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https://github.com/jhasse/poly2tri.git
synced 2024-12-02 02:03:30 +01:00
added more robust orient test
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18f8f17cc3
commit
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@ -279,12 +279,12 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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def selectModel(model: String) {
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def selectModel(model: String) {
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model match {
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model match {
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case "data/nazca_monkey.dat" =>
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case "data/nazca_monkey.dat" =>
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//CDT.clearPoint = 50
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CDT.clearPoint = 50
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doCDT = false; drawCDT = false; drawcdtMesh = false
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//doCDT = false; drawCDT = false; drawcdtMesh = false
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loadModel(nazcaMonkey, 4.5f, Point(400, 300), 1500)
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loadModel(nazcaMonkey, 4.5f, Point(400, 300), 1500)
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case "data/bird.dat" =>
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case "data/bird.dat" =>
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doCDT = false; drawCDT = false; drawcdtMesh = false
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//doCDT = false; drawCDT = false; drawcdtMesh = false
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//CDT.clearPoint = 80
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CDT.clearPoint = 80
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loadModel(bird, 25f, Point(400, 300), 350)
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loadModel(bird, 25f, Point(400, 300), 350)
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case "data/i.snake" =>
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case "data/i.snake" =>
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doCDT = true; drawCDT = true
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doCDT = true; drawCDT = true
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@ -133,6 +133,8 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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private def sweep {
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private def sweep {
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for(i <- 1 until points.size) {
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for(i <- 1 until points.size) {
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try {
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val point = points(i)
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val point = points(i)
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// Process Point event
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// Process Point event
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var triangle = pointEvent(point)
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var triangle = pointEvent(point)
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@ -140,8 +142,13 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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if(triangle != null)
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if(triangle != null)
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point.edges.foreach(e => triangle = edgeEvent(e, triangle))
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point.edges.foreach(e => triangle = edgeEvent(e, triangle))
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if(i == CDT.clearPoint) {cleanTri = triangle; mesh.debug += cleanTri}
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if(i == CDT.clearPoint) {cleanTri = triangle; mesh.debug += cleanTri}
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} catch {
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case e: Exception =>
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throw new Exception("Systect point = " + i)
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}
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}
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}
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}
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}
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// Final step in the sweep-line CDT algo
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// Final step in the sweep-line CDT algo
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@ -208,7 +215,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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tList.foreach(t => {
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tList.foreach(t => {
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t.points.foreach(p => {
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t.points.foreach(p => {
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if(p != edge.q && p != edge.p) {
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if(p != edge.q && p != edge.p) {
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if(t.orient(edge.q, edge.p, p) > 0 ) {
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if(Util.orient2d(edge.q, edge.p, p) > 0 ) {
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// Keep duplicate points out
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// Keep duplicate points out
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if(!lPoints.contains(p)) {
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if(!lPoints.contains(p)) {
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lPoints += p
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lPoints += p
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@ -347,7 +354,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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}
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}
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if(!P.isEmpty) {
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if(!P.isEmpty) {
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val left = Util.orient(a, b, P(i)) < 0
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val left = Util.orient2d(a, b, P(i)) > 0
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val pB = if(left) P(i) else b
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val pB = if(left) P(i) else b
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val pC = if(left) b else P(i)
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val pC = if(left) b else P(i)
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val points = Array(a, pB, pC)
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val points = Array(a, pB, pC)
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@ -434,6 +441,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val point = t1.points(0)
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val point = t1.points(0)
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val oPoint = t2 oppositePoint t1
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val oPoint = t2 oppositePoint t1
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// Try to avoid creating degenerate triangles
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val collinear = t1.collinear(oPoint) || t2.collinear(oPoint, point)
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val collinear = t1.collinear(oPoint) || t2.collinear(oPoint, point)
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if(illegal(t1.points(1), oPoint, t1.points(2), t1.points(0)) && !collinear) {
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if(illegal(t1.points(1), oPoint, t1.points(2), t1.points(0)) && !collinear) {
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@ -126,23 +126,25 @@ class Triangle(val points: Array[Point]) {
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val p = edge.p
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val p = edge.p
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val q = edge.q
