path []pathPoint, target []float32) []float32 {
var buf [500]vec
polygon := buf[:0]
for _, p := range path {
polygon = append(polygon, p.pos)
}
for len(polygon) > 2 {
var i int
triangles:
for i = range polygon {
ib := (i + 1) % len(polygon)
ic := (i + 2) % len(polygon)
a := polygon[i]
b := polygon[ib]
c := polygon[ic]
if isSamePoint(a, c, math.SmallestNonzeroFloat64) {
break
}
for i2, p := range polygon {
if i2 == i || i2 == ib || i2 == ic {
continue
}
if triangleContainsPoint(a, b, c, p) {
continue triangles
}
center := a.add(b).add(c).divf(3)
if !polygonContainsPoint(polygon, center) {
continue triangles
}
}
target = append(target, float32(a[0]), float32(a[1]), float32(b[0]), float32(b[1]), float32(c[0]), float32(c[1]))
break
}
remove := (i + 1) % len(polygon)
polygon = append(polygon[:remove], polygon[remove+1:]...)
}
return target
}
func (cv *Canvas) cutIntersections(path []pathPoint) []pathPoint {
type cut struct {
from, to int
j int
b bool
ratio float64
point vec
}
var cutBuf [50]cut
cuts := cutBuf[:0]
for i := 0; i < len(path); i++ {
ip := (i + len(path) - 1) % len(path)
a0 := path[ip].pos
a1 := path[i].pos
for j := i + 1; j < len(path); j++ {
jp := (j + len(path) - 1) % len(path)
if ip == j || jp == i {
continue
}
b0 := path[jp].pos
b1 := path[j].pos
p, r1, r2 := lineIntersection(a0, a1, b0, b1)
if r1 <= 0 || r1 >= 1 || r2 <= 0 || r2 >= 1 {
continue
}
cuts = append(cuts, cut{
from: ip,
to: i,
ratio: r1,
point: p,
j: j,
})
cuts = append(cuts, cut{
from: jp,
to: j,
ratio: r2,
point: p,
j: i,
b: true,
})
}
}
if len(cuts) == 0 {
return path
}
sort.Slice(cuts, func(i, j int) bool {
a, b := cuts[i], cuts[j]
return a.to > b.to || (a.to == b.to && a.ratio > b.ratio)
})
newPath := make([]pathPoint, len(path)+len(cuts))
copy(newPath[:len(path)], path)
for _, cut := range cuts {
copy(newPath[cut.to+1:], newPath[cut.to:])
newPath[cut.to].next = newPath[cut.to+1].pos
newPath[cut.to].pos = cut.point
}
return newPath
}