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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.
- */
- /*
- * Sweep-line, Constrained Delauney Triangulation (CDT) See: Domiter, V. and
- * Zalik, B.(2008)'Sweep-line algorithm for constrained Delaunay triangulation',
- * International Journal of Geographical Information Science
- *
- * "FlipScan" Constrained Edge Algorithm invented by author of this code.
- *
- * Author: Thomas Åhlén, thahlen@gmail.com
- */
- /// Changes from the Java version
- /// Turned DTSweep into a static class
- /// Lots of deindentation via early bailout
- /// Future possibilities
- /// Comments!
- using System;
- using System.Collections.Generic;
- using System.Diagnostics;
- using System.Linq;
- namespace Veldrid.Common.Poly2Tri.Triangulation.Delaunay.Sweep
- {
- public static class DTSweep {
- private const double PI_div2 = Math.PI / 2;
- private const double PI_3div4 = 3 * Math.PI / 4;
- /// <summary>
- /// Triangulate simple polygon with holes
- /// </summary>
- public static void Triangulate( DTSweepContext tcx ) {
- tcx.CreateAdvancingFront();
- Sweep(tcx);
- // TODO: remove temporary
- // Check if the sweep algorithm is legalize robust
- // By doing a legalize on all triangles and see if anything happens
- // we know if the sweep algorithm missed some legalizations
- // Console.WriteLine("============================");
- // foreach ( DelaunayTriangle t in tcx.Triangles )
- // {
- // if( Legalize( tcx, t ) )
- // {
- // tcx.getDebugContext().setPrimaryTriangle( t );
- // Console.WriteLine("[FIX] Triangle needed legalization after sweep");
- // }
- // }
- // Finalize triangulation
- if (tcx.TriangulationMode == TriangulationMode.Polygon) {
- FinalizationPolygon(tcx);
- } else {
- FinalizationConvexHull(tcx);
- }
- tcx.Done();
- }
- /// <summary>
- /// Start sweeping the Y-sorted point set from bottom to top
- /// </summary>
- private static void Sweep( DTSweepContext tcx ) {
- var points = tcx.Points;
- TriangulationPoint point;
- AdvancingFrontNode node;
- for (int i = 1; i < points.Count; i++) {
- point = points[i];
- node = PointEvent(tcx, point);
- if (point.HasEdges) foreach (DTSweepConstraint e in point.Edges) {
- if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveConstraint = e;
- EdgeEvent(tcx, e, node);
- }
- tcx.Update(null);
- }
- }
- /// <summary>
- /// If this is a Delaunay Triangulation of a pointset we need to fill so the triangle mesh gets a ConvexHull
- /// </summary>
- private static void FinalizationConvexHull( DTSweepContext tcx ) {
- AdvancingFrontNode n1, n2, n3;
- DelaunayTriangle t1;
- TriangulationPoint first, p1;
- n1 = tcx.Front.Head.Next;
- n2 = n1.Next;
- n3 = n2.Next;
- first = n1.Point;
- TurnAdvancingFrontConvex(tcx, n1, n2);
- n1 = tcx.Front.Tail.Prev;
- if (n1.Triangle.Contains(n1.Next.Point) && n1.Triangle.Contains(n1.Prev.Point)) {
- t1 = n1.Triangle.NeighborAcrossFrom(n1.Point);
- RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
- tcx.MapTriangleToNodes(n1.Triangle);
- tcx.MapTriangleToNodes(t1);
- }
- n1 = tcx.Front.Head.Next;
- if (n1.Triangle.Contains(n1.Prev.Point) && n1.Triangle.Contains(n1.Next.Point)) {
- t1 = n1.Triangle.NeighborAcrossFrom(n1.Point);
- RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
- tcx.MapTriangleToNodes(n1.Triangle);
- tcx.MapTriangleToNodes(t1);
- }
- // TODO: implement ConvexHull for lower right and left boundary
- // Lower right boundary
- first = tcx.Front.Head.Point;
- n2 = tcx.Front.Tail.Prev;
- t1 = n2.Triangle;
- p1 = n2.Point;
- do {
- tcx.RemoveFromList(t1);
- p1 = t1.PointCCWFrom(p1);
- if (p1 == first) break;
- t1 = t1.NeighborCCWFrom(p1);
- } while (true);
- // Lower left boundary
- first = tcx.Front.Head.Next.Point;
- p1 = t1.PointCWFrom(tcx.Front.Head.Point);
- t1 = t1.NeighborCWFrom(tcx.Front.Head.Point);
- do {
- tcx.RemoveFromList(t1);
- p1 = t1.PointCCWFrom(p1);
- t1 = t1.NeighborCCWFrom(p1);
- } while (p1 != first);
- tcx.FinalizeTriangulation();
- }
- /// <summary>
- /// We will traverse the entire advancing front and fill it to form a convex hull.
