function polygon_simplify(points, tolerance = 4) { var remSt = ds_stack_create(); var len = array_length(points); for( var i = 0; i < len; i++ ) { var _px0 = points[i].x; var _py0 = points[i].y; var _px1 = points[safe_mod(i + 1, len)].x; var _py1 = points[safe_mod(i + 1, len)].y; var _px2 = points[safe_mod(i + 2, len)].x; var _py2 = points[safe_mod(i + 2, len)].y; var dir0 = point_direction(_px0, _py0, _px1, _py1); var dir1 = point_direction(_px1, _py1, _px2, _py2); if(abs(dir0 - dir1) <= tolerance) ds_stack_push(remSt, safe_mod(i + 1, len)); } while(!ds_stack_empty(remSt)) { var ind = ds_stack_pop(remSt); array_delete(points, ind, 1); } ds_stack_destroy(remSt); return points; } function polygon_points_classify(points) { var len = array_length(points); var maxx = -99999; var maxindex = 0; for( var i = 0; i < len; i++ ) { var _x = points[i].x; if(_x > maxx) { maxx = _x; maxindex = i; } } var side, _side = 0; var convexs = []; var reflects = []; var startindex = safe_mod(maxindex - 1 + len, len); for( var i = 0; i < len; i++ ) { var index = safe_mod(startindex + i, len); var _px0 = points[index].x; var _py0 = points[index].y; var _px1 = points[safe_mod(index + 1, len)].x; var _py1 = points[safe_mod(index + 1, len)].y; var _px2 = points[safe_mod(index + 2, len)].x; var _py2 = points[safe_mod(index + 2, len)].y; var side = cross_product(_px0, _py0, _px1, _py1, _px2, _py2); if(_side != 0 && sign(_side) != sign(side)) array_push(reflects, safe_mod(index + 1, len)); else { array_push(convexs, safe_mod(index + 1, len)); _side = sign(side); } } return [ convexs, reflects, _side ]; } function polygon_triangulate_convex(points) { var triangles = []; var len = array_length(points); var c0 = points[0]; for( var i = 0; i < len - 2; i++ ) { var c1 = points[safe_mod(i + 1, len)]; var c2 = points[safe_mod(i + 2, len)]; array_push(triangles, [c0, c1, c2]); } return triangles; } function polygon_triangulate(points, tolerance = 4) { points = polygon_simplify(points, tolerance); var classes = polygon_points_classify(points); var convexes = classes[0]; var reflected = classes[1]; var checkSide = classes[2]; var pointInd = []; if(array_length(reflected) == 0) return polygon_triangulate_convex(points); for( var i = 0; i < array_length(points); i++ ) pointInd[i] = i; var triangles = []; var repeated = 0; while(array_length(pointInd) > 3) { if(array_length(convexes) == 0) return triangles; var len = array_length(pointInd); var c0 = convexes[0]; var c0i = array_find(pointInd, c0); var c1 = pointInd[safe_mod(c0i - 1 + len, len)]; var c2 = pointInd[safe_mod(c0i + 1, len)]; var p0 = points[c0]; var p1 = points[c1]; var p2 = points[c2]; //check if point is ear var isEar = true; for( var i = 0; i < len; i++ ) { var ind = pointInd[i]; if(ind == c0) continue; if(ind == c1) continue; if(ind == c2) continue; var p = points[ind]; if(point_in_triangle(p.x, p.y, p0.x, p0.y, p1.x, p1.y, p2.x, p2.y)) { isEar = false; break; } } if(isEar) { array_remove(convexes, c0); array_remove(pointInd, c0); array_push(triangles, [p0, p1, p2]); len--; if(array_exists(reflected, c1)) { var c1i = array_find(pointInd, c1); var c1b = safe_mod(c1i - 1 + len, len); var c1a = safe_mod(c1i + 1, len); var p1b = points[pointInd[c1b]]; var p1a = points[pointInd[c1a]]; var side = cross_product(p1b.x, p1b.y, p1.x, p1.y, p1a.x, p1a.y); if(sign(side) == checkSide) { array_remove(reflected, c1); array_push(convexes, c1); } } if(array_exists(reflected, c2)) { var c2i = array_find(pointInd, c2); var c2b = safe_mod(c2i - 1 + len, len); var c2a = safe_mod(c2i + 1, len); var p2b = points[pointInd[c2b]]; var p2a = points[pointInd[c2a]]; var side = cross_product(p2b.x, p2b.y, p2.x, p2.y, p2a.x, p2a.y); if(sign(side) == checkSide) { array_remove(reflected, c2); array_push(convexes, c2); } } repeated = 0; } else { array_remove(convexes, c0); array_push(convexes, c0); if(repeated++ > len) { print("mesh error") break; } } } if(array_length(pointInd) == 3) array_push(triangles, [points[pointInd[0]], points[pointInd[1]], points[pointInd[2]]]); return triangles; } function polygon_triangulate_convex_fan(points) { var triangles = []; var amo = array_length(points); var cx = 0; var cy = 0; for( var i = 0; i < amo; i++ ) { cx += points[i].x; cy += points[i].y; } cx /= amo; cy /= amo; var pc = new Point(cx, cy); for( var i = 0; i < amo; i++ ) { array_push(triangles, [ points[i], points[(i + 1) % amo], pc ]); } return triangles; }