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synced 2024-12-27 21:23:30 +01:00
added holes; restructured code; bug hunting
This commit is contained in:
parent
7f999024b9
commit
b67a9b4495
94
data/dude.dat
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94
data/dude.dat
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420.35714 605.04075
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428.39286 598.43361
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437.85714 599.68361
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443.57143 613.79075
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450.71429 610.21933
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372.85714 534.50504
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349.28571 531.6479
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346.42857 511.6479
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350.71429 496.6479
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377.14286 460.93361
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385.71429 445.21932
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388.57143 404.50504
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360 352.36218
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337.14286 325.93361
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337.85714 370.21932
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319.28571 353.07647
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312.85714 366.6479
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|
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372.14286 454.50504
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263.03571 498.61218
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260.71429 533.61218
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272.85714 528.43361
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286.07143 518.61218
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297.32143 508.25504
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297.85714 507.36218
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298.39286 506.46932
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307.14286 496.6479
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312.67857 491.6479
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</svg>
|
After Width: | Height: | Size: 5.4 KiB |
@ -58,6 +58,8 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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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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var chestSegs: ArrayBuffer[Segment] = null
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var headSegs: ArrayBuffer[Segment] = null
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// EarClip Triangulator
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val earClip = new EarClip
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@ -86,8 +88,9 @@ 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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val tank = "data/tank.dat"
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val dude = "data/dude.dat"
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var currentModel = nazcaHeron
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var currentModel = dude
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var doCDT = true
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var mouseButton = 0
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@ -112,12 +115,12 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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def render(container: GameContainer, g: Graphics) {
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g.drawString("'1-8' to cycle models, mouse to pan & zoom", 10, 520)
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g.drawString("'1-9' to cycle models, mouse to pan & zoom", 10, 520)
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g.drawString("'SPACE' to show Seidel debug info", 10, 532)
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g.drawString("'m' to show trapezoidal map (Seidel debug mode)", 10, 544)
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g.drawString("'e' to switch Seidel / EarClip", 10, 556)
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g.drawString("'d' to switch CDT / Seidel", 10, 568)
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g.drawString("'c' to how CDT mesh", 10, 580)
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g.drawString("'c' to show CDT mesh, 's' to draw edges", 10, 580)
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g.scale(scaleFactor, scaleFactor)
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g.translate(deltaX, deltaY)
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@ -177,25 +180,25 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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val draw = if(drawcdtMesh) slCDT.triangleMesh else slCDT.triangles
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draw.foreach( t => {
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for(i <- 0 to 2) {
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val s = t.points(i)
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val e = if(i == 2) t.points(0) else t.points(i + 1)
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val j = if(i == 0) 2 else if(i == 1) 0 else 1
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if(t.edges(j))
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g.setColor(yellow)
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else
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g.setColor(red)
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g.drawLine(s.x,s.y,e.x,e.y)
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}
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/*
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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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if(true) {
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for(i <- 0 to 2) {
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val s = t.points(i)
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val e = if(i == 2) t.points(0) else t.points(i + 1)
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val j = if(i == 0) 2 else if(i == 1) 0 else 1
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if(t.edges(j))
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g.setColor(yellow)
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else
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g.setColor(red)
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g.drawLine(s.x,s.y,e.x,e.y)
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}
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} else {
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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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slCDT.debugTriangles.foreach( t => {
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@ -217,6 +220,18 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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}
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}
