X-Git-Url: http://git.megacz.com/?a=blobdiff_plain;f=src%2Forg%2Fibex%2Fgraphics%2FMesh.java;h=274f668ab8a8a32cef3882ee1eee49974ea142fe;hb=refs%2Fheads%2Fmaster;hp=12f71d792dc68660450a60d7a91b17d38c699b71;hpb=ab67f7e8366d6ea5ce5798cb68394beed075585d;p=org.ibex.core.git diff --git a/src/org/ibex/graphics/Mesh.java b/src/org/ibex/graphics/Mesh.java index 12f71d7..274f668 100644 --- a/src/org/ibex/graphics/Mesh.java +++ b/src/org/ibex/graphics/Mesh.java @@ -6,621 +6,1076 @@ package org.ibex.graphics; import java.util.*; import java.util.collections.*; import org.ibex.util.*; +import java.awt.*; + +// TODO: + +// FIXME: Not all triangles who get their dirty bit set wind up having fixup() called on them -- bad!! + +// FEATURE: Delauanay refinement + +// - allow edge-constraint removal +// - store "which curve is inside me" pointer in Triangle +// - split if two curves enter +// - go to treating Vertex as a value class (epsilon==0) +// - union() +// - [??] preserve in/out-ness every time we delete() a triangle /** - * An incremental, adaptive, constrained Delaunay Triangulation. - * @see Kallmann, Bieri, and Thalmann: Fully Dynamic Constrained Delaunay Triangulations + * An incremental, adaptive, addWeighted Delaunay Triangulation. + * @see Kallmann, Bieri, and Thalmann: Fully Dynamic AddWeighted Delaunay Triangulations */ public final class Mesh { - //#define Vertex int - - private static final float epsilon = (float)0.001; + private static final float epsilon = (float)0.0; + private static final float epsilon2 = (float)0.0; private static final boolean debug = false; + //private static final boolean check = true; + private static final boolean check = false; - private Vector triangles = new Vector(); + private Vector triangles = new Vector(); /* we no longer need this */ + private Hash edges = new Hash(); /* we no longer need this either */ + private int numvertices = 0; + private Triangle triangle0 = null; + private Vertex vertex0 = null; + private Vertex vertex1 = null; + private Vertex start = null; + private Vertex last = null; - public static float B = (float)5.0; - public static float Q = (float)0.4; + public Mesh copy() { + Mesh m = new Mesh(); + m.vertex(triangle0.v(1)); + m.vertex(triangle0.v(2)); + m.vertex(triangle0.v(3)); + Object[] edges = this.edges.vals(); + for(int i=0; i= this.x.length-1) { - if (debug) Log.debug(Mesh.class, "expanding vertex arrays from " + this.x.length + " to " + this.x.length*2); - float[] newx = new float[this.x.length * 2]; - float[] newy = new float[this.y.length * 2]; - System.arraycopy(this.x, 0, newx, 0, this.x.length); - System.arraycopy(this.y, 0, newy, 0, this.y.length); - this.x = newx; - this.y = newy; - } - this.x[numvertices] = x; - this.y[numvertices] = y; - return numvertices++; + // Chain ////////////////////////////////////////////////////////////////////////////// + + public static interface Chain { + public Mesh.Chain getMeshChainParent(); + public Affine getAffine(); + public Mesh getMesh(); } - public int numvertices = 0; - public float x[] = new float[255]; - public float y[] = new float[255]; - public String s(Vertex v) { return "("+x(v)+","+y(v)+")"; } - public float x(Vertex v) { return x[v]; } - public float y(Vertex v) { return y[v]; } - - public static final Vertex NULLVERTEX = -1; - - public Vertex newVertex(float x, float y) { - Vertex ret = NULLVERTEX; - for(int k=0; k 0) { + Triangle t = iter[--numiter]; + if (t==null) return; // FIXME: is this right?!? + if (t.tick >= this.tick) continue; + switch(mode) { + case ITERATE_STROKE: t.stroke(buf, a, color); break; + case ITERATE_CLEAR: t.clear(); break; + case ITERATE_CLEAR_WASSET: t.inWasSet = false; break; + case ITERATE_INTERSECT: + case ITERATE_SUBTRACT: { + if (!t.in) break; + Point p = Imprecise.center(Mesh.this, t.v(1), t.v(2), t.v(3)); + boolean oin = m.queryPoint(p.multiply(a)); + t.in = (mode==ITERATE_SUBTRACT) ? (t.in && !oin) : (t.in && oin); + break; } - if (!bad) { - vec.addElement(newTriangle(v,t.v1,t.v2, "hull expansion")); - good = true; + case ITERATE_ADD: { + for(int