/** * Copyright 2019 Oskar Sigvardsson * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace GK { public class DelaunayTriangulation { /// /// List of vertices that make up the triangulation /// public readonly List Vertices; /// /// List of triangles that make up the triangulation. The elements index /// the Vertices array. /// public readonly List Triangles; internal DelaunayTriangulation() { Vertices = new List(); Triangles = new List(); } internal void Clear() { Vertices.Clear(); Triangles.Clear(); } /// /// Verify that this is an actual Delaunay triangulation /// public bool Verify() { try { for (int i = 0; i < Triangles.Count; i+=3) { var c0 = Vertices[Triangles[i]]; var c1 = Vertices[Triangles[i+1]]; var c2 = Vertices[Triangles[i+2]]; for (int j = 0; j < Vertices.Count; j++) { var p = Vertices[j]; if (Geom.InsideCircumcircle(p, c0, c1, c2)) { return false; } } } return true; } catch { return false; } } } }