![Negin Soltani](/assets/img/avatar_default.png)
- Globe Asset - Spatial Anchors - Photon Implementation - Scripts for Globe Control and Initial Country Colorizing - Script for Reading csv file
473 lines
15 KiB
C#
473 lines
15 KiB
C#
/* Poly2Tri
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* Copyright (c) 2009-2010, Poly2Tri Contributors
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* http://code.google.com/p/poly2tri/
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* * Neither the name of Poly2Tri nor the names of its contributors may be
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* used to endorse or promote products derived from this software without specific
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* prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace WPM.Poly2Tri {
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/// <summary>
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/// This is basically a light-weight version of the Polygon class, but with limited functionality and
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/// used for different purposes. Nonetheless, for all intents and purposes, this should actually be
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/// a polygon (though not a Polygon..)
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/// </summary>
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public class Contour : Point2DList, ITriangulatable, IEnumerable<TriangulationPoint>, IList<TriangulationPoint> {
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private List<Contour> mHoles = new List<Contour> ();
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private ITriangulatable mParent = null;
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private string mName = "";
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public new TriangulationPoint this [int index] {
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get { return mPoints [index] as TriangulationPoint; }
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set { mPoints [index] = value; }
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}
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public string Name { get { return mName; } set { mName = value; } }
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public IList<DelaunayTriangle> Triangles {
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get {
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throw new NotImplementedException ("PolyHole.Triangles should never get called");
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}
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private set { }
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}
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public TriangulationMode TriangulationMode { get { return mParent.TriangulationMode; } }
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public string FileName {
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get { return mParent.FileName; }
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set { }
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}
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public bool DisplayFlipX {
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get { return mParent.DisplayFlipX; }
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set { }
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}
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public bool DisplayFlipY {
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get { return mParent.DisplayFlipY; }
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set { }
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}
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public float DisplayRotate {
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get { return mParent.DisplayRotate; }
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set { }
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}
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public double Precision {
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get { return mParent.Precision; }
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set { }
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}
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public double MinX { get { return mBoundingBox.MinX; } }
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public double MaxX { get { return mBoundingBox.MaxX; } }
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public double MinY { get { return mBoundingBox.MinY; } }
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public double MaxY { get { return mBoundingBox.MaxY; } }
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public Rect2D Bounds { get { return mBoundingBox; } }
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public Contour (ITriangulatable parent) {
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mParent = parent;
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}
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public Contour (ITriangulatable parent, IList<TriangulationPoint> points, Point2DList.WindingOrderType windingOrder) {
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// Currently assumes that input is pre-checked for validity
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mParent = parent;
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AddRange (points, windingOrder);
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}
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public override string ToString () {
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return mName + " : " + base.ToString ();
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}
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IEnumerator<TriangulationPoint> IEnumerable<TriangulationPoint>.GetEnumerator () {
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return new TriangulationPointEnumerator (mPoints);
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}
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public int IndexOf (TriangulationPoint p) {
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return mPoints.IndexOf (p);
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}
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public void Add (TriangulationPoint p) {
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Add (p, -1, true);
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}
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protected override void Add (Point2D p, int idx, bool bCalcWindingOrderAndEpsilon) {
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TriangulationPoint pt = null;
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if (p is TriangulationPoint) {
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pt = p as TriangulationPoint;
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} else {
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pt = new TriangulationPoint (p.X, p.Y);
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}
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if (idx < 0) {
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mPoints.Add (pt);
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} else {
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mPoints.Insert (idx, pt);
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}
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mBoundingBox.AddPoint (pt);
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if (bCalcWindingOrderAndEpsilon) {
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if (mWindingOrder == WindingOrderType.Unknown) {
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mWindingOrder = CalculateWindingOrder ();
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}
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mEpsilon = CalculateEpsilon ();
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}
