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cocos2d-x 繪制多邊形(凹形)問題

源碼來自: http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml

CCDrawPloygon繪制多邊形有凹形時,會多出一個三角形的區域。(如圖下繪制五邊形)

cocos2d-x 繪制多邊形(凹形)問題

方法一:

将五邊形分成三個三角形,分别繪制。

方法二:

計算出可能存在凹形區域的三角位置(及三角形的頂點名額),然後通過CCClippingNode進行裁剪(ps:裁剪區域小可能有殘餘部分,是以我選的第一種)

計算方法:

// COTD Entry submitted by John W. Ratcliff [[email protected]]

// ** THIS IS A CODE SNIPPET WHICH WILL EFFICIEINTLY TRIANGULATE ANY
// ** POLYGON/CONTOUR (without holes) AS A STATIC CLASS.  THIS SNIPPET
// ** IS COMPRISED OF 3 FILES, TRIANGULATE.H, THE HEADER FILE FOR THE
// ** TRIANGULATE BASE CLASS, TRIANGULATE.CPP, THE IMPLEMENTATION OF
// ** THE TRIANGULATE BASE CLASS, AND TEST.CPP, A SMALL TEST PROGRAM
// ** DEMONSTRATING THE USAGE OF THE TRIANGULATOR.  THE TRIANGULATE
// ** BASE CLASS ALSO PROVIDES TWO USEFUL HELPER METHODS, ONE WHICH
// ** COMPUTES THE AREA OF A POLYGON, AND ANOTHER WHICH DOES AN EFFICENT
// ** POINT IN A TRIANGLE TEST.
// ** SUBMITTED BY JOHN W. RATCLIFF ([email protected]) July 22, 2000

/**********************************************************************/
/************ HEADER FILE FOR TRIANGULATE.H ***************************/
/**********************************************************************/


#ifndef TRIANGULATE_H

#define TRIANGULATE_H

/*****************************************************************/
/** Static class to triangulate any contour/polygon efficiently **/
/** You should replace Vector2d with whatever your own Vector   **/
/** class might be.  Does not support polygons with holes.      **/
/** Uses STL vectors to represent a dynamic array of vertices.  **/
/** This code snippet was submitted to FlipCode.com by          **/
/** John W. Ratcliff ([email protected]) on July 22, 2000    **/
/** I did not write the original code/algorithm for this        **/
/** this triangulator, in fact, I can't even remember where I   **/
/** found it in the first place.  However, I did rework it into **/
/** the following black-box static class so you can make easy   **/
/** use of it in your own code.  Simply replace Vector2d with   **/
/** whatever your own Vector implementation might be.           **/
/*****************************************************************/


#include <vector>  // Include STL vector class.

class Vector2d
{
public:
  Vector2d(float x,float y)
  {
    Set(x,y);
  };

  float GetX(void) const { return mX; };

  float GetY(void) const { return mY; };

  void  Set(float x,float y)
  {
    mX = x;
    mY = y;
  };
private:
  float mX;
  float mY;
};

// Typedef an STL vector of vertices which are used to represent
// a polygon/contour and a series of triangles.
typedef std::vector< Vector2d > Vector2dVector;


class Triangulate
{
public:

  // triangulate a contour/polygon, places results in STL vector
  // as series of triangles.
  static bool Process(const Vector2dVector &contour,
                      Vector2dVector &result);

  // compute area of a contour/polygon
  static float Area(const Vector2dVector &contour);

  // decide if point Px/Py is inside triangle defined by
  // (Ax,Ay) (Bx,By) (Cx,Cy)
  static bool InsideTriangle(float Ax, float Ay,
                      float Bx, float By,
                      float Cx, float Cy,
                      float Px, float Py);


private:
  static bool Snip(const Vector2dVector &contour,int u,int v,int w,int n,int *V);

};


#endif

/**************************************************************************/
/*** END OF HEADER FILE TRIANGULATE.H BEGINNING OF CODE TRIANGULATE.CPP ***/
/**************************************************************************/


#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>

#include "triangulate.h"

static const float EPSILON=0.0000000001f;

float Triangulate::Area(const Vector2dVector &contour)
{

  int n = contour.size();

  float A=0.0f;

  for(int p=n-1,q=0; q<n; p=q++)
  {
    A+= contour[p].GetX()*contour[q].GetY() - contour[q].GetX()*contour[p].GetY();
  }
  return A*0.5f;
}

   /*
     InsideTriangle decides if a point P is Inside of the triangle
     defined by A, B, C.
   */
bool Triangulate::InsideTriangle(float Ax, float Ay,
                      float Bx, float By,
                      float Cx, float Cy,
                      float Px, float Py)

