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3 Commits
1d30f3fc13
...
dc45666ed7
Author | SHA1 | Date |
---|---|---|
Tony Garnock-Jones | dc45666ed7 | |
Tony Garnock-Jones | 5606b3c2a4 | |
Tony Garnock-Jones | fa6398b4dc |
|
@ -35,7 +35,28 @@
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<scale <v 2.0 2.0 0.1>
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<box>>>>>>
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<sprite "house" []
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<sprite "t" []
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<move <v -2.0 0.001 0.0>
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<rotate <v 0.0 0.0 0.0>
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<turtle [
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90 U
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90 L 0.05 B 90 R
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PenDown 1 F 90 L 0.1 F 90 L 1 F 90 L 0.1 F DefinePen
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Home
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"double" SetSideOrientation
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#t SetMiter
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#f SetWireframe
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90 L
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PenDown
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90 R 0 F
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1 F 90 R 0 F
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1 F 90 R 0 F
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1 F 90 R 0 F
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PenUp
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]>
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>>>
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@<sprite "house" []
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<move <v 0.0 0.0 10.0>
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<rotate <v 0.0 0.0 0.0>
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<texture ["textures/oak-herringbone-5e80fb40b00c9-1200.jpg"]
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@ -82,13 +103,16 @@
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[ to [angle length] [ angle L [length F] draw ] saved ] to wall
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#f SetWireframe
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#t SetMiter
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[ 0 F ] to miter
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[ 90 L miter ] to --
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[ 90 R miter ] to ++
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exteriorWall
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--
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[
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++
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2.1 F --
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0.3 F [1 F] eDoor 0.9 F ++
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7.7 F ++
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@ -0,0 +1,767 @@
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/*
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ISC License
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Copyright (c) 2016, Mapbox
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Permission to use, copy, modify, and/or distribute this software for any purpose
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with or without fee is hereby granted, provided that the above copyright notice
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and this permission notice appear in all copies.
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THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
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REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
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FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
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INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
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TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
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THIS SOFTWARE.
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*/
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// Ported to TypeScript by Tony Garnock-Jones tonyg@leastfixedpoint.com, Feb 2023
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export function earcut(
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data: ArrayLike<number>,
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holeIndices?: ArrayLike<number>,
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dim = 2,
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): number[] {
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const hasHoles = holeIndices && holeIndices.length;
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const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
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let outerNode = linkedList(data, 0, outerLen, dim, true);
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const triangles: number[] = [];
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if (!outerNode || outerNode.next === outerNode.prev) return triangles;
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let minX: number = NaN;
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let minY: number = NaN;
