Esempio n. 1
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 public HalfEdge(Vertex a_Vertex)
 {
     // Using new here prevents reference equality. Is it really necessary to copy?
     m_Origin = new Vertex(a_Vertex.X, a_Vertex.Y, a_Vertex.Ownership);
     Triangle = null;
     Twin = null;
     Next = null;
     Prev = null;
 }
Esempio n. 2
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        public virtual bool AddVertex(Vertex a_Vertex)
        {
            Triangle triangle = FindTriangle(a_Vertex);

            if (triangle == null)
            { return false; }

            AddVertex(triangle, a_Vertex);

            return true;
        }
Esempio n. 3
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        protected void AddVertex(Triangle a_Triangle, Vertex a_Vertex)
        {
            m_Vertices.Add(a_Vertex);

            m_Triangles.Remove(a_Triangle);

            HalfEdge h1 = a_Triangle.HalfEdge;
            HalfEdge h2 = h1.Next;
            HalfEdge h3 = h2.Next;

            HalfEdge h4 = new HalfEdge(h1.Origin);
            HalfEdge h5 = new HalfEdge(h2.Origin);
            HalfEdge h6 = new HalfEdge(h3.Origin);
            HalfEdge h7 = new HalfEdge(a_Vertex);
            HalfEdge h8 = new HalfEdge(a_Vertex);
            HalfEdge h9 = new HalfEdge(a_Vertex);
            m_HalfEdges.AddRange(new List<HalfEdge>() { h4, h5, h6, h7, h8, h9 });

            h4.Twin = h7;
            h7.Twin = h4;
            h5.Twin = h8;
            h8.Twin = h5;
            h6.Twin = h9;
            h9.Twin = h6;

            // Set all next
            h1.Next = h5;
            h5.Prev = h1;
            h5.Next = h7;
            h7.Prev = h5;
            h7.Next = h1;
            h1.Prev = h7;

            h2.Next = h6;
            h6.Prev = h2;
            h6.Next = h8;
            h8.Prev = h6;
            h8.Next = h2;
            h2.Prev = h8;

            h3.Next = h4;
            h4.Prev = h3;
            h4.Next = h9;
            h9.Prev = h4;
            h9.Next = h3;
            h3.Prev = h9;

            m_Triangles.Add(new Triangle(h1));
            m_Triangles.Add(new Triangle(h2));
            m_Triangles.Add(new Triangle(h3));
        }
Esempio n. 4
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        public override bool AddVertex(Vertex a_Vertex)
        {
            Triangle triangle = FindTriangle(a_Vertex);

            if (triangle == null)
            { return false; }

            AddVertex(triangle, a_Vertex);

            // Find halfedges of triangle
            HalfEdge h1 = triangle.HalfEdge;
            HalfEdge h2 = triangle.HalfEdge.Next.Twin.Next;
            HalfEdge h3 = triangle.HalfEdge.Next.Twin.Next.Next.Twin.Next;

            // Flip if needed
            LegalizeEdge(a_Vertex, h1, h1.Triangle);
            LegalizeEdge(a_Vertex, h2, h2.Triangle);
            LegalizeEdge(a_Vertex, h3, h3.Triangle);

            return true;
        }
Esempio n. 5
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        private void LegalizeEdge(Vertex a_Vertex, HalfEdge a_HalfEdge, Triangle a_Triangle)
        {
            if (a_Vertex == null || a_HalfEdge == null || a_Triangle == null)
            {
                Debug.LogError("Invalid call to LegalizeEdge");
                return;
            }

            Vertex v1, v2, v3;
            try
            {
                // Points to test
                v1 = a_HalfEdge.Twin.Next.Next.Origin;
                v2 = a_HalfEdge.Next.Twin.Next.Next.Origin;
                v3 = a_HalfEdge.Next.Next.Twin.Next.Next.Origin;
            }
            catch (NullReferenceException)
            {
                Debug.LogError("Null pointers in call to LegalizeEdge");
                return;
            }

            if (v1 == null || v2 == null || v3 == null)
            {
                Debug.LogError("Invalid halfedge in call to LegalizeEdge");
                return;
            }

            if (a_Triangle.InsideCircumcenter(v1) || a_Triangle.InsideCircumcenter(v2) || a_Triangle.InsideCircumcenter(v3))
            {
                HalfEdge h1 = a_HalfEdge.Twin.Next.Twin;
                HalfEdge h2 = a_HalfEdge.Twin.Prev.Twin;

                Flip(a_HalfEdge);

                LegalizeEdge(a_Vertex, h1.Twin, h1.Twin.Triangle);
                LegalizeEdge(a_Vertex, h2.Twin, h2.Twin.Triangle);
            }
        }
Esempio n. 6
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        public void Create()
        {
            Vertex v1 = new Vertex(-500000, -500000);
            Vertex v2 = new Vertex(500000, 500000);
            Vertex v3 = new Vertex(-500000, 500000);
            Vertex v4 = new Vertex(500000, -500000);
            m_Vertices.AddRange(new List<Vertex>() { v1, v2, v3, v4 });