i=1; i<=3; i++) { + Edge e = t.e(i); + if (e.t1 != null && e.t1.tick >= this.tick) continue; + if (e.t2 != null && e.t2.tick >= this.tick) continue; + if (!e.locked()) continue; + if ((e.t1==null || !e.t1.in) && (e.t2==null || !e.t2.in)) continue; + Point p1 = e.v(1).multiply(a); + Point p2 = e.v(2).multiply(a); + Vertex v1=null, v2=null; + v1 = m.vertex(p1); + v2 = m.vertex(p2); + if (v1==v2) continue; + m.getEdge(v1, v2).lock(v1, 0); } + if (check) checkAllDelaunay(); + break; } - //#end } - break; + t.tick = this.tick; + for(int i=1; i<=3; i++) { + Triangle ti = t.t(i); + if (ti == null) continue; + if (ti.tick >= this.tick) continue; + iter[numiter++] = ti; + } } - if (!good) throw new Error("couldn't figure out where to put " + s(v)); - fixup(vec, v); - return v; } - - public void fixup(Vector vec, Vertex v) { - while(vec.size() > 0) { - Triangle t = (Triangle)vec.lastElement(); - vec.setSize(vec.size() - 1); - if (t.deleted) continue; - //if (t.wind(t.nextVertex(v), t.prevVertex(v)) != 0) continue; // FIXME - Triangle to = t.opposingTriangle(v); - if (to==null) continue; //throw new Error("fixup invoked with a triangle which does not have me as a vertex"); - if (to.deleted) throw new Error("v should not happen"); - if (to.r < distance(v,to.ccx, to.ccy)) continue; - Vertex v2 = to.opposingVertex(t); - t.delete(); - to.delete(); - vec.addElement(newTriangle(v, t.nextVertex(v), v2, "fixup")); - vec.addElement(newTriangle(v, t.prevVertex(v), v2, "fixup")); - } + public void checkAllDelaunay() { + for(int i=0; i 80) System.out.println("clip in " + (100 * (seek/total)) + "%"); } - public void checktri() { - for(int i=0; i pd; + */ + return Predicates.incircle(v1.x, v1.y, v2.x, v2.y, v3.x, v3.y, p.x, p.y)>0; + } + public static Point midpoint(Mesh m, Point a, Point b) { return m.point((a.x+b.x)/2,(a.y+b.y)/2); } + private static double ddistance(double x1, double y1, double x2, double y2) { + return Math.sqrt((x1-x2)*(x1-x2)+(y1-y2)*(y1-y2));} + public static float area(Point p1, Point p2, Point p3) { + float x1 = p1.x; + float x2 = p2.x; + float x3 = p3.x; + float y1 = p1.y; + float y2 = p2.y; + float y3 = p3.y; + double a = ddistance(x1,y1,x2,y2); + double b = ddistance(x2,y2,x3,y3); + double c = ddistance(x3,y3,x1,y1); + double s = (a+b+c)/2; + double t = s*(s-a)*(s-b)*(s-c); + if (t < 0) return 0; + return (float)Math.sqrt(t); + } + + public static Point intersect(Mesh m, Point v1, Point v2, Point v3, Point v4) { + double a1 = v2.y-v1.y; + double a2 = v4.y-v3.y; + double b1 = v1.x-v2.x; + double b2 = v3.x-v4.x; + double c1 = -1 * (a1*v1.x+b1*v1.y); + double c2 = -1 * (a2*v3.x+b2*v3.y); + double x = (b2*c1-c2*b1)/(b1*a2-b2*a1); + double y = (a2*c1-c2*a1)/(a1*b2-a2*b1); + if (Double.isNaN(x) || Double.isNaN(y)) throw new Error("cannot intersect:\n "); + return m.point((float)x,(float)y); } + public static int side(Point p1, Point p2, Point p3) { + /* + int ret = 0; + float x0 = p1.x; + float x = p2.x; + float x2 = p3.x; + float y0 = p1.y; + float y = p2.y; + float y2 = p3.y; + + // this MUST be done to double precision + double a = y-y0, b = x0-x, c = a*(x0 - x2) + b*(y0 - y2); + if (c > 0) ret = b>=0 ? -1 : 1; + else if (c < 0) ret = b>=0 ? 1 : -1; + else ret = 0; + return ret; + */ + return Predicates.side(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y); + } + } + // Precise Geometry ///////////////////////////////////////////////////////////////////////////// + + static { + Runtime.getRuntime().load(new java.io.File("Predicates.jnilib").getAbsolutePath()); + } + + // Vertex ////////////////////////////////////////////////////////////////////////////// - public boolean triangulate(Vertex vv, HashSet orphans, Vertex v, boolean first) { - if (first) { - HashSet left = new HashSet(); - HashSet right = new HashSet(); - for(Iterator it=orphans.iterator(); it.hasNext();) { - Vertex o = ((Integer)it.next()).intValue(); - if (o==v||o==vv) continue; - if (side(vv, v, o) == -1) left.add(new Integer(o)); - else if (side(vv, v, o) == 1) right.add(new Integer(o)); - else throw new Error("impossible "+vv+" "+v + " " + o); - } - triangulate(vv, left, v, false); - triangulate(v, right, vv, false); - return false; + public static int state = 0; + public Vertex vertex(Point p, Affine a) { return vertex(p.multiply(a)); } + public Vertex vertex(Point p) { + Vertex ret = null; + switch(numvertices) { + case 0: return (vertex0 = new Vertex(p)); + case 1: return Imprecise.near(vertex0,p) ? vertex0 : (vertex1 = new Vertex(p)); + case 2: { + if (Imprecise.near(vertex0,p)) return vertex0; + if (Imprecise.near(vertex1,p)) return vertex1; + Vertex v2 = new Vertex(p); + triangle(newEdge(vertex0,vertex1), newEdge(vertex1,v2), newEdge(v2,vertex0)); + return v2; } - Vertex farthest = NULLVERTEX; - float dist = 0; - if (orphans.size()==0) return true; - Vertex o = ((Integer)orphans.iterator().next()).intValue(); - if (orphans.size()==1) { - Triangle t = newTriangle(vv, v, o, "triangulate2 " + v + " " + vv); - if (((t.v1==vv && t.v2==v)||(t.v1==v && t.v2==vv)) && t.t12==null) return true; - if (((t.v3==vv && t.v2==v)||(t.v3==v && t.v2==vv)) && t.t23==null) return true; - if (((t.v1==vv && t.v3==v)||(t.v1==v && t.v3==vv)) && t.t31==null) return true; - return false; + default: { + Triangle t = null; + t = triangle0.seek(p); + for(int i=1; i<=3; i++) + for(int j=1; j<=2; j++) + if (t != null && Imprecise.near(t.e(i).v(j),p)) + return t.e(i).v(j); + // this will probably always need to be here since a vertex for which side()==0 could still + // be slightly off to one side (and hence part of a neighboring "sliver" triangle. + for(int k=1; k<=3; k++) + for(int i=1; i<=3; i++) + for(int j=1; j<=2; j++) + if (t != null && t.t(k)!=null && Imprecise.near(t.t(k).e(i).v(j),p)) + return t.t(k).e(i).v(j); + for(int i=0; i new Triangle("temp",vv,v,o,true).area()) - best = o; - } - if (best==NULLVERTEX) throw new Error("notgood, #orphans = " + orphans.size()); - o = best; - HashSet left = new HashSet(); - HashSet right = new HashSet(); - for(Iterator it2=orphans.iterator(); it2.hasNext();) { - Vertex x = ((Integer)it2.next()).intValue(); - if (o==x||vv==x||v==x) continue; - int side_of_x = side(o,(x(vv)+x(v))/2,(y(vv)+y(v))/2,x); - int side_of_v = side(o,(x(vv)+x(v))/2,(y(vv)+y(v))/2,v); - int side_of_vv = side(o,(x(vv)+x(v))/2,(y(vv)+y(v))/2,vv); - if (side_of_x==side_of_vv && side_of_vv!=0) right.add(new Integer(x)); - else if (side_of_x==side_of_v && side_of_v!=0) left.add(new Integer(x)); - else throw new Error("impossible "+vv+" "+v + " " + o + " ==> " + x); - } - boolean doit = true; - doit &= triangulate(o, left, v, false); - doit &= triangulate(o, right, vv, false); - if (doit) { - Triangle t = newTriangle(v, vv, o,"triangulate 0/0"); - if (((t.v1==vv && t.v2==v)||(t.v1==v && t.v2==vv)) && t.t12==null) return true; - if (((t.v3==vv && t.v2==v)||(t.v3==v && t.v2==vv)) && t.t23==null) return true; - if (((t.v1==vv && t.v3==v)||(t.v1==v && t.v3==vv)) && t.t31==null) return true; - return false; - } - return true; + Vector vertices = new Vector(); + + private Point point(float x, float y) { return new Point(x,y); } + //private Point point(Point p, Affine a) { return point(p.x(a), p.y(a)); } + private class Point { + public float x; + public float y; + public String toString() { return "("+x+","+y+")"; } + public Point multiply(Affine a) { return point(x(a),y(a)); } + public Point(float x, float y) { this.x = x; this.y = y; } + public Point(Point p) { this(p.x,p.y); } + public float x(Affine a) { return a.multiply_px(x,y); } + public float y(Affine a) { return a.multiply_py(x,y); } + public int xi(Affine a) { return (int)x(a); } + public int yi(Affine a) { return (int)y(a); } + public boolean intersects(Point p1, Point p2) { + return + Imprecise.side(p1,p2,this)==0 && + x <= Math.max(p1.x,p2.x) && + x >= Math.min(p1.x,p2.x) && + y <= Math.max(p1.y,p2.y) && + y >= Math.min(p1.y,p2.y); } + } - public void force() { - while(true) { - boolean redo = false; - for(int k=0; k 0; } + public boolean partitions(Point va, Point vb) { return side(va,vb)==-1; } + public int side(Point a, Point b) { return side(a) * side(b); } + public int side(Point