818 lines
24 KiB
C++
818 lines
24 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.
|
||
|
*/
|
||
|
#include <stdexcept>
|
||
|
#include "sweep.h"
|
||
|
#include "sweep_context.h"
|
||
|
#include "advancing_front.h"
|
||
|
#include "../common/utils.h"
|
||
|
|
||
|
namespace p2t {
|
||
|
|
||
|
// Triangulate simple polygon with holes
|
||
|
void Sweep::Triangulate(SweepContext& tcx)
|
||
|
{
|
||
|
tcx.InitTriangulation();
|
||
|
tcx.CreateAdvancingFront(nodes_);
|
||
|
// Sweep points; build mesh
|
||
|
SweepPoints(tcx);
|
||
|
// Clean up
|
||
|
FinalizationPolygon(tcx);
|
||
|
}
|
||
|
|
||
|
void Sweep::SweepPoints(SweepContext& tcx)
|
||
|
{
|
||
|
for (int i = 1; i < tcx.point_count(); i++) {
|
||
|
Point& point = *tcx.GetPoint(i);
|
||
|
Node* node = &PointEvent(tcx, point);
|
||
|
for (unsigned int i = 0; i < point.edge_list.size(); i++) {
|
||
|
EdgeEvent(tcx, point.edge_list[i], node);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Sweep::FinalizationPolygon(SweepContext& tcx)
|
||
|
{
|
||
|
// Get an Internal triangle to start with
|
||
|
Triangle* t = tcx.front()->head()->next->triangle;
|
||
|
Point* p = tcx.front()->head()->next->point;
|
||
|
while (!t->GetConstrainedEdgeCW(*p)) {
|
||
|
t = t->NeighborCCW(*p);
|
||
|
}
|
||
|
|
||
|
// Collect interior triangles constrained by edges
|
||
|
tcx.MeshClean(*t);
|
||
|
}
|
||
|
|
||
|
Node& Sweep::PointEvent(SweepContext& tcx, Point& point)
|
||
|
{
|
||
|
Node& node = tcx.LocateNode(point);
|
||
|
Node& new_node = NewFrontTriangle(tcx, point, node);
|
||
|
|
||
|
// Only need to check +epsilon since point never have smaller
|
||
|
// x value than node due to how we fetch nodes from the front
|
||
|
if (point.x <= node.point->x + EPSILON) {
|
||
|
Fill(tcx, node);
|
||
|
}
|
||
|
|
||
|
//tcx.AddNode(new_node);
|
||
|
|
||
|
FillAdvancingFront(tcx, new_node);
|
||
|
return new_node;
|
||
|
}
|
||
|
|
||
|
void Sweep::EdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
|
||
|
{
|
||
|
tcx.edge_event.constrained_edge = edge;
|
||
|
tcx.edge_event.right = (edge->p->x > edge->q->x);
|
||
|
|
||
|
if (IsEdgeSideOfTriangle(*node->triangle, *edge->p, *edge->q)) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// For now we will do all needed filling
|
||
|
// TODO: integrate with flip process might give some better performance
|
||
|
// but for now this avoid the issue with cases that needs both flips and fills
|
||
|
FillEdgeEvent(tcx, edge, node);
|
||
|
EdgeEvent(tcx, *edge->p, *edge->q, node->triangle, *edge->q);
|
||
|
}
|
||
|
|
||
|
void Sweep::EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangle, Point& point)
|
||
|
{
|
||
|
if (IsEdgeSideOfTriangle(*triangle, ep, eq)) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Point* p1 = triangle->PointCCW(point);
|
||
|
Orientation o1 = Orient2d(eq, *p1, ep);
|
||
|
if (o1 == COLLINEAR) {
|
||
|
if( triangle->Contains(&eq, p1)) {
|
||
|
triangle->MarkConstrainedEdge(&eq, p1 );
|
||
|
// We are modifying the constraint maybe it would be better to
|
||
|
// not change the given constraint and just keep a variable for the new constraint
|
||
|
tcx.edge_event.constrained_edge->q = p1;
|
||
|
triangle = &triangle->NeighborAcross(point);
|
||
|
EdgeEvent( tcx, ep, *p1, triangle, *p1 );
|
||
|
} else {
|
||
|
