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- // -----------------------------------------------------------------------
- // <copyright file="ConstraintMesher.cs">
- // Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
- // Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
- // </copyright>
- // -----------------------------------------------------------------------
- namespace UnityEngine.U2D.Animation.TriangleNet
- .Meshing
- {
- using System;
- using System.Collections.Generic;
- using Animation.TriangleNet.Geometry;
- using Animation.TriangleNet.Logging;
- using Animation.TriangleNet.Meshing.Iterators;
- using Animation.TriangleNet.Topology;
- internal class ConstraintMesher
- {
- IPredicates predicates;
- Mesh mesh;
- Behavior behavior;
- TriangleLocator locator;
- List<Triangle> viri;
- ILog<LogItem> logger;
- public ConstraintMesher(Mesh mesh, Configuration config)
- {
- this.mesh = mesh;
- this.predicates = config.Predicates();
- this.behavior = mesh.behavior;
- this.locator = mesh.locator;
- this.viri = new List<Triangle>();
- logger = Log.Instance;
- }
- /// <summary>
- /// Insert segments into the mesh.
- /// </summary>
- /// <param name="input">The polygon.</param>
- /// <param name="options">Constraint options.</param>
- public void Apply(IPolygon input, ConstraintOptions options)
- {
- behavior.Poly = input.Segments.Count > 0;
- // Copy constraint options
- if (options != null)
- {
- behavior.ConformingDelaunay = options.ConformingDelaunay;
- behavior.Convex = options.Convex;
- behavior.NoBisect = options.SegmentSplitting;
- if (behavior.ConformingDelaunay)
- {
- behavior.Quality = true;
- }
- }
- //if (input.EdgeMarkers != null)
- //{
- // behavior.UseBoundaryMarkers = true;
- //}
- behavior.useRegions = input.Regions.Count > 0;
- // Ensure that no vertex can be mistaken for a triangular bounding
- // box vertex in insertvertex().
- mesh.infvertex1 = null;
- mesh.infvertex2 = null;
- mesh.infvertex3 = null;
- if (behavior.useSegments)
- {
- // Segments will be introduced next.
- mesh.checksegments = true;
- // Insert PSLG segments and/or convex hull segments.
- FormSkeleton(input);
- }
- if (behavior.Poly && (mesh.triangles.Count > 0))
- {
- // Copy holes and regions
- mesh.holes.AddRange(input.Holes);
- mesh.regions.AddRange(input.Regions);
- // Carve out holes and concavities.
- CarveHoles();
- }
- }
- /// <summary>
- /// Find the holes and infect them. Find the area constraints and infect
- /// them. Infect the convex hull. Spread the infection and kill triangles.
- /// Spread the area constraints.
- /// </summary>
- private void CarveHoles()
- {
- Otri searchtri = default(Otri);
- Vertex searchorg, searchdest;
- LocateResult intersect;
- Triangle[] regionTris = null;
- var dummytri = mesh.dummytri;
- if (!mesh.behavior.Convex)
- {
- // Mark as infected any unprotected triangles on the boundary.
- // This is one way by which concavities are created.
- InfectHull();
- }
- if (!mesh.behavior.NoHoles)
- {
- // Infect each triangle in which a hole lies.
- foreach (var hole in mesh.holes)
- {
- // Ignore holes that aren't within the bounds of the mesh.
- if (mesh.bounds.Contains(hole))
- {
- // Start searching from some triangle on the outer boundary.
- searchtri.tri = dummytri;
- searchtri.orient = 0;
- searchtri.Sym();
- // Ensure that the hole is to the left of this boundary edge;
- // otherwise, locate() will falsely report that the hole
- // falls within the starting triangle.
- searchorg = searchtri.Org();
- searchdest = searchtri.Dest();
- if (predicates.CounterClockwise(searchorg, searchdest, hole) > 0.0)
- {
- // Find a triangle that contains the hole.
- intersect = mesh.locator.Locate(hole, ref searchtri);
- if ((intersect != LocateResult.Outside) && (!searchtri.IsInfected()))
- {
- // Infect the triangle. This is done by marking the triangle
- // as infected and including the triangle in the virus pool.
- searchtri.Infect();
- viri.Add(searchtri.tri);
- }
- }
- }
- }
- }
- // Now, we have to find all the regions BEFORE we carve the holes, because locate() won't
- // work when the triangulation is no longer convex. (Incidentally, this is the reason why
- // regional attributes and area constraints can't be used when refining a preexisting mesh,
- // which might not be convex; they can only be used with a freshly triangulated PSLG.)
- if (mesh.regions.Count > 0)
- {
- int i = 0;
- regionTris = new Triangle[mesh.regions.Count];
- // Find the starting triangle for each region.
- foreach (var region in mesh.regions)
- {
- regionTris[i] = dummytri;
- // Ignore region points that aren't within the bounds of the mesh.
- if (mesh.bounds.Contains(region.point))
- {
- // Start searching from some triangle on the outer boundary.
- searchtri.tri = dummytri;
- searchtri.orient = 0;
- searchtri.Sym();
- // Ensure that the region point is to the left of this boundary
- // edge; otherwise, locate() will falsely report that the
- // region point falls within the starting triangle.
