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c681391033
Polygon triangulation bug: In some cases Kongs triangulation algorithm produces triangles with collinear points. The Polygon constructor removes one of these and throws an error because there are not enough vertices. Checking if the current points in a triangulation step are collinear and discarding those triangles fixes the problem. Class-commons lets you use any supporting class system as backend for HC. Add SpatialHash:draw() for debug purposes.
405 lines
12 KiB
Lua
405 lines
12 KiB
Lua
--[[
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Copyright (c) 2011 Matthias Richter
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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Except as contained in this notice, the name(s) of the above copyright holders
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shall not be used in advertising or otherwise to promote the sale, use or
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other dealings in this Software without prior written authorization.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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]]--
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local _PACKAGE = (...):match("^(.+)%.[^%.]+")
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if not (common and common.class and common.instance) then
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class_commons = true
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require(_PACKAGE .. '.class')
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end
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local vector = require(_PACKAGE .. '.vector')
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----------------------------
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-- Private helper functions
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--
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-- create vertex list of coordinate pairs
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local function toVertexList(vertices, x,y, ...)
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if not x or not y then return vertices end -- no more arguments
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vertices[#vertices + 1] = vector(x, y) -- set vertex
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return toVertexList(vertices, ...) -- recurse
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end
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-- returns true if three points lie on a line
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local function areCollinear(p,q,r)
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return (q - p):cross(r - p) == 0
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end
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-- remove vertices that lie on a line
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local function removeCollinear(vertices)
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local ret = {}
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for k=1,#vertices do
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local i = k > 1 and k - 1 or #vertices
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local l = k < #vertices and k + 1 or 1
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if not areCollinear(vertices[i], vertices[k], vertices[l]) then
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ret[#ret+1] = vertices[k]
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end
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end
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return ret
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end
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-- get index of rightmost vertex (for testing orientation)
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local function getIndexOfleftmost(vertices)
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local idx = 1
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for i = 2,#vertices do
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if vertices[i].x < vertices[idx].x then
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idx = i
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end
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end
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return idx
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end
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-- returns true if three points make a counter clockwise turn
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local function ccw(p, q, r)
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return (q - p):cross(r - p) >= 0
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end
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-- unpack vertex coordinates, i.e. {x=p, y=q}, ... -> p,q, ...
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local function unpackHelper(v, ...)
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if not v then return end
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return v.x,v.y,unpackHelper(...)
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end
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-- test if a point lies inside of a triangle using cramers rule
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local function pointInTriangle(q, p1,p2,p3)
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local v1,v2 = p2 - p1, p3 - p1
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local qp = q - p1
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local dv = v1:cross(v2)
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local l = qp:cross(v2)
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if l <= 0 then return false end
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local m = v1:cross(qp)
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if m <= 0 then return false end
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return (l+m)/dv < 1
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end
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-- returns starting indices of shared edge, i.e. if p and q share the
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-- edge with indices p1,p2 of p and q1,q2 of q, the return value is p1,q1
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local function getSharedEdge(p,q)
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local vertices = {}
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for i,v in ipairs(q) do vertices[ tostring(v) ] = i end
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for i,v in ipairs(p) do
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local w = (i == #p) and p[1] or p[i+1]
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if vertices[ tostring(v) ] and vertices[ tostring(w) ] then
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return i, vertices[ tostring(v) ]
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end
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end
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end
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-----------------
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-- Polygon class
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--
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local Polygon = {}
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function Polygon:init(...)
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local vertices = removeCollinear( toVertexList({}, ...) )
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assert(#vertices >= 3, "Need at least 3 non collinear points to build polygon (got "..#vertices..")")