std::runtime_error("EdgeEvent - collinear points not supported");
|
||
|
assert(0);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Point* p2 = triangle->PointCW(point);
|
||
|
Orientation o2 = Orient2d(eq, *p2, ep);
|
||
|
if (o2 == COLLINEAR) {
|
||
|
if( triangle->Contains(&eq, p2)) {
|
||
|
triangle->MarkConstrainedEdge(&eq, p2 );
|
||
|
// We are modifying the constraint maybe it would be better to
|
||
|
// not change the given constraint and just keep a variable for the new constraint
|
||
|
tcx.edge_event.constrained_edge->q = p2;
|
||
|
triangle = &triangle->NeighborAcross(point);
|
||
|
EdgeEvent( tcx, ep, *p2, triangle, *p2 );
|
||
|
} else {
|
||
|
std::runtime_error("EdgeEvent - collinear points not supported");
|
||
|
assert(0);
|
||
|
}
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (o1 == o2) {
|
||
|
// Need to decide if we are rotating CW or CCW to get to a triangle
|
||
|
// that will cross edge
|
||
|
if (o1 == CW) {
|
||
|
triangle = triangle->NeighborCCW(point);
|
||
|
} else{
|
||
|
triangle = triangle->NeighborCW(point);
|
||
|
}
|
||
|
EdgeEvent(tcx, ep, eq, triangle, point);
|
||
|
} else {
|
||
|
// This triangle crosses constraint so lets flippin start!
|
||
|
FlipEdgeEvent(tcx, ep, eq, triangle, point);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool Sweep::IsEdgeSideOfTriangle(Triangle& triangle, Point& ep, Point& eq)
|
||
|
{
|
||
|
int index = triangle.EdgeIndex(&ep, &eq);
|
||
|
|
||
|
if (index != -1) {
|
||
|
triangle.MarkConstrainedEdge(index);
|
||
|
Triangle* t = triangle.GetNeighbor(index);
|
||
|
if (t) {
|
||
|
t->MarkConstrainedEdge(&ep, &eq);
|
||
|
}
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
Node& Sweep::NewFrontTriangle(SweepContext& tcx, Point& point, Node& node)
|
||
|
{
|
||
|
Triangle* triangle = new Triangle(point, *node.point, *node.next->point);
|
||
|
|
||
|
triangle->MarkNeighbor(*node.triangle);
|
||
|
tcx.AddToMap(triangle);
|
||
|
|
||
|
Node* new_node = new Node(point);
|
||
|
nodes_.push_back(new_node);
|
||
|
|
||
|
new_node->next = node.next;
|
||
|
new_node->prev = &node;
|
||
|
node.next->prev = new_node;
|
||
|
node.next = new_node;
|
||
|
|
||
|
if (!Legalize(tcx, *triangle)) {
|
||
|
tcx.MapTriangleToNodes(*triangle);
|
||
|
}
|
||
|
|
||
|
return *new_node;
|
||
|
}
|
||
|
|
||
|
void Sweep::Fill(SweepContext& tcx, Node& node)
|
||
|
{
|
||
|
Triangle* triangle = new Triangle(*node.prev->point, *node.point, *node.next->point);
|
||
|
|
||
|
// TODO: should copy the constrained_edge value from neighbor triangles
|
||
|
// for now constrained_edge values are copied during the legalize
|
||
|
triangle->MarkNeighbor(*node.prev->triangle);
|
||
|
triangle->MarkNeighbor(*node.triangle);
|
||
|
|
||
|
tcx.AddToMap(triangle);
|
||
|
|
||
|
// Update the advancing front
|
||
|
node.prev->next = node.next;
|
||
|
node.next->prev = node.prev;
|
||
|
|
||
|
// If it was legalized the triangle has already been mapped
|
||
|
if (!Legalize(tcx, *triangle)) {
|
||
|
tcx.MapTriangleToNodes(*triangle);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void Sweep::FillAdvancingFront(SweepContext& tcx, Node& n)
|
||
|
{
|
||
|
|
||
|
// Fill right holes
|
||
|
Node* node = n.next;
|
||
|
|
||
|
while (node->next) {
|
||
|
// if HoleAngle exceeds 90 degrees then break.
