feat: Initial commit

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2025-02-14 16:06:00 +08:00
commit da75a84e02
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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
/// Polygon constructors sprused up, checks for 3+ polys
/// Naming of everything
/// getTriangulationMode() -> TriangulationMode { get; }
/// Exceptions replaced
/// Future possibilities
/// We have a lot of Add/Clear methods -- we may prefer to just expose the container
/// Some self-explanatory methods may deserve commenting anyways
using System;
using System.Collections.Generic;
using System.Linq;
namespace Poly2Tri
{
public class Polygon : Point2DList, ITriangulatable, IEnumerable<TriangulationPoint>, IList<TriangulationPoint>
{
// ITriangulatable Implementation
protected Dictionary<uint, TriangulationPoint> mPointMap = new Dictionary<uint, TriangulationPoint>();
public IList<TriangulationPoint> Points { get { return this; } }
protected List<DelaunayTriangle> mTriangles;
public IList<DelaunayTriangle> Triangles { get { return mTriangles; } }
public TriangulationMode TriangulationMode { get { return TriangulationMode.Polygon; } }
public string FileName { get; set; }
public bool DisplayFlipX { get; set; }
public bool DisplayFlipY { get; set; }
public float DisplayRotate { get; set; }
private double mPrecision = TriangulationPoint.kVertexCodeDefaultPrecision;
public double Precision { get { return mPrecision; } set { mPrecision = value; } }
public double MinX { get { return mBoundingBox.MinX; } }
public double MaxX { get { return mBoundingBox.MaxX; } }
public double MinY { get { return mBoundingBox.MinY; } }
public double MaxY { get { return mBoundingBox.MaxY; } }
public Rect2D Bounds { get { return mBoundingBox; } }
// Point2DList overrides
public new TriangulationPoint this[int index]
{
get { return mPoints[index] as TriangulationPoint; }
set { mPoints[index] = value; }
}
// Polygon Implementation
protected List<Polygon> mHoles;
public IList<Polygon> Holes { get { return mHoles; } }
protected List<TriangulationPoint> mSteinerPoints;
protected PolygonPoint _last;
/// <summary>
/// Create a polygon from a list of at least 3 points with no duplicates.
/// </summary>
/// <param name="points">A list of unique points</param>
public Polygon(IList<PolygonPoint> points)
{
if (points.Count < 3)
{
throw new ArgumentException("List has fewer than 3 points", "points");
}
AddRange(points, WindingOrderType.Unknown);
}
/// <summary>
/// Create a polygon from a list of at least 3 points with no duplicates.
/// </summary>
/// <param name="points">A list of unique points.</param>
public Polygon(IEnumerable<PolygonPoint> points)
: this((points as IList<PolygonPoint>) ?? points.ToArray())
{}
/// <summary>
/// Create a polygon from a list of at least 3 points with no duplicates.
/// </summary>
/// <param name="points">A list of unique points.</param>
public Polygon(params PolygonPoint[] points)
: this((IList<PolygonPoint>)points)
{}
IEnumerator<TriangulationPoint> IEnumerable<TriangulationPoint>.GetEnumerator()
{
return new TriangulationPointEnumerator(mPoints);
}
public int IndexOf(TriangulationPoint p)
{
return mPoints.IndexOf(p);
}
public override void Add(Point2D p)
{
Add(p, -1, true);
}
public void Add(TriangulationPoint p)
{
Add(p, -1, true);
}
public void Add(PolygonPoint p)
{
Add(p, -1, true);
}
protected override void Add(Point2D p, int idx, bool bCalcWindingOrderAndEpsilon)
{
TriangulationPoint pt = p as TriangulationPoint;
if (pt == null)
{
// we only store TriangulationPoints and PolygonPoints in this class
return;
}
// do not insert duplicate points
if (mPointMap.ContainsKey(pt.VertexCode))
{
return;
}
mPointMap.Add(pt.VertexCode, pt);
base.Add(p, idx, bCalcWindingOrderAndEpsilon);
PolygonPoint pp = p as PolygonPoint;
if (pp != null)
{
pp.Previous = _last;
if (_last != null)
{
pp.Next = _last.Next;
_last.Next = pp;
}
_last = pp;
}
return;
}
public void AddRange(IList<PolygonPoint> points, Point2DList.WindingOrderType windingOrder)
{
if (points == null || points.Count < 1)
{
return;
}
if (mWindingOrder == Point2DList.WindingOrderType.Unknown && Count == 0)
{
mWindingOrder = windingOrder;
}
int numPoints = points.Count;
bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder);
for (int i = 0; i < numPoints; ++i)
{
int idx = i;
if (bReverseReadOrder)
{
idx = points.Count - i - 1;
}
Add(points[idx], -1, false);
}
if (mWindingOrder == WindingOrderType.Unknown)
{
mWindingOrder = CalculateWindingOrder();
}
mEpsilon = CalculateEpsilon();
}
public void AddRange(IList<TriangulationPoint> points, Point2DList.WindingOrderType windingOrder)
{
if (points == null || points.Count < 1)
{
return;
}
if (mWindingOrder == Point2DList.WindingOrderType.Unknown && Count == 0)
{
mWindingOrder = windingOrder;
}
int numPoints = points.Count;
bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder);
for (int i = 0; i < numPoints; ++i)
{
int idx = i;
if (bReverseReadOrder)
{
idx = points.Count - i - 1;
}
Add(points[idx], -1, false);
}
if (mWindingOrder == WindingOrderType.Unknown)
{
mWindingOrder = CalculateWindingOrder();
}
mEpsilon = CalculateEpsilon();
}
public void Insert(int idx, TriangulationPoint p)
{
Add(p, idx, true);
}
public bool Remove(TriangulationPoint p)
{
return base.Remove(p);
}
/// <summary>
/// Removes a point from the polygon. Note this can be a somewhat expensive operation
/// as it must recalculate the bounding area from scratch.
