2009-11-12 02:17:18 +01:00
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/* Poly2Tri
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* Copyright (c) 2009, Mason Green
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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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2009-11-12 02:06:09 +01:00
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from math import floor
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###
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### Based on Raimund Seidel's paper "A simple and fast incremental randomized
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### algorithm for computing trapezoidal decompositions and for triangulating polygons"
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### (Ported from poly2tri)
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class Triangulator(object) {
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def __init__(points):
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# Convex polygon list
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self.polygons = []
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# Order and randomize the Edges
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self.EdgeList = initEdges()
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# Initialize trapezoidal map and query structure
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self.trapezoidalMap = new TrapezoidalMap
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self.bounding_box = trapezoidalMap.bounding_box(EdgeList)
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self.queryGraph = QueryGraph(Sink.init(bounding_box))
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self.xMonoPoly = []
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# The trapezoidal map
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self.trapezoidMap = trapezoidalMap.map
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# Trapezoid decomposition list
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self.trapezoids = []
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self.process()
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// Build the trapezoidal map and query graph
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def process(self):
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i = 0
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while(i < len(EdgeList)):
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s = EdgeList(i)
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traps = queryGraph.followEdge(s)
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// Remove trapezoids from trapezoidal Map
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for j in range(len(traps)):
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trapezoidalMap.map -= traps(j)
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for j in range(len(traps)):
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t = traps(j)
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tList = []
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containsP = t.contains(s.p)
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containsQ = t.contains(s.q)
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if containsP and containsQ:
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// Case 1
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tList = trapezoidalMap.case1(t,s)
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queryGraph.case1(t.sink, s, tList)
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elif containsP and !containsQ:
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// Case 2
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tList = trapezoidalMap.case2(t,s)
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queryGraph.case2(t.sink, s, tList)
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elif !containsP and !containsQ:
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// Case 3
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tList = trapezoidalMap.case3(t, s)
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queryGraph.case3(t.sink, s, tList)
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else:
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// Case 4
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tList = trapezoidalMap.case4(t, s)
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queryGraph.case4(t.sink, s, tList)
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// Add new trapezoids to map
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for k in range(len(tList)):
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trapezoidalMap.map += tList[k]
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trapezoidalMap.clear
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i += 1
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// Mark outside trapezoids
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for t in trapezoidalMap.map
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markOutside(t)
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// Collect interior trapezoids
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for t in trapezoidalMap.map
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if t.inside:
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trapezoids.append(t)
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t.addPoints()
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// Generate the triangles
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createMountains
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}
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// Monotone polygons - these are monotone mountains
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def monoPolies(self):
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polies = []
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for i in range(len(self.xMonoPoly)):
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polies.append(self.xMonoPoly(i).monoPoly)
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return polies
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// Build a list of x-monotone mountains
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private def createMountains {
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var i = 0
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while(i < EdgeList.size) {
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val s = EdgeList(i)
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if(s.mPoints.size > 0) {
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val mountain = new MonotoneMountain
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var k: List[Point] = None
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// Sorting is a perfromance hit. Literature says this can be accomplised in
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// linear time, although I don't see a way around using traditional methods
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// when using a randomized incremental algorithm
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if(s.mPoints.size < 10)
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// Insertion sort is one of the fastest algorithms for sorting arrays containing
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// fewer than ten elements, or for lists that are already mostly sorted.
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k = Util.insertSort((p1: Point, p2: Point) => p1 < p2)(s.mPoints).toList
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else
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k = Util.msort((p1: Point, p2: Point) => p1 < p2)(s.mPoints.toList)
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val points = s.p :: k ::: List(s.q)
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var j = 0
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while(j < points.size) {
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mountain += points(j)
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j += 1
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}
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// Triangulate monotone mountain
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mountain process
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// Extract the triangles into a single list
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j = 0
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while(j < mountain.triangles.size) {
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polygons += mountain.triangles(j)
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j += 1
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}
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xMonoPoly += mountain
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}
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i += 1
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}
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}
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// Mark the outside trapezoids surrounding the polygon
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private def markOutside(t: Trapezoid) {
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if(t.top == bounding_box.top || t.bottom == bounding_box.bottom) {
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t trimNeighbors
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}
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}
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// Create Edges and connect end points; update edge event pointer
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private def initEdges: ArrayBuffer[Edge] = {
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var Edges = List[Edge]()
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for(i <- 0 until points.size-1)
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Edges = new Edge(points(i), points(i+1)) :: Edges
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Edges = new Edge(points.first, points.last) :: Edges
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orderEdges(Edges)
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}
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private def orderEdges(Edges: List[Edge]) = {
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// Ignore vertical Edges!
