我正在寻找一种快速的 多边形三角剖分算法 ,该 算法 可以将不是很复杂的2D凹面多边形(无孔) 三角剖 分成 三角形, 准备发送给OpenGL ES进行绘制GL_TRIANGLE_STRIP。
GL_TRIANGLE_STRIP
我知道一些算法,但找不到适合我需求的算法:
GL_TRIANGLES
我正在开发的平台是:iOS,OpenGL ES 2.0,cocos2d 2.0。
谁能帮我一个这样的算法?或任何其他建议将不胜感激。
在2D且无孔的情况下,这相当容易。首先,您需要将多边形分解为一个或多个单调多边形。
单调多边形很容易变成三条纹,只需将值排序为y,找到最顶部和最底部的顶点,然后您就可以在左右两边找到顶点列表(因为顶点已定义,顺时针说)。然后,从最顶部的顶点开始,并从左侧和右侧以交替方式添加顶点。
y
此技术适用于任何不具有自相交边的2D多边形,其中包括某些情况下带有孔的多边形(但必须正确缠绕孔)。
您可以尝试使用以下代码:
glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glTranslatef(-.5f, -.5f, 0); std::vector<Vector2f> my_polygon; my_polygon.push_back(Vector2f(-0.300475f, 0.862924f)); my_polygon.push_back(Vector2f(0.302850f, 1.265013f)); my_polygon.push_back(Vector2f(0.811164f, 1.437337f)); my_polygon.push_back(Vector2f(1.001188f, 1.071802f)); my_polygon.push_back(Vector2f(0.692399f, 0.936031f)); my_polygon.push_back(Vector2f(0.934679f, 0.622715f)); my_polygon.push_back(Vector2f(0.644893f, 0.408616f)); my_polygon.push_back(Vector2f(0.592637f, 0.753264f)); my_polygon.push_back(Vector2f(0.269596f, 0.278068f)); my_polygon.push_back(Vector2f(0.996437f, -0.092689f)); my_polygon.push_back(Vector2f(0.735154f, -0.338120f)); my_polygon.push_back(Vector2f(0.112827f, 0.079634f)); my_polygon.push_back(Vector2f(-0.167458f, 0.330287f)); my_polygon.push_back(Vector2f(0.008314f, 0.664491f)); my_polygon.push_back(Vector2f(0.393112f, 1.040470f)); // from wiki (http://en.wikipedia.org/wiki/File:Polygon-to-monotone.png) glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glLineWidth(6); glColor3f(1, 1, 1); glBegin(GL_LINE_LOOP); for(size_t i = 0, n = my_polygon.size(); i < n; ++ i) glVertex2f(my_polygon[i].x, my_polygon[i].y); glEnd(); glPointSize(6); glBegin(GL_POINTS); for(size_t i = 0, n = my_polygon.size(); i < n; ++ i) glVertex2f(my_polygon[i].x, my_polygon[i].y); glEnd(); // draw the original polygon std::vector<int> working_set; for(size_t i = 0, n = my_polygon.size(); i < n; ++ i) working_set.push_back(i); _ASSERTE(working_set.size() == my_polygon.size()); // add vertex indices to the list (could be done using iota) std::list<std::vector<int> > monotone_poly_list; // list of monotone polygons (the output) glPointSize(14); glLineWidth(4); // prepare to draw split points and slice lines for(;;) { std::vector<int> sorted_vertex_list; { for(size_t i = 0, n = working_set.size(); i < n; ++ i) sorted_vertex_list.push_back(i); _ASSERTE(working_set.size() == working_set.size()); // add vertex indices to the list (could be done using iota) for(;;) { bool b_change = false; for(size_t i = 1, n = sorted_vertex_list.size(); i < n; ++ i) { int a = sorted_vertex_list[i - 1]; int b = sorted_vertex_list[i]; if(my_polygon[working_set[a]].y < my_polygon[working_set[b]].y) { std::swap(sorted_vertex_list[i - 1], sorted_vertex_list[i]); b_change = true; } } if(!b_change) break; } // sort vertex indices by the y coordinate // (note this is using bubblesort to maintain portability // but it should be done using a better sorting method) } // build sorted vertex list bool b_change = false; for(size_t i = 0, n = sorted_vertex_list.size(), m = working_set.size(); i < n; ++ i) { int n_ith = sorted_vertex_list[i]; Vector2f ith = my_polygon[working_set[n_ith]]; Vector2f prev = my_polygon[working_set[(n_ith + m - 1) % m]]; Vector2f next = my_polygon[working_set[(n_ith + 1) % m]]; // get point in the list, and get it's neighbours // (neighbours are not in sorted list ordering // but in the original polygon order) float sidePrev = sign(ith.y - prev.y); float sideNext = sign(ith.y - next.y); // calculate which side