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
-//
-// ~30% of our time spent finding vertices => use a balanced quadtree
-//
// - 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()
-// - subtract()
// - [??] preserve in/out-ness every time we delete() a triangle
/**
*/
public final class Mesh {
- private static final float epsilon = (float)0.0001;
- private static final float epsilon2 = (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(); /* we no longer need this */
private Hash edges = new Hash(); /* we no longer need this either */
iter[numiter++] = triangle0;
while(numiter > 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_INTERSECT:
case ITERATE_SUBTRACT: {
if (!t.in) break;
- boolean oin = m.queryPoint(t.c().multiply(a));
+ 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;
}
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);
+ v1 = m.vertex(p1);
+ v2 = m.vertex(p2);
if (v1==v2) continue;
m.getEdge(v1, v2).lock(v1, 0);
}
+ if (check) checkAllDelaunay();
break;
}
}
}
}
}
+ public void checkAllDelaunay() {
+ for(int i=0; i<triangles.size(); i++)
+ ((Triangle)triangles.get(i)).checkDelaunay();
+ }
public void clipOp(Mesh m, Affine a, boolean subtract) {
seekTime = 0;
if (total > 80) System.out.println("clip in " + (100 * (seek/total)) + "%");
}
- // Geometry //////////////////////////////////////////////////////////////////////////////
-
- public 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);
- }
+ // Imprecise Geometry //////////////////////////////////////////////////////////////////////////////
+ // (all of these can be off by a good margin and degrade only performance, not correctness) ////////
+ ////////////////////////////////////////////////////////////////////////////////////////////////////
- public Point intersect(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 point((float)x,(float)y);
+ private static class Imprecise {
+ public static Point center(Mesh m, Point v1, Point v2, Point v3) {
+ return m.point((float)((double)v1.x+(double)v2.x+(double)v3.x)/3,
+ (float)(((double)v1.y+(double)v2.y+(double)v3.y)/3));
+ }
+ public static boolean near(Point a, Point b) {
+ return ddistance(a.x, a.y, b.x, b.y) <= epsilon;
+ }
+ public static boolean incircle(Point v1, Point v2, Point v3, Point p) {
+ /*
+ float a = 0;
+ Q: for(int q=0; q<2; q++) {
+ for(int i=0; i<3; i++) {
+ if ((a=(v2.y-v3.y)*(v2.x-v1.x)-(v2.y-v1.y)*(v2.x-v3.x))!=0) break Q;
+ Point t = v2; v2=v3; v3=v1; v1 = t;
+ }
+ Point t = v2; v2=v3; v3=t;
+ }
+ if (a==0) throw new Error("a==0 for " + v1 + " " + v2 + " " + v3);
+ double a1 = (v1.x+v2.x)*(v2.x-v1.x)+(v2.y-v1.y)*(v1.y+v2.y);
+ double a2 = (v2.x+v3.x)*(v2.x-v3.x)+(v2.y-v3.y)*(v2.y+v3.y);
+ double ccx = (a1*(v2.y-v3.y)-a2*(v2.y-v1.y))/a/2;
+ double ccy = (a2*(v2.x-v1.x)-a1*(v2.x-v3.x))/a/2;
+ double r2 = (v1.x-ccx)*(v1.x-ccx)+(v1.y-ccy)*(v1.y-ccy);
+ double pd = (p.x-ccx)*(p.x-ccx)+(p.y-ccy)*(p.y-ccy);
+ return r2 > 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);
+ }
+
}
- public static int side(Point p1, Point p2, Point p3) {
- 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) return b>=0 ? -1 : 1;
- if (c < 0) return b>=0 ? 1 : -1;
- return 0;
+ // Precise Geometry /////////////////////////////////////////////////////////////////////////////
