Rasagar/Library/PackageCache/com.unity.probuilder/External/Poly2Tri/Triangulation/Delaunay/DelaunayTriangle.cs

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2024-08-26 13:07:20 -07:00
/* 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.
*/
/// Changes from the Java version
/// attributification
/// Future possibilities
/// Flattening out the number of indirections
/// Replacing arrays of 3 with fixed-length arrays?
/// Replacing bool[3] with a bit array of some sort?
/// Bundling everything into an AoS mess?
/// Hardcode them all as ABC ?
using System;
using System.Diagnostics;
using System.Collections.Generic;
namespace UnityEngine.ProBuilder.Poly2Tri {
class DelaunayTriangle {
public FixedArray3<TriangulationPoint> Points;
public FixedArray3<DelaunayTriangle > Neighbors;
public FixedBitArray3 EdgeIsConstrained, EdgeIsDelaunay;
public bool IsInterior { get; set; }
public DelaunayTriangle(TriangulationPoint p1, TriangulationPoint p2, TriangulationPoint p3) {
Points[0] = p1;
Points[1] = p2;
Points[2] = p3;
}
public int IndexOf(TriangulationPoint p) {
int i = Points.IndexOf(p);
if (i==-1) throw new Exception("Calling index with a point that doesn't exist in triangle");
return i;
}
public int IndexCWFrom (TriangulationPoint p) { return (IndexOf(p)+2)%3; }
public int IndexCCWFrom(TriangulationPoint p) { return (IndexOf(p)+1)%3; }
public bool Contains(TriangulationPoint p) { return Points.Contains(p); }
/// <summary>
/// Update neighbor pointers
/// </summary>
/// <param name="p1">Point 1 of the shared edge</param>
/// <param name="p2">Point 2 of the shared edge</param>
/// <param name="t">This triangle's new neighbor</param>
private void MarkNeighbor( TriangulationPoint p1, TriangulationPoint p2, DelaunayTriangle t ) {
int i = EdgeIndex(p1,p2);
if ( i==-1 ) throw new Exception( "Error marking neighbors -- t doesn't contain edge p1-p2!" );
Neighbors[i] = t;
}
/// <summary>
/// Exhaustive search to update neighbor pointers
/// </summary>
public void MarkNeighbor( DelaunayTriangle t ) {
// Points of this triangle also belonging to t
bool a = t.Contains(Points[0]);
bool b = t.Contains(Points[1]);
bool c = t.Contains(Points[2]);
if (b&&c) { Neighbors[0]=t; t.MarkNeighbor(Points[1],Points[2],this); }
else if (a&&c) { Neighbors[1]=t; t.MarkNeighbor(Points[0],Points[2],this); }
else if (a&&b) { Neighbors[2]=t; t.MarkNeighbor(Points[0],Points[1],this); }
else throw new Exception( "Failed to mark neighbor, doesn't share an edge!");
}
/// <param name="t">Opposite triangle</param>
/// <param name="p">The point in t that isn't shared between the triangles</param>
public TriangulationPoint OppositePoint(DelaunayTriangle t, TriangulationPoint p) {
System.Diagnostics.Debug.Assert(t != this, "self-pointer error");
return PointCWFrom(t.PointCWFrom(p));
}
public DelaunayTriangle NeighborCWFrom (TriangulationPoint point) { return Neighbors[(Points.IndexOf(point)+1)%3]; }
public DelaunayTriangle NeighborCCWFrom (TriangulationPoint point) { return Neighbors[(Points.IndexOf(point)+2)%3]; }
public DelaunayTriangle NeighborAcrossFrom(TriangulationPoint point) { return Neighbors[ Points.IndexOf(point) ]; }
public TriangulationPoint PointCCWFrom(TriangulationPoint point) { return Points[(IndexOf(point)+1)%3]; }
public TriangulationPoint PointCWFrom (TriangulationPoint point) { return Points[(IndexOf(point)+2)%3]; }
private void RotateCW() {
var t = Points[2];
Points[2] = Points[1];
Points[1] = Points[0];
Points[0] = t;
}
/// <summary>
/// Legalize triangle by rotating clockwise around oPoint