- /// </summary>
- private static void TurnAdvancingFrontConvex( DTSweepContext tcx, AdvancingFrontNode b, AdvancingFrontNode c ) {
- AdvancingFrontNode first = b;
- while (c != tcx.Front.Tail) {
- if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = c;
- if (TriangulationUtil.Orient2d(b.Point, c.Point, c.Next.Point) == Orientation.CCW) {
- // [b,c,d] Concave - fill around c
- Fill(tcx, c);
- c = c.Next;
- } else {
- // [b,c,d] Convex
- if (b != first && TriangulationUtil.Orient2d(b.Prev.Point, b.Point, c.Point) == Orientation.CCW) {
- // [a,b,c] Concave - fill around b
- Fill(tcx, b);
- b = b.Prev;
- } else {
- // [a,b,c] Convex - nothing to fill
- b = c;
- c = c.Next;
- }
- }
- }
- }
- private static void FinalizationPolygon( DTSweepContext tcx ) {
- // Get an Internal triangle to start with
- DelaunayTriangle t = tcx.Front.Head.Next.Triangle;
- TriangulationPoint p = tcx.Front.Head.Next.Point;
- while (!t.GetConstrainedEdgeCW(p)) t = t.NeighborCCWFrom(p);
- // Collect interior triangles constrained by edges
- tcx.MeshClean(t);
- }
- /// <summary>
- /// Find closes node to the left of the new point and
- /// create a new triangle. If needed new holes and basins
- /// will be filled to.
- /// </summary>
- private static AdvancingFrontNode PointEvent( DTSweepContext tcx, TriangulationPoint point ) {
- AdvancingFrontNode node, newNode;
- node = tcx.LocateNode(point);
- if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;
- newNode = NewFrontTriangle(tcx, point, node);
- // Only need to check +epsilon since point never have smaller
- // x value than node due to how we fetch nodes from the front
- if (point.X <= node.Point.X + TriangulationUtil.EPSILON) Fill(tcx, node);
- tcx.AddNode(newNode);
- FillAdvancingFront(tcx, newNode);
- return newNode;
- }
- /// <summary>
- /// Creates a new front triangle and legalize it
- /// </summary>
- private static AdvancingFrontNode NewFrontTriangle( DTSweepContext tcx, TriangulationPoint point, AdvancingFrontNode node ) {
- AdvancingFrontNode newNode;
- DelaunayTriangle triangle;
- triangle = new DelaunayTriangle(point, node.Point, node.Next.Point);
- triangle.MarkNeighbor(node.Triangle);
- tcx.Triangles.Add(triangle);
- newNode = new AdvancingFrontNode(point);
- newNode.Next = node.Next;
- newNode.Prev = node;
- node.Next.Prev = newNode;
- node.Next = newNode;
- tcx.AddNode(newNode); // XXX: BST
- if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = newNode;
- if (!Legalize(tcx, triangle)) tcx.MapTriangleToNodes(triangle);
- return newNode;
- }
- private static void EdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
- try {
- tcx.EdgeEvent.ConstrainedEdge = edge;
- tcx.EdgeEvent.Right = edge.P.X > edge.Q.X;
- if (tcx.IsDebugEnabled) { tcx.DTDebugContext.PrimaryTriangle = node.Triangle; }
- if (IsEdgeSideOfTriangle(node.Triangle, edge.P, edge.Q)) return;
- // For now we will do all needed filling
- // TODO: integrate with flip process might give some better performance
- // but for now this avoid the issue with cases that needs both flips and fills
- FillEdgeEvent(tcx, edge, node);
- EdgeEvent(tcx, edge.P, edge.Q, node.Triangle, edge.Q);
- } catch ( PointOnEdgeException e) {
- //Debug.WriteLine( String.Format( "Warning: Skipping Edge: {0}", e.Message ) );
- throw;
- }
- }
- private static void FillEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
- if (tcx.EdgeEvent.Right) {
- FillRightAboveEdgeEvent(tcx, edge, node);
- } else {
- FillLeftAboveEdgeEvent(tcx, edge, node);
- }
- }
- private static void FillRightConcaveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
- Fill(tcx, node.Next);
- if (node.Next.Point != edge.P) {
- // Next above or below edge?
