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authorsaurabhb172020-02-26 16:37:17 +0530
committerGitHub2020-02-26 16:37:17 +0530
commit07a8c86216b6b1f694b136ec64c281d62941952e (patch)
treead18839d8b4eb1f13419d07878cc4ec4c9b70032 /polygon/poly2tri/common/shapes.cc
parente255d0622297488c1c52755be670733418c994cf (diff)
parent1fa449fed953fa11f6bd0ea82cc2d3b115ee0781 (diff)
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Merge pull request #2 from saurabhb17/develop
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+/*
+ * 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
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
+ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
+ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
+ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
+ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
+ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
+ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+#include "shapes.h"
+#include <iostream>
+
+namespace p2t {
+Triangle::Triangle( Point& a, Point& b, Point& c )
+{
+ points_[0] = &a; points_[1] = &b; points_[2] = &c;
+ neighbors_[0] = NULL; neighbors_[1] = NULL; neighbors_[2] = NULL;
+ constrained_edge[0] = constrained_edge[1] = constrained_edge[2] = false;
+ delaunay_edge[0] = delaunay_edge[1] = delaunay_edge[2] = false;
+ interior_ = false;
+}
+
+
+// Update neighbor pointers
+void Triangle::MarkNeighbor( Point* p1, Point* p2, Triangle* t )
+{
+ if( (p1 == points_[2] && p2 == points_[1]) || (p1 == points_[1] && p2 == points_[2]) )
+ neighbors_[0] = t;
+ else if( (p1 == points_[0] && p2 == points_[2]) || (p1 == points_[2] && p2 == points_[0]) )
+ neighbors_[1] = t;
+ else if( (p1 == points_[0] && p2 == points_[1]) || (p1 == points_[1] && p2 == points_[0]) )
+ neighbors_[2] = t;
+ else
+ assert( 0 );
+}
+
+
+// Exhaustive search to update neighbor pointers
+void Triangle::MarkNeighbor( Triangle& t )
+{
+ if( t.Contains( points_[1], points_[2] ) )
+ {
+ neighbors_[0] = &t;
+ t.MarkNeighbor( points_[1], points_[2], this );
+ }
+ else if( t.Contains( points_[0], points_[2] ) )
+ {
+ neighbors_[1] = &t;
+ t.MarkNeighbor( points_[0], points_[2], this );
+ }
+ else if( t.Contains( points_[0], points_[1] ) )
+ {
+ neighbors_[2] = &t;
+ t.MarkNeighbor( points_[0], points_[1], this );
+ }
+}
+
+
+/**
+ * Clears all references to all other triangles and points
+ */
+void Triangle::Clear()
+{
+ Triangle* t;
+
+ for( int i = 0; i<3; i++ )
+ {
+ t = neighbors_[i];
+
+ if( t != NULL )
+ {
+ t->ClearNeighbor( this );
+ }
+ }
+
+ ClearNeighbors();
+ points_[0] = points_[1] = points_[2] = NULL;
+}
+
+
+void Triangle::ClearNeighbor( Triangle* triangle )
+{
+ if( neighbors_[0] == triangle )
+ {
+ neighbors_[0] = NULL;
+ }
+ else if( neighbors_[1] == triangle )
+ {
+ neighbors_[1] = NULL;
+ }
+ else
+ {
+ neighbors_[2] = NULL;
+ }
+}
+
+
+void Triangle::ClearNeighbors()
+{
+ neighbors_[0] = NULL;
+ neighbors_[1] = NULL;
+ neighbors_[2] = NULL;
+}
+
+
+void Triangle::ClearDelunayEdges()
+{
