/* * Copyright (c) 2016 Vivid Solutions. * * All rights reserved. This program and the accompanying materials * are made available under the terms of the Eclipse Public License v1.0 * and Eclipse Distribution License v. 1.0 which accompanies this distribution. * The Eclipse Public License is available at http://www.eclipse.org/legal/epl-v10.html * and the Eclipse Distribution License is available at * * http://www.eclipse.org/org/documents/edl-v10.php. */ package org.locationtech.jts.triangulate; import java.util.Collection; import java.util.Iterator; import org.locationtech.jts.triangulate.quadedge.LocateFailureException; import org.locationtech.jts.triangulate.quadedge.QuadEdge; import org.locationtech.jts.triangulate.quadedge.QuadEdgeSubdivision; import org.locationtech.jts.triangulate.quadedge.Vertex; /** * Computes a Delaunay Triangulation of a set of {@link Vertex}es, using an * incremental insertion algorithm. * * @author Martin Davis * @version 1.0 */ public class IncrementalDelaunayTriangulator { private QuadEdgeSubdivision subdiv; private boolean isUsingTolerance = false; /** * Creates a new triangulator using the given {@link QuadEdgeSubdivision}. * The triangulator uses the tolerance of the supplied subdivision. * * @param subdiv * a subdivision in which to build the TIN */ public IncrementalDelaunayTriangulator(QuadEdgeSubdivision subdiv) { this.subdiv = subdiv; isUsingTolerance = subdiv.getTolerance() > 0.0; } /** * Inserts all sites in a collection. The inserted vertices <b>MUST</b> be * unique up to the provided tolerance value. (i.e. no two vertices should be * closer than the provided tolerance value). They do not have to be rounded * to the tolerance grid, however. * * @param vertices a Collection of Vertex * * @throws LocateFailureException if the location algorithm fails to converge in a reasonable number of iterations */ public void insertSites(Collection vertices) { for (Iterator i = vertices.iterator(); i.hasNext();) { Vertex v = (Vertex) i.next(); insertSite(v); } } /** * Inserts a new point into a subdivision representing a Delaunay * triangulation, and fixes the affected edges so that the result is still a * Delaunay triangulation. * <p> * * @return a quadedge containing the inserted vertex */ public QuadEdge insertSite(Vertex v) { /** * This code is based on Guibas and Stolfi (1985), with minor modifications * and a bug fix from Dani Lischinski (Graphic Gems 1993). (The modification * I believe is the test for the inserted site falling exactly on an * existing edge. Without this test zero-width triangles have been observed * to be created) */ QuadEdge e = subdiv.locate(v); if (subdiv.isVertexOfEdge(e, v)) { // point is already in subdivision. return e; } else if (subdiv.isOnEdge(e, v.getCoordinate())) { // the point lies exactly on an edge, so delete the edge // (it will be replaced by a pair of edges which have the point as a vertex) e = e.oPrev(); subdiv.delete(e.oNext()); } /** * Connect the new point to the vertices of the containing triangle * (or quadrilateral, if the new point fell on an existing edge.) */ QuadEdge base = subdiv.makeEdge(e.orig(), v); QuadEdge.splice(base, e); QuadEdge startEdge = base; do { base = subdiv.connect(e, base.sym()); e = base.oPrev(); } while (e.lNext() != startEdge); // Examine suspect edges to ensure that the Delaunay condition // is satisfied. do { QuadEdge t = e.oPrev(); if (t.dest().rightOf(e) && v.isInCircle(e.orig(), t.dest(), e.dest())) { QuadEdge.swap(e); e = e.oPrev(); } else if (e.oNext() == startEdge) { return base; // no more suspect edges. } else { e = e.oNext().lPrev(); } } while (true); } }