833 lines
No EOL
26 KiB
C++
833 lines
No EOL
26 KiB
C++
////////////////////////////////////////////////////////////////////////////////////////
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// RAVEN STANDARD TEMPLATE LIBRARY
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// (c) 2002 Activision
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//
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//
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// Graph Triangulate
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// -----------------
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// Triangulation is the process of generating graph edges between "nearby" points.
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//
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// This class is designed to work with the ragl_graph template class, and requires that
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// the same template parameters for that class be used here. The memory requirements
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// of this class are not inconsequential, so it is best to allocate this class during
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// a preprocess step and then throw it away.
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//
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// NOTE: This is a 2D triangulation! All Z Coordinates are ignored!
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//
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//
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//
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//
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// How Do I Triangulate A Raw Set Of Points?
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// -----------------------------------------
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// First of all, in order to construct a triangulation, you need to have your graph and
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// pass it in to the constructor:
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//
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// typedef ragl::graph_triangulate<TNODE, MAXNODES, TEDGE, MAXEDGES> TTriangulation
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// TTriangulation MyTriangulation(mMyGraph);
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//
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// Next, you are free to call any of the public functions in any order, but the best use
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// is to call them in this order:
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//
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// MyTriangulation.insertion_hull();
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// MyTriangulation.delaunay_edge_flip();
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// MyTriangulation.alpha_shape(MyGraphUser, <MIN>, <MAX>);
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//
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// For documentation on the above functions, look at their def below. Also, the doc on
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// the Graph User class is in graph_vs.h
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//
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//
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// Finally, when you are ready, call the finish() function. That will populate your
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// graph (which has not been altered in any way up until now). After calling finish()
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// you can dump the triangulation class, as it has done it's job and all the data is
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// now stored in the class.
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//
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// MyTriangulation.finish();
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//
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//
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//
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//
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// How Does It Work? (Overview)
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// -----------------------------
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// The details of how each step works are outlined below, however, here is the general
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// idea:
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//
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// - Call insertion hull to generate a "rough and dirty" triangulation of the point set.
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// The algorithm is relativly fast, and as a handy bi-product, generates the convex
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// hull of the points. The resulting mesh is ugly though. You probably won't want
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// to use it in the rough state. The basic idea of this algorithm is to iterativly
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// add points which have been presorted along the x-axis into the triangulation. It
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// is easy to do so, because you always know it will be on the right side of any edge
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// it needs to connect with.
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//
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// - Now that you have a functional triangulation with edges and faces, there is fairly
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// simple and fast algorithm to "clean it up" called EdgeFlipping. The idea is simple.
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// Just scan through the edges, if you find one that is "bad", flip it! Continue until
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// you find no "bad" edges. NOTE: This algorithm can lock up if any four points are
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// colinear!
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//
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// - Finally, Alpha Shape is just a simple prune scan of the edges for anything that is
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// too big or too small. This step is totally optional.
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//
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//
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////////////////////////////////////////////////////////////////////////////////////////
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#if !defined(RATL_GRAPH_TRIANGULATE_INC)
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#define RATL_GRAPH_TRIANGULATE_INC
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////////////////////////////////////////////////////////////////////////////////////////
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// Includes
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////////////////////////////////////////////////////////////////////////////////////////
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#if defined(RA_DEBUG_LINKING)
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#pragma message("...including graph_triangulate.h")
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#endif
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#if !defined(RAGL_COMMON_INC)
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#include "ragl_common.h"
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#endif
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#if !defined(RAGL_GRAPH_VS_INC)
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#include "graph_vs.h"
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#endif
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#if !defined(RATL_LIST_VS_INC)
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#include "..\Ratl\list_vs.h"
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#endif
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namespace ragl
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{
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////////////////////////////////////////////////////////////////////////////////////////
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// The Graph Class
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////////////////////////////////////////////////////////////////////////////////////////
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template <class TNODE, int MAXNODES, class TEDGE, int MAXEDGES, int MAXNODENEIGHBORS>
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class graph_triangulate : public ratl::ratl_base
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{
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public:
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////////////////////////////////////////////////////////////////////////////////////
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// Capacity Enum
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////////////////////////////////////////////////////////////////////////////////////
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enum
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{
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CAPACITY = MAXNODES,
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MAXFACES = MAXEDGES*2,
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NULLEDGE = -1
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};
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typedef graph_vs<TNODE, MAXNODES, TEDGE, MAXEDGES, MAXNODENEIGHBORS> TGraph;
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public:
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////////////////////////////////////////////////////////////////////////////////////
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// Constructor
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////////////////////////////////////////////////////////////////////////////////////
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graph_triangulate(TGraph& Graph) : mGraph(Graph), mHull(), mHullIter(mHull.begin())
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{
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mLinks.init(0);
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Clear Out All Temp Data So We Can Triangulate Again
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////////////////////////////////////////////////////////////////////////////////////
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void clear()
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{
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mLinks.init(0);
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mEdges.clear();
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mFaces.clear();
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mHull.clear();
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mHullIter = mHull.begin();
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mSortNodes.clear();
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Insertion Hull
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//
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// This is a "quick and dirty" triangulation technique. It does not give you a very
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// nice looking or terribly useful mesh, but it is a good place to start. Once
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// you have an insertion hull triangulation, you can call delauny_edge_flip() to
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// clean it up some.