            HalfEdge h1 = new HalfEdge(v1);
            HalfEdge h2 = new HalfEdge(v2);
            HalfEdge h3 = new HalfEdge(v3);
            m_HalfEdges.AddRange(new List<HalfEdge>() { h1, h2, h3 });

            h1.Next = h2;
            h2.Next = h3;
            h3.Next = h1;

            h2.Prev = h1;
            h3.Prev = h2;
            h1.Prev = h3;

            HalfEdge h4 = new HalfEdge(v2);
            HalfEdge h5 = new HalfEdge(v1);
            HalfEdge h6 = new HalfEdge(v4);
            m_HalfEdges.AddRange(new List<HalfEdge>() { h4, h5, h6 });

            h4.Twin = h1;
            h1.Twin = h4;

            h4.Next = h5;
            h5.Next = h6;
            h6.Next = h4;

            h5.Prev = h4;
            h6.Prev = h5;
            h4.Prev = h6;

            HalfEdge h7 = new HalfEdge(v1);
            HalfEdge h8 = new HalfEdge(v2);
            HalfEdge h9 = new HalfEdge(v3);
            HalfEdge h10 = new HalfEdge(v4);
            m_HalfEdges.AddRange(new List<HalfEdge>() { h7, h8, h9, h10 });

            h10.Next = h7;
            h7.Prev = h10;
            h8.Next = h10;
            h10.Prev = h8;
            h9.Next = h8;
            h8.Prev = h9;
            h7.Next = h9;
            h9.Prev = h7;

            h3.Twin = h7;
            h7.Twin = h3;
            h8.Twin = h6;
            h6.Twin = h8;
            h2.Twin = h9;
            h9.Twin = h2;

            h10.Twin = h5;
            h5.Twin = h10;

            m_Triangles.Add(new Triangle(h1));
            m_Triangles.Add(new Triangle(h4));
        }
Esempio n. 7
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 protected Triangle FindTriangle(Vertex a_Vertex)
 {
     foreach (Triangle triangle in m_Triangles)
     {
         if (triangle.Inside(a_Vertex))
         {
             return triangle;
         }
     }
     return null;
 }
Esempio n. 8
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 public static float SquaredDistance(Vertex v1, Vertex v2)
 {
     return Mathf.Pow (v1.X - v2.X, 2) + Mathf.Pow (v1.Y - v2.Y, 2);
 }
Esempio n. 9
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 public static float Slope(Vertex v1, Vertex v2)
 {
     float value = (v2.Y - v1.Y) / (v2.X - v1.X);
     return value;
 }
Esempio n. 10
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 public static Vertex Midpoint(Vertex v1, Vertex v2)
 {
     float mx = (v1.X + v2.X) / 2;
     float my = (v1.Y + v2.Y) / 2;
     return new Vertex(mx, my);
 }
Esempio n. 11
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 public static float Distance(Vertex v1, Vertex v2)
 {
     return Mathf.Sqrt(SquaredDistance(v1, v2));
 }
Esempio n. 12
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        private Vertex CalculateCircumcenterT(Vertex a_VertexA, Vertex a_VertexB, Vertex a_VertexC)
        {
            // determine midpoints (average of x & y coordinates)
            Vertex midAB = Utility.Midpoint(a_VertexA, a_VertexB);
            Vertex midBC = Utility.Midpoint(a_VertexB, a_VertexC);

            // determine slope
            // we need the negative reciprocal of the slope to get the slope of the perpendicular bisector
            float slopeAB = -1 / Utility.Slope(a_VertexA, a_VertexB);
            float slopeBC = -1 / Utility.Slope(a_VertexB, a_VertexC);

            // y = mx + b
            // solve for b
            float bAB = midAB.Y - slopeAB * midAB.X;
            float bBC = midBC.Y - slopeBC * midBC.X;

            // solve for x & y
            // x = (b1 - b2) / (m2 - m1)
            float x = (bAB - bBC) / (slopeBC - slopeAB);

            return new Vertex (x, (slopeAB * x) + bAB);
        }
Esempio n. 13
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 public bool InsideCircumcenter(Vertex a_Vertex)
 {
     return (Circumcenter.DeltaSquaredXY (a_Vertex) < CircumcenterRangeSquared);
 }
Esempio n. 14
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        public bool Inside(Vertex a_Vertex)
        {
            int i, j = m_Vertices.Length - 1;
            bool oddNodes = false;

            for (i = 0; i < m_Vertices.Length; i++)
            {
                if ((m_Vertices[i].Y < a_Vertex.Y &&
                    m_Vertices[j].Y >= a_Vertex.Y ||
                    m_Vertices[j].Y < a_Vertex.Y &&
                    m_Vertices[i].Y >= a_Vertex.Y)
                    && (m_Vertices[i].X <= a_Vertex.X || m_Vertices[j].X <= a_Vertex.X))
                {
                    oddNodes ^= (m_Vertices[i].X +
                        (a_Vertex.Y - m_Vertices[i].Y) /
                        (m_Vertices[j].Y - m_Vertices[i].Y) *
                        (m_Vertices[j].X - m_Vertices[i].X)
                    ) < a_Vertex.X;
                }
                j = i;
            }

            return oddNodes;
        }
Esempio n. 15
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 public float DeltaSquaredXY(Vertex t)
 {
     float dx = (X - t.X);
     float dy = (Y - t.Y);
     return (dx * dx) + (dy * dy);
 }