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#include "src/triangulate.h" #include "thirdparty/earcut.h" #include "src/invert.h" // Make mapbox::earcut work with glm::vec3 template<> struct mapbox::util::nth<0, glm::vec3> { static constexpr float get(const glm::vec3& t) { return t.x; } }; template<> struct mapbox::util::nth<1, glm::vec3> { static constexpr float get(const glm::vec3& t) { return t.y; } }; namespace triangulate { struct triangleid { std::size_t id; constexpr auto operator<=>(const triangleid&) const = default; }; //! \brief Index type of vertex using index_t = std::uint16_t; //! \brief Pair of vertex indices, forming a triangle boundary using boundary_t = std::pair<index_t, index_t>; //! \brief Additional information about a triangle boundary struct triangleinfo { //! \brief What's the third vertex of this triangle index_t third_vertex; //! \brief Id of triangle (starting position of the triangle in the result //! value of mapbox::earcut) triangleid triangleid; }; using triangleinfomap_t = std::map<boundary_t, triangleinfo>; struct MergedTriangles { //! \brief List of merged quadrilaterals std::vector<Quadrilateral> quadrilaterals; //! \brief Ids of cut triangles std::set<triangleid> cutTriangles; }; static MergedTriangles mergeTriangles( const std::vector<std::uint16_t>& indices, std::vector<glm::vec3>::const_iterator polyBegin); } static bool findQuadsToMerge( const triangulate::triangleinfomap_t& boundaries, auto&& iscut, auto&& addMergedQuad ) { bool foundQuads = false; // Go through triangle boundaries for ( triangulate::triangleinfomap_t::const_iterator it1 = boundaries.begin(); it1 != boundaries.end(); ++it1 ) { const triangulate::boundary_t& boundary = it1->first; const triangulate::triangleinfo& earcut_triangle_1 = it1->second; // .. the ones we haven't already been merged... if (not iscut(earcut_triangle_1.triangleid)) { // Look for its inverse boundary to find the touching triangle const triangulate::boundary_t inverse_boundary = std::make_pair(boundary.second, boundary.first); const triangulate::triangleinfomap_t::const_iterator it2 = boundaries.find(inverse_boundary); // Also if that hasn't been cut if (it2 != boundaries.end() and not iscut(it2->second.triangleid)) { // Continue until no more new quads are found foundQuads |= addMergedQuad(it1, it2); } } } return foundQuads; } static triangulate::MergedTriangles triangulate::mergeTriangles( const std::vector<std::uint16_t>& indices, std::vector<glm::vec3>::const_iterator polyBegin) { MergedTriangles result; const auto iscut = [&result](const triangleid i){ return result.cutTriangles.find(i) != result.cutTriangles.end(); }; const auto addMergedQuad = [&result, polyBegin]( triangleinfomap_t::const_iterator it1, triangleinfomap_t::const_iterator it2 ) { const boundary_t& shared_boundary = it1->first; const triangleinfo& earcut_triangle_1 = it1->second; const triangleinfo& earcut_triangle_2 = it2->second; const Quadrilateral quad{ *(polyBegin + shared_boundary.first), *(polyBegin + earcut_triangle_2.third_vertex), *(polyBegin + shared_boundary.second), *(polyBegin + earcut_triangle_1.third_vertex), }; if (isConvex(quad)) { result.quadrilaterals.push_back(quad); result.cutTriangles.insert(earcut_triangle_1.triangleid); result.cutTriangles.insert(earcut_triangle_2.triangleid); return true; } else { return false; } }; triangleinfomap_t boundaries; for (std::size_t i = 0; i < indices.size(); i += 3) { const auto add = [&](const std::size_t o1, const std::size_t o2, const std::size_t o3){ const auto key = std::make_pair(indices[i + o1], indices[i + o2]); boundaries[key] = triangleinfo{ .third_vertex = indices[i + o3], .triangleid = {i}, }; }; add(0, 1, 2); add(1, 2, 0); add(2, 0, 1); } bool repeat = true; while (repeat) { repeat = findQuadsToMerge(boundaries, iscut, addMergedQuad); } return result; } //! \brief Polygonize a polygon into triangles and try merge as many of them //! as possible into quadrilaterals. The polygons must all reside in the same //! plane. std::vector<PlainPolygonElement> polygonize( std::vector<glm::vec3>::const_iterator begin, std::vector<glm::vec3>::const_iterator end) { std::vector<PlainPolygonElement> result; // Transform the polygon into XY plane opt<glm::mat3> normal = calculateNormal(begin, end); if (normal.has_value()) { const glm::mat3 normalInverse = glm::inverse(*normal); std::vector<std::vector<glm::vec3>> polygons{1}; std::vector<glm::vec3>& polygon2d = polygons.back(); polygon2d.reserve(static_cast<std::size_t>(end - begin)); for (std::vector<glm::vec3>::const_iterator it = begin; it != end; ++it) { polygon2d.push_back(normalInverse * glm::vec4{*it, 1}); } const std::vector<triangulate::index_t> indices = mapbox::earcut<triangulate::index_t>(polygons); triangulate::MergedTriangles mergedTriangles = triangulate::mergeTriangles(indices, begin); for (Quadrilateral& quad : mergedTriangles.quadrilaterals) { result.push_back(quad); } for (std::size_t i = 0; i < indices.size(); i += 3) { if (not mergedTriangles.cutTriangles.contains({i})) { Triangle tri = triangle( *(begin + indices[i]), *(begin + indices[i + 1]), *(begin + indices[i + 2])); result.push_back(tri); } } } return result; }