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let invSize: number = NaN;
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if (hasHoles) outerNode = eliminateHoles(data, holeIndices, outerNode, dim);
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// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
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if (data.length > 80 * dim) {
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let maxX = minX = data[0];
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let maxY = minY = data[1];
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for (var i = dim; i < outerLen; i += dim) {
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const x = data[i];
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const y = data[i + 1];
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if (x < minX) minX = x;
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if (y < minY) minY = y;
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if (x > maxX) maxX = x;
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if (y > maxY) maxY = y;
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}
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// minX, minY and invSize are later used to transform coords into integers for z-order calculation
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invSize = Math.max(maxX - minX, maxY - minY);
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invSize = invSize !== 0 ? 32767 / invSize : 0;
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}
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earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);
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return triangles;
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}
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// create a circular doubly linked list from polygon points in the specified winding order
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function linkedList(
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data: ArrayLike<number>,
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start: number,
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end: number,
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dim: number,
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clockwise: boolean,
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): Node | null {
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let last: Node | null = null;
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if (clockwise === (signedArea(data, start, end, dim) > 0)) {
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for (let i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);
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} else {
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for (let i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);
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}
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if (last && equals(last, last.next)) {
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removeNode(last);
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last = last.next;
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}
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return last;
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}
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// eliminate colinear or duplicate points
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function filterPoints(start: Node, end?: Node): Node;
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function filterPoints(start?: Node | null, end?: Node | null): Node | null;
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function filterPoints(start?: Node | null, end?: Node | null): Node | null {
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if (!start) return start ?? null;
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if (!end) end = start;
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var p: Node = start;
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let again: boolean;
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do {
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again = false;
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if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
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removeNode(p);
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p = end = p.prev;
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if (p === p.next) break;
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again = true;
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} else {
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p = p.next;
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}
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} while (again || p !== end);
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return end;
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}
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// main ear slicing loop which triangulates a polygon (given as a linked list)
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function earcutLinked(
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ear0: Node | null,
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triangles: number[],
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dim: number,
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minX: number,
