godot/core/math/geometry_2d.h
PouleyKetchoupp 511c80b2ec Fix segment intersection consistency in Geometry2D
Segment collision results could be different depending on the direction
when they exactly touch (order of the points in segments). This was due
to the way parallelism was checked, using different logic based on
positive or negative sign of cross products.

Now the results are the same whatever the direction, without changing
the current design, which is that parallel or colinear segments are
not considered colinear.

Fixes inconsistencies with raycasts exactly on edges of convex shapes
depending on the direction.
2021-08-25 18:17:52 -07:00

475 lines
16 KiB
C++

/*************************************************************************/
/* geometry_2d.h */
/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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#ifndef GEOMETRY_2D_H
#define GEOMETRY_2D_H
#include "core/math/delaunay_2d.h"
#include "core/math/triangulate.h"
#include "core/math/vector3i.h"
#include "core/templates/vector.h"
class Geometry2D {
Geometry2D();
public:
static real_t get_closest_points_between_segments(const Vector2 &p1, const Vector2 &q1, const Vector2 &p2, const Vector2 &q2, Vector2 &c1, Vector2 &c2) {
Vector2 d1 = q1 - p1; // Direction vector of segment S1.
Vector2 d2 = q2 - p2; // Direction vector of segment S2.
Vector2 r = p1 - p2;
real_t a = d1.dot(d1); // Squared length of segment S1, always nonnegative.
real_t e = d2.dot(d2); // Squared length of segment S2, always nonnegative.
real_t f = d2.dot(r);
real_t s, t;
// Check if either or both segments degenerate into points.
if (a <= CMP_EPSILON && e <= CMP_EPSILON) {
// Both segments degenerate into points.
c1 = p1;
c2 = p2;
return Math::sqrt((c1 - c2).dot(c1 - c2));
}
if (a <= CMP_EPSILON) {
// First segment degenerates into a point.
s = 0.0;
t = f / e; // s = 0 => t = (b*s + f) / e = f / e
t = CLAMP(t, 0.0, 1.0);
} else {
real_t c = d1.dot(r);
if (e <= CMP_EPSILON) {
// Second segment degenerates into a point.
t = 0.0;
s = CLAMP(-c / a, 0.0, 1.0); // t = 0 => s = (b*t - c) / a = -c / a
} else {
// The general nondegenerate case starts here.
real_t b = d1.dot(d2);
real_t denom = a * e - b * b; // Always nonnegative.
// If segments not parallel, compute closest point on L1 to L2 and
// clamp to segment S1. Else pick arbitrary s (here 0).
if (denom != 0.0) {
s = CLAMP((b * f - c * e) / denom, 0.0, 1.0);
} else {
s = 0.0;
}
// Compute point on L2 closest to S1(s) using
// t = Dot((P1 + D1*s) - P2,D2) / Dot(D2,D2) = (b*s + f) / e
t = (b * s + f) / e;
//If t in [0,1] done. Else clamp t, recompute s for the new value
// of t using s = Dot((P2 + D2*t) - P1,D1) / Dot(D1,D1)= (t*b - c) / a
// and clamp s to [0, 1].
if (t < 0.0) {
t = 0.0;
s = CLAMP(-c / a, 0.0, 1.0);
} else if (t > 1.0) {
t = 1.0;
s = CLAMP((b - c) / a, 0.0, 1.0);
}
}
}
c1 = p1 + d1 * s;
c2 = p2 + d2 * t;
return Math::sqrt((c1 - c2).dot(c1 - c2));
}
static Vector2 get_closest_point_to_segment(const Vector2 &p_point, const Vector2 *p_segment) {
Vector2 p = p_point - p_segment[0];
Vector2 n = p_segment[1] - p_segment[0];
real_t l2 = n.length_squared();
if (l2 < 1e-20) {
return p_segment[0]; // Both points are the same, just give any.
}
real_t d = n.dot(p) / l2;
if (d <= 0.0) {
return p_segment[0]; // Before first point.
} else if (d >= 1.0) {
return p_segment[1]; // After first point.
} else {
return p_segment[0] + n * d; // Inside.
