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|
/**
* 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.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.SVertex;
import com.jogamp.graph.geom.Triangle;
import com.jogamp.graph.geom.Vertex;
import com.jogamp.graph.geom.plane.AffineTransform;
import com.jogamp.graph.geom.plane.Path2F;
import com.jogamp.graph.geom.plane.Winding;
import com.jogamp.opengl.math.FloatUtil;
import com.jogamp.opengl.math.VectorUtil;
import com.jogamp.opengl.math.geom.AABBox;
/**
* 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.
* <p>
* 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.
* </p>
* <p>
* <a name="windingrules">
* Outline shape general {@link Winding} rules
* <ul>
* <li>Outer boundary shapes are required as {@link Winding#CCW}, if unsure
* <ul>
* <li>You may check {@link Winding} via {@link #getWindingOfLastOutline()} or {@link Outline#getWinding()} (optional)</li>
* <li>Use {@link #setWindingOfLastOutline(Winding)} before {@link #closeLastOutline(boolean)} or {@link #closePath()} } to enforce {@link Winding#CCW}, or</li>
* <li>use {@link Outline#setWinding(Winding)} on a specific {@link Outline} to enforce {@link Winding#CCW}.</li>
* <li>If e.g. the {@link Winding} has changed for an {@link Outline} by above operations, its vertices have been reversed.</li>
* </ul></li>
* <li>Inner shapes or holes are adjusted to be {@link Winding#CW}, no user consideration is required here.</li>
* <li>Safe path: Simply create all shapes with {@link Winding#CCW} or apply {@link Outline#setWinding(Winding)}.</li>
* </ul>
* </p>
* Example to creating an Outline Shape:
* <pre>
addVertex(...)
addVertex(...)
addVertex(...)
addEmptyOutline()
addVertex(...)
addVertex(...)
addVertex(...)
* </pre>
*
* <p>
* 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.
* </p>
* <p>
* 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).
* </p>
* <p>
* 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.
* </p>
* Example:
* <pre>
addVertex(0,0, true);
addVertex(0,1, false);
addVertex(1,1, false);
addVertex(1,0, true);
* </pre>
* <p>
* The above snippet defines a cubic nurbs curve where (0,1 and 1,1)
* do not belong to the final rendered shape.
* </p>
*
* <i>Implementation Notes:</i><br>
* <ul>
* <li> The first vertex of any outline belonging to the shape should be on-curve</li>
* <li> Intersections between off-curved parts of the outline is not handled</li>
* </ul>
*
* @see Outline
* @see Region
*/
public final class OutlineShape implements Comparable<OutlineShape> {
/**
* 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;
private final Vertex.Factory<? extends Vertex> vertexFactory;
/** The list of {@link Outline}s that are part of this
* outline shape.
*/
/* pp */ final ArrayList<Outline> outlines;
private final AABBox bbox;
private final ArrayList<Triangle> triangles;
private final ArrayList<Vertex> vertices;
private int addedVerticeCount;
private VerticesState outlineState;
/** dirty bits DIRTY_BOUNDS */
private int dirtyBits;
private float sharpness;
private final float[] tmpV1 = new float[3];
private final float[] tmpV2 = new float[3];
private final float[] tmpV3 = new float[3];
/** Returns the default Vertex.Factory. */
public static Vertex.Factory<? extends Vertex> getDefaultVertexFactory() { return SVertex.factory(); }
/**
* Create a new Outline based Shape using {@link #getDefaultVertexFactory()}
*/
public OutlineShape() {
this(getDefaultVertexFactory());
}
/**
* Create a new Outline based Shape
*/
public OutlineShape(final Vertex.Factory<? extends Vertex> factory) {
this.vertexFactory = factory;
this.outlines = new ArrayList<Outline>(3);
this.outlines.add(new Outline());
this.outlineState = VerticesState.UNDEFINED;
this.bbox = new AABBox();
this.triangles = new ArrayList<Triangle>();
this.vertices = new ArrayList<Vertex>();
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 associated vertex factory of this outline shape
* @return Vertex.Factory object
*/
public final Vertex.Factory<? extends Vertex> vertexFactory() { return vertexFactory; }
/** 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 getOutlineVectexCount() {
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.