/// </summary>
/// <param name="oPoint">The origin point to rotate around</param>
/// <param name="nPoint">???</param>
public void Legalize(TriangulationPoint oPoint, TriangulationPoint nPoint) {
RotateCW();
Points[IndexCCWFrom(oPoint)] = nPoint;
}
public override string ToString() { return Points[0] + "," + Points[1] + "," + Points[2]; }
/// <summary>
/// Finalize edge marking
/// </summary>
public void MarkNeighborEdges() {
for (int i = 0; i < 3; i++) if ( EdgeIsConstrained[i] && Neighbors[i] != null ) {
Neighbors[i].MarkConstrainedEdge(Points[(i+1)%3], Points[(i+2)%3]);
}
}
public void MarkEdge(DelaunayTriangle triangle) {
for (int i = 0; i < 3; i++) if ( EdgeIsConstrained[i] ) {
triangle.MarkConstrainedEdge(Points[(i+1)%3], Points[(i+2)%3]);
}
}
public void MarkEdge(List<DelaunayTriangle> tList) {
foreach ( DelaunayTriangle t in tList )
for ( int i = 0; i < 3; i++ )
if ( t.EdgeIsConstrained[i] )
{
MarkConstrainedEdge( t.Points[(i+1)%3], t.Points[(i+2)%3] );
}
}
public void MarkConstrainedEdge(int index) {
EdgeIsConstrained[index] = true;
}
public void MarkConstrainedEdge(DTSweepConstraint edge) {
MarkConstrainedEdge(edge.P, edge.Q);
}
/// <summary>
/// Mark edge as constrained
/// </summary>
public void MarkConstrainedEdge(TriangulationPoint p, TriangulationPoint q) {
int i = EdgeIndex(p,q);
if ( i != -1 ) EdgeIsConstrained[i] = true;
}
public double Area() {
double b = Points[0].X - Points[1].X;
double h = Points[2].Y - Points[1].Y;
return Math.Abs((b * h * 0.5f));
}
public TriangulationPoint Centroid() {
double cx = (Points[0].X + Points[1].X + Points[2].X) / 3f;
double cy = (Points[0].Y + Points[1].Y + Points[2].Y) / 3f;
return new TriangulationPoint(cx, cy);
}
/// <summary>
/// Get the index of the neighbor that shares this edge (or -1 if it isn't shared)
/// </summary>
/// <returns>index of the shared edge or -1 if edge isn't shared</returns>
public int EdgeIndex(TriangulationPoint p1, TriangulationPoint p2) {
int i1 = Points.IndexOf(p1);
int i2 = Points.IndexOf(p2);
// Points of this triangle in the edge p1-p2
bool a = (i1==0 || i2==0);
bool b = (i1==1 || i2==1);
bool c = (i1==2 || i2==2);
if (b&&c) return 0;
if (a&&c) return 1;
if (a&&b) return 2;
return -1;
}
public bool GetConstrainedEdgeCCW ( TriangulationPoint p ) { return EdgeIsConstrained[(IndexOf(p)+2)%3]; }
public bool GetConstrainedEdgeCW ( TriangulationPoint p ) { return EdgeIsConstrained[(IndexOf(p)+1)%3]; }
public bool GetConstrainedEdgeAcross( TriangulationPoint p ) { return EdgeIsConstrained[ IndexOf(p) ]; }
public void SetConstrainedEdgeCCW ( TriangulationPoint p, bool ce ) { EdgeIsConstrained[(IndexOf(p)+2)%3] = ce; }
public void SetConstrainedEdgeCW ( TriangulationPoint p, bool ce ) { EdgeIsConstrained[(IndexOf(p)+1)%3] = ce; }
public void SetConstrainedEdgeAcross( TriangulationPoint p, bool ce ) { EdgeIsConstrained[ IndexOf(p) ] = ce; }
public bool GetDelaunayEdgeCCW ( TriangulationPoint p ) { return EdgeIsDelaunay[(IndexOf(p)+2)%3]; }
public bool GetDelaunayEdgeCW ( TriangulationPoint p ) { return EdgeIsDelaunay[(IndexOf(p)+1)%3]; }
public bool GetDelaunayEdgeAcross( TriangulationPoint p ) { return EdgeIsDelaunay[ IndexOf(p) ]; }
public void SetDelaunayEdgeCCW ( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[(IndexOf(p)+2)%3] = ce; }
public void SetDelaunayEdgeCW ( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[(IndexOf(p)+1)%3] = ce; }
public void SetDelaunayEdgeAcross( TriangulationPoint p, bool ce ) { EdgeIsDelaunay[ IndexOf(p) ] = ce; }
}
}