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

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8.7 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.Generic;
using System.Text;
namespace Poly2Tri
{
public class PointSet : Point2DList, ITriangulatable, IEnumerable<TriangulationPoint>, IList<TriangulationPoint>
{
protected Dictionary<uint, TriangulationPoint> mPointMap = new Dictionary<uint, TriangulationPoint>();
public IList<TriangulationPoint> Points { get { return this; } private set { } }
public IList<DelaunayTriangle> Triangles { get; private set; }
public string FileName { get; set; }
public bool DisplayFlipX { get; set; }
public bool DisplayFlipY { get; set; }
public float DisplayRotate { get; set; }
protected 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; } }
public virtual TriangulationMode TriangulationMode { get { return TriangulationMode.Unconstrained; } }
public new TriangulationPoint this[int index]
{
get { return mPoints[index] as TriangulationPoint; }
set { mPoints[index] = value; }
}
public PointSet(List<TriangulationPoint> bounds)
{
//Points = new List<TriangulationPoint>();
foreach (TriangulationPoint p in bounds)
{
Add(p, -1, false);
// Only the initial points are counted toward min/max x/y as they
// are considered to be the boundaries of the point-set
mBoundingBox.AddPoint(p);
}
mEpsilon = CalculateEpsilon();
mWindingOrder = WindingOrderType.Unknown; // not valid for a point-set
}
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 as TriangulationPoint, -1, false);
}
public virtual void Add(TriangulationPoint p)
{
Add(p, -1, false);
}
protected override void Add(Point2D p, int idx, bool constrainToBounds)
{
Add(p as TriangulationPoint, idx, constrainToBounds);
}
protected bool Add(TriangulationPoint p, int idx, bool constrainToBounds)
{
if (p == null)
{
return false;
}
if (constrainToBounds)
{
ConstrainPointToBounds(p);
}
// if we already have an instance of the point, then don't bother inserting it again as duplicate points
// will actually cause some real problems later on. Still return true though to indicate that the point
// is successfully "added"
if (mPointMap.ContainsKey(p.VertexCode))
{
return true;
}
mPointMap.Add(p.VertexCode, p);
if (idx < 0)
{
mPoints.Add(p);
}
else
{
mPoints.Insert(idx, p);
}
return true;
}
public override void AddRange(IEnumerator<Point2D> iter, WindingOrderType windingOrder)
{
if (iter == null)
{
return;
}
iter.Reset();
while (iter.MoveNext())
{
Add(iter.Current);
}
}
public virtual bool AddRange(List<TriangulationPoint> points)
{
bool bOK = true;
foreach (TriangulationPoint p in points)
{
bOK = Add(p, -1, false) && bOK;
}
return bOK;
}
public bool TryGetPoint(double x, double y, out TriangulationPoint p)
{
uint vc = TriangulationPoint.CreateVertexCode(x, y, Precision);
if (mPointMap.TryGetValue(vc, out p))
{
return true;
}
return false;
}
//public override void Insert(int idx, Point2D item)
//{
// Add(item, idx, true);
//}
public void Insert(int idx, TriangulationPoint item)
{
mPoints.Insert(idx, item);
}
public override bool Remove(Point2D p)
{
return mPoints.Remove(p);
}
public bool Remove(TriangulationPoint p)
{
return mPoints.Remove(p);
}
public override void RemoveAt(int idx)
{
if (idx < 0 || idx >= Count)
{
return;
}
mPoints.RemoveAt(idx);
}
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;
}
}
// returns true if the point is changed, false if the point is unchanged
protected bool ConstrainPointToBounds(Point2D p)
{
double oldX = p.X;
double oldY = p.Y;
p.X = Math.Max(MinX, p.X);
p.X = Math.Min(MaxX, p.X);
p.Y = Math.Max(MinY, p.Y);
p.Y = Math.Min(MaxY, p.Y);
return (p.X != oldX) || (p.Y != oldY);
}
protected bool ConstrainPointToBounds(TriangulationPoint p)
{
double oldX = p.X;
double oldY = p.Y;
p.X = Math.Max(MinX, p.X);
p.X = Math.Min(MaxX, p.X);
p.Y = Math.Max(MinY, p.Y);
p.Y = Math.Min(MaxY, p.Y);
return (p.X != oldX) || (p.Y != oldY);
}
public virtual void AddTriangle(DelaunayTriangle t)
{
Triangles.Add(t);
}
public void AddTriangles(IEnumerable<DelaunayTriangle> list)
{
foreach (var tri in list)
{
AddTriangle(tri);
}
}
public void ClearTriangles()
{
Triangles.Clear();
}
public virtual bool Initialize()
{
return true;
}
public virtual void Prepare(TriangulationContext tcx)
{
if (Triangles == null)
{
Triangles = new List<DelaunayTriangle>(Points.Count);
}
else
{
Triangles.Clear();
}
tcx.Points.AddRange(Points);
}
}
}