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if(currentModel == "data/dude.dat" && drawSegs) {
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g.setColor(green)
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for(i <- 0 until chestSegs.size) {
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val s = chestSegs(i)
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g.drawLine(s.p.x,s.p.y,s.q.x,s.q.y)
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}
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for(i <- 0 until headSegs.size) {
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val s = headSegs(i)
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g.drawLine(s.p.x,s.p.y,s.q.x,s.q.y)
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}
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}
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}
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/**
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@ -289,6 +304,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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if(c == '6') selectModel(i18)
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if(c == '7') selectModel(nazcaHeron)
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if(c == '8') selectModel(tank)
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if(c == '9') selectModel(dude)
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if(c == 's') drawSegs = !drawSegs
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if(c == 'c') drawcdtMesh = !drawcdtMesh
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if(c == 'e') {drawEarClip = !drawEarClip; drawCDT = false; selectModel(currentModel)}
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@ -297,50 +313,47 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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def selectModel(model: String) {
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model match {
|
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case "data/nazca_monkey.dat" =>
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CDT.clearPoint = 50
|
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loadModel(nazcaMonkey, 4.5f, Point(400, 300), 1500)
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val clearPoint = Point(418, 282)
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loadModel(nazcaMonkey, 4.5f, Point(400, 300), 1500, clearPoint)
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case "data/bird.dat" =>
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CDT.clearPoint = 80
|
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loadModel(bird, 25f, Point(400, 300), 350)
|
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val clearPoint = Point(400, 300)
|
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loadModel(bird, 25f, Point(400, 300), 350, clearPoint)
|
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case "data/i.snake" =>
|
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doCDT = true; drawCDT = true
|
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CDT.clearPoint = 6
|
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loadModel(snake, 10f, Point(600, 300), 10)
|
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val clearPoint = Point(336f, 196f)
|
||||
loadModel(snake, 10f, Point(600, 300), 10, clearPoint)
|
||||
case "data/star.dat" =>
|
||||
doCDT = true; drawCDT = true
|
||||
CDT.clearPoint = 6
|
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loadModel(star, -1f, Point(0f, 0f), 10)
|
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val clearPoint = Point(400, 204)
|
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loadModel(star, -1f, Point(0f, 0f), 10, clearPoint)
|
||||
case "data/strange.dat" =>
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doCDT = true; drawCDT = true
|
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CDT.clearPoint = 13
|
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loadModel(strange, -1f, Point(0f, 0f), 15)
|
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val clearPoint = Point(400, 268)
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loadModel(strange, -1f, Point(0f, 0f), 15, clearPoint)
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case "data/i.18" =>
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doCDT = true; drawCDT = true
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CDT.clearPoint = 7
|
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loadModel(i18, 20f, Point(600f, 500f), 20)
|
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val clearPoint = Point(510, 385)
|
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loadModel(i18, 20f, Point(600f, 500f), 20, clearPoint)
|
||||
case "data/nazca_heron_old.dat" =>
|
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//doCDT = false; drawCDT = false; drawcdtMesh = false
|
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CDT.clearPoint = 100
|
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loadModel(nazcaHeron, 4.2f, Point(400f, 300f), 1500)
|
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val clearPoint = Point(85, 290)
|
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loadModel(nazcaHeron, 4.2f, Point(400f, 300f), 1500, clearPoint)
|
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case "data/tank.dat" =>
|
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//doCDT = false; drawCDT = false; drawcdtMesh = false
|
||||
doCDT = true; drawCDT = true
|
||||
CDT.clearPoint = 38
|
||||
loadModel(tank, -1f, Point(100f, 0f), 10)
|
||||
val clearPoint = Point(450, 350)
|
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loadModel(tank, -1f, Point(100f, 0f), 10, clearPoint)
|
||||
case "data/dude.dat" =>
|
||||
val clearPoint = Point(365, 427)
|
||||
loadModel(dude, -1f, Point(100f, -200f), 10, clearPoint)
|
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case _ =>
|
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assert(false)
|
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|
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}
|
||||
currentModel = model
|
||||
}
|
||||
|
||||
def loadModel(model: String, scale: Float, center: Point, maxTriangles: Int) {
|
||||
def loadModel(model: String, scale: Float, center: Point, maxTriangles: Int, clearPoint: Point) {
|
||||
|
||||
println
|
||||
println("************** " + model + " **************")
|
||||
|
||||
polyX = new ArrayBuffer[Float]
|
||||
polyY = new ArrayBuffer[Float]
|
||||
val points = new ArrayBuffer[Point]
|
||||
var points = new ArrayBuffer[Point]
|
||||
|
||||
val angle = Math.Pi
|
||||
for (line <- Source.fromFile(model).getLines) {
|
||||
@ -359,7 +372,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
|
||||
}
|
||||
|
||||
segments = new ArrayBuffer[Segment]
|
||||
for(i <- 0 until polyX.size-1)
|
||||
for(i <- 0 until points.size-1)
|
||||
segments += new Segment(points(i), points(i+1))
|
||||
segments += new Segment(points.first, points.last)
|
||||
|
||||
@ -367,9 +380,49 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
|
||||
println
|
||||
|
||||
if(doCDT) {
|
||||
|
||||
val pts = points.toArray
|
||||
|
||||
val t1 = System.nanoTime
|
||||
slCDT = CDT.init(points)
|
||||
slCDT = new CDT(pts, clearPoint)
|
||||
|
||||
// Add some holes....