+
+ static {
+ Runtime.getRuntime().load(new java.io.File("Predicates.jnilib").getAbsolutePath());
}
+
// Vertex //////////////////////////////////////////////////////////////////////////////
+ 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 vertex0.distance(p)<=epsilon ? vertex0 : (vertex1 = new Vertex(p));
+ case 1: return Imprecise.near(vertex0,p) ? vertex0 : (vertex1 = new Vertex(p));
case 2: {
- if (vertex0.distance(p)<=epsilon) return vertex0;
- if (vertex1.distance(p)<=epsilon) return vertex1;
+ 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;
t = triangle0.seek(p);
for(int i=1; i<=3; i++)
for(int j=1; j<=2; j++)
- if (t != null && t.e(i).v(j).distance(p)<=epsilon) return t.e(i).v(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<vertices.size(); i++)
+ if (Imprecise.near(((Vertex)vertices.get(i)),p))
+ throw new Error("bah! " + p + " " + vertices.get(i) + " state: " + state +
+ "\n " + t +
+ "\n " + t.t(1) +
+ "\n " + t.t(2) +
+ "\n " + t.t(3)
+ );
Vertex v = new Vertex(p);
if (t.e(3).intersects(p)) t.e(3).bisect(v);
else if (t.e(1).intersects(p)) t.e(1).bisect(v);
}
}
+ Vector vertices = new Vector();
+
private Point point(float x, float y) { return new Point(x,y); }
- private Point point(Point a, Point b) { return new Point((a.x+b.x)/2,(a.y+b.y)/2); }
- private Point point(Point p, Affine a) { return point(p.x(a), p.y(a)); }
+ //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 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 boolean equals(float x, float y) { return distance(x,y) <= epsilon; }
- public boolean equals(Object o) { return (!(o instanceof Point)) ? false : ((Point)o).distance(this) <= epsilon; }
- public float distance(Point v) { return distance(v.x,v.y); }
- private float distance(float x, float y) { return (float)Math.sqrt(distance2(x, y)); }
- public float distance2(Point v) { return distance2(v.x, v.y); }
- private float distance2(float x, float y) { return (this.x-x)*(this.x-x)+(this.y-y)*(this.y-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
- Mesh.side(p1,p2,this)==0 &&
+ 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) &&
}
}
- private final class Vertex extends Point implements org.ibex.arenaj.Gladiator {
- public Vertex(Point p) { super(p); numvertices++; }
+ private final class Vertex extends Point implements org.ibex.classgen.opt.Arena.Gladiator {
+ public Vertex(Point p) {
+ super(p);
+ numvertices++;
+ vertices.add(this);
+ }
}
// Edge //////////////////////////////////////////////////////////////////////////////
public Edge getEdge(Vertex v1, Vertex v2) {
if (v1==v2) throw new Error();
- //Edge ret = (Edge)edges.get(v1,v2);
- Edge ret = null;
+ Edge ret = (Edge)edges.get(v1,v2);
+ if (ret != null) return ret;
+ //Edge ret = null;
Triangle t = null;
if (triangle0 != null) {
- t = triangle0.seek(point(v1,v2));
+ t = triangle0.seek(Imprecise.midpoint(this, v1,v2));
if (t != null)
for(int i=1; i<=3; i++)
if (t.e(i).hasVertex(v1) && t.e(i).hasVertex(v2)) ret = t.e(i);
return ret;
}
- private final class Edge implements org.ibex.arenaj.Gladiator {
+ private final class Edge implements org.ibex.classgen.opt.Arena.Gladiator {
private final Vertex v1;
private final Vertex v2;
Triangle t1 = null;
