/** * Copyright 2010-2023 JogAmp Community. All rights reserved. * * Redistribution and use in source and binary forms, with or without modification, are * permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this list of * conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, this list * of conditions and the following disclaimer in the documentation and/or other materials * provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY JogAmp Community ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL JogAmp Community OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * * The views and conclusions contained in the software and documentation are those of the * authors and should not be interpreted as representing official policies, either expressed * or implied, of JogAmp Community. */ package com.jogamp.graph.curve; import java.io.PrintStream; import java.util.ArrayList; import java.util.Collections; import java.util.Comparator; import com.jogamp.graph.curve.tess.Triangulation; import com.jogamp.graph.curve.tess.Triangulator; import com.jogamp.graph.geom.Outline; import com.jogamp.graph.geom.Triangle; import com.jogamp.graph.geom.Vertex; import com.jogamp.math.FloatUtil; import com.jogamp.math.Vec3f; import com.jogamp.math.VectorUtil; import com.jogamp.math.Vert2fImmutable; import com.jogamp.math.geom.AABBox; import com.jogamp.math.geom.plane.AffineTransform; import com.jogamp.math.geom.plane.Path2F; import com.jogamp.math.geom.plane.Winding; /** * A Generic shape objects which is defined by a list of Outlines. * This Shape can be transformed to triangulations. * The list of triangles generated are render-able by a Region object. * The triangulation produced by this Shape will define the * closed region defined by the outlines. *

* One or more OutlineShape Object can be associated to a region * this is left as a high-level representation of the Objects. For * optimizations, flexibility requirements for future features. *

*

* * Outline shape general {@link Winding} rules *

*

* Example to creating an Outline Shape: *
      addVertex(...)
      addVertex(...)
      addVertex(...)
      addEmptyOutline()
      addVertex(...)
      addVertex(...)
      addVertex(...)
 * 
* *

* The above will create two outlines each with three vertices. By adding these two outlines to * the OutlineShape, we are stating that the combination of the two outlines represent the shape. *

*

* To specify that the shape is curved at a region, the on-curve flag should be set to false * for the vertex that is in the middle of the curved region (if the curved region is defined by 3 * vertices (quadratic curve). *

*

* In case the curved region is defined by 4 or more vertices the middle vertices should both have * the on-curve flag set to false. *

* Example: *
      addVertex(0,0, true);
      addVertex(0,1, false);
      addVertex(1,1, false);
      addVertex(1,0, true);
 * 
*

* The above snippet defines a cubic nurbs curve where (0,1 and 1,1) * do not belong to the final rendered shape. *