|
||
|
if (LargeHole_DontFill(node)) break;
|
||
|
Fill(tcx, *node);
|
||
|
node = node->next;
|
||
|
}
|
||
|
|
||
|
// Fill left holes
|
||
|
node = n.prev;
|
||
|
|
||
|
while (node->prev) {
|
||
|
// if HoleAngle exceeds 90 degrees then break.
|
||
|
if (LargeHole_DontFill(node)) break;
|
||
|
Fill(tcx, *node);
|
||
|
node = node->prev;
|
||
|
}
|
||
|
|
||
|
// Fill right basins
|
||
|
if (n.next && n.next->next) {
|
||
|
double angle = BasinAngle(n);
|
||
|
if (angle < PI_3div4) {
|
||
|
FillBasin(tcx, n);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// True if HoleAngle exceeds 90 degrees.
|
||
|
bool Sweep::LargeHole_DontFill(Node* node) {
|
||
|
|
||
|
Node* nextNode = node->next;
|
||
|
Node* prevNode = node->prev;
|
||
|
if (!AngleExceeds90Degrees(node->point, nextNode->point, prevNode->point))
|
||
|
return false;
|
||
|
|
||
|
// Check additional points on front.
|
||
|
Node* next2Node = nextNode->next;
|
||
|
// "..Plus.." because only want angles on same side as point being added.
|
||
|
if ((next2Node != NULL) && !AngleExceedsPlus90DegreesOrIsNegative(node->point, next2Node->point, prevNode->point))
|
||
|
return false;
|
||
|
|
||
|
Node* prev2Node = prevNode->prev;
|
||
|
// "..Plus.." because only want angles on same side as point being added.
|
||
|
if ((prev2Node != NULL) && !AngleExceedsPlus90DegreesOrIsNegative(node->point, nextNode->point, prev2Node->point))
|
||
|
return false;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
|
||
|
bool Sweep::AngleExceeds90Degrees(Point* origin, Point* pa, Point* pb) {
|
||
|
double angle = Angle(*origin, *pa, *pb);
|
||
|
bool exceeds90Degrees = ((angle > PI_div2) || (angle < -PI_div2));
|
||
|
return exceeds90Degrees;
|
||
|
}
|
||
|
|
||
|
bool Sweep::AngleExceedsPlus90DegreesOrIsNegative(Point* origin, Point* pa, Point* pb) {
|
||
|
double angle = Angle(*origin, *pa, *pb);
|
||
|
bool exceedsPlus90DegreesOrIsNegative = (angle > PI_div2) || (angle < 0);
|
||
|
return exceedsPlus90DegreesOrIsNegative;
|
||
|
}
|
||
|
|
||
|
double Sweep::Angle(Point& origin, Point& pa, Point& pb) {
|
||
|
/* Complex plane
|
||
|
* ab = cosA +i*sinA
|
||
|
* ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
|
||
|
* atan2(y,x) computes the principal value of the argument function
|
||
|
* applied to the complex number x+iy
|
||
|
* Where x = ax*bx + ay*by
|
||
|
* y = ax*by - ay*bx
|
||
|
*/
|
||
|
double px = origin.x;
|
||
|
double py = origin.y;
|
||
|
double ax = pa.x- px;
|
||
|
double ay = pa.y - py;
|
||
|
double bx = pb.x - px;
|
||
|
double by = pb.y - py;
|
||
|
double x = ax * by - ay * bx;
|
||
|
double y = ax * bx + ay * by;
|
||
|
double angle = atan2(x, y);
|
||
|
return angle;
|
||
|
}
|
||
|
|
||
|
double Sweep::BasinAngle(Node& node)
|
||
|
{
|
||
|
double ax = node.point->x - node.next->next->point->x;