edges.put(v2,v1,null);
}
- public Vertex v(int i) { return i==1?v1:i==2?v2:null; }
+ public Vertex v(int i) {
+ switch(i) {
+ case 1: return v1;
+ case 2: return v2;
+ default: return null;
+ }
+ }
public Edge rotate(Vertex v, boolean clockwise) {
Triangle t = v==v1 ? (clockwise?t1:t2) : v==v2 ? (clockwise?t2:t1) : null;
return e;
}
- public boolean isNear(Point p) { return area(v1,v2,p) < epsilon2; }
+ public boolean isNear(Point p) { return Imprecise.area(v1,v2,p) <= epsilon2; }
public Vertex commonVertex(Edge e) { return v1==e.v(1) || v1==e.v(2) ? v1 : v2==e.v(1) || v2==e.v(2) ? v2 : null; }
public Vertex unCommonVertex(Edge e) { return v1!=e.v(1) && v1!=e.v(2) ? v1 : v2!=e.v(1) && v2!=e.v(2) ? v2 : null; }
public Vertex opposingVertex(Vertex v) { return v1==v ? v2 : v1; }
public boolean locked() { return locks > 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 Mesh.side(v(1), v(2), a); }
+ 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 boolean convex() { return this.intersects(t1.opposingVertex(t2), t2.opposingVertex(t1)); }
- public boolean colinear(Point v) { return area(v,v1,v2)<=epsilon; }
-
- public boolean intersects(Point p) {
- return
- side(p)==0 &&
- p.x <= Math.max(v1.x,v2.x) &&
- p.x >= Math.min(v1.x,v2.x) &&
- p.y <= Math.max(v1.y,v2.y) &&
- p.y >= Math.min(v1.y,v2.y);
- }
+ 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
- !v1.equals(va) &&
- !v1.equals(vb) &&
- !v2.equals(va) &&
- !v2.equals(vb) &&
+ !Imprecise.near(v1,va) &&
+ !Imprecise.near(v1,vb) &&
+ !Imprecise.near(v2,va) &&
+ !Imprecise.near(v2,vb) &&
partitions(va, vb) &&
- Mesh.side(va, vb, v1) * Mesh.side(va, vb, v2) == -1;
+ 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;
}
}
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;
tov = t.opposingVertex(t1);
in2 = t.in;
tov_v = newEdge(tov, v);
- if (top == t1) top = null;
- if (ton == t1) ton = null;
- if (opposingTriangleLeft == t) opposingTriangleLeft = null;
- if (opposingTriangleRight == t) opposingTriangleRight = null;
+ 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, td;
+ 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();
+ 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);
}
public void fracture(Edge e) {
triangle0=e.t1==null?e.t2:e.t1;
- Vertex v0 = vertex(Mesh.this.intersect(v1,v2,e.v(1),e.v(2)));
+ 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);
}
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;
if (t2!=null) t2.fixup();
}
+ public boolean violated = false;
public void stroke(PixelBuffer buf, Affine a, int color) {
- int c = debug
+ 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);
// Triangle //////////////////////////////////////////////////////////////////////////////
public Triangle triangle(Edge e1, Edge e2, Edge e3) {
- float x = (e1.v(1).x+e1.v(2).x+e2.v(1).x+e2.v(2).x+e3.v(1).x+e3.v(2).x)/6;
- float y = (e1.v(1).y+e1.v(2).y+e2.v(1).y+e2.v(2).y+e3.v(1).y+e3.v(2).y)/6;
- Point p = point(x,y);
- Triangle t = triangle0==null ? null : triangle0.seek(p);
- if (t != null &&
- (t.contains(p) || t.intersects(p)) &&
- t.hasEdge(e1) &&
- t.hasEdge(e2) &&
- t.hasEdge(e3))
- return triangle0 = t;
- t = new Triangle(e1, e2, 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;