- if (TriangulationUtil.Orient2d(edge.Q, node.Next.Point, edge.P) == Orientation.CCW) {
- // Below
- if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) {
- // Next is concave
- FillRightConcaveEdgeEvent(tcx, edge, node);
- } else {
- // Next is convex
- }
- }
- }
- }
- private static void FillRightConvexEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
- // Next concave or convex?
- if (TriangulationUtil.Orient2d(node.Next.Point, node.Next.Next.Point, node.Next.Next.Next.Point) == Orientation.CCW) {
- // Concave
- FillRightConcaveEdgeEvent(tcx, edge, node.Next);
- } else {
- // Convex
- // Next above or below edge?
- if (TriangulationUtil.Orient2d(edge.Q, node.Next.Next.Point, edge.P) == Orientation.CCW) {
- // Below
- FillRightConvexEdgeEvent(tcx, edge, node.Next);
- } else {
- // Above
- }
- }
- }
- private static void FillRightBelowEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
- if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;
- if (node.Point.X < edge.P.X) { // needed?
- if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) {
- // Concave
- FillRightConcaveEdgeEvent(tcx, edge, node);
- } else {
- // Convex
- FillRightConvexEdgeEvent(tcx, edge, node);
- // Retry this one
- FillRightBelowEdgeEvent(tcx, edge, node);
- }
- }
- }
- private static void FillRightAboveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
- while (node.Next.Point.X < edge.P.X) {
- if (tcx.IsDebugEnabled) { tcx.DTDebugContext.ActiveNode = node; }
- // Check if next node is below the edge
- Orientation o1 = TriangulationUtil.Orient2d(edge.Q, node.Next.Point, edge.P);
- if (o1 == Orientation.CCW) {
- FillRightBelowEdgeEvent(tcx, edge, node);
- } else {
- node = node.Next;
- }
- }
- }
- private static void FillLeftConvexEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
- // Next concave or convex?
- if (TriangulationUtil.Orient2d(node.Prev.Point, node.Prev.Prev.Point, node.Prev.Prev.Prev.Point) == Orientation.CW) {
- // Concave
- FillLeftConcaveEdgeEvent(tcx, edge, node.Prev);
- } else {
- // Convex
- // Next above or below edge?
- if (TriangulationUtil.Orient2d(edge.Q, node.Prev.Prev.Point, edge.P) == Orientation.CW) {
- // Below
- FillLeftConvexEdgeEvent(tcx, edge, node.Prev);
- } else {
- // Above
- }
- }
- }
- private static void FillLeftConcaveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
- Fill(tcx, node.Prev);
- if (node.Prev.Point != edge.P) {
- // Next above or below edge?