|
||
|
double ay = node.point->y - node.next->next->point->y;
|
||
|
return atan2(ay, ax);
|
||
|
}
|
||
|
|
||
|
double Sweep::HoleAngle(Node& node)
|
||
|
{
|
||
|
/* Complex plane
|
||
|
* ab = cosA +i*sinA
|
||
|
* ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
|
||
|
* atan2(y,x) computes the principal value of the argument function
|
||
|
* applied to the complex number x+iy
|
||
|
* Where x = ax*bx + ay*by
|
||
|
* y = ax*by - ay*bx
|
||
|
*/
|
||
|
double ax = node.next->point->x - node.point->x;
|
||
|
double ay = node.next->point->y - node.point->y;
|
||
|
double bx = node.prev->point->x - node.point->x;
|
||
|
double by = node.prev->point->y - node.point->y;
|
||
|
return atan2(ax * by - ay * bx, ax * bx + ay * by);
|
||
|
}
|
||
|
|
||
|
bool Sweep::Legalize(SweepContext& tcx, Triangle& t)
|
||
|
{
|
||
|
// To legalize a triangle we start by finding if any of the three edges
|
||
|
// violate the Delaunay condition
|
||
|
for (int i = 0; i < 3; i++) {
|
||
|
if (t.delaunay_edge[i])
|
||
|
continue;
|
||
|
|
||
|
Triangle* ot = t.GetNeighbor(i);
|
||
|
|
||
|
if (ot) {
|
||
|
Point* p = t.GetPoint(i);
|
||
|
Point* op = ot->OppositePoint(t, *p);
|
||
|
int oi = ot->Index(op);
|
||
|
|
||
|
// If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization)
|
||
|
// then we should not try to legalize
|
||
|
if (ot->constrained_edge[oi] || ot->delaunay_edge[oi]) {
|
||
|
t.constrained_edge[i] = ot->constrained_edge[oi];
|
||
|
continue;
|
||
|
}
|
||
|
|
||
|
bool inside = Incircle(*p, *t.PointCCW(*p), *t.PointCW(*p), *op);
|
||
|
|
||
|
if (inside) {
|
||
|
// Lets mark this shared edge as Delaunay
|
||
|
t.delaunay_edge[i] = true;
|
||
|
ot->delaunay_edge[oi] = true;
|
||
|
|
||
|
// Lets rotate shared edge one vertex CW to legalize it
|
||
|
RotateTrianglePair(t, *p, *ot, *op);
|
||
|
|
||
|
// We now got one valid Delaunay Edge shared by two triangles
|
||
|
// This gives us 4 new edges to check for Delaunay
|
||
|
|
||
|
// Make sure that triangle to node mapping is done only one time for a specific triangle
|
||
|
bool not_legalized = !Legalize(tcx, t);
|
||
|
if (not_legalized) {
|
||
|
tcx.MapTriangleToNodes(t);
|
||
|
}
|
||
|
|
||
|
not_legalized = !Legalize(tcx, *ot);
|
||
|
if (not_legalized)
|
||
|
tcx.MapTriangleToNodes(*ot);
|
||
|
|
||
|
// Reset the Delaunay edges, since they only are valid Delaunay edges
|
||
|
// until we add a new triangle or point.
|
||
|
// XXX: need to think about this. Can these edges be tried after we
|
||
|
// return to previous recursive level?
|
||
|
t.delaunay_edge[i] = false;
|
||
|
ot->delaunay_edge[oi] = false;
|
||
|
|
||
|
// If triangle have been legalized no need to check the other edges since
|
||
|
// the recursive legalization will handles those so we can end here.