- searchorg = searchtri.Org();
- searchdest = searchtri.Dest();
- if (predicates.CounterClockwise(searchorg, searchdest, region.point) > 0.0)
- {
- // Find a triangle that contains the region point.
- intersect = mesh.locator.Locate(region.point, ref searchtri);
- if ((intersect != LocateResult.Outside) && (!searchtri.IsInfected()))
- {
- // Record the triangle for processing after the
- // holes have been carved.
- regionTris[i] = searchtri.tri;
- regionTris[i].label = region.id;
- regionTris[i].area = region.area;
- }
- }
- }
- i++;
- }
- }
- if (viri.Count > 0)
- {
- // Carve the holes and concavities.
- Plague();
- }
- if (regionTris != null)
- {
- var iterator = new RegionIterator(mesh);
- for (int i = 0; i < regionTris.Length; i++)
- {
- if (regionTris[i].id != Mesh.DUMMY)
- {
- // Make sure the triangle under consideration still exists.
- // It may have been eaten by the virus.
- if (!Otri.IsDead(regionTris[i]))
- {
- // Apply one region's attribute and/or area constraint.
- iterator.Process(regionTris[i]);
- }
- }
- }
- }
- // Free up memory (virus pool should be empty anyway).
- viri.Clear();
- }
- /// <summary>
- /// Create the segments of a triangulation, including PSLG segments and edges
- /// on the convex hull.
- /// </summary>
- private void FormSkeleton(IPolygon input)
- {
- // The segment endpoints.
- Vertex p, q;
- mesh.insegments = 0;
- if (behavior.Poly)
- {
- // If the input vertices are collinear, there is no triangulation,
- // so don't try to insert segments.
- if (mesh.triangles.Count == 0)
- {
- return;
- }
- // If segments are to be inserted, compute a mapping
- // from vertices to triangles.
- if (input.Segments.Count > 0)
- {
- mesh.MakeVertexMap();
- }
- // Read and insert the segments.
- foreach (var seg in input.Segments)
- {
- mesh.insegments++;
- p = seg.GetVertex(0);
- q = seg.GetVertex(1);
- if ((p.x == q.x) && (p.y == q.y))
- {
- if (Log.Verbose)
- {
- logger.Warning("Endpoints of segment (IDs " + p.id + "/" + q.id + ") are coincident.",
- "Mesh.FormSkeleton()");
- }
- }
- else
- {
- InsertSegment(p, q, seg.Label);
- }
- }
- }
- if (behavior.Convex || !behavior.Poly)
- {
- // Enclose the convex hull with subsegments.
- MarkHull();
- }
- }
- #region Carving holes
- /// <summary>
- /// Virally infect all of the triangles of the convex hull that are not
- /// protected by subsegments. Where there are subsegments, set boundary
- /// markers as appropriate.
- /// </summary>
- private void InfectHull()
- {
- Otri hulltri = default(Otri);
- Otri nexttri = default(Otri);
- Otri starttri = default(Otri);
- Osub hullsubseg = default(Osub);
- Vertex horg, hdest;
- var dummytri = mesh.dummytri;
- // Find a triangle handle on the hull.
- hulltri.tri = dummytri;
- hulltri.orient = 0;
- hulltri.Sym();
- // Remember where we started so we know when to stop.
- hulltri.Copy(ref starttri);
- // Go once counterclockwise around the convex hull.
- do
- {
- // Ignore triangles that are already infected.
- if (!hulltri.IsInfected())
- {
- // Is the triangle protected by a subsegment?
- hulltri.Pivot(ref hullsubseg);
- if (hullsubseg.seg.hash == Mesh.DUMMY)
- {
- // The triangle is not protected; infect it.
- if (!hulltri.IsInfected())
- {
- hulltri.Infect();
- viri.Add(hulltri.tri);
- }
- }
- else
- {
- // The triangle is protected; set boundary markers if appropriate.
- if (hullsubseg.seg.boundary == 0)
- {
- hullsubseg.seg.boundary = 1;
- horg = hulltri.Org();
- hdest = hulltri.Dest();
- if (horg.label == 0)
- {
- horg.label = 1;
- }
- if (hdest.label == 0)
- {
- hdest.label = 1;
- }
- }
- }
- }
- // To find the next hull edge, go clockwise around the next vertex.
- hulltri.Lnext();
- hulltri.Oprev(ref nexttri);
- while (nexttri.tri.id != Mesh.DUMMY)
- {
- nexttri.Copy(ref hulltri);
- hulltri.Oprev(ref nexttri);
- }
- }
- while (!hulltri.Equals(starttri));
- }
- /// <summary>
- /// Spread the virus from all infected triangles to any neighbors not
- /// protected by subsegments. Delete all infected triangles.
- /// </summary>
- /// <remarks>
- /// This is the procedure that actually creates holes and concavities.
- ///
- /// This procedure operates in two phases. The first phase identifies all
- /// the triangles that will die, and marks them as infected. They are
- /// marked to ensure that each triangle is added to the virus pool only
- /// once, so the procedure will terminate.
- ///
- /// The second phase actually eliminates the infected triangles. It also
- /// eliminates orphaned vertices.
