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https://github.com/jhasse/poly2tri.git
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bug hunting
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@ -39,9 +39,9 @@ class MonotoneMountain {
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var size = 0
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val convexPoints = new Queue[Point]
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// Monotone mountain points
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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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// Triangles that constitute the mountain
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val triangles = new ArrayBuffer[Array[Point]]
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// Used to track which side of the line we are on
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var positive = false
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@ -83,9 +83,6 @@ class MonotoneMountain {
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// create monotone polygon - for dubug purposes
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genMonoPoly
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if(size == 3) {
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lastTriangle
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} else {
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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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@ -115,17 +112,17 @@ class MonotoneMountain {
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if(valid(c)) convexPoints.enqueue(c)
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}
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assert(size <= 3, "Triangulation bug")
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}
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}
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def valid(p: Point) = (p.prev != null && p.next != null && 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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var p = head
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while(p != null) {
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monoPoly += p
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p = p.next
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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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@ -147,15 +144,4 @@ class MonotoneMountain {
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else true
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}
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private def lastTriangle {
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val triangle = new Array[Point](3)
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var i = 0
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var p = head
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while(p != null) {
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triangle(i) = p
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p = p.next
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i += 1
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}
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triangles += triangle
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}
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}
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@ -45,6 +45,7 @@ case class Point(val x: Float, val y: Float) {
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def dot(p: Point) = x * p.x + y * p.y
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def length = Math.sqrt(x * x + y * y).toFloat
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def normalize = this / length
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def !(p: Point) = !(p.x == x && p.y == y)
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def <(p: Point) = {
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if(p.x == x)
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@ -60,7 +60,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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var quit = false
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var debug = false
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var drawMap = false
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var drawSegs = false
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var drawSegs = true
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var hiLighter = 0
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def init(container: GameContainer) {
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@ -104,10 +104,10 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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g.setColor(red)
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g.draw(triangle)
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}
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val triangle = new Polygon
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tesselator.triangles(hiLighter).foreach(p => triangle.addPoint(p.x, p.y))
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g.setColor(blue)
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g.draw(triangle)
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//val triangle = new Polygon
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//tesselator.triangles(hiLighter).foreach(p => triangle.addPoint(p.x, p.y))
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//g.setColor(blue)
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//g.draw(triangle)
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} else if (debug && drawMap){
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for(mp <- tesselator.monoPolies) {
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val poly = new Polygon
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@ -189,7 +189,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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segments += new Segment(p16, p1)
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tesselator = new Triangulator(segments)
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tesselator.process
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tesselator process
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}
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def star {
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@ -217,7 +217,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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segments += new Segment(p9, p10)
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segments += new Segment(p10, p1)
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tesselator = new Triangulator(segments)
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tesselator.process
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tesselator process
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}
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// Test #2
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@ -252,7 +252,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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segments += new Segment(p11, p12)
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segments += new Segment(p12, p1)
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tesselator = new Triangulator(segments)
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tesselator.process
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tesselator process
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}
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@ -40,7 +40,7 @@ class QueryGraph(var head: Node) {
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def locate(s: Segment) = head.locate(s).trapezoid
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def followSegment(s: Segment) = {
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assert(s.p.x < s.q.x)
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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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@ -41,16 +41,6 @@ class Trapezoid(val leftPoint: Point, var rightPoint: Point, val top: Segment, v
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var upperRight: Trapezoid = null
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var lowerRight: Trapezoid = null
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def updateLeftNeighbors(ul: Trapezoid, ll: Trapezoid) {
