mach/libs/earcut/src/main.zig
Stephen Gutekanst 8638ec246e earcut: switch from pointer linked-list to index linked-list
* Means we can use a MultiArrayList as the backing array, which solves the lifetime
  issue and enables reuse of the buffer for multiple polygon tesselations.
* Improves performance.
* Simplifies accesses, removes optionality except in necessary cases.

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
2022-10-31 12:12:01 -07:00

771 lines
32 KiB
Zig

const std = @import("std");
const testing = std.testing;
const sign = std.math.sign;
const min = std.math.min;
const max = std.math.max;
const inf = std.math.inf;
const Allocator = std.mem.Allocator;
/// Returns a polygon processor, which can reuse its internal buffers to process multiple polygons
/// (call reset between process calls.) The type T denotes e.g. f16, f32, or f64 vertices.
pub fn Processor(comptime T: type) type {
return struct {
/// Resulting triangle indices once process() has finished.
triangles: std.ArrayListUnmanaged(u32) = .{},
/// Internal node buffer.
nodes: std.MultiArrayList(Node) = .{},
i: []u32 = &.{}, // node index -> vertex index in coordinates array
x: []T = &.{}, // node index -> x vertex coordinate
y: []T = &.{}, // node index -> y vertex coordinate
z: []T = &.{}, // node index -> z-order curve value
prev: []NodeIndex = &.{}, // node index -> prev node index in polygon ring
next: []NodeIndex = &.{}, // node index -> next node index in polygon ring
prev_z: []?NodeIndex = &.{}, // node index -> prev node index in z-order
next_z: []?NodeIndex = &.{}, // node index -> next node index in z-order
steiner: []bool = &.{}, // node index -> is this a steiner point?
const NodeIndex = u32;
pub fn deinit(processor: *@This(), allocator: Allocator) void {
processor.triangles.deinit(allocator);
processor.nodes.deinit(allocator);
}
pub fn process(p: *@This(), allocator: Allocator, data: []const T, hole_indices: ?[]const u32, dim: u3) error{OutOfMemory}!void {
p.triangles.clearRetainingCapacity();
p.nodes.shrinkRetainingCapacity(0);
var has_holes = hole_indices != null and hole_indices.?.len > 0;
var outer_len: u32 = if (has_holes) hole_indices.?[0] * dim else @intCast(u32, data.len);
var outer_node = try p.linkedList(allocator, data, 0, outer_len, dim, true);
if (outer_node == null or p.next[outer_node.?] == p.prev[outer_node.?]) return;
var min_x: T = undefined;
var min_y: T = undefined;
var max_x: T = undefined;
var max_y: T = undefined;
var x: T = undefined;
var y: T = undefined;
var inv_size: T = 0;
if (has_holes) outer_node = try p.eliminateHoles(allocator, data, hole_indices.?, outer_node, dim);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if (data.len > 80 * @intCast(usize, dim)) {
min_x = data[0];
max_x = data[0];
min_y = data[1];
max_y = data[1];
var i = dim;
while (i < outer_len) : (i += dim) {
x = data[i];
y = data[i + 1];
if (x < min_x) min_x = x;
if (y < min_y) min_y = y;
if (x > max_x) max_x = x;
if (y > max_y) max_y = y;
}
// min_x, min_y and inv_size are later used to transform coords into integers for z-order calculation
inv_size = max(max_x - min_x, max_y - min_y);
inv_size = if (inv_size != 0) 32767 / inv_size else 0;
}
if (outer_node) |e| try p.earcutLinked(allocator, e, &p.triangles, dim, min_x, min_y, inv_size, 0);
}
/// create a circular doubly linked list from polygon points in the specified winding order
fn linkedList(p: *@This(), allocator: Allocator, data: []const T, start: u32, end: u32, dim: u3, clockwise: bool) error{OutOfMemory}!?NodeIndex {
var i: u32 = undefined;
var last: ?NodeIndex = null;
if (clockwise == (signedArea(data, start, end, dim) > 0)) {
i = start;
while (i < end) : (i += dim) last = try p.insertNode(allocator, i, data[i], data[i + 1], last);
} else {
i = end - dim;
while (i >= start) : (i -= dim) {
last = try p.insertNode(allocator, i, data[i], data[i + 1], last);
