Exemplo n.º 1
0
        /// <summary>
        /// Get convex hull for 2D point cloud.
        /// Returns null if less than 2 points provided.
        /// Returns two edges with surface area of 0 if exactly two points provided.
        /// </summary>
        /// <param name="points">Point cloud, list of Vector2 elements.</param>
        /// <returns>List of Edges defining the convex hull. Edges are not sorted but will have normals pointing away from the convex hull.</returns>
        public static List <Edge> GetHull(List <Vector2> points)
        {
            ReViewFeedManager debug = ReViewFeedManager.Instance;

            if (points.Count < 2)
            {
                // Not enough points to create a convex hull -> return null
                return(null);
            }

            // Final list of convex hull edges
            List <Edge> edges = new List <Edge>();

            List <int> pointIndicesToProcess = new List <int>();

            // Find min and max vertex from X axis
            int    minIndex = -1;
            int    maxIndex = -1;
            double maxX     = -Double.MaxValue;
            double minX     = Double.MaxValue;

            for (int i = 0; i < points.Count; i++)
            {
                pointIndicesToProcess.Add(i);
                if (points[i].X > maxX)
                {
                    maxX     = points[i].X;
                    maxIndex = i;
                }
                if (points[i].X < minX)
                {
                    minX     = points[i].X;
                    minIndex = i;
                }
            }

            // Random points -> Introduces a bug

            /*
             * minIndex = SRandom.Index(points.Count);
             * maxIndex = SRandom.Index(points.Count);
             * if (maxIndex == minIndex)
             * {
             *      maxIndex = (maxIndex + 1) % points.Count;
             * }
             */

            // Add initial two edges to processing list
            List <Edge> edgesToProcess = new List <Edge>();

            edgesToProcess.Add(new Edge(minIndex, maxIndex));
            edgesToProcess.Add(new Edge(maxIndex, minIndex));
            pointIndicesToProcess.Remove(minIndex);
            pointIndicesToProcess.Remove(maxIndex);

            #region Debug_Region_1
            //
            // REVIEW DEBUG RENDERING
            // Add boxes for vertices and for initial lines in the processing list
            //
            for (int i = 0; i < points.Count; i++)
            {
                debug.AddBox(0, -1, new Matrix4x4(), new Vector3(points[i].x, points[i].y, 0.0), new Vector3(0.005, 0.005, 0.005), new Color32(255, 255, 0, 255));
            }
            debug.AdvanceDebugTimer();
            debug.MapID(edgesToProcess[0], debug.AddLine(debug.DebugTimer, -1, points[minIndex], points[maxIndex], new Color32(200, 255, 0, 255)));
            debug.MapID(edgesToProcess[1], debug.AddLine(debug.DebugTimer, -1, points[maxIndex], points[minIndex], new Color32(200, 255, 0, 255)));
            debug.AdvanceDebugTimer();
            #endregion

            // Iterate until no more edges to process
            while (edgesToProcess.Count > 0)
            {
                // Remove edge from processing list (it will either end up in the final edges list or get ignored)
                Edge edgeToProcess = edgesToProcess[0];
                edgesToProcess.RemoveAt(0);

                #region Debug_Region_2
                //
                // REVIEW DEBUG RENDERING
                // Remove edge being processed and add it with different color for this frame
                //
                debug.RemovePrimitive(debug.FindID(edgeToProcess), debug.DebugTimer);
                debug.AddLine(debug.DebugTimer, debug.DebugTimerStep, points[edgeToProcess.A], points[edgeToProcess.B], new Color32(0, 0, 0, 255));
                #endregion

                double furthestDistance   = -1.0;
                int    candidateIndex     = -1;
                int    pointsInFrontCount = 0;

                for (int i = 0; i < pointIndicesToProcess.Count; i++)
                {
                    int     pointIndex = pointIndicesToProcess[i];
                    Vector2 point      = points[pointIndex];

                    if (!edgeToProcess.Contains(pointIndex) && edgeToProcess.PointInFront(points, point))
                    {
                        #region Debug_Region_3
                        //
                        // REVIEW DEBUG RENDERING
                        // Color vertex being checked to be "in front"
                        //
                        debug.AddBox(debug.DebugTimer, debug.DebugTimerStep, new Matrix4x4(), new Vector3(point.x, point.y, 0.0), new Vector3(0.0075, 0.0075, 0.0075), new Color32(0, 255, 0, 255));
                        #endregion

                        // This point is not part of edge and it is on the "front" side of the edge -> Check distance and mark as candidate
                        double distanceToEdge = edgeToProcess.DistanceToPoint(points, point);
                        if (distanceToEdge > furthestDistance)
                        {
                            furthestDistance = distanceToEdge;
                            candidateIndex   = pointIndex;
                        }

