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- /* Poly2Tri
- * Copyright (c) 2009-2010, Poly2Tri Contributors
- * http://code.google.com/p/poly2tri/
- *
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without modification,
- * are permitted provided that the following conditions are met:
- *
- * * Redistributions of source code must retain the above copyright notice,
- * this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright notice,
- * this list of conditions and the following disclaimer in the documentation
- * and/or other materials provided with the distribution.
- * * Neither the name of Poly2Tri nor the names of its contributors may be
- * used to endorse or promote products derived from this software without specific
- * prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
- * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- /// Changes from the Java version
- /// attributification
- /// Future possibilities
- /// Flattening out the number of indirections
- /// Replacing arrays of 3 with fixed-length arrays?
- /// Replacing bool[3] with a bit array of some sort?
- /// Bundling everything into an AoS mess?
- /// Hardcode them all as ABC ?
- using System;
- using System.Diagnostics;
- using System.Collections.Generic;
- using Veldrid.Common.Poly2Tri.Utility;
- using Veldrid.Common.Poly2Tri.Triangulation.Delaunay.Sweep;
- namespace Veldrid.Common.Poly2Tri.Triangulation.Delaunay
- {
- public class DelaunayTriangle {
- public FixedArray3<TriangulationPoint> Points;
- public FixedArray3<DelaunayTriangle > Neighbors;
- public FixedBitArray3 EdgeIsConstrained, EdgeIsDelaunay;
- public bool IsInterior { get; set; }
- public DelaunayTriangle(TriangulationPoint p1, TriangulationPoint p2, TriangulationPoint p3) {
- Points[0] = p1;
- Points[1] = p2;
- Points[2] = p3;
- }
- public int IndexOf(TriangulationPoint p) {
- int i = Points.IndexOf(p);
- if (i==-1) throw new Exception("Calling index with a point that doesn't exist in triangle");
- return i;
- }
- public int IndexCWFrom (TriangulationPoint p) { return (IndexOf(p)+2)%3; }
- public int IndexCCWFrom(TriangulationPoint p) { return (IndexOf(p)+1)%3; }
- public bool Contains(TriangulationPoint p) { return Points.Contains(p); }
- /// <summary>
- /// Update neighbor pointers
- /// </summary>
- /// <param name="p1">Point 1 of the shared edge</param>
- /// <param name="p2">Point 2 of the shared edge</param>
- /// <param name="t">This triangle's new neighbor</param>
- private void MarkNeighbor( TriangulationPoint p1, TriangulationPoint p2, DelaunayTriangle t ) {
- int i = EdgeIndex(p1,p2);
- if ( i==-1 ) throw new Exception( "Error marking neighbors -- t doesn't contain edge p1-p2!" );
- Neighbors[i] = t;
- }
- /// <summary>
- /// Exhaustive search to update neighbor pointers
- /// </summary>
- public void MarkNeighbor( DelaunayTriangle t ) {
- // Points of this triangle also belonging to t
- bool a = t.Contains(Points[0]);
- bool b = t.Contains(Points[1]);
- bool c = t.Contains(Points[2]);
- if (b&&c) { Neighbors[0]=t; t.MarkNeighbor(Points[1],Points[2],this); }
- else if (a&&c) { Neighbors[1]=t; t.MarkNeighbor(Points[0],Points[2],this); }
- else if (a&&b) { Neighbors[2]=t; t.MarkNeighbor(Points[0],Points[1],this); }
- else throw new Exception( "Failed to mark neighbor, doesn't share an edge!");
- }
- /// <param name="t">Opposite triangle</param>
- /// <param name="p">The point in t that isn't shared between the triangles</param>
- public TriangulationPoint OppositePoint(DelaunayTriangle t, TriangulationPoint p) {
- Debug.Assert(t != this, "self-pointer error");
- return PointCWFrom(t.PointCWFrom(p));
- }
-
- public DelaunayTriangle NeighborCWFrom (TriangulationPoint point) { return Neighbors[(Points.IndexOf(point)+1)%3]; }
- public DelaunayTriangle NeighborCCWFrom (TriangulationPoint point) { return Neighbors[(Points.IndexOf(point)+2)%3]; }
- public DelaunayTriangle NeighborAcrossFrom(TriangulationPoint point) { return Neighbors[ Points.IndexOf(point) ]; }
- public TriangulationPoint PointCCWFrom(TriangulationPoint point) { return Points[(IndexOf(point)+1)%3]; }