|
||||
if(model == "data/dude.dat") {
|
||||
|
||||
val headHole = Array(Point(325f,437f), Point(320f,423f), Point(329f,413f), Point(332f,423f))
|
||||
val chestHole = Array(Point(320.72342f,480f), Point(338.90617f,465.96863f),
|
||||
Point(347.99754f,480.61584f), Point(329.8148f,510.41534f),
|
||||
Point(339.91632f,480.11077f), Point(334.86556f,478.09046f))
|
||||
|
||||
// Tramsform the points
|
||||
for(i <- 0 until headHole.size) {
|
||||
val hx = -headHole(i).x*scale + center.x
|
||||
val hy = -headHole(i).y*scale + center.y
|
||||
headHole(i) = Point(hx, hy)
|
||||
}
|
||||
for(i <- 0 until chestHole.size) {
|
||||
val cx = -chestHole(i).x*scale + center.x
|
||||
val cy = -chestHole(i).y*scale + center.y
|
||||
chestHole(i) = Point(cx, cy)
|
||||
}
|
||||
|
||||
chestSegs = new ArrayBuffer[Segment]
|
||||
for(i <- 0 until chestHole.size-1)
|
||||
chestSegs += new Segment(chestHole(i), chestHole(i+1))
|
||||
chestSegs += new Segment(chestHole.first, chestHole.last)
|
||||
|
||||
headSegs = new ArrayBuffer[Segment]
|
||||
for(i <- 0 until headHole.size-1)
|
||||
chestSegs += new Segment(headHole(i), headHole(i+1))
|
||||
chestSegs += new Segment(headHole.first, headHole.last)
|
||||
|
||||
slCDT.addHole(headHole)
|
||||
slCDT.addHole(chestHole)
|
||||
}
|
||||
|
||||
slCDT triangulate
|
||||
val runTime = System.nanoTime - t1
|
||||
|
||||
println("CDT average (ms) = " + runTime*1e-6)
|
||||
println("Number of triangles = " + slCDT.triangles.size)
|
||||
println
|
||||
|
@ -101,7 +101,7 @@ class AFront(iTriangle: Triangle) {
|
||||
var marked = false
|
||||
|
||||
// Scan the advancing front and update Node triangle pointers
|
||||
while(node != null && node != eNode.next) {
|
||||
while(node != null && node != eNode) {
|
||||
|
||||
T2.foreach(t => {
|
||||
if(t.contains(node.point, node.next.point))
|
||||
|
@ -30,11 +30,10 @@
|
||||
*/
|
||||
package org.poly2tri.cdt
|
||||
|
||||
import scala.collection.mutable.{ArrayBuffer, Set}
|
||||
import scala.collection.mutable.ArrayBuffer
|
||||
|
||||
import shapes.{Segment, Point, Triangle}
|
||||
import utils.Util
|
||||
import seidel.MonotoneMountain
|
||||
|
||||
/**
|
||||
* Sweep-line, Constrained Delauney Triangulation (CDT)
|
||||
@ -45,14 +44,25 @@ import seidel.MonotoneMountain
|
||||
// NOTE: May need to implement edge insertion which combines advancing front (AF)
|
||||
// and triangle traversal respectively. See figure 14(a) from Domiter et al.
|
||||
// Although it may not be necessary for simple polygons....
|
||||
object CDT {
|
||||
|
||||
class CDT(polyLine: Array[Point], clearPoint: Point) {
|
||||
|
||||
// Triangle list
|
||||
def triangles = mesh.triangles
|
||||
def triangleMesh = mesh.map
|
||||
def debugTriangles = mesh.debug
|
||||
|
||||
// Inital triangle factor
|
||||
val ALPHA = 0.3f
|
||||
var clearPoint = 0
|
||||
// Initialize edges
|
||||
initEdges(polyLine)
|
||||
|
||||
// Triangulate simple polygon
|
||||
def init(points: ArrayBuffer[Point]): CDT = {
|
||||
// Add a hole
|
||||
def addHole(holePolyLine: Array[Point]) {
|
||||
initEdges(holePolyLine)
|
||||
points = points ++ holePolyLine.toList
|
||||
}
|
||||
|
||||
// Triangulate simple polygon with holes
|
||||
def triangulate {
|
||||
|
||||
var xmax, xmin = points.first.x
|
||||
var ymax, ymin = points.first.y
|
||||
@ -71,33 +81,39 @@ object CDT {
|
||||
val p1 = Point(xmin - deltaX, ymin - deltaY)
|
||||
val p2 = Point(xmax + deltaX, p1.y)
|
||||
|
||||
val segments = initSegments(points)
|
||||
val sortedPoints = pointSort(points)
|
||||
// Sort the points along y-axis
|
||||
points = pointSort
|
||||
