1024 lines
27 KiB
C++
1024 lines
27 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 <stdexcept>
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#include "sweep.h"
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#include "sweep_context.h"
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#include "advancing_front.h"
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#include "../common/utils.h"
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namespace p2t {
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// Triangulate simple polygon with holes
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void Sweep::Triangulate( SweepContext& tcx )
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{
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tcx.InitTriangulation();
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tcx.CreateAdvancingFront( nodes_ );
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// Sweep points; build mesh
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SweepPoints( tcx );
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// Clean up
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FinalizationPolygon( tcx );
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}
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void Sweep::SweepPoints( SweepContext& tcx )
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{
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for( int jj = 1; jj < tcx.point_count(); jj++ )
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{
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Point& point = *tcx.GetPoint( jj );
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Node* node = &PointEvent( tcx, point );
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for( unsigned int i = 0; i < point.edge_list.size(); i++ )
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{
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EdgeEvent( tcx, point.edge_list[i], node );
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}
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}
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}
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void Sweep::FinalizationPolygon( SweepContext& tcx )
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{
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// Get an Internal triangle to start with
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Triangle* t = tcx.front()->head()->next->triangle;
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Point* p = tcx.front()->head()->next->point;
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while( !t->GetConstrainedEdgeCW( *p ) )
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{
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t = t->NeighborCCW( *p );
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}
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// Collect interior triangles constrained by edges
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tcx.MeshClean( *t );
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}
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Node& Sweep::PointEvent( SweepContext& tcx, Point& point )
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{
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Node& node = tcx.LocateNode( point );
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Node& new_node = NewFrontTriangle( tcx, point, node );
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// Only need to check +epsilon since point never have smaller
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// x value than node due to how we fetch nodes from the front
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if( point.x <= node.point->x + EPSILON )
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{
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Fill( tcx, node );
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}
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// tcx.AddNode(new_node);
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FillAdvancingFront( tcx, new_node );
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return new_node;
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}
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void Sweep::EdgeEvent( SweepContext& tcx, Edge* edge, Node* node )
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{
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tcx.edge_event.constrained_edge = edge;
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tcx.edge_event.right = (edge->p->x > edge->q->x);
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if( IsEdgeSideOfTriangle( *node->triangle, *edge->p, *edge->q ) )
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{
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return;
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}
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// For now we will do all needed filling
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// TODO: integrate with flip process might give some better performance
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// but for now this avoid the issue with cases that needs both flips and fills
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FillEdgeEvent( tcx, edge, node );
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EdgeEvent( tcx, *edge->p, *edge->q, node->triangle, *edge->q );
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}
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void Sweep::EdgeEvent( SweepContext& tcx, Point& ep, Point& eq, Triangle* triangle, Point& point )
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{
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if( IsEdgeSideOfTriangle( *triangle, ep, eq ) )
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{
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return;
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}
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Point* p1 = triangle->PointCCW( point );
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Orientation o1 = Orient2d( eq, *p1, ep );
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if( o1 == COLLINEAR )
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{
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if( triangle->Contains( &eq, p1 ) )
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{
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triangle->MarkConstrainedEdge( &eq, p1 );
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// We are modifying the constraint maybe it would be better to
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// not change the given constraint and just keep a variable for the new constraint
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tcx.edge_event.constrained_edge->q = p1;
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triangle = &triangle->NeighborAcross( point );
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EdgeEvent( tcx, ep, *p1, triangle, *p1 );
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}
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else
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{
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std::runtime_error( "EdgeEvent - collinear points not supported" );
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assert( 0 );
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}
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return;
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}
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Point* p2 = triangle->PointCW( point );
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Orientation o2 = Orient2d( eq, *p2, ep );
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if( o2 == COLLINEAR )
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{
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if( triangle->Contains( &eq, p2 ) )
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{
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triangle->MarkConstrainedEdge( &eq, p2 );
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// We are modifying the constraint maybe it would be better to
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// not change the given constraint and just keep a variable for the new constraint
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tcx.edge_event.constrained_edge->q = p2;
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triangle = &triangle->NeighborAcross( point );
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EdgeEvent( tcx, ep, *p2, triangle, *p2 );
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}
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else
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{
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std::runtime_error( "EdgeEvent - collinear points not supported" );
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assert( 0 );
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}
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return;
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}
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if( o1 == o2 )
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{
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// Need to decide if we are rotating CW or CCW to get to a triangle
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// that will cross edge
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if( o1 == CW )
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{
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triangle = triangle->NeighborCCW( point );
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}
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else
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{
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triangle = triangle->NeighborCW( point );
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}
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EdgeEvent( tcx, ep, eq, triangle, point );
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}
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else
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{
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// This triangle crosses constraint so lets flippin start!
