Ejemplo n.º 1
0
        /// <summary>
        ///     Enforce the Delaunay condition at an edge, fanning out recursively from
        ///     an existing vertex. Pay special attention to stacking inverted triangles.
        /// </summary>
        /// <param name="fixuptri"></param>
        /// <param name="leftside">
        ///     Indicates whether or not fixuptri is to the left of
        ///     the segment being inserted. (Imagine that the segment is pointing up from
        ///     endpoint1 to endpoint2.)
        /// </param>
        /// <remarks>
        ///     This is a support routine for inserting segments into a constrained
        ///     Delaunay triangulation.
        ///     The origin of fixuptri is treated as if it has just been inserted, and
        ///     the local Delaunay condition needs to be enforced. It is only enforced
        ///     in one sector, however, that being the angular range defined by
        ///     fixuptri.
        ///     This routine also needs to make decisions regarding the "stacking" of
        ///     triangles. (Read the description of ConstrainedEdge() below before
        ///     reading on here, so you understand the algorithm.) If the position of
        ///     the new vertex (the origin of fixuptri) indicates that the vertex before
        ///     it on the polygon is a reflex vertex, then "stack" the triangle by
        ///     doing nothing.  (fixuptri is an inverted triangle, which is how stacked
        ///     triangles are identified.)
        ///     Otherwise, check whether the vertex before that was a reflex vertex.
        ///     If so, perform an edge flip, thereby eliminating an inverted triangle
        ///     (popping it off the stack). The edge flip may result in the creation
        ///     of a new inverted triangle, depending on whether or not the new vertex
        ///     is visible to the vertex three edges behind on the polygon.
        ///     If neither of the two vertices behind the new vertex are reflex
        ///     vertices, fixuptri and fartri, the triangle opposite it, are not
        ///     inverted; hence, ensure that the edge between them is locally Delaunay.
        /// </remarks>
        private void DelaunayFixup(ref Otri fixuptri, bool leftside)
        {
            Otri   neartri = default(Otri);
            Otri   fartri = default(Otri);
            Osub   faredge = default(Osub);
            Vertex nearvertex, leftvertex, rightvertex, farvertex;

            fixuptri.Lnext(ref neartri);
            neartri.Sym(ref fartri);
            // Check if the edge opposite the origin of fixuptri can be flipped.
            if (fartri.tri.Id == Mesh.DUMMY)
            {
                return;
            }
            neartri.Pivot(ref faredge);
            if (faredge.seg.hash != Mesh.DUMMY)
            {
                return;
            }
            // Find all the relevant vertices.
            nearvertex  = neartri.Apex();
            leftvertex  = neartri.Org();
            rightvertex = neartri.Dest();
            farvertex   = fartri.Apex();
            // Check whether the previous polygon vertex is a reflex vertex.
            if (leftside)
            {
                if (RobustPredicates.CounterClockwise(nearvertex, leftvertex, farvertex) <= 0.0)
                {
                    // leftvertex is a reflex vertex too. Nothing can
                    // be done until a convex section is found.
                    return;
                }
            }
            else
            {
                if (RobustPredicates.CounterClockwise(farvertex, rightvertex, nearvertex) <= 0.0)
                {
                    // rightvertex is a reflex vertex too.  Nothing can
                    // be done until a convex section is found.
                    return;
                }
            }
            if (RobustPredicates.CounterClockwise(rightvertex, leftvertex, farvertex) > 0.0)
            {
                // fartri is not an inverted triangle, and farvertex is not a reflex
                // vertex.  As there are no reflex vertices, fixuptri isn't an
                // inverted triangle, either.  Hence, test the edge between the
                // triangles to ensure it is locally Delaunay.
                if (RobustPredicates.InCircle(leftvertex, farvertex, rightvertex, nearvertex) <= 0.0)
                {
                    return;
                }
                // Not locally Delaunay; go on to an edge flip.
            }
            // else fartri is inverted; remove it from the stack by flipping.
            mesh.Flip(ref neartri);
            fixuptri.Lprev(); // Restore the origin of fixuptri after the flip.
            // Recursively process the two triangles that result from the flip.
            DelaunayFixup(ref fixuptri, leftside);
            DelaunayFixup(ref fartri, leftside);
        }
Ejemplo n.º 2
0
        /// <summary>
        /// Merge two adjacent Delaunay triangulations into a single Delaunay triangulation.