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
bool Sweep::Incircle(Point& pa, Point& pb, Point& pc, Point& pd)
|
||
|
{
|
||
|
double adx = pa.x - pd.x;
|
||
|
double ady = pa.y - pd.y;
|
||
|
double bdx = pb.x - pd.x;
|
||
|
double bdy = pb.y - pd.y;
|
||
|
|
||
|
double adxbdy = adx * bdy;
|
||
|
double bdxady = bdx * ady;
|
||
|
double oabd = adxbdy - bdxady;
|
||
|
|
||
|
if (oabd <= 0)
|
||
|
return false;
|
||
|
|
||
|
double cdx = pc.x - pd.x;
|
||
|
double cdy = pc.y - pd.y;
|
||
|
|
||
|
double cdxady = cdx * ady;
|
||
|
double adxcdy = adx * cdy;
|
||
|
double ocad = cdxady - adxcdy;
|
||
|
|
||
|
if (ocad <= 0)
|
||
|
return false;
|
||
|
|
||
|
double bdxcdy = bdx * cdy;
|
||
|
double cdxbdy = cdx * bdy;
|
||
|
|
||
|
double alift = adx * adx + ady * ady;
|
||
|
double blift = bdx * bdx + bdy * bdy;
|
||
|
double clift = cdx * cdx + cdy * cdy;
|
||
|
|
||
|
double det = alift * (bdxcdy - cdxbdy) + blift * ocad + clift * oabd;
|
||
|
|
||
|
return det > 0;
|
||
|
}
|
||
|
|
||
|
void Sweep::RotateTrianglePair(Triangle& t, Point& p, Triangle& ot, Point& op)
|
||
|
{
|
||
|
Triangle* n1, *n2, *n3, *n4;
|
||
|
n1 = t.NeighborCCW(p);
|
||
|
n2 = t.NeighborCW(p);
|
||
|
n3 = ot.NeighborCCW(op);
|
||
|
n4 = ot.NeighborCW(op);
|
||
|
|
||
|
bool ce1, ce2, ce3, ce4;
|
||
|
ce1 = t.GetConstrainedEdgeCCW(p);
|
||
|
ce2 = t.GetConstrainedEdgeCW(p);
|
||
|
ce3 = ot.GetConstrainedEdgeCCW(op);
|
||
|
ce4 = ot.GetConstrainedEdgeCW(op);
|
||
|
|
||
|
bool de1, de2, de3, de4;
|
||
|
de1 = t.GetDelunayEdgeCCW(p);
|
||
|
de2 = t.GetDelunayEdgeCW(p);
|
||
|
de3 = ot.GetDelunayEdgeCCW(op);
|
||
|
de4 = ot.GetDelunayEdgeCW(op);
|
||
|
|
||
|
t.Legalize(p, op);
|
||
|
ot.Legalize(op, p);
|
||
|
|
||
|
// Remap delaunay_edge
|
||
|
ot.SetDelunayEdgeCCW(p, de1);
|
||
|
t.SetDelunayEdgeCW(p, de2);
|
||
|
t.SetDelunayEdgeCCW(op, de3);
|
||
|
ot.SetDelunayEdgeCW(op, de4);
|
||
|
|
||
|
// Remap constrained_edge
|
||
|
ot.SetConstrainedEdgeCCW(p, ce1);
|
||
|
t.SetConstrainedEdgeCW(p, ce2);
|
||
|
t.SetConstrainedEdgeCCW(op, ce3);
|
||
|
ot.SetConstrainedEdgeCW(op, ce4);
|
||
|
|
||
|
// Remap neighbors
|
||
|
// XXX: might optimize the markNeighbor by keeping track of
|
||
|
// what side should be assigned to what neighbor after the
|
||
|
// rotation. Now mark neighbor does lots of testing to find
|
||
|
// the right side.
|
||
|
t.ClearNeighbors();
|
||
|
ot.ClearNeighbors();
|
||
|
if (n1) ot.MarkNeighbor(*n1);
|
||
|
if (n2) t.MarkNeighbor(*n2);
|
||
|
if (n3) t.MarkNeighbor(*n3);
|
||
|
if (n4) ot.MarkNeighbor(*n4);
|
||
|
t.MarkNeighbor(ot);
|
||
|
}
|
||
|
|
||
|
void Sweep::FillBasin(SweepContext& tcx, Node& node)
|
||
|
{
|
||
|
if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
|
||
|
tcx.basin.left_node = node.next->next;
|
||
|
} else {
|
||
|
tcx.basin.left_node = node.next;
|
||
|
}
|
||
|
|
||
|
// Find the bottom and right node
|
||
|
tcx.basin.bottom_node = tcx.basin.left_node;
|
||
|
while (tcx.basin.bottom_node->next
|
||
|
&& tcx.basin.bottom_node->point->y >= tcx.basin.bottom_node->next->point->y) {
|
||
|
tcx.basin.bottom_node = tcx.basin.bottom_node->next;
|
||
|
}
|
||
|
if (tcx.basin.bottom_node == tcx.basin.left_node) {
|
||
|
// No valid basin
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
tcx.basin.right_node = tcx.basin.bottom_node;
|
||
|
while (tcx.basin.right_node->next
|
||
|
&& tcx.basin.right_node->point->y < tcx.basin.right_node->next->point->y) {
|
||
|
tcx.basin.right_node = tcx.basin.right_node->next;
|
||
|
}
|
||
|
if (tcx.basin.right_node == tcx.basin.bottom_node) {
|
||
|
