List of usage examples for com.badlogic.gdx.utils ShortArray get
public short get(int index)
From source file:com.esotericsoftware.spine.utils.Triangulator.java
License:Open Source License
public Array<FloatArray> decompose(FloatArray verticesArray, ShortArray triangles) { float[] vertices = verticesArray.items; Array<FloatArray> convexPolygons = this.convexPolygons; polygonPool.freeAll(convexPolygons); convexPolygons.clear();/*from www.ja va2 s. c om*/ Array<ShortArray> convexPolygonsIndices = this.convexPolygonsIndices; polygonIndicesPool.freeAll(convexPolygonsIndices); convexPolygonsIndices.clear(); ShortArray polygonIndices = polygonIndicesPool.obtain(); polygonIndices.clear(); FloatArray polygon = polygonPool.obtain(); polygon.clear(); // Merge subsequent triangles if they form a triangle fan. int fanBaseIndex = -1, lastWinding = 0; short[] trianglesItems = triangles.items; for (int i = 0, n = triangles.size; i < n; i += 3) { int t1 = trianglesItems[i] << 1, t2 = trianglesItems[i + 1] << 1, t3 = trianglesItems[i + 2] << 1; float x1 = vertices[t1], y1 = vertices[t1 + 1]; float x2 = vertices[t2], y2 = vertices[t2 + 1]; float x3 = vertices[t3], y3 = vertices[t3 + 1]; // If the base of the last triangle is the same as this triangle, check if they form a convex polygon (triangle fan). boolean merged = false; if (fanBaseIndex == t1) { int o = polygon.size - 4; float[] p = polygon.items; int winding1 = winding(p[o], p[o + 1], p[o + 2], p[o + 3], x3, y3); int winding2 = winding(x3, y3, p[0], p[1], p[2], p[3]); if (winding1 == lastWinding && winding2 == lastWinding) { polygon.add(x3); polygon.add(y3); polygonIndices.add(t3); merged = true; } } // Otherwise make this triangle the new base. if (!merged) { if (polygon.size > 0) { convexPolygons.add(polygon); convexPolygonsIndices.add(polygonIndices); } else { polygonPool.free(polygon); polygonIndicesPool.free(polygonIndices); } polygon = polygonPool.obtain(); polygon.clear(); polygon.add(x1); polygon.add(y1); polygon.add(x2); polygon.add(y2); polygon.add(x3); polygon.add(y3); polygonIndices = polygonIndicesPool.obtain(); polygonIndices.clear(); polygonIndices.add(t1); polygonIndices.add(t2); polygonIndices.add(t3); lastWinding = winding(x1, y1, x2, y2, x3, y3); fanBaseIndex = t1; } } if (polygon.size > 0) { convexPolygons.add(polygon); convexPolygonsIndices.add(polygonIndices); } // Go through the list of polygons and try to merge the remaining triangles with the found triangle fans. for (int i = 0, n = convexPolygons.size; i < n; i++) { polygonIndices = convexPolygonsIndices.get(i); if (polygonIndices.size == 0) continue; int firstIndex = polygonIndices.get(0); int lastIndex = polygonIndices.get(polygonIndices.size - 1); polygon = convexPolygons.get(i); int o = polygon.size - 4; float[] p = polygon.items; float prevPrevX = p[o], prevPrevY = p[o + 1]; float prevX = p[o + 2], prevY = p[o + 3]; float firstX = p[0], firstY = p[1]; float secondX = p[2], secondY = p[3]; int winding = winding(prevPrevX, prevPrevY, prevX, prevY, firstX, firstY); for (int ii = 0; ii < n; ii++) { if (ii == i) continue; ShortArray otherIndices = convexPolygonsIndices.get(ii); if (otherIndices.size != 3) continue; int otherFirstIndex = otherIndices.get(0); int otherSecondIndex = otherIndices.get(1); int otherLastIndex = otherIndices.get(2); FloatArray otherPoly = convexPolygons.get(ii); float x3 = otherPoly.get(otherPoly.size - 2), y3 = otherPoly.get(otherPoly.size - 1); if (otherFirstIndex != firstIndex || otherSecondIndex != lastIndex) continue; int winding1 = winding(prevPrevX, prevPrevY, prevX, prevY, x3, y3); int winding2 = winding(x3, y3, firstX, firstY, secondX, secondY); if (winding1 == winding && winding2 == winding) { otherPoly.clear(); otherIndices.clear(); polygon.add(x3); polygon.add(y3); polygonIndices.add(otherLastIndex); prevPrevX = prevX; prevPrevY = prevY; prevX = x3; prevY = y3; ii = 0; } } } // Remove empty polygons that resulted from the merge step above. for (int i = convexPolygons.size - 1; i >= 0; i--) { polygon = convexPolygons.get(i); if (polygon.size == 0) { convexPolygons.removeIndex(i); polygonPool.free(polygon); polygonIndices = convexPolygonsIndices.removeIndex(i); polygonIndicesPool.free(polygonIndices); } } return convexPolygons; }
From source file:com.flatfisk.gnomp.math.GeometryUtils.java
License:Apache License
/** * @param concave the concave polygon to triangulate * @return an array of triangles representing the given concave polygon * @see com.badlogic.gdx.math.EarClippingTriangulator#computeTriangles(float[]) *//*from w ww . ja v a 2 s . c o m*/ public static Polygon[] triangulate(Polygon concave) { Vector2[] polygonVertices = toVector2Array(concave.getTransformedVertices()); ShortArray indices = new EarClippingTriangulator().computeTriangles(toFloatArray(polygonVertices)); Vector2[] vertices = new Vector2[indices.size]; for (int i = 0; i < indices.size; i++) vertices[i] = polygonVertices[indices.get(i)]; return toPolygonArray(vertices, 3); }
From source file:io.piotrjastrzebski.dungen.DungeonGenerator.java
License:Apache License
private void triangulate() { DelaunayTriangulator triangulator = new DelaunayTriangulator(); float[] points = new float[mainRooms.size * 2]; for (int i = 0; i < points.length; i += 2) { Room room = mainRooms.get(i / 2); points[i] = room.cx();/*w w w.j a v a2 s. c o m*/ points[i + 1] = room.cy(); } ShortArray indicies = triangulator.computeTriangles(points, 0, points.length, false); graph.clear(); for (int i = 0; i < indicies.size; i += 3) { int p1 = indicies.get(i) * 2; int p2 = indicies.get(i + 1) * 2; int p3 = indicies.get(i + 2) * 2; // this is pretty dumb... Room roomA = getRoom(points[p1], points[p1 + 1]); Room roomB = getRoom(points[p2], points[p2 + 1]); Room roomC = getRoom(points[p3], points[p3 + 1]); graph.add(roomA, roomB); graph.add(roomA, roomC); graph.add(roomB, roomC); } createMST(); }