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val segs = new ArrayBuffer[Edge]
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for(s <- Edges) {
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val p = shearTransform(s.p)
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val q = shearTransform(s.q)
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// Point p must be to the left of point q
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if(p.x > q.x) {
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segs += new Edge(q, p)
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} else if(p.x < q.x) {
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segs += new Edge(p, q)
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}
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}
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// Randomized triangulation improves performance
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// See Seidel's paper, or O'Rourke's book, p. 57
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Random.shuffle(segs)
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segs
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}
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// Prevents any two distinct endpoints from lying on a common vertical line, and avoiding
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// the degenerate case. See Mark de Berg et al, Chapter 6.3
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//val SHEER = 0.0001f
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def shearTransform(point: Point) = Point(point.x + 0.0001f * point.y, point.y)
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}
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// Doubly linked list
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class MonotoneMountain {
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var tail, head: Point = None
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var size = 0
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private val convexPoints = new ArrayBuffer[Point]
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// Monotone mountain points
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val monoPoly = new ArrayBuffer[Point]
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// Triangles that constitute the mountain
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val triangles = new ArrayBuffer[Array[Point]]
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// Convex polygons that constitute the mountain
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val convexPolies = new ArrayBuffer[Array[Point]]
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// Used to track which side of the line we are on
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private var positive = false
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// Almost Pi!
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private val PI_SLOP = 3.1
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// Append a point to the list
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def +=(point: Point) {
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size match {
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case 0 =>
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head = point
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size += 1
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case 1 =>
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// Keep repeat points out of the list
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if(point ! head) {
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tail = point
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tail.prev = head
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head.next = tail
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size += 1
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}
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case _ =>
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// Keep repeat points out of the list
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if(point ! tail) {
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tail.next = point
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point.prev = tail
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tail = point
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size += 1
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}
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}
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}
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// Remove a point from the list
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def remove(point: Point) {
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val next = point.next
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val prev = point.prev
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point.prev.next = next
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point.next.prev = prev
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size -= 1
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}
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// Partition a x-monotone mountain into triangles O(n)
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// See "Computational Geometry in C", 2nd edition, by Joseph O'Rourke, page 52
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def process {
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// Establish the proper sign
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positive = angleSign
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// create monotone polygon - for dubug purposes
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genMonoPoly
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// Initialize internal angles at each nonbase vertex
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// Link strictly convex vertices into a list, ignore reflex vertices
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var p = head.next
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while(p != tail) {
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val a = angle(p)
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// If the point is almost colinear with it's neighbor, remove it!
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if(a >= PI_SLOP || a <= -PI_SLOP)
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remove(p)
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else