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}
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public override void AddRange (IEnumerator<Point2D> iter, WindingOrderType windingOrder) {
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if (iter == null) {
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return;
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}
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if (mWindingOrder == WindingOrderType.Unknown && Count == 0) {
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mWindingOrder = windingOrder;
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}
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bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder);
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bool bAddedFirst = true;
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int startCount = mPoints.Count;
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iter.Reset ();
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while (iter.MoveNext()) {
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TriangulationPoint pt = null;
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if (iter.Current is TriangulationPoint) {
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pt = iter.Current as TriangulationPoint;
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} else {
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pt = new TriangulationPoint (iter.Current.X, iter.Current.Y);
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}
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if (!bAddedFirst) {
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bAddedFirst = true;
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mPoints.Add (pt);
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} else if (bReverseReadOrder) {
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mPoints.Insert (startCount, pt);
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} else {
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mPoints.Add (pt);
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}
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mBoundingBox.AddPoint (iter.Current);
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}
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if (mWindingOrder == WindingOrderType.Unknown && windingOrder == WindingOrderType.Unknown) {
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mWindingOrder = CalculateWindingOrder ();
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}
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mEpsilon = CalculateEpsilon ();
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}
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public void AddRange (IList<TriangulationPoint> points, Point2DList.WindingOrderType windingOrder) {
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if (points == null || points.Count < 1) {
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return;
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}
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if (mWindingOrder == Point2DList.WindingOrderType.Unknown && Count == 0) {
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mWindingOrder = windingOrder;
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}
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int numPoints = points.Count;
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bool bReverseReadOrder = (WindingOrder != WindingOrderType.Unknown) && (windingOrder != WindingOrderType.Unknown) && (WindingOrder != windingOrder);
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for (int i = 0; i < numPoints; ++i) {
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int idx = i;
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if (bReverseReadOrder) {
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idx = points.Count - i - 1;
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}
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Add (points [idx], -1, false);
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}
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if (mWindingOrder == WindingOrderType.Unknown) {
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mWindingOrder = CalculateWindingOrder ();
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}
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mEpsilon = CalculateEpsilon ();
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}
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public void Insert (int idx, TriangulationPoint p) {
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Add (p, idx, true);
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}
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public bool Remove (TriangulationPoint p) {
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return Remove (p as Point2D);
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}
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public bool Contains (TriangulationPoint p) {
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return mPoints.Contains (p);
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}
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public void CopyTo (TriangulationPoint[] array, int arrayIndex) {
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int numElementsToCopy = Math.Min (Count, array.Length - arrayIndex);
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for (int i = 0; i < numElementsToCopy; ++i) {
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array [arrayIndex + i] = mPoints [i] as TriangulationPoint;
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}
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}
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protected void AddHole (Contour c) {
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// no checking is done here as we rely on InitializeHoles for that
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c.mParent = this;
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mHoles.Add (c);
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}
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/// <summary>
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/// returns number of holes that are actually holes, including all children of children, etc. Does NOT
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/// include holes that are not actually holes. For example, if the parent is not a hole and this contour has
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/// a hole that contains a hole, then the number of holes returned would be 2 - one for the current hole (because
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/// the parent is NOT a hole and thus this hole IS a hole), and 1 for the child of the child.
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/// </summary>
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/// <param name="parentIsHole"></param>
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/// <returns></returns>
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public int GetNumHoles (bool parentIsHole) {
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int numHoles = parentIsHole ? 0 : 1;
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foreach (Contour c in mHoles) {
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numHoles += c.GetNumHoles (!parentIsHole);
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}
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return numHoles;
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}
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/// <summary>
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/// returns the basic number of child holes of THIS contour, not including any children of children, etc nor
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/// examining whether any children are actual holes.
