mirror of
https://github.com/jhasse/poly2tri.git
synced 2024-11-30 01:03:30 +01:00
influence region
This commit is contained in:
parent
54b7fbd009
commit
6228342454
@ -75,7 +75,6 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
|
||||
var drawSegs = true
|
||||
var hiLighter = 0
|
||||
var drawEarClip = false
|
||||
var hertelMehlhorn = false
|
||||
var drawCDT = false
|
||||
|
||||
val nazcaMonkey = "data/nazca_monkey.dat"
|
||||
@ -201,7 +200,6 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
|
||||
if(c == '6') selectModel(i18)
|
||||
if(c == 's') drawSegs = !drawSegs
|
||||
if(c == 'e') {drawEarClip = !drawEarClip; selectModel(currentModel)}
|
||||
if(c == 'h') {hertelMehlhorn = !hertelMehlhorn; selectModel(currentModel)}
|
||||
}
|
||||
|
||||
def selectModel(model: String) {
|
||||
@ -262,7 +260,6 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
|
||||
|
||||
// Sediel triangulation
|
||||
seidel = new Triangulator(segments)
|
||||
seidel.buildTriangles = hertelMehlhorn
|
||||
|
||||
val t1 = System.nanoTime
|
||||
seidel.process
|
||||
|
@ -122,13 +122,13 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
|
||||
|
||||
// Implement sweep-line
|
||||
private def sweep {
|
||||
for(i <- 1 until 9 /*points.size*/) {
|
||||
for(i <- 1 until points.size) {
|
||||
val point = points(i)
|
||||
println(point)
|
||||
// Process Point event
|
||||
val triangle = pointEvent(point)
|
||||
//val triangle =
|
||||
pointEvent(point)
|
||||
// Process edge events
|
||||
point.edges.foreach(e => edgeEvent(e, triangle))
|
||||
//point.edges.foreach(e => edgeEvent(e, triangle))
|
||||
}
|
||||
}
|
||||
|
||||
@ -164,12 +164,40 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
|
||||
|
||||
// EdgeEvent
|
||||
private def edgeEvent(edge: Segment, triangle: Triangle) {
|
||||
|
||||
// STEP 1: Locate the first intersected triangle
|
||||
val first = triangle.locateFirst(edge)
|
||||
println(first)
|
||||
if(first != null && first != triangle && !first.contains(edge))
|
||||
mesh.map -= first
|
||||
val firstTriangle = triangle.locateFirst(edge)
|
||||
// STEP 2: Remove intersected triangles
|
||||
if(firstTriangle != null && !firstTriangle.contains(edge)) {
|
||||
// Collect intersected triangles
|
||||
val triangles = new ArrayBuffer[Triangle]
|
||||
triangles += firstTriangle
|
||||
while(!triangles.last.contains(edge.p))
|
||||
triangles += triangles.last.findNeighbor(edge.p - edge.q)
|
||||
// Remove from the mesh
|
||||
triangles.foreach(t => mesh.map -= t)
|
||||
} else if(firstTriangle == null) {
|
||||
|
||||
// Traverse the AFront, and build triangle list
|
||||
|
||||
var node = aFront.locate(edge.q)
|
||||
|
||||
if(edge.p.x > edge.q.x) {
|
||||
// Search right
|
||||
while(node.point != edge.p) {
|
||||
// Collect points
|
||||
node = node.next
|
||||
}
|
||||
} else {
|
||||
// Search left
|
||||
while(node.point != edge.p) {
|
||||
// Collect points
|
||||
node = node.prev
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// STEP 3: Triangulate empty areas.