}
}
static bool is_point_in_triangle(const Vector2 &s, const Vector2 &a, const Vector2 &b, const Vector2 &c) {
Vector2 an = a - s;
Vector2 bn = b - s;
Vector2 cn = c - s;
bool orientation = an.cross(bn) > 0;
if ((bn.cross(cn) > 0) != orientation) {
return false;
}
return (cn.cross(an) > 0) == orientation;
}
static Vector2 get_closest_point_to_segment_uncapped(const Vector2 &p_point, const Vector2 *p_segment) {
Vector2 p = p_point - p_segment[0];
Vector2 n = p_segment[1] - p_segment[0];
real_t l2 = n.length_squared();
if (l2 < 1e-20) {
return p_segment[0]; // Both points are the same, just give any.
}
real_t d = n.dot(p) / l2;
return p_segment[0] + n * d; // Inside.
}
// Disable False Positives in MSVC compiler; we correctly check for 0 here to prevent a division by 0.
// See: https://github.com/godotengine/godot/pull/44274
#ifdef _MSC_VER
#pragma warning(disable : 4723)
#endif
static bool line_intersects_line(const Vector2 &p_from_a, const Vector2 &p_dir_a, const Vector2 &p_from_b, const Vector2 &p_dir_b, Vector2 &r_result) {
// See http://paulbourke.net/geometry/pointlineplane/
const real_t denom = p_dir_b.y * p_dir_a.x - p_dir_b.x * p_dir_a.y;
if (Math::is_zero_approx(denom)) { // Parallel?
return false;
}
const Vector2 v = p_from_a - p_from_b;
const real_t t = (p_dir_b.x * v.y - p_dir_b.y * v.x) / denom;
r_result = p_from_a + t * p_dir_a;
return true;
}
// Re-enable division by 0 warning
#ifdef _MSC_VER
#pragma warning(default : 4723)
#endif
static bool segment_intersects_segment(const Vector2 &p_from_a, const Vector2 &p_to_a, const Vector2 &p_from_b, const Vector2 &p_to_b, Vector2 *r_result) {
Vector2 B = p_to_a - p_from_a;
Vector2 C = p_from_b - p_from_a;
Vector2 D = p_to_b - p_from_a;
real_t ABlen = B.dot(B);
if (ABlen <= 0) {
return false;
}
Vector2 Bn = B / ABlen;
C = Vector2(C.x * Bn.x + C.y * Bn.y, C.y * Bn.x - C.x * Bn.y);
D = Vector2(D.x * Bn.x + D.y * Bn.y, D.y * Bn.x - D.x * Bn.y);
// Fail if C x B and D x B have the same sign (segments don't intersect).
// (equivalent to condition (C.y < 0 && D.y < CMP_EPSILON) || (C.y > 0 && D.y > CMP_EPSILON))
if (C.y * D.y > CMP_EPSILON) {
return false;
}
// Fail if segments are parallel or colinear.
// (when A x B == zero, i.e (C - D) x B == zero, i.e C x B == D x B)
if (Math::is_equal_approx(C.y, D.y)) {
return false;
}
real_t ABpos = D.x + (C.x - D.x) * D.y / (D.y - C.y);
// Fail if segment C-D crosses line A-B outside of segment A-B.
if (ABpos < 0 || ABpos > 1.0) {
return false;
}
// Apply the discovered position to line A-B in the original coordinate system.
if (r_result) {
*r_result = p_from_a + B * ABpos;
}
return true;
}
static inline bool is_point_in_circle(const Vector2 &p_point, const Vector2 &p_circle_pos, real_t p_circle_radius) {
return p_point.distance_squared_to(p_circle_pos) <= p_circle_radius * p_circle_radius;
}
static real_t segment_intersects_circle(const Vector2 &p_from, const Vector2 &p_to, const Vector2 &p_circle_pos, real_t p_circle_radius) {
Vector2 line_vec = p_to - p_from;
Vector2 vec_to_line = p_from - p_circle_pos;
// Create a quadratic formula of the form ax^2 + bx + c = 0
real_t a, b, c;
a = line_vec.dot(line_vec);
b = 2 * vec_to_line.dot(line_vec);
c = vec_to_line.dot(vec_to_line) - p_circle_radius * p_circle_radius;
// Solve for t.
real_t sqrtterm = b * b - 4 * a * c;
// If the term we intend to square root is less than 0 then the answer won't be real,
// so it definitely won't be t in the range 0 to 1.
if (sqrtterm < 0) {
return -1;
}
// If we can assume that the line segment starts outside the circle (e.g. for continuous time collision detection)
// then the following can be skipped and we can just return the equivalent of res1.