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/// </summary>
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/// <returns></returns>
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public int GetNumHoles () {
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return mHoles.Count;
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}
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public Contour GetHole (int idx) {
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if (idx < 0 || idx >= mHoles.Count) {
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return null;
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}
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return mHoles [idx];
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}
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public void GetActualHoles (bool parentIsHole, ref List<Contour> holes) {
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if (parentIsHole) {
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holes.Add (this);
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}
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foreach (Contour c in mHoles) {
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c.GetActualHoles (!parentIsHole, ref holes);
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}
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}
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public List<Contour>.Enumerator GetHoleEnumerator () {
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return mHoles.GetEnumerator ();
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}
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public void InitializeHoles (ConstrainedPointSet cps) {
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Contour.InitializeHoles (mHoles, this, cps);
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foreach (Contour c in mHoles) {
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c.InitializeHoles (cps);
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}
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}
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public static void InitializeHoles (List<Contour> holes, ITriangulatable parent, ConstrainedPointSet cps) {
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int numHoles = holes.Count;
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int holeIdx = 0;
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// pass 1 - remove duplicates
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while (holeIdx < numHoles) {
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int hole2Idx = holeIdx + 1;
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while (hole2Idx < numHoles) {
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bool bSamePolygon = PolygonUtil.PolygonsAreSame2D (holes [holeIdx], holes [hole2Idx]);
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if (bSamePolygon) {
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// remove one of them
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holes.RemoveAt (hole2Idx);
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--numHoles;
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} else {
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++hole2Idx;
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}
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}
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++holeIdx;
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}
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// pass 2: Intersections and Containment
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holeIdx = 0;
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while (holeIdx < numHoles) {
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bool bIncrementHoleIdx = true;
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int hole2Idx = holeIdx + 1;
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while (hole2Idx < numHoles) {
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if (PolygonUtil.PolygonContainsPolygon (holes [holeIdx], holes [holeIdx].Bounds, holes [hole2Idx], holes [hole2Idx].Bounds, false)) {
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holes [holeIdx].AddHole (holes [hole2Idx]);
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holes.RemoveAt (hole2Idx);
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--numHoles;
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} else if (PolygonUtil.PolygonContainsPolygon (holes [hole2Idx], holes [hole2Idx].Bounds, holes [holeIdx], holes [holeIdx].Bounds, false)) {
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holes [hole2Idx].AddHole (holes [holeIdx]);
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holes.RemoveAt (holeIdx);
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--numHoles;
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bIncrementHoleIdx = false;
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break;
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} else {
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bool bIntersect = PolygonUtil.PolygonsIntersect2D (holes [holeIdx], holes [holeIdx].Bounds, holes [hole2Idx], holes [hole2Idx].Bounds);
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if (bIntersect) {
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// this is actually an error condition
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// fix by merging hole1 and hole2 into hole1 (including the holes inside hole2!) and delete hole2
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// Then, because hole1 is now changed, restart it's check.
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PolygonOperationContext ctx = new PolygonOperationContext ();
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if (!ctx.Init (PolygonUtil.PolyOperation.Union | PolygonUtil.PolyOperation.Intersect, holes [holeIdx], holes [hole2Idx])) {
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if (ctx.mError == PolygonUtil.PolyUnionError.Poly1InsidePoly2) {
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holes [hole2Idx].AddHole (holes [holeIdx]);
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holes.RemoveAt (holeIdx);
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--numHoles;
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bIncrementHoleIdx = false;
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break;
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} else {
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throw new Exception ("PolygonOperationContext.Init had an error during initialization");
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}
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}
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PolygonUtil.PolyUnionError pue = PolygonUtil.PolygonOperation (ctx);
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if (pue == PolygonUtil.PolyUnionError.None) {
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Point2DList union = ctx.Union;
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Point2DList intersection = ctx.Intersect;
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// create a new contour for the union
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Contour c = new Contour (parent);
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c.AddRange (union);
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c.Name = "(" + holes [holeIdx].Name + " UNION " + holes [hole2Idx].Name + ")";
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c.WindingOrder = Point2DList.WindingOrderType.Default;
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// add children from both of the merged contours
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int numChildHoles = holes [holeIdx].GetNumHoles ();
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for (int i = 0; i < numChildHoles; ++i) {
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c.AddHole (holes [holeIdx].GetHole (i));
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}
