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love-android/jni/love/src/modules/math/MathModule.cpp
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/**
* Copyright (c) 2006-2015 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
// LOVE
#include "MathModule.h"
#include "common/Vector.h"
#include "BezierCurve.h"
// STL
#include <cmath>
#include <list>
#include <iostream>
using std::list;
using std::vector;
using love::Vertex;
namespace
{
// check if an angle is oriented counter clockwise
inline bool is_oriented_ccw(const Vertex &a, const Vertex &b, const Vertex &c)
{
// return det(b-a, c-a) >= 0
return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) >= 0;
}
// check if a and b are on the same side of the line c->d
bool on_same_side(const Vertex &a, const Vertex &b, const Vertex &c, const Vertex &d)
{
float px = d.x - c.x, py = d.y - c.y;
// return det(p, a-c) * det(p, b-c) >= 0
float l = px * (a.y - c.y) - py * (a.x - c.x);
float m = px * (b.y - c.y) - py * (b.x - c.x);
return l * m >= 0;
}
// checks is p is contained in the triangle abc
inline bool point_in_triangle(const Vertex &p, const Vertex &a, const Vertex &b, const Vertex &c)
{
return on_same_side(p,a, b,c) && on_same_side(p,b, a,c) && on_same_side(p,c, a,b);
}
// checks if any vertex in `vertices' is in the triangle abc.
bool any_point_in_triangle(const list<const Vertex *> &vertices, const Vertex &a, const Vertex &b, const Vertex &c)
{
list<const Vertex *>::const_iterator it, end = vertices.end();
for (it = vertices.begin(); it != end; ++it)
{
const Vertex *p = *it;
if ((p != &a) && (p != &b) && (p != &c) && point_in_triangle(*p, a,b,c)) // oh god...
return true;
}
return false;
}
inline bool is_ear(const Vertex &a, const Vertex &b, const Vertex &c, const list<const Vertex *> &vertices)
{
return is_oriented_ccw(a,b,c) && !any_point_in_triangle(vertices, a,b,c);
}
}
namespace love
{
namespace math
{
Math Math::instance;
Math::Math()
: rng()
, compressors()
{
// prevent the runtime from free()-ing this
retain();
for (int i = 0; i < (int) Compressor::FORMAT_MAX_ENUM; i++)
compressors[i] = Compressor::Create((Compressor::Format) i);
}
Math::~Math()
{
for (Compressor *c : compressors)
delete c;
}
RandomGenerator *Math::newRandomGenerator()
{
return new RandomGenerator();
}
BezierCurve *Math::newBezierCurve(const vector<Vector> &points)
{
return new BezierCurve(points);
}
vector<Triangle> Math::triangulate(const vector<Vertex> &polygon)
{
if (polygon.size() < 3)
throw love::Exception("Not a polygon");
else if (polygon.size() == 3)
return vector<Triangle>(1, Triangle(polygon[0], polygon[1], polygon[2]));
// collect list of connections and record leftmost item to check if the polygon
// has the expected winding
vector<size_t> next_idx(polygon.size()), prev_idx(polygon.size());
size_t idx_lm = 0;
for (size_t i = 0; i < polygon.size(); ++i)
{
const Vertex &lm = polygon[idx_lm], &p = polygon[i];
if (p.x < lm.x || (p.x == lm.x && p.y < lm.y))
idx_lm = i;
next_idx[i] = i+1;
prev_idx[i] = i-1;
}
next_idx[next_idx.size()-1] = 0;
prev_idx[0] = prev_idx.size()-1;
// check if the polygon has the expected winding and reverse polygon if needed
if (!is_oriented_ccw(polygon[prev_idx[idx_lm]], polygon[idx_lm], polygon[next_idx[idx_lm]]))
next_idx.swap(prev_idx);
// collect list of concave polygons
list<const Vertex *> concave_vertices;
for (size_t i = 0; i < polygon.size(); ++i)