sqrtterm = Math::sqrt(sqrtterm);
real_t res1 = (-b - sqrtterm) / (2 * a);
real_t res2 = (-b + sqrtterm) / (2 * a);
if (res1 >= 0 && res1 <= 1) {
return res1;
}
if (res2 >= 0 && res2 <= 1) {
return res2;
}
return -1;
}
enum PolyBooleanOperation {
OPERATION_UNION,
OPERATION_DIFFERENCE,
OPERATION_INTERSECTION,
OPERATION_XOR
};
enum PolyJoinType {
JOIN_SQUARE,
JOIN_ROUND,
JOIN_MITER
};
enum PolyEndType {
END_POLYGON,
END_JOINED,
END_BUTT,
END_SQUARE,
END_ROUND
};
static Vector<Vector<Point2>> merge_polygons(const Vector<Point2> &p_polygon_a, const Vector<Point2> &p_polygon_b) {
return _polypaths_do_operation(OPERATION_UNION, p_polygon_a, p_polygon_b);
}
static Vector<Vector<Point2>> clip_polygons(const Vector<Point2> &p_polygon_a, const Vector<Point2> &p_polygon_b) {
return _polypaths_do_operation(OPERATION_DIFFERENCE, p_polygon_a, p_polygon_b);
}
static Vector<Vector<Point2>> intersect_polygons(const Vector<Point2> &p_polygon_a, const Vector<Point2> &p_polygon_b) {
return _polypaths_do_operation(OPERATION_INTERSECTION, p_polygon_a, p_polygon_b);
}
static Vector<Vector<Point2>> exclude_polygons(const Vector<Point2> &p_polygon_a, const Vector<Point2> &p_polygon_b) {
return _polypaths_do_operation(OPERATION_XOR, p_polygon_a, p_polygon_b);
}
static Vector<Vector<Point2>> clip_polyline_with_polygon(const Vector<Vector2> &p_polyline, const Vector<Vector2> &p_polygon) {
return _polypaths_do_operation(OPERATION_DIFFERENCE, p_polyline, p_polygon, true);
}
static Vector<Vector<Point2>> intersect_polyline_with_polygon(const Vector<Vector2> &p_polyline, const Vector<Vector2> &p_polygon) {
return _polypaths_do_operation(OPERATION_INTERSECTION, p_polyline, p_polygon, true);
}
static Vector<Vector<Point2>> offset_polygon(const Vector<Vector2> &p_polygon, real_t p_delta, PolyJoinType p_join_type) {
return _polypath_offset(p_polygon, p_delta, p_join_type, END_POLYGON);
}
static Vector<Vector<Point2>> offset_polyline(const Vector<Vector2> &p_polygon, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type) {
ERR_FAIL_COND_V_MSG(p_end_type == END_POLYGON, Vector<Vector<Point2>>(), "Attempt to offset a polyline like a polygon (use offset_polygon instead).");
return _polypath_offset(p_polygon, p_delta, p_join_type, p_end_type);
}
static Vector<int> triangulate_delaunay(const Vector<Vector2> &p_points) {
Vector<Delaunay2D::Triangle> tr = Delaunay2D::triangulate(p_points);
Vector<int> triangles;
for (int i = 0; i < tr.size(); i++) {
triangles.push_back(tr[i].points[0]);
triangles.push_back(tr[i].points[1]);
triangles.push_back(tr[i].points[2]);
}
return triangles;
}
static Vector<int> triangulate_polygon(const Vector<Vector2> &p_polygon) {
Vector<int> triangles;
if (!Triangulate::triangulate(p_polygon, triangles)) {
return Vector<int>(); //fail
}
return triangles;
}
static bool is_polygon_clockwise(const Vector<Vector2> &p_polygon) {
int c = p_polygon.size();
if (c < 3) {
return false;
}
const Vector2 *p = p_polygon.ptr();
real_t sum = 0;
for (int i = 0; i < c; i++) {
const Vector2 &v1 = p[i];
const Vector2 &v2 = p[(i + 1) % c];
sum += (v2.x - v1.x) * (v2.y + v1.y);
}
return sum > 0.0f;
}
// Alternate implementation that should be faster.