a) { return Imprecise.side(v(1), v(2), a); } + public boolean hasVertex(Vertex v) { return v1==v || v2==v; } + public boolean hasTriangle(Triangle t) { return t==t1 || t==t2; } + public String toString() { return v(1) + "--" + v(2); } + public void rmTriangle(Triangle t) { + if (t1==t) t1 = null; + else if (t2==t) t2 = null; + else throw new Error(); + if (t1==null && t2==null) delete(); + } + public boolean convex() { return this.intersects(t1.opposingVertex(t2), t2.opposingVertex(t1)); } + + public boolean intersects(Point p) { return p.intersects(v1, v2); } + public boolean intersects(Edge e) { return intersects(e.v(1), e.v(2)); } + public boolean intersects(Point va, Point vb) { + return + !Imprecise.near(v1,va) && + !Imprecise.near(v1,vb) && + !Imprecise.near(v2,va) && + !Imprecise.near(v2,vb) && + partitions(va, vb) && + Imprecise.side(va, vb, v1) * Imprecise.side(va, vb, v2) == -1; + } + + public Triangle opposingTriangle(Triangle t) { + if (t1 == t) return t2; + if (t2 == t) return t1; + throw new Error(); + } + public void addTriangle(Triangle tnew) { + if (t1==null) t1 = tnew; + else if (t2==null) t2 = tnew; + else throw new Error("attempted to addTriangle("+tnew+")\n t1="+t1+"\n t2="+t2); + if (t1==t2) throw new Error("same triangle can't be both sides of an edge"); + if (v1.x==v2.x) { + boolean b = side(t1.opposingVertex(this)) == side(point(Float.MAX_VALUE, v1.y)); + Triangle right = b ? t1 : t2; // right side + Triangle left = b ? t2 : t1; // left side + t1 = right; + t2 = left; + } else { + boolean b = side(t1.opposingVertex(this)) == side(point(0, Float.MAX_VALUE)); + Triangle top = b ? t1 : t2; + Triangle bottom = b ? t2 : t1; + if (v1.y==v2.y) { // horizontal + t1 = bottom; + t2 = top; + } else if (v1.x > v2.x) { // positive slope + t1 = top; + t2 = bottom; + } else { // negative slope + t1 = bottom; + t2 = top; + } + } + } + public void bisect(Vertex v) { + if (v==this.v(1)) throw new Error("this should never happen"); + if (v==this.v(2)) throw new Error("this should never happen"); + Edge e = this; + Triangle t1 = this.t1==null?this.t2:this.t1; + Triangle t = t1==this.t1?this.t2:this.t1; + Vertex opposing = t1.opposingVertex(e); + Triangle top = null, ton = null; + Vertex left = e.v(1); + Vertex right = e.v(2); + Vertex tov = null; + boolean in1 = t1.in; + boolean in2 = false; + Triangle opposingTriangleLeft = t1.opposingTriangle(left); + Triangle opposingTriangleRight = t1.opposingTriangle(right); + Edge right_v = newEdge(right, v); + Edge left_v = newEdge(left, v); + Edge opposing_v = newEdge(opposing, v); + Edge tov_v = null; + Edge right_tov = null; + Edge left_tov = null; + Edge right_opposing = t1.opposingEdge(left); + Edge left_opposing = t1.opposingEdge(right); + if (t != null) { + t.check(); + right_tov = t.opposingEdge(left); + left_tov = t.opposingEdge(right); + top = t.opposingTriangle(left); + ton = t.opposingTriangle(right); + tov = t.opposingVertex(t1); + in2 = t.in; + tov_v = newEdge(tov, v); + if (top == t1) top = null; // is this possible? + if (ton == t1) ton = null; // is this possible? + if (opposingTriangleLeft == t) opposingTriangleLeft = null; // is this possible? + if (opposingTriangleRight == t) opposingTriangleRight = null; // is this possible? + t.delete(); + } + t1.delete(); + Triangle ta, tb, tc=null, td=null; + ta = triangle(right_opposing, opposing_v, right_v); + tb = triangle(left_opposing, opposing_v, left_v); + ta.in = in1; + tb.in = in1; + if (t != null) { + if (tov_v==left_v) throw new Error("barf"); + if (tov_v==right_v) throw new Error("barf"); + if (tov_v==left_tov) throw new Error("barf"); + if (tov_v==right_tov) throw new Error("barf"); + if (right_v==right_tov) throw new Error("barf"); + if (left_v==left_tov) throw new Error("barf " + tov + " " + left); + tc = triangle(left_tov, tov_v, left_v); + td = triangle(right_tov, tov_v, right_v); + tc.in = in2; + td.in = in2; + } + if (locked()) fracture(v); + else ta.fixup(); + if (ta!=null) ta.check(); + if (tb!=null) tb.check(); + if (tc!=null) tc.check(); + if (td!