- /// </remarks>
- void Plague()
- {
- Otri testtri = default(Otri);
- Otri neighbor = default(Otri);
- Osub neighborsubseg = default(Osub);
- Vertex testvertex;
- Vertex norg, ndest;
- var dummysub = mesh.dummysub;
- var dummytri = mesh.dummytri;
- bool killorg;
- // Loop through all the infected triangles, spreading the virus to
- // their neighbors, then to their neighbors' neighbors.
- for (int i = 0; i < viri.Count; i++)
- {
- // WARNING: Don't use foreach, mesh.viri list may get modified.
- testtri.tri = viri[i];
- // A triangle is marked as infected by messing with one of its pointers
- // to subsegments, setting it to an illegal value. Hence, we have to
- // temporarily uninfect this triangle so that we can examine its
- // adjacent subsegments.
- // TODO: Not true in the C# version (so we could skip this).
- testtri.Uninfect();
- // Check each of the triangle's three neighbors.
- for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
- {
- // Find the neighbor.
- testtri.Sym(ref neighbor);
- // Check for a subsegment between the triangle and its neighbor.
- testtri.Pivot(ref neighborsubseg);
- // Check if the neighbor is nonexistent or already infected.
- if ((neighbor.tri.id == Mesh.DUMMY) || neighbor.IsInfected())
- {
- if (neighborsubseg.seg.hash != Mesh.DUMMY)
- {
- // There is a subsegment separating the triangle from its
- // neighbor, but both triangles are dying, so the subsegment
- // dies too.
- mesh.SubsegDealloc(neighborsubseg.seg);
- if (neighbor.tri.id != Mesh.DUMMY)
- {
- // Make sure the subsegment doesn't get deallocated again
- // later when the infected neighbor is visited.
- neighbor.Uninfect();
- neighbor.SegDissolve(dummysub);
- neighbor.Infect();
- }
- }
- }
- else
- { // The neighbor exists and is not infected.
- if (neighborsubseg.seg.hash == Mesh.DUMMY)
- {
- // There is no subsegment protecting the neighbor, so
- // the neighbor becomes infected.
- neighbor.Infect();
- // Ensure that the neighbor's neighbors will be infected.
- viri.Add(neighbor.tri);
- }
- else
- {
- // The neighbor is protected by a subsegment.
- // Remove this triangle from the subsegment.
- neighborsubseg.TriDissolve(dummytri);
- // The subsegment becomes a boundary. Set markers accordingly.
- if (neighborsubseg.seg.boundary == 0)
- {
- neighborsubseg.seg.boundary = 1;
- }
- norg = neighbor.Org();
- ndest = neighbor.Dest();
- if (norg.label == 0)
- {
- norg.label = 1;
- }
- if (ndest.label == 0)
- {
- ndest.label = 1;
- }
- }
- }
- }
- // Remark the triangle as infected, so it doesn't get added to the
- // virus pool again.
- testtri.Infect();
- }
- foreach (var virus in viri)
- {
- testtri.tri = virus;
- // Check each of the three corners of the triangle for elimination.
- // This is done by walking around each vertex, checking if it is
- // still connected to at least one live triangle.
- for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
- {
- testvertex = testtri.Org();
- // Check if the vertex has already been tested.
- if (testvertex != null)
- {
- killorg = true;
- // Mark the corner of the triangle as having been tested.
- testtri.SetOrg(null);
- // Walk counterclockwise about the vertex.
- testtri.Onext(ref neighbor);
- // Stop upon reaching a boundary or the starting triangle.
- while ((neighbor.tri.id != Mesh.DUMMY) &&
- (!neighbor.Equals(testtri)))
- {
- if (neighbor.IsInfected())
- {
- // Mark the corner of this triangle as having been tested.
- neighbor.SetOrg(null);
- }
- else
- {
- // A live triangle. The vertex survives.
- killorg = false;
- }
- // Walk counterclockwise about the vertex.
- neighbor.Onext();
- }
- // If we reached a boundary, we must walk clockwise as well.
- if (neighbor.tri.id == Mesh.DUMMY)
- {
- // Walk clockwise about the vertex.
- testtri.Oprev(ref neighbor);
- // Stop upon reaching a boundary.
- while (neighbor.tri.id != Mesh.DUMMY)
- {
- if (neighbor.IsInfected())
- {
- // Mark the corner of this triangle as having been tested.
- neighbor.SetOrg(null);
- }
- else
- {
- // A live triangle. The vertex survives.
- killorg = false;
- }
- // Walk clockwise about the vertex.
- neighbor.Oprev();
- }
- }
- if (killorg)
- {
- // Deleting vertex
- testvertex.type = VertexType.UndeadVertex;
- mesh.undeads++;
- }
- }
- }
- // Record changes in the number of boundary edges, and disconnect
- // dead triangles from their neighbors.
- for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
- {
- testtri.Sym(ref neighbor);
- if (neighbor.tri.id == Mesh.DUMMY)
- {
- // There is no neighboring triangle on this edge, so this edge
- // is a boundary edge. This triangle is being deleted, so this
- // boundary edge is deleted.
- mesh.hullsize--;
- }
- else
- {
- // Disconnect the triangle from its neighbor.
