Esempio n. 1
0
        private void Analyse(List <Vertex> suppliedPoints, Hull hull, List <Triangle> triads, bool rejectDuplicatePoints, bool hullOnly)
        {
            if (suppliedPoints.Count < 3)
            {
                throw new ArgumentException("Number of points supplied must be >= 3");
            }

            this.points = suppliedPoints;
            int nump = points.Count;

            float[] distance2ToCentre = new float[nump];
            int[]   sortedIndices     = new int[nump];

            // Choose first point as the seed
            for (int k = 0; k < nump; k++)
            {
                distance2ToCentre[k] = points[0].distance2To(points[k]);
                sortedIndices[k]     = k;
            }

            // Sort by distance to seed point
            Array.Sort(distance2ToCentre, sortedIndices);

            // Duplicates are more efficiently rejected now we have sorted the vertices
            if (rejectDuplicatePoints)
            {
                // Search backwards so each removal is independent of any other
                for (int k = nump - 2; k >= 0; k--)
                {
                    // If the points are identical then their distances will be the same,
                    // so they will be adjacent in the sorted list
                    if ((points[sortedIndices[k]].x == points[sortedIndices[k + 1]].x) &&
                        (points[sortedIndices[k]].y == points[sortedIndices[k + 1]].y))
                    {
                        // Duplicates are expected to be rare, so this is not particularly efficient
                        Array.Copy(sortedIndices, k + 2, sortedIndices, k + 1, nump - k - 2);
                        Array.Copy(distance2ToCentre, k + 2, distance2ToCentre, k + 1, nump - k - 2);
                        nump--;
                    }
                }
            }

            Debug.WriteLine((points.Count - nump).ToString() + " duplicate points rejected");

            if (nump < 3)
            {
                throw new ArgumentException("Number of unique points supplied must be >= 3");
            }

            int   mid = -1;
            float romin2 = float.MaxValue, circumCentreX = 0, circumCentreY = 0;

            // Find the point which, with the first two points, creates the triangle with the smallest circumcircle
            Triangle tri = new Triangle(sortedIndices[0], sortedIndices[1], 2);

            for (int kc = 2; kc < nump; kc++)
            {
                tri.c = sortedIndices[kc];
                if (tri.FindCircumcirclePrecisely(points) && tri.circumcircleR2 < romin2)
                {
                    mid = kc;
                    // Centre of the circumcentre of the seed triangle
                    romin2        = tri.circumcircleR2;
                    circumCentreX = tri.circumcircleX;
                    circumCentreY = tri.circumcircleY;
                }
                else if (romin2 * 4 < distance2ToCentre[kc])
                {
                    break;
                }
            }

            // Change the indices, if necessary, to make the 2th point produce the smallest circumcircle with the 0th and 1th
            if (mid != 2)
            {
                int   indexMid     = sortedIndices[mid];
                float distance2Mid = distance2ToCentre[mid];

                Array.Copy(sortedIndices, 2, sortedIndices, 3, mid - 2);
                Array.Copy(distance2ToCentre, 2, distance2ToCentre, 3, mid - 2);
                sortedIndices[2]     = indexMid;
                distance2ToCentre[2] = distance2Mid;
            }

            // These three points are our seed triangle
            tri.c = sortedIndices[2];
            tri.MakeClockwise(points);
            tri.FindCircumcirclePrecisely(points);

            // Add tri as the first triad, and the three points to the convex hull
            triads.Add(tri);
            hull.Add(new HullVertex(points, tri.a));
            hull.Add(new HullVertex(points, tri.b));
            hull.Add(new HullVertex(points, tri.c));

            // Sort the remainder according to their distance from its centroid
            // Re-measure the points' distances from the centre of the circumcircle
            Vertex centre = new Vertex(circumCentreX, circumCentreY);

            for (int k = 3; k < nump; k++)
            {
                distance2ToCentre[k] = points[sortedIndices[k]].distance2To(centre);
            }

            // Sort the _other_ points in order of distance to circumcentre
            Array.Sort(distance2ToCentre, sortedIndices, 3, nump - 3);

            // Add new points into hull (removing obscured ones from the chain)
            // and creating triangles....
            int numt = 0;

            for (int k = 3; k < nump; k++)
            {
                int        pointsIndex = sortedIndices[k];
                HullVertex ptx         = new HullVertex(points, pointsIndex);

                float dx = ptx.x - hull[0].x, dy = ptx.y - hull[0].y;      // outwards pointing from hull[0] to pt.

                int        numh = hull.Count, numh_old = numh;
                List <int> pidx = new List <int>(), tridx = new List <int>();
                int        hidx; // new hull point location within hull.....

                if (hull.EdgeVisibleFrom(0, dx, dy))
                {
                    // starting with a visible hull facet !!!
                    int e2 = numh;
                    hidx = 0;

