1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148
|
typedef struct
{
float x, y;
} Point2D;
typedef struct
{
Point2D p1, p2, p3;
} Triangle2D;
Triangle2D* Terrain::Process( int nb_points, Point2D *points, int& nb_triangles )
{
/* allocate and initialize list of Vertices in polygon */
Triangle2D *triangles = new Triangle2D[nb_points-2];
nb_triangles = 0;
int n = nb_points;
if ( n < 3 ) return false;
int *V = new int[n];
/* we want a counter-clockwise polygon in V */
if ( 0.0f < Area(nb_points, points) )
for (int v=0; v<n; v++) V[v] = v;
else
for(int v=0; v<n; v++) V[v] = (n-1)-v;
int nv = n;
/* remove nv-2 Vertices, creating 1 triangle every time */
int count = 2*nv; /* error detection */
for(int m=0, v=nv-1; nv>2; )
{
/* if we loop, it is probably a non-simple polygon */
if (0 >= (count--))
{
//** Triangulate: ERROR - probable bad polygon!
// delete[] triangles;
printf( "Degenerate polygon\n" );
return triangles;
}
/* three consecutive vertices in current polygon, <u,v,w> */
int u = v ; if (nv <= u) u = 0; /* previous */
v = u+1; if (nv <= v) v = 0; /* new v */
int w = v+1; if (nv <= w) w = 0; /* next */
if ( Snip(nb_points, points,u,v,w,nv,V) )
{
int a,b,c,s,t;
/* true names of the vertices */
a = V[u]; b = V[v]; c = V[w];
/* output Triangle */
/* result.push_back( points[a] );
result.push_back( points[b] );
result.push_back( points[c] );*/
triangles[nb_triangles].p1 = points[a];
triangles[nb_triangles].p2 = points[b];
triangles[nb_triangles].p3 = points[c];
nb_triangles++;
m++;
/* remove v from remaining polygon */
for(s=v,t=v+1;t<nv;s++,t++) V[s] = V[t]; nv--;
/* resest error detection counter */
count = 2*nv;
}
}
delete V;
return triangles;
}
float Terrain::Area( int nb_points, Point2D *points )
{
int n = nb_points;
float A=0.0f;
for(int p=n-1,q=0; q<n; p=q++)
{
A+= points[p].x*points[q].y - points[q].x*points[p].y;
}
return A*0.5f;
}
bool Terrain::Snip( int nb_points, Point2D *points,int u,int v,int w,int n,int *V )
{
int p;
float Ax, Ay, Bx, By, Cx, Cy, Px, Py;
Ax = points[V[u]].x;
Ay = points[V[u]].y;
Bx = points[V[v]].x;
By = points[V[v]].y;
Cx = points[V[w]].x;
Cy = points[V[w]].y;
if ( EPSILON > (((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 = points[V[p]].x;
Py = points[V[p]].y;
if (InsideTriangle(Ax,Ay,Bx,By,Cx,Cy,Px,Py)) return false;
}
return true;
}
bool Terrain::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));
} |
Partager