/* Poly2Tri
* Copyright (c) 2009-2010, Poly2Tri Contributors
* http://code.google.com/p/poly2tri/
*
* All rights reserved.
*
* Redistribution and use in source and binary forms, with or without modification,
* are permitted provided that the following conditions are met:
*
* * Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* * Neither the name of Poly2Tri nor the names of its contributors may be
* used to endorse or promote products derived from this software without specific
* prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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package org.poly2tri.triangulation.delaunay.sweep;
import static org.poly2tri.triangulation.TriangulationUtil.EPSILON;
import static org.poly2tri.triangulation.TriangulationUtil.inScanArea;
import static org.poly2tri.triangulation.TriangulationUtil.orient2d;
import static org.poly2tri.triangulation.TriangulationUtil.smartIncircle;
import java.util.List;
import org.poly2tri.triangulation.TriangulationMode;
import org.poly2tri.triangulation.TriangulationPoint;
import org.poly2tri.triangulation.TriangulationUtil.Orientation;
import org.poly2tri.triangulation.delaunay.DelaunayTriangle;
import org.slf4j.Logger;
import org.slf4j.LoggerFactory;
/**
* Sweep-line, Constrained Delauney Triangulation (CDT) See: Domiter, V. and
* Zalik, B.(2008)'Sweep-line algorithm for constrained Delaunay triangulation',
* International Journal of Geographical Information Science
*
* "FlipScan" Constrained Edge Algorithm invented by author of this code.
*
* Author: Thomas �hl�n, thahlen@gmail.com
*/
public class DTSweep {
private static Logger logger = LoggerFactory.getLogger(DTSweep.class);
private final static double PI_div2 = Math.PI / 2;
private final static double PI_3div4 = 3 * Math.PI / 4;
public DTSweep() {
}
/** Triangulate simple polygon with holes **/
public static void triangulate(DTSweepContext tcx) {
tcx.createAdvancingFront();
sweep(tcx);
if (tcx.getTriangulationMode() == TriangulationMode.POLYGON) {
finalizationPolygon(tcx);
} else {
finalizationConvexHull(tcx);
}
tcx.done();
}
/**
* Start sweeping the Y-sorted point set from bottom to top
*
* @param tcx
*/
private static void sweep(DTSweepContext tcx) {
List<TriangulationPoint> points;
TriangulationPoint point;
AdvancingFrontNode node;
points = tcx.getPoints();
for (int i = 1; i < points.size(); i++) {
point = points.get(i);
node = pointEvent(tcx, point);
if (point.hasEdges()) {
for (DTSweepConstraint e : point.getEdges()) {
if (tcx.isDebugEnabled()) {
tcx.getDebugContext().setActiveConstraint(e);
}
edgeEvent(tcx, e, node);
}
}
tcx.update(null);
}
}
/**
* If this is a Delaunay Triangulation of a pointset we need to
* fill so the triangle mesh gets a ConvexHull
* @param tcx
*/
private static void finalizationConvexHull(DTSweepContext tcx) {
AdvancingFrontNode n1, n2;
DelaunayTriangle t1, t2;
TriangulationPoint first, p1;
n1 = tcx.aFront.head.next;
n2 = n1.next;
first = n1.point;
turnAdvancingFrontConvex(tcx, n1, n2);
// TODO: implement ConvexHull for lower right and left boundary
// Lets remove triangles connected to the two "algorithm" points
// XXX: When the first the nodes are points in a triangle we need to do a flip before
// removing triangles or we will lose a valid triangle.
// Same for last three nodes!