- neighbor.Dissolve(dummytri);
- // There is a neighboring triangle on this edge, so this edge
- // becomes a boundary edge when this triangle is deleted.
- mesh.hullsize++;
- }
- }
- // Return the dead triangle to the pool of triangles.
- mesh.TriangleDealloc(testtri.tri);
- }
- // Empty the virus pool.
- viri.Clear();
- }
- #endregion
- #region Segment insertion
- /// <summary>
- /// Find the first triangle on the path from one point to another.
- /// </summary>
- /// <param name="searchtri"></param>
- /// <param name="searchpoint"></param>
- /// <returns>
- /// The return value notes whether the destination or apex of the found
- /// triangle is collinear with the two points in question.</returns>
- /// <remarks>
- /// Finds the triangle that intersects a line segment drawn from the
- /// origin of 'searchtri' to the point 'searchpoint', and returns the result
- /// in 'searchtri'. The origin of 'searchtri' does not change, even though
- /// the triangle returned may differ from the one passed in. This routine
- /// is used to find the direction to move in to get from one point to
- /// another.
- /// </remarks>
- private FindDirectionResult FindDirection(ref Otri searchtri, Vertex searchpoint)
- {
- Otri checktri = default(Otri);
- Vertex startvertex;
- Vertex leftvertex, rightvertex;
- double leftccw, rightccw;
- bool leftflag, rightflag;
- startvertex = searchtri.Org();
- rightvertex = searchtri.Dest();
- leftvertex = searchtri.Apex();
- // Is 'searchpoint' to the left?
- leftccw = predicates.CounterClockwise(searchpoint, startvertex, leftvertex);
- leftflag = leftccw > 0.0;
- // Is 'searchpoint' to the right?
- rightccw = predicates.CounterClockwise(startvertex, searchpoint, rightvertex);
- rightflag = rightccw > 0.0;
- if (leftflag && rightflag)
- {
- // 'searchtri' faces directly away from 'searchpoint'. We could go left
- // or right. Ask whether it's a triangle or a boundary on the left.
- searchtri.Onext(ref checktri);
- if (checktri.tri.id == Mesh.DUMMY)
- {
- leftflag = false;
- }
- else
- {
- rightflag = false;
- }
- }
- while (leftflag)
- {
- // Turn left until satisfied.
- searchtri.Onext();
- if (searchtri.tri.id == Mesh.DUMMY)
- {
- logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().1");
- throw new Exception("Unable to find a triangle on path.");
- }
- leftvertex = searchtri.Apex();
- rightccw = leftccw;
- leftccw = predicates.CounterClockwise(searchpoint, startvertex, leftvertex);
- leftflag = leftccw > 0.0;
- }
- while (rightflag)
- {
- // Turn right until satisfied.
- searchtri.Oprev();
- if (searchtri.tri.id == Mesh.DUMMY)
- {
- logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().2");
- throw new Exception("Unable to find a triangle on path.");
- }
- rightvertex = searchtri.Dest();
- leftccw = rightccw;
- rightccw = predicates.CounterClockwise(startvertex, searchpoint, rightvertex);
- rightflag = rightccw > 0.0;
- }
- if (leftccw == 0.0)
- {
- return FindDirectionResult.Leftcollinear;
- }
- else if (rightccw == 0.0)
- {
- return FindDirectionResult.Rightcollinear;
- }
- else
- {
- return FindDirectionResult.Within;
- }
- }
- /// <summary>
- /// Find the intersection of an existing segment and a segment that is being
- /// inserted. Insert a vertex at the intersection, splitting an existing subsegment.
- /// </summary>
- /// <param name="splittri"></param>
- /// <param name="splitsubseg"></param>
- /// <param name="endpoint2"></param>
- /// <remarks>
- /// The segment being inserted connects the apex of splittri to endpoint2.
- /// splitsubseg is the subsegment being split, and MUST adjoin splittri.
- /// Hence, endpoints of the subsegment being split are the origin and
- /// destination of splittri.
- ///
- /// On completion, splittri is a handle having the newly inserted
- /// intersection point as its origin, and endpoint1 as its destination.
- /// </remarks>
- private void SegmentIntersection(ref Otri splittri, ref Osub splitsubseg, Vertex endpoint2)
- {
- Osub opposubseg = default(Osub);
- Vertex endpoint1;
- Vertex torg, tdest;
- Vertex leftvertex, rightvertex;
- Vertex newvertex;
- InsertVertexResult success;
- var dummysub = mesh.dummysub;
- double ex, ey;
- double tx, ty;
- double etx, ety;
- double split, denom;
- // Find the other three segment endpoints.
- endpoint1 = splittri.Apex();
- torg = splittri.Org();
- tdest = splittri.Dest();
- // Segment intersection formulae; see the Antonio reference.
- tx = tdest.x - torg.x;
- ty = tdest.y - torg.y;
- ex = endpoint2.x - endpoint1.x;
- ey = endpoint2.y - endpoint1.y;
- etx = torg.x - endpoint2.x;
- ety = torg.y - endpoint2.y;
- denom = ty * ex - tx * ey;
- if (denom == 0.0)
- {
- logger.Error("Attempt to find intersection of parallel segments.",
- "Mesh.SegmentIntersection()");
- throw new Exception("Attempt to find intersection of parallel segments.");
- }
- split = (ey * etx - ex * ety) / denom;
- // Create the new vertex.
