// this method adds constraints singly and does not assume that they form a contour // If you are trying to add a "series" or edges (or "contour"), use AddHole instead. public bool AddConstraints(List <TriangulationConstraint> constraints) { if (constraints == null || constraints.Count < 1) { return(false); } bool bOK = true; foreach (TriangulationConstraint tc in constraints) { if (ConstrainPointToBounds(tc.P) || ConstrainPointToBounds(tc.Q)) { tc.CalculateContraintCode(); } TriangulationConstraint tcTmp = null; if (!mConstraintMap.TryGetValue(tc.ConstraintCode, out tcTmp)) { tcTmp = tc; bOK = AddConstraint(tcTmp) && bOK; } } return(bOK); }
public ConstrainedPointSet(List<TriangulationPoint> bounds, int[] indices) : base(bounds) { AddBoundaryConstraints (); List<TriangulationConstraint> l = new List<TriangulationConstraint> (); for (int i = 0; i < indices.Length; i += 2) { TriangulationConstraint tc = new TriangulationConstraint (bounds [i], bounds [i + 1]); l.Add (tc); } AddConstraints (l); }
public ConstrainedPointSet(List <TriangulationPoint> bounds, int[] indices) : base(bounds) { AddBoundaryConstraints(); List <TriangulationConstraint> l = new List <TriangulationConstraint>(); for (int i = 0; i < indices.Length; i += 2) { TriangulationConstraint tc = new TriangulationConstraint(bounds[i], bounds[i + 1]); l.Add(tc); } AddConstraints(l); }
public override void Prepare(TriangulationContext tcx) { if (!Initialize()) { return; } base.Prepare(tcx); Dictionary <uint, TriangulationConstraint> .Enumerator it = mConstraintMap.GetEnumerator(); while (it.MoveNext()) { TriangulationConstraint tc = it.Current.Value; tcx.NewConstraint(tc.P, tc.Q); } }
public bool AddConstraint(TriangulationConstraint tc) { if (tc == null || tc.P == null || tc.Q == null) { return(false); } // If we already have this constraint, then there's nothing to do. Since we already have // a valid constraint in the map with the same ConstraintCode, then we're guaranteed that // the points are also valid (and have the same coordinates as the ones being passed in with // this constrain). Return true to indicate that we successfully "added" the constraint if (mConstraintMap.ContainsKey(tc.ConstraintCode)) { return(true); } // Make sure the constraint is not using points that are duplicates of ones already stored // If it is, replace the Constraint Points with the points already stored. TriangulationPoint p; if (TryGetPoint(tc.P.X, tc.P.Y, out p)) { tc.P = p; } else { Add(tc.P); } if (TryGetPoint(tc.Q.X, tc.Q.Y, out p)) { tc.Q = p; } else { Add(tc.Q); } mConstraintMap.Add(tc.ConstraintCode, tc); return(true); }
protected void AddBoundaryConstraints() { TriangulationPoint ptLL = null; TriangulationPoint ptLR = null; TriangulationPoint ptUR = null; TriangulationPoint ptUL = null; if (!TryGetPoint(MinX, MinY, out ptLL)) { ptLL = new TriangulationPoint(MinX, MinY); Add(ptLL); } if (!TryGetPoint(MaxX, MinY, out ptLR)) { ptLR = new TriangulationPoint(MaxX, MinY); Add(ptLR); } if (!TryGetPoint(MaxX, MaxY, out ptUR)) { ptUR = new TriangulationPoint(MaxX, MaxY); Add(ptUR); } if (!TryGetPoint(MinX, MaxY, out ptUL)) { ptUL = new TriangulationPoint(MinX, MaxY); Add(ptUL); } TriangulationConstraint tcLLtoLR = new TriangulationConstraint(ptLL, ptLR); AddConstraint(tcLLtoLR); TriangulationConstraint tcLRtoUR = new TriangulationConstraint(ptLR, ptUR); AddConstraint(tcLRtoUR); TriangulationConstraint tcURtoUL = new TriangulationConstraint(ptUR, ptUL); AddConstraint(tcURtoUL); TriangulationConstraint tcULtoLL = new TriangulationConstraint(ptUL, ptLL); AddConstraint(tcULtoLL); }
public void CalculateContraintCode() { mContraintCode = TriangulationConstraint.CalculateContraintCode(P, Q); }
public bool TryGetConstraint(uint constraintCode, out TriangulationConstraint tc) { return mConstraintMap.TryGetValue(constraintCode, out tc); }