// !!! If I implement ConvexHull for lower right and left boundary this fix should not be
// needed and the removed triangles will be added again by default
n1 = tcx.aFront.tail.prev;
if (n1.triangle.contains(n1.next.point)
&& n1.triangle.contains(n1.prev.point)) {
t1 = n1.triangle.neighborAcross(n1.point);
rotateTrianglePair(n1.triangle, n1.point, t1, t1.oppositePoint(
n1.triangle, n1.point));
tcx.mapTriangleToNodes(n1.triangle);
tcx.mapTriangleToNodes(t1);
}
n1 = tcx.aFront.head.next;
if (n1.triangle.contains(n1.prev.point)
&& n1.triangle.contains(n1.next.point)) {
t1 = n1.triangle.neighborAcross(n1.point);
rotateTrianglePair(n1.triangle, n1.point, t1, t1.oppositePoint(
n1.triangle, n1.point));
tcx.mapTriangleToNodes(n1.triangle);
tcx.mapTriangleToNodes(t1);
}
// Lower right boundary
first = tcx.aFront.head.point;
n2 = tcx.aFront.tail.prev;
t1 = n2.triangle;
p1 = n2.point;
n2.triangle = null;
do {
tcx.removeFromList(t1);
p1 = t1.pointCCW(p1);
if (p1 == first)
break;
t2 = t1.neighborCCW(p1);
t1.clear();
t1 = t2;
} while (true);
// Lower left boundary
first = tcx.aFront.head.next.point;
p1 = t1.pointCW(tcx.aFront.head.point);
t2 = t1.neighborCW(tcx.aFront.head.point);
t1.clear();
t1 = t2;
while (p1 != first) {
tcx.removeFromList(t1);
p1 = t1.pointCCW(p1);
t2 = t1.neighborCCW(p1);
t1.clear();
t1 = t2;
}
// Remove current head and tail node now that we have removed all triangles attached
// to them. Then set new head and tail node points
tcx.aFront.head = tcx.aFront.head.next;
tcx.aFront.head.prev = null;
tcx.aFront.tail = tcx.aFront.tail.prev;
tcx.aFront.tail.next = null;
tcx.finalizeTriangulation();
}
/**
* We will traverse the entire advancing front and fill it to form a
* convex hull.<br>
*/
private static void turnAdvancingFrontConvex(DTSweepContext tcx,
AdvancingFrontNode b, AdvancingFrontNode c) {
AdvancingFrontNode first = b;
while (c != tcx.aFront.tail) {
if (tcx.isDebugEnabled()) {
tcx.getDebugContext().setActiveNode(c);
}
if (orient2d(b.point, c.point, c.next.point) == Orientation.CCW) {
// [b,c,d] Concave - fill around c
fill(tcx, c);
c = c.next;
} else {
// [b,c,d] Convex
if (b != first
&& orient2d(b.prev.point, b.point, c.point) == Orientation.CCW) {
// [a,b,c] Concave - fill around b
fill(tcx, b);
b = b.prev;
} else {
// [a,b,c] Convex - nothing to fill
b = c;
c = c.next;
}
}
}
}
private static void finalizationPolygon(DTSweepContext tcx) {
// Get an Internal triangle to start with
DelaunayTriangle t = tcx.aFront.head.next.triangle;
TriangulationPoint p = tcx.aFront.head.next.point;
while (!t.getConstrainedEdgeCW(p)) {
t = t.neighborCCW(p);
}
// Collect interior triangles constrained by edges
tcx.meshClean(t);
}
/**
* Find closes node to the left of the new point and
* create a new triangle. If needed new holes and basins
* will be filled to.
*
* @param tcx
* @param point
* @return
*/
private static AdvancingFrontNode pointEvent(DTSweepContext tcx,
TriangulationPoint point) {
AdvancingFrontNode node, newNode;
node = tcx.locateNode(point);
if (tcx.isDebugEnabled()) {
tcx.getDebugContext().setActiveNode(node);
}
newNode = newFrontTriangle(tcx, point, node);
// Only need to check +epsilon since point never have smaller
// x value than node due to how we fetch nodes from the front
if (point.getX() <= node.point.getX() + EPSILON) {
fill(tcx, node);
}
tcx.addNode(newNode);
fillAdvancingFront(tcx, newNode);
return newNode;
}
/**
* Creates a new front triangle and legalize it
*
* @param tcx
* @param point
* @param node
* @return
*/
private static AdvancingFrontNode newFrontTriangle(DTSweepContext tcx,
TriangulationPoint point, AdvancingFrontNode node) {
AdvancingFrontNode newNode;
DelaunayTriangle triangle;
triangle = new DelaunayTriangle(point, node.point, node.next.point);
triangle.markNeighbor(node.triangle);
tcx.addToList(triangle);
newNode = new AdvancingFrontNode(point);
newNode.next = node.next;
newNode.prev = node;
node.next.prev = newNode;
node.next = newNode;
tcx.addNode(newNode); // XXX: BST
if (tcx.isDebugEnabled()) {
tcx.getDebugContext().setActiveNode(newNode);
}
if (!legalize(tcx, triangle)) {
tcx.mapTriangleToNodes(triangle);
}
return newNode;
}
/**
*
*
* @param tcx
* @param edge
* @param node
*/
private static void edgeEvent(DTSweepContext tcx, DTSweepConstraint edge,
AdvancingFrontNode node) {
try {
tcx.edgeEvent.constrainedEdge = edge;
tcx.edgeEvent.right = edge.p.getX() > edge.q.getX();
if (tcx.isDebugEnabled()) {
tcx.getDebugContext().setPrimaryTriangle(node.triangle);
}
if (isEdgeSideOfTriangle(node.triangle, edge.p, edge.q)) {
return;
}
// For now we will do all needed filling
// TODO: integrate with flip process might give some better performance
// but for now this avoid the issue with cases that needs both flips and fills
fillEdgeEvent(tcx, edge, node);
edgeEvent(tcx, edge.p, edge.q, node.triangle, edge.q);
} catch (PointOnEdgeException e) {
logger.warn("Skipping edge: {}", e.getMessage());
}
}
private static void fillEdgeEvent(DTSweepContext tcx,
DTSweepConstraint edge, AdvancingFrontNode node) {
if (tcx.edgeEvent.right) {
fillRightAboveEdgeEvent(tcx, edge, node);
} else {
fillLeftAboveEdgeEvent(tcx, edge, node);
}
}
private static void fillRightConcaveEdgeEvent(DTSweepContext tcx,
DTSweepConstraint edge, AdvancingFrontNode node) {
fill(tcx, node.next);
if (node.next.point != edge.p) {
// Next above or below edge?