- newvertex = new Vertex(
- torg.x + split * (tdest.x - torg.x),
- torg.y + split * (tdest.y - torg.y),
- splitsubseg.seg.boundary
- #if USE_ATTRIBS
- , mesh.nextras
- #endif
- );
- newvertex.hash = mesh.hash_vtx++;
- newvertex.id = newvertex.hash;
- #if USE_ATTRIBS
- // Interpolate its attributes.
- for (int i = 0; i < mesh.nextras; i++)
- {
- newvertex.attributes[i] = torg.attributes[i] + split * (tdest.attributes[i] - torg.attributes[i]);
- }
- #endif
- #if USE_Z
- newvertex.z = torg.z + split * (tdest.z - torg.z);
- #endif
- mesh.vertices.Add(newvertex.hash, newvertex);
- // Insert the intersection vertex. This should always succeed.
- success = mesh.InsertVertex(newvertex, ref splittri, ref splitsubseg, false, false);
- if (success != InsertVertexResult.Successful)
- {
- logger.Error("Failure to split a segment.", "Mesh.SegmentIntersection()");
- throw new Exception("Failure to split a segment.");
- }
- // Record a triangle whose origin is the new vertex.
- newvertex.tri = splittri;
- if (mesh.steinerleft > 0)
- {
- mesh.steinerleft--;
- }
- // Divide the segment into two, and correct the segment endpoints.
- splitsubseg.Sym();
- splitsubseg.Pivot(ref opposubseg);
- splitsubseg.Dissolve(dummysub);
- opposubseg.Dissolve(dummysub);
- do
- {
- splitsubseg.SetSegOrg(newvertex);
- splitsubseg.Next();
- }
- while (splitsubseg.seg.hash != Mesh.DUMMY);
- do
- {
- opposubseg.SetSegOrg(newvertex);
- opposubseg.Next();
- }
- while (opposubseg.seg.hash != Mesh.DUMMY);
- // Inserting the vertex may have caused edge flips. We wish to rediscover
- // the edge connecting endpoint1 to the new intersection vertex.
- FindDirection(ref splittri, endpoint1);
- rightvertex = splittri.Dest();
- leftvertex = splittri.Apex();
- if ((leftvertex.x == endpoint1.x) && (leftvertex.y == endpoint1.y))
- {
- splittri.Onext();
- }
- else if ((rightvertex.x != endpoint1.x) || (rightvertex.y != endpoint1.y))
- {
- logger.Error("Topological inconsistency after splitting a segment.", "Mesh.SegmentIntersection()");
- throw new Exception("Topological inconsistency after splitting a segment.");
- }
- // 'splittri' should have destination endpoint1.
- }
- /// <summary>
- /// Scout the first triangle on the path from one endpoint to another, and check
- /// for completion (reaching the second endpoint), a collinear vertex, or the
- /// intersection of two segments.
- /// </summary>
- /// <param name="searchtri"></param>
- /// <param name="endpoint2"></param>
- /// <param name="newmark"></param>
- /// <returns>Returns true if the entire segment is successfully inserted, and false
- /// if the job must be finished by ConstrainedEdge().</returns>
- /// <remarks>
- /// If the first triangle on the path has the second endpoint as its
- /// destination or apex, a subsegment is inserted and the job is done.
- ///
- /// If the first triangle on the path has a destination or apex that lies on
- /// the segment, a subsegment is inserted connecting the first endpoint to
- /// the collinear vertex, and the search is continued from the collinear
- /// vertex.
- ///
- /// If the first triangle on the path has a subsegment opposite its origin,
- /// then there is a segment that intersects the segment being inserted.
- /// Their intersection vertex is inserted, splitting the subsegment.
- /// </remarks>
- private bool ScoutSegment(ref Otri searchtri, Vertex endpoint2, int newmark)
- {
- Otri crosstri = default(Otri);
- Osub crosssubseg = default(Osub);
- Vertex leftvertex, rightvertex;
- FindDirectionResult collinear;
- collinear = FindDirection(ref searchtri, endpoint2);
- rightvertex = searchtri.Dest();
- leftvertex = searchtri.Apex();
- if (((leftvertex.x == endpoint2.x) && (leftvertex.y == endpoint2.y)) ||
- ((rightvertex.x == endpoint2.x) && (rightvertex.y == endpoint2.y)))
- {
- // The segment is already an edge in the mesh.
- if ((leftvertex.x == endpoint2.x) && (leftvertex.y == endpoint2.y))
- {
- searchtri.Lprev();
- }
- // Insert a subsegment, if there isn't already one there.
- mesh.InsertSubseg(ref searchtri, newmark);
- return true;
- }
- else if (collinear == FindDirectionResult.Leftcollinear)
- {
- // We've collided with a vertex between the segment's endpoints.
- // Make the collinear vertex be the triangle's origin.
- searchtri.Lprev();
- mesh.InsertSubseg(ref searchtri, newmark);
- // Insert the remainder of the segment.
