Very minor fixes: Uncrustify a few files and rename a shadowed var.
This commit is contained in:
parent
78e4787297
commit
146a78a8fb
|
@ -56,7 +56,7 @@ struct Point
|
|||
std::vector<Edge*> edge_list;
|
||||
|
||||
/// Construct using coordinates.
|
||||
Point( double x, double y ) : x( x ), y( y ) {}
|
||||
Point( double ax, double ay ) : x( ax ), y( ay ) {}
|
||||
|
||||
/// Set this point to all zeros.
|
||||
void set_zero()
|
||||
|
|
|
@ -31,7 +31,6 @@
|
|||
#include "advancing_front.h"
|
||||
|
||||
namespace p2t {
|
||||
|
||||
AdvancingFront::AdvancingFront( Node& head, Node& tail )
|
||||
{
|
||||
head_ = &head;
|
||||
|
@ -39,28 +38,38 @@ AdvancingFront::AdvancingFront(Node& head, Node& tail)
|
|||
search_node_ = &head;
|
||||
}
|
||||
|
||||
|
||||
Node* AdvancingFront::LocateNode( const double& x )
|
||||
{
|
||||
Node* node = search_node_;
|
||||
|
||||
if (x < node->value) {
|
||||
while ((node = node->prev) != NULL) {
|
||||
if (x >= node->value) {
|
||||
if( x < node->value )
|
||||
{
|
||||
while( (node = node->prev) != NULL )
|
||||
{
|
||||
if( x >= node->value )
|
||||
{
|
||||
search_node_ = node;
|
||||
return node;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
while ((node = node->next) != NULL) {
|
||||
if (x < node->value) {
|
||||
}
|
||||
else
|
||||
{
|
||||
while( (node = node->next) != NULL )
|
||||
{
|
||||
if( x < node->value )
|
||||
{
|
||||
search_node_ = node->prev;
|
||||
return node->prev;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
Node* AdvancingFront::FindSearchNode( const double& x )
|
||||
{
|
||||
(void) x; // suppress compiler warnings "unused parameter 'x'"
|
||||
|
@ -68,42 +77,59 @@ Node* AdvancingFront::FindSearchNode(const double& x)
|
|||
return search_node_;
|
||||
}
|
||||
|
||||
|
||||
Node* AdvancingFront::LocatePoint( const Point* point )
|
||||
{
|
||||
const double px = point->x;
|
||||
Node* node = FindSearchNode( px );
|
||||
const double nx = node->point->x;
|
||||
|
||||
if (px == nx) {
|
||||
if (point != node->point) {
|
||||
if( px == nx )
|
||||
{
|
||||
if( point != node->point )
|
||||
{
|
||||
// We might have two nodes with same x value for a short time
|
||||
if (point == node->prev->point) {
|
||||
if( point == node->prev->point )
|
||||
{
|
||||
node = node->prev;
|
||||
} else if (point == node->next->point) {
|
||||
}
|
||||
else if( point == node->next->point )
|
||||
{
|
||||
node = node->next;
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
assert( 0 );
|
||||
}
|
||||
}
|
||||
} else if (px < nx) {
|
||||
while ((node = node->prev) != NULL) {
|
||||
if (point == node->point) {
|
||||
}
|
||||
else if( px < nx )
|
||||
{
|
||||
while( (node = node->prev) != NULL )
|
||||
{
|
||||
if( point == node->point )
|
||||
{
|
||||
break;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
while ((node = node->next) != NULL) {
|
||||
}
|
||||
else
|
||||
{
|
||||
while( (node = node->next) != NULL )
|
||||
{
|
||||
if( point == node->point )
|
||||
break;
|
||||
}
|
||||
}
|
||||
if(node) search_node_ = node;
|
||||
|
||||
if( node )
|
||||
search_node_ = node;
|
||||
|
||||
return node;
|
||||
}
|
||||
|
||||
|
||||
AdvancingFront::~AdvancingFront()
|
||||
{
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -35,11 +35,11 @@
|
|||
#include "../common/shapes.h"
|
||||
|
||||
namespace p2t {
|
||||
|
||||
struct Node;
|
||||
|
||||
// Advancing front node
|
||||
struct Node {
|
||||
struct Node
|
||||
{
|
||||
Point* point;
|
||||
