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EarCut.java
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EarCut.java
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package org.the3deers.util.earcut;
import java.util.ArrayList;
import java.util.Collections;
import java.util.Comparator;
import java.util.List;
/**
* Copyright 2020 the3deers.org
*
* Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
* DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
* This is a derivative work from https://github.com/mapbox/earcut
*
*/
public class EarCut {
public static List<Integer> earcut(float[] data, int[] holeIndices, int dim) {
boolean hasHoles = holeIndices != null && holeIndices.length > 0;
int outerLen = hasHoles ? holeIndices[0] * dim : data.length;
Node outerNode = linkedList(data, 0, outerLen, dim, true);
List<Integer> triangles = new ArrayList<>();
if (outerNode == null || outerNode.next == outerNode.prev) return Collections.emptyList();
float minX=0, minY=0, maxX=0, maxY=0, x, y, invSize=0;
if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
if (data.length > 80 * dim) {
minX = maxX = data[0];
minY = maxY = data[1];
for (int i = dim; i < outerLen; i += dim) {
x = data[i];
y = data[i + 1];
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
// minX, minY and invSize are later used to transform coords into integers for z-order calculation
invSize = Math.max(maxX - minX, maxY - minY);
invSize = invSize != 0 ? 1 / invSize : 0;
}
earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
return triangles;
}
// create a circular doubly linked list from polygon points in the specified winding order
private static Node linkedList(float[] data, int start, int end, int dim, boolean clockwise) {
int i; Node last = null;
if (clockwise == (signedArea(data, start, end, dim) > 0)) {
for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);
} else {
for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);
}
if (last != null && equals(last, last.next)) {
removeNode(last);
last = last.next;
}
return last;
}
// eliminate colinear or duplicate points
private static Node filterPoints(Node start, Node end) {
if (start == null) return null;
if (end == null) end = start;
Node p = start;
boolean again;
do {
again = false;
if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) == 0)) {
removeNode(p);
p = end = p.prev;
if (p == p.next) break;
again = true;
} else {
p = p.next;
}
} while (again || p != end);
return end;
}
// main ear slicing loop which triangulates a polygon (given as a linked list)
private static void earcutLinked(Node ear, List<Integer> triangles, int dim, float minX, float minY, float invSize, int pass) {
if (ear == null) return;
// interlink polygon nodes in z-order
if (pass == 0 && invSize != 0) indexCurve(ear, minX, minY, invSize);
Node stop = ear,
prev, next;
// iterate through ears, slicing them one by one
while (ear.prev != ear.next) {
prev = ear.prev;
next = ear.next;
if (invSize != 0 ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
// cut off the triangle
triangles.add(prev.i / dim);
triangles.add(ear.i / dim);
triangles.add(next.i / dim);
removeNode(ear);
// skipping the next vertex leads to less sliver triangles
ear = next.next;
stop = next.next;
continue;
}
ear = 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) {
earcutLinked(filterPoints(ear, null), triangles, dim, minX, minY, invSize, 1);
// if this didn't work, try curing all small self-intersections locally
} else if (pass == 1) {
ear = cureLocalIntersections(filterPoints(ear, null), triangles, dim);
earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
// as a last resort, try splitting the remaining polygon into two
} else if (pass == 2) {
splitEarcut(ear, triangles, dim, minX, minY, invSize);
}
break;
}
}
}
// check whether a polygon node forms a valid ear with adjacent nodes
private static boolean isEar(Node ear) {
Node a = ear.prev,
b = ear,
c = ear.next;
if (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
Node p = ear.next.next;
while (p != ear.prev) {
if (pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
area(p.prev, p, p.next) >= 0) return false;
p = p.next;
}
return true;
}
private static boolean isEarHashed(Node ear, float minX, float minY, float invSize) {
Node a = ear.prev,
b = ear,
c = ear.next;
if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
// triangle bbox; min & max are calculated like this for speed
float minTX = a.x < b.x ? (a.x < c.x ? a.x : c.x) : (b.x < c.x ? b.x : c.x),