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if(upperLeft != null && upperLeft.top == top) upperLeft.upperRight = ul
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if(lowerLeft != null && lowerLeft.bottom == bottom) lowerLeft.lowerRight = ll
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}
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def updateRightNeighbors(ur: Trapezoid, lr: Trapezoid) {
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if(upperRight != null && upperRight.top == top) upperRight.upperLeft = ur
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if(lowerRight != null && lowerRight.bottom == bottom) lowerRight.lowerLeft = lr
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}
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def update(ul: Trapezoid, ll: Trapezoid, ur: Trapezoid, lr: Trapezoid) {
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upperLeft = ul; if(ul != null) ul.upperRight = this
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lowerLeft = ll; if(ll != null) ll.lowerRight = this
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@ -62,10 +52,10 @@ class Trapezoid(val leftPoint: Point, var rightPoint: Point, val top: Segment, v
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def trimNeighbors {
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if(inside) {
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inside = false
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if(upperLeft != null) {upperLeft.trimNeighbors}
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if(lowerLeft != null) {lowerLeft.trimNeighbors}
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if(upperRight != null) {upperRight.trimNeighbors}
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if(lowerRight != null) {lowerRight.trimNeighbors}
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if(upperLeft != null) upperLeft.trimNeighbors
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if(lowerLeft != null) lowerLeft.trimNeighbors
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if(upperRight != null) upperRight.trimNeighbors
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if(lowerRight != null) lowerRight.trimNeighbors
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}
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}
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@ -85,14 +75,14 @@ class Trapezoid(val leftPoint: Point, var rightPoint: Point, val top: Segment, v
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def lineIntersect(s: Segment, x: Float) = {
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val y = s.slope * x + s.b
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new Point(x, y)
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Point(x, y)
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}
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// Add points to monotone mountain
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def addPoints {
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if(leftPoint != bottom.p) bottom.mPoints += leftPoint
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if(rightPoint != bottom.q) bottom.mPoints += rightPoint
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if(leftPoint != top.p) top.mPoints += leftPoint
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if(rightPoint != top.q) top.mPoints += rightPoint
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if(leftPoint ! bottom.p) bottom.mPoints += leftPoint.clone
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if(rightPoint ! bottom.q) bottom.mPoints += rightPoint.clone
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if(leftPoint ! top.p) top.mPoints += leftPoint.clone
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if(rightPoint ! top.q) top.mPoints += rightPoint.clone
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}
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}
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@ -67,14 +67,11 @@ class TrapezoidalMap {
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// break trapezoid into 4 smaller trapezoids
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def case1(t: Trapezoid, s: Segment) = {
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assert(s.p.x != s.q.x)
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assert(s.p.x < s.q.x)
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val trapezoids = new Array[Trapezoid](4)
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trapezoids(0) = new Trapezoid(t.leftPoint, s.p, t.top, t.bottom)
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trapezoids(1) = new Trapezoid(s.p, s.q, t.top, s)
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trapezoids(2) = new Trapezoid(s.p, s.q, s, t.bottom)
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trapezoids(3) = new Trapezoid(s.q, t.rightPoint, t.top, t.bottom)
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trapezoids(0) = new Trapezoid(t.leftPoint.clone, s.p.clone, t.top, t.bottom)
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trapezoids(1) = new Trapezoid(s.p.clone, s.q.clone, t.top, s)
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trapezoids(2) = new Trapezoid(s.p.clone, s.q.clone, s, t.bottom)
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trapezoids(3) = new Trapezoid(s.q.clone, t.rightPoint.clone, t.top, t.bottom)
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trapezoids(0).update(t.upperLeft, t.lowerLeft, trapezoids(1), trapezoids(2))
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trapezoids(1).update(trapezoids(0), null, trapezoids(3), null)
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@ -94,9 +91,9 @@ class TrapezoidalMap {
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assert(s.p.x < s.q.x)
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val trapezoids = new Array[Trapezoid](3)
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trapezoids(0) = new Trapezoid(t.leftPoint, s.p, t.top, t.bottom)
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trapezoids(1) = new Trapezoid(s.p, t.rightPoint, t.top, s)
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trapezoids(2) = new Trapezoid(s.p, t.rightPoint, s, t.bottom)
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trapezoids(0) = new Trapezoid(t.leftPoint.clone, s.p.clone, t.top, t.bottom)
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trapezoids(1) = new Trapezoid(s.p.clone, t.rightPoint.clone, t.top, s)
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trapezoids(2) = new Trapezoid(s.p.clone, t.rightPoint.clone, s, t.bottom)
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trapezoids(0).update(t.upperLeft, t.lowerLeft, trapezoids(1), trapezoids(2))
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trapezoids(1).update(trapezoids(0), null, t.upperRight, null)
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@ -113,20 +110,17 @@ class TrapezoidalMap {
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// Case 3: Trapezoid is bisected
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def case3(t: Trapezoid, s: Segment) = {
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assert(s.p.x != s.q.x)
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assert(s.p.x < s.q.x)
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val topCross = (tCross == t.top)
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val bottomCross = (bCross == t.bottom)
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val trapezoids = new Array[Trapezoid](2)
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trapezoids(0) = if(topCross) t.upperLeft else new Trapezoid(t.leftPoint, t.rightPoint, t.top, s)
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trapezoids(1) = if(bottomCross) t.lowerLeft else new Trapezoid(t.leftPoint, t.rightPoint, s, t.bottom)
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trapezoids(0) = if(topCross) t.upperLeft else new Trapezoid(t.leftPoint.clone, t.rightPoint.clone, t.top, s)
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trapezoids(1) = if(bottomCross) t.lowerLeft else new Trapezoid(t.leftPoint.clone, t.rightPoint.clone, s, t.bottom)
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if(topCross) {
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trapezoids(0).upperRight = t.upperRight
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if(t.upperRight != null) t.upperRight.upperLeft = trapezoids(0)
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trapezoids(0).rightPoint = t.rightPoint
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trapezoids(0).rightPoint = t.rightPoint.clone
