37239732ac
- Globe Asset - Spatial Anchors - Photon Implementation - Scripts for Globe Control and Initial Country Colorizing - Script for Reading csv file
206 lines
6.6 KiB
C#
206 lines
6.6 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;
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using System.Collections.Generic;
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namespace WPM.Poly2Tri {
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public class TriangulationPoint : Point2D {
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public static readonly double kVertexCodeDefaultPrecision = 8.0f; // was 3.0
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public override double X {
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get { return mX; }
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set {
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if (value != mX) {
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mX = value;
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mVertexCode = TriangulationPoint.CreateVertexCode (mX, mY, kVertexCodeDefaultPrecision);
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// Technically, we should change the ConstraintCodes of any edges that contain this point.
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// We don't for 2 reasons:
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// 1) Currently the only time we care about Vertex/Constraint Codes is when entering data in the point-set.
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// Once the data is being used by the algorithm, the point locations are (currently) not modified.
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// 2) Since this Point's Edge list will only contain SOME of the edges that this point is a part of,
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// there currently isn't a way to (easily) get any edges that contain this point but are not in this
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// point's edge list.
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}
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}
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}
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public override double Y {
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get { return mY; }
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set {
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if (value != mY) {
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mY = value;
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mVertexCode = TriangulationPoint.CreateVertexCode (mX, mY, kVertexCodeDefaultPrecision);
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// Technically, we should change the ConstraintCodes of any edges that contain this point.
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// We don't for 2 reasons:
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// 1) Currently the only time we care about Vertex/Constraint Codes is when entering data in the point-set.
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// Once the data is being used by the algorithm, the point locations are (currently) not modified.
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// 2) Since this Point's Edge list will only contain SOME of the edges that this point is a part of,
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// there currently isn't a way to (easily) get any edges that contain this point but are not in this
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// point's edge list.
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}
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}
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}
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protected uint mVertexCode = 0;
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public uint VertexCode { get { return mVertexCode; } }
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// List of edges this point constitutes an upper ending point (CDT)
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public List<DTSweepConstraint> Edges { get; private set; }
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public bool HasEdges { get { return Edges != null; } }
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public TriangulationPoint (double x, double y)
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: this(x, y, 0, kVertexCodeDefaultPrecision) {
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}
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public TriangulationPoint (double x, double y, float z)
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: this(x, y, z, kVertexCodeDefaultPrecision) {
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}
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public TriangulationPoint (double x, double y, float z, double precision)
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: base(x,y,z) {
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mVertexCode = TriangulationPoint.CreateVertexCode (x, y, precision);
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}
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public override string ToString () {
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return base.ToString () + ":{" + mVertexCode.ToString () + "}";
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}
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public override int GetHashCode () {
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return (int)mVertexCode;
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}
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public override bool Equals (object obj) {
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TriangulationPoint p2 = obj as TriangulationPoint;
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if (p2 != null) {
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return mVertexCode == p2.VertexCode;
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} else {
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return base.Equals (obj);
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}
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}
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public override void Set (double x, double y) {
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if (x != mX || y != mY) {
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mX = x;
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mY = y;
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mVertexCode = TriangulationPoint.CreateVertexCode (mX, mY, kVertexCodeDefaultPrecision);
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}
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}
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public static uint CreateVertexCode (double x, double y, double precision) {
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float fx = (float)MathUtil.RoundWithPrecision (x, precision);
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float fy = (float)MathUtil.RoundWithPrecision (y, precision);
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uint vc = MathUtil.Jenkins32Hash (BitConverter.GetBytes (fx), 0);
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vc = MathUtil.Jenkins32Hash (BitConverter.GetBytes (fy), vc);
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return vc;
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}
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public void AddEdge (DTSweepConstraint e) {
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if (Edges == null) {
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Edges = new List<DTSweepConstraint> ();
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}
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Edges.Add (e);
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}
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public bool HasEdge (TriangulationPoint p) {
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DTSweepConstraint tmp = null;
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return GetEdge (p, out tmp);
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}
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public bool GetEdge (TriangulationPoint p, out DTSweepConstraint edge) {
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edge = null;
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if (Edges == null || Edges.Count < 1 || p == null || p.Equals (this)) {
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return false;
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}
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foreach (DTSweepConstraint sc in Edges) {
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if ((sc.P.Equals (this) && sc.Q.Equals (p)) || (sc.P.Equals (p) && sc.Q.Equals (this))) {
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edge = sc;
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return true;
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}
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}
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return false;
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}
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public static Point2D ToPoint2D (TriangulationPoint p) {
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return p as Point2D;
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}
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public void Reset() { // Added by Kronnect Games
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Edges = null;
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}
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}
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public class TriangulationPointEnumerator : IEnumerator<TriangulationPoint> {
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protected IList<Point2D> mPoints;
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protected int position = -1; // Enumerators are positioned before the first element until the first MoveNext() call.
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public TriangulationPointEnumerator (IList<Point2D> points) {
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mPoints = points;
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}
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public bool MoveNext () {
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position++;
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return (position < mPoints.Count);
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}
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public void Reset () {
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position = -1;
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}
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void IDisposable.Dispose () {
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}
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Object IEnumerator.Current { get { return Current; } }
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public TriangulationPoint Current {
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get {
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if (position < 0 || position >= mPoints.Count) {
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return null;
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}
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return mPoints [position] as TriangulationPoint;
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}
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}
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}
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public class TriangulationPointList : Point2DList {
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}
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} |