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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";
}
}
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