use crate::math;
use nalgebra::{Vector2, Vector3};
use std::fmt;
#[derive(Debug)]
struct Vertex {
position: Vector2<f32>,
prev: usize,
index: usize,
next: usize,
}
struct Polygon {
vertices: Vec<Vertex>,
head: usize,
tail: usize,
}
impl Polygon {
#[inline]
fn remove_vertex(&mut self, index: usize) {
let next_index = self.vertices[index].next;
let prev_index = self.vertices[index].prev;
let prev = &mut self.vertices[prev_index];
prev.next = next_index;
let next = &mut self.vertices[next_index];
next.prev = prev_index;
if index == self.head {
self.head = next_index;
}
if index == self.tail {
self.tail = prev_index;
}
}
}
impl fmt::Debug for Polygon {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
let mut i = self.head;
loop {
let vertex = &self.vertices[i];
writeln!(
f,
"Vertex {:?}; {} {} {}",
vertex.position, vertex.prev, vertex.index, vertex.next
)?;
i = self.vertices[i].next;
if i == self.head {
break;
}
}
Ok(())
}
}
fn is_ear(poly: &Polygon, prev: &Vertex, ear: &Vertex, next: &Vertex) -> bool {
let mut i = poly.head;
loop {
let vertex = &poly.vertices[i];
if i != prev.index
&& i != ear.index
&& i != next.index
&& math::is_point_inside_2d_triangle(
vertex.position,
prev.position,
ear.position,
next.position,
)
{
return false;
}
i = vertex.next;
if i == poly.head {
break;
}
}
true
}
pub fn triangulate(vertices: &[Vector3<f32>], out_triangles: &mut Vec<[usize; 3]>) {
out_triangles.clear();
if vertices.len() == 3 {
out_triangles.push([0, 1, 2]);
} else if vertices.len() == 4 {
let mut start_vertex = 0;
for i in 0..4 {
let v = vertices[i];
let v0 = vertices[(i + 3) % 4];
if let Some(left) = (v0 - v).try_normalize(f32::EPSILON) {
let v1 = vertices[(i + 2) % 4];
if let Some(diag) = (v1 - v).try_normalize(f32::EPSILON) {
let v2 = vertices[(i + 1) % 4];
if let Some(right) = (v2 - v).try_normalize(f32::EPSILON) {
let angle = left.dot(&diag).acos() + right.dot(&diag).acos();
if angle > std::f32::consts::PI {
start_vertex = i;
break;
}
}
}
}
}
out_triangles.push([start_vertex, (start_vertex + 1) % 4, (start_vertex + 2) % 4]);
out_triangles.push([start_vertex, (start_vertex + 2) % 4, (start_vertex + 3) % 4]);
} else {
if let Ok(normal) = math::get_polygon_normal(vertices) {
let plane_class = math::classify_plane(normal);
let mut polygon = Polygon {
vertices: vertices
.iter()
.enumerate()
.map(|(i, point)| Vertex {
position: math::vec3_to_vec2_by_plane(plane_class, normal, *point),
index: i,
prev: if i == 0 { vertices.len() - 1 } else { i - 1 },
next: if i == vertices.len() - 1 { 0 } else { i + 1 },
})
.collect(),
head: 0,
tail: vertices.len() - 1,
};
let mut ear_index = polygon.head;
let mut vertices_left = polygon.vertices.len();
while vertices_left > 3 {
let ear = &polygon.vertices[ear_index];
let prev = &polygon.vertices[ear.prev];
let next = &polygon.vertices[ear.next];
if is_ear(&polygon, prev, ear, next) {
let prev_index = prev.index;
out_triangles.push([prev_index, ear.index, next.index]);
polygon.remove_vertex(ear_index);
ear_index = prev_index;
vertices_left -= 1;
} else {
ear_index = ear.next;
}
}
if vertices_left > 0 {
let a = &polygon.vertices[polygon.head];
let b = &polygon.vertices[a.next];
out_triangles.push([polygon.head, a.next, b.next]);
}
}
}
}
#[cfg(test)]
mod test {
use crate::algebra::{Point3, Unit, UnitQuaternion, Vector3};
use crate::math::triangulator::triangulate;
#[test]
fn quadrilaterals_triangulation_non_concave() {
let polygon = vec![
Vector3::new(0.0, 0.0, 1.0),
Vector3::new(1.0, 2.0, 1.0),
Vector3::new(2.0, 3.0, 1.0),
Vector3::new(3.0, 2.0, 1.0),
];
let mut ref_indices = Vec::new();
triangulate(polygon.as_slice(), &mut ref_indices);
assert_ne!(ref_indices.len(), 0);
}
#[test]
fn quadrilaterals_triangulation_concave() {
let polygon = vec![
Vector3::new(0.0, 2.0, 1.0),
Vector3::new(3.0, 3.0, 1.0),
Vector3::new(2.0, 2.0, 1.0),
Vector3::new(3.0, 1.0, 1.0),
];
let mut ref_indices = Vec::new();
triangulate(polygon.as_slice(), &mut ref_indices);
assert_ne!(ref_indices.len(), 0);
}
#[test]
fn ear_clip_test() {
let polygon = vec![
Vector3::new(-22.760103, 29.051392, 1.377507),
Vector3::new(-24.6454, 29.051392, 1.377507),
Vector3::new(-24.640476, 24.873882, 1.377506),
Vector3::new(-24.637342, 22.215763, 1.377506),
Vector3::new(-22.760103, 22.215763, 1.377506),
];
let mut ref_indices = Vec::new();
triangulate(polygon.as_slice(), &mut ref_indices);
assert_ne!(ref_indices.len(), 0);
for axis in &[
Unit::new_normalize(Vector3::new(1.0, 0.0, 0.0)),
Unit::new_normalize(Vector3::new(0.0, 1.0, 0.0)),
Unit::new_normalize(Vector3::new(0.0, 0.0, 1.0)),
Unit::new_normalize(Vector3::new(1.0, 1.0, 1.0)),
] {
let mut angle: f32 = 0.0;
while angle <= 360.0 {
let mrot =
UnitQuaternion::from_axis_angle(axis, angle.to_radians()).to_homogeneous();
let rotated: Vec<Vector3<f32>> = polygon
.iter()
.map(|v: &Vector3<f32>| mrot.transform_point(&Point3::from(*v)).coords)
.collect();
let mut new_indices = Vec::new();
triangulate(rotated.as_slice(), &mut new_indices);
assert_eq!(new_indices.len(), ref_indices.len());
angle += 36.0;
}
}
}
}