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https://github.com/jhasse/poly2tri.git
synced 2024-11-05 22:09:52 +01:00
fixed edge avent AFront update
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99f6af554c
commit
6757b713a0
@ -53,7 +53,7 @@ class AFront(iTriangle: Triangle) {
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return node
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return node
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node = node.next
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node = node.next
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}
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}
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throw new Exception("Advancing front error: point not found")
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null
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}
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}
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def insert(tuple: Tuple3[Point, Triangle, Node]) = {
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def insert(tuple: Tuple3[Point, Triangle, Node]) = {
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@ -157,7 +157,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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private def pointEvent(point: Point): Triangle = {
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private def pointEvent(point: Point): Triangle = {
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val node = aFront.locate(point)
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val node = aFront.locate(point)
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/*
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// Projected point coincides with existing point; create two triangles
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// Projected point coincides with existing point; create two triangles
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if(point.x == node.point.x && node.prev != null) {
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if(point.x == node.point.x && node.prev != null) {
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@ -190,7 +190,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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newNode.triangle
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newNode.triangle
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} else {
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} else {
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*/
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// Projected point hits advancing front; create new triangle
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// Projected point hits advancing front; create new triangle
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val cwPoint = node.next.point
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val cwPoint = node.next.point
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val ccwPoint = node.point
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val ccwPoint = node.point
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@ -222,7 +222,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// Fill in adjacent triangles if required
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// Fill in adjacent triangles if required
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scanAFront(newNode)
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scanAFront(newNode)
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newNode.triangle
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newNode.triangle
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}
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//}
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}
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}
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// EdgeEvent
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// EdgeEvent
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@ -245,11 +245,17 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// TODO: fix tList.last == null bug!
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// TODO: fix tList.last == null bug!
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// Not sure why this happens in bird & nazca monkey demo...
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// Not sure why this happens in bird & nazca monkey demo...
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if(tList.last == null)
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if(tList.last == null) tList -= tList.last
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tList -= tList.last
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// Remove old triangles
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// Neighbor triangles
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tList.foreach(t => mesh.map -= t)
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val nTriangles = new ArrayBuffer[Triangle]
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// Remove old triangles; collect neighbor triangles
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tList.foreach(t => {
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t.neighbors.foreach(n => if(n != null) nTriangles += n)
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mesh.map -= t
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//mesh.debug += t
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})
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val lPoints = new ArrayBuffer[Point]
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val lPoints = new ArrayBuffer[Point]
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val rPoints = new ArrayBuffer[Point]
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val rPoints = new ArrayBuffer[Point]
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@ -282,16 +288,60 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val T2 = new ArrayBuffer[Triangle]
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val T2 = new ArrayBuffer[Triangle]
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triangulate(rPoints.toArray, List(point1, point2), T2)
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triangulate(rPoints.toArray, List(point1, point2), T2)
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// Update advancing front
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val qNode = aFront.locate(edge.q)
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val pNode = aFront.locate(edge.p)
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println(tList.size)
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for(t <- tList) {
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if(qNode.triangle == t) {
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println("node")
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val p1 = qNode.point
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val p2 = qNode.next.point
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T1.foreach(tri => if(tri.contains(p1, p2)) qNode.triangle = tri)
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T2.foreach(tri => if(tri.contains(p1, p2)) qNode.triangle = tri)
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} else if(qNode.prev.triangle == t) {
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println("prev node")
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val p1 = qNode.prev.point
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val p2 = qNode.point
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T1.foreach(tri => if(tri.contains(p1, p2)) qNode.prev.triangle = tri)
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T2.foreach(tri => if(tri.contains(p1, p2)) qNode.prev.triangle = tri)
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} else if(qNode.next.triangle == t) {
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println("next node")
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} else
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if(pNode.triangle == t) {
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println("Pnode")
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val p1 = pNode.point
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val p2 = pNode.next.point
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T1.foreach(tri => if(tri.contains(p1, p2)) pNode.triangle = tri)
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T2.foreach(tri => if(tri.contains(p1, p2)) pNode.triangle = tri)
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} else if(pNode.prev.triangle == t) {
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println("prev Pnode")
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val p1 = pNode.point
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val p2 = pNode.prev.point
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T1.foreach(tri => if(tri.contains(p1, p2)) pNode.prev.triangle = tri)
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T2.foreach(tri => if(tri.contains(p1, p2)) pNode.prev.triangle = tri)
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} else if(pNode.next.triangle == t) {
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println("next Pnode")
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}
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}
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// Update neighbors
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//updateNeighbors(nTriangles, T1)
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updateNeighbors(nTriangles, T2)
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//nTriangles.foreach(n => n.printDebug)
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// Mark constrained edges
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// Mark constrained edges
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val dEdge = new Segment(point1, point2)
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T1.first.mark(point1, point2)
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T1.first mark(point1, point2)
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T2.first.mark(point1, point2)
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T2.first mark(point1, point2)
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//TODO update neighbor pointers
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//TODO update neighbor pointers
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} else if(firstTriangle == null) {
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} else if(firstTriangle == null) {
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// NOTE: So far this only works for single triangles
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// No triangles are intersected by the edge; edge must lie outside the mesh
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// No triangles are intersected by the edge; edge must lie outside the mesh
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// Apply constraint; traverse the AFront, and build triangles
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// Apply constraint; traverse the AFront, and build triangles
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@ -300,17 +350,18 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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val point2 = if(ahead) edge.p else edge.q
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val point2 = if(ahead) edge.p else edge.q
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val points = new ArrayBuffer[Point]
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val points = new ArrayBuffer[Point]
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val triangles = new ArrayBuffer[Triangle]
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// Neighbor triangles
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val nTriangles = new ArrayBuffer[Triangle]
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var node = aFront.locate(point1)
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var node = aFront.locate(point1)
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val first = node
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val first = node
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triangles += first.triangle
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nTriangles += first.triangle
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node = node.next
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node = node.next
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while(node.point != point2) {
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while(node.point != point2) {
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points += node.point
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points += node.point
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triangles += node.triangle
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nTriangles += node.triangle
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node = node.next
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node = node.next
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}
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}
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@ -323,15 +374,8 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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// Update advancing front
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// Update advancing front
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aFront -= (first, node.prev, T.first)
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aFront -= (first, node.prev, T.first)
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// Update neigbor pointers
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// Update neighbors
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// Inneficient, but it works well...