if (orient2d(edge.q, node.next.point, edge.p) == Orientation.CCW) {
// Below
if (orient2d(node.point, node.next.point, node.next.next.point) == Orientation.CCW) {
// Next is concave
fillRightConcaveEdgeEvent(tcx, edge, node);
} else {
// Next is convex
}
}
}
}
private static void fillRightConvexEdgeEvent(DTSweepContext tcx,
DTSweepConstraint edge, AdvancingFrontNode node) {
// Next concave or convex?
if (orient2d(node.next.point, node.next.next.point,
node.next.next.next.point) == Orientation.CCW) {
// Concave
fillRightConcaveEdgeEvent(tcx, edge, node.next);
} else {
// Convex
// Next above or below edge?
if (orient2d(edge.q, node.next.next.point, edge.p) == Orientation.CCW) {
// Below
fillRightConvexEdgeEvent(tcx, edge, node.next);
} else {
// Above
}
}
}
private static void fillRightBelowEdgeEvent(DTSweepContext tcx,
DTSweepConstraint edge, AdvancingFrontNode node) {
if (tcx.isDebugEnabled()) {
tcx.getDebugContext().setActiveNode(node);
}
if (node.point.getX() < edge.p.getX()) // needed?
{
if (orient2d(node.point, node.next.point, node.next.next.point) == Orientation.CCW) {
// Concave
fillRightConcaveEdgeEvent(tcx, edge, node);
} else {
// Convex
fillRightConvexEdgeEvent(tcx, edge, node);
// Retry this one
fillRightBelowEdgeEvent(tcx, edge, node);
}
}
}
private static void fillRightAboveEdgeEvent(DTSweepContext tcx,
DTSweepConstraint edge, AdvancingFrontNode node) {
while (node.next.point.getX() < edge.p.getX()) {
if (tcx.isDebugEnabled()) {
tcx.getDebugContext().setActiveNode(node);
}
// Check if next node is below the edge
Orientation o1 = orient2d(edge.q, node.next.point, edge.p);
if (o1 == Orientation.CCW) {
fillRightBelowEdgeEvent(tcx, edge, node);
} else {
node = node.next;
}
}
}
private static void fillLeftConvexEdgeEvent(DTSweepContext tcx,
DTSweepConstraint edge, AdvancingFrontNode node) {
// Next concave or convex?
if (orient2d(node.prev.point, node.prev.prev.point,
node.prev.prev.prev.point) == Orientation.CW) {
// Concave
fillLeftConcaveEdgeEvent(tcx, edge, node.prev);
} else {
// Convex
// Next above or below edge?
if (orient2d(edge.q, node.prev.prev.point, edge.p) == Orientation.CW) {
// Below
fillLeftConvexEdgeEvent(tcx, edge, node.prev);
} else {
// Above
}
}
}
private static void fillLeftConcaveEdgeEvent(DTSweepContext tcx,
DTSweepConstraint edge, AdvancingFrontNode node) {
fill(tcx, node.prev);
if (node.prev.point != edge.p) {
// Next above or below edge?