minTY = a.y < b.y ? (a.y < c.y ? a.y : c.y) : (b.y < c.y ? b.y : c.y),
maxTX = a.x > b.x ? (a.x > c.x ? a.x : c.x) : (b.x > c.x ? b.x : c.x),
maxTY = a.y > b.y ? (a.y > c.y ? a.y : c.y) : (b.y > c.y ? b.y : c.y);
// z-order range for the current triangle bbox;
float minZ = zOrder(minTX, minTY, minX, minY, invSize),
maxZ = zOrder(maxTX, maxTY, minX, minY, invSize);
Node p = ear.prevZ,
n = ear.nextZ;
// look for points inside the triangle in both directions
while (p != null && p.z >= minZ && n != null && n.z <= maxZ) {
if (p != ear.prev && p != ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
if (n != ear.prev && n != ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&
area(n.prev, n, n.next) >= 0) return false;
n = n.nextZ;
}
// look for remaining points in decreasing z-order
while (p != null && p.z >= minZ) {
if (p != ear.prev && p != ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y) &&
area(p.prev, p, p.next) >= 0) return false;
p = p.prevZ;
}
// look for remaining points in increasing z-order
while (n != null && n.z <= maxZ) {
if (n != ear.prev && n != ear.next &&
pointInTriangle(a.x, a.y, b.x, b.y, c.x, c.y, n.x, n.y) &&
area(n.prev, n, n.next) >= 0) return false;
n = n.nextZ;
}
return true;
}
// go through all polygon nodes and cure small local self-intersections
private static Node cureLocalIntersections(Node start, List<Integer> triangles, int dim) {
Node p = start;
do {
Node a = p.prev,
b = p.next.next;
if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
triangles.add(a.i / dim);
triangles.add(p.i / dim);
triangles.add(b.i / dim);
// remove two nodes involved
removeNode(p);
removeNode(p.next);
p = start = b;
}
p = p.next;
} while (p != start);
return filterPoints(p, null);
}
// try splitting polygon into two and triangulate them independently
private static void splitEarcut(Node start, List<Integer> triangles, int dim, float minX, float minY, float invSize) {
// look for a valid diagonal that divides the polygon into two
Node a = start;
do {
Node b = a.next.next;
while (b != a.prev) {
if (a.i != b.i && isValidDiagonal(a, b)) {
// split the polygon in two by the diagonal
Node c = splitPolygon(a, b);
// filter colinear points around the cuts
a = filterPoints(a, a.next);
c = filterPoints(c, c.next);
// run earcut on each half
earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
return;
}
b = b.next;
}
a = a.next;
} while (a != start);
}
// link every hole into the outer loop, producing a single-ring polygon without holes
private static Node eliminateHoles(float[] data, int[] holeIndices, Node outerNode, int dim) {
List<Node> queue = new ArrayList<>();
int i, len, start, end; Node list;
for (i = 0, len = holeIndices.length; i < len; i++) {
start = holeIndices[i] * dim;
end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
list = linkedList(data, start, end, dim, false);
if (list == list.next) list.steiner = true;
queue.add(getLeftmost(list));
}
Collections.sort(queue, compareX());
// process holes from left to right
for (i = 0; i < queue.size(); i++) {
eliminateHole(queue.get(i), outerNode);
outerNode = filterPoints(outerNode, outerNode.next);
}
return outerNode;
}
private static Comparator<Node> compareX() {
return (a, b) -> Float.compare(a.x,b.x);
}
// find a bridge between vertices that connects hole with an outer ring and and link it
private static void eliminateHole(Node hole, Node outerNode) {
outerNode = findHoleBridge(hole, outerNode);
if (outerNode != null) {
Node b = splitPolygon(outerNode, hole);
// filter collinear points around the cuts
filterPoints(outerNode, outerNode.next);
filterPoints(b, b.next);
}
}
// David Eberly's algorithm for finding a bridge between hole and outer polygon
private static Node findHoleBridge(Node hole, Node outerNode) {
Node p = outerNode;
float hx = hole.x,
hy = hole.y,
qx = -Float.MAX_VALUE;
Node m = 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
do {
if (hy <= p.y && hy >= p.next.y && p.next.y != p.y) {
float x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
if (x <= hx && x > qx) {
qx = x;
if (x == hx) {
if (hy == p.y) return p;
if (hy == p.next.y) return p.next;
}
m = p.x < p.next.x ? p : p.next;
}
}
p = p.next;
} while (p != outerNode);
if (m == null) return null;
if (hx == qx) return m; // hole touches outer segment; pick leftmost endpoint
// 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
Node stop = m;
float mx = m.x,
my = m.y,
tanMin = Float.MAX_VALUE,
tan;
p = m;
do {
if (hx >= p.x && p.x >= mx && hx != p.x &&