|
||||
val tPoints = Array(sortedPoints(0), p1, p2)
|
||||
val iTriangle = new Triangle(tPoints)
|
||||
new CDT(sortedPoints, segments, iTriangle)
|
||||
// Initial triangle
|
||||
val iTriangle = new Triangle(Array(points(0), p1, p2))
|
||||
mesh.map += iTriangle
|
||||
aFront = new AFront(iTriangle)
|
||||
|
||||
// Sweep points; build mesh
|
||||
sweep
|
||||
// Finalize triangulation
|
||||
finalization
|
||||
|
||||
}
|
||||
|
||||
// Create segments and connect end points; update edge event pointer
|
||||
private def initSegments(points: ArrayBuffer[Point]): List[Segment] = {
|
||||
// Create edges and connect end points; update edge event pointer
|
||||
private def initEdges(pts: Array[Point]) {
|
||||
|
||||
var segments = List[Segment]()
|
||||
|
||||
for(i <- 0 until points.size-1) {
|
||||
val endPoints = validatePoints(points(i), points(i+1))
|
||||
segments = new Segment(endPoints(0), endPoints(1)) :: segments
|
||||
endPoints(1).edges += segments.first
|
||||
// Connect pts
|
||||
for(i <- 0 until pts.size-1) {
|
||||
val endPoints = validatePoints(pts(i), pts(i+1))
|
||||
val edge = new Segment(endPoints(0), endPoints(1))
|
||||
endPoints(1).edges += edge
|
||||
}
|
||||
|
||||
val endPoints = validatePoints(points.first, points.last)
|
||||
segments = new Segment(endPoints(0), endPoints(1)) :: segments
|
||||
endPoints(1).edges += segments.first
|
||||
// Connect endpoints
|
||||
val endPoints = validatePoints(pts.first, pts.last)
|
||||
val edge = new Segment(endPoints(0), endPoints(1))
|
||||
endPoints(1).edges += edge
|
||||
|
||||
segments
|
||||
}
|
||||
|
||||
def validatePoints(p1: Point, p2: Point): List[Point] = {
|
||||
private def validatePoints(p1: Point, p2: Point): List[Point] = {
|
||||
|
||||
if(p1.y > p2.y) {
|
||||
// For CDT we want q to be the point with > y
|
||||
@ -108,6 +124,7 @@ object CDT {
|
||||
if(p1.x > p2.x) {
|
||||
return List(p2, p1)
|
||||
} else if(p1.x == p2.x) {
|
||||
println(p1 + "," + p2)
|
||||
throw new Exception("Duplicate point")
|
||||
}
|
||||
}
|
||||
@ -115,50 +132,17 @@ object CDT {
|
||||
List(p1, p2)
|
||||
}
|
||||
|
||||
// Insertion sort is one of the fastest algorithms for sorting arrays containing
|
||||
// fewer than ten elements, or for lists that are already mostly sorted.
|
||||
// Merge sort: O(n log n)
|
||||
private def pointSort(points: ArrayBuffer[Point]): List[Point] = {
|
||||
if(points.size < 10)
|
||||
Util.insertSort((p1: Point, p2: Point) => p1 > p2)(points).toList
|
||||
else
|
||||
Util.msort((p1: Point, p2: Point) => p1 > p2)(points.toList)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Triangle) {
|
||||
private def pointSort: List[Point] =
|
||||
Util.msort((p1: Point, p2: Point) => p1 > p2)(points)
|
||||
|
||||
|
||||
// Triangle list
|
||||
def triangles = mesh.triangles
|
||||
def triangleMesh = mesh.map
|
||||
def debugTriangles = mesh.debug
|
||||
|
||||
// The triangle mesh
|
||||
private val mesh = new Mesh(iTriangle)
|
||||
// Advancing front
|
||||
private val aFront = new AFront(iTriangle)
|
||||
|
||||
private val PI_2 = Math.Pi/2
|
||||
private val PI_34 = Math.Pi*3/4
|
||||
|
||||
// Triangle used to clean interior
|
||||
var cleanTri: Triangle = null
|
||||
|
||||
// Sweep points; build mesh
|
||||
sweep
|
||||
// Finalize triangulation
|
||||
finalization
|
||||
|
||||
// Implement sweep-line
|
||||
private def sweep {
|
||||
|
||||
for(i <- 1 until points.size) {
|
||||
for(i <- 1 until 36 /*points.size*/) {
|
||||
val point = points(i)
|
||||
// Process Point event
|
||||
val node = pointEvent(point)
|
||||