=null) td.check(); + } + public Edge flip() { + if (locked()) throw new Error("attempted to remove a locked edge: " + this); + boolean in = t1.in && t2.in; + + Edge e3 = rotate(v1, true); + Vertex vb = e3.unCommonVertex(this); + Edge e6 = e3.rotate(vb, true); + + Edge e4 = rotate(v2, true); + Vertex va = e4.unCommonVertex(this); + Edge e1 = e4.rotate(va, true); + + Edge e = newEdge(va, vb); + + t1.delete(); + t2.delete(); + Triangle ta, tb; + ta = triangle(e1, e, e3); + tb = triangle(e4, e, e6); + ta.in = in; + tb.in = in; + return ta.getSharedEdge(tb); + } + public void fracture(Vertex vx) { + if (!locked()) throw new Error("attempt to fracture an edge which does not exist: " + v1 + " " + v2); + // delete-me + Edge v1vx = newEdge(v1, vx); + Edge vxv2 = newEdge(vx, v2); + v1vx.locks += locks; + vxv2.locks += locks; + locks = 0; + v1vx.weight += v(1)==v1vx.v(1) ? weight : (-1 * weight); + vxv2.weight += v(2)==vxv2.v(2) ? weight : (-1 * weight); + weight = 0; + v1vx.lock(); + vxv2.lock(); + } + public void fracture(Edge e) { + triangle0=e.t1==null?e.t2:e.t1; + Vertex v0 = vertex(Imprecise.intersect(Mesh.this, v1,v2,e.v(1),e.v(2))); + if (v0 != e.v(1) && v0 != e.v(2) && e.locked()) e.fracture(v0); + if (v0 != v1 && v0 != v2) fracture(v0); + } + public void lock(Vertex v1, int delta) { + weight += this.v(1)==v1 ? delta : (-1 * delta); + locks += 1; + lock(); + } + public void lock() { + Triangle t = t1==null ? t2 : t1; + if (t==null) t = triangle0.seek(v1); + if (!t.hasVertex(v1)) throw new Error("this sucks balls"); + boolean skipfo = false; + for(Triangle told = null; t != told; t = told==null ? t : t.followVector(v1,v2)) { + told = t; + if (!t.encounters(v1,v2)) break; + if (!t.encounters(v2,v1)) break; + Triangle tlast = t.followVector(v2,v1); + if (tlast == null) throw new Error("seek from: " + tlast + "\n " + v1 + " -> " + v2); + if (tlast == t) { if (t.hasVertex(v1)) continue; throw new Error("no predecessor"); } + Edge e = t.getSharedEdge(tlast); + if (!e.convex()) continue; + if (e.v(1)==v1 || e.v(1)==v2 || e.v(2)==v1 || e.v(2)==v2) { continue; } + if (this.intersects(e.v(1))) { fracture(e.v(1)); return; } + if (this.intersects(e.v(2))) { fracture(e.v(2)); return; } + if (!this.intersects(e)) continue; + if (e.locked()) { + fracture(e); + return; + } else { + Edge eold = e = e.flip(); + t = e.t1; + if (t==null || !t.intersects(this)) t = e.t2; + told = t; + if (eold.intersects(this)) { + t = t.followVector(v1,v2); + if (t != e.t1 && t != e.t2) t = told; + continue; + } else { + told = null; + while(t.intersects(this)) { + if (t==told) break; + told = t; + /* + System.out.println("I think that " + this + " intersects:\n "+t); + for(int i=1; i<=3; i++) + System.out.println(" " + t.e(i) + ": " + t.e(i).intersects(this)); + */ + t = t.followVector(v2,v1); + } + t = told; + told = null; + continue; } } } + if (t1!=null) t1.fixup(); + if (t2!=null) t2.fixup(); + } + + public boolean violated = false; + public void stroke(PixelBuffer buf, Affine a, int color) { + int c = + violated + ? 0xffff0000 + : debug + ? (weight() == 0 ? color : 0xffff0000) + : (weight() != 0 ? color : 0); + if (c != 0) buf.drawLine(v1.xi(a), v1.yi(a), v2.xi(a), v2.yi(a), c); + } + public Edge(Vertex v1, Vertex v2) { + boolean b = v1.y < v2.y || (v1.y==v2.y && v1.x < v2.x); + this.v1 = b ? v1 : v2; + this.v2 = b ? v2 : v1; + edges.put(v1, v2, this); + edges.put(v2, v1, this); } - return false; } // Triangle ////////////////////////////////////////////////////////////////////////////// - private final class Triangle { - Triangle t12=null, t23=null, t31=null; - final Vertex v1, v2, v3; + public Triangle triangle(Edge e1, Edge e2, Edge e3) { + if (e3.t1!=null && e3.t1.hasEdge(e2) && e3.t1.hasEdge(e1)) return e3.t1; + if (e3.t2!=null && e3.t2.hasEdge(e2) && e3.t2.hasEdge(e1)) return e3.t2; + if (e2.t1!=null && e2.t1.hasEdge(e2) && e2.t1.hasEdge(e1)) return e2.t1; + if (e2.t2!=null && e2.t2.hasEdge(e2) && e2.t2.hasEdge(e1)) return e2.t2; + if (e1.t1!=null && e1.t1.hasEdge(e2) && e1.t1.hasEdge(e1)) return e1.t1; + if (e1.t2!