Triangle* triangle;
|
||||
|
||||
|
@ -52,14 +52,15 @@ struct Node {
|
|||
{
|
||||
}
|
||||
|
||||
Node(Point& p, Triangle& t) : point(&p), triangle(&t), next(NULL), prev(NULL), value(p.x)
|
||||
Node( Point& p, Triangle& t ) : point( &p ), triangle( &t ), next( NULL ), prev( NULL ), value(
|
||||
p.x )
|
||||
{
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
// Advancing front
|
||||
class AdvancingFront {
|
||||
class AdvancingFront
|
||||
{
|
||||
public:
|
||||
|
||||
AdvancingFront( Node& head, Node& tail );
|
||||
|
@ -89,30 +90,36 @@ inline Node* AdvancingFront::head()
|
|||
{
|
||||
return head_;
|
||||
}
|
||||
|
||||
|
||||
inline void AdvancingFront::set_head( Node* node )
|
||||
{
|
||||
head_ = node;
|
||||
}
|
||||
|
||||
|
||||
inline Node* AdvancingFront::tail()
|
||||
{
|
||||
return tail_;
|
||||
}
|
||||
|
||||
|
||||
inline void AdvancingFront::set_tail( Node* node )
|
||||
{
|
||||
tail_ = node;
|
||||
}
|
||||
|
||||
|
||||
inline Node* AdvancingFront::search()
|
||||
{
|
||||
return search_node_;
|
||||
}
|
||||
|
||||
|
||||
inline void AdvancingFront::set_search( Node* node )
|
||||
{
|
||||
search_node_ = node;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -31,42 +31,46 @@
|
|||
#include "cdt.h"
|
||||
|
||||
namespace p2t {
|
||||
|
||||
CDT::CDT( std::vector<Point*> polyline )
|
||||
{
|
||||
sweep_context_ = new SweepContext( polyline );
|
||||
sweep_ = new Sweep;
|
||||
}
|
||||
|
||||
|
||||
void CDT::AddHole( std::vector<Point*> polyline )
|
||||
{
|
||||
sweep_context_->AddHole( polyline );
|
||||
}
|
||||
|
||||
void CDT::AddPoint(Point* point) {
|
||||
|
||||
void CDT::AddPoint( Point* point )
|
||||
{
|
||||
sweep_context_->AddPoint( point );
|
||||
}
|
||||
|
||||
|
||||
void CDT::Triangulate()
|
||||
{
|
||||
sweep_->Triangulate( *sweep_context_ );
|
||||
}
|
||||
|
||||
|
||||
std::vector<p2t::Triangle*> CDT::GetTriangles()
|
||||
{
|
||||
return sweep_context_->GetTriangles();
|
||||
}
|
||||
|
||||
|
||||
std::list<p2t::Triangle*> CDT::GetMap()
|
||||
{
|
||||
return sweep_context_->GetMap();
|
||||
}
|
||||
|
||||
|
||||
CDT::~CDT()
|
||||
{
|
||||
delete sweep_context_;
|
||||
delete sweep_;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -35,7 +35,6 @@
|
|||
#include "../common/utils.h"
|
||||
|
||||
namespace p2t {
|
||||
|
||||
// Triangulate simple polygon with holes
|
||||
void Sweep::Triangulate( SweepContext& tcx )
|
||||
{
|
||||
|
@ -47,23 +46,30 @@ void Sweep::Triangulate(SweepContext& tcx)
|
|||
FinalizationPolygon( tcx );
|
||||
}
|
||||
|
||||
|
||||
void Sweep::SweepPoints( SweepContext& tcx )
|
||||
{
|
||||
for (int i = 1; i < tcx.point_count(); i++) {
|
||||
Point& point = *tcx.GetPoint(i);
|
||||
for( int jj = 1; jj < tcx.point_count(); jj++ )
|
||||
{
|
||||
Point& point = *tcx.GetPoint( jj );
|
||||
Node* node = &PointEvent( tcx, point );
|
||||
for (unsigned int i = 0; i < point.edge_list.size(); i++) {
|
||||
|
||||
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)) {
|
||||
|
||||
while( !t->GetConstrainedEdgeCW( *p ) )
|
||||
{
|
||||
t = t->NeighborCCW( *p );
|
||||
}
|
||||
|
||||
|
@ -71,6 +77,7 @@ void Sweep::FinalizationPolygon(SweepContext& tcx)
|
|||
tcx.MeshClean( *t );
|
||||
}
|
||||
|
||||
|
||||
Node& Sweep::PointEvent( SweepContext& tcx, Point& point )
|
||||
{
|
||||
Node& node = tcx.LocateNode( point );
|
||||
|
@ -78,7 +85,8 @@ Node& Sweep::PointEvent(SweepContext& tcx, Point& point)
|
|||
|
||||
