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https://github.com/jhasse/poly2tri.git
synced 2024-11-30 01:03:30 +01:00
fixed cdt fill
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parent
81265ea832
commit
e5da8e98c8
@ -85,7 +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 = star
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var currentModel = nazcaMonkey
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def init(container: GameContainer) {
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selectModel(currentModel)
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@ -125,7 +125,7 @@ class Poly2TriDemo extends BasicGame("Poly2Tri") {
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}
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}
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if(!debug && !drawEarClip) {
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if(!debug && !drawEarClip && !drawCDT) {
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var i = 0
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for(t <- seidel.polygons) {
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val poly = new Polygon
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@ -74,13 +74,6 @@ class AFront(iTriangle: Triangle) {
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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, var triangle: Triangle) {
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@ -158,47 +158,40 @@ class CDT(val points: List[Point], val segments: List[Segment], iTriangle: Trian
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def march(n: Node) {
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var node = n
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/*
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var node = n.next
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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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if(node.next != null) {
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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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do {
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angle = fill(node)
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node = node.next
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} while(angle <= Math.Pi*0.5 && node.next != null)
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}
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node = n.prev
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// Update left
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if(node.prev != null) {
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var angle = 0.0
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do {
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angle = fill(node)
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node = node.prev
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} while(angle <= Math.Pi*0.5f && node.prev != null)
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}
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}
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def fill(node: Node) = {
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val a = (node.prev.point - node.point)
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val b = (node.next.point - node.point)
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val 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 points = Array(node.point, node.next.point, node.prev.point)
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val neighbors = Array(null, node.prev.triangle, node.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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aFront -= (node.prev, node, triangle)
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}
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angle
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}
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private def finalization {
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