// No valid basins
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
tcx.basin.width = tcx.basin.right_node->point->x - tcx.basin.left_node->point->x;
|
||
|
tcx.basin.left_highest = tcx.basin.left_node->point->y > tcx.basin.right_node->point->y;
|
||
|
|
||
|
FillBasinReq(tcx, tcx.basin.bottom_node);
|
||
|
}
|
||
|
|
||
|
void Sweep::FillBasinReq(SweepContext& tcx, Node* node)
|
||
|
{
|
||
|
// if shallow stop filling
|
||
|
if (IsShallow(tcx, *node)) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
Fill(tcx, *node);
|
||
|
|
||
|
if (node->prev == tcx.basin.left_node && node->next == tcx.basin.right_node) {
|
||
|
return;
|
||
|
} else if (node->prev == tcx.basin.left_node) {
|
||
|
Orientation o = Orient2d(*node->point, *node->next->point, *node->next->next->point);
|
||
|
if (o == CW) {
|
||
|
return;
|
||
|
}
|
||
|
node = node->next;
|
||
|
} else if (node->next == tcx.basin.right_node) {
|
||
|
Orientation o = Orient2d(*node->point, *node->prev->point, *node->prev->prev->point);
|
||
|
if (o == CCW) {
|
||
|
return;
|
||
|
}
|
||
|
node = node->prev;
|
||
|
} else {
|
||
|
// Continue with the neighbor node with lowest Y value
|
||
|
if (node->prev->point->y < node->next->point->y) {
|
||
|
node = node->prev;
|
||
|
} else {
|
||
|
node = node->next;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
FillBasinReq(tcx, node);
|
||
|
}
|
||
|
|
||
|
bool Sweep::IsShallow(SweepContext& tcx, Node& node)
|
||
|
{
|
||
|
double height;
|
||
|
|
||
|
if (tcx.basin.left_highest) {
|
||
|
height = tcx.basin.left_node->point->y - node.point->y;
|
||
|
} else {
|
||
|
height = tcx.basin.right_node->point->y - node.point->y;
|
||
|
}
|
||
|
|
||
|
// if shallow stop filling
|
||
|
if (tcx.basin.width > height) {
|
||
|
return true;
|
||
|
}
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
void Sweep::FillEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
|
||
|
{
|
||
|
if (tcx.edge_event.right) {
|
||
|
FillRightAboveEdgeEvent(tcx, edge, node);
|
||
|
} else {
|
||
|
FillLeftAboveEdgeEvent(tcx, edge, node);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Sweep::FillRightAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
|
||
|
{
|
||
|
while (node->next->point->x < edge->p->x) {
|
||
|
// Check if next node is below the edge
|
||
|
if (Orient2d(*edge->q, *node->next->point, *edge->p) == CCW) {
|
||
|
FillRightBelowEdgeEvent(tcx, edge, *node);
|
||
|
} else {
|
||
|
node = node->next;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Sweep::FillRightBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
|
||
|
{
|
||
|
if (node.point->x < edge->p->x) {
|
||
|
if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
|
||
|
// Concave
|
||
|
FillRightConcaveEdgeEvent(tcx, edge, node);
|
||
|
} else{
|
||
|
// Convex
|
||
|
FillRightConvexEdgeEvent(tcx, edge, node);
|
||
|
// Retry this one
|
||
|
FillRightBelowEdgeEvent(tcx, edge, node);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Sweep::FillRightConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
|
||
|
{
|
||
|
Fill(tcx, *node.next);
|
||
|
if (node.next->point != edge->p) {
|
||
|
// Next above or below edge?
|
||
|
if (Orient2d(*edge->q, *node.next->point, *edge->p) == CCW) {
|
||
|
// Below
|
||
|
if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
|
||
|
// Next is concave
|
||
|
FillRightConcaveEdgeEvent(tcx, edge, node);
|
||
|
} else {
|
||
|
// Next is convex
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void Sweep::FillRightConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
|
||
|
{
|
||
|
// Next concave or convex?