|
||||
}
|
||||
|
||||
|
@ -35,7 +35,7 @@ import scala.collection.mutable.{ArrayBuffer, Queue}
|
||||
import shapes.Point
|
||||
|
||||
// Doubly linked list
|
||||
class MonotoneMountain(buildTriangles: Boolean) {
|
||||
class MonotoneMountain {
|
||||
|
||||
var tail, head: Point = null
|
||||
var size = 0
|
||||
@ -108,10 +108,7 @@ class MonotoneMountain(buildTriangles: Boolean) {
|
||||
p = p.next
|
||||
}
|
||||
|
||||
if(buildTriangles)
|
||||
triangulate
|
||||
else
|
||||
hertelMehlhorn
|
||||
triangulate
|
||||
|
||||
}
|
||||
|
||||
@ -135,30 +132,7 @@ class MonotoneMountain(buildTriangles: Boolean) {
|
||||
assert(size <= 3, "Triangulation bug, please report")
|
||||
|
||||
}
|
||||
|
||||
private def hertelMehlhorn {
|
||||
|
||||
while(!convexPoints.isEmpty) {
|
||||
val ear = convexPoints.remove(0)
|
||||
val a = ear.prev
|
||||
val b = ear
|
||||
val c = ear.next
|
||||
val triangle = Array(a, b, c)
|
||||
convexPolies += triangle
|
||||
// Remove ear, update angles and convex list
|
||||
remove(ear)
|
||||
}
|
||||
|
||||
val polygon = new Array[Point](size)
|
||||
|
||||
var p = head
|
||||
for(i <- 0 until size) {
|
||||
polygon(i) = p
|
||||
p = p.next
|
||||
}
|
||||
convexPolies += polygon
|
||||
}
|
||||
|
||||
|
||||
private def valid(p: Point) = (p != head && p != tail && convex(p))
|
||||
|
||||
// Create the monotone polygon
|
||||
|
@ -43,9 +43,6 @@ class Triangulator(segments: ArrayBuffer[Segment]) {
|
||||
|
||||
// Convex polygon list
|
||||
var polygons = new ArrayBuffer[Array[Point]]
|
||||
// Generate triangles vs non-convex polygons
|
||||
// On by default
|
||||
var buildTriangles = true
|
||||
// Order and randomize the segments
|
||||
val segmentList = orderSegments
|
||||
|
||||
@ -149,7 +146,7 @@ class Triangulator(segments: ArrayBuffer[Segment]) {
|
||||
|
||||
if(s.mPoints.size > 0) {
|
||||
|
||||
val mountain = new MonotoneMountain(buildTriangles)
|
||||
val mountain = new MonotoneMountain
|
||||
var k: List[Point] = null
|
||||
|
||||
// Sorting is a perfromance hit. Literature says this can be accomplised in
|
||||
@ -173,20 +170,11 @@ class Triangulator(segments: ArrayBuffer[Segment]) {
|
||||
// Triangulate monotone mountain
|
||||
mountain process
|
||||
|
||||
if(buildTriangles) {
|
||||
// Extract the triangles into a single list
|
||||
j = 0
|
||||
while(j < mountain.triangles.size) {
|
||||
polygons += mountain.triangles(j)
|
||||
j += 1
|
||||
}
|
||||
} else {
|
||||
// Extract the convex polygons into a single list
|
||||
j = 0
|
||||
while(j < mountain.convexPolies.size) {
|
||||
polygons += mountain.convexPolies(j)
|
||||
j += 1
|
||||
}
|
||||
// Extract the triangles into a single list
|
||||
j = 0
|
||||
while(j < mountain.triangles.size) {
|
||||
polygons += mountain.triangles(j)
|
||||
j += 1
|
||||
}
|
||||
|
||||
xMonoPoly += mountain
|
||||
|
@ -53,13 +53,14 @@ class Segment(var p: Point, var q: Point) {
|
||||
|
||||
// Update point edge list for CDT
|
||||
def updateEdge {
|
||||
if(p.y > q.y) {
|
||||
if(q.y > p.y) {
|
||||
// For CDT we want q to be the point with > y
|
||||
val tmp = p
|
||||
p = q
|
||||
q = tmp
|
||||
// val tmp = p
|
||||
//p = q
|
||||
//q = tmp
|
||||
q.edges += this
|
||||
}
|
||||
q.edges += this
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -30,6 +30,8 @@
|
||||
*/
|
||||
package org.poly2tri.shapes
|
||||
|
||||
import scala.collection.mutable.ArrayBuffer
|
||||
|
||||
// Triangle-based data structures are know to have better performance than quad-edge structures
|
||||
// See: J. Shewchuk, "Triangle: Engineering a 2D Quality Mesh Generator and Delaunay Triangulator"
|
||||
// "Triangulations in CGAL"
|
||||
@ -65,7 +67,7 @@ class Triangle(val points: Array[Point], val neighbors: Array[Triangle]) {
|
||||
}
|
||||
|
||||
def contains(p: Point): Boolean = (p == points(0) || p == points(1) || p == points(2))
|
||||
def contains(e: Segment): Boolean = (contains(e.p) || contains(e.q))
|
||||
def contains(e: Segment): Boolean = (contains(e.p) && contains(e.q))
|
||||
|
||||
// Fast point in triangle test
|
||||
def pointIn(point: Point): Boolean = {
|
||||
@ -86,7 +88,7 @@ class Triangle(val points: Array[Point], val neighbors: Array[Triangle]) {
|
||||
val p = edge.p
|
||||
if(contains(p)) return this
|
||||
val q = edge.q
|
||||
val e = q - p
|
||||
val e = p - q
|
||||
if(q == points(0)) {
|
||||
val sameSign = Math.signum(ik cross e) == Math.signum(ij cross e)
|
||||
if(!sameSign) return this
|
||||
@ -105,4 +107,15 @@ class Triangle(val points: Array[Point], val neighbors: Array[Triangle]) {
|
||||
}
|
||||
throw new Exception("location error")
|
||||
}
|
||||
|
||||
def findNeighbor(e: Point): Triangle = {
|
||||
var sameSign = Math.signum(ik cross e) == Math.signum(ij cross e)
|
||||
if(!sameSign) return neighbors(0)
|
||||
sameSign = Math.signum(jk cross e) == Math.signum(ji cross e)
|
||||
if(!sameSign) return neighbors(1)
|
||||
sameSign = Math.signum(kj cross e) == Math.signum(ki cross e)
|
||||
if(!sameSign) return neighbors(2)
|
||||
this
|
||||
}
|
||||
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user