// 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) {
|
||||
if( point.x <= node.point->x + EPSILON )
|
||||
{
|
||||
Fill( tcx, node );
|
||||
}
|
||||
|
||||
|
@ -88,12 +96,14 @@ Node& Sweep::PointEvent(SweepContext& tcx, Point& point)
|
|||
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)) {
|
||||
if( IsEdgeSideOfTriangle( *node->triangle, *edge->p, *edge->q ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
|
@ -104,76 +114,104 @@ void Sweep::EdgeEvent(SweepContext& tcx, Edge* edge, Node* 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)) {
|
||||
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)) {
|
||||
|
||||
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 {
|
||||
}
|
||||
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)) {
|
||||
|
||||
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 {
|
||||
}
|
||||
else
|
||||
{
|
||||
std::runtime_error( "EdgeEvent - collinear points not supported" );
|
||||
assert( 0 );
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (o1 == o2) {
|
||||
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) {
|
||||
if( o1 == CW )
|
||||
{
|
||||
triangle = triangle->NeighborCCW( point );
|
||||
} else{
|
||||
}
|
||||
else
|
||||
{
|
||||
triangle = triangle->NeighborCW( point );
|
||||
}
|
||||
|
||||
EdgeEvent( tcx, ep, eq, triangle, point );
|
||||
} else {
|
||||
}
|
||||
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) {
|
||||
if( index != -1 )
|
||||
{
|
||||
triangle.MarkConstrainedEdge( index );
|
||||
Triangle* t = triangle.GetNeighbor( index );
|
||||
if (t) {
|
||||
|
||||
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 );
|
||||
|
@ -189,13 +227,15 @@ Node& Sweep::NewFrontTriangle(SweepContext& tcx, Point& point, Node& node)
|
|||
node.next->prev = new_node;
|
||||
node.next = new_node;
|
||||
|
||||
if (!Legalize(tcx, *triangle)) {
|
||||
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 );
|
||||
|
@ -212,21 +252,24 @@ void Sweep::Fill(SweepContext& tcx, Node& node)
|
|||
node.next->prev = node.prev;
|
||||
|
||||
// If it was legalized the triangle has already been mapped
|
||||
if (!Legalize(tcx, *triangle)) {
|
||||
if( !Legalize( tcx, *triangle ) )
|
||||
{
|
||||
tcx.MapTriangleToNodes( *triangle );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
void Sweep::FillAdvancingFront( SweepContext& tcx, Node& n )
|
||||
{
|
||||
|
||||
// Fill right holes
|
||||
Node* node = n.next;
|
||||
|
||||
while (node->next) {
|
||||
while( node->next )
|
||||
{
|
||||
// if HoleAngle exceeds 90 degrees then break.
|
||||
if (LargeHole_DontFill(node)) break;
|
||||
if( LargeHole_DontFill( node ) )
|
||||
break;
|
||||
|
||||
Fill( tcx, *node );
|
||||
node = node->next;
|
||||
}
|
||||
|
@ -234,57 +277,79 @@ void Sweep::FillAdvancingFront(SweepContext& tcx, Node& n)
|
|||
// Fill left holes
|
||||
node = n.prev;
|
||||
|
||||
while (node->prev) {
|
||||
while( node->prev )
|
||||
{
|
||||
// if HoleAngle exceeds 90 degrees then break.
|
||||
if (LargeHole_DontFill(node)) break;
|
||||
if( LargeHole_DontFill( node ) )
|
||||
break;
|
||||
|
||||
Fill( tcx, *node );
|
||||
node = node->prev;
|
||||
}
|
||||
|
||||
// Fill right basins
|
||||
if (n.next && n.next->next) {
|
||||
if( n.next && n.next->next )
|
||||
{
|
||||
double angle = BasinAngle( n );
|
||||
if (angle < PI_3div4) {
|
||||
|
||||
if( angle < PI_3div4 )
|
||||
{
|
||||
FillBasin( tcx, n );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// True if HoleAngle exceeds 90 degrees.