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minY: number,
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invSize: number,
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pass: number,
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): void {
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if (!ear0) return;
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let ear = ear0;
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// interlink polygon nodes in z-order
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if (!pass && invSize) indexCurve(ear, minX, minY, invSize);
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let stop = ear;
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let prev: Node;
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let next: Node;
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// iterate through ears, slicing them one by one
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while (ear.prev !== ear.next) {
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prev = ear.prev;
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next = ear.next;
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if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
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// cut off the triangle
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triangles.push(prev.i / dim | 0);
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triangles.push(ear.i / dim | 0);
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triangles.push(next.i / dim | 0);
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removeNode(ear);
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// skipping the next vertex leads to less sliver triangles
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ear = next.next;
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stop = next.next;
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continue;
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}
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ear = next;
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// if we looped through the whole remaining polygon and can't find any more ears
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if (ear === stop) {
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// try filtering points and slicing again
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if (!pass) {
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earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);
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// if this didn't work, try curing all small self-intersections locally
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} else if (pass === 1) {
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ear = cureLocalIntersections(filterPoints(ear), triangles, dim);
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earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);
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// as a last resort, try splitting the remaining polygon into two
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} else if (pass === 2) {
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splitEarcut(ear, triangles, dim, minX, minY, invSize);
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}
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break;
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}
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}
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}
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// check whether a polygon node forms a valid ear with adjacent nodes
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function isEar(ear: Node): boolean {
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var a = ear.prev,
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b = ear,
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c = ear.next;
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if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
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// now make sure we don't have other points inside the potential ear
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var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
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// triangle bbox; min & max are calculated like this for speed
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var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),
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y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),
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x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),
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y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);
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var p = c.next;
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while (p !== a) {
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if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
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pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) &&
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area(p.prev, p, p.next) >= 0) return false;
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p = p.next;
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}
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return true;
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}