* * Implementation Notes:
* * * @see Outline * @see Region */ public final class OutlineShape implements Comparable { /** * Outline's vertices have undefined state until transformed. */ public enum VerticesState { UNDEFINED(0), QUADRATIC_NURBS(1); public final int state; VerticesState(final int state){ this.state = state; } } /** Initial {@link #getSharpness()} value, which can be modified via {@link #setSharpness(float)}. */ public static final float DEFAULT_SHARPNESS = 0.5f; public static final int DIRTY_BOUNDS = 1 << 0; /** * Modified shape, requires to update the vertices and triangles, here: vertices. */ public static final int DIRTY_VERTICES = 1 << 1; /** * Modified shape, requires to update the vertices and triangles, here: triangulation. */ public static final int DIRTY_TRIANGLES = 1 << 2; /** The list of {@link Outline}s that are part of this * outline shape. */ /* pp */ final ArrayList outlines; private final AABBox bbox; private final ArrayList triangles; private final ArrayList vertices; private int addedVerticeCount; private VerticesState outlineState; /** dirty bits DIRTY_BOUNDS */ private int dirtyBits; private float sharpness; private final Vec3f tmpV1 = new Vec3f(); private final Vec3f tmpV2 = new Vec3f(); private final Vec3f tmpV3 = new Vec3f(); // COLOR // private final Vec4f tmpC1 = new Vec4f(); // private final Vec4f tmpC2 = new Vec4f(); // private final Vec4f tmpC3 = new Vec4f(); /** * Create a new Outline based Shape */ public OutlineShape() { this.outlines = new ArrayList(3); this.outlines.add(new Outline()); this.outlineState = VerticesState.UNDEFINED; this.bbox = new AABBox(); this.triangles = new ArrayList(); this.vertices = new ArrayList(); this.addedVerticeCount = 0; this.dirtyBits = 0; this.sharpness = DEFAULT_SHARPNESS; } /** * Return the number of newly added vertices during {@link #getTriangles(VerticesState)} * while transforming the outlines to {@link VerticesState#QUADRATIC_NURBS} and triangulation. * @see #setIsQuadraticNurbs() */ public final int getAddedVerticeCount() { return addedVerticeCount; } /** Sharpness value, defaults to {@link #DEFAULT_SHARPNESS}. */ public final float getSharpness() { return sharpness; } /** Sets sharpness, defaults to {@link #DEFAULT_SHARPNESS}. */ public final void setSharpness(final float s) { if( this.sharpness != s ) { clearCache(); sharpness=s; } } /** Clears all data and reset all states as if this instance was newly created */ public final void clear() { outlines.clear(); outlines.add(new Outline()); outlineState = VerticesState.UNDEFINED; bbox.reset(); vertices.clear(); triangles.clear(); addedVerticeCount = 0; dirtyBits = 0; } /** Clears cached triangulated data, i.e. {@link #getTriangles(VerticesState)} and {@link #getVertices()}. */ public final void clearCache() { vertices.clear(); triangles.clear(); dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; } /** Returns the number of {@link Outline}s. */ public final int getOutlineCount() { return outlines.size(); } /** Returns the total {@link Outline#getVertexCount() vertex number} of all {@link Outline}s. */ public final int getVertexCount() { int res = 0; for(final Outline o : outlines) { res += o.getVertexCount(); } return res; } /** * Compute the {@link Winding} of the {@link #getLastOutline()} using the {@link #area(ArrayList)} function over all of its vertices. * @return {@link Winding#CCW} or {@link Winding#CW} */ public final Winding getWindingOfLastOutline() { return getLastOutline().getWinding(); } /** * Sets the enforced {@link Winding} of the {@link #getLastOutline()}. */ public final void setWindingOfLastOutline(final Winding enforced) { getLastOutline().setWinding(enforced); } /** * Add a new empty {@link Outline} * to the end of this shape's outline list. *

If the {@link #getLastOutline()} is empty already, no new one will be added.

* * After a call to this function all new vertices added * will belong to the new outline */ public final void addEmptyOutline() { if( !getLastOutline().isEmpty() ) { outlines.add(new Outline()); } } /** * Appends the {@link Outline} element to the end, * ensuring a clean tail. * *

A clean tail is ensured, no double empty Outlines are produced * and a pre-existing empty outline will be replaced with the given one.

* * @param outline Outline object to be added * @throws NullPointerException if the {@link Outline} element is null */ public final void addOutline(final Outline outline) throws NullPointerException { addOutline(outlines.size(), outline); } /** * Insert the {@link Outline} element at the given {@code position}. * *

If the {@code position} indicates the end of this list, * a clean tail is ensured, no double empty Outlines are produced * and a pre-existing empty outline will be replaced with the given one.

* * @param position of the added Outline * @param outline Outline object to be added * @throws NullPointerException if the {@link Outline} element is null * @throws IndexOutOfBoundsException if position is out of range (position < 0 || position > getOutlineNumber()) */ public final void addOutline(final int position, final Outline outline) throws NullPointerException, IndexOutOfBoundsException { if (null == outline) { throw new NullPointerException("outline is null"); } if( outlines.size() == position ) { final Outline lastOutline = getLastOutline(); if( outline.isEmpty() && lastOutline.isEmpty() ) { return; } if( lastOutline.isEmpty() ) { outlines.set(position-1, outline); if( 0 == ( dirtyBits & DIRTY_BOUNDS ) ) { bbox.resize(outline.getBounds()); } // vertices.addAll(outline.getVertices()); // FIXME: can do and remove DIRTY_VERTICES ? dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; return; } } outlines.add(position, outline); if( 0 == ( dirtyBits & DIRTY_BOUNDS ) ) { bbox.resize(outline.getBounds()); } dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; } /** * Insert the {@link OutlineShape} elements of type {@link Outline}, .. at the end of this shape, * using {@link #addOutline(Outline)} for each element. *

Closes the current last outline via {@link #closeLastOutline(boolean)} before adding the new ones.