        /// </summary>
        /// <param name="farleft">Bounding triangles of the left triangulation.</param>
        /// <param name="innerleft">Bounding triangles of the left triangulation.</param>
        /// <param name="innerright">Bounding triangles of the right triangulation.</param>
        /// <param name="farright">Bounding triangles of the right triangulation.</param>
        /// <param name="axis"></param>
        /// <remarks>
        /// This is similar to the algorithm given by Guibas and Stolfi, but uses
        /// a triangle-based, rather than edge-based, data structure.
        ///
        /// The algorithm walks up the gap between the two triangulations, knitting
        /// them together.  As they are merged, some of their bounding triangles
        /// are converted into real triangles of the triangulation.  The procedure
        /// pulls each hull's bounding triangles apart, then knits them together
        /// like the teeth of two gears.  The Delaunay property determines, at each
        /// step, whether the next "tooth" is a bounding triangle of the left hull
        /// or the right.  When a bounding triangle becomes real, its apex is
        /// changed from NULL to a real vertex.
        ///
        /// Only two new triangles need to be allocated.  These become new bounding
        /// triangles at the top and bottom of the seam.  They are used to connect
        /// the remaining bounding triangles (those that have not been converted
        /// into real triangles) into a single fan.
        ///
        /// On entry, 'farleft' and 'innerleft' are bounding triangles of the left
        /// triangulation.  The origin of 'farleft' is the leftmost vertex, and
        /// the destination of 'innerleft' is the rightmost vertex of the
        /// triangulation.  Similarly, 'innerright' and 'farright' are bounding
        /// triangles of the right triangulation.  The origin of 'innerright' and
        /// destination of 'farright' are the leftmost and rightmost vertices.
        ///
        /// On completion, the origin of 'farleft' is the leftmost vertex of the
        /// merged triangulation, and the destination of 'farright' is the rightmost
        /// vertex.
        /// </remarks>
        void MergeHulls(ref Otri farleft, ref Otri innerleft, ref Otri innerright,
                        ref Otri farright, int axis)
        {
            Otri   leftcand = default(Otri), rightcand = default(Otri);
            Otri   nextedge = default(Otri);
            Otri   sidecasing = default(Otri), topcasing = default(Otri), outercasing = default(Otri);
            Otri   checkedge = default(Otri);
            Otri   baseedge  = default(Otri);
            Vertex innerleftdest;
            Vertex innerrightorg;
            Vertex innerleftapex, innerrightapex;
            Vertex farleftpt, farrightpt;
            Vertex farleftapex, farrightapex;
            Vertex lowerleft, lowerright;
            Vertex upperleft, upperright;
            Vertex nextapex;
            Vertex checkvertex;
            bool   changemade;
            bool   badedge;
            bool   leftfinished, rightfinished;

            innerleftdest  = innerleft.Dest();
            innerleftapex  = innerleft.Apex();
            innerrightorg  = innerright.Org();
            innerrightapex = innerright.Apex();
            // Special treatment for horizontal cuts.
            if (UseDwyer && (axis == 1))
            {
                farleftpt    = farleft.Org();
                farleftapex  = farleft.Apex();
                farrightpt   = farright.Dest();
                farrightapex = farright.Apex();
                // The pointers to the extremal vertices are shifted to point to the
                // topmost and bottommost vertex of each hull, rather than the
                // leftmost and rightmost vertices.
                while (farleftapex.Y < farleftpt.Y)
                {
                    farleft.Lnext();
                    farleft.Sym();
                    farleftpt   = farleftapex;
                    farleftapex = farleft.Apex();
                }
                innerleft.Sym(ref checkedge);
                checkvertex = checkedge.Apex();
                while (checkvertex.Y > innerleftdest.Y)
                {
                    checkedge.Lnext(ref innerleft);
                    innerleftapex = innerleftdest;
                    innerleftdest = checkvertex;
                    innerleft.Sym(ref checkedge);
                    checkvertex = checkedge.Apex();
                }
                while (innerrightapex.Y < innerrightorg.Y)
                {
                    innerright.Lnext();
                    innerright.Sym();
                    innerrightorg  = innerrightapex;
                    innerrightapex = innerright.Apex();
                }
                farright.Sym(ref checkedge);
                checkvertex = checkedge.Apex();
                while (checkvertex.Y > farrightpt.Y)
                {
                    checkedge.Lnext(ref farright);
                    farrightapex = farrightpt;
                    farrightpt   = checkvertex;
                    farright.Sym(ref checkedge);
                    checkvertex = checkedge.Apex();
                }
            }
            // Find a line tangent to and below both hulls.
