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- //Copyright (C) 2011 by Ivan Fratric
- //
- //Permission is hereby granted, free of charge, to any person obtaining a copy
- //of this software and associated documentation files (the "Software"), to deal
- //in the Software without restriction, including without limitation the rights
- //to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- //copies of the Software, and to permit persons to whom the Software is
- //furnished to do so, subject to the following conditions:
- //
- //The above copyright notice and this permission notice shall be included in
- //all copies or substantial portions of the Software.
- //
- //THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- //IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- //FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- //AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- //LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- //OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- //THE SOFTWARE.
- #include <stdio.h>
- #include <string.h>
- #include <math.h>
- #include "triangulator.h"
- #define TRIANGULATOR_VERTEXTYPE_REGULAR 0
- #define TRIANGULATOR_VERTEXTYPE_START 1
- #define TRIANGULATOR_VERTEXTYPE_END 2
- #define TRIANGULATOR_VERTEXTYPE_SPLIT 3
- #define TRIANGULATOR_VERTEXTYPE_MERGE 4
- TriangulatorPoly::TriangulatorPoly() {
- hole = false;
- numpoints = 0;
- points = NULL;
- }
- TriangulatorPoly::~TriangulatorPoly() {
- if(points) delete [] points;
- }
- void TriangulatorPoly::Clear() {
- if(points) delete [] points;
- hole = false;
- numpoints = 0;
- points = NULL;
- }
- void TriangulatorPoly::Init(long numpoints) {
- Clear();
- this->numpoints = numpoints;
- points = new Vector2[numpoints];
- }
- void TriangulatorPoly::Triangle(Vector2 &p1, Vector2 &p2, Vector2 &p3) {
- Init(3);
- points[0] = p1;
- points[1] = p2;
- points[2] = p3;
- }
- TriangulatorPoly::TriangulatorPoly(const TriangulatorPoly &src) {
- hole = src.hole;
- numpoints = src.numpoints;
- points = new Vector2[numpoints];
- memcpy(points, src.points, numpoints*sizeof(Vector2));
- }
- TriangulatorPoly& TriangulatorPoly::operator=(const TriangulatorPoly &src) {
- Clear();
- hole = src.hole;
- numpoints = src.numpoints;
- points = new Vector2[numpoints];
- memcpy(points, src.points, numpoints*sizeof(Vector2));
- return *this;
- }
- int TriangulatorPoly::GetOrientation() {
- long i1,i2;
- real_t area = 0;
- for(i1=0; i1<numpoints; i1++) {
- i2 = i1+1;
- if(i2 == numpoints) i2 = 0;
- area += points[i1].x * points[i2].y - points[i1].y * points[i2].x;
- }
- if(area>0) return TRIANGULATOR_CCW;
- if(area<0) return TRIANGULATOR_CW;
- return 0;
- }
- void TriangulatorPoly::SetOrientation(int orientation) {
- int polyorientation = GetOrientation();
- if(polyorientation&&(polyorientation!=orientation)) {
- Invert();
- }
- }
- void TriangulatorPoly::Invert() {
- long i;
- Vector2 *invpoints;
- invpoints = new Vector2[numpoints];
- for(i=0;i<numpoints;i++) {
- invpoints[i] = points[numpoints-i-1];
- }
- delete [] points;
- points = invpoints;
- }
- Vector2 TriangulatorPartition::Normalize(const Vector2 &p) {
- Vector2 r;
- real_t n = sqrt(p.x*p.x + p.y*p.y);
- if(n!=0) {
- r = p/n;
- } else {
- r.x = 0;
- r.y = 0;
- }
- return r;
- }
- real_t TriangulatorPartition::Distance(const Vector2 &p1, const Vector2 &p2) {
- real_t dx,dy;
- dx = p2.x - p1.x;
- dy = p2.y - p1.y;
- return(sqrt(dx*dx + dy*dy));
- }
- //checks if two lines intersect
- int TriangulatorPartition::Intersects(Vector2 &p11, Vector2 &p12, Vector2 &p21, Vector2 &p22) {