if (i == 0) break;
}
}
if (last != null and p.equals(last.?, p.next[last.?])) {
p.removeNode(last.?);
last = p.next[last.?];
}
return last;
}
/// eliminate colinear or duplicate points
fn filterPoints(p: *@This(), start: ?NodeIndex, end_in: ?NodeIndex) ?NodeIndex {
if (start == null) return start;
var end = if (end_in) |e| e else start.?;
var n = start.?;
var again = false;
while (true) {
again = false;
if (!p.steiner[n] and (p.equals(n, p.next[n]) or p.area(p.prev[n], n, p.next[n]) == 0)) {
p.removeNode(n);
n = p.prev[n];
end = p.prev[n];
if (n == p.next[n]) break;
again = true;
} else {
n = p.next[n];
}
if (again or n != end) break;
}
return end;
}
/// main ear slicing loop which triangulates a polygon (given as a linked list)
fn earcutLinked(p: *@This(), allocator: Allocator, ear_in: NodeIndex, triangles: *std.ArrayListUnmanaged(u32), dim: u3, min_x: T, min_y: T, inv_size: T, pass: u2) error{OutOfMemory}!void {
// interlink polygon nodes in z-order
if (pass == 0 and inv_size != 0) p.indexCurve(ear_in, min_x, min_y, inv_size);
var ear = ear_in;
var stop = ear;
var t_prev: NodeIndex = undefined;
var t_next: NodeIndex = undefined;
// iterate through ears, slicing them one by one
while (p.prev[ear] != p.next[ear]) {
t_prev = p.prev[ear];
t_next = p.next[ear];
if (if (inv_size != 0) p.isEarHashed(ear, min_x, min_y, inv_size) else p.isEar(ear)) {
// cut off the triangle
try triangles.append(allocator, p.i[t_prev] / dim | 0);
try triangles.append(allocator, p.i[ear] / dim | 0);
try triangles.append(allocator, p.i[t_next] / dim | 0);
p.removeNode(ear);
// skipping the next vertex leads to less sliver triangles
ear = p.next[t_next];
stop = p.next[t_next];
continue;
}
ear = t_next;
// if we looped through the whole remaining polygon and can't find any more ears
if (ear == stop) {
// try filtering points and slicing again
if (pass == 0) {
if (p.filterPoints(ear, null)) |e| try p.earcutLinked(allocator, e, triangles, dim, min_x, min_y, inv_size, 1);
// if this didn't work, try curing all small self-intersections locally
} else if (pass == 1) {
const ear_maybe = try p.cureLocalIntersections(allocator, p.filterPoints(ear, null).?, triangles, dim);
ear = ear_maybe.?; // TODO: can it actually return null?
try p.earcutLinked(allocator, ear, triangles, dim, min_x, min_y, inv_size, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass == 2) {
try p.splitEarcut(allocator, ear, triangles, dim, min_x, min_y, inv_size);
}
break;
}
}
}
/// check whether a polygon node forms a valid ear with adjacent nodes
fn isEar(p: *@This(), ear: NodeIndex) bool {
var a = p.prev[ear];
var b = ear;
var c = p.next[ear];
if (p.area(a, b, c) >= 0) return false; // reflex, can't be an ear
// now make sure we don't have other points inside the potential ear
var ax = p.x[a];
var bx = p.x[b];
var cx = p.x[c];
var ay = p.y[a];
var by = p.y[b];
var cy = p.y[c];
// triangle bbox; min & max are calculated like this for speed
var x0 = if (ax < bx) (if (ax < cx) ax else cx) else (if (bx < cx) bx else cx);
var y0 = if (ay < by) (if (ay < cy) ay else cy) else (if (by < cy) by else cy);
var x1 = if (ax > bx) (if (ax > cx) ax else cx) else (if (bx > cx) bx else cx);
var y1 = if (ay > by) (if (ay > cy) ay else cy) else (if (by > cy) by else cy);
var n = p.next[c];
while (n != a) {
if (p.x[n] >= x0 and p.x[n] <= x1 and p.y[n] >= y0 and p.y[n] <= y1 and
pointInTriangle(ax, ay, bx, by, cx, cy, p.x[n], p.y[n]) and
p.area(p.prev[n], n, p.next[n]) >= 0) return false;
n = p.next[n];
}
return true;
}
fn isEarHashed(p: *@This(), ear: NodeIndex, min_x: T, min_y: T, inv_size: T) bool {
var a = p.prev[ear];
var b = ear;
var c = p.next[ear];
if (p.area(a, b, c) >= 0) return false; // reflex, can't be an ear
var ax = p.x[a];
var bx = p.x[b];
var cx = p.x[c];
var ay = p.y[a];
var by = p.y[b];
var cy = p.y[c];
// triangle bbox; min & max are calculated like this for speed