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function isEarHashed(ear: Node, minX: number, minY: number, invSize: number): boolean {
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var a = ear.prev,
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b = ear,
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c = ear.next;
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if (area(a, b, c) >= 0) return false; // reflex, can't be an ear
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var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;
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// triangle bbox; min & max are calculated like this for speed
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var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),
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y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),
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x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),
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y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);
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// z-order range for the current triangle bbox;
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var minZ = zOrder(x0, y0, minX, minY, invSize),
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maxZ = zOrder(x1, y1, minX, minY, invSize);
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var p = ear.prevZ,
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n = ear.nextZ;
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// look for points inside the triangle in both directions
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while (p && p.z >= minZ && n && n.z <= maxZ) {
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if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
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pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
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p = p.prevZ;
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if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
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pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
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n = n.nextZ;
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}
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// look for remaining points in decreasing z-order
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while (p && p.z >= minZ) {
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if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
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pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
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p = p.prevZ;
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}
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// look for remaining points in increasing z-order
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while (n && n.z <= maxZ) {
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if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
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pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
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n = n.nextZ;
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}
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return true;
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}
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// go through all polygon nodes and cure small local self-intersections
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function cureLocalIntersections(
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start: Node,
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triangles: number[],
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dim: number,
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): Node {
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let p = start;
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do {
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const a = p.prev;
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const b = p.next.next;
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if (!equals(a, b) && intersects(a, p, p.next, b) && locallyInside(a, b) && locallyInside(b, a)) {
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triangles.push(a.i / dim | 0);
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triangles.push(p.i / dim | 0);
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triangles.push(b.i / dim | 0);
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// remove two nodes involved
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removeNode(p);
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removeNode(p.next);
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p = start = b;
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}
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p = p.next;
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} while (p !== start);
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return filterPoints(p);
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}
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// try splitting polygon into two and triangulate them independently
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function splitEarcut(
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start: Node,