* @param outlineShape OutlineShape elements to be added. * @throws NullPointerException if the {@link OutlineShape} is null * @throws IndexOutOfBoundsException if position is out of range (position < 0 || position > getOutlineNumber()) */ public final void addOutlineShape(final OutlineShape outlineShape) throws NullPointerException { if (null == outlineShape) { throw new NullPointerException("OutlineShape is null"); } closeLastOutline(true); for(int i=0; iSets the bounding box dirty, hence a next call to {@link #getBounds()} will validate it.

* * @param position of the replaced Outline * @param outline replacement Outline object * @throws NullPointerException if the {@link Outline} element is null * @throws IndexOutOfBoundsException if position is out of range (position < 0 || position >= getOutlineNumber()) */ public final void setOutline(final int position, final Outline outline) throws NullPointerException, IndexOutOfBoundsException { if (null == outline) { throw new NullPointerException("outline is null"); } outlines.set(position, outline); dirtyBits |= DIRTY_BOUNDS | DIRTY_TRIANGLES | DIRTY_VERTICES; } /** * Removes the {@link Outline} element at the given {@code position}. *

Sets the bounding box dirty, hence a next call to {@link #getBounds()} will validate it.

* * @param position of the to be removed Outline * @throws IndexOutOfBoundsException if position is out of range (position < 0 || position >= getOutlineNumber()) */ public final Outline removeOutline(final int position) throws IndexOutOfBoundsException { dirtyBits |= DIRTY_BOUNDS | DIRTY_TRIANGLES | DIRTY_VERTICES; return outlines.remove(position); } /** * Get the last added outline to the list * of outlines that define the shape * @return the last outline */ public final Outline getLastOutline() { return outlines.get(outlines.size()-1); } /** * Returns the {@code Outline} at {@code position} * @throws IndexOutOfBoundsException if position is out of range (position < 0 || position >= getOutlineNumber()) */ public final Outline getOutline(final int position) throws IndexOutOfBoundsException { return outlines.get(position); } /** * Adds a vertex to the last open outline to the shape's tail. * * @param v the vertex to be added to the OutlineShape * @see
see winding rules */ public final void addVertex(final Vertex v) { final Outline lo = getLastOutline(); lo.addVertex(v); if( 0 == ( dirtyBits & DIRTY_BOUNDS ) ) { bbox.resize(v.getCoord()); } // vertices.add(v); // FIXME: can do and remove DIRTY_VERTICES ? dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; } /** * Adds a vertex to the last open outline to the shape at {@code position} * * @param position index within the last open outline, at which the vertex will be added * @param v the vertex to be added to the OutlineShape * @see see winding rules */ public final void addVertex(final int position, final Vertex v) { final Outline lo = getLastOutline(); lo.addVertex(position, v); if( 0 == ( dirtyBits & DIRTY_BOUNDS ) ) { bbox.resize(v.getCoord()); } dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; } /** * Add a 2D {@link Vertex} to the last open outline to the shape's tail. * The 2D vertex will be represented as Z=0. * * @param x the x coordinate * @param y the y coordniate * @param onCurve flag if this vertex is on the final curve or defines a curved region of the shape around this vertex. * @see see winding rules */ public final void addVertex(final float x, final float y, final boolean onCurve) { addVertex(new Vertex(x, y, 0f, onCurve)); } /** * Add a 2D {@link Vertex} to the last open outline to the shape at {@code position}. * The 2D vertex will be represented as Z=0. * * @param position index within the last open outline, at which the vertex will be added * @param x the x coordinate * @param y the y coordniate * @param onCurve flag if this vertex is on the final curve or defines a curved region of the shape around this vertex. * @see see winding rules */ public final void addVertex(final int position, final float x, final float y, final boolean onCurve) { addVertex(position, new Vertex(x, y, 0f, onCurve)); } /** * Add a 3D {@link Vertex} to the last open outline to the shape's tail. * * @param x the x coordinate * @param y the y coordinate * @param z the z coordinate * @param onCurve flag if this vertex is on the final curve or defines a curved region of the shape around this vertex. * @see see winding rules */ public final void addVertex(final float x, final float y, final float z, final boolean onCurve) { addVertex(new Vertex(x, y, z, onCurve)); } /** * Add a 3D {@link Vertex} to the last open outline to the shape at {@code position}. * * @param position index within the last open outline, at which the vertex will be added * @param x the x coordinate * @param y the y coordniate * @param z the z coordinate * @param onCurve flag if this vertex is on the final curve or defines a curved region of the shape around this vertex. * @see see winding rules */ public final void addVertex(final int position, final float x, final float y, final float z, final boolean onCurve) { addVertex(position, new Vertex(x, y, z, onCurve)); } /** * Add a vertex to the last open outline to the shape's tail. * * The vertex is passed as a float array and its offset where its attributes are located. * The attributes should be continuous (stride = 0). * Attributes which value are not set (when length less than 3) * are set implicitly to zero. * @param coordsBuffer the coordinate array where the vertex attributes are to be picked from * @param offset the offset in the buffer to the x coordinate * @param length the number of attributes to pick from the buffer (maximum 3) * @param onCurve flag if this vertex is on the final curve or defines a curved region of the shape around this vertex. * @see see winding rules */ public final void addVertex(final float[] coordsBuffer, final int offset, final int length, final boolean onCurve) { addVertex(new Vertex(coordsBuffer, offset, length, onCurve)); } /** * Add a vertex to the last open outline to the shape at {@code position}. * * The vertex is passed as a float array and its offset where its attributes are located. * The attributes should be continuous (stride = 0). * Attributes which value are not set (when length less than 3) * are set implicitly to zero. * @param position index within the last open outline, at which the vertex will be added * @param coordsBuffer the coordinate array where the vertex attributes are to be picked from * @param offset the offset in the buffer to the x coordinate * @param length the number of attributes to pick from the buffer (maximum 3) * @param onCurve flag if this vertex is on the final curve or defines a curved region of the shape around this vertex. * @see see winding rules */ public final void addVertex(final int position, final float[] coordsBuffer, final int offset, final int length, final boolean onCurve) { addVertex(position, new Vertex(coordsBuffer, offset, length, onCurve)); } /** * Closes the last outline in the shape. *