var x0 = if (ax < bx) (if (ax < cx) ax else cx) else (if (bx < cx) bx else cx);
var y0 = if (ay < by) (if (ay < cy) ay else cy) else (if (by < cy) by else cy);
var x1 = if (ax > bx) (if (ax > cx) ax else cx) else (if (bx > cx) bx else cx);
var y1 = if (ay > by) (if (ay > cy) ay else cy) else (if (by > cy) by else cy);
// z-order range for the current triangle bbox;
var min_z = zOrder(x0, y0, min_x, min_y, inv_size);
var max_z = zOrder(x1, y1, min_x, min_y, inv_size);
var p2 = p.prev_z[ear];
var n = p.next_z[ear];
// look for points inside the triangle in both directions
while (p2 != null and p.z[p2.?] >= min_z and n != null and p.z[n.?] <= max_z) {
if (p.x[p2.?] >= x0 and p.x[p2.?] <= x1 and p.y[p2.?] >= y0 and p.y[p2.?] <= y1 and p2 != a and p2 != c and
pointInTriangle(ax, ay, bx, by, cx, cy, p.x[p2.?], p.y[p2.?]) and p.area(p.prev[p2.?], p2.?, p.next[p2.?]) >= 0) return false;
p2 = p.prev_z[p2.?];
if (p.x[n.?] >= x0 and p.x[n.?] <= x1 and p.y[n.?] >= y0 and p.y[n.?] <= y1 and n != a and n != c and
pointInTriangle(ax, ay, bx, by, cx, cy, p.x[n.?], p.y[n.?]) and p.area(p.prev[n.?], n.?, p.next[n.?]) >= 0) return false;
n = p.next_z[n.?];
}
// look for remaining points in decreasing z-order
while (p2 != null and p.z[p2.?] >= min_z) {
if (p.x[p2.?] >= x0 and p.x[p2.?] <= x1 and p.y[p2.?] >= y0 and p.y[p2.?] <= y1 and p2 != a and p2 != c and
pointInTriangle(ax, ay, bx, by, cx, cy, p.x[p2.?], p.y[p2.?]) and p.area(p.prev[p2.?], p2.?, p.next[p2.?]) >= 0) return false;
p2 = p.prev_z[p2.?];
}
// look for remaining points in increasing z-order
while (n != null and p.z[n.?] <= max_z) {
if (p.x[n.?] >= x0 and p.x[n.?] <= x1 and p.y[n.?] >= y0 and p.y[n.?] <= y1 and n != a and n != c and
pointInTriangle(ax, ay, bx, by, cx, cy, p.x[n.?], p.y[n.?]) and p.area(p.prev[n.?], n.?, p.next[n.?]) >= 0) return false;
n = p.next_z[n.?];
}
return true;
}
/// go through all polygon nodes and cure small local self-intersections
fn cureLocalIntersections(p: *@This(), allocator: Allocator, start_in: NodeIndex, triangles: *std.ArrayListUnmanaged(u32), dim: u3) error{OutOfMemory}!?NodeIndex {
var start = start_in;
var n = start;
while (true) {
var a = p.prev[n];
var b = p.next[p.next[n]];
if (!p.equals(a, b) and p.intersects(a, n, p.next[n], b) and p.locallyInside(a, b) and p.locallyInside(b, a)) {
try triangles.append(allocator, p.i[a] / dim | 0);
try triangles.append(allocator, p.i[n] / dim | 0);
try triangles.append(allocator, p.i[b] / dim | 0);
// remove two nodes involved
p.removeNode(n);
p.removeNode(p.next[n]);
n = b;
start = b;
}
n = p.next[n];
if (n != start) break;
}
return p.filterPoints(n, null);
}
/// try splitting polygon into two and triangulate them independently
fn splitEarcut(p: *@This(), allocator: Allocator, start: NodeIndex, triangles: *std.ArrayListUnmanaged(u32), dim: u3, min_x: T, min_y: T, inv_size: T) error{OutOfMemory}!void {
// look for a valid diagonal that divides the polygon into two
var a = start;
while (true) {
var b = p.next[p.next[a]];
while (b != p.prev[a]) {
if (p.i[a] != p.i[b] and p.isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
var c = try p.splitPolygon(allocator, a, b);
// filter colinear points around the cuts
a = p.filterPoints(a, p.next[a]).?;
c = p.filterPoints(c, p.next[c]).?;
// run earcut on each half
try p.earcutLinked(allocator, a, triangles, dim, min_x, min_y, inv_size, 0);
try p.earcutLinked(allocator, c, triangles, dim, min_x, min_y, inv_size, 0);
return;
}
b = p.next[b];
}
a = p.next[a];
if (a != start) break;
}
}
/// link every hole into the outer loop, producing a single-ring polygon without holes
fn eliminateHoles(p: *@This(), allocator: Allocator, data: []const T, hole_indices: []const u32, outer_node_in: ?NodeIndex, dim: u3) error{OutOfMemory}!?NodeIndex {
if (hole_indices.len == 0) return null;
// TODO: save/reuse this buffer.