- private final class Triangle implements org.ibex.arenaj.Gladiator {
+ public static boolean fixing = false;
+ public static int count = 0;
+ private final class Triangle implements org.ibex.classgen.opt.Arena.Gladiator {
- final float r2;
- final Point cc;
+ //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 painted = false;
boolean dirty = true;
- public Edge e(int i) { return i==1?e1:i==2?e2:i==3?e3:null; }
- public Vertex v(int i) { return e(i==1?2:i==2?3:i==3?1:0).unCommonVertex(e(i)); }
+ //public Edge e(int i) { return i==1?e1:i==2?e2:i==3?e3:null; }
+ public Edge e(int i) {
+ switch(i) {
+ case 1: return e1;
+ case 2: return e2;
+ case 3: return e3;
+ default: return null;
+ } }
+
+ //public Vertex v(int i) { return e(i==1?2:i==2?3:i==3?1:0).unCommonVertex(e(i)); }
+ public Vertex v(int i) {
+ switch(i) {
+ case 1: return v1;
+ case 2: return v2;
+ case 3: return v3;
+ default: return null;
+ } }
public Triangle t(int i) { return e(i).t1==this ? e(i).t2 : e(i).t1; }
-
+ public Vertex closestVertex(Point p) {
+ double d1 = Math.sqrt((v(1).x-p.x)*(v(1).x-p.x)+(v(1).y-p.y)*(v(1).y-p.y));
+ double d2 = Math.sqrt((v(2).x-p.x)*(v(2).x-p.x)+(v(2).y-p.y)*(v(2).y-p.y));
+ double d3 = Math.sqrt((v(3).x-p.x)*(v(3).x-p.x)+(v(3).y-p.y)*(v(3).y-p.y));
+ return (d1 < d2 && d1 < d3) ? v(1) : (d2 < d3) ? v(2) : v(3);
+ }
+
public boolean encounters(Point p1, Point p2) {
for(int i=1; i<=3; i++) {
- if (v(i).equals(p1)) return true;
- if (v(i).equals(p2)) return true;
+ if (Imprecise.near(v(i),p1)) return true;
+ if (Imprecise.near(v(i),p2)) return true;
if (v(i).intersects(p1,p2)) return true;
if (e(i).intersects(p1,p2)) return true;
}
}
public Edge getSharedEdge(Triangle t) { return e(1).t1==t||e(1).t2==t?e(1):e(2).t1==t||e(2).t2==t?e(2):e(3).t1==t||e(3).t2==t?e(3):null; }
public boolean contains(Point p) { return e(1).side(v(1),p)==1 && e(2).side(v(2),p)==1 && e(3).side(v(3),p)==1; }
- public Point c() { return point(cx(),cy()); }
- public float cx() { return (float)(((double)v(1).x+(double)v(2).x+(double)v(3).x)/3); }
- public float cy() { return (float)(((double)v(1).y+(double)v(2).y+(double)v(3).y)/3); }
+
public boolean intersects(Vertex va, Vertex vb){return e(1).intersects(va,vb)||e(2).intersects(va,vb)||e(3).intersects(va,vb);}
public boolean intersects(Edge e){ return intersects(e.v(1),e.v(2)); }
public boolean intersects(Point p){ return e(1).intersects(p) || e(2).intersects(p) || e(3).intersects(p); }
for(int i=1; i<=3; i++) {
Triangle t = t(i);
if (t==null) continue;
- if (t.r2 <= v(i).distance2(t.cc)) continue;
+ if (!t.cc(v(i))) continue;
Edge e = e(i);
if (e.locked()) { t.fixup(); continue; }
return e.flip().t1.fixup();
Triangle t = this;
try {
while (true) {
- if (t.contains(p) || t.intersects(p)) return t;
- else if (t.e(3).intersects(p)) return (t.t(3)!=null && t.t(3).contains(p)) ? t.t(3) : t;
- else if (t.e(1).intersects(p)) return (t.t(1)!=null && t.t(1).contains(p)) ? t.t(1) : t;
- else if (t.e(2).intersects(p)) return (t.t(2)!=null && t.t(2).contains(p)) ? t.t(2) : t;
+ 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 {
- Triangle t2 = t.followVector(t.c(), p);
- if (t2==null || t2==t) return t;
- t = t2;
+ // 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;
+ }
}
}
} finally { if (t!=null) triangle0 = t; }
