/* * 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 guard #ifndef SHAPES_H #define SHAPES_H #include #include #include #include namespace p2t { struct Edge; struct Point { double x, y; /// Default constructor does nothing (for performance). Point() { x = 0.0; y = 0.0; } /// The edges this point constitutes an upper ending point std::vector edge_list; /// Construct using coordinates. Point( double ax, double ay ) : x( ax ), y( ay ) {} /// Set this point to all zeros. void set_zero() { x = 0.0; y = 0.0; } /// Set this point to some specified coordinates. void set( double x_, double y_ ) { x = x_; y = y_; } /// Negate this point. Point operator -() const { Point v; v.set( -x, -y ); return v; } /// Add a point to this point. void operator +=( const Point& v ) { x += v.x; y += v.y; } /// Subtract a point from this point. void operator -=( const Point& v ) { x -= v.x; y -= v.y; } /// Multiply this point by a scalar. void operator *=( double a ) { x *= a; y *= a; } /// Get the length of this point (the norm). double Length() const { return sqrt( x * x + y * y ); } /// Convert this point into a unit point. Returns the Length. double Normalize() { double len = Length(); x /= len; y /= len; return len; } }; // Represents a simple polygon's edge struct Edge { Point* p, * q; /// Constructor Edge( Point& p1, Point& p2 ) : p( &p1 ), q( &p2 ) { if( p1.y > p2.y ) { q = &p1; p = &p2; } else if( p1.y == p2.y ) { if( p1.x > p2.x ) { q = &p1; p = &p2; } else if( p1.x == p2.x ) { // Repeat points assert( false ); } } q->edge_list.push_back( this ); } }; // Triangle-based data structures are know to have better performance than quad-edge structures // See: J. Shewchuk, "Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator" // "Triangulations in CGAL" class Triangle { public: /// Constructor Triangle( Point& a, Point& b, Point& c ); /// Flags to determine if an edge is a Constrained edge bool constrained_edge[3]; /// Flags to determine if an edge is a Delauney edge bool delaunay_edge[3]; Point* GetPoint( const int& index ); Point* PointCW( Point& point ); Point* PointCCW( Point& point ); Point* OppositePoint( Triangle& t, Point& p ); Triangle* GetNeighbor( const int& index ); void MarkNeighbor( Point* p1, Point* p2, Triangle* t ); void MarkNeighbor( Triangle& t ); void MarkConstrainedEdge( const int index ); void MarkConstrainedEdge( Edge& edge ); void MarkConstrainedEdge( Point* p, Point* q ); int Index( const Point* p ); int EdgeIndex( const Point* p1, const Point* p2 ); Triangle* NeighborCW( Point& point ); Triangle* NeighborCCW( Point& point ); bool GetConstrainedEdgeCCW( Point& p ); bool GetConstrainedEdgeCW( Point& p ); void SetConstrainedEdgeCCW( Point& p, bool ce ); void SetConstrainedEdgeCW( Point& p, bool ce ); bool GetDelunayEdgeCCW( Point& p ); bool GetDelunayEdgeCW( Point& p ); void SetDelunayEdgeCCW( Point& p, bool e ); void SetDelunayEdgeCW( Point& p, bool e ); bool Contains( Point* p ); bool Contains( const Edge& e ); bool Contains( Point* p, Point* q ); void Legalize( Point& point ); void Legalize( Point& opoint, Point& npoint ); /** * Clears all references to all other triangles and points */ void Clear(); void ClearNeighbor( Triangle* triangle ); void ClearNeighbors(); void ClearDelunayEdges(); inline bool IsInterior(); inline void IsInterior( bool b ); Triangle& NeighborAcross( Point& opoint ); void DebugPrint(); private: /// Triangle points Point* points_[3]; /// Neighbor list Triangle* neighbors_[3]; /// Has this triangle been marked as an interior triangle? bool interior_; }; inline bool cmp( const Point* a, const Point* b ) { if( a->y < b->y ) { return true; } else if( a->y == b->y ) { // Make sure q is point with greater x value if( a->x < b->x ) { return true; } } return false; } /// Add two points_ component-wise. inline Point operator +( const Point& a, const Point& b ) { return Point( a.x + b.x, a.y + b.y ); } /// Subtract two points_ component-wise. inline Point operator -( const Point& a, const Point& b ) { return Point( a.x - b.x, a.y - b.y ); } /// Multiply point by scalar inline Point operator *( double s, const Point& a ) { return Point( s * a.x, s * a.y ); } inline bool operator ==( const Point& a, const Point& b ) { return a.x == b.x && a.y == b.y; } inline bool operator !=( const Point& a, const Point& b ) { return !(a.x == b.x) && !(a.y == b.y); } /// Peform the dot product on two vectors. inline double Dot( const Point& a, const Point& b ) { return a.x * b.x + a.y * b.y; } /// Perform the cross product on two vectors. In 2D this produces a scalar. inline double Cross( const Point& a, const Point& b ) { return a.x * b.y - a.y * b.x; } /// Perform the cross product on a point and a scalar. In 2D this produces /// a point. inline Point Cross( const Point& a, double s ) { return Point( s * a.y, -s * a.x ); } /// Perform the cross product on a scalar and a point. In 2D this produces /// a point. inline Point Cross( const double s, const Point& a ) { return Point( -s * a.y, s * a.x ); } inline Point* Triangle::GetPoint( const int& index ) { return points_[index]; } inline Triangle* Triangle::GetNeighbor( const int& index ) { return neighbors_[index]; } inline bool Triangle::Contains( Point* p ) { return p == points_[0] || p == points_[1] || p == points_[2]; } inline bool Triangle::Contains( const Edge& e ) { return Contains( e.p ) && Contains( e.q ); } inline bool Triangle::Contains( Point* p, Point* q ) { return Contains( p ) && Contains( q ); } inline bool Triangle::IsInterior() { return interior_; } inline void Triangle::IsInterior( bool b ) { interior_ = b; } } #endif