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val q = edge.q
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val e = p - q
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val e = p - q
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val ik = points(2) - points(0)
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val ij = points(1) - points(0)
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val jk = points(2) - points(1)
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val ji = points(0) - points(1)
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val kj = points(1) - points(2)
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val ki = points(0) - points(2)
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if(q == points(0)) {
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if(q == points(0)) {
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val ik = points(2) - points(0)
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val ij = points(1) - points(0)
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val sameSign = Math.signum(ik cross e) == Math.signum(ij cross e)
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val sameSign = Math.signum(ik cross e) == Math.signum(ij cross e)
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if(!sameSign) return this
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if(!sameSign) return this
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if(neighbors(2) == null) return null
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if(neighbors(2) == null) return null
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return neighbors(2).locateFirst(edge)
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return neighbors(2).locateFirst(edge)
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} else if(q == points(1)) {
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} else if(q == points(1)) {
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val jk = points(2) - points(1)
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val ji = points(0) - points(1)
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val sameSign = Math.signum(jk cross e) == Math.signum(ji cross e)
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val sameSign = Math.signum(jk cross e) == Math.signum(ji cross e)
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if(!sameSign) return this
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if(!sameSign) return this
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if(neighbors(0) == null) return null
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if(neighbors(0) == null) return null
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return neighbors(0).locateFirst(edge)
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return neighbors(0).locateFirst(edge)
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} else if(q == points(2)) {
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} else if(q == points(2)) {
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val kj = points(1) - points(2)
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val ki = points(0) - points(2)
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val sameSign = Math.signum(kj cross e) == Math.signum(ki cross e)
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val sameSign = Math.signum(kj cross e) == Math.signum(ki cross e)
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if(!sameSign) return this
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if(!sameSign) return this
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if(neighbors(1) == null) return null
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if(neighbors(1) == null) return null
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@ -153,29 +155,17 @@ class Triangle(val points: Array[Point]) {
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// Locate next triangle crossed by edge
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// Locate next triangle crossed by edge
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def findNeighbor(e: Point): Triangle = {
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def findNeighbor(e: Point): Triangle = {
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if(orient(points(0), points(1), e) >= 0)
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if(Util.orient2d(points(0), points(1), e) > 0)
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return neighbors(2)
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return neighbors(2)
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else if(orient(points(1), points(2), e) >= 0)
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else if(Util.orient2d(points(1), points(2), e) > 0)
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return neighbors(0)
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return neighbors(0)
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else if(orient(points(2), points(0), e) >= 0)
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else if(Util.orient2d(points(2), points(0), e) > 0)
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return neighbors(1)
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return neighbors(1)
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else
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else
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// Point must reside inside this triangle
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// Point must reside inside this triangle
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this
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this
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}
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}
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// Return: positive if point p is left of ab
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// negative if point p is right of ab
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// zero if points are colinear
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// See: http://www-2.cs.cmu.edu/~quake/robust.html
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def orient(b: Point, a: Point, p: Point): Float = {
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val acx = a.x - p.x
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val bcx = b.x - p.x
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val acy = a.y - p.y
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val bcy = b.y - p.y
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acx * bcy - acy * bcx
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}
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// The neighbor clockwise to given point
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// The neighbor clockwise to given point
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def neighborCW(point: Point): Triangle = {
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def neighborCW(point: Point): Triangle = {
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if(point == points(0)) {
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if(point == points(0)) {
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@ -260,7 +250,7 @@ class Triangle(val points: Array[Point]) {
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}
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}
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// Make legalized triangle will not be collinear
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// Make legalized triangle will not be collinear
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def collinear(oPoint: Point): Boolean = Util.collinear(points(0), points(1), oPoint)
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def collinear(oPoint: Point): Boolean = Util.collinear(points(1), points(0), oPoint)
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// Make sure legalized triangle will not be collinear
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// Make sure legalized triangle will not be collinear
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def collinear(oPoint: Point, nPoint: Point): Boolean = {
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def collinear(oPoint: Point, nPoint: Point): Boolean = {