- if (TriangulationUtil.Orient2d(edge.Q, node.Prev.Point, edge.P) == Orientation.CW) {
- // Below
- if (TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point) == Orientation.CW) {
- // Next is concave
- FillLeftConcaveEdgeEvent(tcx, edge, node);
- } else {
- // Next is convex
- }
- }
- }
- }
- private static void FillLeftBelowEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
- if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;
- if (node.Point.X > edge.P.X) {
- if (TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point) == Orientation.CW) {
- // Concave
- FillLeftConcaveEdgeEvent(tcx, edge, node);
- } else {
- // Convex
- FillLeftConvexEdgeEvent(tcx, edge, node);
- // Retry this one
- FillLeftBelowEdgeEvent(tcx, edge, node);
- }
- }
- }
- private static void FillLeftAboveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) {
- while (node.Prev.Point.X > edge.P.X) {
- if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;
- // Check if next node is below the edge
- Orientation o1 = TriangulationUtil.Orient2d(edge.Q, node.Prev.Point, edge.P);
- if (o1 == Orientation.CW) {
- FillLeftBelowEdgeEvent(tcx, edge, node);
- } else {
- node = node.Prev;
- }
- }
- }
- private static bool IsEdgeSideOfTriangle( DelaunayTriangle triangle, TriangulationPoint ep, TriangulationPoint eq ) {
- int index = triangle.EdgeIndex(ep, eq);
- if ( index == -1 ) return false;
- triangle.MarkConstrainedEdge(index);
- triangle = triangle.Neighbors[index];
- if (triangle != null) triangle.MarkConstrainedEdge(ep, eq);
- return true;
- }
- private static void EdgeEvent( DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle triangle, TriangulationPoint point ) {
- TriangulationPoint p1, p2;
- if (triangle == null)
- return;
- if (tcx.IsDebugEnabled) tcx.DTDebugContext.PrimaryTriangle=triangle;
- if (IsEdgeSideOfTriangle(triangle, ep, eq)) return;
- p1 = triangle.PointCCWFrom(point);
- Orientation o1 = TriangulationUtil.Orient2d(eq, p1, ep);
- if (o1 == Orientation.Collinear) {
- // TODO: Split edge in two
- //// splitEdge( ep, eq, p1 );
- // edgeEvent( tcx, p1, eq, triangle, point );
- // edgeEvent( tcx, ep, p1, triangle, p1 );
- // return;
- throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet",eq,p1,ep);
- }
- p2 = triangle.PointCWFrom(point);
- Orientation o2 = TriangulationUtil.Orient2d(eq, p2, ep);
- if (o2 == Orientation.Collinear) {
- // TODO: Split edge in two
- // edgeEvent( tcx, p2, eq, triangle, point );
- // edgeEvent( tcx, ep, p2, triangle, p2 );
- // return;
- throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet",eq,p2,ep);
- }
- if (o1 == o2) {
- // Need to decide if we are rotating CW or CCW to get to a triangle
- // that will cross edge
- if (o1 == Orientation.CW) {
- triangle = triangle.NeighborCCWFrom(point);
- } else {
- triangle = triangle.NeighborCWFrom(point);
- }
- EdgeEvent(tcx, ep, eq, triangle, point);
- } else {
- // This triangle crosses constraint so lets flippin start!
- FlipEdgeEvent(tcx, ep, eq, triangle, point);
- }
- }
- /// <summary>
- /// In the case of a pointset with some constraint edges. If a triangle side is collinear
- /// with a part of the constraint we split the constraint into two constraints. This could
- /// happen when the given constraint migth intersect a point in the set.<br>
- /// This can never happen in the case when we are working with a polygon.
- ///
- /// Think of two triangles that have non shared sides that are collinear and the constraint
- /// is set from a point in triangle A to a point in triangle B so that the constraint is
- /// the union of both those sides. We then have to split the constraint into two so we get
- /// one constraint for each triangle.
- /// </summary>
- /// <param name="ep"></param>
- /// <param name="eq"></param>
- /// <param name="p">point on the edge between ep->eq</param>
- private static void SplitEdge( TriangulationPoint ep, TriangulationPoint eq, TriangulationPoint p ) {
- DTSweepConstraint edge = eq.Edges.First( e => e.Q==ep || e.P==ep );
- edge.P = p;
- new DTSweepConstraint(ep, p); // Et tu, Brute? --MM
- // // Redo this edge now that we have split the constraint
- // newEdgeEvent( tcx, edge, triangle, point );
- // // Continue with new edge
- // newEdgeEvent( tcx, edge, triangle, p2 );
- }
- private static void FlipEdgeEvent( DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle t, TriangulationPoint p ) {
- DelaunayTriangle ot = t.NeighborAcrossFrom(p);
- TriangulationPoint op = ot.OppositePoint(t, p);
- if (ot == null) {
- // If we want to integrate the fillEdgeEvent do it here
- // With current implementation we should never get here
- throw new InvalidOperationException("[BUG:FIXME] FLIP failed due to missing triangle");
- }
- if (tcx.IsDebugEnabled) {
- tcx.DTDebugContext.PrimaryTriangle = t;
- tcx.DTDebugContext.SecondaryTriangle = ot;
- } // TODO: remove
- bool inScanArea = TriangulationUtil.InScanArea(p, t.PointCCWFrom(p), t.PointCWFrom(p), op);
- if (inScanArea) {
- // Lets rotate shared edge one vertex CW
- RotateTrianglePair(t, p, ot, op);
- tcx.MapTriangleToNodes(t);
- tcx.MapTriangleToNodes(ot);
- if (p == eq && op == ep) {
- if (eq == tcx.EdgeEvent.ConstrainedEdge.Q
- && ep == tcx.EdgeEvent.ConstrainedEdge.P) {
- if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - constrained edge done"); // TODO: remove
- t.MarkConstrainedEdge(ep, eq);
- ot.MarkConstrainedEdge(ep, eq);
- Legalize(tcx, t);
- Legalize(tcx, ot);
- } else {
- if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - subedge done"); // TODO: remove
- // XXX: I think one of the triangles should be legalized here?
