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https://github.com/love2d/love.git
synced 2026-08-14 01:20:56 +02:00
Clean up love’s internal Vector code a bit, and rename it to Vector2 so it’s more obvious what it is.
--HG-- branch : minor
This commit is contained in:
@@ -33,7 +33,7 @@
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#include <iostream>
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using std::list;
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using love::Vector;
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using love::Vector2;
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namespace
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{
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@@ -117,14 +117,14 @@ love::uint8 *hexToBytes(const char *src, size_t srclen, size_t &dstlen)
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}
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// check if an angle is oriented counter clockwise
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inline bool is_oriented_ccw(const Vector &a, const Vector &b, const Vector &c)
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inline bool is_oriented_ccw(const Vector2 &a, const Vector2 &b, const Vector2 &c)
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{
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// return det(b-a, c-a) >= 0
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return ((b.x - a.x) * (c.y - a.y) - (b.y - a.y) * (c.x - a.x)) >= 0;
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}
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// check if a and b are on the same side of the line c->d
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bool on_same_side(const Vector &a, const Vector &b, const Vector &c, const Vector &d)
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bool on_same_side(const Vector2 &a, const Vector2 &b, const Vector2 &c, const Vector2 &d)
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{
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float px = d.x - c.x, py = d.y - c.y;
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// return det(p, a-c) * det(p, b-c) >= 0
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@@ -134,15 +134,15 @@ bool on_same_side(const Vector &a, const Vector &b, const Vector &c, const Vecto
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}
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// checks is p is contained in the triangle abc
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inline bool point_in_triangle(const Vector &p, const Vector &a, const Vector &b, const Vector &c)
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inline bool point_in_triangle(const Vector2 &p, const Vector2 &a, const Vector2 &b, const Vector2 &c)
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{
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return on_same_side(p,a, b,c) && on_same_side(p,b, a,c) && on_same_side(p,c, a,b);
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}
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// checks if any vertex in `vertices' is in the triangle abc.
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bool any_point_in_triangle(const std::list<const Vector *> &vertices, const Vector &a, const Vector &b, const Vector &c)
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bool any_point_in_triangle(const std::list<const Vector2 *> &vertices, const Vector2 &a, const Vector2 &b, const Vector2 &c)
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{
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for (const Vector *p : vertices)
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for (const Vector2 *p : vertices)
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{
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if ((p != &a) && (p != &b) && (p != &c) && point_in_triangle(*p, a,b,c)) // oh god...
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return true;
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@@ -151,7 +151,7 @@ bool any_point_in_triangle(const std::list<const Vector *> &vertices, const Vect
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return false;
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}
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inline bool is_ear(const Vector &a, const Vector &b, const Vector &c, const std::list<const Vector *> &vertices)
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inline bool is_ear(const Vector2 &a, const Vector2 &b, const Vector2 &c, const std::list<const Vector2 *> &vertices)
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{
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return is_oriented_ccw(a,b,c) && !any_point_in_triangle(vertices, a,b,c);
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}
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@@ -163,7 +163,7 @@ namespace love
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namespace math
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{
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std::vector<Triangle> triangulate(const std::vector<love::Vector> &polygon)
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std::vector<Triangle> triangulate(const std::vector<love::Vector2> &polygon)
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{
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if (polygon.size() < 3)
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throw love::Exception("Not a polygon");
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@@ -176,7 +176,7 @@ std::vector<Triangle> triangulate(const std::vector<love::Vector> &polygon)
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size_t idx_lm = 0;
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for (size_t i = 0; i < polygon.size(); ++i)
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{
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const love::Vector &lm = polygon[idx_lm], &p = polygon[i];
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const love::Vector2 &lm = polygon[idx_lm], &p = polygon[i];
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if (p.x < lm.x || (p.x == lm.x && p.y < lm.y))
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idx_lm = i;
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next_idx[i] = i+1;
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@@ -190,7 +190,7 @@ std::vector<Triangle> triangulate(const std::vector<love::Vector> &polygon)
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next_idx.swap(prev_idx);
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// collect list of concave polygons
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std::list<const love::Vector *> concave_vertices;
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std::list<const love::Vector2 *> concave_vertices;
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for (size_t i = 0; i < polygon.size(); ++i)
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{
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if (!is_oriented_ccw(polygon[prev_idx[i]], polygon[i], polygon[next_idx[i]]))
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@@ -205,7 +205,7 @@ std::vector<Triangle> triangulate(const std::vector<love::Vector> &polygon)
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{
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next = next_idx[current];
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prev = prev_idx[current];
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const Vector &a = polygon[prev], &b = polygon[current], &c = polygon[next];
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const Vector2 &a = polygon[prev], &b = polygon[current], &c = polygon[next];
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if (is_ear(a,b,c, concave_vertices))
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{
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triangles.push_back(Triangle(a,b,c));
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@@ -228,7 +228,7 @@ std::vector<Triangle> triangulate(const std::vector<love::Vector> &polygon)
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return triangles;
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}
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bool isConvex(const std::vector<love::Vector> &polygon)
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bool isConvex(const std::vector<love::Vector2> &polygon)
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{
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if (polygon.size() < 3)
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return false;
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@@ -237,9 +237,9 @@ bool isConvex(const std::vector<love::Vector> &polygon)
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// turning direction can be determined using the cross-product of
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// the forward difference vectors
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size_t i = polygon.size() - 2, j = polygon.size() - 1, k = 0;
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Vector p(polygon[j].x - polygon[i].x, polygon[j].y - polygon[i].y);
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Vector q(polygon[k].x - polygon[j].x, polygon[k].y - polygon[j].y);
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float winding = p ^ q;
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Vector2 p(polygon[j].x - polygon[i].x, polygon[j].y - polygon[i].y);
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Vector2 q(polygon[k].x - polygon[j].x, polygon[k].y - polygon[j].y);
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float winding = Vector2::cross(p, q);
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while (k+1 < polygon.size())
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{
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@@ -249,7 +249,7 @@ bool isConvex(const std::vector<love::Vector> &polygon)
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q.x = polygon[k].x - polygon[j].x;
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q.y = polygon[k].y - polygon[j].y;
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if ((p^q) * winding < 0)
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if (Vector2::cross(p, q) * winding < 0)
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return false;
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}
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return true;
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@@ -370,7 +370,7 @@ RandomGenerator *Math::newRandomGenerator()
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return new RandomGenerator();
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}
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BezierCurve *Math::newBezierCurve(const std::vector<Vector> &points)
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BezierCurve *Math::newBezierCurve(const std::vector<Vector2> &points)
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{
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return new BezierCurve(points);
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}
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