                    // check to see if segment numh is also visible
                    if (hull.EdgeVisibleFrom(numh - 1, dx, dy))
                    {
                        // visible.
                        pidx.Add(hull[numh - 1].pointsIndex);
                        tridx.Add(hull[numh - 1].triadIndex);

                        for (int h = 0; h < numh - 1; h++)
                        {
                            // if segment h is visible delete h
                            pidx.Add(hull[h].pointsIndex);
                            tridx.Add(hull[h].triadIndex);
                            if (hull.EdgeVisibleFrom(h, ptx))
                            {
                                hull.RemoveAt(h);
                                h--;
                                numh--;
                            }
                            else
                            {
                                // quit on invisibility
                                hull.Insert(0, ptx);
                                numh++;
                                break;
                            }
                        }
                        // look backwards through the hull structure
                        for (int h = numh - 2; h > 0; h--)
                        {
                            // if segment h is visible delete h + 1
                            if (hull.EdgeVisibleFrom(h, ptx))
                            {
                                pidx.Insert(0, hull[h].pointsIndex);
                                tridx.Insert(0, hull[h].triadIndex);
                                hull.RemoveAt(h + 1);      // erase end of chain
                            }
                            else
                            {
                                break;     // quit on invisibility
                            }
                        }
                    }
                    else
                    {
                        hidx = 1;      // keep pt hull[0]
                        tridx.Add(hull[0].triadIndex);
                        pidx.Add(hull[0].pointsIndex);

                        for (int h = 1; h < numh; h++)
                        {
                            // if segment h is visible delete h
                            pidx.Add(hull[h].pointsIndex);
                            tridx.Add(hull[h].triadIndex);
                            if (hull.EdgeVisibleFrom(h, ptx))
                            {                         // visible
                                hull.RemoveAt(h);
                                h--;
                                numh--;
                            }
                            else
                            {
                                // quit on invisibility
                                hull.Insert(h, ptx);
                                break;
                            }
                        }
                    }
                }
                else
                {
                    int e1 = -1, e2 = numh;
                    for (int h = 1; h < numh; h++)
                    {
                        if (hull.EdgeVisibleFrom(h, ptx))
                        {
                            if (e1 < 0)
                            {
                                e1 = h;      // first visible
                            }
                        }
                        else
                        {
                            if (e1 > 0)
                            {
                                // first invisible segment.
                                e2 = h;
                                break;
                            }
                        }
                    }

                    // triangle pidx starts at e1 and ends at e2 (inclusive).
                    if (e2 < numh)
                    {
                        for (int e = e1; e <= e2; e++)
                        {
                            pidx.Add(hull[e].pointsIndex);
                            tridx.Add(hull[e].triadIndex);
                        }
                    }
                    else
                    {
                        for (int e = e1; e < e2; e++)
                        {
                            pidx.Add(hull[e].pointsIndex);
                            tridx.Add(hull[e].triadIndex);       // there are only n-1 triangles from n hull pts.
                        }
                        pidx.Add(hull[0].pointsIndex);
                    }

                    // erase elements e1+1 : e2-1 inclusive.
                    if (e1 < e2 - 1)
                    {
                        hull.RemoveRange(e1 + 1, e2 - e1 - 1);
                    }

                    // insert ptx at location e1+1.
                    hull.Insert(e1 + 1, ptx);
                    hidx = e1 + 1;
                }

                // If we're only computing the hull, we're done with this point
                if (hullOnly)
                {
                    continue;
                }

                int a = pointsIndex, T0;

                int npx = pidx.Count - 1;
                numt = triads.Count;
                T0   = numt;

                for (int p = 0; p < npx; p++)
                {
                    Triangle trx = new Triangle(a, pidx[p], pidx[p + 1]);
                    trx.FindCircumcirclePrecisely(points);

                    trx.bc = tridx[p];
                    if (p > 0)
                    {
                        trx.ab = numt - 1;
                    }
                    trx.ac = numt + 1;

                    // index back into the triads.
                    Triangle txx = triads[tridx[p]];
                    if ((trx.b == txx.a && trx.c == txx.b) | (trx.b == txx.b && trx.c == txx.a))
                    {
                        txx.ab = numt;
                    }
                    else if ((trx.b == txx.a && trx.c == txx.c) | (trx.b == txx.c && trx.c == txx.a))
                    {
                        txx.ac = numt;
                    }
                    else if ((trx.b == txx.b && trx.c == txx.c) | (trx.b == txx.c && trx.c == txx.b))
                    {
                        txx.bc = numt;
                    }

                    triads.Add(trx);
                    numt++;
                }
                // Last edge is on the outside
                triads[numt - 1].ac = -1;

                hull[hidx].triadIndex = numt - 1;
                if (hidx > 0)
                {
                    hull[hidx - 1].triadIndex = T0;
                }
                else
                {
                    numh = hull.Count;
                    hull[numh - 1].triadIndex = T0;
                }
            }
        }
        private void Analyse(List<Vertex> suppliedPoints, Hull hull, List<Triad> triads, bool rejectDuplicatePoints, bool hullOnly)
        {
            if (suppliedPoints.Count < 3)
                throw new ArgumentException("Number of points supplied must be >= 3");

            this.points = suppliedPoints;
            int nump = points.Count;

            float[] distance2ToCentre = new float[nump];
            int[] sortedIndices = new int[nump];