if (orient2d(edge.q, node.prev.point, edge.p) == Orientation.CW) {
// Below
if (orient2d(node.point, node.prev.point, node.prev.prev.point) == Orientation.CW) {
// Next is concave
fillLeftConcaveEdgeEvent(tcx, edge, node);
} else {
// Next is convex
}
}
}
}
private static void fillLeftBelowEdgeEvent(DTSweepContext tcx,
DTSweepConstraint edge, AdvancingFrontNode node) {
if (tcx.isDebugEnabled()) {
tcx.getDebugContext().setActiveNode(node);
}
if (node.point.getX() > edge.p.getX()) {
if (orient2d(node.point, node.prev.point, node.prev.prev.point) == Orientation.CW) {
// Concave
fillLeftConcaveEdgeEvent(tcx, edge, node);
} else {
// Convex
fillLeftConvexEdgeEvent(tcx, edge, node);
// Retry this one
fillLeftBelowEdgeEvent(tcx, edge, node);
}
}
}
private static void fillLeftAboveEdgeEvent(DTSweepContext tcx,
DTSweepConstraint edge, AdvancingFrontNode node) {
while (node.prev.point.getX() > edge.p.getX()) {
if (tcx.isDebugEnabled()) {
tcx.getDebugContext().setActiveNode(node);
}
// Check if next node is below the edge
Orientation o1 = orient2d(edge.q, node.prev.point, edge.p);
if (o1 == Orientation.CW) {
fillLeftBelowEdgeEvent(tcx, edge, node);
} else {
node = node.prev;
}
}
}
private static boolean isEdgeSideOfTriangle(DelaunayTriangle triangle,
TriangulationPoint ep, TriangulationPoint eq) {
int index;
index = triangle.edgeIndex(ep, eq);
if (index != -1) {
triangle.markConstrainedEdge(index);
triangle = triangle.neighbors[index];
if (triangle != null) {
triangle.markConstrainedEdge(ep, eq);
}
return true;
}
return false;
}
private static void edgeEvent(DTSweepContext tcx, TriangulationPoint ep,
TriangulationPoint eq, DelaunayTriangle triangle,
TriangulationPoint point) {
TriangulationPoint p1, p2;
if (tcx.isDebugEnabled()) {
tcx.getDebugContext().setPrimaryTriangle(triangle);
}
if (isEdgeSideOfTriangle(triangle, ep, eq)) {
return;
}
p1 = triangle.pointCCW(point);
Orientation o1 = orient2d(eq, p1, ep);
if (o1 == Orientation.Collinear) {
if (triangle.contains(eq, p1)) {
triangle.markConstrainedEdge(eq, p1);
// We are modifying the constraint maybe it would be better to
// not change the given constraint and just keep a variable for the new constraint
tcx.edgeEvent.constrainedEdge.q = p1;
triangle = triangle.neighborAcross(point);
edgeEvent(tcx, ep, p1, triangle, p1);
} else {
throw new PointOnEdgeException(
"EdgeEvent - Point on constrained edge not supported yet");
}
if (tcx.isDebugEnabled()) {
logger.info("EdgeEvent - Point on constrained edge");
}
return;
}
p2 = triangle.pointCW(point);
Orientation o2 = orient2d(eq, p2, ep);
if (o2 == Orientation.Collinear) {
if (triangle.contains(eq, p2)) {
triangle.markConstrainedEdge(eq, p2);
// We are modifying the constraint maybe it would be better to
// not change the given constraint and just keep a variable for the new constraint
tcx.edgeEvent.constrainedEdge.q = p2;
triangle = triangle.neighborAcross(point);
edgeEvent(tcx, ep, p2, triangle, p2);
} else {
throw new PointOnEdgeException(
"EdgeEvent - Point on constrained edge not supported yet");
}
if (tcx.isDebugEnabled()) {
logger.info("EdgeEvent - Point on constrained edge");
}
return;
}
if (o1 == o2) {
// Need to decide if we are rotating CW or CCW to get to a triangle
// that will cross edge
if (o1 == Orientation.CW) {
triangle = triangle.neighborCCW(point);
} else {
triangle = triangle.neighborCW(point);
}
edgeEvent(tcx, ep, eq, triangle, point);
} else {
// This triangle crosses constraint so lets flippin start!