+ delaunay_edge[0] = delaunay_edge[1] = delaunay_edge[2] = false;
+}
+
+
+Point* Triangle::OppositePoint( Triangle& t, Point& p )
+{
+ Point* cw = t.PointCW( p );
+
+ /*
+ double x = cw->x;
+ double y = cw->y;
+
+ x = p.x;
+ y = p.y;
+ */
+
+ return PointCW( *cw );
+}
+
+
+// Legalized triangle by rotating clockwise around point(0)
+void Triangle::Legalize( Point& point )
+{
+ points_[1] = points_[0];
+ points_[0] = points_[2];
+ points_[2] = &point;
+}
+
+
+// Legalize triagnle by rotating clockwise around oPoint
+void Triangle::Legalize( Point& opoint, Point& npoint )
+{
+ if( &opoint == points_[0] )
+ {
+ points_[1] = points_[0];
+ points_[0] = points_[2];
+ points_[2] = &npoint;
+ }
+ else if( &opoint == points_[1] )
+ {
+ points_[2] = points_[1];
+ points_[1] = points_[0];
+ points_[0] = &npoint;
+ }
+ else if( &opoint == points_[2] )
+ {
+ points_[0] = points_[2];
+ points_[2] = points_[1];
+ points_[1] = &npoint;
+ }
+ else
+ {
+ assert( 0 );
+ }
+}
+
+
+int Triangle::Index( const Point* p )
+{
+ if( p == points_[0] )
+ {
+ return 0;
+ }
+ else if( p == points_[1] )
+ {
+ return 1;
+ }
+ else if( p == points_[2] )
+ {
+ return 2;
+ }
+
+ assert( 0 );
+ return 0; // you better hope its a Debug build.
+}
+
+
+int Triangle::EdgeIndex( const Point* p1, const Point* p2 )
+{
+ if( points_[0] == p1 )
+ {
+ if( points_[1] == p2 )
+ {
+ return 2;
+ }
+ else if( points_[2] == p2 )
+ {
+ return 1;
+ }
+ }
+ else if( points_[1] == p1 )
+ {
+ if( points_[2] == p2 )
+ {
+ return 0;
+ }
+ else if( points_[0] == p2 )
+ {
+ return 2;
+ }
+ }
+ else if( points_[2] == p1 )
+ {
+ if( points_[0] == p2 )
+ {
+ return 1;
+ }
+ else if( points_[1] == p2 )
+ {
+ return 0;
+ }
+ }
+
+ return -1;
+}
+
+
+void Triangle::MarkConstrainedEdge( const int index )
+{
+ constrained_edge[index] = true;
+}
+
+
+void Triangle::MarkConstrainedEdge( Edge& edge )
+{
+ MarkConstrainedEdge( edge.p, edge.q );
+}
+
+
+// Mark edge as constrained
+void Triangle::MarkConstrainedEdge( Point* p, Point* q )
+{
+ if( (q == points_[0] && p == points_[1]) || (q == points_[1] && p == points_[0]) )
+ {
+ constrained_edge[2] = true;
+ }
+ else if( (q == points_[0] && p == points_[2]) || (q == points_[2] && p == points_[0]) )
+ {
+ constrained_edge[1] = true;
+ }
+ else if( (q == points_[1] && p == points_[2]) || (q == points_[2] && p == points_[1]) )
+ {
+ constrained_edge[0] = true;
+ }
+}
+
+
+// The point counter-clockwise to given point
+Point* Triangle::PointCW( Point& point )
+{
+ if( &point == points_[0] )
+ {
+ return points_[2];
+ }
+ else if( &point == points_[1] )
+ {
+ return points_[0];
+ }
+ else if( &point == points_[2] )
+ {
+ return points_[1];
+ }
+
+ assert( 0 );
+ return NULL; // you better hope its a Debug build.
+}
+
+
+// The point counter-clockwise to given point
+Point* Triangle::PointCCW( Point& point )
+{
+ if( &point == points_[0] )
+ {
+ return points_[1];
+ }
+ else if( &point == points_[1] )
+ {
+ return points_[2];
+ }
+ else if( &point == points_[2] )
+ {
+ return points_[0];
+ }
+
+ assert( 0 );
+ return NULL; // you better hope its a Debug build.