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//
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// This algorithm's complexity isbounded in the worst case where all the points in
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// the mesh are on the "hull", in which case it is O(n^2). However the number of
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// points on the hull for most common point clouds is more likely to be log n.
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//
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////////////////////////////////////////////////////////////////////////////////////
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void insertion_hull()
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{
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assert(mGraph.size_nodes()>3); // We Need More Than 3 Points To Triangulate
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// STEP ONE: Sort all points along the x axis in increasing order
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//----------------------------------------------------------------
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// COMPLEXITY: O(n log n) Heapsort
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sort_points();
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// STEP TWO: Manually constructe the first face of the triangulation out of the 3 rightmost points
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//--------------------------------------------------------------------------------------------------
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// COMPLEXITY: O(1)
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add_face(mSortNodes[0].mNodeHandle, mSortNodes[1].mNodeHandle, mSortNodes[2].mNodeHandle);
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// STEP THREE: Add each remaining point to the hull, constructing new faces as we go
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//-----------------------------------------------------------------------------------
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// COMPLEXITY: O(n*c) (n = num nodes, c = num nodes on hull)
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for (int i=3; i<mSortNodes.size(); i++)
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{
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insert_point(mSortNodes[i].mNodeHandle);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Delaunay Edge Flipping
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//
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// This algorithm iterativly rotates edges which do not fit the "delaunay" criterion
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// of all points on two adjacent faces containment within the circumscribed circles
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// of the two faces. It solves the all pairs nearest neighbors problem.
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//
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// The routine is sadly bounded by n^2 complexity, but in practice perfromes very
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// well - much better than n^2 (closer to n log n).
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//
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////////////////////////////////////////////////////////////////////////////////////
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void delaunay_edge_flip()
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{
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int CurFlipped;
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int TotalFlipped = 0;
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do
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{
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CurFlipped = flip();
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TotalFlipped += CurFlipped;
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}
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while (CurFlipped!=0 && TotalFlipped<10000 /*Sanity Condition*/);
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}
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////////////////////////////////////////////////////////////////////////////////////
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// This function attempts to prune out edges which connect across "floors" and
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//
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//
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//
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////////////////////////////////////////////////////////////////////////////////////
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void floor_shape(typename TGraph::user& user, float maxzdelta)
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{
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ratl::vector_vs<int, MAXEDGES> CullEdges;
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int nEdge;
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TEdges::iterator stop=mEdges.end();
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for (TEdges::iterator it=mEdges.begin(); it!=mEdges.end(); it++)
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{
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if (!(*it).mOnHull)
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{
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edge& EdgeAt = *it;
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face& FaceR = mFaces[EdgeAt.mRight];
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face& FaceL = mFaces[EdgeAt.mLeft];
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// int Edge = mEdges.index_to_handle(it.index());
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int R = FaceR.opposing_node(EdgeAt.mA, EdgeAt.mB);
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int L = FaceL.opposing_node(EdgeAt.mA, EdgeAt.mB);
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int RInd = mGraph.node_index(R);
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int LInd = mGraph.node_index(L);
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TNODE& PtA = mGraph.get_node(EdgeAt.mA);
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TNODE& PtB = mGraph.get_node(EdgeAt.mB);
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TNODE& PtR = mGraph.get_node(R);
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TNODE& PtL = mGraph.get_node(L);
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if (
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(user.on_same_floor(PtR, PtL)) &&
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(mLinks.get(RInd, LInd)==0) &&
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(mLinks.get(LInd, RInd)==0) &&
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(!user.on_same_floor(PtL, PtA) || !user.on_same_floor(PtL, PtB))
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)
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{
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nEdge= mEdges.alloc();
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mEdges[nEdge].mA = R;
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mEdges[nEdge].mB = L;
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mEdges[nEdge].mHullLoc = mHullIter;