|
||||
bool Sweep::LargeHole_DontFill(Node* node) {
|
||||
|
||||
// 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))
|
||||
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))
|
||||
if( (prev2Node != NULL)
|
||||
&& !AngleExceedsPlus90DegreesOrIsNegative( node->point, nextNode->point,
|
||||
prev2Node->point ) )
|
||||
return false;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
bool Sweep::AngleExceeds90Degrees(Point* origin, Point* pa, Point* pb) {
|
||||
|
||||
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) {
|
||||
|
||||
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) {
|
||||
|
||||
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)
|
||||
|
@ -302,16 +367,20 @@ double Sweep::Angle(Point& origin, Point& pa, Point& pb) {
|
|||
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
|
||||
|
@ -326,34 +395,40 @@ double Sweep::HoleAngle(Node& node)
|
|||
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++) {
|
||||
for( int i = 0; i < 3; i++ )
|
||||
{
|
||||
if( t.delaunay_edge[i] )
|
||||
continue;
|
||||
|
||||
Triangle* ot = t.GetNeighbor( i );
|
||||
|
||||
if (ot) {
|
||||
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]) {
|
||||
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) {
|
||||
if( inside )
|
||||
{
|
||||
// Lets mark this shared edge as Delaunay
|
||||
t.delaunay_edge[i] = true;
|
||||
ot->delaunay_edge[oi] = true;
|
||||
|
@ -366,11 +441,14 @@ bool Sweep::Legalize(SweepContext& tcx, Triangle& t)
|
|||
|
||||
// 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) {
|
||||
|
||||
if( not_legalized )
|
||||
{
|
||||
tcx.MapTriangleToNodes( t );
|
||||
}
|
||||
|
||||
not_legalized = !Legalize( tcx, *ot );
|
||||
|
||||
if( not_legalized )
|
||||
tcx.MapTriangleToNodes( *ot );
|
||||
|
||||
|
@ -387,9 +465,11 @@ bool Sweep::Legalize(SweepContext& tcx, Triangle& t)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
bool Sweep::Incircle( Point& pa, Point& pb, Point& pc, Point& pd )
|
||||
{
|
||||
double adx = pa.x - pd.x;
|
||||
|
@ -426,9 +506,11 @@ bool Sweep::Incircle(Point& pa, Point& pb, Point& pc, Point& pd)
|
|||
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 );
|
||||
|
@ -468,38 +550,59 @@ void Sweep::RotateTrianglePair(Triangle& t, Point& p, Triangle& ot, Point& op)
|
|||
// 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);
|
||||
|
||||
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) {
|
||||
if( Orient2d( *node.point, *node.next->point, *node.next->next->point ) == CCW )
|
||||
{
|
||||
tcx.basin.left_node = node.next->next;
|
||||
} else {
|
||||
}
|
||||
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->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) {
|
||||
|
||||
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->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) {
|
||||
|
||||
if( tcx.basin.right_node == tcx.basin.bottom_node )
|
||||
{
|
||||
// No valid basins
|
||||
return;
|
||||
}
|
||||
|
@ -510,34 +613,52 @@ void Sweep::FillBasin(SweepContext& tcx, Node& node)
|
|||
FillBasinReq( tcx, tcx.basin.bottom_node );
|
||||
}
|
||||
|
||||
|
||||
void Sweep::FillBasinReq( SweepContext& tcx, Node* node )
|
||||
{
|
||||
// if shallow stop filling
|
||||
if (IsShallow(tcx, *node)) {
|
||||
if( IsShallow( tcx, *node ) )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Fill( tcx, *node );
|
||||
|
||||
if (node->prev == tcx.basin.left_node && node->next == tcx.basin.right_node) {
|
||||
if( node->prev == tcx.basin.left_node && node->next == tcx.basin.right_node )
|
||||
{
|
||||
return;
|
||||
} else if (node->prev == tcx.basin.left_node) {
|
||||
}
|
||||
else if( node->prev == tcx.basin.left_node )
|
||||
{
|
||||
Orientation o = Orient2d( *node->point, *node->next->point, *node->next->next->point );
|
||||
if (o == CW) {
|
||||
|
||||
if( o == CW )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
node = node->next;
|
||||
} else if (node->next == tcx.basin.right_node) {
|
||||
}
|
||||
else if( node->next == tcx.basin.right_node )
|
||||
{
|
||||
Orientation o = Orient2d( *node->point, *node->prev->point, *node->prev->prev->point );
|
||||
if (o == CCW) {
|
||||
|
||||
if( o == CCW )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
node = node->prev;
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
// Continue with the neighbor node with lowest Y value
|
||||
if (node->prev->point->y < node->next->point->y) {
