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https://github.com/jhasse/poly2tri.git
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CDT work
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2cf811d635
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81265ea832
@ -55,12 +55,17 @@ object Poly2Tri {
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class Poly2TriDemo extends BasicGame("Poly2Tri") {
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var tesselator: Triangulator = null
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// Sedidel Triangulator
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var seidel: Triangulator = null
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var segments: ArrayBuffer[Segment] = null
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// EarClip Triangulator
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val earClip = new EarClip
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var earClipResults: Array[poly2tri.earClip.Triangle] = null
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// Sweep Line Constraied Delauney Triangulator (CDT)
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var slCDT: CDT = null
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var polyX: ArrayBuffer[Float] = null
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var polyY: ArrayBuffer[Float] = null
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@ -71,6 +76,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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var hiLighter = 0
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var drawEarClip = false
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var hertelMehlhorn = false
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var drawCDT = false
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val nazcaMonkey = "data/nazca_monkey.dat"
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val bird = "data/bird.dat"
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@ -79,7 +85,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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val strange = "data/strange.dat"
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val i18 = "data/i.18"
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var currentModel = nazcaMonkey
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var currentModel = star
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def init(container: GameContainer) {
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selectModel(currentModel)
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@ -102,7 +108,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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val yellow = new Color(1f, 1f, 0f)
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if(debug) {
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val draw = if(drawMap) tesselator.trapezoidMap else tesselator.trapezoids
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val draw = if(drawMap) seidel.trapezoidMap else seidel.trapezoids
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for(t <- draw) {
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val polygon = new Polygon()
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for(v <- t.vertices) {
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@ -121,14 +127,14 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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if(!debug && !drawEarClip) {
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var i = 0
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for(t <- tesselator.polygons) {
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for(t <- seidel.polygons) {
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val poly = new Polygon
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t.foreach(p => poly.addPoint(p.x, p.y))
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g.setColor(red)
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g.draw(poly)
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}
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} else if (debug && drawMap && !drawEarClip){
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for(mp <- tesselator.monoPolies) {
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for(mp <- seidel.monoPolies) {
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val poly = new Polygon
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mp.foreach(p => poly.addPoint(p.x, p.y))
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g.setColor(yellow)
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@ -146,6 +152,17 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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g.draw(triangle)
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})
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if(drawCDT) {
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slCDT.mesh.map.foreach( t => {
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val triangle = new Polygon
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triangle.addPoint(t.points(0).x, t.points(0).y)
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triangle.addPoint(t.points(1).x, t.points(1).y)
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triangle.addPoint(t.points(2).x, t.points(2).y)
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g.setColor(red)
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g.draw(triangle)
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})
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}
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if(drawSegs) {
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g.setColor(green)
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for(i <- 0 until segments.size) {
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@ -165,16 +182,17 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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// UP
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if(key == 200) {
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hiLighter += 1
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if (hiLighter == tesselator.polygons.size)
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if (hiLighter == seidel.polygons.size)
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hiLighter = 0
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}
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// DOWN
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if(key == 208) {
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hiLighter -= 1
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if (hiLighter == -1)
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hiLighter = tesselator.polygons.size-1
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hiLighter = seidel.polygons.size-1
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}
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if(c == 'm') drawMap = !drawMap
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//if(c == 'c') drawCDT = !drawCDT
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if(c == '1') selectModel(nazcaMonkey)
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if(c == '2') selectModel(bird)
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if(c == '3') selectModel(strange)
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@ -235,7 +253,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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segments += new Segment(points(i), points(i+1))
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segments += new Segment(points.first, points.last)
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//val cdt = CDT.init(points)
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//slCDT = CDT.init(points)
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println("Number of points = " + polyX.size)
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println
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@ -243,15 +261,15 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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if(!drawEarClip) {
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// Sediel triangulation
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tesselator = new Triangulator(segments)
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tesselator.buildTriangles = hertelMehlhorn
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seidel = new Triangulator(segments)
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seidel.buildTriangles = hertelMehlhorn
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val t1 = System.nanoTime
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tesselator.process
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seidel.process
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val runTime = System.nanoTime - t1
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println("Poly2Tri average (ms) = " + runTime*1e-6)
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println("Number of triangles = " + tesselator.polygons.size)
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println("Number of triangles = " + seidel.polygons.size)
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} else {
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@ -36,28 +36,61 @@ import shapes.{Point, Triangle}
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class AFront(iTriangle: Triangle) {
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// Doubly linked list
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// TODO: Replace with a Red-Black Tree for better performance
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var head = new Node(iTriangle.points(1), iTriangle)
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var tail = new Node(iTriangle.points(2), iTriangle)
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head.next = new Node(iTriangle.points(0), iTriangle)
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var tail = new Node(iTriangle.points(2), null)
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head.next.next = tail