flipEdgeEvent(tcx, ep, eq, triangle, point);
}
}
private static void flipEdgeEvent(DTSweepContext tcx,
TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle t,
TriangulationPoint p) {
TriangulationPoint op, newP;
DelaunayTriangle ot;
boolean inScanArea;
ot = t.neighborAcross(p);
op = ot.oppositePoint(t, p);
// if( ot == null )
// {
// // If we want to integrate the fillEdgeEvent do it here
// // With current implementation we should never get here
// throw new RuntimeException( "[BUG:FIXME] FLIP failed due to missing triangle");
// }
if (t.getConstrainedEdgeAcross(p)) {
throw new RuntimeException("Intersecting Constraints");
}
if (tcx.isDebugEnabled()) {
tcx.getDebugContext().setPrimaryTriangle(t);
tcx.getDebugContext().setSecondaryTriangle(ot);
} // TODO: remove
inScanArea = inScanArea(p, t.pointCCW(p), t.pointCW(p), op);
if (inScanArea) {
// Lets rotate shared edge one vertex CW
rotateTrianglePair(t, p, ot, op);
tcx.mapTriangleToNodes(t);
tcx.mapTriangleToNodes(ot);
if (p == eq && op == ep) {
if (eq == tcx.edgeEvent.constrainedEdge.q
&& ep == tcx.edgeEvent.constrainedEdge.p) {
if (tcx.isDebugEnabled()) {
System.out.println("[FLIP] - constrained edge done");
} // TODO: remove
t.markConstrainedEdge(ep, eq);
ot.markConstrainedEdge(ep, eq);
legalize(tcx, t);
legalize(tcx, ot);
} else {
if (tcx.isDebugEnabled()) {
System.out.println("[FLIP] - subedge done");
} // TODO: remove
// XXX: I think one of the triangles should be legalized here?
}
} else {
if (tcx.isDebugEnabled()) {
System.out
.println("[FLIP] - flipping and continuing with triangle still crossing edge");
} // TODO: remove
Orientation o = orient2d(eq, op, ep);
t = nextFlipTriangle(tcx, o, t, ot, p, op);
flipEdgeEvent(tcx, ep, eq, t, p);
}
} else {
newP = nextFlipPoint(ep, eq, ot, op);
flipScanEdgeEvent(tcx, ep, eq, t, ot, newP);
edgeEvent(tcx, ep, eq, t, p);
}
}
/**
* When we need to traverse from one triangle to the next we need
* the point in current triangle that is the opposite point to the next
* triangle.
*
* @param ep
* @param eq
* @param ot
* @param op
* @return
*/
private static TriangulationPoint nextFlipPoint(TriangulationPoint ep,
TriangulationPoint eq, DelaunayTriangle ot, TriangulationPoint op) {
Orientation o2d = orient2d(eq, op, ep);
if (o2d == Orientation.CW) {
// Right
return ot.pointCCW(op);
} else if (o2d == Orientation.CCW) {
// Left
return ot.pointCW(op);
} else {
// TODO: implement support for point on constraint edge
throw new PointOnEdgeException(
"Point on constrained edge not supported yet");
}
}
/**
* After a flip we have two triangles and know that only one will still be
* intersecting the edge. So decide which to contiune with and legalize the other
*
* @param tcx
* @param o - should be the result of an orient2d( eq, op, ep )
* @param t - triangle 1
* @param ot - triangle 2
* @param p - a point shared by both triangles
* @param op - another point shared by both triangles
* @return returns the triangle still intersecting the edge
*/
private static DelaunayTriangle nextFlipTriangle(DTSweepContext tcx,
Orientation o, DelaunayTriangle t, DelaunayTriangle ot,
TriangulationPoint p, TriangulationPoint op) {
int edgeIndex;
if (o == Orientation.CCW) {
// ot is not crossing edge after flip
edgeIndex = ot.edgeIndex(p, op);
ot.dEdge[edgeIndex] = true;
legalize(tcx, ot);
ot.clearDelunayEdges();
return t;
}
// t is not crossing edge after flip
edgeIndex = t.edgeIndex(p, op);
t.dEdge[edgeIndex] = true;
legalize(tcx, t);
t.clearDelunayEdges();
return ot;
}
/**
* Scan part of the FlipScan algorithm<br>
* When a triangle pair isn't flippable we will scan for the next
* point that is inside the flip triangle scan area. When found
* we generate a new flipEdgeEvent
*
* @param tcx
* @param ep - last point on the edge we are traversing
* @param eq - first point on the edge we are traversing
* @param flipTriangle - the current triangle sharing the point eq with edge
* @param t
* @param p
*/
private static void flipScanEdgeEvent(DTSweepContext tcx,
TriangulationPoint ep, TriangulationPoint eq,
DelaunayTriangle flipTriangle, DelaunayTriangle t,
TriangulationPoint p) {
DelaunayTriangle ot;
TriangulationPoint op, newP;
boolean inScanArea;
ot = t.neighborAcross(p);
op = ot.oppositePoint(t, p);
// if( ot == null )
// {
// // If we want to integrate the fillEdgeEvent do it here
// // With current implementation we should never get here
// throw new RuntimeException( "[BUG:FIXME] FLIP failed due to missing triangle");
// }
if (tcx.isDebugEnabled()) {
System.out.println("[FLIP:SCAN] - scan next point"); // TODO: remove
tcx.getDebugContext().setPrimaryTriangle(t);
tcx.getDebugContext().setSecondaryTriangle(ot);
}
inScanArea = inScanArea(eq, flipTriangle.pointCCW(eq), flipTriangle
.pointCW(eq), op);
if (inScanArea) {
// flip with new edge op->eq
flipEdgeEvent(tcx, eq, op, ot, op);
// TODO: Actually I just figured out that it should be possible to
// improve this by getting the next ot and op before the the above
// flip and continue the flipScanEdgeEvent here
// set new ot and op here and loop back to inScanArea test
// also need to set a new flipTriangle first
// Turns out at first glance that this is somewhat complicated
// so it will have to wait.