- return ScoutSegment(ref searchtri, endpoint2, newmark);
- }
- else if (collinear == FindDirectionResult.Rightcollinear)
- {
- // We've collided with a vertex between the segment's endpoints.
- mesh.InsertSubseg(ref searchtri, newmark);
- // Make the collinear vertex be the triangle's origin.
- searchtri.Lnext();
- // Insert the remainder of the segment.
- return ScoutSegment(ref searchtri, endpoint2, newmark);
- }
- else
- {
- searchtri.Lnext(ref crosstri);
- crosstri.Pivot(ref crosssubseg);
- // Check for a crossing segment.
- if (crosssubseg.seg.hash == Mesh.DUMMY)
- {
- return false;
- }
- else
- {
- // Insert a vertex at the intersection.
- SegmentIntersection(ref crosstri, ref crosssubseg, endpoint2);
- crosstri.Copy(ref searchtri);
- mesh.InsertSubseg(ref searchtri, newmark);
- // Insert the remainder of the segment.
- return ScoutSegment(ref searchtri, endpoint2, newmark);
- }
- }
- }
- /// <summary>
- /// Enforce the Delaunay condition at an edge, fanning out recursively from
- /// an existing vertex. Pay special attention to stacking inverted triangles.
- /// </summary>
- /// <param name="fixuptri"></param>
- /// <param name="leftside">Indicates whether or not fixuptri is to the left of
- /// the segment being inserted. (Imagine that the segment is pointing up from
- /// endpoint1 to endpoint2.)</param>
- /// <remarks>
- /// This is a support routine for inserting segments into a constrained
- /// Delaunay triangulation.
- ///
- /// The origin of fixuptri is treated as if it has just been inserted, and
- /// the local Delaunay condition needs to be enforced. It is only enforced
- /// in one sector, however, that being the angular range defined by
- /// fixuptri.
- ///
- /// This routine also needs to make decisions regarding the "stacking" of
- /// triangles. (Read the description of ConstrainedEdge() below before
- /// reading on here, so you understand the algorithm.) If the position of
- /// the new vertex (the origin of fixuptri) indicates that the vertex before
- /// it on the polygon is a reflex vertex, then "stack" the triangle by
- /// doing nothing. (fixuptri is an inverted triangle, which is how stacked
- /// triangles are identified.)
- ///
- /// Otherwise, check whether the vertex before that was a reflex vertex.
- /// If so, perform an edge flip, thereby eliminating an inverted triangle
- /// (popping it off the stack). The edge flip may result in the creation
- /// of a new inverted triangle, depending on whether or not the new vertex
- /// is visible to the vertex three edges behind on the polygon.
- ///
- /// If neither of the two vertices behind the new vertex are reflex
- /// vertices, fixuptri and fartri, the triangle opposite it, are not
- /// inverted; hence, ensure that the edge between them is locally Delaunay.
- /// </remarks>
- private void DelaunayFixup(ref Otri fixuptri, bool leftside)
- {
- Otri neartri = default(Otri);
- Otri fartri = default(Otri);
- Osub faredge = default(Osub);
- Vertex nearvertex, leftvertex, rightvertex, farvertex;
- fixuptri.Lnext(ref neartri);
- neartri.Sym(ref fartri);
- // Check if the edge opposite the origin of fixuptri can be flipped.
- if (fartri.tri.id == Mesh.DUMMY)
- {
- return;
- }
- neartri.Pivot(ref faredge);
- if (faredge.seg.hash != Mesh.DUMMY)
- {
- return;
- }
- // Find all the relevant vertices.
- nearvertex = neartri.Apex();
- leftvertex = neartri.Org();
- rightvertex = neartri.Dest();
- farvertex = fartri.Apex();
- // Check whether the previous polygon vertex is a reflex vertex.
- if (leftside)
- {
- if (predicates.CounterClockwise(nearvertex, leftvertex, farvertex) <= 0.0)
- {
- // leftvertex is a reflex vertex too. Nothing can
- // be done until a convex section is found.
- return;
- }
- }
- else
- {
- if (predicates.CounterClockwise(farvertex, rightvertex, nearvertex) <= 0.0)
- {
- // rightvertex is a reflex vertex too. Nothing can
- // be done until a convex section is found.
- return;
- }
- }
- if (predicates.CounterClockwise(rightvertex, leftvertex, farvertex) > 0.0)
- {
- // fartri is not an inverted triangle, and farvertex is not a reflex
- // vertex. As there are no reflex vertices, fixuptri isn't an
- // inverted triangle, either. Hence, test the edge between the
- // triangles to ensure it is locally Delaunay.
- if (predicates.InCircle(leftvertex, farvertex, rightvertex, nearvertex) <= 0.0)
- {
- return;
- }
- // Not locally Delaunay; go on to an edge flip.
- }
- // else fartri is inverted; remove it from the stack by flipping.
- mesh.Flip(ref neartri);
- fixuptri.Lprev(); // Restore the origin of fixuptri after the flip.
- // Recursively process the two triangles that result from the flip.