{
  float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
  float cCROSSap, bCROSScp, aCROSSbp;

  ax = Cx - Bx;  ay = Cy - By;
  bx = Ax - Cx;  by = Ay - Cy;
  cx = Bx - Ax;  cy = By - Ay;
  apx= Px - Ax;  apy= Py - Ay;
  bpx= Px - Bx;  bpy= Py - By;
  cpx= Px - Cx;  cpy= Py - Cy;

  aCROSSbp = ax*bpy - ay*bpx;
  cCROSSap = cx*apy - cy*apx;
  bCROSScp = bx*cpy - by*cpx;

  return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
};

bool Triangulate::Snip(const Vector2dVector &contour,int u,int v,int w,int n,int *V)
{
  int p;
  float Ax, Ay, Bx, By, Cx, Cy, Px, Py;

  Ax = contour[V[u]].GetX();
  Ay = contour[V[u]].GetY();

  Bx = contour[V[v]].GetX();
  By = contour[V[v]].GetY();

  Cx = contour[V[w]].GetX();
  Cy = contour[V[w]].GetY();

  if ( EPSILON > (((Bx-Ax)*(Cy-Ay)) - ((By-Ay)*(Cx-Ax))) ) return false;

  for (p=0;p<n;p++)
  {
    if( (p == u) || (p == v) || (p == w) ) continue;
    Px = contour[V[p]].GetX();
    Py = contour[V[p]].GetY();
    if (InsideTriangle(Ax,Ay,Bx,By,Cx,Cy,Px,Py)) return false;
  }

  return true;
}

bool Triangulate::Process(const Vector2dVector &contour,Vector2dVector &result)
{
  /* allocate and initialize list of Vertices in polygon */

  int n = contour.size();
  if ( n < 3 ) return false;

  int *V = new int[n];

  /* we want a counter-clockwise polygon in V */

  if ( 0.0f < Area(contour) )
    for (int v=0; v<n; v++) V[v] = v;
  else
    for(int v=0; v<n; v++) V[v] = (n-1)-v;

  int nv = n;

  /*  remove nv-2 Vertices, creating 1 triangle every time */
  int count = 2*nv;   /* error detection */

  for(int m=0, v=nv-1; nv>2; )
  {
    /* if we loop, it is probably a non-simple polygon */
    if (0 >= (count--))
    {
      //** Triangulate: ERROR - probable bad polygon!
      return false;
    }

    /* three consecutive vertices in current polygon, <u,v,w> */
    int u = v  ; if (nv <= u) u = 0;     /* previous */
    v = u+1; if (nv <= v) v = 0;     /* new v    */
    int w = v+1; if (nv <= w) w = 0;     /* next     */

    if ( Snip(contour,u,v,w,nv,V) )
    {
      int a,b,c,s,t;

      /* true names of the vertices */
      a = V[u]; b = V[v]; c = V[w];

      /* output Triangle */
      result.push_back( contour[a] );
      result.push_back( contour[b] );
      result.push_back( contour[c] );

      m++;

      /* remove v from remaining polygon */
      for(s=v,t=v+1;t<nv;s++,t++) V[s] = V[t]; nv--;

      /* resest error detection counter */
      count = 2*nv;
    }
  }



  delete V;

  return true;
}


/************************************************************************/
/*** END OF CODE SECTION TRIANGULATE.CPP BEGINNING OF TEST.CPP A SMALL **/
/*** TEST APPLICATION TO DEMONSTRATE THE USAGE OF THE TRIANGULATOR     **/
/************************************************************************/

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <assert.h>


#include "triangulate.h"

void main(int argc,char **argv)
{

  // Small test application demonstrating the usage of the triangulate
  // class.


  // Create a pretty complicated little contour by pushing them onto
  // an stl vector.

  Vector2dVector a;

  a.push_back( Vector2d(0,6));
  a.push_back( Vector2d(0,0));
  a.push_back( Vector2d(3,0));
  a.push_back( Vector2d(4,1));
  a.push_back( Vector2d(6,1));
  a.push_back( Vector2d(8,0));
  a.push_back( Vector2d(12,0));
  a.push_back( Vector2d(13,2));
  a.push_back( Vector2d(8,2));
  a.push_back( Vector2d(8,4));
  a.push_back( Vector2d(11,4));
  a.push_back( Vector2d(11,6));
  a.push_back( Vector2d(6,6));
  a.push_back( Vector2d(4,3));
  a.push_back( Vector2d(2,6));

  // allocate an STL vector to hold the answer.

  Vector2dVector result;

  //  Invoke the triangulator to triangulate this polygon.
  Triangulate::Process(a,result);

  // print out the results.
  int tcount = result.size()/3;

  for (int i=0; i<tcount; i++)
  {
    const Vector2d &p1 = result[i*3+0];
    const Vector2d &p2 = result[i*3+1];
    const Vector2d &p3 = result[i*3+2];
    printf("Triangle %d => (%0.0f,%0.0f) (%0.0f,%0.0f) (%0.0f,%0.0f)\n",i+1,p1.GetX(),p1.GetY(),p2.GetX(),p2.GetY(),p3.GetX(),p3.GetY());
  }

}