- public TriangulationPoint PointCWFrom (TriangulationPoint point) { return Points[(IndexOf(point)+2)%3]; }
- private void RotateCW() {
- var t = Points[2];
- Points[2] = Points[1];
- Points[1] = Points[0];
- Points[0] = t;
- }
- /// <summary>
- /// Legalize triangle by rotating clockwise around oPoint
- /// </summary>
- /// <param name="oPoint">The origin point to rotate around</param>
- /// <param name="nPoint">???</param>
- public void Legalize(TriangulationPoint oPoint, TriangulationPoint nPoint) {
- RotateCW();
- Points[IndexCCWFrom(oPoint)] = nPoint;
- }
- public override string ToString() { return Points[0] + "," + Points[1] + "," + Points[2]; }
- /// <summary>
- /// Finalize edge marking
- /// </summary>
- public void MarkNeighborEdges() {
- for (int i = 0; i < 3; i++) if ( EdgeIsConstrained[i] && Neighbors[i] != null ) {
- Neighbors[i].MarkConstrainedEdge(Points[(i+1)%3], Points[(i+2)%3]);
- }
- }
- public void MarkEdge(DelaunayTriangle triangle) {
- for (int i = 0; i < 3; i++) if ( EdgeIsConstrained[i] ) {
- triangle.MarkConstrainedEdge(Points[(i+1)%3], Points[(i+2)%3]);
- }
- }
- public void MarkEdge(List<DelaunayTriangle> tList) {
- foreach ( DelaunayTriangle t in tList )
- for ( int i = 0; i < 3; i++ )
- if ( t.EdgeIsConstrained[i] )
- {
- MarkConstrainedEdge( t.Points[(i+1)%3], t.Points[(i+2)%3] );
- }
- }
- public void MarkConstrainedEdge(int index) {
- EdgeIsConstrained[index] = true;
- }
- public void MarkConstrainedEdge(DTSweepConstraint edge) {
- MarkConstrainedEdge(edge.P, edge.Q);
- }
- /// <summary>
- /// Mark edge as constrained
- /// </summary>
- public void MarkConstrainedEdge(TriangulationPoint p, TriangulationPoint q) {
- int i = EdgeIndex(p,q);
- if ( i != -1 ) EdgeIsConstrained[i] = true;
- }
- public double Area() {
- double b = Points[0].X - Points[1].X;
- double h = Points[2].Y - Points[1].Y;
- return Math.Abs((b * h * 0.5f));
- }
- public TriangulationPoint Centroid() {
- double cx = (Points[0].X + Points[1].X + Points[2].X) / 3f;
- double cy = (Points[0].Y + Points[1].Y + Points[2].Y) / 3f;
- return new TriangulationPoint(cx, cy);
- }
- /// <summary>
- /// Get the index of the neighbor that shares this edge (or -1 if it isn't shared)
- /// </summary>
- /// <returns>index of the shared edge or -1 if edge isn't shared</returns>
- public int EdgeIndex(TriangulationPoint p1, TriangulationPoint p2) {
- int i1 = Points.IndexOf(p1);
- int i2 = Points.IndexOf(p2);
- // Points of this triangle in the edge p1-p2
- bool a = (i1==0 || i2==0);
- bool b = (i1==1 || i2==1);
- bool c = (i1==2 || i2==2);
- if (b&&c) return 0;
- if (a&&c) return 1;
- if (a&&b) return 2;
- return -1;
- }
- public bool GetConstrainedEdgeCCW ( TriangulationPoint p ) { return EdgeIsConstrained[(IndexOf(p)+2)%3]; }
- public bool GetConstrainedEdgeCW ( TriangulationPoint p ) { return EdgeIsConstrained[(IndexOf(p)+1)%3]; }
- public bool GetConstrainedEdgeAcross( TriangulationPoint p ) { return EdgeIsConstrained[ IndexOf(p) ]; }
- public void SetConstrainedEdgeCCW ( TriangulationPoint p, bool ce ) { EdgeIsConstrained[(IndexOf(p)+2)%3] = ce; }
- public void SetConstrainedEdgeCW ( TriangulationPoint p, bool ce ) { EdgeIsConstrained[(IndexOf(p)+1)%3] = ce; }
- public void SetConstrainedEdgeAcross( TriangulationPoint p, bool ce ) { EdgeIsConstrained[ IndexOf(p) ] = ce; }
- public bool GetDelaunayEdgeCCW ( TriangulationPoint p ) { return EdgeIsDelaunay[(IndexOf(p)+2)%3]; }
- public bool GetDelaunayEdgeCW ( TriangulationPoint p ) { return EdgeIsDelaunay[(IndexOf(p)+1)%3]; }
- public bool GetDelaunayEdgeAcross( TriangulationPoint p ) { return EdgeIsDelaunay[ IndexOf(p) ]; }
- public void SetDelaunayEdgeCCW ( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[(IndexOf(p)+2)%3] = ce; }
- public void SetDelaunayEdgeCW ( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[(IndexOf(p)+1)%3] = ce; }
- public void SetDelaunayEdgeAcross( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[ IndexOf(p) ] = ce; }
- }
- }
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