fix triangulation of complex polygons:
find coordinates inside hole non-convex holes
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3484110e08
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45b19d6a91
@ -3,6 +3,7 @@
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include "triangle.h"
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static void mylog(const char *msg)
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@ -29,7 +30,7 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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int i, j;
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memset(&in, 0, sizeof(TriangleIO));
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int num_points = (indices[0])>>1;
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in.numberofpoints = num_points;
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in.pointlist = (float *) points;
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@ -44,15 +45,15 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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in.segmentlist = (int *) malloc(num_segments * 2 * sizeof(int));
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in.numberofsegments = num_segments;
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in.numberofholes = num_rings - 1;
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int *rings = NULL;
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int *rings = NULL;
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if (in.numberofholes > 0)
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{
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in.holelist = (float *) malloc(in.numberofholes * 2 * sizeof(float));
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rings = (int*) malloc(num_rings * sizeof(int));
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}
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int n = 0;
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int h = 0;
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int seg = 0;
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int hole = 0;
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int ring;
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int point;
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@ -64,33 +65,51 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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if (rings)
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rings[ring] = num_points;
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// add holes, fixme: works only for convex
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// if ring is clockwise one could take the center of
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// the first 'triangle' of a convex arc?
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// add holes: we need a point inside the hole...
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// this is just a heuristic, assuming that two
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// 'parallel' lines have a distance of at least
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// 1 unit.
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if (ring > 0)
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{
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int k;
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float cx = 0;
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float cy = 0;
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for (k = point, len = k + num_points; k < len; k++)
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{
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cx += in.pointlist[k*2];
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cy += in.pointlist[k*2+1];
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}
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int k = point * 2;
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in.holelist[h++] = cx / num_points;
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in.holelist[h++] = cy / num_points;
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float cx = in.pointlist[k+0];
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float cy = in.pointlist[k+1];
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float nx = in.pointlist[k+2];
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float ny = in.pointlist[k+3];
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float vx = nx - cx;
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float vy = ny - cy;
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float a = sqrt(vx*vx + vy*vy);
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// fixme: need to check a == 0?
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//if (a > 0.00001 || a < -0.0001)
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float ux = -vy / a;
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float uy = vx / a;
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float centerx = cx + vx / 2 - ux;
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float centery = cy + vy / 2 - uy;
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snprintf(buf, 128, "a: %f in:(%.2f %.2f) "
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"cur:(%.2f %.2f), next:(%.2f %.2f)\n",
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a, centerx, centery, cx, cy, nx,ny);
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mylog(buf);
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in.holelist[hole++] = centerx;
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in.holelist[hole++] = centery;
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}
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in.segmentlist[n++] = point + (num_points - 1);
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in.segmentlist[n++] = point;
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in.segmentlist[seg++] = point + (num_points - 1);
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in.segmentlist[seg++] = point;
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for (len = point + num_points - 1; point < len; point++)
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{
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in.segmentlist[n++] = point;
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in.segmentlist[n++] = point + 1;
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in.segmentlist[seg++] = point;
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in.segmentlist[seg++] = point + 1;
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}
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}
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#ifdef TESTING
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@ -108,10 +127,10 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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mylog(buf);
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}
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#endif
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memset(&out, 0, sizeof(TriangleIO));
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out.trianglelist = (INDICE*) indices;
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triangulate("pzPNBQ", &in, &out, (TriangleIO *) NULL);
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//if (offset || stride)
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@ -119,7 +138,7 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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// if (stride <= 0)
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// stride = 1;
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#ifdef TESTING
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#ifdef TESTING
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snprintf(buf, 128, "triangles: %d\n", out.numberoftriangles);
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mylog(buf);
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@ -132,9 +151,10 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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}
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#endif
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// ----------- fix addresses to vertex buffer indices -------------
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// ----------- fix offset to vertex buffer indices -------------
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// scale to stride
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short stride = 2;
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int n, m;
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for (i = 0, n = out.numberoftriangles * 3; i < n; i++)
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out.trianglelist[i] *= stride;
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@ -150,19 +170,18 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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short off = offset;
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int add = 0;
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int start = 0;
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int m;
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for (j = 0, m = in.numberofholes; j < m; j++)
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{
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start += rings[j] * stride;
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if (rings[j] % 2 == 0)
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continue;
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#ifdef TESTING
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snprintf(buf, 128, "add offset: %d\n", start);
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mylog(buf);
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#endif
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for (i = 0, n = out.numberoftriangles * 3; i < n; i++)
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if (out.trianglelist[i] >= start)
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out.trianglelist[i] += stride;
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@ -180,7 +199,7 @@ jint Java_org_quake_triangle_TriangleJNI_triangulate(JNIEnv *env, jclass c,
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#endif
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}
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// flip direction and add offset
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// flip direction and add offset
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for (i = 0, n = out.numberoftriangles * 3; i < n; i += 3)
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{
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out.trianglelist[i+0] = out.trianglelist[i+0] + offset;
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