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@ -8,8 +8,11 @@ import shapes.Point
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object Util {
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object Util {
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// Almost zero
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// Almost zero
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val COLLINEAR_SLOP = 0.1f
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val COLLINEAR_SLOP = 0.25f
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val epsilon = exactinit
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val ccwerrboundA = (3.0 + 16.0 * epsilon) * epsilon
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// From "Scala By Example," by Martin Odersky
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// From "Scala By Example," by Martin Odersky
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def msort[A](less: (A, A) => Boolean)(xs: List[A]): List[A] = {
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def msort[A](less: (A, A) => Boolean)(xs: List[A]): List[A] = {
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def merge(xs1: List[A], xs2: List[A]): List[A] =
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def merge(xs1: List[A], xs2: List[A]): List[A] =
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@ -49,9 +52,37 @@ object Util {
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}
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}
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// Return: positive if point p is left of ab
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/* From Jonathan Shewchuk's "Adaptive Precision Floating-Point Arithmetic
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// negative if point p is right of ab
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* and Fast Robust Predicates for Computational Geometry"
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// zero if points are colinear
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* See: http://www.cs.cmu.edu/~quake/robust.html
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*/
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def exactinit = {
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var every_other = true
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var half = 0.5
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var splitter = 1.0
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var epsilon = 1.0
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var check = 1.0
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var lastcheck = 0.0
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do {
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lastcheck = check
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epsilon *= half
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if (every_other) {
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splitter *= 2.0
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}
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every_other = !every_other
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check = 1.0 + epsilon
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} while ((check != 1.0) && (check != lastcheck))
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epsilon
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}
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// Approximate 2D orientation test. Nonrobust.
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// Return: positive if point a, b, and c are counterclockwise
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// negative if point a, b, and c are clockwise
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// zero if points are collinear
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// See: http://www-2.cs.cmu.edu/~quake/robust.html
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// See: http://www-2.cs.cmu.edu/~quake/robust.html
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def orient(b: Point, a: Point, p: Point): Float = {
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def orient(b: Point, a: Point, p: Point): Float = {
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val acx = a.x - p.x
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val acx = a.x - p.x
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@ -60,7 +91,50 @@ object Util {
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val bcy = b.y - p.y
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val bcy = b.y - p.y
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acx * bcy - acy * bcx
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acx * bcy - acy * bcx
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}
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}
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// Adaptive exact 2D orientation test. Robust. By Jonathan Shewchuk
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// Return: positive if point a, b, and c are counterclockwise
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// negative if point a, b, and c are clockwise
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// zero if points are collinear
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// See: http://www-2.cs.cmu.edu/~quake/robust.html
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def orient2d(pa: Point, pb: Point, pc: Point): Double = {
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val detleft: Double = (pa.x - pc.x) * (pb.y - pc.y)
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val detright: Double = (pa.y - pc.y) * (pb.x - pc.x)
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val det = detleft - detright
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var detsum = 0.0
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if (detleft > 0.0) {
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if (detright <= 0.0) {
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return det;
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} else {
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detsum = detleft + detright
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}
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} else if (detleft < 0.0) {
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if (detright >= 0.0) {
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return det
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} else {
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detsum = -detleft - detright
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}
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} else {
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return det
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}
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val errbound = Util.ccwerrboundA * detsum
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if ((det >= errbound) || (-det >= errbound)) {
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return det
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} else {
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println(pa + "," + pb + "," + pc)
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println(detleft + "," + detright)
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println("Det = " + det + " , errbound = " + errbound)
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throw new Exception("Degenerate triangle")
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}
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// Not implemented;
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// http://www.cs.cmu.edu/afs/cs/project/quake/public/code/predicates.c
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// return orient2dadapt(pa, pb, pc, detsum)
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}
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}
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}
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/** The object <code>Random</code> offers a default implementation
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/** The object <code>Random</code> offers a default implementation
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