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-- assert polygon is oriented counter clockwise
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local r = getIndexOfleftmost(vertices)
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local q = r > 1 and r - 1 or #vertices
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local s = r < #vertices and r + 1 or 1
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if not ccw(vertices[q], vertices[r], vertices[s]) then -- reverse order if polygon is not ccw
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local tmp = {}
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for i=#vertices,1,-1 do
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tmp[#tmp + 1] = vertices[i]
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end
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vertices = tmp
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end
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self.vertices = vertices
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-- make vertices immutable
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setmetatable(self.vertices, {__newindex = function() error("Thou shall not change a polygons vertices!") end})
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-- compute polygon area and centroid
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self.area = vertices[#vertices]:cross(vertices[1])
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for i = 1,#vertices-1 do
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self.area = self.area + vertices[i]:cross(vertices[i+1])
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end
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self.area = self.area / 2
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local p,q = vertices[#vertices], vertices[1]
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local det = p:cross(q)
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self.centroid = vector((p.x+q.x) * det, (p.y+q.y) * det)
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for i = 1,#vertices-1 do
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p,q = vertices[i], vertices[i+1]
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det = p:cross(q)
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self.centroid.x = self.centroid.x + (p.x+q.x) * det
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self.centroid.y = self.centroid.y + (p.y+q.y) * det
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end
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self.centroid = self.centroid / (6 * self.area)
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-- get outcircle
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self._radius = 0
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for i = 1,#vertices do
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self._radius = math.max(vertices[i]:dist(self.centroid), self._radius)
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end
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end
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local newPolygon
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-- return vertices as x1,y1,x2,y2, ..., xn,yn
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function Polygon:unpack()
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return unpackHelper( unpack(self.vertices) )
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end
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-- deep copy of the polygon
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function Polygon:clone()
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return Polygon( self:unpack() )
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end
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-- get bounding box
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function Polygon:getBBox()
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local ul = self.vertices[1]:clone()
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local lr = ul:clone()
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for i=2,#self.vertices do
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local p = self.vertices[i]
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if ul.x > p.x then ul.x = p.x end
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if ul.y > p.y then ul.y = p.y end
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if lr.x < p.x then lr.x = p.x end
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if lr.y < p.y then lr.y = p.y end
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end
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return ul.x,ul.y, lr.x,lr.y
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end
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-- a polygon is convex if all edges are oriented ccw
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function Polygon:isConvex()
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local function isConvex()
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local v = self.vertices
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if #v == 3 then return true end
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if not ccw(v[#v], v[1], v[2]) then
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return false
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end
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for i = 2,#v-1 do
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if not ccw(v[i-1], v[i], v[i+1]) then
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return false
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end
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end
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if not ccw(v[#v-1], v[#v], v[1]) then
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return false
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end
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return true
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end
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-- replace function so that this will only be computed once
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local status = isConvex()
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self.isConvex = function() return status end
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return status
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end
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function Polygon:move(dx, dy)
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if not dy then
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dx, dy = dx:unpack()
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end
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for i,v in ipairs(self.vertices) do
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v.x = v.x + dx
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v.y = v.y + dy
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end
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self.centroid.x = self.centroid.x + dx
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self.centroid.y = self.centroid.y + dy
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end
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function Polygon:rotate(angle, center, cy)
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local center = center or self.centroid
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if cy then center = vector(center, cy) end
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for i,v in ipairs(self.vertices) do
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self.vertices[i] = (self.vertices[i] - center):rotate_inplace(angle) + center
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end
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self.centroid = (self.centroid - center):rotate_inplace(angle) + center
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end
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-- triangulation by the method of kong
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function Polygon:triangulate()
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if #self.vertices == 3 then return {self:clone()} end
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local triangles = {} -- list of triangles to be returned
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local concave = {} -- list of concave edges
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local adj = {} -- vertex adjacencies
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local vertices = self.vertices
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-- retrieve adjacencies as the rest will be easier to implement
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for i,p in ipairs(vertices) do
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local l = (i == 1) and vertices[#vertices] or vertices[i-1]
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local r = (i == #vertices) and vertices[1] or vertices[i+1]
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adj[p] = {p = p, l = l, r = r} -- point, left and right neighbor
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-- test if vertex is a concave edge
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if not ccw(l,p,r) then concave[p] = p end
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end
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-- and ear is an edge of the polygon that contains no other
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-- vertex of the polygon
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local function isEar(p1,p2,p3)
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if not ccw(p1,p2,p3) then return false end
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for q,_ in pairs(concave) do
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if pointInTriangle(q, p1,p2,p3) then return false end
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end
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return true
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end
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-- main loop
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local nPoints, skipped = #vertices, 0
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local p = adj[ vertices[2] ]
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while nPoints > 3 do
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if not concave[p.p] and isEar(p.l, p.p, p.r) then
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-- polygon may be a 'collinear triangle', i.e.
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-- all three points are on a line. In that case
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-- the polygon constructor throws an error.
