ultimatepp/uppsrc/Geom/delaunay.cpp
cxl 8934ce1fb5 Geom: Fixed Delaunay in case two triangles form parallelogram
git-svn-id: svn://ultimatepp.org/upp/trunk@15750 f0d560ea-af0d-0410-9eb7-867de7ffcac7
2021-02-09 11:18:31 +00:00

229 lines
5.6 KiB
C++

#include "Geom.h"
namespace Upp {
#define LLOG(x) // DLOG(x)
inline
void Delaunay::Link(int ta, int ia, int tb, int ib)
{
LLOG("Link " << ta << "[" << ia << "] to " << tb << "[" << ib << "]"); \
triangles[ta].SetNext(ia, tb, ib);
triangles[tb].SetNext(ib, ta, ia);
}
void Delaunay::Build(const Array<Pointf>& p, double e)
{
epsilon = e;
epsilon2 = e * e;
points <<= p;
order = GetSortOrder(points, [](const Pointf& a, const Pointf& b) { return a.x < b.x || a.x == b.x && a.y < b.y; });
tihull = -1;
int npoints = p.GetCount();
LLOG("Delaunay(" << npoints << " points): " << points);
triangles.Clear();
if(order.IsEmpty())
return;
const Pointf *p0 = &points[order[0]];
int xi = 0;
do
if(++xi >= points.GetCount())
return;
while(IsNear(*p0, points[order[xi]]));
// pass 1: create pair of improper triangles
CreatePair(order[0], order[xi]);
while(++xi < npoints)
AddHull(order[xi]);
#if 0
RLOG("//Delaunay: " << triangles.GetCount() << " triangles");
for(int td = 0; td < triangles.GetCount(); td++)
{
const Triangle& t = triangles[td];
RLOG(NFormat("[%d] = [%d, %d, %d] (%4v)",
td, t[0], t[1], t[2],
t.IsProper() ? (At(t, 1) - At(t, 0)) % (At(t, 2) - At(t, 1)) : double(Null))
<< NFormat(" -> [%d & %d, %d & %d, %d & %d]",
t.Next(0), t.NextIndex(0),
t.Next(1), t.NextIndex(1),
t.Next(2), t.NextIndex(2)));
}
RLOG("");
#endif
// #define SANITY
#ifdef SANITY
int sanity = 0;
#endif
int clean = 0;
do
{
#ifdef SANITY
ASSERT(sanity++ < 1000);
#endif
LLOG("--------------- Cleaning from " << clean);
int old_clean = clean;
clean = triangles.GetCount();
for(int i = clean; --i >= old_clean;)
if(triangles[i].IsProper())
{
Triangle& t = triangles[i];
for(int x = 0; x < 3; x++)
{
int j = t.Next(x);
Triangle& u = triangles[j];
if(u.IsProper())
{
int x1 = x + 1, x2 = x + 2;
if(x1 >= 3) x1 -= 3;
if(x2 >= 3) x2 -= 3;
Pointf A = At(t, x);
Pointf B = At(t, x1);
Pointf C = At(t, x2);
int y = t.NextIndex(x);
Pointf D = At(u, y);
double t1 = (A - C) ^ (B - A);
double t2 = (B - C) % (B - A);
double u1 = (D - C) ^ (B - D);
double u2 = (B - C) % (B - D);
if(t1 * u2 - t2 * u1 < -epsilon)
{ // not locally Delaunay, flip
int y1 = y + 1, y2 = y + 2;
if(y1 >= 3) y1 -= 3;
if(y2 >= 3) y2 -= 3;
LLOG("Delaunay flip (" << i << " / " << x << ", " << j << " / " << y << ")");
LLOG(i << ": " << t[x] << " - " << A << ", " << t[x1] << " - " << B << ", " << t[x2] << " - " << C);
LLOG(j << ": " << u[y] << " - " << D << ", " << u[y1] << " - " << At(u, y1) << ", " << u[y2] << " - " << At(u, y2));