                        pointsInFrontCount++;
                    }
                    #region Debug_Region_4
                    else
                    {
                        //
                        // REVIEW DEBUG RENDERING
                        // Color vertex being checked to not be "in front"
                        //
                        debug.AddBox(debug.DebugTimer, debug.DebugTimerStep, new Matrix4x4(), new Vector3(point.x, point.y, 0.0), new Vector3(0.0075, 0.0075, 0.0075), new Color32(255, 0, 0, 255));
                    }
                    #endregion
                }
                #region Debug_Region_5
                debug.AdvanceDebugTimer();
                #endregion
                if (candidateIndex >= 0)
                {
                    #region Debug_Region_6
                    //
                    // REVIEW DEBUG RENDERING
                    // Color vertex being selected as the furthest and "in front"
                    //
                    debug.AddBox(debug.DebugTimer, debug.DebugTimerStep, new Matrix4x4(), points[candidateIndex], new Vector3(0.0075, 0.0075, 0.0075), new Color32(0, 0, 0, 255));
                    #endregion
                    if (!edgeToProcess.PointInLine(points, points[candidateIndex]))
                    {
                        // Remove all points inside the new triangle
                        Triangle t = new Triangle(edgeToProcess.A, edgeToProcess.B, candidateIndex);
                        for (int i = 0; i < pointIndicesToProcess.Count; i++)
                        {
                            int pointIndex = pointIndicesToProcess[i];
                            if (t.Inside(points, points[pointIndex]))
                            {
                                pointIndicesToProcess.RemoveAt(i);
                                i--;
                                pointsInFrontCount--;
                            }
                        }
                    }

                    if (pointsInFrontCount == 0)
                    {
                        // New lines are part of the convex hull -> Don't add edgesToProcess
                        edges.Add(new Edge(edgeToProcess.A, candidateIndex));
                        edges.Add(new Edge(candidateIndex, edgeToProcess.B));
                        #region Debug_Region_7
                        //
                        // REVIEW DEBUG RENDERING
                        // Show convex hull lines added
                        //
                        long line_id_1 = debug.AddLine(debug.DebugTimer, -1, points[edgeToProcess.A], points[candidateIndex], new Color32(255, 255, 255, 255));
                        long line_id_2 = debug.AddLine(debug.DebugTimer, -1, points[candidateIndex], points[edgeToProcess.B], new Color32(255, 255, 255, 255));

                        debug.AddAnnotation(line_id_1, debug.DebugTimer, -1, "Hull Edge #" + (edges.Count - 1), new Color32(255, 255, 255, 255));
                        debug.AddAnnotation(line_id_2, debug.DebugTimer, -1, "Hull Edge #" + edges.Count, new Color32(255, 255, 255, 255));
                        #endregion
                    }
                    else
                    {
                        // Found point, add two new edges to process
                        edgesToProcess.Add(new Edge(edgeToProcess.A, candidateIndex));
                        edgesToProcess.Add(new Edge(candidateIndex, edgeToProcess.B));
                        #region Debug_Region_8
                        //
                        // REVIEW DEBUG RENDERING
                        // Show new lines added to be processed
                        //
                        debug.MapID(edgesToProcess[edgesToProcess.Count - 2], debug.AddLine(debug.DebugTimer, -1, points[edgeToProcess.A], points[candidateIndex], new Color32(200, 255, 0, 255)));
                        debug.MapID(edgesToProcess[edgesToProcess.Count - 1], debug.AddLine(debug.DebugTimer, -1, points[candidateIndex], points[edgeToProcess.B], new Color32(200, 255, 0, 255)));
                        #endregion
                    }
                }
                else
                {
                    // No candidates found -> This is part of convex hull
                    edges.Add(new Edge(edgeToProcess.A, edgeToProcess.B));
                    #region Debug_Region_9
                    long line_id = debug.AddLine(debug.DebugTimer, -1, points[edgeToProcess.A], points[edgeToProcess.B], new Color32(255, 255, 255, 255));
                    debug.AddAnnotation(line_id, debug.DebugTimer, -1, "Hull Edge #" + edges.Count, new Color32(255, 255, 255, 255));
                    #endregion
                }
                #region Debug_Region_10
                debug.AdvanceDebugTimer();
                #endregion
            }
            #region Debug_Region_11
            debug.RemoveAllAnnotations(debug.DebugTimer);
            #endregion
            return(edges);
        }
Exemplo n.º 2
0
        /// <summary>
        /// Delaunay triangulate point cloud with given convex hull.
        /// Returns null if less than 3 points provided.
        /// Using Tenamura-Merriam algorithm which does 'advancing front' starting with convexHull edges.
        /// UNOPTIMAL IMPLEMENTATION! This will not deal with regular grids.
        /// </summary>
        /// <param name="points">Point cloud, list of Vector2 elements.</param>
        /// <param name="points">Edge list, convex hull for point cloud.</param>
        /// <returns>List of Edges defining the convex hull. Edges are not sorted but will have normals pointing away from the convex hull.</returns>
        public static List <Triangle> Triangulate(List <Vector2> points, List <Edge> convexHull)
        {
            if (points.Count < 3)
            {
                // Not enough points to create triangulation -> return null
                return(null);
            }