- }
- } else {
- if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - flipping and continuing with triangle still crossing edge"); // TODO: remove
- Orientation o = TriangulationUtil.Orient2d(eq, op, ep);
- t = NextFlipTriangle(tcx, o, t, ot, p, op);
- FlipEdgeEvent(tcx, ep, eq, t, p);
- }
- } else {
- TriangulationPoint newP = NextFlipPoint(ep, eq, ot, op);
- FlipScanEdgeEvent(tcx, ep, eq, t, ot, newP);
- EdgeEvent(tcx, ep, eq, t, p);
- }
- }
- /// <summary>
- /// When we need to traverse from one triangle to the next we need
- /// the point in current triangle that is the opposite point to the next
- /// triangle.
- /// </summary>
- private static TriangulationPoint NextFlipPoint( TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle ot, TriangulationPoint op ) {
- Orientation o2d = TriangulationUtil.Orient2d(eq, op, ep);
- switch ( o2d ) {
- case Orientation.CW: return ot.PointCCWFrom(op);
- case Orientation.CCW: return ot.PointCWFrom(op);
- case Orientation.Collinear:
- // TODO: implement support for point on constraint edge
- throw new PointOnEdgeException("Point on constrained edge not supported yet",eq,op,ep);
- default:
- throw new NotImplementedException("Orientation not handled");
- }
- }
- /// <summary>
- /// After a flip we have two triangles and know that only one will still be
- /// intersecting the edge. So decide which to contiune with and legalize the other
- /// </summary>
- /// <param name="tcx"></param>
- /// <param name="o">should be the result of an TriangulationUtil.orient2d( eq, op, ep )</param>
- /// <param name="t">triangle 1</param>
- /// <param name="ot">triangle 2</param>
- /// <param name="p">a point shared by both triangles</param>
- /// <param name="op">another point shared by both triangles</param>
- /// <returns>returns the triangle still intersecting the edge</returns>
- private static DelaunayTriangle NextFlipTriangle( DTSweepContext tcx, Orientation o, DelaunayTriangle t, DelaunayTriangle ot, TriangulationPoint p, TriangulationPoint op ) {
- int edgeIndex;
- if (o == Orientation.CCW) {
- // ot is not crossing edge after flip
- edgeIndex = ot.EdgeIndex(p, op);
- ot.EdgeIsDelaunay[edgeIndex] = true;
- Legalize(tcx, ot);
- ot.EdgeIsDelaunay.Clear();
- return t;
- }
- // t is not crossing edge after flip
- edgeIndex = t.EdgeIndex(p, op);
- t.EdgeIsDelaunay[edgeIndex] = true;
- Legalize(tcx, t);
- t.EdgeIsDelaunay.Clear();
- return ot;
- }
- /// <summary>
- /// Scan part of the FlipScan algorithm<br>
- /// When a triangle pair isn't flippable we will scan for the next
- /// point that is inside the flip triangle scan area. When found
- /// we generate a new flipEdgeEvent
- /// </summary>
- /// <param name="tcx"></param>
- /// <param name="ep">last point on the edge we are traversing</param>
- /// <param name="eq">first point on the edge we are traversing</param>
- /// <param name="flipTriangle">the current triangle sharing the point eq with edge</param>
- /// <param name="t"></param>
- /// <param name="p"></param>
- private static void FlipScanEdgeEvent( DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle flipTriangle, DelaunayTriangle t, TriangulationPoint p ) {
- DelaunayTriangle ot;
- TriangulationPoint op, newP;
- bool inScanArea;
- ot = t.NeighborAcrossFrom(p);
- op = ot.OppositePoint(t, p);
- if (ot == null) {
- // If we want to integrate the fillEdgeEvent do it here
