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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.
+ */
+/**
+ * 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 Thomas Åhlén, thahlen@gmail.com
+ */
+
+#ifndef SWEEP_H
+#define SWEEP_H
+
+#include <vector>
+
+namespace p2t {
+
+class SweepContext;
+struct Node;
+struct Point;
+struct Edge;
+class Triangle;
+
+class Sweep
+{
+public:
+
+ /**
+ * Triangulate
+ *
+ * @param tcx
+ */
+ void Triangulate(SweepContext& tcx);
+
+ /**
+ * Destructor - clean up memory
+ */
+ ~Sweep();
+
+private:
+
+ /**
+ * Start sweeping the Y-sorted point set from bottom to top
+ *
+ * @param tcx
+ */
+ void SweepPoints(SweepContext& tcx);
+
+ /**
+ * 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
+ */
+ Node& PointEvent(SweepContext& tcx, Point& point);
+
+ /**
+ *
+ *
+ * @param tcx
+ * @param edge
+ * @param node
+ */
+ void EdgeEvent(SweepContext& tcx, Edge* edge, Node* node);
+
+ void EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangle, Point& point);
+
+ /**
+ * Creates a new front triangle and legalize it
+ *
+ * @param tcx
+ * @param point
+ * @param node
+ * @return
+ */
+ Node& NewFrontTriangle(SweepContext& tcx, Point& point, Node& node);
+
+ /**
+ * Adds a triangle to the advancing front to fill a hole.
+ * @param tcx
+ * @param node - middle node, that is the bottom of the hole
+ */
+ void Fill(SweepContext& tcx, Node& node);
+
+ /**
+ * Returns true if triangle was legalized
+ */
+ bool Legalize(SweepContext& tcx, Triangle& t);
+
+ /**
+ * <b>Requirement</b>:<br>
+ * 1. a,b and c form a triangle.<br>
+ * 2. a and d is know to be on opposite side of bc<br>
+ * <pre>
+ * a
+ * +
+ * / \
+ * / \
+ * b/ \c
+ * +-------+
+ * / d \
+ * / \
+ * </pre>
+ * <b>Fact</b>: d has to be in area B to have a chance to be inside the circle formed by
+ * a,b and c<br>
+ * d is outside B if orient2d(a,b,d) or orient2d(c,a,d) is CW<br>
+ * This preknowledge gives us a way to optimize the incircle test
+ * @param pa - triangle point, opposite d
+ * @param pb - triangle point
+ * @param pc - triangle point
+ * @param pd - point opposite a
+ * @return true if d is inside circle, false if on circle edge
+ */
+ bool Incircle(Point& pa, Point& pb, Point& pc, Point& pd);
+
+ /**
+ * 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>
+ */
+ void RotateTrianglePair(Triangle& t, Point& p, Triangle& ot, Point& op);
+
+ /**
+ * Fills holes in the Advancing Front
+ *
+ *
+ * @param tcx
+ * @param n
+ */
+ void FillAdvancingFront(SweepContext& tcx, Node& n);
+
+ // Decision-making about when to Fill hole.
+ // Contributed by ToolmakerSteve2
+ bool LargeHole_DontFill(Node* node);
+ bool AngleExceeds90Degrees(Point* origin, Point* pa, Point* pb);
+ bool AngleExceedsPlus90DegreesOrIsNegative(Point* origin, Point* pa, Point* pb);
+ double Angle(Point& origin, Point& pa, Point& pb);
+
+ /**
+ *
+ * @param node - middle node
+ * @return the angle between 3 front nodes
+ */
+ double HoleAngle(Node& node);
+
+ /**
+ * The basin angle is decided against the horizontal line [1,0]
+ */
+ double BasinAngle(Node& node);
+
+ /**
+ * 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
+ */
+ void FillBasin(SweepContext& tcx, Node& node);
+
+ /**
+ * Recursive algorithm to fill a Basin with triangles
+ *
+ * @param tcx
+ * @param node - bottom_node
+ */
+ void FillBasinReq(SweepContext& tcx, Node* node);
+
+ bool IsShallow(SweepContext& tcx, Node& node);
+
+ bool IsEdgeSideOfTriangle(Triangle& triangle, Point& ep, Point& eq);
+
+ void FillEdgeEvent(SweepContext& tcx, Edge* edge, Node* node);
+
+ void FillRightAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node);
+
+ void FillRightBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FillRightConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FillRightConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FillLeftAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node);
+
+ void FillLeftBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FillLeftConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FillLeftConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node);
+
+ void FlipEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* t, Point& p);
+
+ /**
+ * 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
+ */
+ Triangle& NextFlipTriangle(SweepContext& tcx, int o, Triangle& t, Triangle& ot, Point& p, Point& op);
+
+ /**
+ * 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
+ */
+ Point& NextFlipPoint(Point& ep, Point& eq, Triangle& ot, Point& op);
+
+ /**
+ * 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
+ */
+ void FlipScanEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle& flip_triangle, Triangle& t, Point& p);
+
+ void FinalizationPolygon(SweepContext& tcx);
+
+ std::vector<Node*> nodes_;
+
+};
+
+}
+
+#endif