var queue = std.ArrayListUnmanaged(NodeIndex){};
defer queue.deinit(allocator);
var start: u32 = undefined;
var end: u32 = undefined;
var i: u32 = 0;
var len = hole_indices.len;
while (i < len) : (i += 1) {
start = hole_indices[i] * dim;
end = if (i < len - 1) hole_indices[i + 1] * dim else @intCast(u32, data.len);
const list_maybe = try p.linkedList(allocator, data, start, end, dim, false);
const list = list_maybe.?; // TODO: if returns null, assertion would fail
if (list == p.next[list]) p.steiner[list] = true;
try queue.append(allocator, p.getLeftmost(list));
}
std.sort.sort(NodeIndex, queue.items, p, compareX);
// process holes from left to right
i = 0;
var outer_node = outer_node_in;
while (i < queue.items.len) : (i += 1) {
outer_node = try p.eliminateHole(allocator, queue.items[i], outer_node.?); // TODO: if outer_node_in == null, this assertion would fail?
}
return outer_node;
}
fn compareX(p: *@This(), lhs: NodeIndex, rhs: NodeIndex) bool {
return (p.x[lhs] - p.x[rhs]) < 0;
}
/// find a bridge between vertices that connects hole with an outer ring and and link it
fn eliminateHole(p: *@This(), allocator: Allocator, hole: NodeIndex, outer_node: NodeIndex) error{OutOfMemory}!?NodeIndex {
var bridge = p.findHoleBridge(hole, outer_node);
if (bridge == null) {
return outer_node;
}
var bridge_reverse = try p.splitPolygon(allocator, bridge.?, hole);
// filter collinear points around the cuts
_ = p.filterPoints(bridge_reverse, p.next[bridge_reverse]); // TODO: is this ineffective?
return p.filterPoints(bridge, p.next[bridge.?]);
}
/// David Eberly's algorithm for finding a bridge between hole and outer polygon
fn findHoleBridge(p: *@This(), hole: NodeIndex, outer_node: NodeIndex) ?NodeIndex {
var n = outer_node;
var hx = p.x[hole];
var hy = p.y[hole];
var qx = -inf(T);
var m: ?NodeIndex = null;
// find a segment intersected by a ray from the hole's leftmost point to the left;
// segment's endpoint with lesser x will be potential connection point
while (true) {
if (hy <= p.y[n] and hy >= p.y[p.next[n]] and p.y[p.next[n]] != p.y[n]) {
var x = p.x[n] + (hy - p.y[n]) * (p.x[p.next[n]] - p.x[n]) / (p.y[p.next[n]] - p.y[n]);
if (x <= hx and x > qx) {
qx = x;
m = if (p.x[n] < p.x[p.next[n]]) n else p.next[n];
if (x == hx) return m; // hole touches outer segment; pick leftmost endpoint
}
}
n = p.next[n];
if (n != outer_node) break;
}
if (m == null) return null;
// look for points inside the triangle of hole point, segment intersection and endpoint;
// if there are no points found, we have a valid connection;
// otherwise choose the point of the minimum angle with the ray as connection point
var stop = m.?;
var mx = p.x[m.?];
var my = p.y[m.?];
var tan_min = inf(T);
var tan: T = 0;
n = m.?;
while (true) {
if (hx >= p.x[n] and p.x[n] >= mx and hx != p.x[n] and
pointInTriangle(if (hy < my) hx else qx, hy, mx, my, if (hy < my) qx else hx, hy, p.x[n], p.y[n]))
{
tan = @fabs(hy - p.y[n]) / (hx - p.x[n]); // tangential
if (p.locallyInside(n, hole) and
(tan < tan_min or (tan == tan_min and (p.x[n] > p.x[m.?] or (p.x[n] == p.x[m.?] and p.sectorContainsSector(m.?, n))))))
{
m = n;