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numChildHoles = holes [hole2Idx].GetNumHoles ();
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for (int i = 0; i < numChildHoles; ++i) {
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c.AddHole (holes [hole2Idx].GetHole (i));
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}
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// make sure we preserve the contours of the intersection
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Contour cInt = new Contour (c);
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cInt.AddRange (intersection);
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cInt.Name = "(" + holes [holeIdx].Name + " INTERSECT " + holes [hole2Idx].Name + ")";
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cInt.WindingOrder = Point2DList.WindingOrderType.Default;
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c.AddHole (cInt);
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// replace the current contour with the merged contour
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holes [holeIdx] = c;
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// toss the second contour
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holes.RemoveAt (hole2Idx);
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--numHoles;
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// current hole is "examined", so move to the next one
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hole2Idx = holeIdx + 1;
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} else {
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throw new Exception ("PolygonOperation had an error!");
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}
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} else {
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++hole2Idx;
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}
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}
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}
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if (bIncrementHoleIdx) {
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++holeIdx;
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}
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}
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numHoles = holes.Count;
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holeIdx = 0;
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while (holeIdx < numHoles) {
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int numPoints = holes [holeIdx].Count;
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for (int i = 0; i < numPoints; ++i) {
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int j = holes [holeIdx].NextIndex (i);
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uint constraintCode = TriangulationConstraint.CalculateContraintCode (holes [holeIdx] [i], holes [holeIdx] [j]);
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TriangulationConstraint tc = null;
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if (!cps.TryGetConstraint (constraintCode, out tc)) {
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tc = new TriangulationConstraint (holes [holeIdx] [i], holes [holeIdx] [j]);
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cps.AddConstraint (tc);
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}
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// replace the points in the holes with valid points
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if (holes [holeIdx] [i].VertexCode == tc.P.VertexCode) {
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holes [holeIdx] [i] = tc.P;
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} else if (holes [holeIdx] [j].VertexCode == tc.P.VertexCode) {
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holes [holeIdx] [j] = tc.P;
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}
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if (holes [holeIdx] [i].VertexCode == tc.Q.VertexCode) {
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holes [holeIdx] [i] = tc.Q;
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} else if (holes [holeIdx] [j].VertexCode == tc.Q.VertexCode) {
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holes [holeIdx] [j] = tc.Q;
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}
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}
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++holeIdx;
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}
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}
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public void Prepare (TriangulationContext tcx) {
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throw new NotImplementedException ("PolyHole.Prepare should never get called");
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}
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public void AddTriangle (DelaunayTriangle t) {
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throw new NotImplementedException ("PolyHole.AddTriangle should never get called");
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}
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public void AddTriangles (IEnumerable<DelaunayTriangle> list) {
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throw new NotImplementedException ("PolyHole.AddTriangles should never get called");
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}
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public void ClearTriangles () {
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throw new NotImplementedException ("PolyHole.ClearTriangles should never get called");
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}
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public Point2D FindPointInContour () {
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if (Count < 3) {
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return null;
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}
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// first try the simple approach:
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Point2D p = GetCentroid ();
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if (IsPointInsideContour (p)) {
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return p;
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}
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// brute force it...
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Random random = new Random ();
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while (true) {
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p.X = (random.NextDouble () * (MaxX - MinX)) + MinX;
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p.Y = (random.NextDouble () * (MaxY - MinY)) + MinY;
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if (IsPointInsideContour (p)) {
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return p;
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}
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}
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}
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public bool IsPointInsideContour (Point2D p) {
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if (PolygonUtil.PointInPolygon2D (this, p)) {
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foreach (Contour c in mHoles) {
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if (c.IsPointInsideContour (p)) {
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return false;
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}
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}
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return true;
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}
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return false;
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}
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}
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}
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