|
||
|
if (Orient2d(*node.next->point, *node.next->next->point, *node.next->next->next->point) == CCW) {
|
||
|
// Concave
|
||
|
FillRightConcaveEdgeEvent(tcx, edge, *node.next);
|
||
|
} else{
|
||
|
// Convex
|
||
|
// Next above or below edge?
|
||
|
if (Orient2d(*edge->q, *node.next->next->point, *edge->p) == CCW) {
|
||
|
// Below
|
||
|
FillRightConvexEdgeEvent(tcx, edge, *node.next);
|
||
|
} else{
|
||
|
// Above
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Sweep::FillLeftAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
|
||
|
{
|
||
|
while (node->prev->point->x > edge->p->x) {
|
||
|
// Check if next node is below the edge
|
||
|
if (Orient2d(*edge->q, *node->prev->point, *edge->p) == CW) {
|
||
|
FillLeftBelowEdgeEvent(tcx, edge, *node);
|
||
|
} else {
|
||
|
node = node->prev;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Sweep::FillLeftBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
|
||
|
{
|
||
|
if (node.point->x > edge->p->x) {
|
||
|
if (Orient2d(*node.point, *node.prev->point, *node.prev->prev->point) == CW) {
|
||
|
// Concave
|
||
|
FillLeftConcaveEdgeEvent(tcx, edge, node);
|
||
|
} else {
|
||
|
// Convex
|
||
|
FillLeftConvexEdgeEvent(tcx, edge, node);
|
||
|
// Retry this one
|
||
|
FillLeftBelowEdgeEvent(tcx, edge, node);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Sweep::FillLeftConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
|
||
|
{
|
||
|
// Next concave or convex?
|
||
|
if (Orient2d(*node.prev->point, *node.prev->prev->point, *node.prev->prev->prev->point) == CW) {
|
||
|
// Concave
|
||
|
FillLeftConcaveEdgeEvent(tcx, edge, *node.prev);
|
||
|
} else{
|
||
|
// Convex
|
||
|
// Next above or below edge?
|
||
|
if (Orient2d(*edge->q, *node.prev->prev->point, *edge->p) == CW) {
|
||
|
// Below
|
||
|
FillLeftConvexEdgeEvent(tcx, edge, *node.prev);
|
||
|
} else{
|
||
|
// Above
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Sweep::FillLeftConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
|
||
|
{
|
||
|
Fill(tcx, *node.prev);
|
||
|
if (node.prev->point != edge->p) {
|
||
|
// Next above or below edge?
|
||
|
if (Orient2d(*edge->q, *node.prev->point, *edge->p) == CW) {
|
||
|
// Below
|
||
|
if (Orient2d(*node.point, *node.prev->point, *node.prev->prev->point) == CW) {
|
||
|
// Next is concave
|
||
|
FillLeftConcaveEdgeEvent(tcx, edge, node);
|
||
|
} else{
|
||
|
// Next is convex
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void Sweep::FlipEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* t, Point& p)
|
||
|
{
|
||
|
Triangle& ot = t->NeighborAcross(p);
|
||
|
Point& op = *ot.OppositePoint(*t, p);
|
||
|
|
||
|
if (&ot == NULL) {
|
||
|
// If we want to integrate the fillEdgeEvent do it here
|
||
|
// With current implementation we should never get here
|
||
|
//throw new RuntimeException( "[BUG:FIXME] FLIP failed due to missing triangle");
|
||
|
assert(0);
|
||
|
}
|
||
|
|
||
|
if (InScanArea(p, *t->PointCCW(p), *t->PointCW(p), op)) {
|
||
|
// Lets rotate shared edge one vertex CW
|
||
|
RotateTrianglePair(*t, p, ot, op);
|
||
|
tcx.MapTriangleToNodes(*t);
|
||
|
tcx.MapTriangleToNodes(ot);
|
||
|
|
||
|
if (p == eq && op == ep) {
|
||
|
if (eq == *tcx.edge_event.constrained_edge->q && ep == *tcx.edge_event.constrained_edge->p) {
|
||
|
t->MarkConstrainedEdge(&ep, &eq);
|
||
|
ot.MarkConstrainedEdge(&ep, &eq);
|
||
|
Legalize(tcx, *t);
|
||
|
Legalize(tcx, ot);
|
||
|
} else {
|
||
|
// XXX: I think one of the triangles should be legalized here?
