/* 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 WPM.Poly2Tri { #pragma warning disable 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); } } } #pragma warning restore