tan_min = tan;
}
}
n = p.next[n];
if (n != stop) break;
}
return m;
}
/// whether sector in vertex m contains sector in vertex p in the same coordinates
fn sectorContainsSector(p: *@This(), m: NodeIndex, n: NodeIndex) bool {
return p.area(p.prev[m], m, p.prev[n]) < 0 and p.area(p.next[n], m, p.next[m]) < 0;
}
/// interlink polygon nodes in z-order
fn indexCurve(p: *@This(), start: NodeIndex, min_x: T, min_y: T, inv_size: T) void {
var n = start;
while (true) {
if (p.z[n] == 0) p.z[n] = zOrder(p.x[n], p.y[n], min_x, min_y, inv_size);
p.prev_z[n] = p.prev[n];
p.next_z[n] = p.next[n];
n = p.next[n];
if (n != start) break;
}
p.next_z[p.prev_z[n].?] = null;
p.prev_z[n] = null;
_ = p.sortLinked(n);
}
/// Simon Tatham's linked list merge sort algorithm
/// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
fn sortLinked(p: *@This(), list_in: NodeIndex) ?NodeIndex {
var list: ?NodeIndex = list_in;
var i: usize = undefined;
var n: ?NodeIndex = null;
var q: ?NodeIndex = null;
var e: ?NodeIndex = null;
var tail: ?NodeIndex = null;
var num_merges: usize = 0;
var n_size: usize = 0;
var q_size: usize = 0;
var in_size: usize = 1;
while (true) {
n = list;
list = null;
tail = null;
num_merges = 0;
while (n != null) {
num_merges += 1;
q = n;
n_size = 0;
i = 0;
while (i < in_size) : (i += 1) {
n_size += 1;
q = p.next_z[q.?];
if (q == null) break;
}
q_size = in_size;
while (n_size > 0 or (q_size > 0 and q != null)) {
if (n_size != 0 and (q_size == 0 or q == null or p.z[n.?] <= p.z[q.?])) {
e = n;
n = p.next_z[n.?];
n_size -= 1;
} else {
e = q;
q = p.next_z[q.?];
q_size -= 1;
}
if (tail != null) p.next_z[tail.?] = e else list = e;
p.prev_z[e.?] = tail;
tail = e;
}
n = q;
}
p.next_z[tail.?] = null;
in_size *= 2;
if (num_merges > 1) break;
}
return list;
}
/// z-order of a point given coords and inverse of the longer side of data bbox
fn zOrder(x_in: T, y_in: T, min_x: T, min_y: T, inv_size: T) T {
// coords are transformed into non-negative 15-bit integer range
var x = @floatToInt(i32, (x_in - min_x) * inv_size) | 0;
var y = @floatToInt(i32, (y_in - min_y) * inv_size) | 0;
x = (x | (x << 8)) & 0x00FF00FF;
x = (x | (x << 4)) & 0x0F0F0F0F;
x = (x | (x << 2)) & 0x33333333;
x = (x | (x << 1)) & 0x55555555;
y = (y | (y << 8)) & 0x00FF00FF;
y = (y | (y << 4)) & 0x0F0F0F0F;
y = (y | (y << 2)) & 0x33333333;
y = (y | (y << 1)) & 0x55555555;
return @intToFloat(T, x | (y << 1));
}
/// find the leftmost node of a polygon ring
fn getLeftmost(p: *@This(), start: NodeIndex) NodeIndex {
var n = start;
var leftmost = start;
while (true) {
if (p.x[n] < p.x[leftmost] or (p.x[n] == p.x[leftmost] and p.y[n] < p.y[leftmost])) {
leftmost = n;
}
n = p.next[n];
if (n != start) break;
}
return leftmost;
}
/// check if a point lies within a convex triangle
fn pointInTriangle(ax: T, ay: T, bx: T, by: T, cx: T, cy: T, px: T, py: T) bool {
return (cx - px) * (ay - py) >= (ax - px) * (cy - py) and
(ax - px) * (by - py) >= (bx - px) * (ay - py) and
(bx - px) * (cy - py) >= (cx - px) * (by - py);
}
/// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
fn isValidDiagonal(p: *@This(), a: NodeIndex, b: NodeIndex) bool {
