/* 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 Points; public FixedArray3 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); } /// /// Update neighbor pointers /// /// Point 1 of the shared edge /// Point 2 of the shared edge /// This triangle's new neighbor 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; } /// /// Exhaustive search to update neighbor pointers /// 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; } } /// /// Clears all references to all other triangles and points /// 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; } /// Opposite triangle /// The point in t that isn't shared between the triangles 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; } /// /// Legalize triangle by rotating clockwise around oPoint /// /// The origin point to rotate around /// ??? public void Legalize(TriangulationPoint oPoint, TriangulationPoint nPoint) { RotateCW(); Points[IndexCCWFrom(oPoint)] = nPoint; } public override string ToString() { return Points[0] + "," + Points[1] + "," + Points[2]; } /// /// Finalize edge marking /// 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 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); } /// /// Mark edge as constrained /// 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); } /// /// Get the index of the neighbor that shares this edge (or -1 if it isn't shared) /// /// index of the shared edge or -1 if edge isn't shared 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); } } }