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bug fixes
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@ -139,8 +139,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// Process Point event
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var triangle = pointEvent(point)
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// Process edge events
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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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} catch {
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@ -256,9 +255,29 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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edgeNeighbors(nTriangles, T1)
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edgeNeighbors(nTriangles, T2)
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// Mark constrained edges
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T1.first.mark(point1, point2)
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T2.first.mark(point1, point2)
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// Select edge triangle
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var edgeTri1: Triangle = null
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var i = 0
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while(edgeTri1 == null) {
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if(T1(i).contains(point1, point2))
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edgeTri1 = T1(i)
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i += 1
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}
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// Select edge triangle
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var edgeTri2: Triangle = null
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i = 0
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while(edgeTri2 == null) {
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if(T2(i).contains(point1, point2))
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edgeTri2 = T2(i)
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i += 1
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}
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edgeTri1.markNeighbor(edgeTri2)
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// Mark constrained edge
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edgeTri1 mark(point1, point2)
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edgeTri2 mark(point1, point2)
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// Double check returning T2.first vs T1.first
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first
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@ -298,29 +317,30 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// Select edge triangle
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var edgeTri: Triangle = null
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T.foreach(t =>
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if(t.contains(first.point, node.point))
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edgeTri = t
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)
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assert(edgeTri != null)
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var i = 0
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while(edgeTri == null) {
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if(T(i).contains(first.point, node.point))
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edgeTri = T(i)
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i += 1
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}
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aFront link (first, node, edgeTri)
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// Mark constrained edge
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edgeTri mark(edge.p, edge.q)
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// Update neighbors
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edgeNeighbors(nTriangles, T)
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// Mark constrained edge
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edgeTri mark(edge.p, edge.q)
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// Return original triangle
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triangle
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} else {
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} else if(firstTriangle.contains(edge.p, edge.q)) {
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// Mark constrained edge
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if(firstTriangle != null)
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firstTriangle mark(edge.p, edge.q)
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firstTriangle mark(edge.p, edge.q)
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triangle
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} else {
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throw new Exception("Triangulation error")
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}
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}
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@ -447,13 +467,9 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val t2 = node.triangle
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val point = t1.points(0)
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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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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)) && !t2.finalized) {
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// Flip edge and rotate everything clockwise
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t1.legalize(oPoint)
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@ -48,9 +48,11 @@ class Triangle(val points: Array[Point]) {
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// Finalization flag
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var clean = false
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var finalized = false
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// Update neighbor pointers
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private def markNeighbor(p1: Point, p2: Point, t: Triangle) {
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assert(t != this, "self-pointer error")
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if((p1 == points(2) && p2 == points(1)) || (p1 == points(1) && p2 == points(2)))
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neighbors(0) = t
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else if((p1 == points(0) && p2 == points(2)) || (p1 == points(2) && p2 == points(0)))
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@ -64,7 +66,7 @@ class Triangle(val points: Array[Point]) {
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/* Exhaustive search to update neighbor pointers */
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def markNeighbor(t: Triangle) {
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assert(t != this, "self-pointer error")
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if (t.contains(points(1), points(2))) {
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neighbors(0) = t
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t.markNeighbor(points(1), points(2), this)
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@ -93,7 +95,6 @@ class Triangle(val points: Array[Point]) {
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t.printDebug
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printDebug
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println(area + " | " + t.area)
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throw new Exception("Point location error, please report")
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}
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@ -308,10 +309,13 @@ class Triangle(val points: Array[Point]) {
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// Mark edge as constrained
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private 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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} else if ((q == points(0) && p == points(2)) || (q == points(2) && p == points(0))) {
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finalized = true
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edges(1) = true
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} else if ((q == points(1) && p == points(2)) || (q == points(2) && p == points(1))){
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finalized = true
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edges(0) = true
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}
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}
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@ -125,7 +125,7 @@ object Util {
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return det
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} else {
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// Cheat a little bit.... we have a degenerate triangle
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val c = pc * 1.00001f
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val c = pc * 1.0001f
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return orient2d(pa, pb, c)
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}
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