* Checks whether the last vertex equals to the first of the last outline. * If not equal, it either appends a copy of the first vertex * or prepends a copy of the last vertex, depending on closeTail. *

* @param closeTail if true, a copy of the first vertex will be appended, * otherwise a copy of the last vertex will be prepended. */ public final void closeLastOutline(final boolean closeTail) { if( getLastOutline().setClosed( closeTail ) ) { dirtyBits |= DIRTY_TRIANGLES | DIRTY_VERTICES; } } /** * Append the given path geometry to this outline shape. * * The given path geometry should be {@link Winding#CCW}. * * If the given path geometry is {@link Winding#CW}, use {@link #addPathRev(Path2F, boolean)}. * * @param path the {@link Path2F} to append to this outline shape, should be {@link Winding#CCW}. * @param connect pass true to turn an initial moveTo segment into a lineTo segment to connect the new geometry to the existing path, otherwise pass false. * @see Path2F#getWinding() */ public void addPath(final Path2F path, final boolean connect) { addPath(path.iterator(null), connect); } /** * Add the given {@link Path2F.Iterator} to this outline shape. * * The given path geometry should be {@link Winding#CCW}. * * If the given path geometry is {@link Winding#CW}, use {@link #addPathRev(Path2F.Iterator, boolean). * * @param pathI the {@link Path2F.Iterator} to append to this outline shape, should be {@link Winding#CCW}. * @param connect pass true to turn an initial moveTo segment into a lineTo segment to connect the new geometry to the existing path, otherwise pass false. * @see Path2F.Iterator#getWinding() */ public final void addPath(final Path2F.Iterator pathI, boolean connect) { final float[] points = pathI.points(); while ( pathI.hasNext() ) { final int idx = pathI.index(); final Path2F.SegmentType type = pathI.next(); switch(type) { case MOVETO: final Outline lo = this.getLastOutline(); final int lo_sz = lo.getVertexCount(); if ( 0 == lo_sz ) { addVertex(points, idx, 2, true); break; } else if ( !connect ) { closeLastOutline(false); addEmptyOutline(); addVertex(points, idx, 2, true); break; } { // Skip if last vertex in last outline matching this point -> already connected. final Vert2fImmutable llc = lo.getVertex(lo_sz-1); if( llc.x() == points[idx+0] && llc.y() == points[idx+1] ) { break; } } // fallthrough: MOVETO -> LINETO case LINETO: addVertex(points, idx, 2, true); break; case QUADTO: addVertex(points, idx, 2, false); addVertex(points, idx+2, 2, true); break; case CUBICTO: addVertex(points, idx, 2, false); addVertex(points, idx+2, 2, false); addVertex(points, idx+4, 2, true); break; case CLOSE: closeLastOutline(true); addEmptyOutline(); break; default: throw new IllegalArgumentException("Unhandled Segment Type: "+type); } connect = false; } } /** * Append the given path geometry to this outline shape in reverse order. * * The given path geometry should be {@link Winding#CW}. * * If the given path geometry is {@link Winding#CCW}, use {@link #addPath(Path2F, boolean)}. * * @param path the {@link Path2F} to append to this outline shape, should be {@link Winding#CW}. * @param connect pass true to turn an initial moveTo segment into a lineTo segment to connect the new geometry to the existing path, otherwise pass false. */ public void addPathRev(final Path2F path, final boolean connect) { addPathRev(path.iterator(null), connect); } /** * Add the given {@link Path2F.Iterator} to this outline shape in reverse order. * * The given path geometry should be {@link Winding#CW}. * * If the given