added holes; restructured code; bug hunting

This commit is contained in:
zzzzrrr 2009-08-19 18:06:17 -04:00
parent 7f999024b9
commit b67a9b4495
8 changed files with 402 additions and 139 deletions

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@ -58,6 +58,8 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
// Sedidel Triangulator
var seidel: Triangulator = null
var segments: ArrayBuffer[Segment] = null
var chestSegs: ArrayBuffer[Segment] = null
var headSegs: ArrayBuffer[Segment] = null
// EarClip Triangulator
val earClip = new EarClip
@ -86,8 +88,9 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
val strange = "data/strange.dat"
val i18 = "data/i.18"
val tank = "data/tank.dat"
val dude = "data/dude.dat"
var currentModel = nazcaHeron
var currentModel = dude
var doCDT = true
var mouseButton = 0
@ -112,12 +115,12 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
def render(container: GameContainer, g: Graphics) {
g.drawString("'1-8' to cycle models, mouse to pan & zoom", 10, 520)
g.drawString("'1-9' to cycle models, mouse to pan & zoom", 10, 520)
g.drawString("'SPACE' to show Seidel debug info", 10, 532)
g.drawString("'m' to show trapezoidal map (Seidel debug mode)", 10, 544)
g.drawString("'e' to switch Seidel / EarClip", 10, 556)
g.drawString("'d' to switch CDT / Seidel", 10, 568)
g.drawString("'c' to how CDT mesh", 10, 580)
g.drawString("'c' to show CDT mesh, 's' to draw edges", 10, 580)
g.scale(scaleFactor, scaleFactor)
g.translate(deltaX, deltaY)
@ -177,7 +180,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
val draw = if(drawcdtMesh) slCDT.triangleMesh else slCDT.triangles
draw.foreach( t => {
if(true) {
for(i <- 0 to 2) {
val s = t.points(i)
val e = if(i == 2) t.points(0) else t.points(i + 1)
@ -188,14 +191,14 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
g.setColor(red)
g.drawLine(s.x,s.y,e.x,e.y)
}
/*
} else {
val triangle = new Polygon
triangle.addPoint(t.points(0).x, t.points(0).y)
triangle.addPoint(t.points(1).x, t.points(1).y)
triangle.addPoint(t.points(2).x, t.points(2).y)
g.setColor(red)
g.draw(triangle)
*/
}
})
slCDT.debugTriangles.foreach( t => {
@ -217,6 +220,18 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
}
}
if(currentModel == "data/dude.dat" && drawSegs) {
g.setColor(green)
for(i <- 0 until chestSegs.size) {
val s = chestSegs(i)
g.drawLine(s.p.x,s.p.y,s.q.x,s.q.y)
}
for(i <- 0 until headSegs.size) {
val s = headSegs(i)
g.drawLine(s.p.x,s.p.y,s.q.x,s.q.y)
}
}
}
/**
@ -289,6 +304,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
if(c == '6') selectModel(i18)
if(c == '7') selectModel(nazcaHeron)
if(c == '8') selectModel(tank)
if(c == '9') selectModel(dude)
if(c == 's') drawSegs = !drawSegs
if(c == 'c') drawcdtMesh = !drawcdtMesh
if(c == 'e') {drawEarClip = !drawEarClip; drawCDT = false; selectModel(currentModel)}
@ -297,50 +313,47 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
def selectModel(model: String) {
model match {
case "data/nazca_monkey.dat" =>
CDT.clearPoint = 50
loadModel(nazcaMonkey, 4.5f, Point(400, 300), 1500)
val clearPoint = Point(418, 282)
loadModel(nazcaMonkey, 4.5f, Point(400, 300), 1500, clearPoint)
case "data/bird.dat" =>
CDT.clearPoint = 80
loadModel(bird, 25f, Point(400, 300), 350)
val clearPoint = Point(400, 300)
loadModel(bird, 25f, Point(400, 300), 350, clearPoint)
case "data/i.snake" =>
doCDT = true; drawCDT = true
CDT.clearPoint = 6
loadModel(snake, 10f, Point(600, 300), 10)
val clearPoint = Point(336f, 196f)
loadModel(snake, 10f, Point(600, 300), 10, clearPoint)
case "data/star.dat" =>
doCDT = true; drawCDT = true
CDT.clearPoint = 6
loadModel(star, -1f, Point(0f, 0f), 10)
val clearPoint = Point(400, 204)
loadModel(star, -1f, Point(0f, 0f), 10, clearPoint)
case "data/strange.dat" =>
doCDT = true; drawCDT = true
CDT.clearPoint = 13
loadModel(strange, -1f, Point(0f, 0f), 15)
val clearPoint = Point(400, 268)
loadModel(strange, -1f, Point(0f, 0f), 15, clearPoint)
case "data/i.18" =>
doCDT = true; drawCDT = true
CDT.clearPoint = 7
loadModel(i18, 20f, Point(600f, 500f), 20)
val clearPoint = Point(510, 385)
loadModel(i18, 20f, Point(600f, 500f), 20, clearPoint)
case "data/nazca_heron_old.dat" =>
//doCDT = false; drawCDT = false; drawcdtMesh = false
CDT.clearPoint = 100
loadModel(nazcaHeron, 4.2f, Point(400f, 300f), 1500)
val clearPoint = Point(85, 290)
loadModel(nazcaHeron, 4.2f, Point(400f, 300f), 1500, clearPoint)
case "data/tank.dat" =>
//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)
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)
case _ =>
assert(false)
}
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

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@ -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))

View File

@ -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 {
// Inital triangle factor
val ALPHA = 0.3f
var clearPoint = 0
class CDT(polyLine: Array[Point], clearPoint: Point) {
// Triangulate simple polygon
def init(points: ArrayBuffer[Point]): CDT = {
// Triangle list
def triangles = mesh.triangles
def triangleMesh = mesh.map
def debugTriangles = mesh.debug
// Initialize edges
initEdges(polyLine)
// 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
// 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
val tPoints = Array(sortedPoints(0), p1, p2)
val iTriangle = new Triangle(tPoints)
new CDT(sortedPoints, segments, iTriangle)
}
// 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) {
// 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
private def pointSort: List[Point] =
Util.msort((p1: Point, p2: Point) => p1 > p2)(points)
// 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
@ -207,11 +197,8 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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]
@ -221,7 +208,9 @@ 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]
@ -261,8 +250,11 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
val point1 = if(ahead) edge.q else edge.p
val point2 = if(ahead) edge.p else edge.q
val sNode = aFront.locate(point1)
val eNode = aFront.locate(point2)
val sNode = if(ahead) node else aFront.locate(point1).prev
val eNode = aFront.locate(point2).next
//mesh.debug += sNode.triangle
//mesh.debug += eNode.triangle
aFront.constrainedEdge(sNode, eNode, T1, T2, edge)
@ -270,8 +262,14 @@ 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) {
@ -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
}

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@ -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]

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@ -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)
}
}

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@ -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