pointInTriangle(hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y)) {
tan = Math.abs(hy - p.y) / (hx - p.x); // tangential
if (locallyInside(p, hole) &&
(tan < tanMin || (tan == tanMin && (p.x > m.x || (p.x == m.x && sectorContainsSector(m, p)))))) {
m = p;
tanMin = tan;
}
}
p = p.next;
} while (p != stop);
return m;
}
// whether sector in vertex m contains sector in vertex p in the same coordinates
private static boolean sectorContainsSector(Node m, Node p) {
return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
}
// interlink polygon nodes in z-order
private static void indexCurve(Node start, float minX, float minY, float invSize) {
Node p = start;
do {
if (p.z == -1) p.z = zOrder(p.x, p.y, minX, minY, invSize);
p.prevZ = p.prev;
p.nextZ = p.next;
p = p.next;
} while (p != start);
p.prevZ.nextZ = null;
p.prevZ = null;
sortLinked(p);
}
// Simon Tatham's linked list merge sort algorithm
// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
private static Node sortLinked(Node list) {
int i; Node p, q, e, tail; int numMerges, pSize, qSize,
inSize = 1;
do {
p = list;
list = null;
tail = null;
numMerges = 0;
while (p != null) {
numMerges++;
q = p;
pSize = 0;
for (i = 0; i < inSize; i++) {
pSize++;
q = q.nextZ;
if (q == null) break;
}
qSize = inSize;
while (pSize > 0 || (qSize > 0 && q != null)) {
if (pSize != 0 && (qSize == 0 || q == null || p.z <= q.z)) {
e = p;
p = p.nextZ;
pSize--;
} else {
e = q;
q = q.nextZ;
qSize--;
}
if (tail != null) tail.nextZ = e;
else list = e;
e.prevZ = tail;
tail = e;
}
p = q;
}
tail.nextZ = null;
inSize *= 2;
} while (numMerges > 1);
return list;
}
// z-order of a point given coords and inverse of the longer side of data bbox
static float zOrder(float x0, float y0, float minX, float minY, float invSize) {
// coords are transformed into non-negative 15-bit integer range
int x = (int) (32767 * (x0 - minX) * invSize);
int y = (int) (32767 * (y0 - minY) * invSize);
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 x | (y << 1);
}
// find the leftmost node of a polygon ring
private static Node getLeftmost(Node start) {
Node p = start,
leftmost = start;
do {
if (p.x < leftmost.x || (p.x == leftmost.x && p.y < leftmost.y)) leftmost = p;
p = p.next;
} while (p != start);
return leftmost;
}
// check if a point lies within a convex triangle
private static boolean pointInTriangle(float ax, float ay, float bx, float by, float cx, float cy, float px, float py) {
return (cx - px) * (ay - py) - (ax - px) * (cy - py) >= 0 &&
(ax - px) * (by - py) - (bx - px) * (ay - py) >= 0 &&
(bx - px) * (cy - py) - (cx - px) * (by - py) >= 0;
}
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
private static boolean isValidDiagonal(Node a, Node b) {
return a.next.i != b.i && a.prev.i != b.i && !intersectsPolygon(a, b) && // dones't intersect other edges
(locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
(area(a.prev, a, b.prev) != 0 || area(a, b.prev, b) != 0) || // does not create opposite-facing sectors
equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
}
// signed area of a triangle
private static float area(Node p, Node q, Node r) {
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
}
// check if two points are equal
private static boolean equals(Node p1, Node p2) {
return p1.x == p2.x && p1.y == p2.y;
}
// check if two segments intersect
private static boolean intersects(Node p1, Node q1, Node p2, Node q2) {
int o1 = sign(area(p1, q1, p2));
int o2 = sign(area(p1, q1, q2));
int o3 = sign(area(p2, q2, p1));
int o4 = sign(area(p2, q2, q1));
if (o1 != o2 && o3 != o4) return true; // general case
if (o1 == 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
if (o2 == 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
if (o3 == 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
if (o4 == 0 && 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
private static boolean onSegment(Node p, Node q, Node r) {
return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
}
private static int sign(float num) {
return num > 0 ? 1 : num < 0 ? -1 : 0;
}
// check if a polygon diagonal intersects any polygon segments
private static boolean intersectsPolygon(Node a, Node b) {
Node p = a;
do {
if (p.i != a.i && p.next.i != a.i && p.i != b.i && p.next.i != b.i &&
intersects(p, p.next, a, b)) return true;
p = p.next;
} while (p != a);
return false;
}
// check if a polygon diagonal is locally inside the polygon
private static boolean locallyInside(Node a, Node b) {
return area(a.prev, a, a.next) < 0 ?