=null && e1.t2.hasEdge(e2) && e1.t2.hasEdge(e1)) return e1.t2; + Triangle t = new Triangle(e1, e2, e3); + if (debug) t.check(); + if (triangle0 == null) triangle0 = t; + return t; + } + + public static boolean fixing = false; + public static int count = 0; + private final class Triangle implements org.ibex.classgen.opt.Arena.Gladiator { + + //final double r2; + //final Point cc; + + private Edge e1, e2, e3; // should be final =( + private Vertex v1, v2, v3; + public int tick; + boolean in = false; - boolean deleted = false; + boolean inWasSet = false; boolean painted = false; - boolean special = false; - final String source; - final float ccx, ccy, r; - - public boolean hasEdge(Vertex a, Vertex b) { return a!=b && (a==v1||a==v2||a==v3) && (b==v1||b==v2||b==v3); } - public Vertex opposingVertex(Triangle t) { return t12==t ? v3 : t23==t ? v1 : t31==t ? v2 : NULLVERTEX; } - public Triangle opposingTriangle(Vertex v) { return v1==v ? t23 : v2==v ? t31 : v3==v ? t12 : null; } - public Vertex nextVertex(Vertex v) { return v1==v ? v2 : v2==v ? v3 : v3==v ? v1 : NULLVERTEX; } - public Vertex prevVertex(Vertex v) { return v1==v ? v3 : v2==v ? v1 : v3==v ? v2 : NULLVERTEX; } - public String toString() { return "<<"+v1+""+v2+""+v3+">>"; } - public boolean intersectsSegment(Vertex a, Vertex b) { return isect(v1,v2,a,b) || isect(v3,v2,a,b) || isect(v1,v3,a,b); } - public float area() { - float a = distance(v1,v2); - float b = distance(v2,v3); - float c = distance(v3,v1); - float s = (a+b+c)/2; - return (float)Math.sqrt(s*(s-a)*(s-b)*(s-c)); - } - - public boolean checkSkinny() { - if (!(r / Math.min(Math.min(distance(v1,v2), distance(v2,v3)), distance(v3,v1)) > B)) return false; - if (debug) Log.debug(this,"skinny triangle " + this); - for (Vertex v=0; v>"; } + + public void stroke(PixelBuffer buf, Affine a, int color) { + for(int i=1; i<=3; i++) if (in || debug) e(i).stroke(buf, a, color); + } + public Triangle fixup() { + if (!dirty) return this; + dirty = false; + for(int i=1; i<=3; i++) { + Triangle t = t(i); + if (t==null) continue; + if (!t.cc(v(i))) continue; + Edge e = e(i); + if (e.locked()) { t.fixup(); continue; } + return e.flip().t1.fixup(); + } + return this; + } + public void addHull(Vertex vnew) { + Edge e = e(1).hasTriangle(null) ? e(1) : e(2).hasTriangle(null) ? e(2) : e(3).hasTriangle(null) ? e(3) : null; + Triangle t = e.opposingTriangle(null), newt = null; + while (!e.partitions(vnew, t.opposingVertex(e))) { + e = e.rotateHull(true); + t = e.opposingTriangle(null); + } + Edge ea = newEdge(e.v(1), vnew); + Edge eb = newEdge(e.v(2), vnew); + newt = triangle(e, ea, eb); + if (ea.rotateHull(true) != eb) { Edge temp = ea; ea = eb; eb = temp; } + for(int i=1; i<=2; i++) + for(Edge ex = i==1?eb:ea; ;) { + e = ex.rotateHull(i==1); + t = e.opposingTriangle(null); + if (!e.partitions(vnew, t.opposingVertex(e))) break; + Edge ep = newEdge(vnew, e.unCommonVertex(ex)); + newt = triangle(e, ex, ep); + ex = ep; + } + if (newt==null) throw new Error("couldn't find a place to add a triangle for " + vnew); + newt.fixup(); + } + public Triangle seek(Point p) { + Triangle t = this; + try { + while (true) { + count++; + //System.out.println("seek " + t + " -> " + p + " / " + count); + if (t.contains(p)) { state = -1; return t; } + else if (t.intersects(p)) { state = 1; return t; } + else if (t.e(3).intersects(p)) { state = 2; return (t.t(3)!=null && t.t(3).contains(p)) ? t.t(3) : t; } + else if (t.e(1).intersects(p)) { state = 3; return (t.t(1)!=null && t.t(1).contains(p)) ? t.t(1) : t; } + else if (t.e(2).intersects(p)) {state = 4; return (t.t(2)!=null && t.t(2).contains(p)) ? t.t(2) : t; } + else { + // we "slingshot" back from the centroid in case we're inside of a "sliver" triangle + //Point p0 = t.c(); + //Triangle t2 = t.followVector(p0, p); + Triangle t2 = t.followVector(t.closestVertex(p), p); + if (t2==null || t2==t) { + if (t.e(1).partitions(p, t.v(1)) && t.t(1)!=null) t = t.t(1); + else if (t.e(2).partitions(p, t.v(2)) && t.t(2)!=null) t = t.t(2); + else if (t.e(3).partitions(p, t.v(3)) && t.t(3)!