//四角形のポリゴン割りをフリップ(割り方を変更)。アルゴリズムのための未チェックの線分を返す private static LDIndexLineList flipTriangles(LDTriangle ta, LDTriangle tb, LDIndexLine l, LDTriangleList triangles) { Debug.Assert(!(ta == tb)); Debug.Assert(ta.isSharedLine(tb)); LDIndexLineList uncheckedLines = new LDIndexLineList(); //指定の線で繋がっていない点を取得 int index1 = ta.getIndexWithoutLine(l); int index2 = tb.getIndexWithoutLine(l); LDTriangle tc = new LDTriangle(index1, index2, l.getIndex1()); LDTriangle td = new LDTriangle(index1, index2, l.getIndex2()); triangles.RemoveAll(triangle => triangle == ta); triangles.RemoveAll(triangle => triangle == tb); triangles.Add(tc); triangles.Add(td); uncheckedLines.Add(new LDIndexLine(index1, l.getIndex1())); uncheckedLines.Add(new LDIndexLine(index2, l.getIndex1())); uncheckedLines.Add(new LDIndexLine(index1, l.getIndex2())); uncheckedLines.Add(new LDIndexLine(index2, l.getIndex2())); return(uncheckedLines); }
} // static LDTriangleList exec(LDPointList form,LDIndexLineList limitedLines);//TODO ,LDProgress progress private static void triangulationFromPoint(LDPointList form, LDPoint p, LDTriangleList triangles) { // A2-1) piを含む三角形ABCを発見し, この三角形をAB pi, BC pi, CA pi の3個の三角形に分割. // この時, 辺AB, BC, CAをスタックSに積む (最初の一点のときには,super triangleが見つかる) for (int i = 0; i < triangles.length();) { LDTriangle t = triangles[i]; if (!TriangleUtil.containsPoint(t.toPolygon(form), p)) { //対象の三角形の外側なら次へ i++; continue; } // 古い三角形をリストから削除して、分割した三角形を追加 triangles.RemoveAll(item => item == t); int index = form.IndexOf(p); Debug.Assert(index >= 0); triangles.Add(new LDTriangle(index, t.getIndex1(), t.getIndex2())); triangles.Add(new LDTriangle(index, t.getIndex2(), t.getIndex3())); triangles.Add(new LDTriangle(index, t.getIndex3(), t.getIndex1())); //TODO すでにある線分で制限する機能が未移植 // if ( limitLineList.size() != 0 ) // { // flipCheckWithLimit( t.p1, t.p2, t.p3 , pg ); // } // else // { optimizePolygonSeparate(form, t, triangles); // } } }
//四角形のポリゴン割りをフリップ(割り方を変更)。アルゴリズムのための未チェックの線分を返す private static LDIndexLineList flipTriangles(LDTriangle ta, LDTriangle tb, LDIndexLine l, LDTriangleList triangles) { Debug.Assert(!(ta == tb)); Debug.Assert(ta.isSharedLine(tb)); LDIndexLineList uncheckedLines = new LDIndexLineList(); //指定の線で繋がっていない点を取得 int index1 = ta.getIndexWithoutLine(l); int index2 = tb.getIndexWithoutLine(l); LDTriangle tc = new LDTriangle(index1, index2, l.getIndex1()); LDTriangle td = new LDTriangle(index1, index2, l.getIndex2()); triangles.RemoveAll(triangle => triangle == ta); triangles.RemoveAll(triangle => triangle == tb); triangles.Add(tc); triangles.Add(td); uncheckedLines.Add(new LDIndexLine(index1, l.getIndex1())); uncheckedLines.Add(new LDIndexLine(index2, l.getIndex1())); uncheckedLines.Add(new LDIndexLine(index1, l.getIndex2())); uncheckedLines.Add(new LDIndexLine(index2, l.getIndex2())); return uncheckedLines; }
public static LDTriangleList exec(LDPointList form)//TODO ,LDProgress progress { //Debug.Assert(form.length() == form.toList().toSet().size()); LDTriangleList result = new LDTriangleList(); int formSize = form.size(); if (formSize < 2) { return(result); } //A1) 点群を包含する十分大きな三角形(super triangle)を追加する LDPolygon hugeTriangle = TriangleUtil.getHugeTriangle(form); int index1 = form.length(); int index2 = index1 + 1; int index3 = index2 + 1; form.Add(hugeTriangle[0]); form.Add(hugeTriangle[1]); form.Add(hugeTriangle[2]); LDTriangle t = new LDTriangle(index1, index2, index3); result.Add(t); //A2) i番目の頂点piを三角形分割図形に追加 for (int i = 0; i < formSize; i++) { LDPoint pi = form[i]; // A2-1) piを含む三角形ABCを発見し, この三角形をAB pi, BC pi, CA pi の3個の三角形に分割. triangulationFromPoint(form, pi, result); } // 最後に、外部三角形の頂点を削除 result.removePoint(index1); result.removePoint(index2); result.removePoint(index3); return(result); } // static LDTriangleList exec(LDPointList form,LDIndexLineList limitedLines);//TODO ,LDProgress progress
//TODO ,LDProgress progress public static LDTriangleList exec(LDPointList form) { //Debug.Assert(form.length() == form.toList().toSet().size()); LDTriangleList result = new LDTriangleList(); int formSize = form.size(); if (formSize < 2) { return result; } //A1) 点群を包含する十分大きな三角形(super triangle)を追加する LDPolygon hugeTriangle = TriangleUtil.getHugeTriangle(form); int index1 = form.length(); int index2 = index1 + 1; int index3 = index2 + 1; form.Add(hugeTriangle[0]); form.Add(hugeTriangle[1]); form.Add(hugeTriangle[2]); LDTriangle t = new LDTriangle(index1, index2, index3); result.Add(t); //A2) i番目の頂点piを三角形分割図形に追加 for (int i = 0; i < formSize; i++) { LDPoint pi = form[i]; // A2-1) piを含む三角形ABCを発見し, この三角形をAB pi, BC pi, CA pi の3個の三角形に分割. triangulationFromPoint(form, pi, result); } // 最後に、外部三角形の頂点を削除 result.removePoint(index1); result.removePoint(index2); result.removePoint(index3); return result; }
private static void triangulationFromPoint(LDPointList form, LDPoint p, LDTriangleList triangles) { // A2-1) piを含む三角形ABCを発見し, この三角形をAB pi, BC pi, CA pi の3個の三角形に分割. // この時, 辺AB, BC, CAをスタックSに積む (最初の一点のときには,super triangleが見つかる) for (int i = 0; i < triangles.length();) { LDTriangle t = triangles[i]; if (!TriangleUtil.containsPoint(t.toPolygon(form), p)) { //対象の三角形の外側なら次へ i++; continue; } // 古い三角形をリストから削除して、分割した三角形を追加 triangles.RemoveAll(item => item == t); int index = form.IndexOf(p); Debug.Assert(index >= 0); triangles.Add(new LDTriangle(index, t.getIndex1(), t.getIndex2())); triangles.Add(new LDTriangle(index, t.getIndex2(), t.getIndex3())); triangles.Add(new LDTriangle(index, t.getIndex3(), t.getIndex1())); //TODO すでにある線分で制限する機能が未移植 // if ( limitLineList.size() != 0 ) // { // flipCheckWithLimit( t.p1, t.p2, t.p3 , pg ); // } // else // { optimizePolygonSeparate(form, t, triangles); // } } }
LDTriangleList simpleTriangle() { LDTriangleList triangles=new LDTriangleList(); LDTriangle t1=new LDTriangle(0, 1, 2); triangles.Add(t1); return triangles; }