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https://github.com/jhasse/poly2tri.git
synced 2024-11-19 12:06:09 +01:00
added new circumcenter test
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@ -210,6 +210,13 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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g.draw(triangle)
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g.draw(triangle)
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})
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})
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//slCDT.cList.foreach(c => {
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for(i <- 0 until 7) {
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val circ = new Circle(slCDT.cList(i).x, slCDT.cList(i).y, 0.5f)
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g.setColor(blue); g.draw(circ); g.fill(circ)
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}
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//})
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}
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}
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if(drawSegs) {
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if(drawSegs) {
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@ -243,6 +250,11 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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mousePressed = true
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mousePressed = true
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mousePosOld = mousePos
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mousePosOld = mousePos
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mousePos = Point(x, y)
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mousePos = Point(x, y)
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/*
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val point = mousePos/scaleFactor + Point(deltaX, deltaY)
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slCDT.addPoint(point)
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slCDT.triangulate
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*/
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}
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}
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/**
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/**
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@ -424,6 +436,15 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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slCDT triangulate
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slCDT triangulate
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val runTime = System.nanoTime - t1
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val runTime = System.nanoTime - t1
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if(slCDT.cList.size > 1) {
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//slCDT.addPoint(slCDT.cList(0))
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//slCDT.addPoint(slCDT.cList(1))
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println(slCDT.cList.size)
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for(i <- 0 until 7)
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slCDT.addPoint(slCDT.cList(i))
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slCDT.triangulate
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}
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println("CDT average (ms) = " + runTime*1e-6)
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println("CDT average (ms) = " + runTime*1e-6)
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println("Number of triangles = " + slCDT.triangles.size)
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println("Number of triangles = " + slCDT.triangles.size)
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println
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println
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@ -53,6 +53,9 @@ class CDT(polyLine: Array[Point], clearPoint: Point) {
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def triangleMesh = mesh.map
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def triangleMesh = mesh.map
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def debugTriangles = mesh.debug
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def debugTriangles = mesh.debug
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val cList = new ArrayBuffer[Point]
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var refine = false
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// Initialize edges
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// Initialize edges
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initEdges(polyLine)
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initEdges(polyLine)
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@ -62,9 +65,20 @@ class CDT(polyLine: Array[Point], clearPoint: Point) {
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points = points ++ holePolyLine.toList
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points = points ++ holePolyLine.toList
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}
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}
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// Add an internal point
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// Good for manually refining the mesh. Use this when you want to eliminate
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// skinny triangles
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def addPoint(point: Point) {
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points = point :: points
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}
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// Triangulate simple polygon with holes
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// Triangulate simple polygon with holes
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def triangulate {
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def triangulate {
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mesh.map.clear
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mesh.triangles.clear
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mesh.debug.clear
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var xmax, xmin = points.first.x
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var xmax, xmin = points.first.x
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var ymax, ymin = points.first.y
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var ymax, ymin = points.first.y
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@ -125,7 +139,6 @@ class CDT(polyLine: Array[Point], clearPoint: Point) {
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if(p1.x > p2.x) {
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if(p1.x > p2.x) {
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return List(p2, p1)
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return List(p2, p1)
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} else if(p1.x == p2.x) {
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} else if(p1.x == p2.x) {
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println(p1 + "," + p2)
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throw new Exception("Duplicate point")
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throw new Exception("Duplicate point")
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}
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}
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}
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}
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@ -139,8 +152,10 @@ class CDT(polyLine: Array[Point], clearPoint: Point) {
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// Implement sweep-line
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// Implement sweep-line
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private def sweep {
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private def sweep {
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// 48 67
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val size = if(refine) 68 else points.size
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for(i <- 1 until points.size) {
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for(i <- 1 until size) {
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val point = points(i)
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val point = points(i)
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// Process Point event
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// Process Point event
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@ -167,6 +182,17 @@ class CDT(polyLine: Array[Point], clearPoint: Point) {
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})
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})
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// Collect interior triangles constrained by edges
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// Collect interior triangles constrained by edges
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mesh clean cleanTri
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mesh clean cleanTri
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mesh.triangles.foreach(t => {
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if(t.thin) {
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val center = Util.circumcenter(t.points(0), t.points(1), t.points(2))
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cList += center
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refine = true
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//addPoint(center)
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//mesh.debug += t
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}
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})
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}
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}
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// Point event
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// Point event
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@ -286,12 +312,24 @@ class CDT(polyLine: Array[Point], clearPoint: Point) {
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nTriangles += pNode.triangle
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nTriangles += pNode.triangle
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pNode = pNode.next
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pNode = pNode.next
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while(pNode.point != point2 && edge > pNode.point) {
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while(pNode.point != point2) {
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points += pNode.point
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points += pNode.point
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nTriangles += pNode.triangle
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nTriangles += pNode.triangle
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pNode = pNode.next
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pNode = pNode.next
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}
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}
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val s = new Segment(first.point, first.next.point)
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if(s > point1) {
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mesh.map -= first.triangle
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first.triangle = first.triangle.neighborCW(first.point)
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val t = first.triangle.neighborAcross(first.point)
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val n = new Node(point1, t)
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first.next = n
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n.prev = first
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n.next = first.next.next
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n.next.prev = n
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}
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// Triangulate empty areas.