public bool AddConstraint(TriangulationConstraint tc) { if (tc == null || tc.P == null || tc.Q == null) { return false; } // If we already have this constraint, then there's nothing to do. Since we already have // a valid constraint in the map with the same ConstraintCode, then we're guaranteed that // the points are also valid (and have the same coordinates as the ones being passed in with // this constrain). Return true to indicate that we successfully "added" the constraint if (mConstraintMap.ContainsKey(tc.ConstraintCode)) { return true; } // Make sure the constraint is not using points that are duplicates of ones already stored // If it is, replace the Constraint Points with the points already stored. TriangulationPoint p; if (TryGetPoint(tc.P.X, tc.P.Y, out p)) { tc.P = p; } else { Add(tc.P); } if (TryGetPoint(tc.Q.X, tc.Q.Y, out p)) { tc.Q = p; } else { Add(tc.Q); } mConstraintMap.Add(tc.ConstraintCode, tc); return true; }
// Assumes that points being passed in the list are connected and form a polygon. // Note that some error checking is done for robustness, but for the most part, // we have to rely on the user to feed us "correct" data public bool AddHole(List<TriangulationPoint> points, string name) { if (points == null) { return false; } //// split our self-intersection sections into their own lists List<Contour> pts = new List<Contour>(); int listIdx = 0; { Contour c = new Contour(this, points, WindingOrderType.Unknown); pts.Add(c); // only constrain the points if we actually HAVE a bounding rect if (mPoints.Count > 1) { // constrain the points to bounding rect int numPoints = pts[listIdx].Count; for (int i = 0; i < numPoints; ++i) { ConstrainPointToBounds(pts[listIdx][i]); } } } while (listIdx < pts.Count) { // simple sanity checking - remove duplicate coincident points before // we check the polygon: fast, simple algorithm that eliminate lots of problems // that only more expensive checks will find pts[listIdx].RemoveDuplicateNeighborPoints(); pts[listIdx].WindingOrder = Point2DList.WindingOrderType.Default; bool bListOK = true; Point2DList.PolygonError err = pts[listIdx].CheckPolygon(); while (bListOK && err != PolygonError.None) { if ((err & PolygonError.NotEnoughVertices) == PolygonError.NotEnoughVertices) { bListOK = false; continue; } if ((err & PolygonError.NotSimple) == PolygonError.NotSimple) { // split the polygons, remove the current list and add the resulting list to the end //List<Point2DList> l = TriangulationUtil.SplitSelfIntersectingPolygon(pts[listIdx], pts[listIdx].Epsilon); List<Point2DList> l = PolygonUtil.SplitComplexPolygon(pts[listIdx], pts[listIdx].Epsilon); pts.RemoveAt(listIdx); foreach (Point2DList newList in l) { Contour c = new Contour(this); c.AddRange(newList); pts.Add(c); } err = pts[listIdx].CheckPolygon(); continue; } if ((err & PolygonError.Degenerate) == PolygonError.Degenerate) { pts[listIdx].Simplify(this.Epsilon); err = pts[listIdx].CheckPolygon(); continue; //err &= ~(PolygonError.Degenerate); //if (pts[listIdx].Count < 3) //{ // err |= PolygonError.NotEnoughVertices; // bListOK = false; // continue; //} } if ((err & PolygonError.AreaTooSmall) == PolygonError.AreaTooSmall || (err & PolygonError.SidesTooCloseToParallel) == PolygonError.SidesTooCloseToParallel || (err & PolygonError.TooThin) == PolygonError.TooThin || (err & PolygonError.Unknown) == PolygonError.Unknown) { bListOK = false; continue; } // non-convex polygons are ok //if ((err & PolygonError.NotConvex) == PolygonError.NotConvex) //{ //} } if (!bListOK && pts[listIdx].Count != 2) { pts.RemoveAt(listIdx); } else { ++listIdx; } } bool bOK = true; listIdx = 0; while (listIdx < pts.Count) { int numPoints = pts[listIdx].Count; if (numPoints < 2) { // should not be possible by this point... ++listIdx; bOK = false; continue; } else if (numPoints == 2) { uint constraintCode = TriangulationConstraint.CalculateContraintCode(pts[listIdx][0], pts[listIdx][1]); TriangulationConstraint tc = null; if (!mConstraintMap.TryGetValue(constraintCode, out tc)) { tc = new TriangulationConstraint(pts[listIdx][0], pts[listIdx][1]); AddConstraint(tc); } } else { Contour ph = new Contour(this, pts[listIdx], Point2DList.WindingOrderType.Unknown); ph.WindingOrder = Point2DList.WindingOrderType.Default; ph.Name = name + ":" + listIdx.ToString(); mHoles.Add(ph); } ++listIdx; } return bOK; }