            // Choose first point as the seed
            for (int k = 0; k < nump; k++)
            {
                distance2ToCentre[k] = points[0].distance2To(points[k]);
                sortedIndices[k] = k;
            }

            // Sort by distance to seed point
            Array.Sort(distance2ToCentre, sortedIndices);

            // Duplicates are more efficiently rejected now we have sorted the vertices
            if (rejectDuplicatePoints)
            {
                // Search backwards so each removal is independent of any other
                for (int k = nump - 2; k >= 0; k--)
                {
                    // If the points are identical then their distances will be the same,
                    // so they will be adjacent in the sorted list
                    if ((points[sortedIndices[k]].x == points[sortedIndices[k + 1]].x) &&
                        (points[sortedIndices[k]].y == points[sortedIndices[k + 1]].y))
                    {
                        // Duplicates are expected to be rare, so this is not particularly efficient
                        Array.Copy(sortedIndices, k + 2, sortedIndices, k + 1, nump - k - 2);
                        Array.Copy(distance2ToCentre, k + 2, distance2ToCentre, k + 1, nump - k - 2);
                        nump--;
                    }
                }
            }

            Debug.WriteLine((points.Count - nump).ToString() + " duplicate points rejected");

            if (nump < 3)
                throw new ArgumentException("Number of unique points supplied must be >= 3");

            int mid = -1;
            float romin2 = float.MaxValue, circumCentreX = 0, circumCentreY = 0;

            // Find the point which, with the first two points, creates the triangle with the smallest circumcircle
            Triad tri = new Triad(sortedIndices[0], sortedIndices[1], 2);
            for (int kc = 2; kc < nump; kc++)
            {
                tri.c = sortedIndices[kc];
                if (tri.FindCircumcirclePrecisely(points) && tri.circumcircleR2 < romin2)
                {
                    mid = kc;
                    // Centre of the circumcentre of the seed triangle
                    romin2 = tri.circumcircleR2;
                    circumCentreX = tri.circumcircleX;
                    circumCentreY = tri.circumcircleY;
                }
                else if (romin2 * 4 < distance2ToCentre[kc])
                    break;
            }

            // Change the indices, if necessary, to make the 2th point produce the smallest circumcircle with the 0th and 1th
            if (mid != 2)
            {
                int indexMid = sortedIndices[mid];
                float distance2Mid = distance2ToCentre[mid];

                Array.Copy(sortedIndices, 2, sortedIndices, 3, mid - 2);
                Array.Copy(distance2ToCentre, 2, distance2ToCentre, 3, mid - 2);
                sortedIndices[2] = indexMid;
                distance2ToCentre[2] = distance2Mid;
            }

            // These three points are our seed triangle
            tri.c = sortedIndices[2];
            tri.MakeClockwise(points);
            tri.FindCircumcirclePrecisely(points);

            // Add tri as the first triad, and the three points to the convex hull
            triads.Add(tri);
            hull.Add(new HullVertex(points, tri.a));
            hull.Add(new HullVertex(points, tri.b));
            hull.Add(new HullVertex(points, tri.c));

            // Sort the remainder according to their distance from its centroid
            // Re-measure the points' distances from the centre of the circumcircle
            Vertex centre = new Vertex(circumCentreX, circumCentreY);
            for (int k = 3; k < nump; k++)
                distance2ToCentre[k] = points[sortedIndices[k]].distance2To(centre);

            // Sort the _other_ points in order of distance to circumcentre
            Array.Sort(distance2ToCentre, sortedIndices, 3, nump - 3);

            // Add new points into hull (removing obscured ones from the chain)
            // and creating triangles....
            int numt = 0;
            for (int k = 3; k < nump; k++)
            {
                int pointsIndex = sortedIndices[k];
                HullVertex ptx = new HullVertex(points, pointsIndex);

                float dx = ptx.x - hull[0].x, dy = ptx.y - hull[0].y;  // outwards pointing from hull[0] to pt.

                int numh = hull.Count, numh_old = numh;
                List<int> pidx = new List<int>(), tridx = new List<int>();
                int hidx;  // new hull point location within hull.....

                if (hull.EdgeVisibleFrom(0, dx, dy))
                {
                    // starting with a visible hull facet !!!
                    int e2 = numh;
                    hidx = 0;