return p.i[p.next[a]] != p.i[b] and p.i[p.prev[a]] != p.i[b] and !p.intersectsPolygon(a, b) and // dones't intersect other edges
(p.locallyInside(a, b) and p.locallyInside(b, a) and p.middleInside(a, b) and // locally visible
(p.area(p.prev[a], a, p.prev[b]) != 0 or p.area(a, p.prev[b], b) != 0) or // does not create opposite-facing sectors
p.equals(a, b) and p.area(p.prev[a], a, p.next[a]) > 0 and p.area(p.prev[b], b, p.next[b]) > 0); // special zero-length case
}
/// signed area of a triangle
inline fn area(p: *@This(), n: NodeIndex, q: NodeIndex, r: NodeIndex) T {
return (p.y[q] - p.y[n]) * (p.x[r] - p.x[q]) - (p.x[q] - p.x[n]) * (p.y[r] - p.y[q]);
}
/// check if two points are equal
inline fn equals(p: *@This(), p1: NodeIndex, p2: NodeIndex) bool {
return p.x[p1] == p.x[p2] and p.y[p1] == p.y[p2];
}
/// check if two segments intersect
fn intersects(p: *@This(), p1: NodeIndex, q1: NodeIndex, p2: NodeIndex, q2: NodeIndex) bool {
var o1 = sign(p.area(p1, q1, p2));
var o2 = sign(p.area(p1, q1, q2));
var o3 = sign(p.area(p2, q2, p1));
var o4 = sign(p.area(p2, q2, q1));
if (o1 != o2 and o3 != o4) return true; // general case
if (o1 == 0 and p.onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
if (o2 == 0 and p.onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
if (o3 == 0 and p.onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
if (o4 == 0 and p.onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2
return false;
}
/// for collinear points p, q, r, check if point q lies on segment pr
inline fn onSegment(p: *@This(), n: NodeIndex, q: NodeIndex, r: NodeIndex) bool {
return p.x[q] <= max(p.x[n], p.x[r]) and p.x[q] >= min(p.x[n], p.x[r]) and p.y[q] <= max(p.y[n], p.y[r]) and p.y[q] >= min(p.y[n], p.y[r]);
}
/// check if a polygon diagonal intersects any polygon segments
fn intersectsPolygon(p: *@This(), a: NodeIndex, b: NodeIndex) bool {
var n = a;
while (true) {
if (p.i[n] != p.i[a] and p.i[p.next[n]] != p.i[a] and p.i[n] != p.i[b] and p.i[p.next[n]] != p.i[b] and
p.intersects(n, p.next[n], a, b)) return true;
n = p.next[n];
if (n != a) break;
}
return false;
}
/// check if a polygon diagonal is locally inside the polygon
fn locallyInside(p: *@This(), a: NodeIndex, b: NodeIndex) bool {
return if (p.area(p.prev[a], a, p.next[a]) < 0)
p.area(a, b, p.next[a]) >= 0 and p.area(a, p.prev[a], b) >= 0
else
p.area(a, b, p.prev[a]) < 0 or p.area(a, p.next[a], b) < 0;
}
/// check if the middle point of a polygon diagonal is inside the polygon
fn middleInside(p: *@This(), a: NodeIndex, b: NodeIndex) bool {
var n = a;
var inside = false;
var px = (p.x[a] + p.x[b]) / 2.0;
var py = (p.y[a] + p.y[b]) / 2.0;
while (true) {
if (((p.y[n] > py) != (p.y[p.next[n]] > py)) and p.y[p.next[n]] != p.y[n] and
(px < (p.x[p.next[n]] - p.x[n]) * (py - p.y[n]) / (p.y[p.next[n]] - p.y[n]) + p.x[n]))
inside = !inside;
n = p.next[n];
if (n != a) break;
}
return inside;
}
/// link two polygon vertices with a bridge; if the vertices belong the same ring, it splits
/// polygon into two; if one belongs to the outer ring and another to a hole, it merges it
/// into a single ring.