            #region Debug_Region_1
            Vector3 LINE_ZOFFS = new Vector3(0, 0, 0.002);
            int     triCount   = 0;

            ReViewFeedManager debug = ReViewFeedManager.Instance;
            long mesh_id            = debug.AddMesh(debug.DebugTimer, -1, new Matrix4x4(), new Vector3(0, 0, 0.001), true);
            #endregion

            // Final list of convex hull edges
            List <Triangle> triangles = new List <Triangle>();

            List <Edge> edgesToProcess = new List <Edge>();
            foreach (Edge edge in convexHull)
            {
                edgesToProcess.Add(edge.GetFlipped());
            }

            while (edgesToProcess.Count > 0)
            {
                Edge edgeToProcess = edgesToProcess[0];
                edgesToProcess.RemoveAt(0);

                int  circumCircleFailCount = 0;
                bool triangleAdded         = false;

                // Try to find third vertex for the edgeToProcess to form a triangle

                List <int> testedCandidates = new List <int>();
                for (int i = 0; i < points.Count; i++)
                {
                    if (edgeToProcess.Contains(i))
                    {
                        // This point is part of the edge already -> Skip
                        continue;
                    }

                    if (!edgeToProcess.PointInFront(points, points[i]))
                    {
                        // This point is not in front -> Skip
                        continue;
                    }

                    if (testedCandidates.Contains(i))
                    {
                        // Already processed -> Skip
                        continue;
                    }
                    testedCandidates.Add(i);

                    Triangle t = new Triangle(edgeToProcess.A, edgeToProcess.B, i);

                    if (GeometryMath.IsTriangleDegenerate(points[t.A], points[t.B], points[t.C]))
                    {
                        // Degenerate triangle (no surface area so points are all in a line) -> Ignore this and continue
                        continue;
                    }

                    // Check circumcircle validity for this triangle
                    bool pointsInCircumCircle = false;

                    for (int j = 0; j < points.Count; j++)
                    {
                        if (i == j || edgeToProcess.Contains(j))
                        {
                            continue;
                        }

                        Vector2 otherPoint = points[j];
                        // Some other point -> Check if in circumcircle
                        if (t.PointInCircumcircle(points, otherPoint))
                        {
                            #region Debug_Region_2
                            // Add debug drawing for failed circumcircle tests
                            Vector2 center;
                            double  radius;
                            if (GeometryMath.GetCircumcircle(points[edgeToProcess.A], points[edgeToProcess.B], points[i], out center, out radius))
                            {
                                Color32 debugColor = Color32.FromHSVA((double)circumCircleFailCount / 16.0 % 1.0, 0.9, 1.0, 1.0);
                                // Circumcircle
                                debug.AddCircle(debug.DebugTimer, debug.DebugTimerStep, (Vector3)center + LINE_ZOFFS, radius, new Vector3(0, 0, 1), 64, debugColor);
                                // Point that was inside (fails the test)
                                debug.AddBox(debug.DebugTimer, debug.DebugTimerStep, new Matrix4x4(new Quaternion(new Vector3(0, 0, 1), Math.PI * 0.25)), new Vector3(points[j].x, points[j].y, 0.0), new Vector3(0.015, 0.015, 0.015), debugColor);
                                // Lines to show triangle tested
                                debug.AddLine(debug.DebugTimer, debug.DebugTimerStep, (Vector3)points[edgeToProcess.A] + LINE_ZOFFS, (Vector3)points[edgeToProcess.B] + LINE_ZOFFS, new Color32(0, 0, 0, 255));
                                debug.AddLine(debug.DebugTimer, debug.DebugTimerStep, (Vector3)points[edgeToProcess.B] + LINE_ZOFFS, (Vector3)points[i] + LINE_ZOFFS, debugColor);
                                debug.AddLine(debug.DebugTimer, debug.DebugTimerStep, (Vector3)points[i] + LINE_ZOFFS, (Vector3)points[edgeToProcess.A] + LINE_ZOFFS, debugColor);

