/* 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 WPM.Poly2Tri { /// /// This is basically a light-weight version of the Polygon class, but with limited functionality and /// used for different purposes. Nonetheless, for all intents and purposes, this should actually be /// a polygon (though not a Polygon..) /// public class Contour : Point2DList, ITriangulatable, IEnumerable, IList { private List mHoles = new List (); private ITriangulatable mParent = null; private string mName = ""; public new TriangulationPoint this [int index] { get { return mPoints [index] as TriangulationPoint; } set { mPoints [index] = value; } } public string Name { get { return mName; } set { mName = value; } } public IList Triangles { get { throw new NotImplementedException ("PolyHole.Triangles should never get called"); } private set { } } public TriangulationMode TriangulationMode { get { return mParent.TriangulationMode; } } public string FileName { get { return mParent.FileName; } set { } } public bool DisplayFlipX { get { return mParent.DisplayFlipX; } set { } } public bool DisplayFlipY { get { return mParent.DisplayFlipY; } set { } } public float DisplayRotate { get { return mParent.DisplayRotate; } set { } } public double Precision { get { return mParent.Precision; } set { } } 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 Contour (ITriangulatable parent) { mParent = parent; } public Contour (ITriangulatable parent, IList points, Point2DList.WindingOrderType windingOrder) { // Currently assumes that input is pre-checked for validity mParent = parent; AddRange (points, windingOrder); } public override string ToString () { return mName + " : " + base.ToString (); } IEnumerator IEnumerable.GetEnumerator () { return new TriangulationPointEnumerator (mPoints); } public int IndexOf (TriangulationPoint p) { return mPoints.IndexOf (p); } public void Add (TriangulationPoint p) { Add (p, -1, true); } protected override void Add (Point2D p, int idx, bool bCalcWindingOrderAndEpsilon) { TriangulationPoint pt = null; if (p is TriangulationPoint) { pt = p as TriangulationPoint; } else { pt = new TriangulationPoint (p.X, p.Y); } if (idx < 0) { mPoints.Add (pt); } else { mPoints.Insert (idx, pt); } mBoundingBox.AddPoint (pt); if (bCalcWindingOrderAndEpsilon) { if (mWindingOrder == WindingOrderType.Unknown) { mWindingOrder = CalculateWindingOrder (); } mEpsilon = CalculateEpsilon (); } } public override void AddRange (IEnumerator iter, WindingOrderType windingOrder) { if (iter == null) { return; } if (mWindingOrder == WindingOrderType.Unknown && Count == 0) { mWindingOrder = windingOrder; } bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder); bool bAddedFirst = true; int startCount = mPoints.Count; iter.Reset (); while (iter.MoveNext()) { TriangulationPoint pt = null; if (iter.Current is TriangulationPoint) { pt = iter.Current as TriangulationPoint; } else { pt = new TriangulationPoint (iter.Current.X, iter.Current.Y); } if (!bAddedFirst) { bAddedFirst = true; mPoints.Add (pt); } else if (bReverseReadOrder) { mPoints.Insert (startCount, pt); } else { mPoints.Add (pt); } mBoundingBox.AddPoint (iter.Current); } if (mWindingOrder == WindingOrderType.Unknown && windingOrder == WindingOrderType.Unknown) { mWindingOrder = CalculateWindingOrder (); } mEpsilon = CalculateEpsilon (); } public void AddRange (IList points, Point2DList.WindingOrderType windingOrder) { if (points == null || points.Count < 1) { return; } if (mWindingOrder == Point2DList.WindingOrderType.Unknown && Count == 0) { mWindingOrder = windingOrder; } int numPoints = points.Count; bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder); for (int i = 