                    // check to see if segment numh is also visible
                    if (hull.EdgeVisibleFrom(numh - 1, dx, dy))
                    {
                        // visible.
                        pidx.Add(hull[numh - 1].pointsIndex);
                        tridx.Add(hull[numh - 1].triadIndex);

                        for (int h = 0; h < numh - 1; h++)
                        {
                            // if segment h is visible delete h
                            pidx.Add(hull[h].pointsIndex);
                            tridx.Add(hull[h].triadIndex);
                            if (hull.EdgeVisibleFrom(h, ptx))
                            {
                                hull.RemoveAt(h);
                                h--;
                                numh--;
                            }
                            else
                            {
                                // quit on invisibility
                                hull.Insert(0, ptx);
                                numh++;
                                break;
                            }
                        }
                        // look backwards through the hull structure
                        for (int h = numh - 2; h > 0; h--)
                        {
                            // if segment h is visible delete h + 1
                            if (hull.EdgeVisibleFrom(h, ptx))
                            {
                                pidx.Insert(0, hull[h].pointsIndex);
                                tridx.Insert(0, hull[h].triadIndex);
                                hull.RemoveAt(h + 1);  // erase end of chain
                            }
                            else
                                break; // quit on invisibility
                        }
                    }
                    else
                    {
                        hidx = 1;  // keep pt hull[0]
                        tridx.Add(hull[0].triadIndex);
                        pidx.Add(hull[0].pointsIndex);

                        for (int h = 1; h < numh; h++)
                        {
                            // if segment h is visible delete h  
                            pidx.Add(hull[h].pointsIndex);
                            tridx.Add(hull[h].triadIndex);
                            if (hull.EdgeVisibleFrom(h, ptx))
                            {                     // visible
                                hull.RemoveAt(h);
                                h--;
                                numh--;
                            }
                            else
                            {
                                // quit on invisibility
                                hull.Insert(h, ptx);
                                break;
                            }
                        }
                    }
                }
                else
                {
                    int e1 = -1, e2 = numh;
                    for (int h = 1; h < numh; h++)
                    {
                        if (hull.EdgeVisibleFrom(h, ptx))
                        {
                            if (e1 < 0)
                                e1 = h;  // first visible
                        }
                        else
                        {
                            if (e1 > 0)
                            {
                                // first invisible segment.
                                e2 = h;
                                break;
                            }
                        }
                    }

                    // triangle pidx starts at e1 and ends at e2 (inclusive).	
                    if (e2 < numh)
                    {
                        for (int e = e1; e <= e2; e++)
                        {
                            pidx.Add(hull[e].pointsIndex);
                            tridx.Add(hull[e].triadIndex);
                        }
                    }
                    else
                    {
                        for (int e = e1; e < e2; e++)
                        {
                            pidx.Add(hull[e].pointsIndex);
                            tridx.Add(hull[e].triadIndex);   // there are only n-1 triangles from n hull pts.
                        }
                        pidx.Add(hull[0].pointsIndex);
                    }

                    // erase elements e1+1 : e2-1 inclusive.
                    if (e1 < e2 - 1)
                        hull.RemoveRange(e1 + 1, e2 - e1 - 1);

                    // insert ptx at location e1+1.
                    hull.Insert(e1 + 1, ptx);
                    hidx = e1 + 1;
                }

                // If we're only computing the hull, we're done with this point
                if (hullOnly)
                    continue;

                int a = pointsIndex, T0;

                int npx = pidx.Count - 1;
                numt = triads.Count;
                T0 = numt;

                for (int p = 0; p < npx; p++)
                {
                    Triad trx = new Triad(a, pidx[p], pidx[p + 1]);
                    trx.FindCircumcirclePrecisely(points);

                    trx.bc = tridx[p];
                    if (p > 0)
                        trx.ab = numt - 1;
                    trx.ac = numt + 1;

                    // index back into the triads.
                    Triad txx = triads[tridx[p]];
                    if ((trx.b == txx.a && trx.c == txx.b) | (trx.b == txx.b && trx.c == txx.a))
                        txx.ab = numt;
                    else if ((trx.b == txx.a && trx.c == txx.c) | (trx.b == txx.c && trx.c == txx.a))
                        txx.ac = numt;
                    else if ((trx.b == txx.b && trx.c == txx.c) | (trx.b == txx.c && trx.c == txx.b))
                        txx.bc = numt;

                    triads.Add(trx);
                    numt++;
                }
                // Last edge is on the outside
                triads[numt - 1].ac = -1;

                hull[hidx].triadIndex = numt - 1;
                if (hidx > 0)
                    hull[hidx - 1].triadIndex = T0;
                else
                {
                    numh = hull.Count;
                    hull[numh - 1].triadIndex = T0;
                }
            }
        }