static bool is_point_in_polygon(const Vector2 &p_point, const Vector<Vector2> &p_polygon) {
int c = p_polygon.size();
if (c < 3) {
return false;
}
const Vector2 *p = p_polygon.ptr();
Vector2 further_away(-1e20, -1e20);
Vector2 further_away_opposite(1e20, 1e20);
for (int i = 0; i < c; i++) {
further_away.x = MAX(p[i].x, further_away.x);
further_away.y = MAX(p[i].y, further_away.y);
further_away_opposite.x = MIN(p[i].x, further_away_opposite.x);
further_away_opposite.y = MIN(p[i].y, further_away_opposite.y);
}
// Make point outside that won't intersect with points in segment from p_point.
further_away += (further_away - further_away_opposite) * Vector2(1.221313, 1.512312);
int intersections = 0;
for (int i = 0; i < c; i++) {
const Vector2 &v1 = p[i];
const Vector2 &v2 = p[(i + 1) % c];
Vector2 res;
if (segment_intersects_segment(v1, v2, p_point, further_away, &res)) {
intersections++;
if (res.is_equal_approx(p_point)) {
// Point is in one of the polygon edges.
return true;
}
}
}
return (intersections & 1);
}
static bool is_segment_intersecting_polygon(const Vector2 &p_from, const Vector2 &p_to, const Vector<Vector2> &p_polygon) {
int c = p_polygon.size();
const Vector2 *p = p_polygon.ptr();
for (int i = 0; i < c; i++) {
const Vector2 &v1 = p[i];
const Vector2 &v2 = p[(i + 1) % c];
if (segment_intersects_segment(p_from, p_to, v1, v2, nullptr)) {
return true;
}
}
return false;
}
static real_t vec2_cross(const Point2 &O, const Point2 &A, const Point2 &B) {
return (real_t)(A.x - O.x) * (B.y - O.y) - (real_t)(A.y - O.y) * (B.x - O.x);
}
// Returns a list of points on the convex hull in counter-clockwise order.
// Note: the last point in the returned list is the same as the first one.
static Vector<Point2> convex_hull(Vector<Point2> P) {
int n = P.size(), k = 0;
Vector<Point2> H;
H.resize(2 * n);
// Sort points lexicographically.
P.sort();
// Build lower hull.
for (int i = 0; i < n; ++i) {
while (k >= 2 && vec2_cross(H[k - 2], H[k - 1], P[i]) <= 0) {
k--;
}
H.write[k++] = P[i];
}
// Build upper hull.
for (int i = n - 2, t = k + 1; i >= 0; i--) {
while (k >= t && vec2_cross(H[k - 2], H[k - 1], P[i]) <= 0) {
k--;
}
H.write[k++] = P[i];
}
H.resize(k);
return H;
}
static Vector<Point2i> bresenham_line(const Point2i &p_start, const Point2i &p_end) {
Vector<Point2i> points;
Vector2i delta = (p_end - p_start).abs() * 2;
Vector2i step = (p_end - p_start).sign();
Vector2i current = p_start;
if (delta.x > delta.y) {
int err = delta.x / 2;
for (; current.x != p_end.x; current.x += step.x) {
points.push_back(current);
err -= delta.y;
if (err < 0) {
current.y += step.y;
err += delta.x;
}
}
} else {
int err = delta.y / 2;
for (; current.y != p_end.y; current.y += step.y) {
points.push_back(current);
err -= delta.x;
if (err < 0) {
current.x += step.x;
err += delta.y;
}
}
}
points.push_back(current);
return points;
}
static Vector<Vector<Vector2>> decompose_polygon_in_convex(Vector<Point2> polygon);
static void make_atlas(const Vector<Size2i> &p_rects, Vector<Point2i> &r_result, Size2i &r_size);
static Vector<Point2i> pack_rects(const Vector<Size2i> &p_sizes, const Size2i &p_atlas_size);
static Vector<Vector3i> partial_pack_rects(const Vector<Vector2i> &p_sizes, const Size2i &p_atlas_size);
private:
static Vector<Vector<Point2>> _polypaths_do_operation(PolyBooleanOperation p_op, const Vector<Point2> &p_polypath_a, const Vector<Point2> &p_polypath_b, bool is_a_open = false);
static Vector<Vector<Point2>> _polypath_offset(const Vector<Point2> &p_polypath, real_t p_delta, PolyJoinType p_join_type, PolyEndType p_end_type);
};
#endif // GEOMETRY_2D_H