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

252 lines
7.1 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 {
public class PointSet : Point2DList, ITriangulatable, IEnumerable<TriangulationPoint>, IList<TriangulationPoint> {
protected Dictionary<uint, TriangulationPoint> mPointMap = new Dictionary<uint, TriangulationPoint> ();
public IList<TriangulationPoint> Points {
get { return this; }
private set { }
}
public IList<DelaunayTriangle> Triangles { get; private set; }
public string FileName { get; set; }
public bool DisplayFlipX { get; set; }
public bool DisplayFlipY { get; set; }
public float DisplayRotate { get; set; }
protected double mPrecision = TriangulationPoint.kVertexCodeDefaultPrecision;
public double Precision { get { return mPrecision; } set { mPrecision = value; } }
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 virtual TriangulationMode TriangulationMode { get { return TriangulationMode.Unconstrained; } }
public new TriangulationPoint this [int index] {
get { return mPoints [index] as TriangulationPoint; }
set { mPoints [index] = value; }
}
public PointSet (List<TriangulationPoint> bounds) {
//Points = new List<TriangulationPoint>();
foreach (TriangulationPoint p in bounds) {
Add (p, -1, false);
// Only the initial points are counted toward min/max x/y as they
// are considered to be the boundaries of the point-set
mBoundingBox.AddPoint (p);
}
mEpsilon = CalculateEpsilon ();
mWindingOrder = WindingOrderType.Unknown; // not valid for a point-set
}
IEnumerator<TriangulationPoint> IEnumerable<TriangulationPoint>.GetEnumerator () {
return new TriangulationPointEnumerator (mPoints);
}
public int IndexOf (TriangulationPoint p) {
return mPoints.IndexOf (p);
}
public override void Add (Point2D p) {
Add (p as TriangulationPoint, -1, false);
}
public virtual void Add (TriangulationPoint p) {
Add (p, -1, false);
}
protected override void Add (Point2D p, int idx, bool constrainToBounds) {
Add (p as TriangulationPoint, idx, constrainToBounds);
}
protected bool Add (TriangulationPoint p, int idx, bool constrainToBounds) {
if (p == null) {
return false;
}
if (constrainToBounds) {
ConstrainPointToBounds (p);
}
// if we already have an instance of the point, then don't bother inserting it again as duplicate points
// will actually cause some real problems later on. Still return true though to indicate that the point
// is successfully "added"
if (mPointMap.ContainsKey (p.VertexCode)) {
return true;
}
mPointMap.Add (p.VertexCode, p);
if (idx < 0) {
mPoints.Add (p);
} else {
mPoints.Insert (idx, p);
}
return true;
}
public override void AddRange (IEnumerator<Point2D> iter, WindingOrderType windingOrder) {
if (iter == null) {
return;
}
iter.Reset ();
while (iter.MoveNext()) {
Add (iter.Current);
}
}
public virtual bool AddRange (List<TriangulationPoint> points) {
bool bOK = true;
foreach (TriangulationPoint p in points) {
bOK = Add (p, -1, false) && bOK;
}
return bOK;
}
public bool TryGetPoint (double x, double y, out TriangulationPoint p) {
uint vc = TriangulationPoint.CreateVertexCode (x, y, Precision);
if (mPointMap.TryGetValue (vc, out p)) {
return true;
}
return false;
}
//public override void Insert(int idx, Point2D item)
//{
// Add(item, idx, true);
//}
public void Insert (int idx, TriangulationPoint item) {
mPoints.Insert (idx, item);
}
public override bool Remove (Point2D p) {
return mPoints.Remove (p);
}
public bool Remove (TriangulationPoint p) {
return mPoints.Remove (p);
}
public override void RemoveAt (int idx) {
if (idx < 0 || idx >= Count) {
return;
}
mPoints.RemoveAt (idx);
}
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;
}
}
// returns true if the point is changed, false if the point is unchanged
protected bool ConstrainPointToBounds (Point2D p) {
double oldX = p.X;
double oldY = p.Y;
p.X = Math.Max (MinX, p.X);
p.X = Math.Min (MaxX, p.X);
p.Y = Math.Max (MinY, p.Y);
p.Y = Math.Min (MaxY, p.Y);
return (p.X != oldX) || (p.Y != oldY);
}
protected bool ConstrainPointToBounds (TriangulationPoint p) {
double oldX = p.X;
double oldY = p.Y;
p.X = Math.Max (MinX, p.X);
p.X = Math.Min (MaxX, p.X);
p.Y = Math.Max (MinY, p.Y);
p.Y = Math.Min (MaxY, p.Y);
return (p.X != oldX) || (p.Y != oldY);
}
public virtual void AddTriangle (DelaunayTriangle t) {
Triangles.Add (t);
}
public void AddTriangles (IEnumerable<DelaunayTriangle> list) {
foreach (var tri in list) {
AddTriangle (tri);
}
}
public void ClearTriangles () {
Triangles.Clear ();
}
public virtual bool Initialize () {
return true;
}
public virtual void Prepare (TriangulationContext tcx) {
if (Triangles == null) {
Triangles = new List<DelaunayTriangle> (Points.Count);
} else {
Triangles.Clear ();
}
tcx.Points.AddRange (Points);
}
}
}