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https://github.com/jhasse/poly2tri.git
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updated comments; optimizations
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@ -413,9 +413,10 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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headSegs = new ArrayBuffer[Segment]
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for(i <- 0 until headHole.size-1)
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chestSegs += new Segment(headHole(i), headHole(i+1))
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chestSegs += new Segment(headHole.first, headHole.last)
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headSegs += new Segment(headHole(i), headHole(i+1))
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headSegs += new Segment(headHole.first, headHole.last)
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// Add the holes
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slCDT.addHole(headHole)
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slCDT.addHole(chestHole)
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}
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@ -99,6 +99,7 @@ class AFront(iTriangle: Triangle) {
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val point2 = edge.p
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// Scan the advancing front and update Node triangle pointers
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// TODO: Make this more efficient
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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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@ -45,6 +45,7 @@ import utils.Util
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// and triangle traversal respectively. See figure 14(a) from Domiter et al.
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// Although it may not be necessary for simple polygons....
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// clearPoint is any interior point inside the polygon
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class CDT(polyLine: Array[Point], clearPoint: Point) {
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// Triangle list
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@ -140,6 +141,7 @@ class CDT(polyLine: Array[Point], clearPoint: Point) {
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private def sweep {
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for(i <- 1 until points.size) {
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val point = points(i)
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// Process Point event
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val node = pointEvent(point)
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@ -149,18 +151,21 @@ class CDT(polyLine: Array[Point], clearPoint: Point) {
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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
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// Clean exterior triangles
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private def finalization {
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var found = false
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mesh.map.foreach(m => {
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if(!found)
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// Mark the originating clean triangle
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if(m.pointIn(clearPoint)) {
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found = true
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cleanTri = m
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}
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m.markNeighborEdges
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})
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// Collect interior triangles constrained by edges
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mesh clean cleanTri
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}
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@ -367,7 +372,7 @@ class CDT(polyLine: Array[Point], clearPoint: Point) {
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do {
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angle = fill(node1)
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node1 = node1.next
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} while(angle <= PI_2 && node1.next != null)
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} while(angle <= PI_2 && angle >= -PI_2 && node1.next != null)
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}
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var node2 = n.prev
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@ -377,17 +382,19 @@ class CDT(polyLine: Array[Point], clearPoint: Point) {
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do {
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angle = fill(node2)
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node2 = node2.prev
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} while(angle <= PI_2 && node2.prev != null)
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} while(angle <= PI_2 && angle >= -PI_2 && node2.prev != null)
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}
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}
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// Fill empty space with a triangle
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private def fill(node: Node): Double = {
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val a = (node.prev.point - node.point)
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val b = (node.next.point - node.point)
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val angle = Math.abs(Math.atan2(a cross b, a dot b))
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if(angle <= PI_2) {
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val angle = Math.atan2(a cross b, a dot b)
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// Is the angle acute?
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if(angle <= PI_2 && angle >= -PI_2) {
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val points = Array(node.prev.point, node.point, node.next.point)
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val triangle = new Triangle(points)
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// Update neighbor pointers
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@ -30,20 +30,23 @@
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*/
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package org.poly2tri.cdt
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import scala.collection.mutable.{HashSet, ArrayBuffer}
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import scala.collection.mutable.ArrayBuffer
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import shapes.{Point, Triangle}
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class Mesh {
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// Triangles that constitute the mesh
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val map = HashSet.empty[Triangle]
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val map = new ArrayBuffer[Triangle]
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// Debug triangles
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val debug = HashSet.empty[Triangle]
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val debug = new ArrayBuffer[Triangle]
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val triangles = new ArrayBuffer[Triangle]
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// Recursively collect triangles
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// Recursively collect interior triangles and clean the mesh
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// Excludes exterior triangles outside constrained edges
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// TODO: Investigate depth first search as an alternative
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def clean(triangle: Triangle) {
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if(triangle != null && !triangle.interior) {
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triangle.interior = true
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triangles += triangle
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@ -30,7 +30,6 @@
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*/
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package org.poly2tri.shapes
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import scala.collection.mutable.HashSet
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import scala.collection.mutable.ArrayBuffer
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import utils.Util
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@ -80,6 +79,7 @@ class Triangle(val points: Array[Point]) {
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neighbors(2) = t
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t.markNeighbor(points(0), points(1), this)
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}
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}
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def clearNeighbors {
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@ -87,6 +87,7 @@ class Triangle(val points: Array[Point]) {
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}
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def oppositePoint(t: Triangle): Point = {
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assert(t != this, "self-pointer error")
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if(points(0) == t.points(1))
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points(1)
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@ -123,6 +124,7 @@ class Triangle(val points: Array[Point]) {
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// Locate first triangle crossed by constrained edge
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def locateFirst(edge: Segment): Triangle = {
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if(contains(edge)) this
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if(edge.q == points(0))
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search(points(1), points(2), edge, neighbors(2))
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@ -171,6 +173,7 @@ class Triangle(val points: Array[Point]) {