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tail.prev = head.next
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def locate(point: Point): Tuple2[List[Point], Triangle] = {
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def locate(point: Point): Node = {
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var node = head
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while(node != tail) {
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if(point.x > node.point.x && point.x < node.next.point.x)
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return (List(node.point, node.next.point), node.triangle)
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if(point.x >= node.point.x && point.x <= node.next.point.x)
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return node
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node = node.next
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}
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null
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throw new Exception("Advancing front error")
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}
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def +=(tuple: Tuple3[Point, Triangle, Node]) = {
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val (point, triangle, nNode) = tuple
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val node = new Node(point, triangle)
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// Update pointer
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nNode.triangle = triangle
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// Insert new node into advancing front
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nNode.next.prev = node
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node.next = nNode.next
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node.prev = nNode
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nNode.next = node
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node
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}
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def -=(tuple: Tuple3[Node, Node, Triangle]) {
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val (node, kNode, triangle) = tuple
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kNode.next.prev = node
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node.next = kNode.next
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node.triangle = triangle
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}
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def -==(tuple: Tuple3[Node, Node, Triangle]) {
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val (node, kNode, triangle) = tuple
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kNode.prev.next = node
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node.prev = kNode.prev
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node.prev.triangle = triangle
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}
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}
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class Node(val point: Point, val triangle: Triangle) {
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class Node(val point: Point, var triangle: Triangle) {
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var next: Node = null
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var prev: Node = null
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def printDebug {
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println("Point: " + point)
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if(triangle != null)
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println("Triangle points: " + triangle.points)
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}
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}
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@ -68,8 +68,11 @@ object CDT {
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val segments = initSegments(points)
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val sortedPoints = pointSort(points)
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val initialTriangle = new Triangle(Array(sortedPoints(0), p1, p2), null)
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new CDT(sortedPoints, segments, initialTriangle)
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val noNeighbors = new Array[Triangle](3)
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val tPoints = Array(sortedPoints(0), p1, p2)
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val iTriangle = new Triangle(tPoints, noNeighbors)
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new CDT(sortedPoints, segments, iTriangle)
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}
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// Create segments and connect end points; update edge event pointer
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@ -89,11 +92,11 @@ object CDT {
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// Insertion sort is one of the fastest algorithms for sorting arrays containing
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// fewer than ten elements, or for lists that are already mostly sorted.
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// Merge sort: O(n log n)
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private def pointSort(pts: ArrayBuffer[Point]): List[Point] = {
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if(pts.size < 10)
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Util.insertSort((p1: Point, p2: Point) => p1 > p2)(pts).toList
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private def pointSort(points: ArrayBuffer[Point]): List[Point] = {
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if(points.size < 10)
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Util.insertSort((p1: Point, p2: Point) => p1 > p2)(points).toList
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else
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Util.msort((p1: Point, p2: Point) => p1 > p2)(pts.toList)
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Util.msort((p1: Point, p2: Point) => p1 > p2)(points.toList)
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}
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// Prevents any two distinct endpoints from lying on a common horizontal line, and avoiding
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@ -103,60 +106,99 @@ object CDT {
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}
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class CDT(val points: List[Point], val segments: List[Segment], initialTriangle: Triangle) {
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class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Triangle) {
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// The triangle mesh
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val mesh = new Mesh(initialTriangle)
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val mesh = new Mesh(iTriangle)
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// Advancing front
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val aFront = new AFront(initialTriangle)
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val aFront = new AFront(iTriangle)
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// Sweep points; build mesh
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sweep
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// Finalize triangulation
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finalization
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// Implement sweep-line paradigm
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// Implement sweep-line
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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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pointEvent(point)
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legalization
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edgeEvent(point)
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val triangle = pointEvent(point)
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edgeEvent(point, triangle)
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}
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}
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// Point event
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private def pointEvent(point: Point) {
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private def pointEvent(point: Point): Triangle = {
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val node = aFront.locate(point)
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// Neightbor points (ccw & cw) and triangle(i)
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val (nPts, nTri) = aFront.locate(point)
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val pts = Array(point, nPts(0), nPts(1))
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val cwPoint = node.next.point
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val ccwPoint = node.point
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val nTri = node.triangle
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val pts = Array(point, ccwPoint, cwPoint)
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val neighbors = Array(nTri, null, null)
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val triangle = new Triangle(pts, neighbors)
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mesh.map += triangle
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// Update neighbor's pointers
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if(nPts(0) == nTri.points(1) && nPts(1) == nTri.points(2))
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nTri.neighbors(2) = triangle
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else if(nPts(0) == nTri.points(2) && nPts(1) == nTri.points(1))
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nTri.neighbors(1) = triangle
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else
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throw new Exception("CDT Error!")