if(i == CDT.clearPoint) {cleanTri = node.triangle; mesh.debug += cleanTri}
|
||||
// Process edge events
|
||||
point.edges.foreach(e => edgeEvent(e, node))
|
||||
}
|
||||
@ -168,10 +152,16 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
|
||||
// Final step in the sweep-line CDT algo
|
||||
// Clean exterior triangles
|
||||
private def finalization {
|
||||
|
||||
mesh.map.foreach(m => m.markNeighborEdges)
|
||||
var found = false
|
||||
mesh.map.foreach(m => {
|
||||
if(!found)
|
||||
if(m.pointIn(clearPoint)) {
|
||||
found = true
|
||||
cleanTri = m
|
||||
}
|
||||
m.markNeighborEdges
|
||||
})
|
||||
mesh clean cleanTri
|
||||
|
||||
}
|
||||
|
||||
// Point event
|
||||
@ -201,17 +191,14 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
|
||||
|
||||
// Remove intersected triangles
|
||||
if(firstTriangle != null && !firstTriangle.contains(edge)) {
|
||||
|
||||
|
||||
// Collect intersected triangles
|
||||
val tList = new ArrayBuffer[Triangle]
|
||||
tList += firstTriangle
|
||||
|
||||
// Not sure why tList.last is null sometimes....
|
||||
while(tList.last != null && !tList.last.contains(edge.p))
|
||||
tList += tList.last.findNeighbor(edge.p - edge.q)
|
||||
|
||||
if(tList.last == null)
|
||||
tList -= tList.last
|
||||
while(!tList.last.contains(edge.p))
|
||||
tList += tList.last.findNeighbor(edge.p)
|
||||
|
||||
// Neighbor triangles
|
||||
val nTriangles = new ArrayBuffer[Triangle]
|
||||
@ -221,8 +208,10 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
|
||||
tList.foreach(t => {
|
||||
t.neighbors.foreach(n => if(n != null && !tList.contains(n)) nTriangles += n)
|
||||
mesh.map -= t
|
||||
//mesh.debug += t
|
||||
})
|
||||
|
||||
//nTriangles.foreach(n => mesh.debug += n)
|
||||
|
||||
val lPoints = new ArrayBuffer[Point]
|
||||
val rPoints = new ArrayBuffer[Point]
|
||||
|
||||
@ -249,20 +238,23 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
|
||||
triangulate(lPoints.toArray, List(edge.q, edge.p), T1)
|
||||
val T2 = new ArrayBuffer[Triangle]
|
||||
triangulate(rPoints.toArray, List(edge.q, edge.p), T2)
|
||||
|
||||
|
||||
// Update neighbors
|
||||
edgeNeighbors(nTriangles, T1)
|
||||
edgeNeighbors(nTriangles, T2)
|
||||
T1.last.markNeighbor(T2.last)
|
||||
|
||||
// Update advancing front
|
||||
|
||||
|
||||
val ahead = (edge.p.x > edge.q.x)
|
||||
val point1 = if(ahead) edge.q else edge.p
|
||||
val point2 = if(ahead) edge.p else edge.q
|
||||
|
||||
val sNode = if(ahead) node else aFront.locate(point1).prev
|
||||
val eNode = aFront.locate(point2).next
|
||||
|
||||
val sNode = aFront.locate(point1)
|
||||
val eNode = aFront.locate(point2)
|
||||
//mesh.debug += sNode.triangle
|
||||
//mesh.debug += eNode.triangle
|
||||
|
||||
aFront.constrainedEdge(sNode, eNode, T1, T2, edge)
|
||||
|
||||
@ -270,9 +262,15 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
|
||||
T1.last markEdge(point1, point2)
|
||||
T2.last markEdge(point1, point2)
|
||||
// Copy constraied edges from old triangles
|
||||
T1.foreach(t => t.markEdge(tList))
|
||||
T2.foreach(t => t.markEdge(tList))
|
||||
T1.foreach(t => {t.markEdge(tList)/*;mesh.debug += t*/})
|
||||
T2.foreach(t => {t.markEdge(tList)/*;mesh.debug += t*/})
|
||||
|
||||
var n = sNode
|
||||
while(n != eNode) {
|
||||
mesh.debug += n.triangle
|
||||
n = n.next
|
||||
}
|
||||
|
||||
} else if(firstTriangle == null) {
|
||||
|
||||
// No triangles are intersected by the edge; edge must lie outside the mesh
|
||||
@ -323,11 +321,11 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
|
||||
|
||||
// Update neigbor pointers for edge event
|
||||
// Inneficient, but it works well...