LLOG("t1 = " << t1 << ", t2 = " << t2 << ", t = " << t1 / t2);
LLOG("u1 = " << u1 << ", u2 = " << u2 << ", u = " << u1 / u2);
Triangle ot = t;
Triangle ou = u;
ASSERT(ot[x1] == ou[y2] && ot[x2] == ou[y1]);
t.Set(ot[x1], ou[y], ot[x]);
u.Set(ou[y1], ot[x], ou[y]);
Link(i, 0, j, 0);
Link(i, 1, ot.Next(x2), ot.NextIndex(x2));
Link(i, 2, ou.Next(y1), ou.NextIndex(y1));
Link(j, 1, ou.Next(y2), ou.NextIndex(y2));
Link(j, 2, ot.Next(x1), ot.NextIndex(x1));
clean = i;
LLOG("After flip: [" << i << "] = " << t[x] << ", " << t[x1] << ", " << t[y2]
<< "; [" << j << "] = " << u[y] << ", " << u[y1] << ", " << u[y2]);
}
}
}
}
}
while(clean < triangles.GetCount());
}
void Delaunay::CreatePair(int i, int j)
{
LLOG("CreatePair(" << i << ": " << points[i] << ", " << j << ": " << points[j] << ")");
int ia = triangles.GetCount(), ib = ia + 1;
triangles.Add().Set(-1, i, j);
triangles.Add().Set(-1, j, i);
Link(ia, 0, ib, 0);
Link(ia, 1, ib, 2);
Link(ia, 2, ib, 1);
tihull = ia;
}
void Delaunay::AddHull(int i)
{
LLOG("AddHull(" << i << ": " << points[i] << ")");
ASSERT(tihull >= 0);
Pointf newpt = points[i];
int hi = tihull;
int vf = -1, vl = -1;
bool was_out = true, fix_out = false;
int im = -1;
double nd2 = 1e300;
do
{
const Triangle& t = triangles[hi];
Pointf t1 = At(t, 1), t2 = At(t, 2), tm = (t1 + t2) * 0.5;
double d2 = Squared(t1 - newpt);
if(d2 <= epsilon2)
{
LLOG("-> too close to " << t[1] << ": " << t1);
return; // too close
}
if(d2 < nd2)
{
im = hi;
nd2 = d2;
}
if((t2 - t1) % (newpt - tm) > epsilon2)
{
LLOG("IN[" << hi << "], was_out = " << was_out);
if(was_out)
vf = hi;
if(!fix_out)
vl = hi;
was_out = false;
}
else
{
LLOG("OUT[" << hi << "], was_out = " << was_out);
was_out = true;
if(vl >= 0)
fix_out = true;
}
hi = t.Next(1);
}
while(hi != tihull);
if(vf < 0)
{ // collinear, extend fan
Triangle& tm = triangles[im];
int in = tm.Next(2);
// Triangle& tn = triangles[in];
int j = tm[1];
int ia = triangles.GetCount(), ib = ia + 1;
LLOG("collinear -> connect " << im << " -> " << ia << " -> " << ib << " -> " << in);
triangles.Add().Set(-1, i, j);
triangles.Add().Set(-1, j, i);
Link(ia, 0, ib, 0);
Link(ia, 2, ib, 1);
Link(ia, 1, im, 2);
Link(ib, 2, in, 1);
}
else
{
Triangle& tf = triangles[vf];
Triangle& tl = triangles[vl];
int xfn = tf.Next(2), xln = tl.Next(1);
int xf = triangles.GetCount(), xl = xf + 1;
LLOG("adding vertex " << i << ": " << points[i] << " to hull between " << vf << " and " << vl);
triangles.Add().Set(-1, tf[1], i);
triangles.Add().Set(-1, i, tl[2]);
tihull = xf;
tf[0] = i;
for(int f = vf; f != vl; triangles[f = triangles[f].Next(1)][0] = i)
;
Link(xf, 0, vf, 2);
Link(xl, 0, vl, 1);
Link(xf, 2, xfn, 1);
Link(xl, 1, xln, 2);
Link(xf, 1, xl, 2);
}
}
}