path geometry is {@link Winding#CCW}, use {@link #addPath(Path2F.Iterator, boolean). * * @param pathI the {@link Path2F.Iterator} to append to this outline shape, should be {@link Winding#CW}. * @param connect pass true to turn an initial moveTo segment into a lineTo segment to connect the new geometry to the existing path, otherwise pass false. */ public final void addPathRev(final Path2F.Iterator pathI, boolean connect) { final float[] points = pathI.points(); while ( pathI.hasNext() ) { final int idx = pathI.index(); final Path2F.SegmentType type = pathI.next(); switch(type) { case MOVETO: final Outline lo = this.getLastOutline(); final int lo_sz = lo.getVertexCount(); if ( 0 == lo_sz ) { addVertex(0, points, idx, 2, true); break; } else if ( !connect ) { closeLastOutline(false); addEmptyOutline(); addVertex(0, points, idx, 2, true); break; } { // Skip if last vertex in last outline matching this point -> already connected. final Vert2fImmutable llc = lo.getVertex(0); if( llc.x() == points[idx+0] && llc.y() == points[idx+1] ) { break; } } // fallthrough: MOVETO -> LINETO case LINETO: addVertex(0, points, idx, 2, true); break; case QUADTO: addVertex(0, points, idx, 2, false); addVertex(0, points, idx+2, 2, true); break; case CUBICTO: addVertex(0, points, idx, 2, false); addVertex(0, points, idx+2, 2, false); addVertex(0, points, idx+4, 2, true); break; case CLOSE: closeLastOutline(true); addEmptyOutline(); break; default: throw new IllegalArgumentException("Unhandled Segment Type: "+type); } connect = false; } } /** * Start a new position for the next line segment at given point x/y (P1). * * @param x point (P1) * @param y point (P1) * @param z point (P1) * @see Path2F#moveTo(float, float) * @see #addPath(com.jogamp.math.geom.plane.Path2F.Iterator, boolean) * @see see winding rules */ public final void moveTo(final float x, final float y, final float z) { if ( 0 == getLastOutline().getVertexCount() ) { addVertex(x, y, z, true); } else { closeLastOutline(false); addEmptyOutline(); addVertex(x, y, z, true); } } /** * Add a line segment, intersecting the last point and the given point x/y (P1). * * @param x final point (P1) * @param y final point (P1) * @param z final point (P1) * @see Path2F#lineTo(float, float) * @see #addPath(com.jogamp.math.geom.plane.Path2F.Iterator, boolean) * @see see winding rules */ public final void lineTo(final float x, final float y, final float z) { addVertex(x, y, z, true); } /** * Add a quadratic curve segment, intersecting the last point and the second given point x2/y2 (P2). * * @param x1 quadratic parametric control point (P1) * @param y1 quadratic parametric control point (P1) * @param z1 quadratic parametric control point (P1) * @param x2 final interpolated control point (P2) * @param y2 final interpolated control point (P2) * @param z2 quadratic parametric control point (P2) * @see Path2F#quadTo(float, float, float, float) * @see #addPath(com.jogamp.math.geom.plane.Path2F.Iterator, boolean) * @see see winding rules */ public final void quadTo(final float x1, final float y1, final float z1, final float x2, final float y2, final float z2) { addVertex(x1, y1, z1, false); addVertex(x2, y2, z2, true); } /** * Add a cubic Bézier curve segment, intersecting the last point and the second given point x3/y3 (P3). * * @param x1 Bézier control point (P1) * @param y1 Bézier control point (P1) * @param z1 Bézier control point (P1) * @param x2 Bézier control point (P2) * @param y2 Bézier control point (P2) * @param z2 Bézier control point (P2) * @param x3 final interpolated