return ret;
}
public Triangle followVector2(Point p1, Point p2) {
- if (contains(p2) || intersects(p2) || v(1).equals(p2) || v(2).equals(p2) || v(3).equals(p2)) return this;
- for(int i=1; i<=3; i++) if (!v(i).equals(p1) && v(i).intersects(p1,p2)) return followVector(v(i),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);
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 (v(i).equals(p1)) {
+ 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))
- 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),v(2),v(3))+")\n");
- for(int i=1; i<=3; i++) if (e(i).intersects(p1,p2) && e(i).side(v(i)) * e(i).side(p2) == -1) return t(i);
- throw new Error("giving up: \n "+p1+" -> "+p2+"\n " + this);
+ //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 (debug) {
+ 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(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) if (!t(i).hasEdge(e(i))) throw new Error("t1 doesn't have e(1)");
- if (t(i) != null) {
- 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");
- }
+ 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 {
+ e(i).violated = false;
}
- // check that edges all join up
}
}
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).isNear(v)) { e(i).bisect(v); return; }
+ for(int i=3; i>0; i--) if (e(i).intersects(v)/* || e(i).isNear(v)*/) {
+ e(i).bisect(v);
+ return;
+ }
Triangle a=null,b=null,c=null;
boolean oldIn = in;
b.in = oldIn;
c.in = oldIn;
a.fixup();
+ a.check();
+ b.check();
+ c.check();
}
public void setIn(boolean evenOdd, int weight) {
for(int i=1; i<=3; i++)
if (t(i) != null) {
boolean prepaint = t(i).painted;
- if (debug) e(i).stroke(buf, a, color);
+ //if (debug) e(i).stroke(buf, a, color);
t(i).fill(buf, a, clip, color, strokeOnly);
}
}
this.e1 = e1;
this.e2 = e2;
this.e3 = e3;
- Vertex v1 = e(2).unCommonVertex(e(1));
- Vertex v2 = e(3).unCommonVertex(e(2));
- Vertex v3 = e(1).unCommonVertex(e(3));
+ /*Vertex*/ this.v1 = e(2).unCommonVertex(e(1));
+ /*Vertex*/ this.v2 = e(3).unCommonVertex(e(2));
+ /*Vertex*/ this.v3 = e(1).unCommonVertex(e(3));
if (e(1).intersects(v1)) throw new Error("triangle points are colinear");
if (e(2).intersects(v2)) throw new Error("triangle points are colinear");
if (e(3).intersects(v3)) throw new Error("triangle points are colinear");
e(1).addTriangle(this);
e(2).addTriangle(this);
e(3).addTriangle(this);
-
- float a = 0;
- Q: for(int q=0; q<2; q++) {
- for(int i=0; i<3; i++) {
- if ((a=(v2.y-v3.y)*(v2.x-v1.x)-(v2.y-v1.y)*(v2.x-v3.x))!=0) break Q;
- Vertex t = v2; v2=v3; v3=v1; v1 = t;
- }
- Vertex t = v2; v2=v3; v3=t;
- }
- if (a==0) throw new Error("a==0 for " + v1 + " " + v2 + " " + v3);
- float a1=(v1.x+v2.x)*(v2.x-v1.x)+(v2.y-v1.y)*(v1.y+v2.y);
- float a2=(v2.x+v3.x)*(v2.x-v3.x)+(v2.y-v3.y)*(v2.y+v3.y);
- cc=point((a1*(v2.y-v3.y)-a2*(v2.y-v1.y))/a/2, (a2*(v2.x-v1.x)-a1*(v2.x-v3.x))/a/2);
- r2 = v1.distance2(cc);
triangles.add(this);
}
+ public boolean cc(Point p) {
+ /*
+ Vertex v1 = e(2).unCommonVertex(e(1));
+ Vertex v2 = e(3).unCommonVertex(e(2));
+ Vertex v3 = e(1).unCommonVertex(e(3));
+ */
+ return Imprecise.incircle(v1, v2, v3, p);
+ }
public void clear() {
if (!painted) return;
painted = false;
} finally {
last = vx;
}
+ if (check) checkAllDelaunay();
}
}