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mEdges[nEdge].mOnHull = true;
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mEdges[nEdge].mFlips = 0;
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mEdges[nEdge].mLeft = 0;
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mEdges[nEdge].mRight = 0;
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mLinks.get(RInd, LInd) = nEdge;
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mLinks.get(LInd, RInd) = nEdge;
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}
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if (!user.on_same_floor(PtA, PtB))
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{
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mLinks.get(mGraph.node_index(EdgeAt.mA), mGraph.node_index(EdgeAt.mB)) = 0;
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mLinks.get(mGraph.node_index(EdgeAt.mB), mGraph.node_index(EdgeAt.mA)) = 0;
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CullEdges.push_back(it.index());
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}
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}
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}
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for (int i=0; i<CullEdges.size(); i++)
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{
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mEdges.free_index(CullEdges[i]);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////
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// This function is a simple routine to prune out any edges which are larger or
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// smaller than the desired range (min, max).
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////////////////////////////////////////////////////////////////////////////////////
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void alpha_shape(typename TGraph::user& user, float max, float min=0)
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{
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ratl::vector_vs<int, MAXEDGES> CullEdges;
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float cost;
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for (TEdges::iterator it=mEdges.begin(); it!=mEdges.end(); it++)
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{
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cost = user.cost(mGraph.get_node((*it).mA), mGraph.get_node((*it).mB));
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if (cost<min || cost>max)
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{
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mLinks.get(mGraph.node_index((*it).mA), mGraph.node_index((*it).mB)) = 0;
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mLinks.get(mGraph.node_index((*it).mB), mGraph.node_index((*it).mA)) = 0;
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CullEdges.push_back(it.index());
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}
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}
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for (int i=0; i<CullEdges.size(); i++)
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{
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mEdges.free_index(CullEdges[i]);
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}
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Call this function when you are done with the triangulation and want to copy all
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// the temp data into your graph.
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////////////////////////////////////////////////////////////////////////////////////
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void finish(typename TGraph::user& user)
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{
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mGraph.clear_edges();
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TEDGE DefaultEdge;
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for (TEdges::iterator it=mEdges.begin(); it!=mEdges.end(); it++)
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{
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user.setup_edge(DefaultEdge, (*it).mA, (*it).mB, (*it).mOnHull, mGraph.get_node((*it).mA), mGraph.get_node((*it).mB));
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mGraph.connect_node(DefaultEdge, (*it).mA, (*it).mB);
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}
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}
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private:
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////////////////////////////////////////////////////////////////////////////////////
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//
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////////////////////////////////////////////////////////////////////////////////////
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typedef typename ratl::list_vs<int, MAXNODES> THull;
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typedef typename ratl::list_vs<int, MAXNODES>::iterator THullIter;
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typedef typename ratl::grid2_vs<int, MAXNODES, MAXNODES> TLinks;
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////////////////////////////////////////////////////////////////////////////////////
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// The Local Edge Class
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//
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// RIGHT
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// B<-<-<-<-<-<-A
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// LEFT
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//
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////////////////////////////////////////////////////////////////////////////////////
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class edge
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{
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public:
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int mA;
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int mB;
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int mLeft;
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int mRight;
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int mFlips;
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THullIter mHullLoc;
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bool mOnHull;
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void flip_face(int OldFace, int NewFace)
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{
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assert(mRight!=mLeft);
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assert(mLeft!=NewFace && mRight!=NewFace);
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if (mLeft==OldFace)
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{
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mLeft=NewFace;
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}
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else
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{
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assert(mRight==OldFace);
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mRight = NewFace;
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}