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triangles: number[],
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dim: number,
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minX: number,
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minY: number,
|
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invSize: number,
|
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): void {
|
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// look for a valid diagonal that divides the polygon into two
|
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let a = start;
|
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do {
|
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let b = a.next.next;
|
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while (b !== a.prev) {
|
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if (a.i !== b.i && isValidDiagonal(a, b)) {
|
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// split the polygon in two by the diagonal
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let c = splitPolygon(a, b);
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|
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// filter colinear points around the cuts
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a = filterPoints(a, a.next);
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c = filterPoints(c, c.next);
|
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|
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// run earcut on each half
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earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
|
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earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
|
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return;
|
||||
}
|
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b = b.next;
|
||||
}
|
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a = a.next;
|
||||
} while (a !== start);
|
||||
}
|
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|
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// link every hole into the outer loop, producing a single-ring polygon without holes
|
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function eliminateHoles(
|
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data: ArrayLike<number>,
|
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holeIndices: ArrayLike<number>,
|
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outerNode: Node,
|
||||
dim: number,
|
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): Node {
|
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const queue: Node[] = [];
|
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const len = holeIndices.length;
|
||||
|
||||
for (let i = 0; i < len; i++) {
|
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const start = holeIndices[i] * dim;
|
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const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
|
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const list = linkedList(data, start, end, dim, false)!;
|
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if (list === list.next) list.steiner = true;
|
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queue.push(getLeftmost(list));
|
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}
|
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|
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queue.sort(compareX);
|
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|
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// process holes from left to right
|
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for (let i = 0; i < queue.length; i++) {
|
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outerNode = eliminateHole(queue[i], outerNode);
|
||||
}
|
||||
|
||||
return outerNode;
|
||||
}
|
||||
|
||||
function compareX(a: Node, b: Node): number {
|
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return a.x - b.x;
|
||||
}
|
||||
|
||||
// find a bridge between vertices that connects hole with an outer ring and and link it
|
||||
function eliminateHole(
|
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hole: Node,
|
||||
outerNode: Node,
|
||||
): Node {
|
||||
const bridge = findHoleBridge(hole, outerNode);
|
||||
if (!bridge) {
|
||||
return outerNode;
|
||||
}
|
||||
|
||||
const bridgeReverse = splitPolygon(bridge, hole);
|
||||
|
||||
// filter collinear points around the cuts
|
||||
filterPoints(bridgeReverse, bridgeReverse.next);
|
||||
return filterPoints(bridge, bridge.next);
|
||||
}
|
||||
|
||||
// David Eberly's algorithm for finding a bridge between hole and outer polygon
|
||||
function findHoleBridge(
|
||||
hole: Node,
|
||||
outerNode: Node,
|
||||
): Node | null {
|
||||
let p = outerNode;
|
||||
const hx = hole.x;
|
||||
const hy = hole.y;
|
||||
let qx = -Infinity;
|
||||
let m: Node | null = 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) {
|
||||
var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
|
||||
if (x <= hx && x > qx) {
|
||||
qx = x;
|
||||
m = p.x < p.next.x ? p : p.next;
|
||||
if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
|
||||
}
|
||||
}
|
||||
p = p.next;
|
||||
} while (p !== outerNode);
|
||||
|
||||
if (!m) return null;
|
||||
|
||||
// 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
|
||||
|
||||
const stop = m;
|
||||
const mx = m.x;
|
||||
const my = m.y;
|
||||
let tanMin = Infinity;
|
||||
|
||||
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)) {