|
||
|
}
|
||
|
} else {
|
||
|
Orientation o = Orient2d(eq, op, ep);
|
||
|
t = &NextFlipTriangle(tcx, (int)o, *t, ot, p, op);
|
||
|
FlipEdgeEvent(tcx, ep, eq, t, p);
|
||
|
}
|
||
|
} else {
|
||
|
Point& newP = NextFlipPoint(ep, eq, ot, op);
|
||
|
FlipScanEdgeEvent(tcx, ep, eq, *t, ot, newP);
|
||
|
EdgeEvent(tcx, ep, eq, t, p);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Triangle& Sweep::NextFlipTriangle(SweepContext& tcx, int o, Triangle& t, Triangle& ot, Point& p, Point& op)
|
||
|
{
|
||
|
if (o == CCW) {
|
||
|
// ot is not crossing edge after flip
|
||
|
int edge_index = ot.EdgeIndex(&p, &op);
|
||
|
ot.delaunay_edge[edge_index] = true;
|
||
|
Legalize(tcx, ot);
|
||
|
ot.ClearDelunayEdges();
|
||
|
return t;
|
||
|
}
|
||
|
|
||
|
// t is not crossing edge after flip
|
||
|
int edge_index = t.EdgeIndex(&p, &op);
|
||
|
|
||
|
t.delaunay_edge[edge_index] = true;
|
||
|
Legalize(tcx, t);
|
||
|
t.ClearDelunayEdges();
|
||
|
return ot;
|
||
|
}
|
||
|
|
||
|
Point& Sweep::NextFlipPoint(Point& ep, Point& eq, Triangle& ot, Point& op)
|
||
|
{
|
||
|
Orientation o2d = Orient2d(eq, op, ep);
|
||
|
if (o2d == CW) {
|
||
|
// Right
|
||
|
return *ot.PointCCW(op);
|
||
|
} else if (o2d == CCW) {
|
||
|
// Left
|
||
|
return *ot.PointCW(op);
|
||
|
}
|
||
|
|
||
|
//throw new RuntimeException("[Unsupported] Opposing point on constrained edge");
|
||
|
assert(0);
|
||
|
|
||
|
// Never executed, due tu assert( 0 ). Just to avoid compil warning
|
||
|
return ep;
|
||
|
}
|
||
|
|
||
|
void Sweep::FlipScanEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle& flip_triangle,
|
||
|
Triangle& t, Point& p)
|
||
|
{
|
||
|
Triangle& ot = t.NeighborAcross(p);
|
||
|
Point& op = *ot.OppositePoint(t, p);
|
||
|
|
||
|
if (&t.NeighborAcross(p) == NULL) {
|
||
|
// If we want to integrate the fillEdgeEvent do it here
|
||
|
// With current implementation we should never get here
|
||
|
//throw new RuntimeException( "[BUG:FIXME] FLIP failed due to missing triangle");
|
||
|
assert(0);
|
||
|
}
|
||
|
|
||
|
if (InScanArea(eq, *flip_triangle.PointCCW(eq), *flip_triangle.PointCW(eq), op)) {
|
||
|
// flip with new edge op->eq
|
||
|
FlipEdgeEvent(tcx, eq, op, &ot, op);
|
||
|
// TODO: Actually I just figured out that it should be possible to
|
||
|
// improve this by getting the next ot and op before the the above
|
||
|
// flip and continue the flipScanEdgeEvent here
|
||
|
// set new ot and op here and loop back to inScanArea test
|
||
|
// also need to set a new flip_triangle first
|
||
|
// Turns out at first glance that this is somewhat complicated
|
||
|
// so it will have to wait.
|
||
|
} else{
|
||
|
Point& newP = NextFlipPoint(ep, eq, ot, op);
|
||
|
FlipScanEdgeEvent(tcx, ep, eq, flip_triangle, ot, newP);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Sweep::~Sweep() {
|
||
|
|
||
|
// Clean up memory
|
||
|
for( unsigned i = 0; i < nodes_.size(); i++ )
|
||
|
{
|
||
|
delete nodes_[i];
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|