|
||||
if( node->prev->point->y < node->next->point->y )
|
||||
{
|
||||
node = node->prev;
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
node = node->next;
|
||||
}
|
||||
}
|
||||
|
@ -545,51 +666,71 @@ void Sweep::FillBasinReq(SweepContext& tcx, Node* node)
|
|||
FillBasinReq( tcx, node );
|
||||
}
|
||||
|
||||
|
||||
bool Sweep::IsShallow( SweepContext& tcx, Node& node )
|
||||
{
|
||||
double height;
|
||||
|
||||
if (tcx.basin.left_highest) {
|
||||
if( tcx.basin.left_highest )
|
||||
{
|
||||
height = tcx.basin.left_node->point->y - node.point->y;
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
height = tcx.basin.right_node->point->y - node.point->y;
|
||||
}
|
||||
|
||||
// if shallow stop filling
|
||||
if (tcx.basin.width > height) {
|
||||
if( tcx.basin.width > height )
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
|
||||
void Sweep::FillEdgeEvent( SweepContext& tcx, Edge* edge, Node* node )
|
||||
{
|
||||
if (tcx.edge_event.right) {
|
||||
if( tcx.edge_event.right )
|
||||
{
|
||||
FillRightAboveEdgeEvent( tcx, edge, node );
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
FillLeftAboveEdgeEvent( tcx, edge, node );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Sweep::FillRightAboveEdgeEvent( SweepContext& tcx, Edge* edge, Node* node )
|
||||
{
|
||||
while (node->next->point->x < edge->p->x) {
|
||||
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) {
|
||||
if( Orient2d( *edge->q, *node->next->point, *edge->p ) == CCW )
|
||||
{
|
||||
FillRightBelowEdgeEvent( tcx, edge, *node );
|
||||
} else {
|
||||
}
|
||||
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) {
|
||||
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{
|
||||
}
|
||||
else
|
||||
{
|
||||
// Convex
|
||||
FillRightConvexEdgeEvent( tcx, edge, node );
|
||||
// Retry this one
|
||||
|
@ -598,61 +739,85 @@ void Sweep::FillRightBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
void Sweep::FillRightConcaveEdgeEvent( SweepContext& tcx, Edge* edge, Node& node )
|
||||
{
|
||||
Fill( tcx, *node.next );
|
||||
if (node.next->point != edge->p) {
|
||||
|
||||
if( node.next->point != edge->p )
|
||||
{
|
||||
// Next above or below edge?
|
||||
if (Orient2d(*edge->q, *node.next->point, *edge->p) == CCW) {
|
||||
if( Orient2d( *edge->q, *node.next->point, *edge->p ) == CCW )
|
||||
{
|
||||
// Below
|
||||
if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
|
||||
if( Orient2d( *node.point, *node.next->point, *node.next->next->point ) == CCW )
|
||||
{
|
||||
// Next is concave
|
||||
FillRightConcaveEdgeEvent( tcx, edge, node );
|
||||
} else {
|
||||
}
|
||||
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) {
|
||||
if( Orient2d( *node.next->point, *node.next->next->point,
|
||||
*node.next->next->next->point ) == CCW )
|
||||
{
|
||||
// Concave
|
||||
FillRightConcaveEdgeEvent( tcx, edge, *node.next );
|
||||
} else{
|
||||
}
|
||||
else
|
||||
{
|
||||
// Convex
|
||||
// Next above or below edge?
|
||||
if (Orient2d(*edge->q, *node.next->next->point, *edge->p) == CCW) {
|
||||
if( Orient2d( *edge->q, *node.next->next->point, *edge->p ) == CCW )
|
||||
{
|
||||
// Below
|
||||
FillRightConvexEdgeEvent( tcx, edge, *node.next );
|
||||
} else{
|
||||
}
|
||||
else
|
||||
{
|
||||
// Above
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Sweep::FillLeftAboveEdgeEvent( SweepContext& tcx, Edge* edge, Node* node )
|
||||
{
|
||||
while (node->prev->point->x > edge->p->x) {
|
||||
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) {
|
||||
if( Orient2d( *edge->q, *node->prev->point, *edge->p ) == CW )
|
||||
{
|
||||
FillLeftBelowEdgeEvent( tcx, edge, *node );
|
||||
} else {
|
||||
}
|
||||
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) {
|
||||
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 {
|
||||
}
|
||||
else
|
||||
{
|
||||
// Convex
|
||||
FillLeftConvexEdgeEvent( tcx, edge, node );
|
||||
// Retry this one
|
||||
|
@ -661,84 +826,117 @@ void Sweep::FillLeftBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& 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) {
|
||||
if( Orient2d( *node.prev->point, *node.prev->prev->point,
|
||||
*node.prev->prev->prev->point ) == CW )
|
||||
{
|
||||
// Concave
|
||||
FillLeftConcaveEdgeEvent( tcx, edge, *node.prev );
|
||||
} else{
|
||||
}
|
||||
else
|
||||
{
|
||||
// Convex
|
||||
// Next above or below edge?