|
||||
|
||||
const 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
|
||||
function sectorContainsSector(m: Node, p: Node): boolean {
|
||||
return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
|
||||
}
|
||||
|
||||
// interlink polygon nodes in z-order
|
||||
function indexCurve(start: Node, minX: number, minY: number, invSize: number): void {
|
||||
let p = start;
|
||||
do {
|
||||
if (p.z === 0) 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
|
||||
function sortLinked(list: Node): Node;
|
||||
function sortLinked(list: Node | null): Node | null;
|
||||
function sortLinked(list: Node | null): Node | null {
|
||||
let inSize = 1;
|
||||
let numMerges: number;
|
||||
do {
|
||||
let p: Node | null = list;
|
||||
let tail = null;
|
||||
|
||||
list = null;
|
||||
numMerges = 0;
|
||||
|
||||
while (p) {
|
||||
numMerges++;
|
||||
let q: Node | null = p;
|
||||
let pSize = 0;
|
||||
for (let i = 0; i < inSize; i++) {
|
||||
pSize++;
|
||||
q = q.nextZ;
|
||||
if (!q) break;
|
||||
}
|
||||
let qSize = inSize;
|
||||
|
||||
while (pSize > 0 || (qSize > 0 && q)) {
|
||||
let e;
|
||||
if (pSize !== 0 && (qSize === 0 || !q || p!.z <= q.z)) {
|
||||
e = p!;
|
||||
p = p!.nextZ;
|
||||
pSize--;
|
||||
} else {
|
||||
e = q!;
|
||||
q = q!.nextZ;
|
||||
qSize--;
|
||||
}
|
||||
|
||||
if (tail) 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
|
||||
function zOrder(x: number, y: number, minX: number, minY: number, invSize: number): number {
|
||||
// coords are transformed into non-negative 15-bit integer range
|
||||
x = (x - minX) * invSize | 0;
|
||||
y = (y - minY) * invSize | 0;
|
||||
|
||||
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
|
||||
function getLeftmost(start: Node): Node {
|
||||
let p = start;
|
||||
let 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
|
||||
function pointInTriangle(
|
||||
ax: number,
|
||||
ay: number,
|
||||
bx: number,
|
||||
by: number,
|
||||
cx: number,
|
||||
cy: number,
|
||||
px: number,
|
||||
py: number,
|
||||
): boolean {
|
||||
return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
|
||||
(ax - px) * (by - py) >= (bx - px) * (ay - py) &&
|
||||
(bx - px) * (cy - py) >= (cx - px) * (by - py);
|
||||
}
|
||||
|
||||
// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
|
||||
function isValidDiagonal(a: Node, b: Node): boolean {
|
||||
return (a.next.i !== b.i)
|
||||
&& (a.prev.i !== b.i)
|
||||
&& !intersectsPolygon(a, b)
|
||||
&& (// doesn't intersect other edges
|
||||
locallyInside(a, b)
|
||||
&& locallyInside(b, a)
|
||||
&& middleInside(a, b)
|
||||
&& (// locally visible
|
||||
!!area(a.prev, a, b.prev) || !!area(a, b.prev, b))
|
||||
|| // 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
|
||||
function area(p: Node, q: Node, r: Node): number {
|
||||
return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
|
||||
}
|
||||
|
||||
// check if two points are equal
|
||||
function equals(p1: Node, p2: Node): boolean {
|
||||
return p1.x === p2.x && p1.y === p2.y;
|
||||
}
|
||||
|
||||
// check if two segments intersect
|
||||
function intersects(p1: Node, q1: Node, p2: Node, q2: Node): boolean {
|
||||
const o1 = sign(area(p1, q1, p2));
|
||||
const o2 = sign(area(p1, q1, q2));
|
||||
const o3 = sign(area(p2, q2, p1));
|
||||
const 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
|
||||
function onSegment(p: Node, q: Node, r: Node): boolean {
|
||||
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);
|
||||
}
|
||||
|
||||
function sign(num: number): -1 | 0 | 1 {
|
||||
return num > 0 ? 1 : num < 0 ? -1 : 0;
|
||||
}
|
||||
|
||||
// check if a polygon diagonal intersects any polygon segments
|
||||
function intersectsPolygon(a: Node, b: Node): boolean {
|
||||
let 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
|
||||
function locallyInside(a: Node, b: Node): boolean {
|
||||
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
|
||||
function middleInside(a: Node, b: Node): boolean {
|
||||
let p = a;
|
||||
let inside = false;
|
||||
const px = (a.x + b.x) / 2;
|
||||
const 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
|
||||
function splitPolygon(a: Node, b: Node): Node {
|
||||
const an = a.next;
|
||||
const bp = b.prev;
|
||||
|
||||
a.next = b;
|
||||
b.prev = a;
|
||||
|
||||
const a2 = new Node(a.i, a.x, a.y, null!, an);
|
||||
an.prev = a2;
|
||||
|
||||
const b2 = new Node(b.i, b.x, b.y, bp, a2);
|
||||
a2.prev = b2;
|
||||
bp.next = b2;
|
||||
|
||||
return b2;
|
||||
}
|
||||
|
||||
// create a node and optionally link it with previous one (in a circular doubly linked list)
|
||||
function insertNode(i: number, x: number, y: number, last: Node | null): Node {
|
||||
if (!last) {
|
||||
const p = new Node(i, x, y, null!, null!);
|
||||
p.prev = p;
|
||||
p.next = p;
|
||||
return p;
|
||||
} else {
|
||||
const p = new Node(i, x, y, last, last.next);
|
||||
last.next.prev = p;
|
||||
last.next = p;
|
||||
return p;
|
||||
}
|
||||
}
|
||||
|
||||
function removeNode(p: Node) {
|
||||
p.next.prev = p.prev;
|
||||
p.prev.next = p.next;
|
||||
|
||||
if (p.prevZ) p.prevZ.nextZ = p.nextZ;
|
||||
if (p.nextZ) p.nextZ.prevZ = p.prevZ;
|
||||
}
|
||||
|
||||
class Node {
|
||||
z = 0; // z-order curve value
|
||||
|
||||
// previous and next nodes in z-order
|
||||
prevZ: Node | null = null;
|
||||
nextZ: Node | null = null;
|
||||
|
||||
// indicates whether this is a steiner point
|
||||
steiner = false;
|
||||
|
||||
constructor(
|
||||
public i: number, // vertex index in coordinates array
|
||||
public x: number,
|
||||
public y: number,
|
||||