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if(convex(p)) convexPoints += p
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p = p.next
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}
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triangulate
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}
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private def triangulate {
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while(!convexPoints.isEmpty) {
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val ear = convexPoints.remove(0)
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val a = ear.prev
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val b = ear
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val c = ear.next
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val triangle = Array(a, b, c)
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triangles += triangle
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// Remove ear, update angles and convex list
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remove(ear)
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if(valid(a)) convexPoints += a
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if(valid(c)) convexPoints += c
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}
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assert(size <= 3, "Triangulation bug, please report")
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}
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private def valid(p: Point) = (p != head && p != tail && convex(p))
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// Create the monotone polygon
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private def genMonoPoly {
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var p = head
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while(p != None) {
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monoPoly += p
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p = p.next
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}
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}
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private def angle(p: Point) = {
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val a = (p.next - p)
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val b = (p.prev - p)
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Math.atan2(a cross b, a dot b)
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}
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private def angleSign = {
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val a = (head.next - head)
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val b = (tail - head)
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(Math.atan2(a cross b, a dot b) >= 0)
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}
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// Determines if the inslide angle is convex or reflex
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private def convex(p: Point) = {
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if(positive != (angle(p) >= 0)) false
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else true
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}
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}
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# Node for a Directed Acyclic graph (DAG)
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class Node(object):
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def __init__(self, left, right):
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self.left = left
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self.right = right
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if left is not None:
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left.parentList.append(self)
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if right is not None:
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right.parentList.append(self)
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parentList = []
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def replace(self, node):
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for parent in node.parentList:
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if(parent.left == node):
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parent.left = self
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else:
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parent.right = self
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parentList.append(parent)
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# Directed Acyclic graph (DAG)
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# See "Computational Geometry", 3rd edition, by Mark de Berg et al, Chapter 6.2
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class QueryGraph(var head: Node) {
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def locate(s: Edge) = head.locate(s).trapezoid
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def followEdge(s: Edge) = {
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val trapezoids = new ArrayBuffer[Trapezoid]
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trapezoids += locate(s)
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var j = 0
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while(s.q.x > trapezoids(j).rightPoint.x) {
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if(s > trapezoids(j).rightPoint) {
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trapezoids += trapezoids(j).upperRight
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} else {
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trapezoids += trapezoids(j).lowerRight
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}
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j += 1
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}
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trapezoids
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}
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def replace(sink: Sink, node: Node) {
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if(sink.parentList.size == 0) {
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head = node
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} else {
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node replace sink
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}
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}
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def case1(sink: Sink, s: Edge, tList: Array[Trapezoid]) {
