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

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5.1 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.
*/
/**
* Forces a triangle edge between two points p and q
* when triangulating. For example used to enforce
* Polygon Edges during a polygon triangulation.
*
* @author Thomas Åhlén, thahlen@gmail.com
*/
using System;
namespace Poly2Tri
{
public class Edge
{
protected Point2D mP = null;
protected Point2D mQ = null;
public Point2D EdgeStart { get { return mP; } set { mP= value;} }
public Point2D EdgeEnd { get { return mQ; } set { mQ = value; } }
public Edge() { mP = null; mQ = null; }
public Edge(Point2D edgeStart, Point2D edgeEnd)
{
mP = edgeStart;
mQ = edgeEnd;
}
}
public class TriangulationConstraint : Edge
{
private uint mContraintCode = 0;
public TriangulationPoint P
{
get { return mP as TriangulationPoint; }
set
{
// Note: intentionally use != instead of !Equals() because we
// WANT to compare pointer values here rather than VertexCode values
if (value != null && mP != value)
{
mP = value;
CalculateContraintCode();
}
}
}
public TriangulationPoint Q
{
get { return mQ as TriangulationPoint; }
set
{
// Note: intentionally use != instead of !Equals() because we
// WANT to compare pointer values here rather than VertexCode values
if (value != null && mQ != value)
{
mQ = value;
CalculateContraintCode();
}
}
}
public uint ConstraintCode { get { return mContraintCode; } }
/// <summary>
/// Give two points in any order. Will always be ordered so
/// that q.y > p.y and q.x > p.x if same y value
/// </summary>
public TriangulationConstraint(TriangulationPoint p1, TriangulationPoint p2)
{
mP = p1;
mQ = p2;
if (p1.Y > p2.Y)
{
mQ = p1;
mP = p2;
}
else if (p1.Y == p2.Y)
{
if (p1.X > p2.X)
{
mQ = p1;
mP = p2;
}
else if (p1.X == p2.X)
{
// logger.info( "Failed to create constraint {}={}", p1, p2 );
// throw new DuplicatePointException( p1 + "=" + p2 );
// return;
}
}
CalculateContraintCode();
}
public override string ToString()
{
return "[P=" + P.ToString() + ", Q=" + Q.ToString() + " : {" + mContraintCode.ToString() + "}]";
}
public void CalculateContraintCode()
{
mContraintCode = TriangulationConstraint.CalculateContraintCode(P, Q);
}
public static uint CalculateContraintCode(TriangulationPoint p, TriangulationPoint q)
{
if (p == null || p == null)
{
throw new ArgumentNullException();
}
uint constraintCode = MathUtil.Jenkins32Hash(BitConverter.GetBytes(p.VertexCode), 0);
constraintCode = MathUtil.Jenkins32Hash(BitConverter.GetBytes(q.VertexCode), constraintCode);
return constraintCode;
}
}
}