they lie on // (sign function gives -1 for negative and 1 for positive argument) if(sidePrev * sideNext >= 0) { // if they are both on the same side glColor3f(1, 0, 0); glBegin(GL_POINTS); glVertex2f(ith.x, ith.y); glEnd(); // marks points whose neighbours are both on the same side (split points) int n_next = -1; if(sidePrev + sideNext > 0) { if(i > 0) n_next = sorted_vertex_list[i - 1]; // get the next vertex above it } else { if(i + 1 < n) n_next = sorted_vertex_list[i + 1]; // get the next vertex below it } // this is kind of simplistic, one needs to check if // a line between n_ith and n_next doesn't exit the polygon // (but that doesn't happen in the example) if(n_next != -1) { glColor3f(0, 1, 0); glBegin(GL_POINTS); glVertex2f(my_polygon[working_set[n_next]].x, my_polygon[working_set[n_next]].y); glEnd(); glBegin(GL_LINES); glVertex2f(ith.x, ith.y); glVertex2f(my_polygon[working_set[n_next]].x, my_polygon[working_set[n_next]].y); glEnd(); std::vector<int> poly, remove_list; int n_last = n_ith; if(n_last > n_next) std::swap(n_last, n_next); int idx = n_next; poly.push_back(working_set[idx]); // add n_next for(idx = (idx + 1) % m; idx != n_last; idx = (idx + 1) % m) { poly.push_back(working_set[idx]); // add it to the polygon remove_list.push_back(idx); // mark this vertex to be erased from the working set } poly.push_back(working_set[idx]); // add n_ith // build a new monotone polygon by cutting the original one std::sort(remove_list.begin(), remove_list.end()); for(size_t i = remove_list.size(); i > 0; -- i) { int n_which = remove_list[i - 1]; working_set.erase(working_set.begin() + n_which); } // sort indices of vertices to be removed and remove them // from the working set (have to do it in reverse order) monotone_poly_list.push_back(poly); // add it to the list b_change = true; break; // the polygon was sliced, restart the algorithm, regenerate sorted list and slice again } } } if(!b_change) break; // no moves } if(!working_set.empty()) monotone_poly_list.push_back(working_set); // use the remaining vertices (which the algorithm was unable to slice) as the last polygon std::list<std::vector<int> >::const_iterator p_mono_poly = monotone_poly_list.begin(); for(; p_mono_poly != monotone_poly_list.end(); ++ p_mono_poly) { const std::vector<int> &r_mono_poly = *p_mono_poly; glLineWidth(2); glColor3f(0, 0, 1); glBegin(GL_LINE_LOOP); for(size_t i = 0, n = r_mono_poly.size(); i < n; ++ i) glVertex2f(my_polygon[r_mono_poly[i]].x, my_polygon[r_mono_poly[i]].y); glEnd(); glPointSize(2); glBegin(GL_POINTS); for(size_t i = 0, n = r_mono_poly.size(); i < n; ++ i) glVertex2f(my_polygon[r_mono_poly[i]].x, my_polygon[r_mono_poly[i]].y); glEnd(); // draw the sliced part of the polygon int n_top = 0; for(size_t i = 0, n = r_mono_poly.size(); i < n; ++ i) { if(my_polygon[r_mono_poly[i]].y < my_polygon[r_mono_poly[n_top]].y) n_top = i; } // find the top-most point glLineWidth(1); glColor3f(0, 1, 0); glBegin(GL_LINE_STRIP); glVertex2f(my_polygon[r_mono_poly[n_top]].x, my_polygon[r_mono_poly[n_top]].y); for(size_t i = 1, n = r_mono_poly.size(); i <= n; ++ i) { int n_which = (n_top + ((i & 1)? n - i / 2 : i / 2)) % n; glVertex2f(my_polygon[r_mono_poly[n_which]].x, my_polygon[r_mono_poly[n_which]].y); } glEnd(); // draw as if triangle strip }
该代码不是最佳代码,但应该易于理解。在开始时,将创建一个凹面多边形。然后创建顶点的“工作集”。在该工作集上,将计算一个排列,该排列按顶点的y坐标对它们进行排序。然后,将该排列循环遍历,以寻找分裂点。一旦找到分割点,就会创建一个新的单调多边形。然后,将新多边形中使用的顶点从工作集中删除,然后重复整个过程。最后,工作集包含无法分割的最后一个多边形。最后,将渲染单调多边形以及三角带顺序。有点混乱,但是我敢肯定您会弄清楚的(这是C ++代码,只需将其放在GLUT窗口中,然后看它能做什么)。
希望这可以帮助 …