- DelaunayFixup(ref fixuptri, leftside);
- DelaunayFixup(ref fartri, leftside);
- }
- /// <summary>
- /// Force a segment into a constrained Delaunay triangulation by deleting the
- /// triangles it intersects, and triangulating the polygons that form on each
- /// side of it.
- /// </summary>
- /// <param name="starttri"></param>
- /// <param name="endpoint2"></param>
- /// <param name="newmark"></param>
- /// <remarks>
- /// Generates a single subsegment connecting 'endpoint1' to 'endpoint2'.
- /// The triangle 'starttri' has 'endpoint1' as its origin. 'newmark' is the
- /// boundary marker of the segment.
- ///
- /// To insert a segment, every triangle whose interior intersects the
- /// segment is deleted. The union of these deleted triangles is a polygon
- /// (which is not necessarily monotone, but is close enough), which is
- /// divided into two polygons by the new segment. This routine's task is
- /// to generate the Delaunay triangulation of these two polygons.
- ///
- /// You might think of this routine's behavior as a two-step process. The
- /// first step is to walk from endpoint1 to endpoint2, flipping each edge
- /// encountered. This step creates a fan of edges connected to endpoint1,
- /// including the desired edge to endpoint2. The second step enforces the
- /// Delaunay condition on each side of the segment in an incremental manner:
- /// proceeding along the polygon from endpoint1 to endpoint2 (this is done
- /// independently on each side of the segment), each vertex is "enforced"
- /// as if it had just been inserted, but affecting only the previous
- /// vertices. The result is the same as if the vertices had been inserted
- /// in the order they appear on the polygon, so the result is Delaunay.
- ///
- /// In truth, ConstrainedEdge() interleaves these two steps. The procedure
- /// walks from endpoint1 to endpoint2, and each time an edge is encountered
- /// and flipped, the newly exposed vertex (at the far end of the flipped
- /// edge) is "enforced" upon the previously flipped edges, usually affecting
- /// only one side of the polygon (depending upon which side of the segment
- /// the vertex falls on).
- ///
- /// The algorithm is complicated by the need to handle polygons that are not
- /// convex. Although the polygon is not necessarily monotone, it can be
- /// triangulated in a manner similar to the stack-based algorithms for
- /// monotone polygons. For each reflex vertex (local concavity) of the
- /// polygon, there will be an inverted triangle formed by one of the edge
- /// flips. (An inverted triangle is one with negative area - that is, its
- /// vertices are arranged in clockwise order - and is best thought of as a
- /// wrinkle in the fabric of the mesh.) Each inverted triangle can be
- /// thought of as a reflex vertex pushed on the stack, waiting to be fixed
- /// later.
- ///
- /// A reflex vertex is popped from the stack when a vertex is inserted that
- /// is visible to the reflex vertex. (However, if the vertex behind the
- /// reflex vertex is not visible to the reflex vertex, a new inverted
- /// triangle will take its place on the stack.) These details are handled
- /// by the DelaunayFixup() routine above.
- /// </remarks>
- private void ConstrainedEdge(ref Otri starttri, Vertex endpoint2, int newmark)
- {
- Otri fixuptri = default(Otri), fixuptri2 = default(Otri);
- Osub crosssubseg = default(Osub);
- Vertex endpoint1;
- Vertex farvertex;
- double area;
- bool collision;
- bool done;
- endpoint1 = starttri.Org();
- starttri.Lnext(ref fixuptri);
- mesh.Flip(ref fixuptri);
- // 'collision' indicates whether we have found a vertex directly
- // between endpoint1 and endpoint2.
- collision = false;
- done = false;
- do
- {
- farvertex = fixuptri.Org();
- // 'farvertex' is the extreme point of the polygon we are "digging"
- // to get from endpoint1 to endpoint2.
- if ((farvertex.x == endpoint2.x) && (farvertex.y == endpoint2.y))
- {
- fixuptri.Oprev(ref fixuptri2);
- // Enforce the Delaunay condition around endpoint2.
- DelaunayFixup(ref fixuptri, false);
- DelaunayFixup(ref fixuptri2, true);
- done = true;
- }
- else
- {
- // Check whether farvertex is to the left or right of the segment being
- // inserted, to decide which edge of fixuptri to dig through next.
- area = predicates.CounterClockwise(endpoint1, endpoint2, farvertex);
- if (area == 0.0)
- {
- // We've collided with a vertex between endpoint1 and endpoint2.
- collision = true;
- fixuptri.Oprev(ref fixuptri2);
- // Enforce the Delaunay condition around farvertex.
- DelaunayFixup(ref fixuptri, false);
- DelaunayFixup(ref fixuptri2, true);
- done = true;
- }
- else
- {
- if (area > 0.0)
- {
- // farvertex is to the left of the segment.
- fixuptri.Oprev(ref fixuptri2);
- // Enforce the Delaunay condition around farvertex, on the
- // left side of the segment only.
- DelaunayFixup(ref fixuptri2, true);
- // Flip the edge that crosses the segment. After the edge is
- // flipped, one of its endpoints is the fan vertex, and the
- // destination of fixuptri is the fan vertex.
- fixuptri.Lprev();
- }
- else
- {
- // farvertex is to the right of the segment.
