feat: Initial commit
This commit is contained in:
@@ -0,0 +1,447 @@
|
||||
/* 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;
|
||||
|
||||
namespace Poly2Tri
|
||||
{
|
||||
public class DelaunayTriangle
|
||||
{
|
||||
|
||||
public FixedArray3<TriangulationPoint> Points;
|
||||
public FixedArray3<DelaunayTriangle> Neighbors;
|
||||
private FixedBitArray3 mEdgeIsConstrained;
|
||||
public FixedBitArray3 EdgeIsConstrained { get { return mEdgeIsConstrained; } }
|
||||
public FixedBitArray3 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!");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public void ClearNeighbors()
|
||||
{
|
||||
Neighbors[0] = Neighbors[1] = Neighbors[2] = null;
|
||||
}
|
||||
|
||||
|
||||
public void ClearNeighbor(DelaunayTriangle triangle)
|
||||
{
|
||||
if (Neighbors[0] == triangle)
|
||||
{
|
||||
Neighbors[0] = null;
|
||||
}
|
||||
else if (Neighbors[1] == triangle)
|
||||
{
|
||||
Neighbors[1] = null;
|
||||
}
|
||||
else if( Neighbors[2] == triangle)
|
||||
{
|
||||
Neighbors[2] = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears all references to all other triangles and points
|
||||
/// </summary>
|
||||
public void Clear()
|
||||
{
|
||||
DelaunayTriangle t;
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
t = Neighbors[i];
|
||||
if (t != null)
|
||||
{
|
||||
t.ClearNeighbor(this);
|
||||
}
|
||||
}
|
||||
ClearNeighbors();
|
||||
Points[0] = Points[1] = Points[2] = null;
|
||||
}
|
||||
|
||||
/// <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)
|
||||
{
|
||||
mEdgeIsConstrained[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)
|
||||
{
|
||||
mEdgeIsConstrained[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)]; }
|
||||
|
||||
protected void SetConstrainedEdge(int idx, bool ce)
|
||||
{
|
||||
//if (ce == false && EdgeIsConstrained[idx])
|
||||
//{
|
||||
// DTSweepConstraint edge = null;
|
||||
// if (GetEdge(idx, out edge))
|
||||
// {
|
||||
// Console.WriteLine("Removing pre-defined constraint from edge " + edge.ToString());
|
||||
// }
|
||||
//}
|
||||
mEdgeIsConstrained[idx] = ce;
|
||||
}
|
||||
public void SetConstrainedEdgeCCW(TriangulationPoint p, bool ce)
|
||||
{
|
||||
int idx = (IndexOf(p) + 2) % 3;
|
||||
SetConstrainedEdge(idx, ce);
|
||||
}
|
||||
public void SetConstrainedEdgeCW(TriangulationPoint p, bool ce)
|
||||
{
|
||||
int idx = (IndexOf(p) + 1) % 3;
|
||||
SetConstrainedEdge(idx, ce);
|
||||
}
|
||||
public void SetConstrainedEdgeAcross(TriangulationPoint p, bool ce)
|
||||
{
|
||||
int idx = IndexOf(p);
|
||||
SetConstrainedEdge(idx, 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; }
|
||||
|
||||
|
||||
public bool GetEdge(int idx, out DTSweepConstraint edge)
|
||||
{
|
||||
edge = null;
|
||||
if (idx < 0 || idx > 2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
TriangulationPoint p1 = Points[(idx + 1) % 3];
|
||||
TriangulationPoint p2 = Points[(idx + 2) % 3];
|
||||
if (p1.GetEdge(p2, out edge))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
else if (p2.GetEdge(p1, out edge))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
public bool GetEdgeCCW(TriangulationPoint p, out DTSweepConstraint edge)
|
||||
{
|
||||
int pointIndex = IndexOf(p);
|
||||
int edgeIdx = (pointIndex + 2)%3;
|
||||
|
||||
return GetEdge(edgeIdx, out edge);
|
||||
}
|
||||
|
||||
public bool GetEdgeCW(TriangulationPoint p, out DTSweepConstraint edge)
|
||||
{
|
||||
int pointIndex = IndexOf(p);
|
||||
int edgeIdx = (pointIndex + 1) % 3;
|
||||
|
||||
return GetEdge(edgeIdx, out edge);
|
||||
}
|
||||
|
||||
public bool GetEdgeAcross(TriangulationPoint p, out DTSweepConstraint edge)
|
||||
{
|
||||
int pointIndex = IndexOf(p);
|
||||
int edgeIdx = pointIndex;
|
||||
|
||||
return GetEdge(edgeIdx, out edge);
|
||||
}
|
||||
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user