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assert(mRight!=mLeft);
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}
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void verify(int PtA, int PtB, int Edge)
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{
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assert(PtA==mA || PtA==mB);
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assert(PtB==mA || PtB==mB);
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assert(mRight==Edge || mLeft==Edge);
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assert(mRight!=mLeft);
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assert(mA!=mB);
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}
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void verify(int PtA, int PtB, int PtC, int Edge)
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{
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assert((PtC==mA && (PtA==mB || PtB==mB)) || (PtC==mB && (PtA==mA || PtB==mA)));
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assert(mRight==Edge || mLeft==Edge);
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assert(mRight!=mLeft);
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assert(mA!=mB);
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}
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};
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////////////////////////////////////////////////////////////////////////////////////
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// The Local Face Class
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//
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// _ C
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// /| \
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// LEFT/ \RIGHT
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// / \
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// B-<-<-<-<-A
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// BOTTOM
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//
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////////////////////////////////////////////////////////////////////////////////////
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class face
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{
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public:
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int mA;
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int mB;
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int mC;
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int mLeft;
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int mRight;
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int mBottom;
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int mFlips;
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int& opposing_node(int A, int B)
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{
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if (mA!=A && mA!=B)
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{
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return mA;
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}
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if (mB!=A && mB!=B)
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{
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return mB;
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}
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assert(mC!=A && mC!=B);
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return mC;
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}
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int& relative_left(int edge)
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{
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if (edge==mLeft)
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{
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return mRight;
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}
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if (edge==mRight)
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{
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return mBottom;
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}
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assert(edge==mBottom); // If you hit this assert, then the edge is not in this face
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return mLeft;
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}
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int& relative_right(int edge)
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{
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if (edge==mLeft)
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{
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return mBottom;
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}
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if (edge==mRight)
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{
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return mLeft;
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}
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assert(edge==mBottom); // If you hit this assert, then the edge is not in this face
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return mRight;
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}
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};
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////////////////////////////////////////////////////////////////////////////////////
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// The Sort Node Class
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//
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// Used To Sort Nodes In Increasing X Order
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////////////////////////////////////////////////////////////////////////////////////
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class sort_node
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{
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public:
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bool operator<(const sort_node& r) const
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{
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return ((*r.mNodePointer)[0] < (*mNodePointer)[0]);
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}
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int mNodeHandle;
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TNODE* mNodePointer;
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};
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////////////////////////////////////////////////////////////////////////////////////
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//
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////////////////////////////////////////////////////////////////////////////////////
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typedef typename ratl::handle_pool_vs<edge, MAXEDGES> TEdges;
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typedef typename ratl::handle_pool_vs<edge, MAXEDGES>::iterator TEdgesIter;
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typedef typename ratl::handle_pool_vs<face, MAXFACES> TFaces;
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typedef typename ratl::vector_vs<sort_node, MAXNODES> TSortNodes;
