/**************************************************************************/ /* delaunay_2d.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef DELAUNAY_2D_H #define DELAUNAY_2D_H #include "core/math/rect2.h" #include "core/templates/vector.h" class Delaunay2D { public: struct Triangle { int points[3]; Vector2 circum_center; real_t circum_radius_squared; Triangle() {} Triangle(int p_a, int p_b, int p_c) { points[0] = p_a; points[1] = p_b; points[2] = p_c; } }; struct Edge { int points[2]; bool bad = false; Edge() {} Edge(int p_a, int p_b) { // Store indices in a sorted manner to avoid having to check both orientations later. if (p_a > p_b) { points[0] = p_b; points[1] = p_a; } else { points[0] = p_a; points[1] = p_b; } } }; static Triangle create_triangle(const Vector &p_vertices, int p_a, int p_b, int p_c) { Triangle triangle = Triangle(p_a, p_b, p_c); // Get the values of the circumcircle and store them inside the triangle object. Vector2 a = p_vertices[p_b] - p_vertices[p_a]; Vector2 b = p_vertices[p_c] - p_vertices[p_a]; Vector2 O = (b * a.length_squared() - a * b.length_squared()).orthogonal() / (a.cross(b) * 2.0f); triangle.circum_radius_squared = O.length_squared(); triangle.circum_center = O + p_vertices[p_a]; return triangle; } static Vector triangulate(const Vector &p_points) { Vector points = p_points; Vector triangles; int point_count = p_points.size(); if (point_count <= 2) { return triangles; } // Get a bounding rectangle. Rect2 rect = Rect2(p_points[0], Size2()); for (int i = 1; i < point_count; i++) { rect.expand_to(p_points[i]); } real_t delta_max = MAX(rect.size.width, rect.size.height); Vector2 center = rect.get_center(); // Construct a bounding triangle around the rectangle. points.push_back(Vector2(center.x - delta_max * 16, center.y - delta_max)); points.push_back(Vector2(center.x, center.y + delta_max * 16)); points.push_back(Vector2(center.x + delta_max * 16, center.y - delta_max)); Triangle bounding_triangle = create_triangle(points, point_count + 0, point_count + 1, point_count + 2); triangles.push_back(bounding_triangle); for (int i = 0; i < point_count; i++) { Vector polygon; // Save the edges of the triangles whose circumcircles contain the i-th vertex. Delete the triangles themselves. for (int j = triangles.size() - 1; j >= 0; j--) { if (points[i].distance_squared_to(triangles[j].circum_center) < triangles[j].circum_radius_squared) { polygon.push_back(Edge(triangles[j].points[0], triangles[j].points[1])); polygon.push_back(Edge(triangles[j].points[1], triangles[j].points[2])); polygon.push_back(Edge(triangles[j].points[2], triangles[j].points[0])); triangles.remove_at(j); } } // Create a triangle for every unique edge. for (int j = 0; j < polygon.size(); j++) { if (polygon[j].bad) { continue; } for (int k = j + 1; k < polygon.size(); k++) { // Compare the edges. if (polygon[k].points[0] == polygon[j].points[0] && polygon[k].points[1] == polygon[j].points[1]) { polygon.write[j].bad = true; polygon.write[k].bad = true; break; // Since no more than two triangles can share an edge, no more than two edges can share vertices. } } // Create triangles out of good edges. if (!polygon[j].bad) { triangles.push_back(create_triangle(points, polygon[j].points[0], polygon[j].points[1], i)); } } } // Filter out the triangles containing vertices of the bounding triangle. int preserved_count = 0; Triangle *triangles_ptrw = triangles.ptrw(); for (int i = 0; i < triangles.size(); i++) { if (!(triangles[i].points[0] >= point_count || triangles[i].points[1] >= point_count || triangles[i].points[2] >= point_count)) { triangles_ptrw[preserved_count] = triangles[i]; preserved_count++; } } triangles.resize(preserved_count); return triangles; } }; #endif // DELAUNAY_2D_H