/// <summary> /// 指定されたバイナリヒープリストへ値を追加する /// </summary> /// <param name="list">追加先リスト、バイナリヒープになっている必要がある</param> /// <param name="value">追加値</param> /// <param name="comparer">比較インターフェース</param> public static void PushHeap(FList <T> list, T value, IComparer <T> comparer) { list.Add(value); var last = list.Count; if (2 <= last) { --last; PushHeapByIndex(list, last, 0, list[last], comparer); } }
public static void triangulate <T>(Project <T> project, FList <T> poly, FList <TriIdx> result) { var N = poly.Count; result.Clear(); if (N < 3) { return; } result.Capacity = poly.Count - 2; if (N == 3) { result.Add(new TriIdx(0, 1, 2)); return; } var vinfo = new vertex_info[N]; vinfo[0] = new vertex_info(project(poly[0]), 0); for (int i = 1; i < N - 1; ++i) { vinfo[i] = new vertex_info(project(poly[i]), i); vinfo[i].prev = vinfo[i - 1]; vinfo[i - 1].next = vinfo[i]; } vinfo[N - 1] = new vertex_info(project(poly[N - 1]), N - 1); vinfo[N - 1].prev = vinfo[N - 2]; vinfo[N - 1].next = vinfo[0]; vinfo[0].prev = vinfo[N - 1]; vinfo[N - 2].next = vinfo[N - 1]; for (int i = 0; i < N; ++i) { vinfo[i].recompute(); } var begin = vinfo[0]; removeDegeneracies(ref begin, result); doTriangulate(begin, result); }
static int removeDegeneracies(ref vertex_info begin, FList <TriIdx> result) { vertex_info v; vertex_info n; int count = 0; int remain = 0; v = begin; do { v = v.next; ++remain; } while (v != begin); v = begin; do { if (remain < 4) { break; } bool remove = false; if (v.p == v.next.p) { remove = true; } else if (v.p == v.next.next.p) { if (v.next.p == v.next.next.next.p) { // a 'z' in the loop: z (a) b a b c . remove a-b-a . z (a) a b c . remove a-a-b (next loop) . z a b c // z --(a)-- b // / // / // a -- b -- d remove = true; } else { // a 'shard' in the loop: z (a) b a c d . remove a-b-a . z (a) a b c d . remove a-a-b (next loop) . z a b c d // z --(a)-- b // / // / // a -- c -- d // n.b. can only do this if the shard is pointing out of the polygon. i.e. b is outside z-a-c remove = !internalToAngle(v.next.next.next, v, v.prev, v.next.p); } } if (remove) { result.Add(new TriIdx(v.idx, v.next.idx, v.next.next.idx)); n = v.next; if (n == begin) { begin = n.next; } n.remove(); count++; remain--; } else { v = v.next; } } while (v != begin); return(count); }
/** * \brief Merge a set of holes into a polygon. (templated) * * Take a polygon loop and a collection of hole loops, and patch * the hole loops into the polygon loop, returning a vector of * vertices from the polygon and holes, which describes a new * polygon boundary with no holes. The new polygon boundary is * constructed via the addition of edges * joining the polygon * loop to the holes. * * This may be applied to arbitrary vertex data (generally * carve::geom3d::Vertex pointers), but a projection function must * be supplied to convert vertices to coordinates in 2-space, in * which the work is performed. * * @tparam project_t A functor which converts vertices to a 2d * projection. * @tparam vert_t The vertex type. * @param project The projection functor. * @param f_loop The polygon loop into which holes are to be * incorporated. * @param h_loops The set of hole loops to be incorporated. * * @return A vector of vertex pointers. */ public static FList <T> incorporateHolesIntoPolygon <T>(Project <T> project, FList <T> f_loop, FList <FList <T> > h_loops) { var N = f_loop.Count; // work out how much space to reserve for the patched in holes. for (int i = h_loops.Count - 1; i != -1; i--) { N += 2 + h_loops[i].Count; } // this is the vector that we will build the result in. var current_f_loop = new FList <T>(N); current_f_loop.AddRange(f_loop); var h_loop_min_vertex = new FList <Iterator <T> >(h_loops.Count); // find the major axis for the holes - this is the axis that we // will sort on for finding vertices on the polygon to join // holes up to. // // it might also be nice to also look for whether it is better // to sort ascending or descending. // // another trick that could be used is to modify the projection // by 90 degree rotations or flipping about an axis. just as // long as we keep the carve::geom3d::Vector pointers for the // real data in sync, everything should be ok. then we wouldn't // need to accomodate axes or sort order in the main loop. // find the bounding box of all the holes. bool first = true; element min_x = element.MaxValue, min_y = element.MaxValue, max_x = element.MinValue, max_y = element.MinValue; for (int i = h_loops.Count - 1; i != -1; i--) { var hole = h_loops[i]; for (int j = hole.Count - 1; j != -1; j--) { var curr = project(hole[j]); if (first) { min_x = max_x = curr.X; min_y = max_y = curr.Y; first = false; } else { if (curr.X < min_x) { min_x = curr.X; } if (curr.Y < min_y) { min_y = curr.Y; } if (max_x < curr.X) { max_x = curr.X; } if (max_y < curr.Y) { max_y = curr.Y; } } } } // choose the axis for which the bbox is largest. int axis = (max_x - min_x) > (max_y - min_y) ? 0 : 1; // for each hole, find the minimum vertex in the chosen axis. for (int i = 0, n = h_loops.Count; i < n; i++) { var hole = h_loops[i]; var best_i = MinElementIndex(hole, new order_h_loops <T>(project, axis)); h_loop_min_vertex.Add(new Iterator <T>(hole, best_i)); } // sort the holes by the minimum vertex. h_loop_min_vertex.Sort(new order_h_loops_iterator <T>(project, axis)); // now, for each hole, find a vertex in the current polygon loop that it can be joined to. for (int i = 0; i < h_loop_min_vertex.Count; ++i) { var N_f_loop = current_f_loop.Count; // the index of the vertex in the hole to connect. var h_loop_connect = h_loop_min_vertex[i].value; var hole_min = project(h_loop_connect); // we order polygon loop vertices that may be able to be connected // to the hole vertex by their distance to the hole vertex var f_loop_heap = new PriorityQueue <int>(new heap_ordering <T>(project, current_f_loop, h_loop_connect, axis), N); for (int j = 0; j < N_f_loop; ++j) { // it is guaranteed that there exists a polygon vertex with // coord < the min hole coord chosen, which can be joined to // the min hole coord without crossing the polygon // boundary. also, because we merge holes in ascending // order, it is also true that this join can never cross // another hole (and that doesn't need to be tested for). if (project(current_f_loop[j])[axis] <= hole_min[axis]) { f_loop_heap.Push(j); } } // we are going to test each potential (according to the // previous test) polygon vertex as a candidate join. we order // by closeness to the hole vertex, so that the join we make // is as small as possible. to test, we need to check the // joining line segment does not cross any other line segment // in the current polygon loop (excluding those that have the // vertex that we are attempting to join with as an endpoint). var attachment_point = current_f_loop.Count; while (f_loop_heap.Count != 0) { var curr = f_loop_heap.Pop(); // test the candidate join from current_f_loop[curr] to hole_min if (!testCandidateAttachment(project, current_f_loop, curr, hole_min)) { continue; } attachment_point = curr; break; } if (attachment_point == current_f_loop.Count) { throw new ApplicationException("didn't manage to link up hole!"); } patchHoleIntoPolygon(current_f_loop, attachment_point, h_loop_min_vertex[i]); } return(current_f_loop); }
static bool doTriangulate(vertex_info begin, FList <TriIdx> result) { var vq = new EarQueue(); var v = begin; int remain = 0; do { if (v.isCandidate()) { vq.push(v); } v = v.next; remain++; } while (v != begin); while (remain > 3 && vq.size() != 0) { var v2 = vq.pop(); if (!v2.isClipable()) { v2.failed = true; continue; } continue_clipping: var n = v2.next; var p = v2.prev; result.Add(new TriIdx(v2.prev.idx, v2.idx, v2.next.idx)); v2.remove(); if (v2 == begin) { begin = v2.next; } if (--remain == 3) { break; } vq.updateVertex(n); vq.updateVertex(p); if (n.score < p.score) { var t = n; n = p; p = t; } if (n.score > 0.25 && n.isCandidate() && n.isClipable()) { vq.remove(n); v2 = n; goto continue_clipping; } if (p.score > 0.25 && p.isCandidate() && p.isClipable()) { vq.remove(p); v2 = p; goto continue_clipping; } } if (remain > 3) { remain -= removeDegeneracies(ref begin, result); if (remain > 3) { return(splitAndResume(begin, result)); } } if (remain == 3) { result.Add(new TriIdx(begin.idx, begin.next.idx, begin.next.next.idx)); } var d = begin; do { var n = d.next; d = n; } while (d != begin); return(true); }