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TGraph& mGraph; // A Reference To The Graph Points To Triangulate
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TLinks mLinks;
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TEdges mEdges;
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TFaces mFaces;
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THull mHull; // The Convex Hull
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THullIter mHullIter;
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TSortNodes mSortNodes; // Need To Presort Nodes On (x-Axis) For Insertion Hull
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sort_node mSortNode;
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private:
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////////////////////////////////////////////////////////////////////////////////////
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// Copy All The Graph Nodes To Our Sort Node Class And Run Heap Sort
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////////////////////////////////////////////////////////////////////////////////////
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void sort_points()
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{
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mSortNodes.clear();
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for (TGraph::TNodes::iterator i=mGraph.nodes_begin(); i!=mGraph.nodes_end(); i++)
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{
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mSortNode.mNodeHandle = mGraph.node_handle(i);
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mSortNode.mNodePointer = &(*i);
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mSortNodes.push_back(mSortNode);
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}
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mSortNodes.sort();
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}
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////////////////////////////////////////////////////////////////////////////////////
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// Create A New Edge A->B, And Fix Up The Face
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////////////////////////////////////////////////////////////////////////////////////
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int add_edge(int A, int B, int Face=0, bool OnHull=true)
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{
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assert(A!=B );
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int nEdge = mLinks.get(mGraph.node_index(A), mGraph.node_index(B));
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// Apparently This Edge Does Not Exist, So Make A New One
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//--------------------------------------------------------
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if (nEdge==0)
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{
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nEdge= mEdges.alloc();
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mHull.insert_after(mHullIter, nEdge);
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assert(mHullIter!=mHull.end());
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mEdges[nEdge].mA = A;
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mEdges[nEdge].mB = B;
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mEdges[nEdge].mHullLoc = mHullIter;
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mEdges[nEdge].mOnHull = true;
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mEdges[nEdge].mFlips = 0;
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mEdges[nEdge].mLeft = 0;
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mEdges[nEdge].mRight = 0;
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|
|
|
|
|
mLinks.get(mGraph.node_index(A), mGraph.node_index(B)) = nEdge;
|
|
mLinks.get(mGraph.node_index(B), mGraph.node_index(A)) = nEdge;
|
|
}
|
|
|
|
// If This Edge DOES Already Exist, Then We Need To Remove It From The Hull
|
|
//--------------------------------------------------------------------------
|
|
else if (mEdges[nEdge].mOnHull)
|
|
{
|
|
assert(mEdges[nEdge].mHullLoc!=mHull.end());
|
|
|
|
if (mHullIter==mEdges[nEdge].mHullLoc)
|
|
{
|
|
mHull.erase(mHullIter); // Make Sure To Fix Up The Hull Iter If That Is What We Are Removing
|
|
}
|
|
else
|
|
{
|
|
mHull.erase(mEdges[nEdge].mHullLoc);
|
|
}
|
|
mEdges[nEdge].mOnHull = false;
|
|
}
|
|
|
|
|
|
// If The Edge Was Made With The Same Orientation Currently Asked For (A->B), Then Mark Face As Right
|
|
//----------------------------------------------------------------------------------------------------
|
|
if (mEdges[nEdge].mA==A)
|
|
{
|
|
mEdges[nEdge].mRight = Face;
|
|
}
|
|
else
|
|
{
|
|
mEdges[nEdge].mLeft = Face;
|
|
}
|
|
return nEdge;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
// Create A New Face A->B->C, And Fix Up The Edges & Neighboring Faces
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
int add_face(int A, int B, int C)
|
|
{
|
|
int Temp = 0;
|
|
int nFace = mFaces.alloc();
|
|
|
|
// First, Make Sure Node A.x Is Greater Than B and C. If Not, Swap With B or C
|
|
//------------------------------------------------------------------------------
|
|
if (mGraph.get_node(B)[0]>mGraph.get_node(A)[0])
|
|
{
|
|
Temp = A;
|
|
A = B;
|
|
B = Temp;
|
|
}
|
|
if (mGraph.get_node(C)[0]>mGraph.get_node(A)[0])
|
|
{
|
|
Temp = A;
|
|
A = C;
|
|
C = Temp;
|
|
}
|
|
|
|
// Similarly, Make Sure Node B.y Is Greater Than Node C.y
|
|
//--------------------------------------------------------
|
|
if (mGraph.get_node(C).LRTest(mGraph.get_node(A), mGraph.get_node(B))==Side_Left)
|
|
{
|
|
Temp = C;
|
|
C = B;
|
|
B = Temp;
|
|
}
|
|
|
|
// DEBUG ASSERTS
|
|
//====================================================================================
|
|
// IF YOU HIT THESE ASSERTS, CHANCES ARE THAT YOU ARE TRYING TO TRIANGULATE OVER A SET
|
|
// WITH MORE THAN 2 COLINEAR POINTS ON THE SAME FACE. INSERT HULL WILL FAIL IN THIS
|
|
// FACE. INSERT HULL WILL FAIL IN THIS SITUATION
|
|
|
|
assert(mGraph.get_node(C).LRTest(mGraph.get_node(A), mGraph.get_node(B))==Side_Right);
|
|
assert(mGraph.get_node(A).LRTest(mGraph.get_node(B), mGraph.get_node(C))==Side_Right);
|
|
assert(mGraph.get_node(B).LRTest(mGraph.get_node(C), mGraph.get_node(A))==Side_Right);
|
|
//====================================================================================
|
|
|
|
mFaces[nFace].mA = A;
|
|
mFaces[nFace].mB = B;
|
|
mFaces[nFace].mC = C;
|
|
|
|
mFaces[nFace].mRight = add_edge(C, A, nFace);
|
|
mFaces[nFace].mBottom = add_edge(A, B, nFace);
|
|
mFaces[nFace].mLeft = add_edge(B, C, nFace);
|
|
|
|
mFaces[nFace].mFlips = 0;
|
|
|
|
return nFace;
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
// Insertion Hull Triangulation
|
|
//
|
|
// This algorithm works by scanning the outer convex hull of the set of points that
|
|
// have already been triangulated. When encountering a hull edge which evaluates
|
|
// LEFT in a left right test (remember, the triangles always have clockwise orientation)
|
|
// it adds a face to the triangulation including the edge as one side of the triangle
|
|
// and two new edges to the node handle. It's very important to traverse the convex
|
|
// hull in counter clockwise order (backwards).