// previous and next vertex nodes in a polygon ring
|
||||
public prev: Node,
|
||||
public next: Node,
|
||||
) {}
|
||||
}
|
||||
|
||||
// return a percentage difference between the polygon area and its triangulation area;
|
||||
// used to verify correctness of triangulation
|
||||
earcut.deviation = function (
|
||||
data: ArrayLike<number>,
|
||||
holeIndices: ArrayLike<number> | null | undefined,
|
||||
dim: number,
|
||||
triangles: number[],
|
||||
): number {
|
||||
const hasHoles = holeIndices && holeIndices.length;
|
||||
const outerLen = hasHoles ? holeIndices[0] * dim : data.length;
|
||||
|
||||
let polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
|
||||
if (hasHoles) {
|
||||
for (let i = 0, len = holeIndices.length; i < len; i++) {
|
||||
const start = holeIndices[i] * dim;
|
||||
const end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
|
||||
polygonArea -= Math.abs(signedArea(data, start, end, dim));
|
||||
}
|
||||
}
|
||||
|
||||
let trianglesArea = 0;
|
||||
for (let i = 0; i < triangles.length; i += 3) {
|
||||
const a = triangles[i] * dim;
|
||||
const b = triangles[i + 1] * dim;
|
||||
const c = triangles[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);
|
||||
};
|
||||
|
||||
function signedArea(
|
||||
data: ArrayLike<number>,
|
||||
start: number,
|
||||
end: number,
|
||||
dim: number,
|
||||
): number {
|
||||
let sum = 0;
|
||||
for (let i = start, j = end - dim; i < end; i += dim) {
|
||||
sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
|
||||
j = i;
|
||||
}
|
||||
return sum;
|
||||
}
|
||||
|
||||
export type Flattened = {
|
||||
vertices: number[],
|
||||
holes: number[],
|
||||
dimensions: number,
|
||||
};
|
||||
|
||||
// turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
|
||||
earcut.flatten = function (
|
||||
data: number[][][],
|
||||
): Flattened {
|
||||
const dim = data[0][0].length;
|
||||
const result: Flattened = {vertices: [], holes: [], dimensions: dim};
|
||||
|
||||
let holeIndex = 0;
|
||||
for (let i = 0; i < data.length; i++) {
|
||||
for (let j = 0; j < data[i].length; j++) {
|
||||
for (let d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);
|
||||
}
|
||||
if (i > 0) {
|
||||
holeIndex += data[i - 1].length;
|
||||
result.holes.push(holeIndex);
|
||||
}
|
||||
}
|
||||
return result;
|
||||
};
|
|
@ -1,5 +1,6 @@
|
|||
import {
|
||||
Mesh,
|
||||
MeshBuilder,
|
||||
Plane,
|
||||
Quaternion,
|
||||
Ray,
|
||||
|
@ -9,6 +10,7 @@ import {
|
|||
} from '@babylonjs/core/Legacy/legacy';
|
||||
|
||||
import * as Cat from './cat.js';
|
||||
import { earcut } from './earcut';
|
||||
|
||||
export class PenError extends Cat.RuntimeError {}
|
||||
|
||||
|
@ -40,6 +42,11 @@ export class PenState {
|
|||
this.directions = [];
|
||||
}
|
||||
|
||||
up() {
|
||||
this.paths = null;
|
||||
this.directions = null;
|
||||
}
|
||||
|
||||
push(pos: Vector3, q: Quaternion, miter: boolean) {
|
||||
const directions = this.directions!;
|
||||
const paths = this.paths!;
|
||||
|
@ -53,23 +60,40 @@ export class PenState {
|
|||
for (let pathIndex = 0; pathIndex < paths.length; pathIndex++) {
|
||||
const steps = paths[pathIndex];
|
||||
const p = steps[steps.length - 1];
|
||||
steps[steps.length - 1] = p.add(lastDir.scale(new Ray(p, lastDir).intersectsPlane(miterPlane)!));
|
||||
const d = pointDistance(p, lastDir, miterPlane);
|
||||
if (d !== null) steps[steps.length - 1] = p.add(lastDir.scale(d));
|
||||
}
|
||||
this.templatePath.forEach((p, i) => {
|
||||
const r = p.multiply(this.templateScale).applyRotationQuaternion(q).addInPlace(pos);
|
||||
const d = pointDistance(r, thisDir, miterPlane);
|
||||
if (d !== null) r.addInPlace(thisDir.scale(d));
|
||||
paths[i].push(r);
|
||||
});
|
||||
} else {
|
||||
this.templatePath.forEach((p, i) => {
|
||||
const r = p.multiply(this.templateScale).applyRotationQuaternion(q).addInPlace(pos);
|
||||
paths[i].push(r);
|
||||
});
|
||||
}
|
||||
|
||||
this.templatePath.forEach((p, i) => {
|
||||
paths[i].push(p.multiply(this.templateScale).applyRotationQuaternion(q).addInPlace(pos));
|
||||
});
|
||||
|
||||
directions.push(q);
|
||||
}
|
||||
};
|
||||
|
||||
// Adapted from Ray.intersectsPlane
|
||||
function pointDistance(origin: Vector3, direction: Vector3, plane: Plane): number | null {
|
||||
const result1 = Vector3.Dot(plane.normal, direction);
|
||||
if (Math.abs(result1) < 1e-6) return null; // direction parallel to plane
|
||||
const result2 = Vector3.Dot(plane.normal, origin);
|
||||
return (-plane.d - result2) / result1;
|
||||
}
|
||||
|
||||
const D2R = Math.PI / 180;
|
||||
|
||||
export class TurtleVM extends Cat.VM<TurtleVM> {
|
||||
container: Mesh;
|
||||
meshes: Mesh[] = [];
|
||||
wireframe = false;
|
||||
|
||||
counter = 0;
|
||||
sideOrientation = Mesh.DEFAULTSIDE;
|
||||
|
@ -121,10 +145,37 @@ export class TurtleVM extends Cat.VM<TurtleVM> {
|
|||
throw new Error('todo');
|
||||
}
|
||||
|
||||
const m = new Mesh(this.container.name + this.counter++);
|
||||
// TODO: this.sideOrientation
|
||||
if (this.wireframe) {
|
||||
this.emitWireframe();
|
||||
} else {
|
||||
this.emitSolid();
|
||||
}
|
||||
|
||||
const vertexData = new VertexData();
|
||||
this.pen.up();
|
||||
}
|
||||
|
||||
emitWireframe() {
|
||||
const lines: Vector3[][] = [];
|
||||
const paths = this.pen.paths!;
|
||||
const pathCount = paths.length;
|
||||
const stepCount = paths[0].length;
|
||||
|
||||
for (let pathIndex = 1; pathIndex < pathCount; pathIndex++) {
|
||||
for (let stepIndex = 1; stepIndex < stepCount; stepIndex++) {
|
||||
lines.push([paths[pathIndex - 1][stepIndex - 1],
