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Cryville.EEW.Unity/Assets/Plugins/Poly2Tri/Triangulation/TriangulationPoint.cs
2025-02-14 16:06:00 +08:00

244 lines
7.8 KiB
C#

/* 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.
*/
using System;
using System.Collections;
using System.Collections.Generic;
namespace Poly2Tri
{
public class TriangulationPoint : Point2D
{
public static readonly double kVertexCodeDefaultPrecision = 8.0;
public override double X
{
get { return mX; }
set
{
if (value != mX)
{
mX = value;
mVertexCode = TriangulationPoint.CreateVertexCode(mX, mY, kVertexCodeDefaultPrecision);
// Technically, we should change the ConstraintCodes of any edges that contain this point.
// We don't for 2 reasons:
// 1) Currently the only time we care about Vertex/Constraint Codes is when entering data in the point-set.
// Once the data is being used by the algorithm, the point locations are (currently) not modified.
// 2) Since this Point's Edge list will only contain SOME of the edges that this point is a part of,
// there currently isn't a way to (easily) get any edges that contain this point but are not in this
// point's edge list.
}
}
}
public override double Y
{
get { return mY; }
set
{
if (value != mY)
{
mY = value;
mVertexCode = TriangulationPoint.CreateVertexCode(mX, mY, kVertexCodeDefaultPrecision);
// Technically, we should change the ConstraintCodes of any edges that contain this point.
// We don't for 2 reasons:
// 1) Currently the only time we care about Vertex/Constraint Codes is when entering data in the point-set.
// Once the data is being used by the algorithm, the point locations are (currently) not modified.
// 2) Since this Point's Edge list will only contain SOME of the edges that this point is a part of,
// there currently isn't a way to (easily) get any edges that contain this point but are not in this
// point's edge list.
}
}
}
protected uint mVertexCode = 0;
public uint VertexCode { get { return mVertexCode; } }
// List of edges this point constitutes an upper ending point (CDT)
public List<DTSweepConstraint> Edges { get; private set; }
public bool HasEdges { get { return Edges != null; } }
public TriangulationPoint(double x, double y)
: this(x, y, kVertexCodeDefaultPrecision)
{
}
public TriangulationPoint(double x, double y, double precision)
: base(x,y)
{
mVertexCode = TriangulationPoint.CreateVertexCode(x, y, precision);
}
public override string ToString()
{
return base.ToString() + ":{" + mVertexCode.ToString() + "}";
}
public override int GetHashCode()
{
return (int)mVertexCode;
}
public override bool Equals(object obj)
{
TriangulationPoint p2 = obj as TriangulationPoint;
if (p2 != null)
{
return mVertexCode == p2.VertexCode;
}
else
{
return base.Equals(obj);
}
}
public override void Set(double x, double y)
{
if (x != mX || y != mY)
{
mX = x;
mY = y;
mVertexCode = TriangulationPoint.CreateVertexCode(mX, mY, kVertexCodeDefaultPrecision);
}
}
public static uint CreateVertexCode(double x, double y, double precision)
{
float fx = (float)MathUtil.RoundWithPrecision(x, precision);
float fy = (float)MathUtil.RoundWithPrecision(y, precision);
uint vc = MathUtil.Jenkins32Hash(BitConverter.GetBytes(fx), 0);
vc = MathUtil.Jenkins32Hash(BitConverter.GetBytes(fy), vc);
return vc;
}
public void AddEdge(DTSweepConstraint e)
{
if (Edges == null)
{
Edges = new List<DTSweepConstraint>();
}
Edges.Add(e);
}
public bool HasEdge(TriangulationPoint p)
{
DTSweepConstraint tmp = null;
return GetEdge(p, out tmp);
}
public bool GetEdge(TriangulationPoint p, out DTSweepConstraint edge)
{
edge = null;
if (Edges == null || Edges.Count < 1 || p == null || p.Equals(this))
{
return false;
}
foreach (DTSweepConstraint sc in Edges)
{
if ((sc.P.Equals(this) && sc.Q.Equals(p)) || (sc.P.Equals(p) && sc.Q.Equals(this)))
{
edge = sc;
return true;
}
}
return false;
}
public static Point2D ToPoint2D(TriangulationPoint p)
{
return p as Point2D;
}
}
public class TriangulationPointEnumerator : IEnumerator<TriangulationPoint>
{
protected IList<Point2D> mPoints;
protected int position = -1; // Enumerators are positioned before the first element until the first MoveNext() call.
public TriangulationPointEnumerator(IList<Point2D> points)
{
mPoints = points;
}
public bool MoveNext()
{
position++;
return (position < mPoints.Count);
}
public void Reset()
{
position = -1;
}
void IDisposable.Dispose() { }
Object IEnumerator.Current { get { return Current; } }
public TriangulationPoint Current
{
get
{
if (position < 0 || position >= mPoints.Count)
{
return null;
}
return mPoints[position] as TriangulationPoint;
}
}
}
public class TriangulationPointList : Point2DList
{
}
}