|
|
//
|
|
// In the example below, we assume the convex hull starts at the edge (CA). (nodeHandle) is
|
|
// RIGHT of (C->A), so it skips that edge and moves on to (D->C). (nodeHandle) is in fact
|
|
// LEFT of (D->C), so we would add a new face that would go (D->nodeHandle->C), and we remove
|
|
// (D->C) from the hull.
|
|
//
|
|
//
|
|
//
|
|
// (C)-------------(A)
|
|
// / \ __/ \
|
|
// (nodeHandle) / \ __/ \
|
|
// / \ / \
|
|
// (D)----____(B)_ \
|
|
// \ | \ __
|
|
// \ | \__
|
|
// \ | \
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
void insert_point(int nodeHandle)
|
|
{
|
|
// Iterate Over The Existing Convex Hull
|
|
//---------------------------------------
|
|
for (mHullIter = mHull.begin(); mHullIter!=mHull.end(); mHullIter++)
|
|
{
|
|
edge& curEdge = mEdges[*mHullIter];
|
|
|
|
// Can This Edge "See" The node Handle We Have Passed In?
|
|
//---------------------------------------------------------
|
|
if ( mGraph.get_node(nodeHandle).LRTest(mGraph.get_node(curEdge.mA), mGraph.get_node(curEdge.mB))==Side_Left )
|
|
{
|
|
// Then Add The Face And Remove This Edge From The Hull
|
|
//------------------------------------------------------
|
|
add_face(curEdge.mA, curEdge.mB, nodeHandle);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
// Edge Flip Function
|
|
//
|
|
// This function scans the edge list for any edge that is "bad" (defined as not
|
|
// fitting within the circumscribed circle of either adjoining face). When it
|
|
// encounters one, it "flips" the edge in question and fixes up the adjoining faces
|
|
// which were altered.
|
|
//
|
|
//
|
|
// The Flip Edge (PtA->PtB):
|
|
//
|
|
//
|
|
//
|
|
// BEFORE AFTER
|
|
//
|
|
// (PtR) (PtA)
|
|
// / \ / | \
|
|
// / \ / | \
|
|
// / (FaceR) \ / V \
|
|
// / \ / | \
|
|
// (PtB)-<---------<-(PtA) (PtR) | (PtL)
|
|
// \ / \ | /
|
|
// \ (FaceL) / \ V /
|
|
// \ / \ | /
|
|
// \ / \ | /
|
|
// (PtL) (PtB)
|
|
//
|
|
////////////////////////////////////////////////////////////////////////////////////
|
|
int flip()
|
|
{
|
|
int Flipped = 0;
|
|
|
|
int EdgeHandle;
|
|
int PtR, PtL, PtA, PtB;
|
|
int EdgeRL, EdgeRR, EdgeLL, EdgeLR;
|
|
|
|
|
|
// Iterate Through All The Edges Looking For Potential NON-Delauney Edges
|
|
//------------------------------------------------------------------------
|
|
for (TEdgesIter CurEdge=mEdges.begin(); CurEdge!=mEdges.end(); CurEdge++)
|
|
{
|
|
// If It Is On The Hull, We Don't Even Need To Look At It
|
|
//--------------------------------------------------------
|
|
if (!(*CurEdge).mOnHull)
|
|
{
|
|
edge& EdgeAt = *CurEdge;
|
|
face& FaceR = mFaces[EdgeAt.mRight];
|
|
face& FaceL = mFaces[EdgeAt.mLeft];
|
|
|
|
EdgeHandle = mEdges.index_to_handle(CurEdge.index());
|
|
PtA = EdgeAt.mA;
|
|
PtB = EdgeAt.mB;
|
|
PtR = FaceR.opposing_node(PtA, PtB);
|
|
PtL = FaceL.opposing_node(PtA, PtB);
|
|
|
|
assert(EdgeAt.mRight!=EdgeAt.mLeft);
|
|
assert(PtA!=PtB);
|
|
assert(PtR!=PtL);
|
|
assert(PtA!=PtR && PtA!=PtL);
|
|
assert(PtB!=PtR && PtB!=PtL);
|
|
|
|
// Is This Edge Invalid For Delaunay?