} else {
newP = nextFlipPoint(ep, eq, ot, op);
flipScanEdgeEvent(tcx, ep, eq, flipTriangle, ot, newP);
}
}
/**
* Fills holes in the Advancing Front
*
*
* @param tcx
* @param n
*/
private static void fillAdvancingFront(DTSweepContext tcx,
AdvancingFrontNode n) {
AdvancingFrontNode node;
double angle;
// Fill right holes
node = n.next;
while (node.hasNext()) {
if (isLargeHole(node)) {
break;
}
fill(tcx, node);
node = node.next;
}
// Fill left holes
node = n.prev;
while (node.hasPrevious()) {
if (isLargeHole(node)) {
break;
}
fill(tcx, node);
node = node.prev;
}
// Fill right basins
if (n.hasNext() && n.next.hasNext()) {
angle = basinAngle(n);
if (angle < PI_3div4) {
fillBasin(tcx, n);
}
}
}
/**
* @param node
* @return true if hole angle exceeds 90 degrees
*/
private static boolean isLargeHole(AdvancingFrontNode node) {
double angle = angle(node.point, node.next.point, node.prev.point);
//XXX: don't see angle being in range [-pi/2,0] due to how advancing front works
// return (angle > PI_div2) || (angle < -PI_div2);
return (angle > PI_div2) || (angle < 0);
// ISSUE 48: http://code.google.com/p/poly2tri/issues/detail?id=48
// TODO: Adding this fix suggested in issues 48 caused some
// triangulations to fail so commented it out for now.
//
// Also haven't been able to produce a triangulation that gives the
// problem described in issue 48.
// AdvancingFrontNode nextNode = node.next;
// AdvancingFrontNode prevNode = node.prev;
// if( !AngleExceeds90Degrees(node.point,
// nextNode.point,
// prevNode.point))
// {
// return false;
// }
//
// // Check additional points on front.
// AdvancingFrontNode next2Node = nextNode.next;
// // "..Plus.." because only want angles on same side as point being added.
// if( (next2Node != null)
// && !AngleExceedsPlus90DegreesOrIsNegative(node.point,
// next2Node.point,
// prevNode.point))
// {
// return false;
// }
//
// AdvancingFrontNode prev2Node = prevNode.prev;
// // "..Plus.." because only want angles on same side as point being added.
// if( (prev2Node != null)
// && !AngleExceedsPlus90DegreesOrIsNegative(node.point,
// nextNode.point,
// prev2Node.point))
// {
// return false;
// }
// return true;
}
// private static boolean AngleExceeds90Degrees
// (
// TriangulationPoint origin,
// TriangulationPoint pa,
// TriangulationPoint pb
// )
// {
// double angle = angle(origin, pa, pb);
// return (angle > PI_div2) || (angle < -PI_div2);
// }
//
//
// private static boolean AngleExceedsPlus90DegreesOrIsNegative
// (
// TriangulationPoint origin,
// TriangulationPoint pa,
// TriangulationPoint pb
// )
// {
// double angle = angle(origin, pa, pb);
// return (angle > PI_div2) || (angle < 0);
// }
/**
* Fills a basin that has formed on the Advancing Front to the right
* of given node.<br>
* First we decide a left,bottom and right node that forms the
* boundaries of the basin. Then we do a reqursive fill.
