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349 lines
10 KiB
C++
349 lines
10 KiB
C++
/**************************************************************************/
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/* geometry_2d.cpp */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#include "geometry_2d.h"
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#include "thirdparty/clipper2/include/clipper2/clipper.h"
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#include "thirdparty/misc/polypartition.h"
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#define STB_RECT_PACK_IMPLEMENTATION
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#include "thirdparty/misc/stb_rect_pack.h"
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#define PRECISION 5 // Based on CMP_EPSILON.
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Vector<Vector<Vector2>> Geometry2D::decompose_polygon_in_convex(const Vector<Point2> &polygon) {
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Vector<Vector<Vector2>> decomp;
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List<TPPLPoly> in_poly, out_poly;
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TPPLPoly inp;
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inp.Init(polygon.size());
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for (int i = 0; i < polygon.size(); i++) {
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inp.GetPoint(i) = polygon[i];
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}
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inp.SetOrientation(TPPL_ORIENTATION_CCW);
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in_poly.push_back(inp);
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TPPLPartition tpart;
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if (tpart.ConvexPartition_HM(&in_poly, &out_poly) == 0) { // Failed.
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ERR_PRINT("Convex decomposing failed!");
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return decomp;
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}
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decomp.resize(out_poly.size());
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int idx = 0;
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for (List<TPPLPoly>::Element *I = out_poly.front(); I; I = I->next()) {
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TPPLPoly &tp = I->get();
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decomp.write[idx].resize(tp.GetNumPoints());
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for (int64_t i = 0; i < tp.GetNumPoints(); i++) {
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decomp.write[idx].write[i] = tp.GetPoint(i);
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}
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idx++;
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}
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return decomp;
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}
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struct _AtlasWorkRect {
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Size2i s;
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Point2i p;
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int idx = 0;
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_FORCE_INLINE_ bool operator<(const _AtlasWorkRect &p_r) const { return s.width > p_r.s.width; };
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};
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struct _AtlasWorkRectResult {
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Vector<_AtlasWorkRect> result;
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int max_w = 0;
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int max_h = 0;
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};
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void Geometry2D::make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size) {
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// Super simple, almost brute force scanline stacking fitter.
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// It's pretty basic for now, but it tries to make sure that the aspect ratio of the
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// resulting atlas is somehow square. This is necessary because video cards have limits
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// on texture size (usually 2048 or 4096), so the squarer a texture, the more the chances
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// that it will work in every hardware.
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// For example, it will prioritize a 1024x1024 atlas (works everywhere) instead of a
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// 256x8192 atlas (won't work anywhere).
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ERR_FAIL_COND(p_rects.is_empty());
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for (int i = 0; i < p_rects.size(); i++) {
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ERR_FAIL_COND(p_rects[i].width <= 0);
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ERR_FAIL_COND(p_rects[i].height <= 0);
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}
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Vector<_AtlasWorkRect> wrects;
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wrects.resize(p_rects.size());
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for (int i = 0; i < p_rects.size(); i++) {
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wrects.write[i].s = p_rects[i];
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wrects.write[i].idx = i;
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}
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wrects.sort();
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int widest = wrects[0].s.width;
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Vector<_AtlasWorkRectResult> results;
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for (int i = 0; i <= 12; i++) {
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int w = 1 << i;
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int max_h = 0;
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int max_w = 0;
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if (w < widest) {
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continue;
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}
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Vector<int> hmax;
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hmax.resize(w);
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for (int j = 0; j < w; j++) {
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hmax.write[j] = 0;
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}
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// Place them.
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int ofs = 0;
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int limit_h = 0;
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for (int j = 0; j < wrects.size(); j++) {
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if (ofs + wrects[j].s.width > w) {
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ofs = 0;
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}
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int from_y = 0;
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for (int k = 0; k < wrects[j].s.width; k++) {
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if (hmax[ofs + k] > from_y) {
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from_y = hmax[ofs + k];
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}
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}
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wrects.write[j].p.x = ofs;
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wrects.write[j].p.y = from_y;
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int end_h = from_y + wrects[j].s.height;
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int end_w = ofs + wrects[j].s.width;
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if (ofs == 0) {
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limit_h = end_h;
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}
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for (int k = 0; k < wrects[j].s.width; k++) {
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hmax.write[ofs + k] = end_h;
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}
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if (end_h > max_h) {
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max_h = end_h;
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}
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if (end_w > max_w) {
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max_w = end_w;
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}
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if (ofs == 0 || end_h > limit_h) { // While h limit not reached, keep stacking.
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ofs += wrects[j].s.width;
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}
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}
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_AtlasWorkRectResult result;
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result.result = wrects;
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result.max_h = max_h;
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result.max_w = max_w;
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results.push_back(result);
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}
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// Find the result with the best aspect ratio.
