public Triangle(Vertex v1, Vertex v2, Vertex v3) { this.v1 = v1; this.v2 = v2; this.v3 = v3; }
public Triangle(Vector3 v1, Vector3 v2, Vector3 v3) { this.v1 = new Vertex(v1); this.v2 = new Vertex(v2); this.v3 = new Vertex(v3); }
private static void FlipEdge(HalfEdge one) { //The data we need //This edge's triangle HalfEdge two = one.nextEdge; HalfEdge three = one.prevEdge; //The opposite edge's triangle HalfEdge four = one.oppositeEdge; HalfEdge five = one.oppositeEdge.nextEdge; HalfEdge six = one.oppositeEdge.prevEdge; //The vertices Vertex a = one.v; Vertex b = one.nextEdge.v; Vertex c = one.prevEdge.v; Vertex d = one.oppositeEdge.nextEdge.v; //Flip //Change vertex a.halfEdge = one.nextEdge; c.halfEdge = one.oppositeEdge.nextEdge; //Change half-edge //Half-edge - half-edge connections one.nextEdge = three; one.prevEdge = five; two.nextEdge = four; two.prevEdge = six; three.nextEdge = five; three.prevEdge = one; four.nextEdge = six; four.prevEdge = two; five.nextEdge = one; five.prevEdge = three; six.nextEdge = two; six.prevEdge = four; //Half-edge - vertex connection one.v = b; two.v = b; three.v = c; four.v = d; five.v = d; six.v = a; //Half-edge - triangle connection Triangle t1 = one.t; Triangle t2 = four.t; one.t = t1; three.t = t1; five.t = t1; two.t = t2; four.t = t2; six.t = t2; //Opposite-edges are not changing! //Triangle connection t1.v1 = b; t1.v2 = c; t1.v3 = d; t2.v1 = b; t2.v2 = d; t2.v3 = a; t1.halfEdge = three; t2.halfEdge = four; }
//This structure assumes we have a vertex class with a reference to a half edge going from that vertex //and a face (triangle) class with a reference to a half edge which is a part of this face public HalfEdge(Vertex v) { this.v = v; }
public static List <Triangle> TriangulateByFlippingEdges(List <Vector3> sites) { //Step 1. Triangulate the points with some algorithm //Vector3 to vertex List <Vertex> vertices = new List <Vertex>(); for (int i = 0; i < sites.Count; i++) { vertices.Add(new Vertex(sites[i])); } //Triangulate the convex hull of the sites List <Triangle> triangles = TriangulatePoints(vertices); //List triangles = TriangulatePoints.TriangleSplitting(vertices); //Step 2. Change the structure from triangle to half-edge to make it faster to flip edges List <HalfEdge> halfEdges = TransformFromTriangleToHalfEdge(triangles); //Step 3. Flip edges until we have a delaunay triangulation int safety = 0; int flippedEdges = 0; while (true) { safety += 1; if (safety > 100000) { Debug.Log("Stuck in endless loop"); break; } bool hasFlippedEdge = false; //Search through all edges to see if we can flip an edge for (int i = 0; i < halfEdges.Count; i++) { HalfEdge thisEdge = halfEdges[i]; //Is this edge sharing an edge, otherwise its a border, and then we cant flip the edge if (thisEdge.oppositeEdge == null) { continue; } //The vertices belonging to the two triangles, c-a are the edge vertices, b belongs to this triangle Vertex a = thisEdge.v; Vertex b = thisEdge.nextEdge.v; Vertex c = thisEdge.prevEdge.v; Vertex d = thisEdge.oppositeEdge.nextEdge.v; Vector2 aPos = a.GetPos2D_XZ(); Vector2 bPos = b.GetPos2D_XZ(); Vector2 cPos = c.GetPos2D_XZ(); Vector2 dPos = d.GetPos2D_XZ(); //Use the circle test to test if we need to flip this edge if (IsPointInsideOutsideOrOnCircle(aPos, bPos, cPos, dPos) < 0f) { //Are these the two triangles that share this edge forming a convex quadrilateral? //Otherwise the edge cant be flipped if (IsQuadrilateralConvex(aPos, bPos, cPos, dPos)) { //If the new triangle after a flip is not better, then dont flip //This will also stop the algoritm from ending up in an endless loop if (IsPointInsideOutsideOrOnCircle(bPos, cPos, dPos, aPos) < 0f) { continue; } //Flip the edge flippedEdges += 1; hasFlippedEdge = true; FlipEdge(thisEdge); } } } //We have searched through all edges and havent found an edge to flip, so we have a Delaunay triangulation! if (!hasFlippedEdge) { //Debug.Log("Found a delaunay triangulation"); break; } } //Debug.Log("Flipped edges: " + flippedEdges); //Dont have to convert from half edge to triangle because the algorithm will modify the objects, which belongs to the //original triangles, so the triangles have the data we need return(triangles); }
public static List <HalfEdge> TransformFromTriangleToHalfEdge(List <Triangle> triangles) { //Make sure the triangles have the same orientation OrientTrianglesClockwise(triangles); //First create a list with all possible half-edges List <HalfEdge> halfEdges = new List <HalfEdge>(triangles.Count * 3); for (int i = 0; i < triangles.Count; i++) { Triangle t = triangles[i]; HalfEdge he1 = new HalfEdge(t.v1); HalfEdge he2 = new HalfEdge(t.v2); HalfEdge he3 = new HalfEdge(t.v3); he1.nextEdge = he2; he2.nextEdge = he3; he3.nextEdge = he1; he1.prevEdge = he3; he2.prevEdge = he1; he3.prevEdge = he2; //The vertex needs to know of an edge going from it he1.v.halfEdge = he2; he2.v.halfEdge = he3; he3.v.halfEdge = he1; //The face the half-edge is connected to t.halfEdge = he1; he1.t = t; he2.t = t; he3.t = t; //Add the half-edges to the list halfEdges.Add(he1); halfEdges.Add(he2); halfEdges.Add(he3); } //Find the half-edges going in the opposite direction for (int i = 0; i < halfEdges.Count; i++) { HalfEdge he = halfEdges[i]; Vertex goingToVertex = he.v; Vertex goingFromVertex = he.prevEdge.v; for (int j = 0; j < halfEdges.Count; j++) { //Dont compare with itself if (i == j) { continue; } HalfEdge heOpposite = halfEdges[j]; //Is this edge going between the vertices in the opposite direction if (goingFromVertex.position == heOpposite.v.position && goingToVertex.position == heOpposite.prevEdge.v.position) { he.oppositeEdge = heOpposite; break; } } } return(halfEdges); }
//Get vertex in 2d space (assuming x, z) public Vector2 GetVertex2D(Vertex v) { return(new Vector2(v.position.x, v.position.z)); }
public Edge(Vector3 v1, Vector3 v2) { this.v1 = new Vertex(v1); this.v2 = new Vertex(v2); }
public Edge(Vertex v1, Vertex v2) { this.v1 = v1; this.v2 = v2; }