area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
}
// check if the middle point of a polygon diagonal is inside the polygon
private static boolean middleInside(Node a, Node b) {
Node p = a;
boolean inside = false;
float px = (a.x + b.x) / 2,
py = (a.y + b.y) / 2;
do {
if (((p.y > py) != (p.next.y > py)) && p.next.y != p.y &&
(px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
inside = !inside;
p = p.next;
} while (p != a);
return inside;
}
// link two polygon vertices with a bridge; if the vertices belong to 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
private static Node splitPolygon(Node a, Node b) {
Node a2 = new Node(a.i, a.x, a.y),
b2 = new Node(b.i, b.x, b.y),
an = a.next,
bp = b.prev;
a.next = b;
b.prev = a;
a2.next = an;
an.prev = a2;
b2.next = a2;
a2.prev = b2;
bp.next = b2;
b2.prev = bp;
return b2;
}
// create a node and optionally link it with previous one (in a circular doubly linked list)
private static Node insertNode(int i, float x, float y, Node last) {
Node p = new Node(i, x, y);
if (last == null) {
p.prev = p;
p.next = p;
} else {
p.next = last.next;
p.prev = last;
last.next.prev = p;
last.next = p;
}
return p;
}
private static void removeNode(Node p) {
p.next.prev = p.prev;
p.prev.next = p.next;
if (p.prevZ != null) p.prevZ.nextZ = p.nextZ;
if (p.nextZ != null) p.nextZ.prevZ = p.prevZ;
}
static class Node {
int i;
float x;
float y;
float z;
boolean steiner;
Node prev;
Node next;
Node nextZ;
Node prevZ;
Node(int i, float x, float y) {
// vertex index in coordinates array
this.i = i;
// vertex coordinates
this.x = x;
this.y = y;
// previous and next vertex nodes in a polygon ring
this.prev = null;
this.next = null;
// z-order curve value
this.z = -1;
// previous and next nodes in z-order
this.prevZ = null;
this.nextZ = null;
// indicates whether this is a steiner point
this.steiner = false;
}
}
// return a percentage difference between the polygon area and its triangulation area;
// used to verify correctness of triangulation
public float deviation(float[] data, int[] holeIndices, int dim, List<Integer> triangles) {
boolean hasHoles = holeIndices != null && holeIndices.length > 0;
int outerLen = hasHoles ? holeIndices[0] * dim : data.length;
float polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
if (hasHoles) {
for (int i = 0, len = holeIndices.length; i < len; i++) {
int start = holeIndices[i] * dim;
int end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
polygonArea -= Math.abs(signedArea(data, start, end, dim));
}
}
float trianglesArea = 0;
for (int i = 0; i < triangles.size(); i += 3) {
int a = triangles.get(i) * dim;
int b = triangles.get(i + 1) * dim;
int c = triangles.get(i + 2) * dim;
trianglesArea += Math.abs(
(data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
(data[a] - data[b]) * (data[c + 1] - data[a + 1]));
}
return polygonArea == 0 && trianglesArea == 0 ? 0 :
Math.abs((trianglesArea - polygonArea) / polygonArea);
};
private static float signedArea(float[] data, int start, int end, int dim) {
float sum = 0;
for (int i = start, j = end - dim; i < end; i += dim) {
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
j = i;
}
return sum;
}
// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
public static Object[] flatten(float[][][] data) {
int dim = data[0][0].length;
Object[] result = new Object[]{new ArrayList<Float>(), new ArrayList<Integer>(), dim};
int holeIndex = 0;
for (int i = 0; i < data.length; i++) {
for (int j = 0; j < data[i].length; j++) {
for (int d = 0; d < dim; d++) ((List<Float>)result[0]).add(data[i][j][d]);
}
if (i > 0) {
holeIndex += data[i - 1].length;
((List<Integer>)result[1]).add(holeIndex);
}
}
return result;
};
}