0; i < numPoints; ++i) { int idx = i; if (bReverseReadOrder) { idx = points.Count - i - 1; } Add (points [idx], -1, false); } if (mWindingOrder == WindingOrderType.Unknown) { mWindingOrder = CalculateWindingOrder (); } mEpsilon = CalculateEpsilon (); } public void Insert (int idx, TriangulationPoint p) { Add (p, idx, true); } public bool Remove (TriangulationPoint p) { return Remove (p as Point2D); } 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; } } protected void AddHole (Contour c) { // no checking is done here as we rely on InitializeHoles for that c.mParent = this; mHoles.Add (c); } /// /// returns number of holes that are actually holes, including all children of children, etc. Does NOT /// include holes that are not actually holes. For example, if the parent is not a hole and this contour has /// a hole that contains a hole, then the number of holes returned would be 2 - one for the current hole (because /// the parent is NOT a hole and thus this hole IS a hole), and 1 for the child of the child. /// /// /// public int GetNumHoles (bool parentIsHole) { int numHoles = parentIsHole ? 0 : 1; foreach (Contour c in mHoles) { numHoles += c.GetNumHoles (!parentIsHole); } return numHoles; } /// /// returns the basic number of child holes of THIS contour, not including any children of children, etc nor /// examining whether any children are actual holes. /// /// public int GetNumHoles () { return mHoles.Count; } public Contour GetHole (int idx) { if (idx < 0 || idx >= mHoles.Count) { return null; } return mHoles [idx]; } public void GetActualHoles (bool parentIsHole, ref List holes) { if (parentIsHole) { holes.Add (this); } foreach (Contour c in mHoles) { c.GetActualHoles (!parentIsHole, ref holes); } } public List.Enumerator GetHoleEnumerator () { return mHoles.GetEnumerator (); } public void InitializeHoles (ConstrainedPointSet cps) { Contour.InitializeHoles (mHoles, this, cps); foreach (Contour c in mHoles) { c.InitializeHoles (cps); } } public static void InitializeHoles (List holes, ITriangulatable parent, ConstrainedPointSet cps) { int numHoles = holes.Count; int holeIdx = 0; // pass 1 - remove duplicates while (holeIdx < numHoles) { int hole2Idx = holeIdx + 1; while (hole2Idx < numHoles) { bool bSamePolygon = PolygonUtil.PolygonsAreSame2D (holes [holeIdx], holes [hole2Idx]); if (bSamePolygon) { // remove one of them holes.RemoveAt (hole2Idx); --numHoles; } else { ++hole2Idx; } } ++holeIdx; } // pass 2: Intersections and Containment holeIdx = 0; while (holeIdx < numHoles) { bool bIncrementHoleIdx = true; int hole2Idx = holeIdx + 1; while (hole2Idx < numHoles) { if (PolygonUtil.PolygonContainsPolygon (holes [holeIdx], holes [holeIdx].Bounds, holes [hole2Idx], holes [hole2Idx].Bounds, false)) { holes [holeIdx].AddHole (holes [hole2Idx]); holes.RemoveAt (hole2Idx); --numHoles; } else if (PolygonUtil.PolygonContainsPolygon (holes [hole2Idx], holes [hole2Idx].Bounds, holes [holeIdx], holes [holeIdx].Bounds, false)) { holes [hole2Idx].AddHole (holes [holeIdx]); holes.RemoveAt (holeIdx); --numHoles; bIncrementHoleIdx = false; break; } else { bool bIntersect = PolygonUtil.PolygonsIntersect2D (holes [holeIdx], holes [holeIdx].Bounds, holes [hole2Idx], holes [hole2Idx].Bounds); if (bIntersect) { // this is actually an error condition // fix by merging hole1 and hole2 into hole1 (including the holes inside hole2!) and delete hole2 // Then, because hole1 is now changed, restart it's check. PolygonOperationContext ctx = new PolygonOperationContext (); if (!ctx.Init (PolygonUtil.PolyOperation.Union | PolygonUtil.PolyOperation.Intersect, holes [holeIdx], holes [hole2Idx])) { if (ctx.mError == PolygonUtil.PolyUnionError.Poly1InsidePoly2) { holes [hole2Idx].AddHole (holes [holeIdx]); holes.RemoveAt (holeIdx); --numHoles; bIncrementHoleIdx = false; break; } else { throw new Exception ("PolygonOperationContext.Init had an error during initialization"); } } PolygonUtil.PolyUnionError pue = PolygonUtil.PolygonOperation (ctx); if (pue == PolygonUtil.PolyUnionError.None) { Point2DList union = ctx.Union; Point2DList intersection = ctx.Intersect; // create a new contour for the union Contour c = new Contour (parent); c.AddRange (union); c.Name = "(" + holes [holeIdx].Name + " UNION " + holes [hole2Idx].Name + ")"; c.WindingOrder = Point2DList.WindingOrderType.Default; // add children from both of the merged contours int numChildHoles = holes [holeIdx].GetNumHoles (); for (int i = 0; i < numChildHoles; ++i) { c.AddHole (holes [holeIdx].GetHole (i)); } numChildHoles = holes [hole2Idx].GetNumHoles (); for (int i = 0; i < numChildHoles; ++i) { c.AddHole (holes [hole2Idx].GetHole (i)); } // make sure we preserve the contours of the intersection Contour cInt = new Contour (c); cInt.AddRange (intersection); cInt.Name = "(" + holes [holeIdx].Name + " INTERSECT " + holes [hole2Idx].Name + ")"; cInt.WindingOrder = Point2DList.WindingOrderType.Default; c.AddHole (cInt); // replace the current contour with the merged contour holes [holeIdx] = c; // toss the second contour holes.RemoveAt (hole2Idx); --numHoles; // current hole is "examined", so move to the next one hole2Idx = holeIdx + 1; } else { throw new Exception ("PolygonOperation had an error!"); } } else { ++hole2Idx; } } } if (bIncrementHoleIdx) { ++holeIdx; } } numHoles = holes.Count; holeIdx = 0; while (holeIdx < numHoles) { int numPoints = holes [holeIdx].Count; for (int i = 0; i < numPoints; ++i) { int j = holes [holeIdx].NextIndex (i); uint constraintCode = TriangulationConstraint.CalculateContraintCode (holes [holeIdx] [i], holes [holeIdx] [j]); TriangulationConstraint tc = null; if (!cps.TryGetConstraint (constraintCode, out tc)) { tc = new TriangulationConstraint (holes [holeIdx] [i], holes [holeIdx] [j]); cps.AddConstraint (tc); } // replace the points in the holes with valid points if (holes [holeIdx] [i].VertexCode == tc.P.VertexCode) { holes [holeIdx] [i] = tc.P; } else if (holes [holeIdx] [j].VertexCode == tc.P.VertexCode) { holes [holeIdx] [j] = tc.P; } if (holes [holeIdx] [i].VertexCode == tc.Q.VertexCode) { holes [holeIdx] [i] = tc.Q; } else if (holes [holeIdx] [j].VertexCode == tc.Q.VertexCode) { holes [holeIdx] [j] = tc.Q; } } ++holeIdx; } } public void Prepare (TriangulationContext tcx) { throw new NotImplementedException ("PolyHole.Prepare should never get called"); } public void AddTriangle (DelaunayTriangle t) { throw new NotImplementedException ("PolyHole.AddTriangle should never get called"); } public void AddTriangles (IEnumerable list) { throw new NotImplementedException ("PolyHole.AddTriangles should never get called"); } public void ClearTriangles () { throw new NotImplementedException ("PolyHole.ClearTriangles should never get called"); } public Point2D FindPointInContour () { if (Count < 3) { return null; } // first try the simple approach: Point2D p = GetCentroid (); if (IsPointInsideContour (p)) { return p; } // brute force it... Random random = new Random (); while (true) { p.X = (random.NextDouble () * (MaxX - MinX)) + MinX; p.Y = (random.NextDouble () * (MaxY - MinY)) + MinY; if (IsPointInsideContour (p)) { return p; } } } public bool IsPointInsideContour (Point2D p) { if (PolygonUtil.PointInPolygon2D (this, p)) { foreach (Contour c in mHoles) { if (c.IsPointInsideContour (p)) { return false; } } return true; } return false; } } }