/* 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. */ namespace UnityEngine.ProBuilder.Poly2Tri { /** * * @author Thomas Åhlén, thahlen@gmail.com * */ class DTSweepContext : TriangulationContext { // Inital triangle factor, seed triangle will extend 30% of // PointSet width to both left and right. private readonly float ALPHA = 0.3f; public AdvancingFront Front; public TriangulationPoint Head { get; set; } public TriangulationPoint Tail { get; set; } public DTSweepBasin Basin = new DTSweepBasin(); public DTSweepEdgeEvent EdgeEvent = new DTSweepEdgeEvent(); private DTSweepPointComparator _comparator = new DTSweepPointComparator(); public DTSweepContext() { Clear(); } public override bool IsDebugEnabled { get { return base.IsDebugEnabled; } protected set { if (value && DebugContext == null) DebugContext = new DTSweepDebugContext(this); base.IsDebugEnabled = value; }} public void RemoveFromList( DelaunayTriangle triangle ) { Triangles.Remove(triangle); // TODO: remove all neighbor pointers to this triangle // for( int i=0; i<3; i++ ) // { // if( triangle.neighbors[i] != null ) // { // triangle.neighbors[i].clearNeighbor( triangle ); // } // } // triangle.clearNeighbors(); } public void MeshClean( DelaunayTriangle triangle ) { MeshCleanReq(triangle); } private void MeshCleanReq( DelaunayTriangle triangle ) { if (triangle != null && !triangle.IsInterior) { triangle.IsInterior = true; Triangulatable.AddTriangle(triangle); for (int i = 0; i < 3; i++) if (!triangle.EdgeIsConstrained[i]) { MeshCleanReq(triangle.Neighbors[i]); } } } public override void Clear() { base.Clear(); Triangles.Clear(); } public void AddNode( AdvancingFrontNode node ) { // Console.WriteLine( "add:" + node.key + ":" + System.identityHashCode(node.key)); // m_nodeTree.put( node.getKey(), node ); Front.AddNode(node); } public void RemoveNode( AdvancingFrontNode node ) { // Console.WriteLine( "remove:" + node.key + ":" + System.identityHashCode(node.key)); // m_nodeTree.delete( node.getKey() ); Front.RemoveNode(node); } public AdvancingFrontNode LocateNode( TriangulationPoint point ) { return Front.LocateNode(point); } public void CreateAdvancingFront() { AdvancingFrontNode head, tail, middle; // Initial triangle DelaunayTriangle iTriangle = new DelaunayTriangle(Points[0], Tail, Head); Triangles.Add(iTriangle); head = new AdvancingFrontNode(iTriangle.Points[1]); head.Triangle = iTriangle; middle = new AdvancingFrontNode(iTriangle.Points[0]); middle.Triangle = iTriangle; tail = new AdvancingFrontNode(iTriangle.Points[2]); Front = new AdvancingFront(head, tail); Front.AddNode(middle); // TODO: I think it would be more intuitive if head is middles next and not previous // so swap head and tail Front.Head.Next = middle; middle.Next = Front.Tail; middle.Prev = Front.Head; Front.Tail.Prev = middle; } /// /// Try to map a node to all sides of this triangle that don't have /// a neighbor. /// public void MapTriangleToNodes( DelaunayTriangle t ) { for (int i = 0; i < 3; i++) if (t.Neighbors[i] == null) { AdvancingFrontNode n = Front.LocatePoint(t.PointCWFrom(t.Points[i])); if (n != null) n.Triangle = t; } } public override void PrepareTriangulation( Triangulatable t ) { base.PrepareTriangulation(t); double xmax, xmin; double ymax, ymin; xmax = xmin = Points[0].X; ymax = ymin = Points[0].Y; // Calculate bounds. Should be combined with the sorting foreach (TriangulationPoint p in Points) { if (p.X > xmax) xmax = p.X; if (p.X < xmin) xmin = p.X; if (p.Y > ymax) ymax = p.Y; if (p.Y < ymin) ymin = p.Y; } double deltaX = ALPHA * (xmax - xmin); double deltaY = ALPHA * (ymax - ymin); TriangulationPoint p1 = new TriangulationPoint(xmax + deltaX, ymin - deltaY, -1); TriangulationPoint p2 = new TriangulationPoint(xmin - deltaX, ymin - deltaY, -1); Head = p1; Tail = p2; // long time = System.nanoTime(); // Sort the points along y-axis Points.Sort(_comparator); // logger.info( "Triangulation setup [{}ms]", ( System.nanoTime() - time ) / 1e6 ); } public void FinalizeTriangulation() { Triangulatable.AddTriangles(Triangles); Triangles.Clear(); } public override TriangulationConstraint NewConstraint( TriangulationPoint a, TriangulationPoint b ) { return new DTSweepConstraint(a, b); } public override TriangulationAlgorithm Algorithm { get { return TriangulationAlgorithm.DTSweep; }} } }