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