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val yNode = new YNode(s, Sink.init(tList(1)), Sink.init(tList(2)))
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val qNode = new XNode(s.q, yNode, Sink.init(tList(3)))
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val pNode = new XNode(s.p, Sink.init(tList(0)), qNode)
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replace(sink, pNode)
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}
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def case2(sink: Sink, s: Edge, tList: Array[Trapezoid]) {
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val yNode = new YNode(s, Sink.init(tList(1)), Sink.init(tList(2)))
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val pNode = new XNode(s.p, Sink.init(tList(0)), yNode)
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replace(sink, pNode)
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}
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def case3(sink: Sink, s: Edge, tList: Array[Trapezoid]) {
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val yNode = new YNode(s, Sink.init(tList(0)), Sink.init(tList(1)))
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replace(sink, yNode)
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}
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def case4(sink: Sink, s: Edge, tList: Array[Trapezoid]) {
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val yNode = new YNode(s, Sink.init(tList(0)), Sink.init(tList(1)))
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val qNode = new XNode(s.q, yNode, Sink.init(tList(2)))
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replace(sink, qNode)
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}
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}
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class Sink(Node):
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def __new__(cls, trapezoid):
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if trapezoid.sink is not None:
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return trapezoid.sink
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else
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return Sink(trapezoid)
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def __init__(self, trapezoid):
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Node.__init__(self, None, None)
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trapezoid.sink = self
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def locate(e):
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return self
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class TrapezoidalMap(object):
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map = {}
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margin = 50
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bcross = None
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tcross = None
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def clear(self):
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self.bcross = None
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self.tcross = None
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def case1(self, t, e):
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trapezoids = (None, None, None, None)
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trapezoids.append(Trapezoid(t.leftPoint, e.p, t.top, t.bottom))
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trapezoids.append(Trapezoid(e.p, e.q, t.top, e))
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trapezoids.append(Trapezoid(e.p, e.q, e, t.bottom))
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trapezoids.append(Trapezoid(e.q, t.rightPoint, t.top, t.bottom))
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trapezoids[0].updateLeft(t.upperLeft, t.lowerLeft)
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trapezoids[1].updateLeftRight(trapezoids[0], None, trapezoids[3], None)
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trapezoids[2].updateLeftRight(None, trapezoids[0], None, trapezoids[3])
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trapezoids[3].updateRight(t.upperRight, t.lowerRight)
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return trapezoids
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def case2(self, t, e):
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val rp = e.q if e.q.x == t.rightPoint.x else t.rightPoint
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trapezoids = (None, None, None)
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trapezoids.append(Trapezoid(t.leftPoint, e.p, t.top, t.bottom))
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trapezoids.append(Trapezoid(e.p, rp, t.top, e))
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trapezoids.append(Trapezoid(e.p, rp, e, t.bottom))
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trapezoids[0].updateLeft(t.upperLeft, t.lowerLeft)
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trapezoids[1].updateLeftRight(trapezoids[0], None, t.upperRight, None)
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trapezoids[2].updateLeftRight(None, trapezoids[0], None, t.lowerRight)
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self.bcross = t.bottom
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self.tcross = t.top
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e.above = trapezoids[1]
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e.below = trapezoids[2]
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return trapezoids
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def case3(self, t, e):
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lp = s.p if s.p.x == t.leftPoint.x else t.leftPoint
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rp = s.q if s.q.x == t.rightPoint.x else t.rightPoint
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trapezoids = (None, None)
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if self.tcross is t.top:
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trapezoids[0] = t.upperLeft
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trapezoids[0].updateRight(t.upperRight, None)
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trapezoids[0].rightPoint = rp
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else:
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trapezoids[0] = Trapezoid(lp, rp, t.top, s)
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trapezoids[0].updateLeftRight(t.upperLeft, s.above, t.upperRight, None)
