/
FilledPolygon.js
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/
FilledPolygon.js
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define([
'goo/renderer/MeshData',
'goo/math/MathUtils'],
/** @lends */
function (
MeshData,
MathUtils
) {
'use strict';
/**
* @class A polygon shape.
* @param {Array} verts Array of vertices
* @param {Array} indices Array of indices
*/
function FilledPolygon(verts, indices) {
this.verts = verts;
this.indices = indices ? indices : getTriangulation(verts);
var attributeMap = MeshData.defaultMap([MeshData.POSITION, MeshData.NORMAL, MeshData.TEXCOORD0]);
MeshData.call(this, attributeMap, this.verts.length / 3, this.indices.length);
this.rebuild();
}
FilledPolygon.prototype = Object.create(MeshData.prototype);
function getTriangulation(p) {
var n = p.length / 3;
if(n < 3) { return []; }
var tgs = [];
var avl = [];
for(var i=0; i<n; i++) { avl.push(i); }
var i = 0;
var al = n;
while(al > 3) {
var i0 = avl[(i+0)%al];
var i1 = avl[(i+1)%al];
var i2 = avl[(i+2)%al];
var ax = p[3*i0], ay = p[3*i0+1];
var bx = p[3*i1], by = p[3*i1+1];
var cx = p[3*i2], cy = p[3*i2+1];
var earFound = false;
if(convex(ax, ay, bx, by, cx, cy)) {
earFound = true;
for (var j=0; j<al; j++) {
var vi = avl[j];
if(vi===i0 || vi===i1 || vi===i2) { continue; }
if(pointInTriangle(p[3*vi], p[3*vi+1], ax, ay, bx, by, cx, cy)) {
console.log("Ear not found for " + i0 + ',' + i1 + ',' + i2);
earFound = false; break;
}
}
console.log("Ear found for " + i0 + ',' + i1 + ',' + i2);
}
if(earFound) {
tgs.push(i0, i1, i2);
avl.splice((i+1)%al, 1);
al--;
i= 0;
}
else { if(i++ > 3*al) { break; } }
}
tgs.push(avl[0], avl[1], avl[2]);
console.log(tgs);
return tgs;
}
function pointInTriangle(px, py, ax, ay, bx, by, cx, cy) {
if ((px==ax && py==ay) || (px==bx && py==by) || (px==cx && py==cy)) return false;
var v0x = cx-ax;
var v0y = cy-ay;
var v1x = bx-ax;
var v1y = by-ay;
var v2x = px-ax;
var v2y = py-ay;
var dot00 = v0x*v0x+v0y*v0y;
var dot01 = v0x*v1x+v0y*v1y;
var dot02 = v0x*v2x+v0y*v2y;
var dot11 = v1x*v1x+v1y*v1y;
var dot12 = v1x*v2x+v1y*v2y;
var invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
var u = (dot11 * dot02 - dot01 * dot12) * invDenom;
var v = (dot00 * dot12 - dot01 * dot02) * invDenom;
// Check if point is in triangle
return (u >= 0) && (v >= 0) && (u + v < 1);
}
function convex(ax, ay, bx, by, cx, cy) {
return (ay-by)*(cx-bx) + (bx-ax)*(cy-by) >= 0;
}
/**
* @description Builds or rebuilds the mesh data.
* @returns {FilledPolygon} Self for chaining.