- // With current implementation we should never get here
- throw new Exception("[BUG:FIXME] FLIP failed due to missing triangle");
- }
- if (tcx.IsDebugEnabled) {
- Console.WriteLine("[FLIP:SCAN] - scan next point"); // TODO: remove
- tcx.DTDebugContext.PrimaryTriangle = t;
- tcx.DTDebugContext.SecondaryTriangle = ot;
- }
- inScanArea = TriangulationUtil.InScanArea(eq, flipTriangle.PointCCWFrom(eq), flipTriangle.PointCWFrom(eq), op);
- if (inScanArea) {
- // flip with new edge op->eq
- FlipEdgeEvent(tcx, eq, op, ot, op);
- // TODO: Actually I just figured out that it should be possible to
- // improve this by getting the next ot and op before the the above
- // flip and continue the flipScanEdgeEvent here
- // set new ot and op here and loop back to inScanArea test
- // also need to set a new flipTriangle first
- // Turns out at first glance that this is somewhat complicated
- // so it will have to wait.
- } else {
- newP = NextFlipPoint(ep, eq, ot, op);
- FlipScanEdgeEvent(tcx, ep, eq, flipTriangle, ot, newP);
- }
- }
- /// <summary>
- /// Fills holes in the Advancing Front
- /// </summary>
- private static void FillAdvancingFront( DTSweepContext tcx, AdvancingFrontNode n ) {
- AdvancingFrontNode node;
- double angle;
- // Fill right holes
- node = n.Next;
- while (node.HasNext) {
- angle = HoleAngle(node);
- if (angle > PI_div2 || angle < -PI_div2) break;
- Fill(tcx, node);
- node = node.Next;
- }
- // Fill left holes
- node = n.Prev;
- while (node.HasPrev) {
- angle = HoleAngle(node);
- if (angle > PI_div2 || angle < -PI_div2) break;
- Fill(tcx, node);
- node = node.Prev;
- }
- // Fill right basins
- if (n.HasNext && n.Next.HasNext) {
- angle = BasinAngle(n);
- if (angle < PI_3div4) FillBasin(tcx, n);
- }
- }
- /// <summary>
- /// Fills a basin that has formed on the Advancing Front to the right
- /// of given node.<br>
- /// First we decide a left,bottom and right node that forms the
- /// boundaries of the basin. Then we do a reqursive fill.
- /// </summary>
- /// <param name="tcx"></param>
- /// <param name="node">starting node, this or next node will be left node</param>
- private static void FillBasin( DTSweepContext tcx, AdvancingFrontNode node ) {
- if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) {
- // tcx.basin.leftNode = node.next.next;
- tcx.Basin.leftNode = node;
- } else {
- tcx.Basin.leftNode = node.Next;
- }
- // Find the bottom and right node
- tcx.Basin.bottomNode = tcx.Basin.leftNode;
- while (tcx.Basin.bottomNode.HasNext && tcx.Basin.bottomNode.Point.Y >= tcx.Basin.bottomNode.Next.Point.Y) tcx.Basin.bottomNode = tcx.Basin.bottomNode.Next;
- if (tcx.Basin.bottomNode == tcx.Basin.leftNode) return; // No valid basin
- tcx.Basin.rightNode = tcx.Basin.bottomNode;
- while (tcx.Basin.rightNode.HasNext && tcx.Basin.rightNode.Point.Y < tcx.Basin.rightNode.Next.Point.Y) tcx.Basin.rightNode = tcx.Basin.rightNode.Next;
- if (tcx.Basin.rightNode == tcx.Basin.bottomNode) return; // No valid basins
- tcx.Basin.width = tcx.Basin.rightNode.Point.X - tcx.Basin.leftNode.Point.X;
- tcx.Basin.leftHighest = tcx.Basin.leftNode.Point.Y > tcx.Basin.rightNode.Point.Y;
- FillBasinReq(tcx, tcx.Basin.bottomNode);
- }
- /// <summary>
- /// Recursive algorithm to fill a Basin with triangles
- /// </summary>
- private static void FillBasinReq( DTSweepContext tcx, AdvancingFrontNode node ) {
- if (IsShallow(tcx, node)) return; // if shallow stop filling
- Fill(tcx, node);
