import libtess from 'libtess' function initTesselator() { // function called for each vertex of tesselator output function vertexCallback(data, polyVertArray) { polyVertArray.push(data); } function begincallback(type) { if (type !== libtess.primitiveType.GL_TRIANGLES) { console.log('expected TRIANGLES but got type: ' + type); } } function errorcallback(errno) { console.log('error callback'); console.log('error number: ' + errno); } // callback for when segments intersect and must be split function combinecallback(coords, data, weight) { // console.log('combine callback'); return [coords[0], coords[1], coords[2]]; } function edgeCallback(flag) { // don't really care about the flag, but need no-strip/no-fan behavior // console.log('edge flag: ' + flag); } var tessy = new libtess.GluTesselator(); // tessy.gluTessProperty(libtess.gluEnum.GLU_TESS_WINDING_RULE, libtess.windingRule.GLU_TESS_WINDING_POSITIVE); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_VERTEX_DATA, vertexCallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_BEGIN, begincallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_ERROR, errorcallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_COMBINE, combinecallback); tessy.gluTessCallback(libtess.gluEnum.GLU_TESS_EDGE_FLAG, edgeCallback); return tessy; } export function Triangulate(contours, normal) { const tessy = initTesselator(); // libtess will take 3d verts and flatten to a plane for tesselation // since only doing 2d tesselation here, provide z=1 normal to skip // iterating over verts only to get the same answer. // comment out to test normal-generation code //tessy.gluTessNormal(0, 0, 1); tessy.gluTessNormal(normal[0], normal[1], normal[2]); const triangleVerts = []; tessy.gluTessBeginPolygon(triangleVerts); for (let contour of contours) { tessy.gluTessBeginContour(); for (let coords of contour) { tessy.gluTessVertex(coords, coords); } tessy.gluTessEndContour(); } // finish polygon (and time triangulation process) tessy.gluTessEndPolygon(); return triangleVerts; }