                                debug.AdvanceDebugTimer();
                            }
                            #endregion

                            circumCircleFailCount++;

                            if (!testedCandidates.Contains(j))
                            {
                                i = j - 1;
                            }
                            pointsInCircumCircle = true;

                            break;
                        }
                    }

                    if (pointsInCircumCircle)
                    {
                        // Points in circumcircle -> Skip
                        continue;
                    }

                    // Update edgesToProcess list by adding two new edges if they are not one of the convex hull edges
                    Edge newEdgeA = new Edge(edgeToProcess.A, i);
                    Edge newEdgeB = new Edge(i, edgeToProcess.B);

                    // Check if new edges would be the same as unprocessed convex-hull edges
                    for (int j = 0; j < edgesToProcess.Count; j++)
                    {
                        Edge convexEdge = edgesToProcess[j];
                        if (convexEdge == newEdgeA)
                        {
                            // Don't add newEdgeA and remove convexEdge
                            newEdgeA = null;
                            edgesToProcess.RemoveAt(j);
                            j--;
                        }
                        else if (convexEdge == newEdgeB)
                        {
                            // Don't add newEdgeA and remove convexEdge
                            newEdgeB = null;
                            edgesToProcess.RemoveAt(j);
                            j--;
                        }
                    }

                    // Check if new edges would be shared with existing triangle edges
                    for (int j = 0; j < triangles.Count; j++)
                    {
                        if (triangles[j].Contains(newEdgeA))
                        {
                            newEdgeA = null;
                        }
                        if (triangles[j].Contains(newEdgeB))
                        {
                            newEdgeB = null;
                        }
                        if (newEdgeA == null && newEdgeB == null)
                        {
                            break;
                        }
                    }

                    if (newEdgeA != null)
                    {
                        edgesToProcess.Add(newEdgeA);
                    }
                    if (newEdgeB != null)
                    {
                        edgesToProcess.Add(newEdgeB);
                    }

                    // Valid triangle -> Add to delaunay set
                    triangles.Add(t);
                    #region Debug_Region_3
                    // Debug graphics for triangle to be added
                    Vector2 triCenter;
                    double  triRadius;
                    // Add circumcircle
                    GeometryMath.GetCircumcircle(points[t.A], points[t.B], points[t.C], out triCenter, out triRadius);
                    debug.AddCircle(debug.DebugTimer, debug.DebugTimerStep, (Vector3)triCenter + LINE_ZOFFS, triRadius, new Vector3(0, 0, 1), 64, new Color32(255, 255, 0, 255));

                    // Add triangle lines
                    debug.AddLine(debug.DebugTimer, -1, (Vector3)points[t.A] + LINE_ZOFFS, (Vector3)points[t.B] + LINE_ZOFFS, new Color32(0, 0, 0, 255));
                    debug.AddLine(debug.DebugTimer, -1, (Vector3)points[t.B] + LINE_ZOFFS, (Vector3)points[t.C] + LINE_ZOFFS, new Color32(0, 0, 0, 255));
                    debug.AddLine(debug.DebugTimer, -1, (Vector3)points[t.C] + LINE_ZOFFS, (Vector3)points[t.A] + LINE_ZOFFS, new Color32(0, 0, 0, 255));

                    // Add triangle
                    debug.AddTriangle(mesh_id, debug.DebugTimer, points[t.A], points[t.B], points[t.C], new Color32(32, 255, 32, 128));

                    // Progress for console window
                    triCount++;
                    if (triCount % 100 == 0)
                    {
                        Console.WriteLine("TriCount {0}", triCount);
                    }

                    debug.AdvanceDebugTimer();
                    #endregion

                    triangleAdded = true;

                    // Processed 'edgeToProcess' -> Proceed to next in the list
                    break;
                }
                #region Debug_Region_4
                // Debug graphics for the case when no triangle could be added for given edge
                if (!triangleAdded)
                {
                    long line_id = debug.AddLine(debug.DebugTimer, debug.DebugTimerStep, (Vector3)points[edgeToProcess.A] + LINE_ZOFFS * 2, (Vector3)points[edgeToProcess.B] + LINE_ZOFFS * 2, new Color32(255, 0, 0, 255));
                    debug.AddAnnotation(line_id, debug.DebugTimer, debug.DebugTimerStep, "No valid triangle could be generated!", new Color32(255, 255, 255, 255));
                    debug.AdvanceDebugTimer();
                }
                #endregion
            }

            Console.WriteLine("Done triangles");

            return(triangles);
        }