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// Triangulate empty areas.
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val T = new ArrayBuffer[Triangle]
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val T = new ArrayBuffer[Triangle]
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triangulate(points.toArray, List(point1, point2), T)
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triangulate(points.toArray, List(point1, point2), T)
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@ -305,6 +343,11 @@ class CDT(polyLine: Array[Point], clearPoint: Point) {
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// Mark constrained edge
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// Mark constrained edge
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T.last markEdge(point1, point2)
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T.last markEdge(point1, point2)
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if(pNode.point != edge.p) {
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println("span")
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//edgeEvent(edge, pNode)
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}
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} else if(firstTriangle.contains(edge.q, edge.p)) {
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} else if(firstTriangle.contains(edge.q, edge.p)) {
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// Constrained edge lies on the side of a triangle
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// Constrained edge lies on the side of a triangle
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// Mark constrained edge
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// Mark constrained edge
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@ -353,7 +353,8 @@ class Triangle(val points: Array[Point]) {
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val b = points(0).x - points(1).x
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val b = points(0).x - points(1).x
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val h = points(2).y - points(1).y
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val h = points(2).y - points(1).y
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(b*h*0.5f)
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Math.abs((b*h*0.5f))
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}
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}
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def centroid: Point = {
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def centroid: Point = {
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@ -363,4 +364,18 @@ class Triangle(val points: Array[Point]) {
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Point(cx, cy)
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Point(cx, cy)
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}
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}
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def thin: Boolean = {
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val a1 = (points(1) - points(0))
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val b1 = (points(2) - points(0))
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val a2 = (points(0) - points(1))
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val b2 = (points(2) - points(1))
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val angle1 = Math.abs(Math.atan2(a1 cross b1, a1 dot b1))
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val angle2 = Math.abs(Math.atan2(a2 cross b2, a2 dot b2))
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val angle3 = Math.Pi - angle1 - angle2
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// 30 degrees
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val minAngle = Math.Pi/6
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//println(angle1 + "," + angle2 + "," + angle3)
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(angle1 <= minAngle || angle2 <= minAngle || angle3 <= minAngle)
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}
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}
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}
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@ -131,6 +131,30 @@ object Util {
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return orient2d(pa, pb, c)
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return orient2d(pa, pb, c)
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}
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}
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}
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// Original by Jonathan Shewchuk
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// http://www.ics.uci.edu/~eppstein/junkyard/circumcenter.html
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def circumcenter(a: Point, b: Point, c: Point): Point = {
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/* Use coordinates relative to point `a' of the triangle. */
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val xba = b.x - a.x
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val yba = b.y - a.y
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val xca = c.x - a.x
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val yca = c.y - a.y
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/* Squares of lengths of the edges incident to `a'. */
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val balength = xba * xba + yba * yba
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val calength = xca * xca + yca * yca
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/* Calculate the denominator of the formulae. */
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val denominator = 0.5 / orient2d(b, c, a)
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/* Calculate offset (from `a') of circumcenter. */
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val xcirca = (yca * balength - yba * calength) * denominator
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val ycirca = (xba * calength - xca * balength) * denominator
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a + Point(xcirca.toFloat, ycirca.toFloat)
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}
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}
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// Returns triangle circumcircle point and radius
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// Returns triangle circumcircle point and radius
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