Files
love/src/modules/math/MathModule.cpp
T
vrld 19eade843c Add support for Bezier curves of arbitrary degree.
New functions:

bezier = love.math.newBezierCurve(control-points)
degree = bezier:getDegree() -- degree = #control-points - 1
x,y = bezier:getControlPoint(pos) -- pos < 0 => string.sub semantics
bezier:setControlPoint(pos, x, y) -- pos < 0 => string.sub semantics
bezier:insertControlPoint(x,y, [pos = -1])
x,y = bezier:eval(t) -- 0 <= t <= 1
polyline = bezier:render([accuracy = 5]) -- returns a table of points

Example:

function love.load()
	b = love.math.newBezierCurve(10,10, 80,400, 380,400, 470,10)
end

function love.draw()
	if not curve then -- curve rendering is expensive-ish
		curve = b:render()
	end
	love.graphics.line(curve)
end
2013-05-12 21:57:06 +02:00

198 lines
5.6 KiB
C++

/**
* Copyright (c) 2006-2013 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()
{
// prevent the runtime from free()-ing this
retain();
}
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 ploygon");
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;
}
} // math
} // love