|
||||
def edgeNeighbors(nTriangles: ArrayBuffer[Triangle], T: ArrayBuffer[Triangle]) {
|
||||
private def edgeNeighbors(nTriangles: ArrayBuffer[Triangle], T: ArrayBuffer[Triangle]) {
|
||||
|
||||
for(t1 <- nTriangles)
|
||||
for(t2 <- T)
|
||||
t1.markNeighbor(t2)
|
||||
t2.markNeighbor(t1)
|
||||
|
||||
for(i <- 0 until T.size)
|
||||
for(j <- i+1 until T.size)
|
||||
@ -411,7 +409,7 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
|
||||
|
||||
// Circumcircle test.
|
||||
// Determines if point d lies inside triangle abc's circumcircle
|
||||
def illegal(a: Point, b: Point, c: Point, d: Point): Boolean = {
|
||||
private def illegal(a: Point, b: Point, c: Point, d: Point): Boolean = {
|
||||
|
||||
val ccw = Util.orient2d(a, b, c) > 0
|
||||
|
||||
@ -476,4 +474,17 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
|
||||
|
||||
}
|
||||
|
||||
// The triangle mesh
|
||||
private val mesh = new Mesh
|
||||
// Advancing front
|
||||
private var aFront: AFront = null
|
||||
// Sorted point list
|
||||
private var points = polyLine.toList
|
||||
// Half Pi
|
||||
private val PI_2 = Math.Pi/2
|
||||
// Inital triangle factor
|
||||
private val ALPHA = 0.3f
|
||||
// Triangle used to clean interior
|
||||
private var cleanTri: Triangle = null
|
||||
|
||||
}
|
||||
|
@ -34,10 +34,10 @@ import scala.collection.mutable.{HashSet, ArrayBuffer}
|
||||
|
||||
import shapes.{Point, Triangle}
|
||||
|
||||
class Mesh(initialTriangle: Triangle) {
|
||||
class Mesh {
|
||||
|
||||
// Triangles that constitute the mesh
|
||||
val map = HashSet(initialTriangle)
|
||||
val map = HashSet.empty[Triangle]
|
||||
// Debug triangles
|
||||
val debug = HashSet.empty[Triangle]
|
||||
val triangles = new ArrayBuffer[Triangle]
|
||||
|
@ -155,15 +155,18 @@ class Triangle(val points: Array[Point]) {
|
||||
|
||||
// Locate next triangle crossed by edge
|
||||
def findNeighbor(e: Point): Triangle = {
|
||||
if(Util.orient2d(points(0), points(1), e) < 0)
|
||||
|
||||
if(contains(e)) return this
|
||||
|
||||
if(Util.orient2d(points(1), points(0), e) > 0)
|
||||
return neighbors(2)
|
||||
else if(Util.orient2d(points(1), points(2), e) < 0)
|
||||
else if(Util.orient2d(points(2), points(1), e) > 0)
|
||||
return neighbors(0)
|
||||
else if(Util.orient2d(points(2), points(0), e) < 0)
|
||||
else if(Util.orient2d(points(0), points(2), e) > 0)
|
||||
return neighbors(1)
|
||||
else
|
||||
// Point must reside inside this triangle
|
||||
this
|
||||
throw new Exception("Point not found")
|
||||
|
||||
}
|
||||
|
||||
// The neighbor clockwise to given point
|
||||
@ -337,4 +340,10 @@ class Triangle(val points: Array[Point]) {
|
||||
(b*h*0.5f)
|
||||
}
|
||||
|
||||
def centroid: Point = {
|
||||
val cx = (points(0).x + points(1).x + points(2).x)/3f
|
||||
val cy = (points(0).y + points(1).y + points(2).y)/3f
|
||||
Point(cx, cy)
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -85,7 +85,7 @@ object Util {
|
||||
// negative if point a, b, and c are clockwise
|
||||
// zero if points are collinear
|
||||
// See: http://www-2.cs.cmu.edu/~quake/robust.html
|
||||
def orient(b: Point, a: Point, p: Point): Float = {
|
||||
def orient(a: Point, b: Point, p: Point): Float = {
|
||||
val acx = a.x - p.x
|
||||
val bcx = b.x - p.x
|
||||
val acy = a.y - p.y
|
||||
|
Loading…
Reference in New Issue
Block a user