|
||||
if (Orient2d(*edge->q, *node.prev->prev->point, *edge->p) == CW) {
|
||||
if( Orient2d( *edge->q, *node.prev->prev->point, *edge->p ) == CW )
|
||||
{
|
||||
// Below
|
||||
FillLeftConvexEdgeEvent( tcx, edge, *node.prev );
|
||||
} else{
|
||||
}
|
||||
else
|
||||
{
|
||||
// Above
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void Sweep::FillLeftConcaveEdgeEvent( SweepContext& tcx, Edge* edge, Node& node )
|
||||
{
|
||||
Fill( tcx, *node.prev );
|
||||
if (node.prev->point != edge->p) {
|
||||
|
||||
if( node.prev->point != edge->p )
|
||||
{
|
||||
// Next above or below edge?
|
||||
if (Orient2d(*edge->q, *node.prev->point, *edge->p) == CW) {
|
||||
if( Orient2d( *edge->q, *node.prev->point, *edge->p ) == CW )
|
||||
{
|
||||
// Below
|
||||
if (Orient2d(*node.point, *node.prev->point, *node.prev->prev->point) == CW) {
|
||||
if( Orient2d( *node.point, *node.prev->point, *node.prev->prev->point ) == CW )
|
||||
{
|
||||
// Next is concave
|
||||
FillLeftConcaveEdgeEvent( tcx, edge, node );
|
||||
} else{
|
||||
}
|
||||
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( &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)) {
|
||||
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) {
|
||||
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 {
|
||||
}
|
||||
else
|
||||
{
|
||||
// XXX: I think one of the triangles should be legalized here?
|
||||
}
|
||||
} else {
|
||||
}
|
||||
else
|
||||
{
|
||||
Orientation o = Orient2d( eq, op, ep );
|
||||
t = &NextFlipTriangle( tcx, (int) o, *t, ot, p, op );
|
||||
FlipEdgeEvent( tcx, ep, eq, t, p );
|
||||
}
|
||||
} else {
|
||||
}
|
||||
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)
|
||||
|
||||
Triangle& Sweep::NextFlipTriangle( SweepContext& tcx,
|
||||
int o,
|
||||
Triangle& t,
|
||||
Triangle& ot,
|
||||
Point& p,
|
||||
Point& op )
|
||||
{
|
||||
if( o == CCW )
|
||||
{
|
||||
if (o == CCW) {
|
||||
// ot is not crossing edge after flip
|
||||
int edge_index = ot.EdgeIndex( &p, &op );
|
||||
ot.delaunay_edge[edge_index] = true;
|
||||
|
@ -756,13 +954,18 @@ Triangle& Sweep::NextFlipTriangle(SweepContext& tcx, int o, Triangle& t, Triangl
|
|||
return ot;
|
||||
}
|
||||
|
||||
|
||||
Point& Sweep::NextFlipPoint( Point& ep, Point& eq, Triangle& ot, Point& op )
|
||||
{
|
||||
Orientation o2d = Orient2d( eq, op, ep );
|
||||
if (o2d == CW) {
|
||||
|
||||
if( o2d == CW )
|
||||
{
|
||||
// Right
|
||||
return *ot.PointCCW( op );
|
||||
} else if (o2d == CCW) {
|
||||
}
|
||||
else if( o2d == CCW )
|
||||
{
|
||||
// Left
|
||||
return *ot.PointCW( op );
|
||||
}
|
||||
|
@ -774,20 +977,23 @@ Point& Sweep::NextFlipPoint(Point& ep, Point& eq, Triangle& ot, Point& op)
|
|||
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( &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)) {
|
||||
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
|
||||
|
@ -797,21 +1003,21 @@ void Sweep::FlipScanEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle&
|
|||
// 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{
|
||||
}
|
||||
else
|
||||
{
|
||||
Point& newP = NextFlipPoint( ep, eq, ot, op );
|
||||
FlipScanEdgeEvent( tcx, ep, eq, flip_triangle, ot, newP );
|
||||
}
|
||||
}
|
||||
|
||||
Sweep::~Sweep() {
|
||||
|
||||
Sweep::~Sweep()
|
||||
{
|
||||
// Clean up memory
|
||||
for( unsigned i = 0; i < nodes_.size(); i++ )
|
||||
{
|
||||
delete nodes_[i];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
|
@ -33,7 +33,6 @@
|
|||
#include "advancing_front.h"
|
||||
|
||||
namespace p2t {
|
||||
|
||||
SweepContext::SweepContext( std::vector<Point*> polyline ) :
|
||||
front_( 0 ),
|
||||
head_( 0 ),
|
||||
|
@ -50,42 +49,55 @@ SweepContext::SweepContext(std::vector<Point*> polyline) :
|
|||
InitEdges( points_ );
|
||||
}
|
||||
|
||||
|
||||
void SweepContext::AddHole( std::vector<Point*> polyline )
|
||||
{
|
||||
InitEdges( polyline );
|
||||
for(unsigned int i = 0; i < polyline.size(); i++) {
|
||||
|
||||
for( unsigned int i = 0; i < polyline.size(); i++ )
|
||||
{
|
||||
points_.push_back( polyline[i] );
|
||||
}
|
||||
}
|
||||
|
||||
void SweepContext::AddPoint(Point* point) {
|
||||
|
||||
void SweepContext::AddPoint( Point* point )
|
||||
{
|
||||
points_.push_back( point );
|
||||
}
|
||||
|
||||
|
||||
std::vector<Triangle*> SweepContext::GetTriangles()
|
||||
{
|
||||
return triangles_;
|
||||
}
|
||||
|
||||
|
||||
std::list<Triangle*> SweepContext::GetMap()
|
||||
{
|
||||
return map_;
|
||||
}
|
||||
|
||||
|
||||
void SweepContext::InitTriangulation()
|
||||
{
|
||||
double xmax( points_[0]->x ), xmin( points_[0]->x );
|
||||
double ymax( points_[0]->y ), ymin( points_[0]->y );
|
||||
|
||||
// Calculate bounds.