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FlipEdgeEvent( tcx, ep, eq, triangle, point );
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}
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}
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bool Sweep::IsEdgeSideOfTriangle( Triangle& triangle, Point& ep, Point& eq )
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{
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int index = triangle.EdgeIndex( &ep, &eq );
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if( index != -1 )
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{
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triangle.MarkConstrainedEdge( index );
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Triangle* t = triangle.GetNeighbor( index );
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if( t )
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{
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t->MarkConstrainedEdge( &ep, &eq );
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}
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return true;
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}
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return false;
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}
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Node& Sweep::NewFrontTriangle( SweepContext& tcx, Point& point, Node& node )
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{
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Triangle* triangle = new Triangle( point, *node.point, *node.next->point );
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triangle->MarkNeighbor( *node.triangle );
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tcx.AddToMap( triangle );
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Node* new_node = new Node( point );
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nodes_.push_back( new_node );
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new_node->next = node.next;
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new_node->prev = &node;
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node.next->prev = new_node;
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node.next = new_node;
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if( !Legalize( tcx, *triangle ) )
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{
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tcx.MapTriangleToNodes( *triangle );
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}
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return *new_node;
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}
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void Sweep::Fill( SweepContext& tcx, Node& node )
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{
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Triangle* triangle = new Triangle( *node.prev->point, *node.point, *node.next->point );
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// TODO: should copy the constrained_edge value from neighbor triangles
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// for now constrained_edge values are copied during the legalize
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triangle->MarkNeighbor( *node.prev->triangle );
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triangle->MarkNeighbor( *node.triangle );
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tcx.AddToMap( triangle );
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// Update the advancing front
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node.prev->next = node.next;
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node.next->prev = node.prev;
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// If it was legalized the triangle has already been mapped
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if( !Legalize( tcx, *triangle ) )
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{
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tcx.MapTriangleToNodes( *triangle );
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}
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}
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void Sweep::FillAdvancingFront( SweepContext& tcx, Node& n )
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{
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// Fill right holes
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Node* node = n.next;
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while( node->next )
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{
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// if HoleAngle exceeds 90 degrees then break.
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if( LargeHole_DontFill( node ) )
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break;
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Fill( tcx, *node );
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node = node->next;
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}
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// Fill left holes
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node = n.prev;
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while( node->prev )
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{
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// if HoleAngle exceeds 90 degrees then break.
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if( LargeHole_DontFill( node ) )
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break;
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Fill( tcx, *node );
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node = node->prev;
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}
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// Fill right basins
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if( n.next && n.next->next )
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{
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double angle = BasinAngle( n );
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if( angle < PI_3div4 )
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{
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FillBasin( tcx, n );
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}
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}
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}
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// True if HoleAngle exceeds 90 degrees.
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bool Sweep::LargeHole_DontFill( Node* node )
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{
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Node* nextNode = node->next;
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Node* prevNode = node->prev;
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if( !AngleExceeds90Degrees( node->point, nextNode->point, prevNode->point ) )
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return false;
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// Check additional points on front.
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Node* next2Node = nextNode->next;
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// "..Plus.." because only want angles on same side as point being added.
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if( (next2Node != NULL)
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&& !AngleExceedsPlus90DegreesOrIsNegative( node->point, next2Node->point,
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prevNode->point ) )
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return false;
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Node* prev2Node = prevNode->prev;
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// "..Plus.." because only want angles on same side as point being added.
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if( (prev2Node != NULL)
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&& !AngleExceedsPlus90DegreesOrIsNegative( node->point, nextNode->point,
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prev2Node->point ) )
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return false;
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return true;
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}
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bool Sweep::AngleExceeds90Degrees( Point* origin, Point* pa, Point* pb )
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{
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double angle = Angle( *origin, *pa, *pb );
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bool exceeds90Degrees = ( (angle > PI_div2) || (angle < -PI_div2) );
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return exceeds90Degrees;
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}
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bool Sweep::AngleExceedsPlus90DegreesOrIsNegative( Point* origin, Point* pa, Point* pb )
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{
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double angle = Angle( *origin, *pa, *pb );
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bool exceedsPlus90DegreesOrIsNegative = (angle > PI_div2) || (angle < 0);
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return exceedsPlus90DegreesOrIsNegative;
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}
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double Sweep::Angle( Point& origin, Point& pa, Point& pb )
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{
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/* Complex plane
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* ab = cosA +i*sinA
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* ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
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* atan2(y,x) computes the principal value of the argument function
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* applied to the complex number x+iy
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* Where x = ax*bx + ay*by
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* y = ax*by - ay*bx
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*/
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double px = origin.x;
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double py = origin.y;
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double ax = pa.x - px;
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double ay = pa.y - py;
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double bx = pb.x - px;
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double by = pb.y - py;
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double x = ax * by - ay * bx;
