/* 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.Collections.Generic; using System.Diagnostics; using Poly2Tri.Triangulation.Delaunay.Sweep; using Poly2Tri.Triangulation.Util; namespace Poly2Tri.Triangulation.Delaunay { public class DelaunayTriangle { /** Neighbor pointers */ /** Flags to determine if an edge is a Delauney edge */ public FixedBitArray3 EdgeIsConstrained; /** Flags to determine if an edge is a Constrained edge */ public FixedBitArray3 EdgeIsDelaunay; public FixedArray3 Neighbors; /** Has this triangle been marked as an interior triangle? */ public FixedArray3 Points; public DelaunayTriangle(TriangulationPoint p1, TriangulationPoint p2, TriangulationPoint p3) { Points[0] = p1; Points[1] = p2; Points[2] = p3; } public bool IsInterior { get; set; } 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; } //TODO: Port note - different implementation public int IndexCW(TriangulationPoint p) { int index = IndexOf(p); switch (index) { case 0: return 2; case 1: return 0; default: return 1; } } //TODO: Port note - different implementation public int IndexCCW(TriangulationPoint p) { int index = IndexOf(p); switch (index) { case 0: return 1; case 1: return 2; default: return 0; } } public bool Contains(TriangulationPoint p) { return (p == Points[0] || p == Points[1] || p == Points[2]); } public bool Contains(DTSweepConstraint e) { return (Contains(e.P) && Contains(e.Q)); } public bool Contains(TriangulationPoint p, TriangulationPoint q) { return (Contains(p) && Contains(q)); } /// /// 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) { if ((p1 == Points[2] && p2 == Points[1]) || (p1 == Points[1] && p2 == Points[2])) { Neighbors[0] = t; } else if ((p1 == Points[0] && p2 == Points[2]) || (p1 == Points[2] && p2 == Points[0])) { Neighbors[1] = t; } else if ((p1 == Points[0] && p2 == Points[1]) || (p1 == Points[1] && p2 == Points[0])) { Neighbors[2] = t; } else { Debug.WriteLine("Neighbor error, please report!"); // throw new Exception("Neighbor error, please report!"); } } /// /// Exhaustive search to update neighbor pointers /// public void MarkNeighbor(DelaunayTriangle t) { if (t.Contains(Points[1], Points[2])) { Neighbors[0] = t; t.MarkNeighbor(Points[1], Points[2], this); } else if (t.Contains(Points[0], Points[2])) { Neighbors[1] = t; t.MarkNeighbor(Points[0], Points[2], this); } else if (t.Contains(Points[0], Points[1])) { Neighbors[2] = t; t.MarkNeighbor(Points[0], Points[1], this); } else { Debug.WriteLine("markNeighbor failed"); } } public void ClearNeighbors() { Neighbors[0] = Neighbors[1] = Neighbors[2] = null; } public void ClearNeighbor(DelaunayTriangle triangle) { if (Neighbors[0] == triangle) { Neighbors[0] = null; } else if (Neighbors[1] == triangle) { Neighbors[1] = null; } else { Neighbors[2] = null; } } /** * Clears all references to all other triangles and points */ public void Clear() { DelaunayTriangle t; for (int i = 0; i < 3; i++) { t = Neighbors[i]; if (t != null) { t.ClearNeighbor(this); } } ClearNeighbors(); Points[0] = Points[1] = Points[2] = null; } /// Opposite triangle /// The point in t that isn't shared between the triangles public TriangulationPoint OppositePoint(DelaunayTriangle t, TriangulationPoint p) { Debug.Assert(t != this, "self-pointer error"); return PointCW(t.PointCW(p)); } public DelaunayTriangle NeighborCW(TriangulationPoint point) { return Neighbors[(Points.IndexOf(point) + 1)%3]; } public DelaunayTriangle NeighborCCW(TriangulationPoint point) { return Neighbors[(Points.IndexOf(point) + 2)%3]; } public DelaunayTriangle NeighborAcross(TriangulationPoint point) { return Neighbors[Points.IndexOf(point)]; } public TriangulationPoint PointCCW(TriangulationPoint point) { return Points[(IndexOf(point) + 1)%3]; } public TriangulationPoint PointCW(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[IndexCCW(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; } } }