- DelaunayFixup(ref fixuptri, false);
- // Flip the edge that crosses the segment. After the edge is
- // flipped, one of its endpoints is the fan vertex, and the
- // destination of fixuptri is the fan vertex.
- fixuptri.Oprev();
- }
- // Check for two intersecting segments.
- fixuptri.Pivot(ref crosssubseg);
- if (crosssubseg.seg.hash == Mesh.DUMMY)
- {
- mesh.Flip(ref fixuptri); // May create inverted triangle at left.
- }
- else
- {
- // We've collided with a segment between endpoint1 and endpoint2.
- collision = true;
- // Insert a vertex at the intersection.
- SegmentIntersection(ref fixuptri, ref crosssubseg, endpoint2);
- done = true;
- }
- }
- }
- }
- while (!done);
- // Insert a subsegment to make the segment permanent.
- mesh.InsertSubseg(ref fixuptri, newmark);
- // If there was a collision with an interceding vertex, install another
- // segment connecting that vertex with endpoint2.
- if (collision)
- {
- // Insert the remainder of the segment.
- if (!ScoutSegment(ref fixuptri, endpoint2, newmark))
- {
- ConstrainedEdge(ref fixuptri, endpoint2, newmark);
- }
- }
- }
- /// <summary>
- /// Insert a PSLG segment into a triangulation.
- /// </summary>
- /// <param name="endpoint1"></param>
- /// <param name="endpoint2"></param>
- /// <param name="newmark"></param>
- private void InsertSegment(Vertex endpoint1, Vertex endpoint2, int newmark)
- {
- Otri searchtri1 = default(Otri), searchtri2 = default(Otri);
- Vertex checkvertex = null;
- var dummytri = mesh.dummytri;
- // Find a triangle whose origin is the segment's first endpoint.
- searchtri1 = endpoint1.tri;
- if (searchtri1.tri != null)
- {
- checkvertex = searchtri1.Org();
- }
- if (checkvertex != endpoint1)
- {
- // Find a boundary triangle to search from.
- searchtri1.tri = dummytri;
- searchtri1.orient = 0;
- searchtri1.Sym();
- // Search for the segment's first endpoint by point location.
- if (locator.Locate(endpoint1, ref searchtri1) != LocateResult.OnVertex)
- {
- logger.Error("Unable to locate PSLG vertex in triangulation.", "Mesh.InsertSegment().1");
- throw new Exception("Unable to locate PSLG vertex in triangulation.");
- }
- }
- // Remember this triangle to improve subsequent point location.
- locator.Update(ref searchtri1);
- // Scout the beginnings of a path from the first endpoint
- // toward the second.
- if (ScoutSegment(ref searchtri1, endpoint2, newmark))
- {
- // The segment was easily inserted.
- return;
- }
- // The first endpoint may have changed if a collision with an intervening
- // vertex on the segment occurred.
- endpoint1 = searchtri1.Org();
- // Find a triangle whose origin is the segment's second endpoint.
- checkvertex = null;
- searchtri2 = endpoint2.tri;
- if (searchtri2.tri != null)
- {
- checkvertex = searchtri2.Org();
- }
- if (checkvertex != endpoint2)
- {
- // Find a boundary triangle to search from.
- searchtri2.tri = dummytri;
- searchtri2.orient = 0;
- searchtri2.Sym();
- // Search for the segment's second endpoint by point location.
- if (locator.Locate(endpoint2, ref searchtri2) != LocateResult.OnVertex)
- {
- logger.Error("Unable to locate PSLG vertex in triangulation.", "Mesh.InsertSegment().2");
- throw new Exception("Unable to locate PSLG vertex in triangulation.");
- }
- }
- // Remember this triangle to improve subsequent point location.
- locator.Update(ref searchtri2);
- // Scout the beginnings of a path from the second endpoint
- // toward the first.
- if (ScoutSegment(ref searchtri2, endpoint1, newmark))
- {
- // The segment was easily inserted.
- return;
- }
- // The second endpoint may have changed if a collision with an intervening
- // vertex on the segment occurred.
- endpoint2 = searchtri2.Org();
- // Insert the segment directly into the triangulation.
- ConstrainedEdge(ref searchtri1, endpoint2, newmark);
- }
- /// <summary>
- /// Cover the convex hull of a triangulation with subsegments.
- /// </summary>
- private void MarkHull()
- {
- Otri hulltri = default(Otri);
- Otri nexttri = default(Otri);
- Otri starttri = default(Otri);
- // Find a triangle handle on the hull.
- hulltri.tri = mesh.dummytri;
- hulltri.orient = 0;
- hulltri.Sym();
- // Remember where we started so we know when to stop.
- hulltri.Copy(ref starttri);
- // Go once counterclockwise around the convex hull.
- do
- {
- // Create a subsegment if there isn't already one here.
- mesh.InsertSubseg(ref hulltri, 1);
- // To find the next hull edge, go clockwise around the next vertex.
- hulltri.Lnext();
- hulltri.Oprev(ref nexttri);
- while (nexttri.tri.id != Mesh.DUMMY)
- {
- nexttri.Copy(ref hulltri);
- hulltri.Oprev(ref nexttri);
- }
- }
- while (!hulltri.Equals(starttri));
- }
- #endregion
- }
- }
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