control point (P3) * @param y3 final interpolated control point (P3) * @param z3 final interpolated control point (P3) * @see Path2F#cubicTo(float, float, float, float, float, float) * @see #addPath(com.jogamp.math.geom.plane.Path2F.Iterator, boolean) * @see see winding rules */ public final void cubicTo(final float x1, final float y1, final float z1, final float x2, final float y2, final float z2, final float x3, final float y3, final float z3) { addVertex(x1, y1, z1, false); addVertex(x2, y2, z2, false); addVertex(x3, y3, z3, true); } /** * Closes the current sub-path segment by drawing a straight line back to the coordinates of the last moveTo. If the path is already closed then this method has no effect. * @see Path2F#closePath() * @see #addPath(com.jogamp.math.geom.plane.Path2F.Iterator, boolean) */ public final void closePath() { if ( 0 < getLastOutline().getVertexCount() ) { closeLastOutline(true); addEmptyOutline(); } } /** * Return the outline's vertices state, {@link OutlineShape.VerticesState} */ public final VerticesState getOutlineState() { return outlineState; } /** * Claim this outline's vertices are all {@link OutlineShape.VerticesState#QUADRATIC_NURBS}, * hence no cubic transformations will be performed. */ public final void setIsQuadraticNurbs() { outlineState = VerticesState.QUADRATIC_NURBS; // checkPossibleOverlaps = false; } private void subdivideTriangle(final Outline outline, final Vertex a, final Vertex b, final Vertex c, final int index){ VectorUtil.midVec3(tmpV1, a.getCoord(), b.getCoord()); VectorUtil.midVec3(tmpV3, b.getCoord(), c.getCoord()); VectorUtil.midVec3(tmpV2, tmpV1, tmpV3); // COLOR // tmpC1.set(a.getColor()).add(b.getColor()).scale(0.5f); // tmpC3.set(b.getColor()).add(b.getColor()).scale(0.5f); // tmpC2.set(tmpC1).add(tmpC1).scale(0.5f); //drop off-curve vertex to image on the curve b.setCoord(tmpV2); b.setOnCurve(true); outline.addVertex(index, new Vertex(tmpV1, false)); outline.addVertex(index+2, new Vertex(tmpV3, false)); addedVerticeCount += 2; } /** * Check overlaps between curved triangles * first check if any vertex in triangle a is in triangle b * second check if edges of triangle a intersect segments of triangle b * if any of the two tests is true we divide current triangle * and add the other to the list of overlaps * * Loop until overlap array is empty. (check only in first pass) */ private void checkOverlaps() { final ArrayList overlaps = new ArrayList(3); final int count = getOutlineCount(); boolean firstpass = true; do { for (int cc = 0; cc < count; cc++) { final Outline outline = getOutline(cc); int vertexCount = outline.getVertexCount(); for(int i=0; i < outline.getVertexCount(); i++) { final Vertex currentVertex = outline.getVertex(i); if ( !currentVertex.isOnCurve()) { final Vertex nextV = outline.getVertex((i+1)%vertexCount); final Vertex prevV = outline.getVertex((i+vertexCount-1)%vertexCount); final Vertex overlap; // check for overlap even if already set for subdivision // ensuring both triangular overlaps get divided // for pref. only check in first pass // second pass to clear the overlaps array(reduces precision errors) if( firstpass ) { overlap = checkTriOverlaps0(prevV, currentVertex, nextV); } else { overlap = null; } if( null != overlap || overlaps.contains(currentVertex) ) { overlaps.remove(currentVertex); subdivideTriangle(outline, prevV, currentVertex, nextV, i); i+=3; vertexCount+=2; addedVerticeCount+=2; if(overlap != null && !overlap.isOnCurve()) { if(!overlaps.contains(overlap)) { overlaps.add(overlap); } } } } } } firstpass = false; } while( !overlaps.isEmpty() ); } private Vertex checkTriOverlaps0(final Vertex a, final Vertex b, final Vertex c) { final int count = getOutlineCount(); for (int cc = 0; cc < count; cc++) { final Outline outline = getOutline(cc); final int vertexCount = outline.getVertexCount(); for(int i=0; i < vertexCount; i++) { final Vertex current = outline.getVertex(i); if(current.isOnCurve() || current == a || current == b || current == c) { continue; } final Vertex nextV = outline.getVertex((i+1)%vertexCount); final Vertex prevV = outline.getVertex((i+vertexCount-1)%vertexCount); //skip neighboring triangles if(prevV == c || nextV == a) { continue; } if( VectorUtil.isVec3InTriangle3(a.getCoord(), b.getCoord(), c.getCoord(), current.getCoord(), nextV.getCoord(), prevV.getCoord(), tmpV1, tmpV2, tmpV3) ) { return current; } if(VectorUtil.testTri2SegIntersection(a, b, c, prevV, current) || VectorUtil.testTri2SegIntersection(a, b, c, current, nextV) || VectorUtil.testTri2SegIntersection(a, b, c, prevV, nextV) ) { return current; } } } return null; } @SuppressWarnings("unused") private Vertex checkTriOverlaps1(final Vertex a, final Vertex b, final Vertex c) { final int count = getOutlineCount(); for (int cc = 0; cc < count; cc++) { final Outline outline = getOutline(cc); final int vertexCount = outline.getVertexCount(); for(int i=0; i < vertexCount; i++) { final Vertex current = outline.getVertex(i); if(current.isOnCurve() || current == a || current == b || current == c) { continue; } final Vertex nextV = outline.getVertex((i+1)%vertexCount); final Vertex prevV = outline.getVertex((i+vertexCount-1)%vertexCount); //skip neighboring triangles if(prevV == c || nextV == a) { continue; } if( VectorUtil.isVec3InTriangle3(a.getCoord(), b.getCoord(), c.getCoord(), current.getCoord(), nextV.getCoord(), prevV.getCoord(), tmpV1, tmpV2, tmpV3, FloatUtil.EPSILON) ) { return current; } if(VectorUtil.testTri2SegIntersection(a, b, c, prevV, current, FloatUtil.EPSILON) || VectorUtil.testTri2SegIntersection(a, b, c, current, nextV, FloatUtil.EPSILON) || VectorUtil.testTri2SegIntersection(a, b, c, prevV, nextV, FloatUtil.EPSILON) ) { return current; } } } return null; } private void cleanupOutlines() { final boolean transformOutlines2Quadratic = VerticesState.QUADRATIC_NURBS != outlineState; int count = getOutlineCount(); for (int cc = 0; cc < count; cc++) { final Outline outline = getOutline(cc); int vertexCount = outline.getVertexCount(); if( transformOutlines2Quadratic ) { for(int i=0; i < vertexCount; i++) { final Vertex currentVertex = outline.getVertex(i); final int j = (i+1)%vertexCount; final Vertex nextVertex = outline.getVertex(j); if ( !currentVertex.isOnCurve() && !nextVertex.isOnCurve() ) { VectorUtil.midVec3(tmpV1, currentVertex.getCoord(), nextVertex.getCoord()); System.err.println("XXX: Cubic: "+i+": "+currentVertex+", "+j+": "+nextVertex); final Vertex v = new Vertex(tmpV1, true); // COLOR: tmpC1.set(currentVertex.getColor()).add(nextVertex.getColor()).scale(0.5f) i++; vertexCount++; addedVerticeCount++; outline.addVertex(i, v); } } } if( 0 >= vertexCount ) { outlines.remove(outline); cc--; count--; } else if( 0 < vertexCount && outline.getVertex(0).getCoord().isEqual( outline.getLastVertex().getCoord() ) ) { outline.removeVertex(vertexCount-1); } } outlineState = VerticesState.QUADRATIC_NURBS; checkOverlaps(); } private int generateVertexIds() { int maxVertexId = 0; for(int i=0; i vertices = outlines.get(i).getVertices(); for(int pos=0; pos * Vertices are cached until marked dirty. *

