501 lines
10 KiB
C++
501 lines
10 KiB
C++
/*
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* Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
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* http://code.google.com/p/poly2tri/
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*
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* All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without modification,
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* are permitted provided that the following conditions are met:
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*
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* * Redistributions of source code must retain the above copyright notice,
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* this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright notice,
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* this list of conditions and the following disclaimer in the documentation
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* and/or other materials provided with the distribution.
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* * Neither the name of Poly2Tri nor the names of its contributors may be
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* used to endorse or promote products derived from this software without specific
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* prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "shapes.h"
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#include <iostream>
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namespace p2t {
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Triangle::Triangle( Point& a, Point& b, Point& c )
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{
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points_[0] = &a; points_[1] = &b; points_[2] = &c;
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neighbors_[0] = NULL; neighbors_[1] = NULL; neighbors_[2] = NULL;
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constrained_edge[0] = constrained_edge[1] = constrained_edge[2] = false;
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delaunay_edge[0] = delaunay_edge[1] = delaunay_edge[2] = false;
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interior_ = false;
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}
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// Update neighbor pointers
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void Triangle::MarkNeighbor( Point* p1, Point* p2, Triangle* t )
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{
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if( (p1 == points_[2] && p2 == points_[1]) || (p1 == points_[1] && p2 == points_[2]) )
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neighbors_[0] = t;
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else if( (p1 == points_[0] && p2 == points_[2]) || (p1 == points_[2] && p2 == points_[0]) )
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neighbors_[1] = t;
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else if( (p1 == points_[0] && p2 == points_[1]) || (p1 == points_[1] && p2 == points_[0]) )
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neighbors_[2] = t;
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else
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assert( 0 );
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}
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// Exhaustive search to update neighbor pointers
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void Triangle::MarkNeighbor( Triangle& t )
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{
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if( t.Contains( points_[1], points_[2] ) )
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{
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neighbors_[0] = &t;
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t.MarkNeighbor( points_[1], points_[2], this );
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}
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else if( t.Contains( points_[0], points_[2] ) )
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{
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neighbors_[1] = &t;
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t.MarkNeighbor( points_[0], points_[2], this );
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}
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else if( t.Contains( points_[0], points_[1] ) )
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{
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neighbors_[2] = &t;
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t.MarkNeighbor( points_[0], points_[1], this );
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}
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}
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/**
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* Clears all references to all other triangles and points
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*/
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void Triangle::Clear()
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{
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Triangle* t;
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for( int i = 0; i<3; i++ )
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{
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t = neighbors_[i];
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if( t != NULL )
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{
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t->ClearNeighbor( this );
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}
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}
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ClearNeighbors();
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points_[0] = points_[1] = points_[2] = NULL;
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}
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void Triangle::ClearNeighbor( Triangle* triangle )
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{
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if( neighbors_[0] == triangle )
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{
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neighbors_[0] = NULL;
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}
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else if( neighbors_[1] == triangle )
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{
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neighbors_[1] = NULL;
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}
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else
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{
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neighbors_[2] = NULL;
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}
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}
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void Triangle::ClearNeighbors()
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{
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neighbors_[0] = NULL;
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neighbors_[1] = NULL;
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neighbors_[2] = NULL;
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}
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void Triangle::ClearDelunayEdges()
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{
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delaunay_edge[0] = delaunay_edge[1] = delaunay_edge[2] = false;
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}
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Point* Triangle::OppositePoint( Triangle& t, Point& p )
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{
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Point* cw = t.PointCW( p );
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/*
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double x = cw->x;
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double y = cw->y;
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x = p.x;
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y = p.y;
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*/
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return PointCW( *cw );
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}
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// Legalized triangle by rotating clockwise around point(0)
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void Triangle::Legalize( Point& point )
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{
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points_[1] = points_[0];
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points_[0] = points_[2];
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points_[2] = &point;
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}
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// Legalize triagnle by rotating clockwise around oPoint
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void Triangle::Legalize( Point& opoint, Point& npoint )
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{
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if( &opoint == points_[0] )
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{
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points_[1] = points_[0];
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points_[0] = points_[2];
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points_[2] = &npoint;
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}
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else if( &opoint == points_[1] )
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{
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points_[2] = points_[1];
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points_[1] = points_[0];
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points_[0] = &npoint;
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}
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else if( &opoint == points_[2] )
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{
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points_[0] = points_[2];
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points_[2] = points_[1];
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points_[1] = &npoint;
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}
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else
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{
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assert( 0 );
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}
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}
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int Triangle::Index( const Point* p )
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{
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if( p == points_[0] )
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{
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return 0;
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}
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else if( p == points_[1] )
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{
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return 1;
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}
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else if( p == points_[2] )
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{
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return 2;
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}
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assert( 0 );
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return 0; // you better hope its a Debug build.
