160 lines
6.0 KiB
C#
160 lines
6.0 KiB
C#
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/* 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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using FarseerPhysics.Common.Decomposition.CDT;
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namespace Poly2Tri.Triangulation
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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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public class TriangulationUtil
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{
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public static double EPSILON = 1e-12;
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/// <summary>
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/// Requirements:
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/// 1. a,b and c form a triangle.
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/// 2. a and d is know to be on opposite side of bc
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/// <code>
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/// a
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/// +
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/// / \
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/// / \
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/// b/ \c
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/// +-------+
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/// / B \
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/// / \
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/// </code>
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/// Facts:
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/// d has to be in area B to have a chance to be inside the circle formed by a,b and c
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/// d is outside B if orient2d(a,b,d) or orient2d(c,a,d) is CW
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/// This preknowledge gives us a way to optimize the incircle test
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/// </summary>
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/// <param name="pa">triangle point, opposite d</param>
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/// <param name="pb">triangle point</param>
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/// <param name="pc">triangle point</param>
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/// <param name="pd">point opposite a</param>
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/// <returns>true if d is inside circle, false if on circle edge</returns>
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public static bool SmartIncircle(TriangulationPoint pa, TriangulationPoint pb, TriangulationPoint pc,
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TriangulationPoint pd)
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{
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double pdx = pd.X;
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double pdy = pd.Y;
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double adx = pa.X - pdx;
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double ady = pa.Y - pdy;
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double bdx = pb.X - pdx;
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double bdy = pb.Y - pdy;
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double adxbdy = adx*bdy;
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double bdxady = bdx*ady;
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double oabd = adxbdy - bdxady;
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// oabd = orient2d(pa,pb,pd);
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if (oabd <= 0) return false;
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double cdx = pc.X - pdx;
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double cdy = pc.Y - pdy;
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double cdxady = cdx*ady;
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double adxcdy = adx*cdy;
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double ocad = cdxady - adxcdy;
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// ocad = orient2d(pc,pa,pd);
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if (ocad <= 0) return false;
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double bdxcdy = bdx*cdy;
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double cdxbdy = cdx*bdy;
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double alift = adx*adx + ady*ady;
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double blift = bdx*bdx + bdy*bdy;
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double clift = cdx*cdx + cdy*cdy;
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double det = alift*(bdxcdy - cdxbdy) + blift*ocad + clift*oabd;
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return det > 0;
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}
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public static bool InScanArea(TriangulationPoint pa, TriangulationPoint pb, TriangulationPoint pc,
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TriangulationPoint pd)
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{
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double pdx = pd.X;
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double pdy = pd.Y;
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double adx = pa.X - pdx;
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double ady = pa.Y - pdy;
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double bdx = pb.X - pdx;
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double bdy = pb.Y - pdy;
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double adxbdy = adx*bdy;
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double bdxady = bdx*ady;
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double oabd = adxbdy - bdxady;
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// oabd = orient2d(pa,pb,pd);
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if (oabd <= 0)
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{
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return false;
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}
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double cdx = pc.X - pdx;
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double cdy = pc.Y - pdy;
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double cdxady = cdx*ady;
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double adxcdy = adx*cdy;
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double ocad = cdxady - adxcdy;
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// ocad = orient2d(pc,pa,pd);
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if (ocad <= 0)
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{
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return false;
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}
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return true;
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}
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/// Forumla to calculate signed area
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/// Positive if CCW
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/// Negative if CW
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/// 0 if collinear
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/// A[P1,P2,P3] = (x1*y2 - y1*x2) + (x2*y3 - y2*x3) + (x3*y1 - y3*x1)
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/// = (x1-x3)*(y2-y3) - (y1-y3)*(x2-x3)
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public static Orientation Orient2d(TriangulationPoint pa, TriangulationPoint pb, TriangulationPoint pc)
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{
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double detleft = (pa.X - pc.X)*(pb.Y - pc.Y);
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double detright = (pa.Y - pc.Y)*(pb.X - pc.X);
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double val = detleft - detright;
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if (val > -EPSILON && val < EPSILON)
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{
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return Orientation.Collinear;
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}
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else if (val > 0)
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{
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return Orientation.CCW;
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}
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return Orientation.CW;
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}
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}
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}
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