|
||||
for (unsigned int i = 0; i < points_.size(); i++) {
|
||||
for( unsigned int i = 0; i < points_.size(); i++ )
|
||||
{
|
||||
Point& p = *points_[i];
|
||||
|
||||
if( p.x > xmax )
|
||||
xmax = p.x;
|
||||
|
||||
if( p.x < xmin )
|
||||
xmin = p.x;
|
||||
|
||||
if( p.y > ymax )
|
||||
ymax = p.y;
|
||||
|
||||
if( p.y < ymin )
|
||||
ymin = p.y;
|
||||
}
|
||||
|
@ -97,37 +109,42 @@ void SweepContext::InitTriangulation()
|
|||
|
||||
// Sort points along y-axis
|
||||
std::sort( points_.begin(), points_.end(), cmp );
|
||||
|
||||
}
|
||||
|
||||
|
||||
void SweepContext::InitEdges( std::vector<Point*> polyline )
|
||||
{
|
||||
int num_points = polyline.size();
|
||||
for (int i = 0; i < num_points; i++) {
|
||||
|
||||
for( int i = 0; i < num_points; i++ )
|
||||
{
|
||||
int j = i < num_points - 1 ? i + 1 : 0;
|
||||
edge_list.push_back( new Edge( *polyline[i], *polyline[j] ) );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Point* SweepContext::GetPoint( const int& index )
|
||||
{
|
||||
return points_[index];
|
||||
}
|
||||
|
||||
|
||||
void SweepContext::AddToMap( Triangle* triangle )
|
||||
{
|
||||
map_.push_back( triangle );
|
||||
}
|
||||
|
||||
|
||||
Node& SweepContext::LocateNode( Point& point )
|
||||
{
|
||||
// TODO implement search tree
|
||||
return *front_->LocateNode( point.x );
|
||||
}
|
||||
|
||||
|
||||
void SweepContext::CreateAdvancingFront( std::vector<Node*> nodes )
|
||||
{
|
||||
|
||||
(void) nodes;
|
||||
// Initial triangle
|
||||
Triangle* triangle = new Triangle( *points_[0], *tail_, *head_ );
|
||||
|
@ -147,40 +164,52 @@ void SweepContext::CreateAdvancingFront(std::vector<Node*> nodes)
|
|||
af_tail_->prev = af_middle_;
|
||||
}
|
||||
|
||||
|
||||
void SweepContext::RemoveNode( Node* node )
|
||||
{
|
||||
delete node;
|
||||
}
|
||||
|
||||
|
||||
void SweepContext::MapTriangleToNodes( Triangle& t )
|
||||
{
|
||||
for (int i = 0; i < 3; i++) {
|
||||
if (!t.GetNeighbor(i)) {
|
||||
for( int i = 0; i < 3; i++ )
|
||||
{
|
||||
if( !t.GetNeighbor( i ) )
|
||||
{
|
||||
Node* n = front_->LocatePoint( t.PointCW( *t.GetPoint( i ) ) );
|
||||
|
||||
if( n )
|
||||
n->triangle = &t;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void SweepContext::RemoveFromMap( Triangle* triangle )
|
||||
{
|
||||
map_.remove( triangle );
|
||||
}
|
||||
|
||||
|
||||
void SweepContext::MeshClean( Triangle& triangle )
|
||||
{
|
||||
std::vector<Triangle*> triangles;
|
||||
|
||||
triangles.push_back( &triangle );
|
||||
|
||||
while(!triangles.empty()){
|
||||
while( !triangles.empty() )
|
||||
{
|
||||
Triangle* t = triangles.back();
|
||||
triangles.pop_back();
|
||||
|
||||
if (t != NULL && !t->IsInterior()) {
|
||||
if( t != NULL && !t->IsInterior() )
|
||||
{
|
||||
t->IsInterior( true );
|
||||
triangles_.push_back( t );
|
||||
for (int i = 0; i < 3; i++) {
|
||||
|
||||
for( int i = 0; i < 3; i++ )
|
||||
{
|
||||
if( !t->constrained_edge[i] )
|
||||
triangles.push_back( t->GetNeighbor( i ) );
