/* 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 Points; public FixedArray3 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); } /// /// Update neighbor pointers /// /// Point 1 of the shared edge /// Point 2 of the shared edge /// This triangle's new neighbor 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; } /// /// Exhaustive search to update neighbor pointers /// 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!"); } /// Opposite triangle /// The point in t that isn't shared between the triangles 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; } /// /// Legalize triangle by rotating clockwise around oPoint /// /// The origin point to rotate around /// ??? public void Legalize(TriangulationPoint oPoint, TriangulationPoint nPoint) { RotateCW(); Points[IndexCCWFrom(oPoint)] = nPoint; } public override string ToString() { return Points[0] + "," + Points[1] + "," + Points[2]; } /// /// Finalize edge marking /// 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 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); } /// /// Mark edge as constrained /// 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); } /// /// Get the index of the neighbor that shares this edge (or -1 if it isn't shared) /// /// index of the shared edge or -1 if edge isn't shared 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; } } }