{
if (!is_oriented_ccw(polygon[prev_idx[i]], polygon[i], polygon[next_idx[i]]))
concave_vertices.push_back(&polygon[i]);
}
// triangulation according to kong
vector<Triangle> triangles;
size_t n_vertices = polygon.size();
size_t current = 1, skipped = 0, next, prev;
while (n_vertices > 3)
{
next = next_idx[current];
prev = prev_idx[current];
const Vertex &a = polygon[prev], &b = polygon[current], &c = polygon[next];
if (is_ear(a,b,c, concave_vertices))
{
triangles.push_back(Triangle(a,b,c));
next_idx[prev] = next;
prev_idx[next] = prev;
concave_vertices.remove(&b);
--n_vertices;
skipped = 0;
}
else if (++skipped > n_vertices)
{
throw love::Exception("Cannot triangulate polygon.");
}
current = next;
}
next = next_idx[current];
prev = prev_idx[current];
triangles.push_back(Triangle(polygon[prev], polygon[current], polygon[next]));
return triangles;
}
bool Math::isConvex(const std::vector<Vertex> &polygon)
{
if (polygon.size() < 3)
return false;
// a polygon is convex if all corners turn in the same direction
// turning direction can be determined using the cross-product of
// the forward difference vectors
size_t i = polygon.size() - 2, j = polygon.size() - 1, k = 0;
Vector p(polygon[j].x - polygon[i].x, polygon[j].y - polygon[i].y);
Vector q(polygon[k].x - polygon[j].x, polygon[k].y - polygon[j].y);
float winding = p ^ q;
while (k+1 < polygon.size())
{
i = j; j = k; k++;
p.x = polygon[j].x - polygon[i].x;
p.y = polygon[j].y - polygon[i].y;
q.x = polygon[k].x - polygon[j].x;
q.y = polygon[k].y - polygon[j].y;
if ((p^q) * winding < 0)
return false;
}
return true;
}
/**
* http://en.wikipedia.org/wiki/SRGB#The_reverse_transformation
**/
float Math::gammaToLinear(float c) const
{
if (c <= 0.04045f)
return c / 12.92f;
else
return powf((c + 0.055f) / 1.055f, 2.4f);
}
/**
* http://en.wikipedia.org/wiki/SRGB#The_forward_transformation_.28CIE_xyY_or_CIE_XYZ_to_sRGB.29
**/
float Math::linearToGamma(float c) const
{
if (c < 0.0031308f)
return c * 12.92f;
else
return 1.055f * powf(c, 1.0f / 2.4f) - 0.055f;
}
CompressedData *Math::compress(Compressor::Format format, love::Data *rawdata, int level)
{
return compress(format, (const char *) rawdata->getData(), rawdata->getSize(), level);
}
CompressedData *Math::compress(Compressor::Format format, const char *rawbytes, size_t rawsize, int level)
{
if (format == Compressor::FORMAT_MAX_ENUM || !compressors[format])
throw love::Exception("Invalid compression format.");
size_t compressedsize = 0;
Compressor *compressor = compressors[format];
char *cbytes = compressor->compress(rawbytes, rawsize, level, compressedsize);
CompressedData *data = nullptr;
try
{
data = new CompressedData(format, cbytes, compressedsize, rawsize, true);
}
catch (love::Exception &)
{
delete[] cbytes;
throw;
}
return data;
}
char *Math::decompress(CompressedData *data, size_t &decompressedsize)
{
size_t rawsize = data->getDecompressedSize();
char *rawbytes = decompress(data->getFormat(), (const char *) data->getData(),
data->getSize(), rawsize);
decompressedsize = rawsize;
return rawbytes;
}
char *Math::decompress(Compressor::Format format, const char *cbytes, size_t compressedsize, size_t &rawsize)
{
if (format == Compressor::FORMAT_MAX_ENUM || !compressors[format])
throw love::Exception("Invalid compression format.");
return compressors[format]->decompress(cbytes, compressedsize, rawsize);
}
} // math
} // love