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|
if self.bcross is t.bottom:
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trapezoids[1] = t.lowerLeft
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trapezoids[1].updateRight(None, t.lowerRight)
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|
trapezoids[1].rightPoint = rp
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|
else:
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|
trapezoids[1] = Trapezoid(lp, rp, s, t.bottom)
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|
trapezoids[1].updateLeftRight(s.below, t.lowerLeft, None, t.lowerRight)
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|
self.bcross = t.bottom
|
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self.tcross = t.top
|
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|
|
s.above = trapezoids[0]
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|
s.below = trapezoids[1]
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|
return trapezoids
|
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|
|
|
|
|
|
def case4(self, t, e):
|
|
|
|
lp = s.p if s.p.x == t.leftPoint.x else t.leftPoint
|
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|
|
trapezoids = (None, None, None)
|
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|
|
if self.tcross is t.top:
|
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|
|
trapezoids[0] = t.upperLeft
|
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|
|
trapezoids[0].rightPoint = s.q
|
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|
else:
|
|
|
|
trapezoids[0] = Trapezoid(lp, s.q, t.top, s)
|
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|
|
trapezoids[0].updateLeft(t.upperLeft, s.above)
|
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|
|
if self.bcross is t.bottom:
|
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|
|
trapezoids[1] = t.lowerLeft
|
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|
|
trapezoids[1].rightPoint = s.q
|
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|
|
else:
|
|
|
|
trapezoids[1] = Trapezoid(lp, s.q, s, t.bottom)
|
|
|
|
trapezoids[1].updateLeft(s.below, t.lowerLeft)
|
|
|
|
trapezoids[2] = Trapezoid(s.q, t.rightPoint, t.top, t.bottom)
|
|
|
|
trapezoids[2].updateLeftRight(trapezoids[0], trapezoids[1], t.upperRight, t.lowerRight)
|
|
|
|
|
|
|
|
return trapezoids
|
|
|
|
|
|
|
|
def bounding_box(self, edges):
|
|
|
|
max = edges[0].p + margin
|
|
|
|
min = edges[0].q - margin
|
|
|
|
for s in edges:
|
|
|
|
if s.p.x > max.x: max = Point(s.p.x + margin, max.y)
|
|
|
|
if s.p.y > max.y: max = Point(max.x, s.p.y + margin)
|
|
|
|
if s.q.x > max.x: max = Point(s.q.x+margin, max.y)
|
|
|
|
if s.q.y > max.y: max = Point(max.x, s.q.y+margin)
|
|
|
|
if s.p.x < min.x: min = Point(s.p.x-margin, min.y)
|
|
|
|
if s.p.y < min.y: min = Point(min.x, s.p.y-margin)
|
|
|
|
if s.q.x < min.x: min = Point(s.q.x-margin, min.y)
|
|
|
|
if s.q.y < min.y: min = Point(min.x, s.q.y-margin)
|
|
|
|
top = Edge(Point(min.x, max.y), Point(max.x, max.y))
|
|
|
|
bottom = Edge(Point(min.x, min.y), Point(max.x, min.y))
|
|
|
|
left = bottom.p
|
|
|
|
right = top.q
|
|
|
|
return Trapezoid(left, right, top, bottom)
|
|
|
|
|
|
|
|
class XNode(Node):
|
|
|
|
|
|
|
|
def __init__(self, point, lchild, rchild):
|
|
|
|
Node.__init__(self, lChild, rChild)
|
|
|
|
self.point = point
|
|
|
|
self.lchild = lchild
|
|
|
|
self.rchild = rchils
|
|
|
|
|
|
|
|
def locate(self, e):
|
|
|
|
if e.p.x >= self.point.x:
|
|
|
|
return self.right.locate(e)
|
|
|
|
else:
|
|
|
|
return self.left.locate(e)
|
|
|
|
|
|
|
|
class YNode(Node):
|
|
|
|
|
|
|
|
def __init__(self, edge, lchild, rchild):
|
|
|
|
Node.__init__(self, lChild, rChild)
|
|
|
|
self.edge = edge
|
|
|
|
self.lchild = lchild
|
|
|
|
self.rchile = rchild
|
|
|
|
|
|
|
|
def locate(self, e):
|
|
|
|
if edge > e.p:
|
|
|
|
return self.right.locate(e)
|
|
|
|
elif edge < e.p:
|
|
|
|
return self.left.locate(e)
|
|
|
|
else:
|
|
|
|
if e.slope < self.edge.slope:
|
|
|
|
return self.right.locate(e)
|
|
|
|
else:
|
|
|
|
return self.left.locate(e)
|
|
|
|
|
|
|
|
cdef class Point(object):
|
|
|
|
|
|
|
|
def __init__(self, x, y):
|
|
|
|
self.x = x
|
|
|
|
self.y = y
|
|
|
|
next = None
|
|
|
|
prev = None
|
|
|
|
Edge = None
|
|
|
|
edges = []
|
|
|
|
|
|
|
|
cdef __sub__(self, Point p):
|
|
|
|
return Point(self.x - p.x, self.y - p.y)
|
|
|
|
|
|
|
|
cdef __sub__(self, float f):
|
|
|
|
return Point(self.x - f, self.y - f)
|
|
|
|
|
|
|
|
cdef __add__(self, Point p):
|
|
|
|
return Point(self.x + p.x, self.y + p.y)
|
|
|
|
|
|
|
|
cdef __add__(self, float f):
|
|
|
|
return Point(self.x + f, self.y + f)
|
|
|
|
|
|
|
|
cdef __mul__(self, float f):
|
|
|
|
return Point(self.x * f, self.y * f)
|
|
|
|
|
|
|
|
cdef __div__(self, float a):
|
|
|
|
return Point(self.x / a, self.y / a)
|
|
|
|
|
|
|
|
cdef cross(self, Point p):
|
|
|
|
return self.x * p.y - self.y * p.x
|
|
|
|
|
|
|
|
cdef dot(self, Point p):
|
|
|
|
return self.x * p.x + self.y * p.y
|
|
|
|
|
|
|
|
cdef length(self):
|
|
|
|
return math.sqrt(self.x * self.x + self.y * self.y)
|
|
|
|
|
|
|
|
cdef normalize(self):
|
|
|
|
return self / length
|
|
|
|
|
|
|
|
cdef __lt__(self, Point p):
|
|
|
|
return self.x < p.x
|
|
|
|
|
|
|
|
# Sort along y axis
|
|
|
|
cdef >(p: Point):
|
|
|
|
if y < p.y:
|
|
|
|
return True
|
|
|
|
elif y > p.y:
|
|
|
|
return False
|
|
|
|
else {
|
|
|
|
if x < p.x:
|
|
|
|
return True
|
|
|
|
else
|
|
|
|
return False
|
|
|
|
|
|
|
|
cdef !(p: Point) = !(p.x == x && p.y == y)
|
|
|
|
cdef clone = Point(x, y)
|
|
|
|
|
|
|
|
|
|
|
|
// Represents a simple polygon's edge
|
|
|
|
// TODO: Rename this class to Edge?
|
|
|
|
class Edge(object):
|
|
|
|
|
|
|
|
def __init__(self, p, q):
|
|
|
|
self.p = p
|
|
|
|
self.q = q
|
|
|
|
self.above, self.below = None
|
|
|
|
mPoints = []
|
|
|
|
self.slope = (q.y - p.y)/(q.x - p.x)
|
|
|
|
self.b = p.y - (p.x * self.slope)
|
|
|
|
|
|
|
|
def __gt__(self, point):
|
|
|
|
return (floor(point.y) < floor(slope * point.x + b))
|
|
|
|
def __lt__(self, point):
|
|
|
|
return (floor(point.y) > floor(slope * point.x + b))
|
|
|
|
|
|
|
|
def intersect(self, c, d):
|
|
|
|
a = self.p
|
|
|
|
b = self.q
|
|
|
|
a1 = _signed_area(a, b, d)
|
|
|
|
a2 = _signed_area(a, b, c)
|
|
|
|
if a1 != 0 and a2 != 0 and a1 * a2 < 0:
|
|
|
|
a3 = _signed_area(c, d, a)
|
|
|
|
a4 = a3 + a2 - a1
|
|
|
|
if a3 * a4 < 0:
|
|
|
|
t = a3 / (a3 - a4)
|
|
|
|
return a + ((b - a) * t)
|
|
|
|
|
|
|
|
def _signed_area(self, a, b, c):
|
|
|
|
return (a.x - c.x) * (b.y - c.y) - (a.y - c.y) * (b.x - c.x)
|