fn splitPolygon(p: *@This(), allocator: Allocator, a: NodeIndex, b: NodeIndex) error{OutOfMemory}!NodeIndex {
var b2 = @intCast(NodeIndex, p.nodes.len + 1);
var a2 = try p.initNode(allocator, .{ // a2
.i = p.i[a],
.x = p.x[a],
.y = p.y[a],
.next = p.next[a],
.prev = b2,
});
_ = try p.initNode(allocator, .{ // b2
.i = p.i[b],
.x = p.x[b],
.y = p.y[b],
.next = a2,
.prev = p.prev[b],
});
p.next[a] = b;
p.prev[b] = a;
p.prev[p.next[a]] = a2;
p.next[p.prev[b]] = b2;
return b2;
}
/// create a node and optionally link it with previous one (in a circular doubly linked list)
fn insertNode(p: *@This(), allocator: Allocator, i: u32, x: T, y: T, last: ?NodeIndex) error{OutOfMemory}!NodeIndex {
const new_node = @intCast(NodeIndex, p.nodes.len);
if (last) |l| {
_ = try p.initNode(allocator, .{
.i = i,
.x = x,
.y = y,
.next = p.next[l],
.prev = l,
});
p.prev[p.next[l]] = new_node;
p.next[l] = new_node;
} else {
_ = try p.initNode(allocator, .{
.i = i,
.x = x,
.y = y,
.prev = new_node,
.next = new_node,
});
}
return new_node;
}
fn removeNode(p: *@This(), n: NodeIndex) void {
p.prev[p.next[n]] = p.prev[n];
p.next[p.prev[n]] = p.next[n];
if (p.prev_z[n]) |prev_z| p.next_z[prev_z] = p.next_z[n];
if (p.next_z[n]) |next_z| p.prev_z[next_z] = p.prev_z[n];
}
fn initNode(p: *@This(), allocator: Allocator, n: Node) error{OutOfMemory}!NodeIndex {
try p.nodes.append(allocator, n);
const slice = p.nodes.slice();
p.i = slice.items(.i);
p.x = slice.items(.x);
p.y = slice.items(.y);
p.z = slice.items(.z);
p.prev = slice.items(.prev);
p.next = slice.items(.next);
p.prev_z = slice.items(.prev_z);
p.next_z = slice.items(.next_z);
p.steiner = slice.items(.steiner);
return @intCast(NodeIndex, p.nodes.len - 1);
}
const Node = struct {
i: u32, // vertex index in coordinates array
// vertex coordinates
x: T,
y: T,
// previous and next vertex nodes in a polygon ring
prev: NodeIndex,
next: NodeIndex,
// previous and next nodes in z-order
prev_z: ?NodeIndex = null,
next_z: ?NodeIndex = null,
// z-order curve value
z: T = 0,
// indicates whether this is a steiner point
steiner: bool = false,
};
fn signedArea(data: []const T, start: u32, end: u32, dim: u3) T {
var sum: T = 0;
var j = end - dim;
var i = start;
while (i < end) : (i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
j = i;
}
return sum;
}
};
}
test {
std.testing.refAllDeclsRecursive(@This());
}
test "basic" {
const allocator = testing.allocator;
var processor = Processor(f32){};
defer processor.deinit(allocator);
const data = &[_]f32{
0, 0, // left, bottom
0, 1, // left, top
1, 1, // right, top
1, 0, // right, bottom
};
const hole_indices: ?[]u32 = null;
const dimensions = 2;
try processor.process(allocator, data, hole_indices, dimensions);
const tri = processor.triangles.items;
try testing.expectEqual(@as(usize, 6), tri.len);
try testing.expectEqualSlices(f32, &.{ 0, 1 }, data[tri[0] * dimensions .. (tri[0] * dimensions) + 2]); // left, top
try testing.expectEqualSlices(f32, &.{ 0, 0 }, data[tri[1] * dimensions .. (tri[1] * dimensions) + 2]); // left, bottom
try testing.expectEqualSlices(f32, &.{ 1, 0 }, data[tri[2] * dimensions .. (tri[2] * dimensions) + 2]); // right, bottom
try testing.expectEqualSlices(f32, &.{ 1, 0 }, data[tri[3] * dimensions .. (tri[3] * dimensions) + 2]); // right, bottom
try testing.expectEqualSlices(f32, &.{ 1, 1 }, data[tri[4] * dimensions .. (tri[4] * dimensions) + 2]); // right, top
try testing.expectEqualSlices(f32, &.{ 0, 1 }, data[tri[5] * dimensions .. (tri[5] * dimensions) + 2]); // left, top
}