=null) t = t.t(3); + else { + state = 5; + return t; + } + } else { + t = t2; } } } - newVertex(ccx, ccy); - return true; + } finally { if (t!=null) triangle0 = t; } } - public void fill(PixelBuffer buf, Affine a, int color, boolean evenOdd, int count, boolean strokeOnly) { - if (painted) return; - if (deleted) throw new Error("gargh!"); - if (!strokeOnly) { - if (special) { - buf.fillTriangle((int)a.multiply_px((float)x(v1), (float)y(v1)), - (int)a.multiply_py((float)x(v1), (float)y(v1)), - (int)a.multiply_px((float)x(v2), (float)y(v2)), - (int)a.multiply_py((float)x(v2), (float)y(v2)), - (int)a.multiply_px((float)x(v3), (float)y(v3)), - (int)a.multiply_py((float)x(v3), (float)y(v3)), - 0xff0000ff); - } else if ((evenOdd && count%2!=0) || (!evenOdd && count!=0)) { - buf.fillTriangle((int)a.multiply_px((float)x(v1), (float)y(v1)), - (int)a.multiply_py((float)x(v1), (float)y(v1)), - (int)a.multiply_px((float)x(v2), (float)y(v2)), - (int)a.multiply_py((float)x(v2), (float)y(v2)), - (int)a.multiply_px((float)x(v3), (float)y(v3)), - (int)a.multiply_py((float)x(v3), (float)y(v3)), - color); + // gives the triangle across the edge through which the ray v(1)-->v(2) exits this triangle + public Triangle followVector(Point p1, Point p2) { + Triangle ret = followVector2(p1, p2); + if (ret==null) return ret; + triangle0 = ret; + if (!ret.encounters(p1,p2)) return this; + return ret; + } + public Triangle followVector2(Point p1, Point p2) { + if (contains(p2) || intersects(p2) || Imprecise.near(v(1),p2) || Imprecise.near(v(2),p2) || Imprecise.near(v(3),p2)) + return this; + for(int i=1; i<=3; i++) if (!Imprecise.near(v(i),p1) && v(i).intersects(p1,p2)) return followVector(v(i),p2); + Triangle t1 = t(1); + Triangle t2 = t(2); + Triangle t3 = t(3); + for(int i=1; i<=3; i++) { + int k1 = i==1?3:i==2?1:i==3?2:0; + int k2 = i==1?2:i==2?3:i==3?1:0; + int k3 = i==1?1:i==2?2:i==3?3:0; + if (Imprecise.near(v(i),p1)) { + if (e(k1).partitions(v(k1),p2)) return t(k1); + if (e(k2).partitions(v(k2),p2)) return t(k2); + if (e(k3).partitions(v(k3),p2)) return t(k3); + throw new Error("bad!"); + } + } + //if (!e(1).intersects(p1,p2) && !e(2).intersects(p1,p2) && !e(3).intersects(p1,p2)) + for(int i=1; i<=3; i++) + if (e(i).intersects(p1,p2)) + if (e(i).side(v(i)) * e(i).side(p2) == -1) + return t(i); + for(int i=1; i<=3; i++) + if (e(i).partitions(p1,p2)) + return t(i); + for(int i=1; i<=3; i++) + if (e(i).partitions(v(i),p2)) + return t(i); + for(int i=1; i<=3; i++) + if (v(i).intersects(p1,p2)) + throw new Error("bad news: \n "+p1+" -> "+p2+"\n " + this); + + System.out.println("slingshot from: " + p1 + " to " + p2 + " on " + this + "\n" + + (e(1).side(v(1)) * e(1).side(p2))+" "+ + (e(2).side(v(2)) * e(2).side(p2))+" "+ + (e(3).side(v(3)) * e(3).side(p2)) + ); + /* + return followVector(new Point(2*p1.x-p2.x, 2*p1.y-p2.y), p2); + */ + //throw new Error("giving up: \n "+p1+" -> "+p2+"\n " + this); + + final Point pp1 = p1; + final Point pp2 = p2; + new Frame() { + public void paint(Graphics g) { + g.setColor(java.awt.Color.white); + g.fillRect(0, 0, getWidth(), getHeight()); + g.setColor(java.awt.Color.black); + g.drawLine((int)v(1).x+100, (int)v(1).y+100, (int)v(2).x+100, (int)v(2).y+100); + g.drawLine((int)v(3).x+100, (int)v(3).y+100, (int)v(2).x+100, (int)v(2).y+100); + g.drawLine((int)v(1).x+100, (int)v(1).y+100, (int)v(3).x+100, (int)v(3).y+100); + + g.setColor(java.awt.Color.red); + g.drawLine((int)pp1.x+100, (int)pp1.y+100, (int)pp2.x+100, (int)pp2.y+100); + } + }.show(); + try { Thread.sleep(100000); } catch (Exception e) { } + return null; + + /* + throw new Error("invoked followVector() on a Triangle which it does not encounter:\n" + + " p1=" + p1 + "\n" + + " p2=" + p2 + "\n" + + " t =" + this + " (area "+area(v(1)+100,v(2),v(3))+")\n"); + */ + } + + public void check() { + if (e1==null && e2==null && e3==null) return; + if (check) { + for(int i=1; i<=3; i++) { + if (e(i).v(1) != v(1) && e(i).v(1) != v(2) && e(i).v(1) != v(3)) throw new Error("inconsistent"); + if (e(i).t1 != this && e(i).t2 != this) throw new Error("inconsistent"); + if (e(i).t1 == e(i).t2) throw new