* <p>If the {@link #getLastOutline()} is empty already, no new one will be added.</p>
*
* 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.
*
* <p>A clean tail is ensured, no double empty Outlines are produced
* and a pre-existing empty outline will be replaced with the given one. </p>
*
* @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}.
*
* <p>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. </p>
*
* @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.
* <p>Closes the current last outline via {@link #closeLastOutline(boolean)} before adding the new ones.</p>
* @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; i<outlineShape.getOutlineCount(); i++) {
addOutline(outlineShape.getOutline(i));
}
}
/**
* Replaces the {@link Outline} element at the given {@code position}.
* <p>Sets the bounding box dirty, hence a next call to {@link #getBounds()} will validate it.</p>
*
* @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}.
* <p>Sets the bounding box dirty, hence a next call to {@link #getBounds()} will validate it.</p>
*
* @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 <a href="#windingrules">see winding rules</a>
*/
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 <a href="#windingrules">see winding rules</a>
*/
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 <a href="#windingrules">see winding rules</a>
*/
public final void addVertex(final float x, final float y, final boolean onCurve) {
addVertex(vertexFactory.create(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 <a href="#windingrules">see winding rules</a>
*/
public final void addVertex(final int position, final float x, final float y, final boolean onCurve) {
addVertex(position, vertexFactory.create(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 <a href="#windingrules">see winding rules</a>
*/
public final void addVertex(final float x, final float y, final float z, final boolean onCurve) {
addVertex(vertexFactory.create(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 <a href="#windingrules">see winding rules</a>
*/
public final void addVertex(final int position, final float x, final float y, final float z, final boolean onCurve) {
addVertex(position, vertexFactory.create(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 <a href="#windingrules">see winding rules</a>
*/
public final void addVertex(final float[] coordsBuffer, final int offset, final int length, final boolean onCurve) {
addVertex(vertexFactory.create(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 <a href="#windingrules">see winding rules</a>
*/
public final void addVertex(final int position, final float[] coordsBuffer, final int offset, final int length, final boolean onCurve) {
addVertex(position, vertexFactory.create(coordsBuffer, offset, length, onCurve));
}
/**
* Closes the last outline in the shape.
* <p>
* Checks whether the last vertex equals to the first of the last outline.
* If not equal, it either appends a clone of the first vertex
* or prepends a clone of the last vertex, depending on <code>closeTail</code>.
* </p>
* @param closeTail if true, a clone of the first vertex will be appended,
* otherwise a clone 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 float[] llc = lo.getVertex(lo_sz-1).getCoord();
if( llc[0] == points[idx+0] &&
llc[1] == 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 float[] llc = lo.getVertex(0).getCoord();
if( llc[0] == points[idx+0] &&
llc[1] == 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.graph.geom.plane.Path2F.Iterator, boolean)
* @see <a href="#windingrules">see winding rules</a>
*/
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.graph.geom.plane.Path2F.Iterator, boolean)
* @see <a href="#windingrules">see winding rules</a>
*/
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.graph.geom.plane.Path2F.Iterator, boolean)
* @see <a href="#windingrules">see winding rules</a>
*/
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.graph.geom.plane.Path2F.Iterator, boolean)
* @see <a href="#windingrules">see winding rules</a>
*/
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.graph.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);
//drop off-curve vertex to image on the curve
b.setCoord(tmpV2, 0, 3);
b.setOnCurve(true);
outline.addVertex(index, vertexFactory.create(tmpV1, 0, 3, false));
outline.addVertex(index+2, vertexFactory.create(tmpV3, 0, 3, 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<Vertex> overlaps = new ArrayList<Vertex>(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( overlaps.contains(currentVertex) || overlap != null ) {
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 = vertexFactory.create(tmpV1, 0, 3, true);
i++;
vertexCount++;
addedVerticeCount++;
outline.addVertex(i, v);
}
}
}
if( 0 >= vertexCount ) {
outlines.remove(outline);
cc--;
count--;
} else if( 0 < vertexCount &&
VectorUtil.isVec3Equal( outline.getVertex(0).getCoord(), 0, outline.getLastVertex().getCoord(), 0, FloatUtil.EPSILON )) {
outline.removeVertex(vertexCount-1);
}
}
outlineState = VerticesState.QUADRATIC_NURBS;
checkOverlaps();
}
private int generateVertexIds() {
int maxVertexId = 0;
for(int i=0; i<outlines.size(); i++) {
final ArrayList<Vertex> vertices = outlines.get(i).getVertices();
for(int pos=0; pos<vertices.size(); pos++) {
vertices.get(pos).setId(maxVertexId++);
}
}
return maxVertexId;
}
/**
* Return list of concatenated vertices associated with all
* {@code Outline}s of this object.