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int best = -1;
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real_t best_aspect = 1e20;
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for (int i = 0; i < results.size(); i++) {
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real_t h = next_power_of_2(results[i].max_h);
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real_t w = next_power_of_2(results[i].max_w);
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real_t aspect = h > w ? h / w : w / h;
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if (aspect < best_aspect) {
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best = i;
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best_aspect = aspect;
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}
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}
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r_result.resize(p_rects.size());
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for (int i = 0; i < p_rects.size(); i++) {
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r_result.write[results[best].result[i].idx] = results[best].result[i].p;
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}
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r_size = Size2(results[best].max_w, results[best].max_h);
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}
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Vector<Vector<Point2>> Geometry2D::_polypaths_do_operation(PolyBooleanOperation p_op, const Vector<Point2> &p_polypath_a, const Vector<Point2> &p_polypath_b, bool is_a_open) {
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using namespace Clipper2Lib;
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ClipType op = ClipType::Union;
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switch (p_op) {
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case OPERATION_UNION:
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op = ClipType::Union;
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break;
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case OPERATION_DIFFERENCE:
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op = ClipType::Difference;
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break;
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case OPERATION_INTERSECTION:
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op = ClipType::Intersection;
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break;
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case OPERATION_XOR:
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op = ClipType::Xor;
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break;
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}
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PathD path_a(p_polypath_a.size());
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for (int i = 0; i != p_polypath_a.size(); ++i) {
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path_a[i] = PointD(p_polypath_a[i].x, p_polypath_a[i].y);
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}
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PathD path_b(p_polypath_b.size());
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for (int i = 0; i != p_polypath_b.size(); ++i) {
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path_b[i] = PointD(p_polypath_b[i].x, p_polypath_b[i].y);
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}
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ClipperD clp(PRECISION); // Scale points up internally to attain the desired precision.
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clp.PreserveCollinear(false); // Remove redundant vertices.
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if (is_a_open) {
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clp.AddOpenSubject({ path_a });
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} else {
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clp.AddSubject({ path_a });
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}
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clp.AddClip({ path_b });
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PathsD paths;
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if (is_a_open) {
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PolyTreeD tree; // Needed to populate polylines.
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clp.Execute(op, FillRule::EvenOdd, tree, paths);
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} else {
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clp.Execute(op, FillRule::EvenOdd, paths); // Works on closed polygons only.
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}
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Vector<Vector<Point2>> polypaths;
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for (PathsD::size_type i = 0; i < paths.size(); ++i) {
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const PathD &path = paths[i];
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Vector<Vector2> polypath;
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for (PathsD::size_type j = 0; j < path.size(); ++j) {
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polypath.push_back(Point2(static_cast<real_t>(path[j].x), static_cast<real_t>(path[j].y)));
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}
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polypaths.push_back(polypath);
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}
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return polypaths;
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}
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Vector<Vector<Point2>> Geometry2D::_polypath_offset(const Vector<Point2> &p_polypath, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) {
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using namespace Clipper2Lib;
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JoinType jt = JoinType::Square;
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switch (p_join_type) {
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case JOIN_SQUARE:
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jt = JoinType::Square;
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break;
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case JOIN_ROUND:
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jt = JoinType::Round;
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break;
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case JOIN_MITER:
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jt = JoinType::Miter;
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break;
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}
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EndType et = EndType::Polygon;
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switch (p_end_type) {
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case END_POLYGON:
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et = EndType::Polygon;
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break;
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case END_JOINED:
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et = EndType::Joined;
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break;
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case END_BUTT:
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et = EndType::Butt;
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break;
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case END_SQUARE:
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et = EndType::Square;
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break;
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case END_ROUND:
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et = EndType::Round;
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break;
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}
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PathD polypath(p_polypath.size());
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for (int i = 0; i != p_polypath.size(); ++i) {
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polypath[i] = PointD(p_polypath[i].x, p_polypath[i].y);
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}
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// Inflate/deflate.
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PathsD paths = InflatePaths({ polypath }, p_delta, jt, et, 2.0, PRECISION, 0.0);
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// Here the miter_limit = 2.0 and arc_tolerance = 0.0 are Clipper2 defaults,
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// and the PRECISION is used to scale points up internally, to attain the desired precision.
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Vector<Vector<Point2>> polypaths;
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for (PathsD::size_type i = 0; i < paths.size(); ++i) {
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const PathD &path = paths[i];
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Vector<Vector2> polypath2;
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for (PathsD::size_type j = 0; j < path.size(); ++j) {
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polypath2.push_back(Point2(static_cast<real_t>(path[j].x), static_cast<real_t>(path[j].y)));
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}
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polypaths.push_back(polypath2);
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}
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return polypaths;
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}
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Vector<Vector3i> Geometry2D::partial_pack_rects(const Vector<Vector2i> &p_sizes, const Size2i &p_atlas_size) {
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Vector<stbrp_node> nodes;
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nodes.resize(p_atlas_size.width);
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memset(nodes.ptrw(), 0, sizeof(stbrp_node) * nodes.size());
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stbrp_context context;
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stbrp_init_target(&context, p_atlas_size.width, p_atlas_size.height, nodes.ptrw(), p_atlas_size.width);
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Vector<stbrp_rect> rects;
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rects.resize(p_sizes.size());
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for (int i = 0; i < p_sizes.size(); i++) {
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rects.write[i].id = i;
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rects.write[i].w = p_sizes[i].width;
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rects.write[i].h = p_sizes[i].height;
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rects.write[i].x = 0;
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rects.write[i].y = 0;
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rects.write[i].was_packed = 0;
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}
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stbrp_pack_rects(&context, rects.ptrw(), rects.size());
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Vector<Vector3i> ret;
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ret.resize(p_sizes.size());
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for (int i = 0; i < p_sizes.size(); i++) {
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ret.write[rects[i].id] = Vector3i(rects[i].x, rects[i].y, rects[i].was_packed != 0 ? 1 : 0);
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}
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return ret;
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}
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