Rasagar/Library/PackageCache/com.unity.probuilder/External/Poly2Tri/Triangulation/Delaunay/Sweep/AdvancingFront.cs
2024-08-26 23:07:20 +03:00

134 lines
4.4 KiB
C#

/* 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
/// Removed BST code, but not all artifacts of it
/// Future possibilities
/// Eliminate Add/RemoveNode ?
/// Comments comments and more comments!
using System.Text;
using System;
namespace UnityEngine.ProBuilder.Poly2Tri {
/**
* @author Thomas Åhlen (thahlen@gmail.com)
*/
class AdvancingFront {
public AdvancingFrontNode Head;
public AdvancingFrontNode Tail;
protected AdvancingFrontNode Search;
public AdvancingFront( AdvancingFrontNode head, AdvancingFrontNode tail ) {
this.Head = head;
this.Tail = tail;
this.Search = head;
AddNode(head);
AddNode(tail);
}
public void AddNode( AdvancingFrontNode node ) { }
public void RemoveNode( AdvancingFrontNode node ) { }
public override string ToString() {
StringBuilder sb = new StringBuilder();
AdvancingFrontNode node = Head;
while (node != Tail) {
sb.Append(node.Point.X).Append("->");
node = node.Next;
}
sb.Append(Tail.Point.X);
return sb.ToString();
}
/// <summary>
/// MM: This seems to be used by LocateNode to guess a position in the implicit linked list of AdvancingFrontNodes near x
/// Removed an overload that depended on this being exact
/// </summary>
private AdvancingFrontNode FindSearchNode( double x ) {
return Search;
}
/// <summary>
/// We use a balancing tree to locate a node smaller or equal to given key value (in theory)
/// </summary>
public AdvancingFrontNode LocateNode( TriangulationPoint point ) {
return LocateNode(point.X);
}
private AdvancingFrontNode LocateNode( double x ) {
AdvancingFrontNode node = FindSearchNode(x);
if (x < node.Value) {
while ((node = node.Prev) != null)
if (x >= node.Value) {
Search = node;
return node;
}
} else {
while ((node = node.Next) != null)
if (x < node.Value) {
Search = node.Prev;
return node.Prev;
}
}
return null;
}
/// <summary>
/// This implementation will use simple node traversal algorithm to find a point on the front
/// </summary>
public AdvancingFrontNode LocatePoint( TriangulationPoint point ) {
double px = point.X;
AdvancingFrontNode node = FindSearchNode(px);
double nx = node.Point.X;
if (px == nx) {
if (point != node.Point) {
// We might have two nodes with same x value for a short time
if (point == node.Prev.Point) {
node = node.Prev;
} else if (point == node.Next.Point) {
node = node.Next;
} else {
throw new Exception("Failed to find Node for given afront point");
}
}
} else if (px < nx) {
while ((node = node.Prev) != null) if (point == node.Point) break;
} else {
while ((node = node.Next) != null) if (point == node.Point) break;
}
Search = node;
return node;
}
}
}