244 lines
7.8 KiB
C#
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
|
|
{
|
|
|
|
}
|
|
|
|
} |