* <p>
* Vertices are cached until marked dirty.
* </p>
* <p>
* Should always be called <i>after</i> {@link #getTriangles(VerticesState)},
* since the latter will mark all cached vertices dirty!
* </p>
*/
public final ArrayList<Vertex> getVertices() {
// final boolean updated;
if( 0 != ( DIRTY_VERTICES & dirtyBits ) ) {
vertices.clear();
for(int i=0; i<outlines.size(); i++) {
vertices.addAll(outlines.get(i).getVertices());
}
dirtyBits &= ~DIRTY_VERTICES;
// updated = true;
// } else {
// updated = false;
}
// if(Region.DEBUG_INSTANCE) {
// System.err.println("OutlineShape.getVertices(): o "+outlines.size()+", v "+vertices.size()+", updated "+updated);
// }
return vertices;
}
private void triangulateImpl() {
if( 0 < outlines.size() ) {
sortOutlines();
generateVertexIds();
triangles.clear();
final Triangulator triangulator2d = Triangulation.create();
for(int index = 0; index<outlines.size(); index++) {
triangulator2d.addCurve(triangles, outlines.get(index), sharpness);
}
triangulator2d.generate(triangles);
addedVerticeCount += triangulator2d.getAddedVerticeCount();
triangulator2d.reset();
}
}
/**
* Triangulate the {@link OutlineShape} generating a list of triangles,
* while {@link #transformOutlines(VerticesState)} beforehand.
* <p>
* Triangles are cached until marked dirty.
* </p>
* @return an arraylist of triangles representing the filled region
* which is produced by the combination of the outlines
*/
public final ArrayList<Triangle> 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.
* <p>
* Note: Triangulated data is lost in returned instance!
* </p>
*/
public final OutlineShape transform(final AffineTransform t) {
final OutlineShape newOutlineShape = new OutlineShape(vertexFactory);
final int osize = outlines.size();
for(int i=0; i<osize; i++) {
newOutlineShape.addOutline( outlines.get(i).transform(t, vertexFactory) );
}
return newOutlineShape;
}
/**
* Sort the outlines from large
* to small depending on the AABox
*/
private void sortOutlines() {
Collections.sort(outlines, reversSizeComparator);
}
private static Comparator<Outline> reversSizeComparator = new Comparator<Outline>() {
@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.isEqual(thisSize, otherSize, FloatUtil.EPSILON) ) {
return 0;
} else if( thisSize < otherSize ){
return -1;
} else {
return 1;
}
}
private void validateBoundingBox() {
dirtyBits &= ~DIRTY_BOUNDS;
bbox.reset();
for (int i=0; i<outlines.size(); i++) {
bbox.resize(outlines.get(i).getBounds());
}
}
public final AABBox getBounds() {
if( 0 == ( dirtyBits & DIRTY_BOUNDS ) ) {
validateBoundingBox();
}
return bbox;
}
/**
* @param obj the Object to compare this OutlineShape with
* @return true if {@code obj} is an OutlineShape, not null,
* same outlineState, equal bounds and equal outlines in the same order
*/
@Override
public final boolean equals(final Object obj) {
if( obj == this) {
return true;
}
if( null == obj || !(obj instanceof OutlineShape) ) {
return false;
}
final OutlineShape o = (OutlineShape) obj;
if(getOutlineState() != o.getOutlineState()) {
return false;
}
if(getOutlineCount() != o.getOutlineCount()) {
return false;
}
if( !getBounds().equals( o.getBounds() ) ) {
return false;
}
for (int i=getOutlineCount()-1; 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());
}
}
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