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

473 lines
15 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 WPM.Poly2Tri {
/// <summary>
/// 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..)
/// </summary>
public class Contour : Point2DList, ITriangulatable, IEnumerable<TriangulationPoint>, IList<TriangulationPoint> {
private List<Contour> mHoles = new List<Contour> ();
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<DelaunayTriangle> 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<TriangulationPoint> 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<TriangulationPoint> IEnumerable<TriangulationPoint>.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<Point2D> 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<TriangulationPoint> 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);
}
/// <summary>
/// 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.
/// </summary>
/// <param name="parentIsHole"></param>
/// <returns></returns>
public int GetNumHoles (bool parentIsHole) {
int numHoles = parentIsHole ? 0 : 1;
foreach (Contour c in mHoles) {
numHoles += c.GetNumHoles (!parentIsHole);
}
return numHoles;
}
/// <summary>
/// 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.
/// </summary>
/// <returns></returns>
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<Contour> holes) {
if (parentIsHole) {
holes.Add (this);
}
foreach (Contour c in mHoles) {
c.GetActualHoles (!parentIsHole, ref holes);
}
}
public List<Contour>.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<Contour> 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<DelaunayTriangle> 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;
}
}
}