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https://github.com/jhasse/poly2tri.git
synced 2024-11-30 01:03:30 +01:00
fixed orientation bug
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4fd96b6535
commit
41e40241a1
@ -87,7 +87,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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val i18 = "data/i.18"
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val tank = "data/tank.dat"
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var currentModel = strange
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var currentModel = star
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var doCDT = true
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var mouseButton = 0
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@ -90,25 +90,39 @@ class AFront(iTriangle: Triangle) {
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}
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// Update advancing front with constrained edge triangles
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def constrainedEdge(sNode: Node, eNode: Node, T2: ArrayBuffer[Triangle], edge: Segment): Triangle = {
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def constrainedEdge(sNode: Node, eNode: Node, T1: ArrayBuffer[Triangle],
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T2: ArrayBuffer[Triangle], edge: Segment) {
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var node = sNode
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val point1 = edge.q
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val point2 = edge.p
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var edgeTri: Triangle = null
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var edgeTri1: Triangle = null
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var edgeTri2: Triangle = null
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var marked = false
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// Scan the advancing front and update Node triangle pointers
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while(node != eNode) {
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while(node != null && node != eNode.next) {
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T2.foreach(t => {
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if(t.contains(node.point, node.next.point))
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node.triangle = t
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if(!marked && t.contains(point1, point2)) {
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edgeTri = t
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edgeTri markEdge(point1, point2)
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edgeTri2 = t
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edgeTri2 markEdge(point1, point2)
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marked = true
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}
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})
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marked = false
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T1.foreach(t => {
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if(t.contains(node.point, node.next.point))
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node.triangle = t
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if(!marked && t.contains(point1, point2)) {
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edgeTri1 = t
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edgeTri1 markEdge(point1, point2)
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marked = true
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}
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})
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@ -116,7 +130,8 @@ class AFront(iTriangle: Triangle) {
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node = node.next
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}
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edgeTri
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edgeTri1.markNeighbor(edgeTri2)
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}
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def -=(tuple: Tuple3[Node, Node, Triangle]) {
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@ -130,10 +130,10 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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try {
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val point = points(i)
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// Process Point event
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var triangle = pointEvent(point)
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val node = pointEvent(point)
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if(i == CDT.clearPoint) {cleanTri = node.triangle; mesh.debug += cleanTri}
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// Process edge events
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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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point.edges.foreach(e => edgeEvent(e, node))
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} catch {
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case e: Exception =>
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@ -153,7 +153,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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}
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// Point event
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private def pointEvent(point: Point): Triangle = {
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private def pointEvent(point: Point): Node = {
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val node = aFront.locate(point)
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@ -167,15 +167,15 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val newNode = legalization(triangle, node)
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// Fill in adjacent triangles if required
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scanAFront(newNode)
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newNode.triangle
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newNode
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}
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// EdgeEvent
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private def edgeEvent(edge: Segment, triangle: Triangle): Triangle = {
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private def edgeEvent(edge: Segment, node: Node) {
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// Locate the first intersected triangle
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val firstTriangle = triangle.locateFirst(edge)
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val firstTriangle = node.triangle.locateFirst(edge)
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// Remove intersected triangles
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if(firstTriangle != null && !firstTriangle.contains(edge)) {
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@ -237,13 +237,11 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val sNode = aFront.locate(point1)
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val eNode = aFront.locate(point2)
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val eTri = aFront.constrainedEdge(sNode, eNode, T2, edge)
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aFront.constrainedEdge(sNode, eNode, T1, T2, edge)
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// Mark edge triangle neighbors
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//T1.foreach(t => t.markNeighbor(eTri))
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eTri
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} else if(firstTriangle == null) {
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// No triangles are intersected by the edge; edge must lie outside the mesh
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@ -293,13 +291,9 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// Mark constrained edge
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edgeTri markEdge(point1, point2)
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// Return original triangle
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triangle
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} else if(firstTriangle.contains(edge.q, edge.p)) {
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// Mark constrained edge
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firstTriangle markEdge(edge.q, edge.p)
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triangle
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} else {
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throw new Exception("Triangulation error")
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//null
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@ -344,7 +338,8 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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}
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if(!P.isEmpty) {
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val points = Array(a, P(i), b)
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val ccw = Util.orient2d(a, P(i), b) > 0
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val points = if(ccw) Array(a, P(i), b) else Array(a, b, P(i))
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T += new Triangle(points)
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T.last.finalized = true
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mesh.map += T.last
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