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updateNeighbors(nTriangles, T)
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for(i <- triangles)
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for(j <- T)
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i.markNeighbor(j)
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for(i <- 0 until T.size)
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for(j <- i+1 until T.size)
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T(i).markNeighbor(T(j))
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// Mark constrained edge
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// Mark constrained edge
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T.first mark(edge.p, edge.q)
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T.first mark(edge.p, edge.q)
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@ -342,6 +386,20 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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}
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}
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}
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}
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// Update neigbor pointers for edge event
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// Inneficient, but it works well...
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def updateNeighbors(nTriangles: ArrayBuffer[Triangle], T: ArrayBuffer[Triangle]) {
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for(t1 <- nTriangles)
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for(t2 <- T)
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t1.markNeighbor(t2)
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for(i <- 0 until T.size)
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for(j <- i+1 until T.size)
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T(i).markNeighbor(T(j))
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}
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// Marc Vigo Anglada's triangulate pseudo-polygon algo
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// Marc Vigo Anglada's triangulate pseudo-polygon algo
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private def triangulate(P: Array[Point], ab: List[Point], T: ArrayBuffer[Triangle]) {
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private def triangulate(P: Array[Point], ab: List[Point], T: ArrayBuffer[Triangle]) {
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@ -48,25 +48,26 @@ class Triangle(val points: Array[Point], val neighbors: Array[Triangle]) {
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// Update neighbor pointers
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// Update neighbor pointers
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// Debug version
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// Debug version
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def markNeighbor(ccwPoint: Point, cwPoint: Point, triangle: Triangle, debug: HashSet[Triangle]) {
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def markNeighbor(p1: Point, p2: Point, triangle: Triangle, debug: HashSet[Triangle]) {
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if((ccwPoint == points(2) && cwPoint == points(1)) || (ccwPoint == points(1) && cwPoint == points(2)))
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if((p1 == points(2) && p2 == points(1)) || (p1 == points(1) && p2 == points(2)))
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neighbors(0) = triangle
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neighbors(0) = triangle
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else if((ccwPoint == points(0) && cwPoint == points(2)) || (ccwPoint == points(2) && cwPoint == points(0)))
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else if((p1 == points(0) && p2 == points(2)) || (p1 == points(2) && p2 == points(0)))
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neighbors(1) = triangle
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neighbors(1) = triangle
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else if((ccwPoint == points(0) && cwPoint == points(1)) || (ccwPoint == points(1) && cwPoint == points(0)))
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else if((p1 == points(0) && p2 == points(1)) || (p1 == points(1) && p2 == points(0)))
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neighbors(2) = triangle
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neighbors(2) = triangle
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else {
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else {
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debug += triangle
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debug += triangle
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println("Neighbor pointer ERROR!")
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}
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}
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}
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}
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// Update neighbor pointers
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// Update neighbor pointers
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def markNeighbor(ccwPoint: Point, cwPoint: Point, triangle: Triangle) {
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def markNeighbor(p1: Point, p2: Point, triangle: Triangle) {
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if((ccwPoint == points(2) && cwPoint == points(1)) || (ccwPoint == points(1) && cwPoint == points(2)))
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if((p1 == points(2) && p2 == points(1)) || (p1 == points(1) && p2 == points(2)))
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neighbors(0) = triangle
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neighbors(0) = triangle
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else if((ccwPoint == points(0) && cwPoint == points(2)) || (ccwPoint == points(2) && cwPoint == points(0)))
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else if((p1 == points(0) && p2 == points(2)) || (p1 == points(2) && p2 == points(0)))
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neighbors(1) = triangle
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neighbors(1) = triangle
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else if((ccwPoint == points(0) && cwPoint == points(1)) || (ccwPoint == points(1) && cwPoint == points(0)))
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else if((p1 == points(0) && p2 == points(1)) || (p1 == points(1) && p2 == points(0)))
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neighbors(2) = triangle
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neighbors(2) = triangle
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else {
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else {
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throw new Exception("Neighbor pointer error, please report!")
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throw new Exception("Neighbor pointer error, please report!")
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