*
* @param tcx
* @param node - starting node, this or next node will be left node
*/
private static void fillBasin(DTSweepContext tcx, AdvancingFrontNode node) {
if (orient2d(node.point, node.next.point, node.next.next.point) == Orientation.CCW) {
tcx.basin.leftNode = node;
} else {
tcx.basin.leftNode = node.next;
}
// Find the bottom and right node
tcx.basin.bottomNode = tcx.basin.leftNode;
while (tcx.basin.bottomNode.hasNext()
&& tcx.basin.bottomNode.point.getY() >= tcx.basin.bottomNode.next.point
.getY()) {
tcx.basin.bottomNode = tcx.basin.bottomNode.next;
}
if (tcx.basin.bottomNode == tcx.basin.leftNode) {
// No valid basin
return;
}
tcx.basin.rightNode = tcx.basin.bottomNode;
while (tcx.basin.rightNode.hasNext()
&& tcx.basin.rightNode.point.getY() < tcx.basin.rightNode.next.point
.getY()) {
tcx.basin.rightNode = tcx.basin.rightNode.next;
}
if (tcx.basin.rightNode == tcx.basin.bottomNode) {
// No valid basins
return;
}
tcx.basin.width = tcx.basin.rightNode.getPoint().getX()
- tcx.basin.leftNode.getPoint().getX();
tcx.basin.leftHighest = tcx.basin.leftNode.getPoint().getY() > tcx.basin.rightNode
.getPoint().getY();
fillBasinReq(tcx, tcx.basin.bottomNode);
}
/**
* Recursive algorithm to fill a Basin with triangles
*
* @param tcx
* @param node - bottomNode
* @param cnt - counter used to alternate on even and odd numbers
*/
private static void fillBasinReq(DTSweepContext tcx, AdvancingFrontNode node) {
// if shallow stop filling
if (isShallow(tcx, node)) {
return;
}
fill(tcx, node);
if (node.prev == tcx.basin.leftNode && node.next == tcx.basin.rightNode) {
return;
} else if (node.prev == tcx.basin.leftNode) {
Orientation o = orient2d(node.point, node.next.point,
node.next.next.point);
if (o == Orientation.CW) {
return;
}
node = node.next;
} else if (node.next == tcx.basin.rightNode) {
Orientation o = orient2d(node.point, node.prev.point,
node.prev.prev.point);
if (o == Orientation.CCW) {
return;
}
node = node.prev;
} else {
// Continue with the neighbor node with lowest Y value
if (node.prev.point.getY() < node.next.point.getY()) {
node = node.prev;
} else {
node = node.next;
}
}
fillBasinReq(tcx, node);
}
private static boolean isShallow(DTSweepContext tcx, AdvancingFrontNode node) {
double height;
if (tcx.basin.leftHighest) {
height = tcx.basin.leftNode.getPoint().getY()
- node.getPoint().getY();
} else {
height = tcx.basin.rightNode.getPoint().getY()
- node.getPoint().getY();
}
if (tcx.basin.width > height) {
return true;
}
return false;
}
/**
*
* @param node - middle node
* @return the angle between p-a and p-b in range [-pi,pi]
*/
private static double angle(TriangulationPoint p, TriangulationPoint a,
TriangulationPoint b) {
// XXX: do we really need a signed angle for holeAngle?
// could possible save some cycles here
/* Complex plane
* ab = cosA +i*sinA
* ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
* atan2(y,x) computes the principal value of the argument function
* applied to the complex number x+iy
* Where x = ax*bx + ay*by
* y = ax*by - ay*bx
*/
final double px = p.getX();
final double py = p.getY();
final double ax = a.getX() - px;
final double ay = a.getY() - py;
final double bx = b.getX() - px;
final double by = b.getY() - py;
return Math.atan2(ax * by - ay * bx, ax * bx + ay * by);
}
/**
* The basin angle is decided against the horizontal line [1,0]
*/
private static double basinAngle(AdvancingFrontNode node) {
double ax = node.point.getX() - node.next.next.point.getX();
double ay = node.point.getY() - node.next.next.point.getY();
return Math.atan2(ay, ax);
}
/**
* Adds a triangle to the advancing front to fill a hole.