|
||||
paths[pathIndex - 1][stepIndex],
|
||||
paths[pathIndex][stepIndex],
|
||||
paths[pathIndex][stepIndex - 1]]);
|
||||
}
|
||||
}
|
||||
|
||||
const meshName = this.container.name + this.counter++;
|
||||
const ls = MeshBuilder.CreateLineSystem(meshName, { lines }, null);
|
||||
ls.parent = this.container;
|
||||
this.meshes.push(ls);
|
||||
}
|
||||
|
||||
emitSolid() {
|
||||
const positions: number[] = [];
|
||||
const indices: number[] = [];
|
||||
const normals: number[] = [];
|
||||
|
@ -139,6 +190,10 @@ export class TurtleVM extends Cat.VM<TurtleVM> {
|
|||
const uTotal: number[] = [];
|
||||
const vTotal: number[] = [];
|
||||
|
||||
const capVerts = paths.flatMap(p => p[0].asArray());
|
||||
console.log(capVerts);
|
||||
console.log(earcut(capVerts, void 0, 3).map(i => paths[0][i].asArray()));
|
||||
|
||||
for (let pathIndex = 0; pathIndex < pathCount; pathIndex++) {
|
||||
uTotal.push(0);
|
||||
us.push([]);
|
||||
|
@ -167,7 +222,8 @@ export class TurtleVM extends Cat.VM<TurtleVM> {
|
|||
const pointIndex = positions.length / 3;
|
||||
const p = paths[pathIndex][stepIndex];
|
||||
positions.push(... p.asArray());
|
||||
uvs.push((p.x - p.z) / 1.2, (p.y) / 0.9);
|
||||
uvs.push((p.x - p.z), (p.y));
|
||||
// uvs.push((p.x - p.z) / 1.2, (p.y) / 0.9);
|
||||
// uvs.push(us[pathIndex][stepIndex] / uTotal[pathIndex],
|
||||
// vs[stepIndex][pathIndex] / vTotal[stepIndex]);
|
||||
return pointIndex;
|
||||
|
@ -195,18 +251,15 @@ export class TurtleVM extends Cat.VM<TurtleVM> {
|
|||
|
||||
VertexData.ComputeNormals(positions, indices, normals);
|
||||
VertexData._ComputeSides(this.sideOrientation, positions, indices, normals, uvs);
|
||||
|
||||
const vertexData = new VertexData();
|
||||
vertexData.positions = new Float32Array(positions);
|
||||
vertexData.indices = new Int32Array(indices);
|
||||
vertexData.normals = new Float32Array(normals);
|
||||
vertexData.uvs = new Float32Array(uvs);
|
||||
|
||||
const m = new Mesh(this.container.name + this.counter++);
|
||||
vertexData.applyToMesh(m);
|
||||
|
||||
// const m = MeshBuilder.CreateRibbon(this.container.name + this.counter++, {
|
||||
// pathArray: this.pen.paths!,
|
||||
// sideOrientation: this.sideOrientation,
|
||||
// });
|
||||
|
||||
m.parent = this.container;
|
||||
this.meshes.push(m);
|
||||
}
|
||||
|
@ -275,6 +328,7 @@ export const TurtlePrimitives: Cat.Environment<TurtleVM> = Object.assign({}, Cat
|
|||
'PenUp'() { this.penUp(false); return []; },
|
||||
'Close'() { this.penUp(true); return []; },
|
||||
|
||||
'SetWireframe'(b) { this.wireframe = b as boolean; return []; },
|
||||
'SetSmooth'(b) { this.smooth = b as boolean; return []; },
|
||||
'SetMiter'(b) { this.miter = b as boolean; return []; },
|
||||
'SetSideOrientation'(s) {
|
||||
|
|
24
yarn.lock
24
yarn.lock
|
@ -71,23 +71,23 @@
|
|||
salty-crypto "0.3.1"
|
||||
|
||||
"@syndicate-lang/html@*":
|
||||
version "0.14.3"
|
||||
resolved "https://registry.yarnpkg.com/@syndicate-lang/html/-/html-0.14.3.tgz#b197bdb18b05a5472da70b92f0ad41522f703eda"
|
||||
integrity sha512-Cyrew6JGEMY7nXSr4HGLHKlvIbnO4XZoTuPU9wPlXpRM0YbRqoItTZoLi7/wIVN5IwDUgbHCuTLA6LxADnyK5g==
|
||||
version "0.14.4"
|
||||
resolved "https://registry.yarnpkg.com/@syndicate-lang/html/-/html-0.14.4.tgz#6006d5a2af003951651162405466c4940a1ece7b"
|
||||
integrity sha512-vnq+VxnVqyBKF6QuqSMCR6Eqr+PPBrAzdhoy1zqrBQmnTtLnZsrShHf5ZcFHOu8hXTbmb3mqILLT4EbpOxuKSw==
|
||||
dependencies:
|
||||
"@syndicate-lang/core" "^0.14.1"
|
||||
|
||||
"@syndicate-lang/timer@*":
|
||||
version "0.14.3"
|
||||
resolved "https://registry.yarnpkg.com/@syndicate-lang/timer/-/timer-0.14.3.tgz#3f0d967fac3c4fa92bab0b5457979cf1b274a058"
|
||||
integrity sha512-sP4VGCWhJJc4v0+OUzXF+wI+9D3WnNQFImrew6ugz1QVzIqJVK/SXdqzAw4nqLVgjDqT0dtDRwDEzWh3+5Knew==
|
||||
version "0.14.4"
|
||||
resolved "https://registry.yarnpkg.com/@syndicate-lang/timer/-/timer-0.14.4.tgz#fd97c7bebac9d735639528b342ec67fa0bf0a257"
|
||||
integrity sha512-FaPwfk6Dlikf24c4arVFBnN6AfM/aZde64wfB/LaCJwfFijWqFVsw3rdusm5FFVKti2+Dbdf8lshINCszQBy5Q==
|
||||
dependencies:
|
||||
"@syndicate-lang/core" "^0.14.1"
|
||||
|
||||
"@syndicate-lang/ts-plugin@*":
|
||||
version "0.14.1"
|
||||
resolved "https://registry.yarnpkg.com/@syndicate-lang/ts-plugin/-/ts-plugin-0.14.1.tgz#9fc2b78fb771e4db2c1c0ee02ef6c419a59666b7"
|
||||
integrity sha512-7Ebov50uYc96oRpNOMIJn7jOPGONdT7p1pHdty1Xj1wXCPFbo7NUGrgs6ZghJmhq1WzsCQ3L0VlUT4Rbbx2Rzg==
|
||||
version "0.15.0"
|
||||
resolved "https://registry.yarnpkg.com/@syndicate-lang/ts-plugin/-/ts-plugin-0.15.0.tgz#b7ad58e6427f97b07709f5c15514e14093ce44a8"
|
||||
integrity sha512-xVztn9NaZLXYFwxBFfzkmOyN8Uhw2qR8D8bR/n5mxUweJGGLELo6SXmYOM/VEAJvawA3Zk3xLBYqB5VtQOyYDQ==
|
||||
dependencies:
|
||||
"@syndicate-lang/compiler" "^0.13.1"
|
||||
"@syndicate-lang/core" "^0.14.1"
|
||||
|
@ -103,9 +103,9 @@
|
|||
yargs "^16.2.0"
|
||||
|
||||
"@syndicate-lang/ws-relay@*":
|
||||
version "0.14.3"
|
||||
resolved "https://registry.yarnpkg.com/@syndicate-lang/ws-relay/-/ws-relay-0.14.3.tgz#358373159119d30d427e36394985be2288bd0f09"
|
||||
integrity sha512-NMVXrUYFIvDeOcdviQ3FxH3k4cFsYyPgJVWTXb/x09Tbmk0ogRnVx4Lg/jwnSb0tEzjAYO0A3D9vUiUKjL72Pw==
|
||||
version "0.14.4"
|
||||
resolved "https://registry.yarnpkg.com/@syndicate-lang/ws-relay/-/ws-relay-0.14.4.tgz#4d446cec0a4579fabfe9dfcc40e04ff51ec4123b"
|
||||
integrity sha512-SITEMOKSVK4Cs964/YnVeltbA9Ospg/k3KJuitUyIQcR6eBUMp5BKXIlTuwv9zmQK7zqsbOjZdBDhKTSNaksRw==
|
||||
dependencies:
|
||||
"@preserves/core" ">=0.20.2"
|
||||
"@syndicate-lang/core" "^0.14.1"
|
||||
|
|
Loading…
Reference in New Issue