- if (node.Prev == tcx.Basin.leftNode && node.Next == tcx.Basin.rightNode) {
- return;
- } else if (node.Prev == tcx.Basin.leftNode) {
- Orientation o = TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point);
- if (o == Orientation.CW) return;
- node = node.Next;
- } else if (node.Next == tcx.Basin.rightNode) {
- Orientation o = TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point);
- if (o == Orientation.CCW) return;
- node = node.Prev;
- } else {
- // Continue with the neighbor node with lowest Y value
- if (node.Prev.Point.Y < node.Next.Point.Y) {
- node = node.Prev;
- } else {
- node = node.Next;
- }
- }
- FillBasinReq(tcx, node);
- }
- private static bool IsShallow( DTSweepContext tcx, AdvancingFrontNode node ) {
- double height;
- if (tcx.Basin.leftHighest) {
- height = tcx.Basin.leftNode.Point.Y - node.Point.Y;
- } else {
- height = tcx.Basin.rightNode.Point.Y - node.Point.Y;
- }
- if (tcx.Basin.width > height) {
- return true;
- }
- return false;
- }
- /// <summary>
- /// ???
- /// </summary>
- /// <param name="node">middle node</param>
- /// <returns>the angle between 3 front nodes</returns>
- private static double HoleAngle( AdvancingFrontNode node ) {
- // XXX: do we really need a signed angle for holeAngle?
- // could possible save some cycles here
- /* Complex plane
- * ab = cosA +i*sinA
- * ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
- * atan2(y,x) computes the principal value of the argument function
- * applied to the complex number x+iy
- * Where x = ax*bx + ay*by
- * y = ax*by - ay*bx
- */
- double px = node.Point.X;
- double py = node.Point.Y;
- double ax = node.Next.Point.X - px;
- double ay = node.Next.Point.Y - py;
- double bx = node.Prev.Point.X - px;
- double by = node.Prev.Point.Y - py;
- return Math.Atan2(ax * by - ay * bx, ax * bx + ay * by);
- }
- /// <summary>
- /// The basin angle is decided against the horizontal line [1,0]
- /// </summary>
- private static double BasinAngle( AdvancingFrontNode node ) {
- double ax = node.Point.X - node.Next.Next.Point.X;
- double ay = node.Point.Y - node.Next.Next.Point.Y;
- return Math.Atan2(ay, ax);
- }
- /// <summary>
- /// Adds a triangle to the advancing front to fill a hole.
- /// </summary>
- /// <param name="tcx"></param>
- /// <param name="node">middle node, that is the bottom of the hole</param>
- private static void Fill( DTSweepContext tcx, AdvancingFrontNode node ) {
- DelaunayTriangle triangle = new DelaunayTriangle(node.Prev.Point, node.Point, node.Next.Point);
- // TODO: should copy the cEdge value from neighbor triangles
- // for now cEdge values are copied during the legalize
- triangle.MarkNeighbor(node.Prev.Triangle);
- triangle.MarkNeighbor(node.Triangle);
- tcx.Triangles.Add(triangle);
- // Update the advancing front
- node.Prev.Next = node.Next;
- node.Next.Prev = node.Prev;
- tcx.RemoveNode(node);
- // If it was legalized the triangle has already been mapped
- if (!Legalize(tcx, triangle)) tcx.MapTriangleToNodes(triangle);
- }
- /// <summary>
- /// Returns true if triangle was legalized
- /// </summary>
- private static bool Legalize( DTSweepContext tcx, DelaunayTriangle t ) {
- // To legalize a triangle we start by finding if any of the three edges
- // violate the Delaunay condition
- for (int i = 0; i < 3; i++) {
- // TODO: fix so that cEdge is always valid when creating new triangles then we can check it here