*

* Should always be called after {@link #getTriangles(VerticesState)}, * since the latter will mark all cached vertices dirty! *

*/ public final ArrayList getVertices() { // final boolean updated; if( 0 != ( DIRTY_VERTICES & dirtyBits ) ) { vertices.clear(); for(int i=0; i * Triangles are cached until marked dirty. *

* @return an arraylist of triangles representing the filled region * which is produced by the combination of the outlines */ public final ArrayList getTriangles(final VerticesState destinationType) { final boolean updated; if(destinationType != VerticesState.QUADRATIC_NURBS) { throw new IllegalStateException("destinationType "+destinationType.name()+" not supported (currently "+outlineState.name()+")"); } if( 0 != ( DIRTY_TRIANGLES & dirtyBits ) ) { cleanupOutlines(); triangulateImpl(); updated = true; dirtyBits |= DIRTY_VERTICES; dirtyBits &= ~DIRTY_TRIANGLES; } else { updated = false; } if(Region.DEBUG_INSTANCE) { System.err.println("OutlineShape.getTriangles().X: "+triangles.size()+", updated "+updated); } return triangles; } /** * Return a transformed instance with all {@link Outline}s are copied and transformed. *

* Note: Triangulated data is lost in returned instance! *

*/ public final OutlineShape transform(final AffineTransform t) { final OutlineShape newOutlineShape = new OutlineShape(); final int osize = outlines.size(); for(int i=0; i reversSizeComparator = new Comparator() { @Override public int compare(final Outline o1, final Outline o2) { return o2.compareTo(o1); // reverse ! } }; /** * Compare two outline shape's Bounding Box size. * @see AABBox#getSize() * @see java.lang.Comparable#compareTo(java.lang.Object) */ @Override public final int compareTo(final OutlineShape other) { final float thisSize = getBounds().getSize(); final float otherSize = other.getBounds().getSize(); if( FloatUtil.isEqual2(thisSize, otherSize) ) { return 0; } else if( thisSize < otherSize ){ return -1; } else { return 1; } } private void validateBoundingBox() { dirtyBits &= ~DIRTY_BOUNDS; bbox.reset(); for (int i=0; i=0; i--) { if( ! getOutline(i).equals( o.getOutline(i) ) ) { return false; } } return true; } @Override public final int hashCode() { throw new InternalError("hashCode not designed"); } @Override public String toString() { // Avoid calling this.hashCode() ! return getClass().getName() + "@" + Integer.toHexString(super.hashCode()); } public void print(final PrintStream out) { final int oc = getOutlineCount(); for (int oi = 0; oi < oc; oi++) { final Outline outline = getOutline(oi); final int vc = outline.getVertexCount(); out.printf("- OL[%d]: %s%n", vc, outline.getWinding()); for(int vi=0; vi < vc; vi++) { final Vertex v = outline.getVertex(vi); out.printf("-- OS[%d][%d]: %s%n", oi, vi, v); } } } }