public static void InitializeHoles(List <Contour> holes, ITriangulatable parent, ConstrainedPointSet cps) { int numHoles = holes.Count; int holeIdx = 0; // pass 1 - remove duplicates while (holeIdx < numHoles) { int hole2Idx = holeIdx + 1; while (hole2Idx < numHoles) { bool bSamePolygon = PolygonUtil.PolygonsAreSame2D(holes[holeIdx], holes[hole2Idx]); if (bSamePolygon) { // remove one of them holes.RemoveAt(hole2Idx); --numHoles; } else { ++hole2Idx; } } ++holeIdx; } // pass 2: Intersections and Containment holeIdx = 0; while (holeIdx < numHoles) { bool bIncrementHoleIdx = true; int hole2Idx = holeIdx + 1; while (hole2Idx < numHoles) { if (PolygonUtil.PolygonContainsPolygon(holes[holeIdx], holes[holeIdx].Bounds, holes[hole2Idx], holes[hole2Idx].Bounds, false)) { holes[holeIdx].AddHole(holes[hole2Idx]); holes.RemoveAt(hole2Idx); --numHoles; } else if (PolygonUtil.PolygonContainsPolygon(holes[hole2Idx], holes[hole2Idx].Bounds, holes[holeIdx], holes[holeIdx].Bounds, false)) { holes[hole2Idx].AddHole(holes[holeIdx]); holes.RemoveAt(holeIdx); --numHoles; bIncrementHoleIdx = false; break; } else { bool bIntersect = PolygonUtil.PolygonsIntersect2D(holes[holeIdx], holes[holeIdx].Bounds, holes[hole2Idx], holes[hole2Idx].Bounds); if (bIntersect) { // this is actually an error condition // fix by merging hole1 and hole2 into hole1 (including the holes inside hole2!) and delete hole2 // Then, because hole1 is now changed, restart it's check. PolygonOperationContext ctx = new PolygonOperationContext(); if (!ctx.Init(PolygonUtil.PolyOperation.Union | PolygonUtil.PolyOperation.Intersect, holes[holeIdx], holes[hole2Idx])) { if (ctx.mError == PolygonUtil.PolyUnionError.Poly1InsidePoly2) { holes[hole2Idx].AddHole(holes[holeIdx]); holes.RemoveAt(holeIdx); --numHoles; bIncrementHoleIdx = false; break; } else { throw new Exception("PolygonOperationContext.Init had an error during initialization"); } } PolygonUtil.PolyUnionError pue = PolygonUtil.PolygonOperation(ctx); if (pue == PolygonUtil.PolyUnionError.None) { Point2DList union = ctx.Union; Point2DList intersection = ctx.Intersect; // create a new contour for the union Contour c = new Contour(parent); c.AddRange(union); c.Name = "(" + holes[holeIdx].Name + " UNION " + holes[hole2Idx].Name + ")"; c.WindingOrder = Point2DList.WindingOrderType.Default; // add children from both of the merged contours int numChildHoles = holes[holeIdx].GetNumHoles(); for (int i = 0; i < numChildHoles; ++i) { c.AddHole(holes[holeIdx].GetHole(i)); } numChildHoles = holes[hole2Idx].GetNumHoles(); for (int i = 0; i < numChildHoles; ++i) { c.AddHole(holes[hole2Idx].GetHole(i)); } // make sure we preserve the contours of the intersection Contour cInt = new Contour(c); cInt.AddRange(intersection); cInt.Name = "(" + holes[holeIdx].Name + " INTERSECT " + holes[hole2Idx].Name + ")"; cInt.WindingOrder = Point2DList.WindingOrderType.Default; c.AddHole(cInt); // replace the current contour with the merged contour holes[holeIdx] = c; // toss the second contour holes.RemoveAt(hole2Idx); --numHoles; // current hole is "examined", so move to the next one hole2Idx = holeIdx + 1; } else { throw new Exception("PolygonOperation had an error!"); } } else { ++hole2Idx; } } } if (bIncrementHoleIdx) { ++holeIdx; } } numHoles = holes.Count; holeIdx = 0; while (holeIdx < numHoles) { int numPoints = holes[holeIdx].Count; for (int i = 0; i < numPoints; ++i) { int j = holes[holeIdx].NextIndex(i); uint constraintCode = TriangulationConstraint.CalculateContraintCode(holes[holeIdx][i], holes[holeIdx][j]); TriangulationConstraint tc = null; if (!cps.TryGetConstraint(constraintCode, out tc)) { tc = new TriangulationConstraint(holes[holeIdx][i], holes[holeIdx][j]); cps.AddConstraint(tc); } // replace the points in the holes with valid points if (holes[holeIdx][i].VertexCode == tc.P.VertexCode) { holes[holeIdx][i] = tc.P; } else if (holes[holeIdx][j].VertexCode == tc.P.VertexCode) { holes[holeIdx][j] = tc.P; } if (holes[holeIdx][i].VertexCode == tc.Q.VertexCode) { holes[holeIdx][i] = tc.Q; } else if (holes[holeIdx][j].VertexCode == tc.Q.VertexCode) { holes[holeIdx][j] = tc.Q; } } ++holeIdx; } }