* @param tcx
* @param node - middle node, that is the bottom of the hole
*/
private static void fill(DTSweepContext tcx, AdvancingFrontNode node) {
DelaunayTriangle triangle = new DelaunayTriangle(node.prev.point,
node.point, node.next.point);
// TODO: should copy the cEdge value from neighbor triangles
// for now cEdge values are copied during the legalize
triangle.markNeighbor(node.prev.triangle);
triangle.markNeighbor(node.triangle);
tcx.addToList(triangle);
// Update the advancing front
node.prev.next = node.next;
node.next.prev = node.prev;
tcx.removeNode(node);
// If it was legalized the triangle has already been mapped
if (!legalize(tcx, triangle)) {
tcx.mapTriangleToNodes(triangle);
}
}
/**
* Returns true if triangle was legalized
*/
private static boolean legalize(DTSweepContext tcx, DelaunayTriangle t) {
int oi;
boolean inside;
TriangulationPoint p, op;
DelaunayTriangle ot;
// To legalize a triangle we start by finding if any of the three edges
// violate the Delaunay condition
for (int i = 0; i < 3; i++) {
// TODO: fix so that cEdge is always valid when creating new triangles then we can check it here
// instead of below with ot
if (t.dEdge[i]) {
continue;
}
ot = t.neighbors[i];
if (ot != null) {
p = t.points[i];
op = ot.oppositePoint(t, p);
oi = ot.index(op);
// If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization)
// then we should not try to legalize
if (ot.cEdge[oi] || ot.dEdge[oi]) {
t.cEdge[i] = ot.cEdge[oi]; // XXX: have no good way of setting this property when creating new triangles so lets set it here
continue;
}
inside = smartIncircle(p, t.pointCCW(p), t.pointCW(p), op);
if (inside) {
boolean notLegalized;
// Lets mark this shared edge as Delaunay
t.dEdge[i] = true;
ot.dEdge[oi] = true;
// Lets rotate shared edge one vertex CW to legalize it
rotateTrianglePair(t, p, ot, op);
// We now got one valid Delaunay Edge shared by two triangles
// This gives us 4 new edges to check for Delaunay
// Make sure that triangle to node mapping is done only one time for a specific triangle
notLegalized = !legalize(tcx, t);
if (notLegalized) {
tcx.mapTriangleToNodes(t);
}
notLegalized = !legalize(tcx, ot);
if (notLegalized) {
tcx.mapTriangleToNodes(ot);
}
// Reset the Delaunay edges, since they only are valid Delaunay edges
// until we add a new triangle or point.
// XXX: need to think about this. Can these edges be tried after we
// return to previous recursive level?
t.dEdge[i] = false;
ot.dEdge[oi] = false;
// If triangle have been legalized no need to check the other edges since
// the recursive legalization will handles those so we can end here.
return true;
}
}
}
return false;
}
/**
* Rotates a triangle pair one vertex CW
*<pre>
* n2 n2
* P +-----+ P +-----+
* | t /| |\ t |
* | / | | \ |
* n1| / |n3 n1| \ |n3
* | / | after CW | \ |
* |/ oT | | oT \|
* +-----+ oP +-----+
* n4 n4
* </pre>
*/
private static void rotateTrianglePair(DelaunayTriangle t,
TriangulationPoint p, DelaunayTriangle ot, TriangulationPoint op) {
DelaunayTriangle n1, n2, n3, n4;
n1 = t.neighborCCW(p);
n2 = t.neighborCW(p);
n3 = ot.neighborCCW(op);
n4 = ot.neighborCW(op);
boolean ce1, ce2, ce3, ce4;
ce1 = t.getConstrainedEdgeCCW(p);
ce2 = t.getConstrainedEdgeCW(p);
ce3 = ot.getConstrainedEdgeCCW(op);
ce4 = ot.getConstrainedEdgeCW(op);
boolean de1, de2, de3, de4;
de1 = t.getDelunayEdgeCCW(p);
de2 = t.getDelunayEdgeCW(p);
de3 = ot.getDelunayEdgeCCW(op);
de4 = ot.getDelunayEdgeCW(op);
t.legalize(p, op);
ot.legalize(op, p);
// Remap dEdge
ot.setDelunayEdgeCCW(p, de1);
t.setDelunayEdgeCW(p, de2);
t.setDelunayEdgeCCW(op, de3);
ot.setDelunayEdgeCW(op, de4);
// Remap cEdge
ot.setConstrainedEdgeCCW(p, ce1);
t.setConstrainedEdgeCW(p, ce2);
t.setConstrainedEdgeCCW(op, ce3);
ot.setConstrainedEdgeCW(op, ce4);
// Remap neighbors
// XXX: might optimize the markNeighbor by keeping track of
// what side should be assigned to what neighbor after the
// rotation. Now mark neighbor does lots of testing to find
// the right side.
t.clearNeighbors();
ot.clearNeighbors();
if (n1 != null)
ot.markNeighbor(n1);
if (n2 != null)
t.markNeighbor(n2);
if (n3 != null)
t.markNeighbor(n3);
if (n4 != null)
ot.markNeighbor(n4);
t.markNeighbor(ot);
}
}