*/
FilledPolygon.prototype.rebuild = function () {
this.getAttributeBuffer(MeshData.POSITION).set(this.verts);
var norms = [];
for (var i = 0; i < this.indices.length; i += 3) {
var normal = MathUtils.getTriangleNormal(
this.verts[this.indices[i + 0] * 3 + 0],
this.verts[this.indices[i + 0] * 3 + 1],
this.verts[this.indices[i + 0] * 3 + 2],
this.verts[this.indices[i + 1] * 3 + 0],
this.verts[this.indices[i + 1] * 3 + 1],
this.verts[this.indices[i + 1] * 3 + 2],
this.verts[this.indices[i + 2] * 3 + 0],
this.verts[this.indices[i + 2] * 3 + 1],
this.verts[this.indices[i + 2] * 3 + 2]
);
norms[this.indices[i + 0] * 3 + 0] = normal[0];
norms[this.indices[i + 0] * 3 + 1] = normal[1];
norms[this.indices[i + 0] * 3 + 2] = normal[2];
norms[this.indices[i + 1] * 3 + 0] = normal[0];
norms[this.indices[i + 1] * 3 + 1] = normal[1];
norms[this.indices[i + 1] * 3 + 2] = normal[2];
norms[this.indices[i + 2] * 3 + 0] = normal[0];
norms[this.indices[i + 2] * 3 + 1] = normal[1];
norms[this.indices[i + 2] * 3 + 2] = normal[2];
}
this.getAttributeBuffer(MeshData.NORMAL).set(norms);
this.getIndexBuffer().set(this.indices);
// compute texture coordinates
var tex = [];
var bounds = getBounds(this.verts);
var extentX = bounds.maxX - bounds.minX;
var extentY = bounds.maxY - bounds.minY;
for (var i = 0; i < this.verts.length; i += 3) {
var x = (this.verts[i + 0] - bounds.minX) / extentX;
var y = (this.verts[i + 1] - bounds.minY) / extentY;
tex.push(x, y);
}
this.getAttributeBuffer(MeshData.TEXCOORD0).set(tex);
return this;
};
function getBounds(verts) {
var minX = verts[0];
var maxX = verts[0];
var minY = verts[1];
var maxY = verts[1];
for (var i = 3; i < verts.length; i += 3) {
minX = minX < verts[i + 0] ? minX : verts[i + 0];
maxX = maxX > verts[i + 0] ? maxX : verts[i + 0];
minY = minY < verts[i + 1] ? minY : verts[i + 1];
maxY = maxY > verts[i + 1] ? maxY : verts[i + 1];
}
return {
minX: minX,
maxX: maxX,
minY: minY,
maxY: maxY};
}
function linesCross(l1, l2) {
var p = l1.slice(0,2)
var r = [l1[2]-l1[0], l1[3]-l1[1]];
var q = l2.slice(0,2)
var s = [l2[2]-l2[0], l2[3]-l2[1]];
var rxs = (r[0]*s[1]-r[1]*s[0])
var q_pxr = (q[0]-p[0])*r[1] - (q[1]-p[1])*r[0];
if (rxs === 0) return false;
var u = q_pxr/rxs
var q_pxs = (q[0]-p[0])*s[1] - (q[1]-p[1])*s[0];
var t = q_pxs/rxs
return t > 0 && t < 1 && u>0 && u<1;
}
var rotateArray = (function() {
// save references to array functions to make lookup faster
var push = Array.prototype.push,
splice = Array.prototype.splice;
return function(array, count) {
var len = array.length >>> 0, // convert to uint
count = count >> 0; // convert to int
// convert count to value in range [0, len[
count = ((count % len) + len) % len;
// use splice.call() instead of this.splice() to make function generic
push.apply(array, splice.call(array, 0, count));
return array;
};
})();
function findConnectionPoints(c1,c2) {
for (var i=0; i<c1.length; i+=3) {
for (var j=0; j<c2.length; j+=3) {
var line = [c1[i], c1[i+1], c2[j], c2[j+1]];
var crossed = false;
for (var k=0; k<c1.length-3; k+=3) {
var crossLine = [c1[k], c1[k+1], c1[k+3], c1[k+4]];
if (linesCross(line, crossLine)) {
crossed = true;
break;
}
}
if (!crossed) {
for (var k=0; k<c1.length-3; k+=3) {
var crossLine = [c2[k], c2[k+1], c2[k+3], c2[k+4]];
if (linesCross(line, crossLine)) {
crossed = true;
break;
}
}
if (!crossed) {
return [i,j];
}
}
}
}
}
FilledPolygon.connectContours = function(c1, c2) {
var cp = findConnectionPoints(c1,c2);
rotateArray(c2, cp[1]);
return c1.slice(0,cp[0]+3).concat(c2,c2.slice(0,3),c1.slice(cp[0]));
}
function angleBetween(v1, v2) {
var adotb = (v1[0]*v2[0] + v1[1]*v2[1])/Math.sqrt((v1[0]*v1[0] + v1[1]*v1[1])*(v2[0]*v2[0] + v2[1]*v2[1]));
var cross = v1[0]*v2[1]-v1[1]*v2[0];
return (cross!=0?cross/Math.abs(cross):1)*Math.acos(adotb);
}
function pointInside(p, c) {
var v1,v2,v1v2;
var angle = 0, dangle=0;
for (var i=0; i<c.length-3; i+=3) {
v1 = [c[i]-p[0],c[i+1]-p[1]];
v2 = [c[i+3]-p[0],c[i+4]-p[1]];
dangle = angleBetween(v1, v2);
angle+=dangle;
}
return Math.abs(Math.abs(angle)-Math.PI*2)<0.0001;
}
FilledPolygon.contourIsInside = function(c1,c2) {
return pointInside(c1, c2);
}
return FilledPolygon;
});