|
||||
}
|
||||
|
@ -188,9 +217,9 @@ void SweepContext::MeshClean(Triangle& triangle)
|
|||
}
|
||||
}
|
||||
|
||||
|
||||
SweepContext::~SweepContext()
|
||||
{
|
||||
|
||||
// Clean up memory
|
||||
|
||||
delete head_;
|
||||
|
@ -202,15 +231,15 @@ SweepContext::~SweepContext()
|
|||
|
||||
typedef std::list<Triangle*> type_list;
|
||||
|
||||
for(type_list::iterator iter = map_.begin(); iter != map_.end(); ++iter) {
|
||||
for( type_list::iterator iter = map_.begin(); iter != map_.end(); ++iter )
|
||||
{
|
||||
Triangle* ptr = *iter;
|
||||
delete ptr;
|
||||
}
|
||||
|
||||
for(unsigned int i = 0; i < edge_list.size(); i++) {
|
||||
for( unsigned int i = 0; i < edge_list.size(); i++ )
|
||||
{
|
||||
delete edge_list[i];
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -37,7 +37,6 @@
|
|||
#include <cstddef>
|
||||
|
||||
namespace p2t {
|
||||
|
||||
// Inital triangle factor, seed triangle will extend 30% of
|
||||
// PointSet width to both left and right.
|
||||
const double kAlpha = 0.3;
|
||||
|
@ -48,7 +47,8 @@ struct Node;
|
|||
struct Edge;
|
||||
class AdvancingFront;
|
||||
|
||||
class SweepContext {
|
||||
class SweepContext
|
||||
{
|
||||
public:
|
||||
|
||||
/// Constructor
|
||||
|
@ -92,18 +92,21 @@ AdvancingFront* front();
|
|||
void MeshClean( Triangle& triangle );
|
||||
|
||||
std::vector<Triangle*> GetTriangles();
|
||||
|
||||
std::list<Triangle*> GetMap();
|
||||
|
||||
std::vector<Edge*> edge_list;
|
||||
|
||||
struct Basin {
|
||||
struct Basin
|
||||
{
|
||||
Node* left_node;
|
||||
Node* bottom_node;
|
||||
Node* right_node;
|
||||
double width;
|
||||
bool left_highest;
|
||||
|
||||
Basin() : left_node(NULL), bottom_node(NULL), right_node(NULL), width(0.0), left_highest(false)
|
||||
Basin() : left_node( NULL ), bottom_node( NULL ), right_node( NULL ), width( 0.0 ),
|
||||
left_highest( false )
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -117,7 +120,8 @@ struct Basin {
|
|||
}
|
||||
};
|
||||
|
||||
struct EdgeEvent {
|
||||
struct EdgeEvent
|
||||
{
|
||||
Edge* constrained_edge;
|
||||
bool right;
|
||||
|
||||
|
@ -148,7 +152,6 @@ Node *af_head_, *af_middle_, *af_tail_;
|
|||
|
||||
void InitTriangulation();
|
||||
void InitEdges( std::vector<Point*> polyline );
|
||||
|
||||
};
|
||||
|
||||
inline AdvancingFront* SweepContext::front()
|
||||
|
@ -156,31 +159,35 @@ inline AdvancingFront* SweepContext::front()
|
|||
return front_;
|
||||
}
|
||||
|
||||
|
||||
inline int SweepContext::point_count()
|
||||
{
|
||||
return points_.size();
|
||||
}
|
||||
|
||||
|
||||
inline void SweepContext::set_head( Point* p1 )
|
||||
{
|
||||
head_ = p1;
|
||||
}
|
||||
|
||||
|
||||
inline Point* SweepContext::head()
|
||||
{
|
||||
return head_;
|
||||
}
|
||||
|
||||
|
||||
inline void SweepContext::set_tail( Point* p1 )
|
||||
{
|
||||
tail_ = p1;
|
||||
}
|
||||
|
||||
|
||||
inline Point* SweepContext::tail()
|
||||
{
|
||||
return tail_;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue