Exemple #1
0
        /// <summary>
        /// Generate the Voronoi diagram from given triangle mesh..
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="bounded"></param>
        protected void Generate(Mesh mesh)
        {
            mesh.Renumber();

            base.edges = new List <HalfEdge>();
            this.rays  = new List <HalfEdge>();

            // Allocate space for Voronoi diagram.
            var vertices = new Vertex[mesh.triangles.Count + mesh.hullsize];
            var faces    = new Face[mesh.vertices.Count];

            if (factory == null)
            {
                factory = new DefaultVoronoiFactory();
            }

            factory.Initialize(vertices.Length, 2 * mesh.NumberOfEdges, faces.Length);

            // Compute triangles circumcenters.
            var map = ComputeVertices(mesh, vertices);

            // Create all Voronoi faces.
            foreach (var vertex in mesh.vertices.Values)
            {
                faces[vertex.id] = factory.CreateFace(vertex);
            }

            ComputeEdges(mesh, vertices, faces, map);

            // At this point all edges are computed, but the (edge.next) pointers aren't set.
            ConnectEdges(map);

            base.vertices = new List <Vertex>(vertices);
            base.faces    = new List <Face>(faces);
        }
        /// <summary>
        /// Generate the Voronoi diagram from given triangle mesh..
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="bounded"></param>
        protected void Generate(Mesh mesh)
        {
            mesh.Renumber();

            base.edges = new List<HalfEdge>();
            this.rays = new List<HalfEdge>();

            // Allocate space for Voronoi diagram.
            var vertices = new Vertex[mesh.triangles.Count + mesh.hullsize];
            var faces = new Face[mesh.vertices.Count];

            if (factory == null)
            {
                factory = new DefaultVoronoiFactory();
            }

            factory.Initialize(vertices.Length, 2 * mesh.NumberOfEdges, faces.Length);

            // Compute triangles circumcenters.
            var map = ComputeVertices(mesh, vertices);

            // Create all Voronoi faces.
            foreach (var vertex in mesh.vertices.Values)
            {
                faces[vertex.id] = factory.CreateFace(vertex);
            }

            ComputeEdges(mesh, vertices, faces, map);

            // At this point all edges are computed, but the (edge.next) pointers aren't set.
            ConnectEdges(map);

            base.vertices = new List<Vertex>(vertices);
            base.faces = new List<Face>(faces);
        }
        /**
         *      Iterate over every edge in the voronoi graph building edge objects and connecting centers and corners.
         *      This method is very important to complete the graph to be used for all later stages!
         */
        internal static List <Edge> createEdges(VoronoiBase voronoi, List <Center> centers, List <Corner> corners)
        {
            List <Edge>     edges     = new List <Edge>();
            List <HalfEdge> halfEdges = voronoi.HalfEdges;

            foreach (HalfEdge e0 in halfEdges)
            {
                HalfEdge e1 = e0.Twin;
                if (e1.ID < e0.ID)
                {
                    continue;
                }

                TriangleNet.Topology.DCEL.Vertex v0 = e0.Origin;
                TriangleNet.Topology.DCEL.Vertex v1 = e1.Origin;

                Corner corner0 = corners[v0.ID];
                Corner corner1 = corners[v1.ID];

                Face   face0    = e0.Face;
                Face   face1    = e1.Face;
                Center center0  = face0.ID < 0 ? null : centers[face0.ID];
                Center center1  = face1.ID < 0 ? null : centers[face1.ID];
                bool   isBorder = center0 == null || center1 == null;
                edges.Add(makeEdge(isBorder, corner0, corner1, center0, center1));
            }
            return(edges);
        }
        internal static List <Corner> createCorners(List <TriangleNet.Topology.DCEL.Vertex> vertices)
        {
            List <Corner> idCorners = new List <Corner>(vertices.Count);

            for (int i = 0; i < vertices.Count; i++)
            {
                TriangleNet.Topology.DCEL.Vertex vertex = vertices[i];
                idCorners.Add(new Corner(new Coord((float)vertex.X, 0, (float)vertex.Y)));
            }
            return(idCorners);
        }
        /// <summary>
        /// Generate the Voronoi diagram from given triangle mesh..
        /// </summary>
        /// <param name="mesh"></param>
        protected void Generate(Mesh mesh)
        {
            base.edges = new List <HalfEdge>();
            this.rays  = new List <HalfEdge>();

            // Undead vertices cannot be Voronoi cell generators.
            int count = mesh.vertices.Count - mesh.undeads;

            // Allocate space for Voronoi diagram.
            var vertices = new Vertex[mesh.triangles.Count + mesh.hullsize];
            var faces    = new Face[count];

            if (factory == null)
            {
                factory = new DefaultVoronoiFactory();
            }

            factory.Initialize(vertices.Length, 2 * mesh.NumberOfEdges, faces.Length);

            // Compute triangles circumcenters.
            var map = ComputeVertices(mesh, vertices);

            // Ensure linear numbering of vertices (excluding undeads).
            int vid = 0;

            // Create all Voronoi faces, skipping undead vertices.
            foreach (var vertex in mesh.vertices.Values)
            {
                if (vertex.type == VertexType.UndeadVertex)
                {
                    vertex.id = count++;
                }
                else
                {
                    vertex.id        = vid++;
                    faces[vertex.id] = factory.CreateFace(vertex);
                }
            }

            ComputeEdges(mesh, vertices, faces, map);

            // At this point all edges are computed, but the (edge.next) pointers aren't set.
            ConnectEdges(map);

            base.vertices = new List <Vertex>(vertices);
            base.faces    = new List <Face>(faces);
        }
        /// <summary>
        /// Compute the Voronoi vertices (the circumcenters of the triangles).
        /// </summary>
        /// <returns>An empty map, which will map all vertices to a list of leaving edges.</returns>
        protected List<HalfEdge>[] ComputeVertices(Mesh mesh, Vertex[] vertices)
        {
            Otri tri = default(Otri);
            double xi = 0, eta = 0;
            Vertex vertex;
            Point pt;
            int id;

            // Maps all vertices to a list of leaving edges.
            var map = new List<HalfEdge>[mesh.triangles.Count];

            // Compue triangle circumcenters
            foreach (var t in mesh.triangles)
            {
                id = t.id;
                tri.tri = t;

                pt = predicates.FindCircumcenter(tri.Org(), tri.Dest(), tri.Apex(), ref xi, ref eta);

                vertex = factory.CreateVertex(pt.x, pt.y);
                vertex.id = id;

                vertices[id] = vertex;
                map[id] = new List<HalfEdge>();
            }

            return map;
        }
        /// <summary>
        /// Compute the edges of the Voronoi diagram.
        /// </summary>
        /// <param name="mesh"></param>
        /// <param name="vertices"></param>
        /// <param name="faces"></param>
        /// <param name="map">Empty vertex map.</param>
        protected void ComputeEdges(Mesh mesh, Vertex[] vertices, Face[] faces, List<HalfEdge>[] map)
        {
            Otri tri, neighbor = default(Otri);
            TriangleNet.Geometry.Vertex org, dest;

            double px, py;
            int id, nid, count = mesh.triangles.Count;

            Face face, neighborFace;
            HalfEdge edge, twin;
            Vertex vertex, end;

            // Count infinte edges (vertex id for their endpoints).
            int j = 0;

            // Count half-edges (edge ids).
            int k = 0;

            // To loop over the set of edges, loop over all triangles, and look at the
            // three edges of each triangle.  If there isn't another triangle adjacent
            // to the edge, operate on the edge. If there is another adjacent triangle,
            // operate on the edge only if the current triangle has a smaller id than
            // its neighbor. This way, each edge is considered only once.
            foreach (var t in mesh.triangles)
            {
                id = t.id;

                tri.tri = t;

                for (int i = 0; i < 3; i++)
                {
                    tri.orient = i;
                    tri.Sym(ref neighbor);

                    nid = neighbor.tri.id;

                    if (id < nid || nid < 0)
                    {
                        // Get the endpoints of the current triangle edge.
                        org = tri.Org();
                        dest = tri.Dest();

                        face = faces[org.id];
                        neighborFace = faces[dest.id];

                        vertex = vertices[id];

                        // For each edge in the triangle mesh, there's a corresponding edge
                        // in the Voronoi diagram, i.e. two half-edges will be created.
                        if (nid < 0)
                        {
                            // Unbounded edge, direction perpendicular to the boundary edge,
                            // pointing outwards.
                            px = dest.y - org.y;
                            py = org.x - dest.x;

                            end = factory.CreateVertex(vertex.x + px, vertex.y + py);
                            end.id = count + j++;

                            vertices[end.id] = end;

                            edge = factory.CreateHalfEdge(end, face);
                            twin = factory.CreateHalfEdge(vertex, neighborFace);

                            // Make (face.edge) always point to an edge that starts at an infinite
                            // vertex. This will allow traversing of unbounded faces.
                            face.edge = edge;
                            face.bounded = false;

                            map[id].Add(twin);

                            rays.Add(twin);
                        }
                        else
                        {
                            end = vertices[nid];

                            // Create half-edges.
                            edge = factory.CreateHalfEdge(end, face);
                            twin = factory.CreateHalfEdge(vertex, neighborFace);

                            // Add to vertex map.
                            map[nid].Add(edge);
                            map[id].Add(twin);
                        }

                        vertex.leaving = twin;
                        end.leaving = edge;

                        edge.twin = twin;
                        twin.twin = edge;

                        edge.id = k++;
                        twin.id = k++;

                        this.edges.Add(edge);
                        this.edges.Add(twin);
                    }
                }
            }
        }
        public static DcelMesh ToDCEL(Mesh mesh)
        {
            var dcel = new DcelMesh();

            var vertices = new HVertex[mesh.vertices.Count];
            var faces = new Face[mesh.triangles.Count];

            dcel.HalfEdges.Capacity = 2 * mesh.NumberOfEdges;

            mesh.Renumber();

            HVertex vertex;

            foreach (var v in mesh.vertices.Values)
            {
                vertex = new HVertex(v.x, v.y);
                vertex.id = v.id;
                vertex.label = v.label;

                vertices[v.id] = vertex;
            }

            // Maps a triangle to its 3 edges (used to set next pointers).
            var map = new List<HalfEdge>[mesh.triangles.Count];

            Face face;

            foreach (var t in mesh.triangles)
            {
                face = new Face(null);
                face.id = t.id;

                faces[t.id] = face;

                map[t.id] = new List<HalfEdge>(3);
            }

            Otri tri = default(Otri), neighbor = default(Otri);
            TriangleNet.Geometry.Vertex org, dest;

            int id, nid, count = mesh.triangles.Count;

            HalfEdge edge, twin, next;

            var edges = dcel.HalfEdges;

            // Count half-edges (edge ids).
            int k = 0;

            // Maps a vertex to its leaving boundary edge.
            var boundary = new Dictionary<int, HalfEdge>();

            foreach (var t in mesh.triangles)
            {
                id = t.id;

                tri.tri = t;

                for (int i = 0; i < 3; i++)
                {
                    tri.orient = i;
                    tri.Sym(ref neighbor);

                    nid = neighbor.tri.id;

                    if (id < nid || nid < 0)
                    {
                        face = faces[id];

                        // Get the endpoints of the current triangle edge.
                        org = tri.Org();
                        dest = tri.Dest();

                        // Create half-edges.
                        edge = new HalfEdge(vertices[org.id], face);
                        twin = new HalfEdge(vertices[dest.id], nid < 0 ? Face.Empty : faces[nid]);

                        map[id].Add(edge);

                        if (nid >= 0)
                        {
                            map[nid].Add(twin);
                        }
                        else
                        {
                            boundary.Add(dest.id, twin);
                        }

                        // Set leaving edges.
                        edge.origin.leaving = edge;
                        twin.origin.leaving = twin;

                        // Set twin edges.
                        edge.twin = twin;
                        twin.twin = edge;

                        edge.id = k++;
                        twin.id = k++;

                        edges.Add(edge);
                        edges.Add(twin);
                    }
                }
            }

            // Set next pointers for each triangle face.
            foreach (var t in map)
            {
                edge = t[0];
                next = t[1];

                if (edge.twin.origin.id == next.origin.id)
                {
                    edge.next = next;
                    next.next = t[2];
                    t[2].next = edge;
                }
                else
                {
                    edge.next = t[2];
                    next.next = edge;
                    t[2].next = next;
                }
            }

            // Resolve boundary edges.
            foreach (var e in boundary.Values)
            {
                e.next = boundary[e.twin.origin.id];
            }

            dcel.Vertices.AddRange(vertices);
            dcel.Faces.AddRange(faces);

            return dcel;
        }
Exemple #9
0
        public static DcelMesh ToDCEL(Mesh mesh)
        {
            var dcel = new DcelMesh();

            var vertices = new HVertex[mesh.vertices.Count];
            var faces    = new Face[mesh.triangles.Count];

            dcel.HalfEdges.Capacity = 2 * mesh.NumberOfEdges;

            mesh.Renumber();

            HVertex vertex;

            foreach (var v in mesh.vertices.Values)
            {
                vertex       = new HVertex(v.x, v.y);
                vertex.id    = v.id;
                vertex.label = v.label;

                vertices[v.id] = vertex;
            }

            // Maps a triangle to its 3 edges (used to set next pointers).
            var map = new List <HalfEdge> [mesh.triangles.Count];

            Face face;

            foreach (var t in mesh.triangles)
            {
                face    = new Face(null);
                face.id = t.id;

                faces[t.id] = face;

                map[t.id] = new List <HalfEdge>(3);
            }

            Otri tri = default(Otri), neighbor = default(Otri);

            TriangleNet.Geometry.Vertex org, dest;

            int id, nid, count = mesh.triangles.Count;

            HalfEdge edge, twin, next;

            var edges = dcel.HalfEdges;

            // Count half-edges (edge ids).
            int k = 0;

            // Maps a vertex to its leaving boundary edge.
            var boundary = new Dictionary <int, HalfEdge>();

            foreach (var t in mesh.triangles)
            {
                id = t.id;

                tri.tri = t;

                for (int i = 0; i < 3; i++)
                {
                    tri.orient = i;
                    tri.Sym(ref neighbor);

                    nid = neighbor.tri.id;

                    if (id < nid || nid < 0)
                    {
                        face = faces[id];

                        // Get the endpoints of the current triangle edge.
                        org  = tri.Org();
                        dest = tri.Dest();

                        // Create half-edges.
                        edge = new HalfEdge(vertices[org.id], face);
                        twin = new HalfEdge(vertices[dest.id], nid < 0 ? Face.Empty : faces[nid]);

                        map[id].Add(edge);

                        if (nid >= 0)
                        {
                            map[nid].Add(twin);
                        }
                        else
                        {
                            boundary.Add(dest.id, twin);
                        }

                        // Set leaving edges.
                        edge.origin.leaving = edge;
                        twin.origin.leaving = twin;

                        // Set twin edges.
                        edge.twin = twin;
                        twin.twin = edge;

                        edge.id = k++;
                        twin.id = k++;

                        edges.Add(edge);
                        edges.Add(twin);
                    }
                }
            }

            // Set next pointers for each triangle face.
            foreach (var t in map)
            {
                edge = t[0];
                next = t[1];

                if (edge.twin.origin.id == next.origin.id)
                {
                    edge.next = next;
                    next.next = t[2];
                    t[2].next = edge;
                }
                else
                {
                    edge.next = t[2];
                    next.next = edge;
                    t[2].next = next;
                }
            }

            // Resolve boundary edges.
            foreach (var e in boundary.Values)
            {
                e.next = boundary[e.twin.origin.id];
            }

            dcel.Vertices.AddRange(vertices);
            dcel.Faces.AddRange(faces);

            return(dcel);
        }
 public HalfEdge CreateHalfEdge(Vertex origin, Face face)
 {
     return new HalfEdge(origin, face);
 }