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o3de/Code/Editor/Util/Triangulate.cpp

70 lines
1.9 KiB
C++

/*
* Copyright (c) Contributors to the Open 3D Engine Project.
* For complete copyright and license terms please see the LICENSE at the root of this distribution.
*
* SPDX-License-Identifier: Apache-2.0 OR MIT
*
*/
#include "EditorDefs.h"
#include "Triangulate.h"
// this file is essentially a wrapper for a portion of the MIT-licenced
// ConvexDecomposition library by John W. Ratcliff mailto:jratcliffscarab@gmail.com.
// it contains no code from that library, it just provides it with the required types, then includes the
// portion we need.
static const float TRIANGULATION_EPSILON = 0.0000000001f;
#define MEMALLOC_MALLOC malloc
#define MEMALLOC_FREE free
namespace TriInternal
{
class TVec;
typedef double NxF64;
typedef float NxF32;
typedef unsigned char NxU8;
typedef unsigned int NxU32;
typedef int NxI32;
typedef unsigned int TU32;
typedef std::vector< TVec > TVecVector;
typedef std::vector< NxU32 > TU32Vector;
#include "Contrib/NvFloatMath.inl"
}
#undef MEMALLOC_MALLOC
#undef MEMALLOC_FREE
namespace Triangulator
{
// given the contour of a triangle, triangulate it, and return the result
// as a set of triangles
// return false if you fail to triangulate it.
bool Triangulate(const VectorOfVectors& contour, VectorOfVectors& result)
{
TriInternal::CTriangulator tri;
for (auto pt : contour)
{
tri.addPoint(pt.x, pt.y, pt.z);
}
TriInternal::NxU32 tricount = 0;
TriInternal::NxU32* indices = tri.triangulate(tricount, TRIANGULATION_EPSILON);
if (!indices)
{
return false;
}
for (TriInternal::NxU32 currentIdx = 0; currentIdx < tricount * 3; ++currentIdx)
{
TriInternal::NxU32 indexValue = *indices++;
result.push_back(contour[indexValue]);
}
return result.size() > 2;
}
}