fix triangulation of complex polygons:

find coordinates inside hole non-convex holes
This commit is contained in:
Hannes Janetzek 2013-01-04 19:49:51 +01:00
parent 3484110e08
commit 45b19d6a91

View File

@ -3,6 +3,7 @@
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include "triangle.h"
static void mylog(const char *msg)
@ -29,7 +30,7 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
int i, j;
memset(&in, 0, sizeof(TriangleIO));
int num_points = (indices[0])>>1;
in.numberofpoints = num_points;
in.pointlist = (float *) points;
@ -44,15 +45,15 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
in.segmentlist = (int *) malloc(num_segments * 2 * sizeof(int));
in.numberofsegments = num_segments;
in.numberofholes = num_rings - 1;
int *rings = NULL;
int *rings = NULL;
if (in.numberofholes > 0)
{
in.holelist = (float *) malloc(in.numberofholes * 2 * sizeof(float));
rings = (int*) malloc(num_rings * sizeof(int));
}
int n = 0;
int h = 0;
int seg = 0;
int hole = 0;
int ring;
int point;
@ -64,33 +65,51 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
if (rings)
rings[ring] = num_points;
// add holes, fixme: works only for convex
// if ring is clockwise one could take the center of
// the first 'triangle' of a convex arc?
// add holes: we need a point inside the hole...
// this is just a heuristic, assuming that two
// 'parallel' lines have a distance of at least
// 1 unit.
if (ring > 0)
{
int k;
float cx = 0;
float cy = 0;
for (k = point, len = k + num_points; k < len; k++)
{
cx += in.pointlist[k*2];
cy += in.pointlist[k*2+1];
}
int k = point * 2;
in.holelist[h++] = cx / num_points;
in.holelist[h++] = cy / num_points;
float cx = in.pointlist[k+0];
float cy = in.pointlist[k+1];
float nx = in.pointlist[k+2];
float ny = in.pointlist[k+3];
float vx = nx - cx;
float vy = ny - cy;
float a = sqrt(vx*vx + vy*vy);
// fixme: need to check a == 0?
//if (a > 0.00001 || a < -0.0001)
float ux = -vy / a;
float uy = vx / a;
float centerx = cx + vx / 2 - ux;
float centery = cy + vy / 2 - uy;
snprintf(buf, 128, "a: %f in:(%.2f %.2f) "
"cur:(%.2f %.2f), next:(%.2f %.2f)\n",
a, centerx, centery, cx, cy, nx,ny);
mylog(buf);
in.holelist[hole++] = centerx;
in.holelist[hole++] = centery;
}
in.segmentlist[n++] = point + (num_points - 1);
in.segmentlist[n++] = point;
in.segmentlist[seg++] = point + (num_points - 1);
in.segmentlist[seg++] = point;
for (len = point + num_points - 1; point < len; point++)
{
in.segmentlist[n++] = point;
in.segmentlist[n++] = point + 1;
in.segmentlist[seg++] = point;
in.segmentlist[seg++] = point + 1;
}
}
#ifdef TESTING
@ -108,10 +127,10 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
mylog(buf);
}
#endif
memset(&out, 0, sizeof(TriangleIO));
out.trianglelist = (INDICE*) indices;
triangulate("pzPNBQ", &in, &out, (TriangleIO *) NULL);
//if (offset || stride)
@ -119,7 +138,7 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
// if (stride <= 0)
// stride = 1;
#ifdef TESTING
#ifdef TESTING
snprintf(buf, 128, "triangles: %d\n", out.numberoftriangles);
mylog(buf);
@ -132,9 +151,10 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
}
#endif
// ----------- fix addresses to vertex buffer indices -------------
// ----------- fix offset to vertex buffer indices -------------
// scale to stride
short stride = 2;
int n, m;
for (i = 0, n = out.numberoftriangles * 3; i < n; i++)
out.trianglelist[i] *= stride;
@ -150,19 +170,18 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
short off = offset;
int add = 0;
int start = 0;
int m;
for (j = 0, m = in.numberofholes; j < m; j++)
{
start += rings[j] * stride;
if (rings[j] % 2 == 0)
continue;
#ifdef TESTING
snprintf(buf, 128, "add offset: %d\n", start);
mylog(buf);
#endif
for (i = 0, n = out.numberoftriangles * 3; i < n; i++)
if (out.trianglelist[i] >= start)
out.trianglelist[i] += stride;
@ -180,7 +199,7 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
#endif
}
// flip direction and add offset
// flip direction and add offset
for (i = 0, n = out.numberoftriangles * 3; i < n; i += 3)
{
out.trianglelist[i+0] = out.trianglelist[i+0] + offset;