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

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