            do
            {
                changemade = false;
                // Make innerleftdest the "bottommost" vertex of the left hull.
                if (RobustPredicates.CounterClockwise(innerleftdest, innerleftapex, innerrightorg) > 0.0)
                {
                    innerleft.Lprev();
                    innerleft.Sym();
                    innerleftdest = innerleftapex;
                    innerleftapex = innerleft.Apex();
                    changemade    = true;
                }
                // Make innerrightorg the "bottommost" vertex of the right hull.
                if (RobustPredicates.CounterClockwise(innerrightapex, innerrightorg, innerleftdest) > 0.0)
                {
                    innerright.Lnext();
                    innerright.Sym();
                    innerrightorg  = innerrightapex;
                    innerrightapex = innerright.Apex();
                    changemade     = true;
                }
            } while (changemade);

            // Find the two candidates to be the next "gear tooth."
            innerleft.Sym(ref leftcand);
            innerright.Sym(ref rightcand);
            // Create the bottom new bounding triangle.
            mesh.MakeTriangle(ref baseedge);
            // Connect it to the bounding boxes of the left and right triangulations.
            baseedge.Bond(ref innerleft);
            baseedge.Lnext();
            baseedge.Bond(ref innerright);
            baseedge.Lnext();
            baseedge.SetOrg(innerrightorg);
            baseedge.SetDest(innerleftdest);
            // Apex is intentionally left NULL.

            // Fix the extreme triangles if necessary.
            farleftpt = farleft.Org();
            if (innerleftdest == farleftpt)
            {
                baseedge.Lnext(ref farleft);
            }
            farrightpt = farright.Dest();
            if (innerrightorg == farrightpt)
            {
                baseedge.Lprev(ref farright);
            }
            // The vertices of the current knitting edge.
            lowerleft  = innerleftdest;
            lowerright = innerrightorg;
            // The candidate vertices for knitting.
            upperleft  = leftcand.Apex();
            upperright = rightcand.Apex();
            // Walk up the gap between the two triangulations, knitting them together.
            while (true)
            {
                // Have we reached the top? (This isn't quite the right question,
                // because even though the left triangulation might seem finished now,
                // moving up on the right triangulation might reveal a new vertex of
                // the left triangulation. And vice-versa.)
                leftfinished  = RobustPredicates.CounterClockwise(upperleft, lowerleft, lowerright) <= 0.0;
                rightfinished = RobustPredicates.CounterClockwise(upperright, lowerleft, lowerright) <= 0.0;
                if (leftfinished && rightfinished)
                {
                    // Create the top new bounding triangle.
                    mesh.MakeTriangle(ref nextedge);
                    nextedge.SetOrg(lowerleft);
                    nextedge.SetDest(lowerright);
                    // Apex is intentionally left NULL.
                    // Connect it to the bounding boxes of the two triangulations.
                    nextedge.Bond(ref baseedge);
                    nextedge.Lnext();
                    nextedge.Bond(ref rightcand);
                    nextedge.Lnext();
                    nextedge.Bond(ref leftcand);

                    // Special treatment for horizontal cuts.
                    if (UseDwyer && (axis == 1))
                    {
                        farleftpt    = farleft.Org();
                        farleftapex  = farleft.Apex();
                        farrightpt   = farright.Dest();
                        farrightapex = farright.Apex();
                        farleft.Sym(ref checkedge);
                        checkvertex = checkedge.Apex();
                        // The pointers to the extremal vertices are restored to the
                        // leftmost and rightmost vertices (rather than topmost and
                        // bottommost).
                        while (checkvertex.X < farleftpt.X)
                        {
                            checkedge.Lprev(ref farleft);
                            farleftapex = farleftpt;
                            farleftpt   = checkvertex;
                            farleft.Sym(ref checkedge);
                            checkvertex = checkedge.Apex();
                        }
                        while (farrightapex.X > farrightpt.X)
                        {
                            farright.Lprev();
                            farright.Sym();
                            farrightpt   = farrightapex;
                            farrightapex = farright.Apex();
                        }
                    }
                    return;
                }
                // Consider eliminating edges from the left triangulation.
                if (!leftfinished)
                {
                    // What vertex would be exposed if an edge were deleted?
                    leftcand.Lprev(ref nextedge);
                    nextedge.Sym();
                    nextapex = nextedge.Apex();
                    // If nextapex is NULL, then no vertex would be exposed; the
                    // triangulation would have been eaten right through.
                    if (nextapex != null)
                    {
                        // Check whether the edge is Delaunay.
                        badedge = RobustPredicates.InCircle(lowerleft, lowerright, upperleft, nextapex) > 0.0;
                        while (badedge)
                        {
                            // Eliminate the edge with an edge flip.  As a result, the
                            // left triangulation will have one more boundary triangle.
                            nextedge.Lnext();
                            nextedge.Sym(ref topcasing);
                            nextedge.Lnext();
                            nextedge.Sym(ref sidecasing);
                            nextedge.Bond(ref topcasing);
                            leftcand.Bond(ref sidecasing);
                            leftcand.Lnext();
                            leftcand.Sym(ref outercasing);
                            nextedge.Lprev();
                            nextedge.Bond(ref outercasing);
                            // Correct the vertices to reflect the edge flip.
                            leftcand.SetOrg(lowerleft);
                            leftcand.SetDest(null);
                            leftcand.SetApex(nextapex);
                            nextedge.SetOrg(null);
                            nextedge.SetDest(upperleft);
                            nextedge.SetApex(nextapex);
                            // Consider the newly exposed vertex.
                            upperleft = nextapex;
                            // What vertex would be exposed if another edge were deleted?
                            sidecasing.Copy(ref nextedge);
                            nextapex = nextedge.Apex();
                            if (nextapex != null)
                            {
                                // Check whether the edge is Delaunay.
                                badedge = RobustPredicates.InCircle(lowerleft, lowerright, upperleft, nextapex) > 0.0;
                            }
                            else
                            {
                                // Avoid eating right through the triangulation.
                                badedge = false;
                            }
                        }
                    }
                }
                // Consider eliminating edges from the right triangulation.
                if (!rightfinished)
                {
                    // What vertex would be exposed if an edge were deleted?
                    rightcand.Lnext(ref nextedge);
                    nextedge.Sym();
                    nextapex = nextedge.Apex();
                    // If nextapex is NULL, then no vertex would be exposed; the
                    // triangulation would have been eaten right through.
                    if (nextapex != null)
                    {
                        // Check whether the edge is Delaunay.
                        badedge = RobustPredicates.InCircle(lowerleft, lowerright, upperright, nextapex) > 0.0;
                        while (badedge)
                        {
                            // Eliminate the edge with an edge flip.  As a result, the
                            // right triangulation will have one more boundary triangle.
                            nextedge.Lprev();
                            nextedge.Sym(ref topcasing);
                            nextedge.Lprev();
                            nextedge.Sym(ref sidecasing);
                            nextedge.Bond(ref topcasing);
                            rightcand.Bond(ref sidecasing);
                            rightcand.Lprev();
                            rightcand.Sym(ref outercasing);
                            nextedge.Lnext();
                            nextedge.Bond(ref outercasing);
                            // Correct the vertices to reflect the edge flip.
                            rightcand.SetOrg(null);
                            rightcand.SetDest(lowerright);
                            rightcand.SetApex(nextapex);
                            nextedge.SetOrg(upperright);
                            nextedge.SetDest(null);
                            nextedge.SetApex(nextapex);
                            // Consider the newly exposed vertex.
                            upperright = nextapex;
                            // What vertex would be exposed if another edge were deleted?
                            sidecasing.Copy(ref nextedge);
                            nextapex = nextedge.Apex();
                            if (nextapex != null)
                            {
                                // Check whether the edge is Delaunay.
                                badedge = RobustPredicates.InCircle(lowerleft, lowerright, upperright, nextapex) > 0.0;
                            }
                            else
                            {
                                // Avoid eating right through the triangulation.
                                badedge = false;
                            }
                        }
                    }
                }
                if (leftfinished || (!rightfinished &&
                                     (RobustPredicates.InCircle(upperleft, lowerleft, lowerright, upperright) > 0.0)))
                {
                    // Knit the triangulations, adding an edge from 'lowerleft'
                    // to 'upperright'.
                    baseedge.Bond(ref rightcand);
                    rightcand.Lprev(ref baseedge);
                    baseedge.SetDest(lowerleft);
                    lowerright = upperright;
                    baseedge.Sym(ref rightcand);
                    upperright = rightcand.Apex();
                }
                else
                {
                    // Knit the triangulations, adding an edge from 'upperleft'
                    // to 'lowerright'.
                    baseedge.Bond(ref leftcand);
                    leftcand.Lnext(ref baseedge);
                    baseedge.SetOrg(lowerright);
                    lowerleft = upperleft;
                    baseedge.Sym(ref leftcand);
                    upperleft = leftcand.Apex();
                }
            }
        }