Error("same triangle on both sides of edge"); + } + if (e(1)==e(2) || e(2)==e(3) || e(3)==e(1)) throw new Error("identical edges"); + for(int i=1; i<=3; i++) { + if (t(i) == null) continue; + if (!t(i).hasEdge(e(i))) throw new Error("t1 doesn't have e(1)"); + if (t(i).getSharedEdge(this) != e(i)) throw new Error("blark"); + if (!e(i).hasTriangle(t(i))) throw new Error("blark2"); + if (!e(i).hasTriangle(this)) throw new Error("blark3"); + } + for(int i=1; i<=3; i++) + if (e(i).commonVertex(e(i==3?1:(i+1)))==null) + throw new Error("edges have no common vertex"); + // check that delauanay property is preserved + } + } + + public void checkDelaunay() { + for(int i=1; i<=3; i++) { + if (t(i) == null) continue; + Vertex v = t(i).opposingVertex(e(i)); + if (!e(i).locked() && /*Imprecise.incircle(v(1), v(2), v(3), v)*/cc(v) /*&& !dirty && !t(i).dirty*/) { + //throw new Error("Delaunay violation: vertex " + v + "\n triangle: " + this); + //System.out.println("violation: " + e(i)); + e(i).violated = true; } else { - if (debug) - buf.fillTriangle((int)a.multiply_px((float)x(v1), (float)y(v1)), - (int)a.multiply_py((float)x(v1), (float)y(v1)), - (int)a.multiply_px((float)x(v2), (float)y(v2)), - (int)a.multiply_py((float)x(v2), (float)y(v2)), - (int)a.multiply_px((float)x(v3), (float)y(v3)), - (int)a.multiply_py((float)x(v3), (float)y(v3)), - 0xff000000 | ((color & 0x00ffffff) >> 8)); + e(i).violated = false; } } - painted = true; - //#repeat t12/t23/t31 v1/v2/v3 v2/v3/v1 - if (t12 != null && !t12.painted) { - t12.fill(buf, a, color, evenOdd, count + wind(v1, v2), strokeOnly); - if (debug) - drawLine(buf, (x(v1)*2+x(v2))/3, (y(v1)*2+y(v2))/3, (x(v1)+2*x(v2))/3, (y(v1)+2*y(v2))/3, a, - wind(v2,v1)==0?0xff000000:0xff0000ff); + } + + public void trisect(Vertex v) { + if (!contains(v)) throw new Error("trisect(v) but I don't contain v = " + v); + if (hasVertex(v)) throw new Error("attempt to trisect a triangle at one of its own vertices"); + for(int i=3; i>0; i--) if (e(i).intersects(v)/* || e(i).isNear(v)*/) { + e(i).bisect(v); + return; } - //#end + Triangle a=null,b=null,c=null; + + boolean oldIn = in; + Edge v1v = newEdge(v(1), v); + Edge v2v = newEdge(v(2), v); + Edge v3v = newEdge(v(3), v); + Edge e1 = this.e(1); + Edge e2 = this.e(2); + Edge e3 = this.e(3); + delete(); + + a = triangle(e3, v1v, v2v); + b = triangle(e2, v1v, v3v); + c = triangle(e1, v3v, v2v); + a.in = oldIn; + b.in = oldIn; + c.in = oldIn; + a.fixup(); + a.check(); + b.check(); + c.check(); } - public int wind(Vertex a, Vertex b) { - if (next(a).contains(new Integer(b)) && next(b).contains(new Integer(a))) return 0; - if (y(a) < y(b) || (y(a)==y(b) && x(a) y2) ? -1 : (- (a*x2+c)/b < y2) ? 1 : 0; + public void newcontour() { + if (start != null) add(start.x, start.y); + start = null; + last = null; } - public boolean isect(Vertex v1, Vertex v2, Vertex v3, Vertex v4) { - if (v1==v3 || v1==v4 || v2==v3 || v2==v4) return false; - float a = side(v1,v2,v3); - float b = side(v1,v2,v4); - float c = side(v3,v4,v1); - float d = side(v3,v4,v2); - return a!=b && c!=d && a!=0 && b!=0 && c!=0 && d!=0; + public Mesh addRect(float x, float y, float w, float h) { + if (w==0 || h==0) return this; + Vertex v1 = vertex(point(x,y)); + Vertex v2 = vertex(point(x+w,y)); + Vertex v3 = vertex(point(x+w,y+h)); + Vertex v4 = vertex(point(x,y+h)); + newEdge(v1,v2).lock(v1,1); + newEdge(v2,v3).lock(v2,1); + newEdge(v3,v4).lock(v3,1); + newEdge(v4,v1).lock(v4,1); + setIn(true); + return this; } - public boolean isect(Vertex v1, Vertex v2, Vertex v) { - return - side(v1,v2,v)==0 && - x(v) - Math.max(x(v1),x(v2)) < 0 && - x(v) - Math.min(x(v1),x(v2)) > 0 && - y(v) - Math.max(y(v1),y(v2)) < 0 && - y(v) - Math.min(y(v1),y(v2)) > 0; + public void add(float x, float y) { + Vertex vx = vertex(point(x,y)); + if (vx==last) return; + if (start==null) start = vx; + try { + if (last==null) return; + if (numvertices<3) return; + if (numvertices==3) getEdge(start, last).lock(start,1); + getEdge(last,vx).lock(last,1); + } finally { + last = vx; + } + if (check) checkAllDelaunay(); } - }