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triangle.legalize
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}
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private def legalization {
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}
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private def legalizeEdge {
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nTri.updateNeighbors(ccwPoint, cwPoint, triangle)
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// Update advancing front
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march(aFront += (point, triangle, node))
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triangle
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}
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// EdgeEvent
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private def edgeEvent(point: Point) {
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private def edgeEvent(point: Point, triangle: Triangle) {
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mesh.addEdge(point, triangle)
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}
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def march(n: Node) {
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var node = n
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/*
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// Update right
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if(node.next != aFront.tail) {
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var a = (node.point - node.next.point)
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var b = (node.next.next.point - node.next.point)
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var angle = Math.atan2(a cross b, a dot b)
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while(node != aFront.tail && angle > -Math.Pi*0.5f) {
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if(angle >= -Math.Pi*0.5f) {
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val points = Array(node.next.point, node.next.next.point, node.point)
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val neighbors = Array(null, node.triangle, node.next.triangle)
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val triangle = new Triangle(points, neighbors)
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mesh.map += triangle
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aFront -= (node, node.next, triangle)
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}
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node = node.next
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a = (node.point - node.next.point)
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b = (node.next.next.point - node.next.point)
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angle = Math.atan2(a cross b, a dot b)
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}
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}
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*/
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node = n
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// Update left
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if(node.prev != aFront.head) {
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var angle = 0.0
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while(node != aFront.head.next && angle < Math.Pi*0.5f) {
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val a = (node.point - node.prev.point)
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val b = (node.prev.prev.point - node.prev.point)
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angle = Math.abs(Math.atan2(a cross b, a dot b))
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if(angle <= Math.Pi*0.5f) {
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val points = Array(node.prev.point, node.prev.prev.point, node.point)
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val neighbors = Array(null, node.triangle, node.prev.triangle)
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val triangle = new Triangle(points, neighbors)
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mesh.map += triangle
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aFront -== (node, node.prev, triangle)
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}
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node = node.prev
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}
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}
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}
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private def finalization {
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@ -39,4 +39,11 @@ class Mesh(initialTriangle: Triangle) {
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// Triangles that constitute the mesh
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val map = HashSet(initialTriangle)
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def addEdge(point:Point, triangle: Triangle) {
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val p = point.eEvent.p
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if(!triangle.contains(p)) {
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}
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}
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}
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@ -38,4 +38,44 @@ class Triangle(val points: Array[Point], val neighbors: Array[Triangle]) {
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// Flags to determine if an edge is the final Delauney edge
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val edges = new Array[Boolean](3)
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def contains(point: Point) = {
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if(point == points(0) || point == points(1) || point == points(2))
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true
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else
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false
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}
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def legalize {
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}
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// Update neighbor pointers
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def updateNeighbors(ccwPoint: Point, cwPoint: Point, triangle: Triangle) {
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if(ccwPoint == points(2) && cwPoint == points(1))
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neighbors(0) = triangle
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else if(ccwPoint == points(0) && cwPoint == points(2))
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neighbors(1) = triangle
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else
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neighbors(2) = triangle
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}
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// Fast point in triangle test
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def pointIn(point: Point): Boolean = {
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val ab = points(1) - points(0)
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val bc = points(2) - points(1)
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val ca = points(0) - points(2)
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val pab = (point - points(0)).cross(ab)
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val pbc = (point - points(1)).cross(bc)
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var sameSign = Math.signum(pab) == Math.signum(pbc)
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if (!sameSign) return false
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val pca = (point - points(2)).cross(ca)
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sameSign = Math.signum(pab) == Math.signum(pca)
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if (!sameSign) return false
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true
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}
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}
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