Negin Soltani 37239732ac Initial Push
- Globe Asset
- Spatial Anchors
- Photon Implementation
- Scripts for Globe Control and Initial Country Colorizing
- Script for Reading csv file
2024-05-16 14:41:23 +02:00

189 lines
6.7 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.
*/
namespace WPM.Poly2Tri {
/**
*
* @author Thomas Åhlén, thahlen@gmail.com
*
*/
public class DTSweepContext : TriangulationContext {
// Inital triangle factor, seed triangle will extend 30% of
// PointSet width to both left and right.
private readonly float ALPHA = 0.3f;
public AdvancingFront Front;
public TriangulationPoint Head { get; set; }
public TriangulationPoint Tail { get; set; }
public DTSweepBasin Basin = new DTSweepBasin ();
public DTSweepEdgeEvent EdgeEvent = new DTSweepEdgeEvent ();
private DTSweepPointComparator _comparator = new DTSweepPointComparator ();
public override TriangulationAlgorithm Algorithm { get { return TriangulationAlgorithm.DTSweep; } }
public DTSweepContext () {
Clear ();
}
public void RemoveFromList (DelaunayTriangle triangle) {
Triangles.Remove (triangle);
// TODO: remove all neighbor pointers to this triangle
// for( int i=0; i<3; i++ )
// {
// if( triangle.neighbors[i] != null )
// {
// triangle.neighbors[i].clearNeighbor( triangle );
// }
// }
// triangle.clearNeighbors();
}
public void MeshClean (DelaunayTriangle triangle) {
MeshCleanReq (triangle);
}
private void MeshCleanReq (DelaunayTriangle triangle) {
if (triangle != null && !triangle.IsInterior) {
triangle.IsInterior = true;
Triangulatable.AddTriangle (triangle);
for (int i = 0; i < 3; i++) {
if (!triangle.EdgeIsConstrained [i]) {
MeshCleanReq (triangle.Neighbors [i]);
}
}
}
}
public override void Clear () {
base.Clear ();
Triangles.Clear ();
}
public AdvancingFrontNode LocateNode (TriangulationPoint point) {
return Front.LocateNode (point);
}
public void CreateAdvancingFront () {
AdvancingFrontNode head, tail, middle;
// Initial triangle
DelaunayTriangle iTriangle = new DelaunayTriangle (Points [0], Tail, Head);
Triangles.Add (iTriangle);
head = new AdvancingFrontNode (iTriangle.Points [1]);
head.Triangle = iTriangle;
middle = new AdvancingFrontNode (iTriangle.Points [0]);
middle.Triangle = iTriangle;
tail = new AdvancingFrontNode (iTriangle.Points [2]);
Front = new AdvancingFront (head, tail);
// Front.AddNode (middle);
// TODO: I think it would be more intuitive if head is middles next and not previous
// so swap head and tail
Front.Head.Next = middle;
middle.Next = Front.Tail;
middle.Prev = Front.Head;
Front.Tail.Prev = middle;
}
/// <summary>
/// Try to map a node to all sides of this triangle that don't have
/// a neighbor.
/// </summary>
public void MapTriangleToNodes (DelaunayTriangle t) {
for (int i = 0; i < 3; i++) {
if (t.Neighbors [i] == null) {
AdvancingFrontNode n = Front.LocatePoint (t.PointCWFrom (t.Points [i]));
if (n != null) {
n.Triangle = t;
}
}
}
}
public override void PrepareTriangulation (ITriangulatable t) {
base.PrepareTriangulation (t);
double xmax, xmin;
double ymax, ymin;
xmax = xmin = Points [0].X;
ymax = ymin = Points [0].Y;
// Calculate bounds. Should be combined with the sorting
foreach (TriangulationPoint p in Points) {
if (p.X > xmax) {
xmax = p.X;
}
if (p.X < xmin) {
xmin = p.X;
}
if (p.Y > ymax) {
ymax = p.Y;
}
if (p.Y < ymin) {
ymin = p.Y;
}
}
double deltaX = ALPHA * (xmax - xmin);
double deltaY = ALPHA * (ymax - ymin);
TriangulationPoint p1 = new TriangulationPoint (xmax + deltaX, ymin - deltaY);
TriangulationPoint p2 = new TriangulationPoint (xmin - deltaX, ymin - deltaY);
Head = p1;
Tail = p2;
// long time = System.nanoTime();
// Sort the points along y-axis
Points.Sort (_comparator);
// logger.info( "Triangulation setup [{}ms]", ( System.nanoTime() - time ) / 1e6 );
}
public void FinalizeTriangulation () {
Triangulatable.AddTriangles (Triangles);
Triangles.Clear ();
}
public override TriangulationConstraint NewConstraint (TriangulationPoint a, TriangulationPoint b) {
return new DTSweepConstraint (a, b);
}
}
}