- // instead of below with ot
- if (t.EdgeIsDelaunay[i]) continue;
- DelaunayTriangle ot = t.Neighbors[i];
- if (ot == null) continue;
- TriangulationPoint p = t.Points[i];
- TriangulationPoint op = ot.OppositePoint(t, p);
- int oi = ot.IndexOf(op);
- // If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization)
- // then we should not try to legalize
- if (ot.EdgeIsConstrained[oi] || ot.EdgeIsDelaunay[oi]) {
- t.EdgeIsConstrained[i] = ot.EdgeIsConstrained[oi]; // XXX: have no good way of setting this property when creating new triangles so lets set it here
- continue;
- }
- if (!TriangulationUtil.SmartIncircle(p,t.PointCCWFrom(p),t.PointCWFrom(p),op)) continue;
- // Lets mark this shared edge as Delaunay
- t.EdgeIsDelaunay[i] = true;
- ot.EdgeIsDelaunay[oi] = true;
- // Lets rotate shared edge one vertex CW to legalize it
- RotateTrianglePair(t, p, ot, op);
- // We now got one valid Delaunay Edge shared by two triangles
- // This gives us 4 new edges to check for Delaunay
- // Make sure that triangle to node mapping is done only one time for a specific triangle
- if (!Legalize(tcx, t)) tcx.MapTriangleToNodes(t);
- if (!Legalize(tcx, ot)) tcx.MapTriangleToNodes(ot);
- // Reset the Delaunay edges, since they only are valid Delaunay edges
- // until we add a new triangle or point.
- // XXX: need to think about this. Can these edges be tried after we
- // return to previous recursive level?
- t.EdgeIsDelaunay[i] = false;
- ot.EdgeIsDelaunay[oi] = false;
- // If triangle have been legalized no need to check the other edges since
- // the recursive legalization will handles those so we can end here.
- return true;
- }
- return false;
- }
- /// <summary>
- /// Rotates a triangle pair one vertex CW
- /// n2 n2
- /// P +-----+ P +-----+
- /// | t /| |\ t |
- /// | / | | \ |
- /// n1| / |n3 n1| \ |n3
- /// | / | after CW | \ |
- /// |/ oT | | oT \|
- /// +-----+ oP +-----+
- /// n4 n4
- /// </summary>
- private static void RotateTrianglePair( DelaunayTriangle t, TriangulationPoint p, DelaunayTriangle ot, TriangulationPoint op ) {
- DelaunayTriangle n1, n2, n3, n4;
- n1 = t.NeighborCCWFrom(p);
- n2 = t.NeighborCWFrom(p);
- n3 = ot.NeighborCCWFrom(op);
- n4 = ot.NeighborCWFrom(op);
- bool ce1, ce2, ce3, ce4;
- ce1 = t.GetConstrainedEdgeCCW(p);
- ce2 = t.GetConstrainedEdgeCW(p);
- ce3 = ot.GetConstrainedEdgeCCW(op);
- ce4 = ot.GetConstrainedEdgeCW(op);
- bool de1, de2, de3, de4;
- de1 = t.GetDelaunayEdgeCCW(p);
- de2 = t.GetDelaunayEdgeCW(p);
- de3 = ot.GetDelaunayEdgeCCW(op);
- de4 = ot.GetDelaunayEdgeCW(op);
- t.Legalize(p, op);
- ot.Legalize(op, p);
- // Remap dEdge
- ot.SetDelaunayEdgeCCW(p, de1);
- t.SetDelaunayEdgeCW(p, de2);
- t.SetDelaunayEdgeCCW(op, de3);
- ot.SetDelaunayEdgeCW(op, de4);
- // Remap cEdge
- ot.SetConstrainedEdgeCCW(p, ce1);
- t.SetConstrainedEdgeCW(p, ce2);
- t.SetConstrainedEdgeCCW(op, ce3);
- ot.SetConstrainedEdgeCW(op, ce4);
- // Remap neighbors
- // XXX: might optimize the markNeighbor by keeping track of
- // what side should be assigned to what neighbor after the
- // rotation. Now mark neighbor does lots of testing to find
- // the right side.
- t.Neighbors.Clear();
- ot.Neighbors.Clear();
- if (n1 != null) ot.MarkNeighbor(n1);
- if (n2 != null) t.MarkNeighbor(n2);
- if (n3 != null) t.MarkNeighbor(n3);
- if (n4 != null) ot.MarkNeighbor(n4);
- t.MarkNeighbor(ot);
- }
- }
- }
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