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double y = ax * bx + ay * by;
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double angle = atan2( x, y );
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return angle;
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}
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double Sweep::BasinAngle( Node& node )
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{
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double ax = node.point->x - node.next->next->point->x;
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double ay = node.point->y - node.next->next->point->y;
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return atan2( ay, ax );
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}
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double Sweep::HoleAngle( Node& node )
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{
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/* Complex plane
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* ab = cosA +i*sinA
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* ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
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* atan2(y,x) computes the principal value of the argument function
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* applied to the complex number x+iy
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* Where x = ax*bx + ay*by
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* y = ax*by - ay*bx
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*/
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double ax = node.next->point->x - node.point->x;
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double ay = node.next->point->y - node.point->y;
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double bx = node.prev->point->x - node.point->x;
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double by = node.prev->point->y - node.point->y;
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return atan2( ax * by - ay * bx, ax * bx + ay * by );
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}
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bool Sweep::Legalize( SweepContext& tcx, Triangle& t )
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{
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// To legalize a triangle we start by finding if any of the three edges
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// violate the Delaunay condition
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for( int i = 0; i < 3; i++ )
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{
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if( t.delaunay_edge[i] )
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continue;
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Triangle* ot = t.GetNeighbor( i );
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if( ot )
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{
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Point* p = t.GetPoint( i );
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Point* op = ot->OppositePoint( t, *p );
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int oi = ot->Index( op );
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// If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization)
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// then we should not try to legalize
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if( ot->constrained_edge[oi] || ot->delaunay_edge[oi] )
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{
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t.constrained_edge[i] = ot->constrained_edge[oi];
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continue;
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}
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bool inside = Incircle( *p, *t.PointCCW( *p ), *t.PointCW( *p ), *op );
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if( inside )
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{
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// Lets mark this shared edge as Delaunay
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t.delaunay_edge[i] = true;
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ot->delaunay_edge[oi] = true;
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// Lets rotate shared edge one vertex CW to legalize it
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RotateTrianglePair( t, *p, *ot, *op );
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// We now got one valid Delaunay Edge shared by two triangles
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// This gives us 4 new edges to check for Delaunay
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// Make sure that triangle to node mapping is done only one time for a specific triangle
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bool not_legalized = !Legalize( tcx, t );
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if( not_legalized )
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{
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tcx.MapTriangleToNodes( t );
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}
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not_legalized = !Legalize( tcx, *ot );
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if( not_legalized )
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tcx.MapTriangleToNodes( *ot );
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// Reset the Delaunay edges, since they only are valid Delaunay edges
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// until we add a new triangle or point.
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// XXX: need to think about this. Can these edges be tried after we
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// return to previous recursive level?
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t.delaunay_edge[i] = false;
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ot->delaunay_edge[oi] = false;
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// If triangle have been legalized no need to check the other edges since
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// the recursive legalization will handles those so we can end here.
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return true;
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}
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}
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}
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return false;
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}
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bool Sweep::Incircle( Point& pa, Point& pb, Point& pc, Point& pd )
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{
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double adx = pa.x - pd.x;
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double ady = pa.y - pd.y;
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double bdx = pb.x - pd.x;
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double bdy = pb.y - pd.y;
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double adxbdy = adx * bdy;
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double bdxady = bdx * ady;
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double oabd = adxbdy - bdxady;
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if( oabd <= 0 )
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return false;
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double cdx = pc.x - pd.x;
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double cdy = pc.y - pd.y;
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double cdxady = cdx * ady;
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double adxcdy = adx * cdy;
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double ocad = cdxady - adxcdy;
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if( ocad <= 0 )
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return false;
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double bdxcdy = bdx * cdy;
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double cdxbdy = cdx * bdy;
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double alift = adx * adx + ady * ady;
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double blift = bdx * bdx + bdy * bdy;
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double clift = cdx * cdx + cdy * cdy;
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double det = alift * (bdxcdy - cdxbdy) + blift * ocad + clift * oabd;
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return det > 0;
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}
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void Sweep::RotateTrianglePair( Triangle& t, Point& p, Triangle& ot, Point& op )
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{
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Triangle* n1, * n2, * n3, * n4;
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n1 = t.NeighborCCW( p );
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n2 = t.NeighborCW( p );
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n3 = ot.NeighborCCW( op );
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n4 = ot.NeighborCW( op );
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bool ce1, ce2, ce3, ce4;
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ce1 = t.GetConstrainedEdgeCCW( p );
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ce2 = t.GetConstrainedEdgeCW( p );
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ce3 = ot.GetConstrainedEdgeCCW( op );
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ce4 = ot.GetConstrainedEdgeCW( op );
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bool de1, de2, de3, de4;
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de1 = t.GetDelunayEdgeCCW( p );
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de2 = t.GetDelunayEdgeCW( p );
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de3 = ot.GetDelunayEdgeCCW( op );
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de4 = ot.GetDelunayEdgeCW( op );
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t.Legalize( p, op );
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ot.Legalize( op, p );
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// Remap delaunay_edge
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ot.SetDelunayEdgeCCW( p, de1 );
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t.SetDelunayEdgeCW( p, de2 );
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t.SetDelunayEdgeCCW( op, de3 );
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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];
|
|
}
|
|
}
|
|
}
|