/// </summary>
/// <param name="p"></param>
public void RemovePoint(PolygonPoint p)
{
PolygonPoint next, prev;
next = p.Next;
prev = p.Previous;
prev.Next = next;
next.Previous = prev;
mPoints.Remove(p);
mBoundingBox.Clear();
foreach (PolygonPoint tmp in mPoints)
{
mBoundingBox.AddPoint(tmp);
}
}
public bool Contains(TriangulationPoint p)
{
return mPoints.Contains(p);
}
public void CopyTo(TriangulationPoint[] array, int arrayIndex)
{
int numElementsToCopy = Math.Min(Count, array.Length - arrayIndex);
for (int i = 0; i < numElementsToCopy; ++i)
{
array[arrayIndex + i] = mPoints[i] as TriangulationPoint;
}
}
public void AddSteinerPoint(TriangulationPoint point)
{
if (mSteinerPoints == null)
{
mSteinerPoints = new List<TriangulationPoint>();
}
mSteinerPoints.Add(point);
}
public void AddSteinerPoints(List<TriangulationPoint> points)
{
if (mSteinerPoints == null)
{
mSteinerPoints = new List<TriangulationPoint>();
}
mSteinerPoints.AddRange(points);
}
public void ClearSteinerPoints()
{
if (mSteinerPoints != null)
{
mSteinerPoints.Clear();
}
}
/// <summary>
/// Add a hole to the polygon.
/// </summary>
/// <param name="poly">A subtraction polygon fully contained inside this polygon.</param>
public void AddHole(Polygon poly)
{
if (mHoles == null)
{
mHoles = new List<Polygon>();
}
mHoles.Add(poly);
// XXX: tests could be made here to be sure it is fully inside
// addSubtraction( poly.getPoints() );
}
public void AddTriangle(DelaunayTriangle t)
{
mTriangles.Add(t);
}
public void AddTriangles(IEnumerable<DelaunayTriangle> list)
{
mTriangles.AddRange(list);
}
public void ClearTriangles()
{
if (mTriangles != null)
{
mTriangles.Clear();
}
}
public bool IsPointInside(TriangulationPoint p)
{
return PolygonUtil.PointInPolygon2D(this, p);
}
/// <summary>
/// Creates constraints and populates the context with points
/// </summary>
/// <param name="tcx">The context</param>
public void Prepare(TriangulationContext tcx)
{
if (mTriangles == null)
{
mTriangles = new List<DelaunayTriangle>(mPoints.Count);
}
else
{
mTriangles.Clear();
}
// Outer constraints
for (int i = 0; i < mPoints.Count - 1; i++)
{
//tcx.NewConstraint(mPoints[i], mPoints[i + 1]);
tcx.NewConstraint(this[i], this[i + 1]);
}
tcx.NewConstraint(this[0], this[Count - 1]);
tcx.Points.AddRange(this);
// Hole constraints
if (mHoles != null)
{
foreach (Polygon p in mHoles)
{
for (int i = 0; i < p.mPoints.Count - 1; i++)
{
tcx.NewConstraint(p[i], p[i + 1]);
}
tcx.NewConstraint(p[0], p[p.Count - 1]);
tcx.Points.AddRange(p);
}
}
if (mSteinerPoints != null)
{
tcx.Points.AddRange(mSteinerPoints);
}
}
}
}