|
|
//-------------------------------------
|
|
if (!mGraph.get_node(PtB).InCircle(mGraph.get_node(PtR), mGraph.get_node(PtL), mGraph.get_node(PtA)) &&
|
|
!mGraph.get_node(PtA).InCircle(mGraph.get_node(PtR), mGraph.get_node(PtB), mGraph.get_node(PtL))
|
|
)
|
|
{
|
|
// Change The Link: Remove The Old, Add The New
|
|
//----------------------------------------------
|
|
mLinks.get(mGraph.node_index(PtA), mGraph.node_index(PtB)) = 0;
|
|
mLinks.get(mGraph.node_index(PtB), mGraph.node_index(PtA)) = 0;
|
|
|
|
mLinks.get(mGraph.node_index(PtR), mGraph.node_index(PtL)) = EdgeHandle;
|
|
mLinks.get(mGraph.node_index(PtL), mGraph.node_index(PtR)) = EdgeHandle;
|
|
|
|
|
|
Flipped++;
|
|
EdgeAt.mFlips++;
|
|
FaceL.mFlips++;
|
|
FaceR.mFlips++;
|
|
|
|
// Flip The Edge We Found
|
|
//------------------------
|
|
EdgeAt.mA = PtR;
|
|
EdgeAt.mB = PtL;
|
|
|
|
// Calculate Relatave Edges And Points Assuming (EdgeAt) Were mBottom For The Two Faces
|
|
//--------------------------------------------------------------------------------------
|
|
EdgeRL = FaceR.relative_left(EdgeHandle);
|
|
EdgeRR = FaceR.relative_right(EdgeHandle);
|
|
|
|
EdgeLL = FaceL.relative_left(EdgeHandle);
|
|
EdgeLR = FaceL.relative_right(EdgeHandle);
|
|
|
|
|
|
// Fix Edges Which Had Been Rotated To New Faces
|
|
//-----------------------------------------------
|
|
mEdges[EdgeLR].flip_face(EdgeAt.mLeft, EdgeAt.mRight);
|
|
mEdges[EdgeRR].flip_face(EdgeAt.mRight, EdgeAt.mLeft);
|
|
|
|
// Rotate The Edges Clockwise
|
|
//----------------------------
|
|
FaceR.mLeft = EdgeLR;
|
|
FaceR.mRight = EdgeRL;
|
|
FaceR.mBottom = EdgeHandle;
|
|
|
|
FaceL.mLeft = EdgeRR;
|
|
FaceL.mRight = EdgeLL;
|
|
FaceL.mBottom = EdgeHandle;
|
|
|
|
FaceR.mA = PtR;
|
|
FaceR.mB = PtL;
|
|
FaceR.mC = PtB;
|
|
|
|
FaceL.mA = PtR;
|
|
FaceL.mB = PtL;
|
|
FaceL.mC = PtA;
|
|
|
|
|
|
// DEBUG VERIFICATION
|
|
//========================================================================
|
|
#ifdef _DEBUG
|
|
mEdges[FaceR.mLeft ].verify(FaceR.mA, FaceR.mB, FaceR.mC, EdgeAt.mRight);
|
|
mEdges[FaceR.mRight ].verify(FaceR.mA, FaceR.mB, FaceR.mC, EdgeAt.mRight);
|
|
mEdges[FaceR.mBottom].verify(FaceR.mA, FaceR.mB, EdgeAt.mRight);
|
|
|
|
mEdges[FaceL.mLeft ].verify(FaceL.mA, FaceL.mB, FaceL.mC, EdgeAt.mLeft);
|
|
mEdges[FaceL.mRight ].verify(FaceL.mA, FaceL.mB, FaceL.mC, EdgeAt.mLeft);
|
|
mEdges[FaceL.mBottom].verify(FaceL.mA, FaceL.mB, EdgeAt.mLeft);
|
|
#endif
|
|
|
|
assert(EdgeAt.mRight!=EdgeAt.mLeft);
|
|
assert(PtA!=PtB);
|
|
assert(PtR!=PtL);
|
|
//========================================================================
|
|
}
|
|
}
|
|
}
|
|
return Flipped;
|
|
}
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
}
|
|
#endif |