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if not areCollinear(p.l, p.p, p.r) then
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triangles[#triangles+1] = newPolygon(unpackHelper(p.l, p.p, p.r))
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end
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if concave[p.l] and ccw(adj[p.l].l, p.l, p.r) then
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concave[p.l] = nil
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end
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if concave[p.r] and ccw(p.l, p.r, adj[p.r].r) then
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concave[p.r] = nil
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end
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-- remove point from list
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adj[p.p] = nil
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adj[p.l].r = p.r
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adj[p.r].l = p.l
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nPoints = nPoints - 1
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skipped = 0
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p = adj[p.l]
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else
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p = adj[p.r]
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skipped = skipped + 1
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assert(skipped <= nPoints, "Cannot triangulate polygon (is the polygon intersecting itself?)")
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end
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end
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if not areCollinear(p.l, p.p, p.r) then
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triangles[#triangles+1] = newPolygon(unpackHelper(p.l, p.p, p.r))
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end
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return triangles
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end
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-- return merged polygon if possible or nil otherwise
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function Polygon:mergedWith(other)
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local p,q = getSharedEdge(self.vertices, other.vertices)
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if not (p and q) then return nil end
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local ret = {}
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for i = 1, p do ret[#ret+1] = self.vertices[i] end
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for i = 2, #other.vertices-1 do
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local k = i + q - 1
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if k > #other.vertices then k = k - #other.vertices end
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ret[#ret+1] = other.vertices[k]
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end
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for i = p+1,#self.vertices do ret[#ret+1] = self.vertices[i] end
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return newPolygon( unpackHelper( unpack(ret) ) )
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end
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-- split polygon into convex polygons.
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-- note that this won't be the optimal split in most cases, as
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-- finding the optimal split is a really hard problem.
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-- the method is to first triangulate and then greedily merge
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-- the triangles.
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function Polygon:splitConvex()
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-- edge case: polygon is a triangle or already convex
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if #self.vertices <= 3 or self:isConvex() then return {self:clone()} end
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local convex = self:triangulate()
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local i = 1
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repeat
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local p = convex[i]
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local k = i + 1
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while k <= #convex do
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local _, merged = pcall(function() return p:mergedWith(convex[k]) end)
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if merged and merged:isConvex() then
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convex[i] = merged
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p = convex[i]
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table.remove(convex, k)
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else
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k = k + 1
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end
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end
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i = i + 1
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until i >= #convex
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return convex
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end
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function Polygon:contains(x,y)
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-- test if an edge cuts the ray
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local function cut_ray(p,q)
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return ((p.y > y and q.y < y) or (p.y < y and q.y > y)) -- possible cut
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and (x - p.x < (y - p.y) * (q.x - p.x) / (q.y - p.y)) -- x < cut.x
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end
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-- test if the ray crosses boundary from interior to exterior.
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-- this is needed due to edge cases, when the ray passes through
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-- polygon corners
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local function cross_boundary(p,q)
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return (p.y == y and p.x > x and q.y < y)
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or (q.y == y and q.x > x and p.y < y)
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end
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local v = self.vertices
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local in_polygon = false
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for i = 1, #v do
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local p, q = v[i], v[(i % #v) + 1]
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if cut_ray(p,q) or cross_boundary(p,q) then
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in_polygon = not in_polygon
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end
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end
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return in_polygon
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end
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function Polygon:intersectsRay(x,y, dx,dy)
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local p = vector(x,y)
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local v = vector(dx,dy)
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local n = v:perpendicular()
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local vertices = self.vertices
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for i = 1, #vertices do
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local q1, q2 = vertices[i], vertices[ (i % #vertices) + 1 ]
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local w = q2 - q1
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local det = v:cross(w)
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if det ~= 0 then
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-- there is an intersection point. check if it lies on both
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-- the ray and the segment.
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local r = q2 - p
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local l = r:cross(w)
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local m = v:cross(r)
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if l >= 0 and m >= 0 and m <= det then return true, l end
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else
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-- lines parralel or incident. get distance of line to
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-- anchor point. if they are incident, check if an endpoint
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-- lies on the ray
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local dist = (q1 - p) * n
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if dist == 0 then
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local l,m = v * (q1 - p), v * (q2 - p)
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if l >= 0 and l >= m then return true, l end
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if m >= 0 then return true, m end
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end
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end
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end
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return false
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end
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Polygon = common.class('Polygon', Polygon)
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newPolygon = function(...) return common.instance(Polygon, ...) end
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return Polygon
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