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} else {
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trapezoids(0).update(t.upperLeft, s.above, t.upperRight, null)
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}
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@ -134,7 +128,7 @@ class TrapezoidalMap {
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if(bottomCross) {
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trapezoids(1).lowerRight = t.lowerRight
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if(t.lowerRight != null) t.lowerRight.lowerLeft = trapezoids(1)
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trapezoids(1).rightPoint = t.rightPoint
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trapezoids(1).rightPoint = t.rightPoint.clone
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} else {
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trapezoids(1).update(s.below, t.lowerLeft, null, t.lowerRight)
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}
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@ -150,27 +144,25 @@ class TrapezoidalMap {
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// Case 4: Trapezoid contains point q, p lies outside
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// break trapezoid into 3 smaller trapezoids
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def case4(t: Trapezoid, s: Segment) = {
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assert(s.p.x < s.q.x)
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val topCross = (tCross == t.top)
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val bottomCross = (bCross == t.bottom)
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val trapezoids = new Array[Trapezoid](3)
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trapezoids(0) = if(topCross) t.upperLeft else new Trapezoid(t.leftPoint, s.q, t.top, s)
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trapezoids(1) = if(bottomCross) t.lowerLeft else new Trapezoid(t.leftPoint, s.q, s, t.bottom)
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trapezoids(2) = new Trapezoid(s.q, t.rightPoint, t.top, t.bottom)
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trapezoids(0) = if(topCross) t.upperLeft else new Trapezoid(t.leftPoint.clone, s.q.clone, t.top, s)
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trapezoids(1) = if(bottomCross) t.lowerLeft else new Trapezoid(t.leftPoint.clone, s.q.clone, s, t.bottom)
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trapezoids(2) = new Trapezoid(s.q.clone, t.rightPoint.clone, t.top, t.bottom)
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if(topCross) {
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trapezoids(0).upperRight = trapezoids(2)
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trapezoids(0).rightPoint = s.q
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trapezoids(0).rightPoint = s.q.clone
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} else {
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trapezoids(0).update(t.upperLeft, s.above, trapezoids(2), null)
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}
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if(bottomCross) {
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trapezoids(1).lowerRight = trapezoids(2)
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trapezoids(1).rightPoint = s.q
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trapezoids(1).rightPoint = s.q.clone
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} else {
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trapezoids(1).update(s.below, t.lowerLeft, null, trapezoids(2))
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}
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@ -186,24 +178,24 @@ class TrapezoidalMap {
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// Create an AABB around segments
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def boundingBox(segments: ArrayBuffer[Segment]): Trapezoid = {
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var max = segments(0).p + margin
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var min = segments(0).q - margin
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var max = segments(0).p.clone + margin
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var min = segments(0).q.clone - margin
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for(s <- segments) {
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if(s.p.x > max.x) max = Point(s.p.x + margin, max.y)
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if(s.p.y > max.y) max = Point(max.x, s.p.y + margin)
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if(s.q.x > max.x) max = Point(s.q.x+margin, max.y)
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if(s.q.y > max.y) max = Point(max.x, s.q.y+margin)
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if(s.p.x < min.x) min = Point(s.p.x-margin, min.y)
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if(s.p.y < min.y) min = Point(min.x, s.p.y-margin)
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if(s.q.x < min.x) min = Point(s.q.x-margin, min.y)
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if(s.q.y < min.y) min = Point(min.x, s.q.y-margin)
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if(s.p.clone.x > max.x) max = Point(s.p.x + margin, max.y)
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if(s.p.clone.y > max.y) max = Point(max.x, s.p.y + margin)
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if(s.q.clone.x > max.x) max = Point(s.q.x+margin, max.y)
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if(s.q.clone.y > max.y) max = Point(max.x, s.q.y+margin)
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if(s.p.clone.x < min.x) min = Point(s.p.x-margin, min.y)
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if(s.p.clone.y < min.y) min = Point(min.x, s.p.y-margin)
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if(s.q.clone.x < min.x) min = Point(s.q.x-margin, min.y)
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if(s.q.clone.y < min.y) min = Point(min.x, s.q.y-margin)
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}
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val top = new Segment(Point(min.x, max.y), Point(max.x, max.y))
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val bottom = new Segment(Point(min.x, min.y), Point(max.x, min.y))
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val left = bottom.p
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val right = bottom.q
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val left = bottom.p.clone
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val right = bottom.q.clone
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return new Trapezoid(left, right, top, bottom)
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}
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@ -122,7 +122,7 @@ class Triangulator(segments: ArrayBuffer[Segment]) {
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val mountain = new MonotoneMountain
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val 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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points.foreach(p => mountain += p.clone)
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points.foreach(p => mountain += p)
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mountain.triangulate
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xMonoPoly += mountain
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}
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@ -147,9 +147,7 @@ class Triangulator(segments: ArrayBuffer[Segment]) {
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segs += new Segment(s.p.clone, s.q.clone)
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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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// Turn this off for now because of pointer bug somewhere in DAG?
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// The solution to this bug may be more apparent with a better Trapezoidal Map
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// data structure... Maybe a modified doubly connected edge list?
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// Turn this off for now because of pointer bug somewhere in DAG / trapezoidal map
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//Random.shuffle(segs)
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segs
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}
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