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// The neighbor clockwise to given point
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def neighborCW(point: Point): Triangle = {
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if(point == points(0)) {
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neighbors(1)
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}else if(point == points(1)) {
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@ -181,6 +184,7 @@ class Triangle(val points: Array[Point]) {
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// The neighbor counter-clockwise to given point
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def neighborCCW(oPoint: Point): Triangle = {
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if(oPoint == points(0)) {
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neighbors(2)
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}else if(oPoint == points(1)) {
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@ -191,6 +195,7 @@ class Triangle(val points: Array[Point]) {
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// The neighbor clockwise to given point
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def neighborAcross(point: Point): Triangle = {
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if(point == points(0)) {
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neighbors(0)
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}else if(point == points(1)) {
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@ -201,6 +206,7 @@ class Triangle(val points: Array[Point]) {
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// The point counter-clockwise to given point
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def pointCCW(point: Point): Point = {
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if(point == points(0)) {
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points(1)
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} else if(point == points(1)) {
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@ -214,6 +220,7 @@ class Triangle(val points: Array[Point]) {
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// The point counter-clockwise to given point
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def pointCW(point: Point): Point = {
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if(point == points(0)) {
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points(2)
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} else if(point == points(1)) {
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@ -227,6 +234,7 @@ class Triangle(val points: Array[Point]) {
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// Legalized triangle by rotating clockwise around point(0)
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def legalize(oPoint: Point) {
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points(1) = points(0)
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points(0) = points(2)
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points(2) = oPoint
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@ -234,6 +242,7 @@ class Triangle(val points: Array[Point]) {
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// Legalize triagnle by rotating clockwise around oPoint
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def legalize(oPoint: Point, nPoint: Point) {
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if(oPoint == points(0)) {
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points(1) = points(0)
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points(0) = points(2)
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@ -257,6 +266,7 @@ class Triangle(val points: Array[Point]) {
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// Check if legalized triangle will be collinear
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def collinear(oPoint: Point, nPoint: Point): Boolean = {
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if(oPoint == points(0)) {
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Util.collinear(points(0), points(2), nPoint)
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} else if (oPoint == points(1)) {
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@ -268,6 +278,7 @@ class Triangle(val points: Array[Point]) {
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// Rotate neighbors clockwise around give point. Share diagnal with triangle
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def rotateNeighborsCW(oPoint: Point, triangle: Triangle) {
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if(oPoint == points(0)) {
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neighbors(2) = neighbors(1)
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neighbors(1) = null
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@ -289,6 +300,7 @@ class Triangle(val points: Array[Point]) {
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// Finalize edge marking
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def markNeighborEdges {
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for(i <- 0 to 2)
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if(edges(i))
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i match {
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@ -299,6 +311,7 @@ class Triangle(val points: Array[Point]) {
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}
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def markEdge(triangle: Triangle) {
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for(i <- 0 to 2)
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if(edges(i))
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i match {
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@ -309,6 +322,7 @@ class Triangle(val points: Array[Point]) {
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}
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def markEdge(T: ArrayBuffer[Triangle]) {
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for(t <- T) {
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for(i <- 0 to 2)
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if(t.edges(i))
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@ -322,6 +336,7 @@ class Triangle(val points: Array[Point]) {
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// Mark edge as constrained
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def markEdge(p: Point, q: Point) {
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if((q == points(0) && p == points(1)) || (q == points(1) && p == points(0))) {
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finalized = true
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edges(2) = true
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@ -335,12 +350,14 @@ class Triangle(val points: Array[Point]) {
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}
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def area = {
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val b = points(0).x - points(1).x
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val h = points(2).y - points(1).y
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(b*h*0.5f)
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}
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def centroid: Point = {
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val cx = (points(0).x + points(1).x + points(2).x)/3f
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val cy = (points(0).y + points(1).y + points(2).y)/3f
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Point(cx, cy)
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@ -14,7 +14,7 @@ object Util {
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val ccwerrboundA = (3.0 + 16.0 * epsilon) * epsilon
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val iccerrboundA = (10.0 + 96.0 * epsilon) * epsilon
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// From "Scala By Example," by Martin Odersky
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// Refursive merge sort, 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 merge(xs1: List[A], xs2: List[A]): List[A] =
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if (xs1.isEmpty) xs2
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@ -26,6 +26,7 @@ object Util {
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else merge(msort(less)(xs take n), msort(less)(xs drop n))
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}
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// Insertion sort - best for lists <= 10 elements
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def insertSort[A](less: (A, A) => Boolean)(xs: ArrayBuffer[A]): ArrayBuffer[A] = {
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var j = 1
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while(j < xs.size){
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@ -46,7 +47,7 @@ object Util {
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val d = Math.abs((p2-p1) cross (p1-p3))
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if(Math.abs(d) <= COLLINEAR_SLOP)
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if(d <= COLLINEAR_SLOP)
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true
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else
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false
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@ -157,7 +158,7 @@ object Util {
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(center, radius)
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}
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def det(p1: Point, p2: Point, p3: Point): Float = {
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private def det(p1: Point, p2: Point, p3: Point): Float = {
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val a11 = p1.x
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val a12 = p1.y
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@ -171,7 +172,7 @@ object Util {
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}
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def detC(p1: Point, p2: Point, p3: Point): Float = {
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private def detC(p1: Point, p2: Point, p3: Point): Float = {
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val a11 = p1.x*p1.x + p1.y*p1.y
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val a12 = p1.x
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