public bool TryGetConstraint(uint constraintCode, out TriangulationConstraint tc) { return(mConstraintMap.TryGetValue(constraintCode, out tc)); }
// Assumes that points being passed in the list are connected and form a polygon. // Note that some error checking is done for robustness, but for the most part, // we have to rely on the user to feed us "correct" data public bool AddHole(List <TriangulationPoint> points, string name) { if (points == null) { return(false); } //// split our self-intersection sections into their own lists List <Contour> pts = new List <Contour>(); int listIdx = 0; { Contour c = new Contour(this, points, WindingOrderType.Unknown); pts.Add(c); // only constrain the points if we actually HAVE a bounding rect if (mPoints.Count > 1) { // constrain the points to bounding rect int numPoints = pts[listIdx].Count; for (int i = 0; i < numPoints; ++i) { ConstrainPointToBounds(pts[listIdx][i]); } } } while (listIdx < pts.Count) { // simple sanity checking - remove duplicate coincident points before // we check the polygon: fast, simple algorithm that eliminate lots of problems // that only more expensive checks will find pts[listIdx].RemoveDuplicateNeighborPoints(); pts[listIdx].WindingOrder = Point2DList.WindingOrderType.Default; bool bListOK = true; Point2DList.PolygonError err = pts[listIdx].CheckPolygon(); while (bListOK && err != PolygonError.None) { if ((err & PolygonError.NotEnoughVertices) == PolygonError.NotEnoughVertices) { bListOK = false; continue; } if ((err & PolygonError.NotSimple) == PolygonError.NotSimple) { // split the polygons, remove the current list and add the resulting list to the end //List<Point2DList> l = TriangulationUtil.SplitSelfIntersectingPolygon(pts[listIdx], pts[listIdx].Epsilon); List <Point2DList> l = PolygonUtil.SplitComplexPolygon(pts[listIdx], pts[listIdx].Epsilon); pts.RemoveAt(listIdx); foreach (Point2DList newList in l) { Contour c = new Contour(this); c.AddRange(newList); pts.Add(c); } err = pts[listIdx].CheckPolygon(); continue; } if ((err & PolygonError.Degenerate) == PolygonError.Degenerate) { pts[listIdx].Simplify(this.Epsilon); err = pts[listIdx].CheckPolygon(); continue; //err &= ~(PolygonError.Degenerate); //if (pts[listIdx].Count < 3) //{ // err |= PolygonError.NotEnoughVertices; // bListOK = false; // continue; //} } if ((err & PolygonError.AreaTooSmall) == PolygonError.AreaTooSmall || (err & PolygonError.SidesTooCloseToParallel) == PolygonError.SidesTooCloseToParallel || (err & PolygonError.TooThin) == PolygonError.TooThin || (err & PolygonError.Unknown) == PolygonError.Unknown) { bListOK = false; continue; } // non-convex polygons are ok //if ((err & PolygonError.NotConvex) == PolygonError.NotConvex) //{ //} } if (!bListOK && pts[listIdx].Count != 2) { pts.RemoveAt(listIdx); } else { ++listIdx; } } bool bOK = true; listIdx = 0; while (listIdx < pts.Count) { int numPoints = pts[listIdx].Count; if (numPoints < 2) { // should not be possible by this point... ++listIdx; bOK = false; continue; } else if (numPoints == 2) { uint constraintCode = TriangulationConstraint.CalculateContraintCode(pts[listIdx][0], pts[listIdx][1]); TriangulationConstraint tc = null; if (!mConstraintMap.TryGetValue(constraintCode, out tc)) { tc = new TriangulationConstraint(pts[listIdx][0], pts[listIdx][1]); AddConstraint(tc); } } else { Contour ph = new Contour(this, pts[listIdx], Point2DList.WindingOrderType.Unknown); ph.WindingOrder = Point2DList.WindingOrderType.Default; ph.Name = name + ":" + listIdx.ToString(); mHoles.Add(ph); } ++listIdx; } return(bOK); }