+}
+
+
+// The neighbor clockwise to given point
+Triangle* Triangle::NeighborCW( Point& point )
+{
+ if( &point == points_[0] )
+ {
+ return neighbors_[1];
+ }
+ else if( &point == points_[1] )
+ {
+ return neighbors_[2];
+ }
+
+ return neighbors_[0];
+}
+
+
+// The neighbor counter-clockwise to given point
+Triangle* Triangle::NeighborCCW( Point& point )
+{
+ if( &point == points_[0] )
+ {
+ return neighbors_[2];
+ }
+ else if( &point == points_[1] )
+ {
+ return neighbors_[0];
+ }
+
+ return neighbors_[1];
+}
+
+
+bool Triangle::GetConstrainedEdgeCCW( Point& p )
+{
+ if( &p == points_[0] )
+ {
+ return constrained_edge[2];
+ }
+ else if( &p == points_[1] )
+ {
+ return constrained_edge[0];
+ }
+
+ return constrained_edge[1];
+}
+
+
+bool Triangle::GetConstrainedEdgeCW( Point& p )
+{
+ if( &p == points_[0] )
+ {
+ return constrained_edge[1];
+ }
+ else if( &p == points_[1] )
+ {
+ return constrained_edge[2];
+ }
+
+ return constrained_edge[0];
+}
+
+
+void Triangle::SetConstrainedEdgeCCW( Point& p, bool ce )
+{
+ if( &p == points_[0] )
+ {
+ constrained_edge[2] = ce;
+ }
+ else if( &p == points_[1] )
+ {
+ constrained_edge[0] = ce;
+ }
+ else
+ {
+ constrained_edge[1] = ce;
+ }
+}
+
+
+void Triangle::SetConstrainedEdgeCW( Point& p, bool ce )
+{
+ if( &p == points_[0] )
+ {
+ constrained_edge[1] = ce;
+ }
+ else if( &p == points_[1] )
+ {
+ constrained_edge[2] = ce;
+ }
+ else
+ {
+ constrained_edge[0] = ce;
+ }
+}
+
+
+bool Triangle::GetDelunayEdgeCCW( Point& p )
+{
+ if( &p == points_[0] )
+ {
+ return delaunay_edge[2];
+ }
+ else if( &p == points_[1] )
+ {
+ return delaunay_edge[0];
+ }
+
+ return delaunay_edge[1];
+}
+
+
+bool Triangle::GetDelunayEdgeCW( Point& p )
+{
+ if( &p == points_[0] )
+ {
+ return delaunay_edge[1];
+ }
+ else if( &p == points_[1] )
+ {
+ return delaunay_edge[2];
+ }
+
+ return delaunay_edge[0];
+}
+
+
+void Triangle::SetDelunayEdgeCCW( Point& p, bool e )
+{
+ if( &p == points_[0] )
+ {
+ delaunay_edge[2] = e;
+ }
+ else if( &p == points_[1] )
+ {
+ delaunay_edge[0] = e;
+ }
+ else
+ {
+ delaunay_edge[1] = e;
+ }
+}
+
+
+void Triangle::SetDelunayEdgeCW( Point& p, bool e )
+{
+ if( &p == points_[0] )
+ {
+ delaunay_edge[1] = e;
+ }
+ else if( &p == points_[1] )
+ {
+ delaunay_edge[2] = e;
+ }
+ else
+ {
+ delaunay_edge[0] = e;
+ }
+}
+
+
+// The neighbor across to given point
+Triangle& Triangle::NeighborAcross( Point& opoint )
+{
+ if( &opoint == points_[0] )
+ {
+ return *neighbors_[0];
+ }
+ else if( &opoint == points_[1] )
+ {
+ return *neighbors_[1];
+ }
+
+ return *neighbors_[2];
+}
+
+
+void Triangle::DebugPrint()
+{
+ std::cout << points_[0]->x << "," << points_[0]->y << " ";
+ std::cout << points_[1]->x << "," << points_[1]->y << " ";
+ std::cout << points_[2]->x << "," << points_[2]->y << "\n";
+}
+}