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}
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int Triangle::EdgeIndex( const Point* p1, const Point* p2 )
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{
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if( points_[0] == p1 )
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{
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if( points_[1] == p2 )
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{
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return 2;
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}
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else if( points_[2] == p2 )
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{
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return 1;
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}
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}
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else if( points_[1] == p1 )
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{
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if( points_[2] == p2 )
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{
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return 0;
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}
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else if( points_[0] == p2 )
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{
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return 2;
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}
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}
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else if( points_[2] == p1 )
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{
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if( points_[0] == p2 )
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{
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return 1;
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}
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else if( points_[1] == p2 )
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{
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return 0;
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}
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}
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return -1;
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}
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void Triangle::MarkConstrainedEdge( const int index )
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{
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constrained_edge[index] = true;
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}
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void Triangle::MarkConstrainedEdge( Edge& edge )
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{
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MarkConstrainedEdge( edge.p, edge.q );
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}
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// Mark edge as constrained
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void Triangle::MarkConstrainedEdge( Point* p, Point* q )
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{
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if( (q == points_[0] && p == points_[1]) || (q == points_[1] && p == points_[0]) )
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{
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constrained_edge[2] = true;
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}
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else if( (q == points_[0] && p == points_[2]) || (q == points_[2] && p == points_[0]) )
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{
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constrained_edge[1] = true;
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}
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else if( (q == points_[1] && p == points_[2]) || (q == points_[2] && p == points_[1]) )
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{
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constrained_edge[0] = true;
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}
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}
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// The point counter-clockwise to given point
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Point* Triangle::PointCW( Point& point )
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{
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if( &point == points_[0] )
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{
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return points_[2];
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}
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else if( &point == points_[1] )
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{
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return points_[0];
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}
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else if( &point == points_[2] )
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{
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return points_[1];
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}
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assert( 0 );
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return NULL; // you better hope its a Debug build.
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}
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// The point counter-clockwise to given point
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Point* Triangle::PointCCW( Point& point )
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{
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if( &point == points_[0] )
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{
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return points_[1];
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}
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else if( &point == points_[1] )
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{
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return points_[2];
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}
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else if( &point == points_[2] )
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{
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return points_[0];
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}
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assert( 0 );
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return NULL; // you better hope its a Debug build.
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}
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// The neighbor clockwise to given point
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Triangle* Triangle::NeighborCW( Point& point )
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{
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if( &point == points_[0] )
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{
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return neighbors_[1];
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}
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else if( &point == points_[1] )
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{
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return neighbors_[2];
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}
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return neighbors_[0];
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}
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// The neighbor counter-clockwise to given point
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Triangle* Triangle::NeighborCCW( Point& point )
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{
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if( &point == points_[0] )
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{
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return neighbors_[2];
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}
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else if( &point == points_[1] )
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{
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return neighbors_[0];
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}
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return neighbors_[1];
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}
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bool Triangle::GetConstrainedEdgeCCW( Point& p )
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{
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if( &p == points_[0] )
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{
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return constrained_edge[2];
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}
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else if( &p == points_[1] )
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{
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return constrained_edge[0];
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}
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return constrained_edge[1];
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}
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bool Triangle::GetConstrainedEdgeCW( Point& p )
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{
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if( &p == points_[0] )
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{
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return constrained_edge[1];
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}
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else if( &p == points_[1] )
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{
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return constrained_edge[2];
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}
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return constrained_edge[0];
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}
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void Triangle::SetConstrainedEdgeCCW( Point& p, bool ce )
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{
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if( &p == points_[0] )
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{
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constrained_edge[2] = ce;
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}
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else if( &p == points_[1] )
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{
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constrained_edge[0] = ce;
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}
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else
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{
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constrained_edge[1] = ce;
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}
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}
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void Triangle::SetConstrainedEdgeCW( Point& p, bool ce )
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{
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if( &p == points_[0] )
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{
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constrained_edge[1] = ce;
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}
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else if( &p == points_[1] )
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{
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constrained_edge[2] = ce;
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}
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else
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{
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constrained_edge[0] = ce;
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}
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}
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bool Triangle::GetDelunayEdgeCCW( Point& p )
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{
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if( &p == points_[0] )
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{
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return delaunay_edge[2];
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}
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else if( &p == points_[1] )
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{
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return delaunay_edge[0];
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}
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return delaunay_edge[1];
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}
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bool Triangle::GetDelunayEdgeCW( Point& p )
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{
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if( &p == points_[0] )
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{
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return delaunay_edge[1];
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}
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else if( &p == points_[1] )
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{
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return delaunay_edge[2];
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}
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return delaunay_edge[0];
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}
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void Triangle::SetDelunayEdgeCCW( Point& p, bool e )
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{
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if( &p == points_[0] )
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{
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delaunay_edge[2] = e;
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}
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else if( &p == points_[1] )
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{
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delaunay_edge[0] = e;
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}
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else
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{
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delaunay_edge[1] = e;
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}
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}
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void Triangle::SetDelunayEdgeCW( Point& p, bool e )
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{
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if( &p == points_[0] )
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{
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delaunay_edge[1] = e;
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}
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else if( &p == points_[1] )
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{
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delaunay_edge[2] = e;
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}
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else
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{
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delaunay_edge[0] = e;
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}
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}
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// The neighbor across to given point
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Triangle& Triangle::NeighborAcross( Point& opoint )
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{
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if( &opoint == points_[0] )
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{
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return *neighbors_[0];
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}
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else if( &opoint == points_[1] )
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{
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return *neighbors_[1];
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}
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return *neighbors_[2];
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}
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void Triangle::DebugPrint()
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{
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std::cout << points_[0]->x << "," << points_[0]->y << " ";
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std::cout << points_[1]->x << "," << points_[1]->y << " ";
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std::cout << points_[2]->x << "," << points_[2]->y << "\n";
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}
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}
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