- if((p11.x == p21.x)&&(p11.y == p21.y)) return 0;
- if((p11.x == p22.x)&&(p11.y == p22.y)) return 0;
- if((p12.x == p21.x)&&(p12.y == p21.y)) return 0;
- if((p12.x == p22.x)&&(p12.y == p22.y)) return 0;
- Vector2 v1ort,v2ort,v;
- real_t dot11,dot12,dot21,dot22;
- v1ort.x = p12.y-p11.y;
- v1ort.y = p11.x-p12.x;
- v2ort.x = p22.y-p21.y;
- v2ort.y = p21.x-p22.x;
- v = p21-p11;
- dot21 = v.x*v1ort.x + v.y*v1ort.y;
- v = p22-p11;
- dot22 = v.x*v1ort.x + v.y*v1ort.y;
- v = p11-p21;
- dot11 = v.x*v2ort.x + v.y*v2ort.y;
- v = p12-p21;
- dot12 = v.x*v2ort.x + v.y*v2ort.y;
- if(dot11*dot12>0) return 0;
- if(dot21*dot22>0) return 0;
- return 1;
- }
- //removes holes from inpolys by merging them with non-holes
- int TriangulatorPartition::RemoveHoles(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *outpolys) {
- List<TriangulatorPoly> polys;
- List<TriangulatorPoly>::Element *holeiter,*polyiter,*iter,*iter2;
- long i,i2,holepointindex,polypointindex;
- Vector2 holepoint,polypoint,bestpolypoint;
- Vector2 linep1,linep2;
- Vector2 v1,v2;
- TriangulatorPoly newpoly;
- bool hasholes;
- bool pointvisible;
- bool pointfound;
- //check for trivial case (no holes)
- hasholes = false;
- for(iter = inpolys->front(); iter; iter=iter->next()) {
- if(iter->get().IsHole()) {
- hasholes = true;
- break;
- }
- }
- if(!hasholes) {
- for(iter = inpolys->front(); iter; iter=iter->next()) {
- outpolys->push_back(iter->get());
- }
- return 1;
- }
- polys = *inpolys;
- while(1) {
- //find the hole point with the largest x
- hasholes = false;
- for(iter = polys.front(); iter; iter=iter->next()) {
- if(!iter->get().IsHole()) continue;
- if(!hasholes) {
- hasholes = true;
- holeiter = iter;
- holepointindex = 0;
- }
- for(i=0; i < iter->get().GetNumPoints(); i++) {
- if(iter->get().GetPoint(i).x > holeiter->get().GetPoint(holepointindex).x) {
- holeiter = iter;
- holepointindex = i;
- }
- }
- }
- if(!hasholes) break;
- holepoint = holeiter->get().GetPoint(holepointindex);
- pointfound = false;
- for(iter = polys.front(); iter; iter=iter->next()) {
- if(iter->get().IsHole()) continue;
- for(i=0; i < iter->get().GetNumPoints(); i++) {
- if(iter->get().GetPoint(i).x <= holepoint.x) continue;
- if(!InCone(iter->get().GetPoint((i+iter->get().GetNumPoints()-1)%(iter->get().GetNumPoints())),
- iter->get().GetPoint(i),
- iter->get().GetPoint((i+1)%(iter->get().GetNumPoints())),
- holepoint))
- continue;
- polypoint = iter->get().GetPoint(i);
- if(pointfound) {
- v1 = Normalize(polypoint-holepoint);
- v2 = Normalize(bestpolypoint-holepoint);
- if(v2.x > v1.x) continue;
- }
- pointvisible = true;
- for(iter2 = polys.front(); iter2; iter2=iter2->next()) {
- if(iter2->get().IsHole()) continue;
- for(i2=0; i2 < iter2->get().GetNumPoints(); i2++) {
- linep1 = iter2->get().GetPoint(i2);
- linep2 = iter2->get().GetPoint((i2+1)%(iter2->get().GetNumPoints()));
- if(Intersects(holepoint,polypoint,linep1,linep2)) {
- pointvisible = false;
- break;
- }
- }
- if(!pointvisible) break;
- }
- if(pointvisible) {
- pointfound = true;
- bestpolypoint = polypoint;
- polyiter = iter;
- polypointindex = i;
- }
- }
- }
- if(!pointfound) return 0;
- newpoly.Init(holeiter->get().GetNumPoints() + polyiter->get().GetNumPoints() + 2);
- i2 = 0;
- for(i=0;i<=polypointindex;i++) {
- newpoly[i2] = polyiter->get().GetPoint(i);
- i2++;
- }
- for(i=0;i<=holeiter->get().GetNumPoints();i++) {
- newpoly[i2] = holeiter->get().GetPoint((i+holepointindex)%holeiter->get().GetNumPoints());
- i2++;
- }
- for(i=polypointindex;i<polyiter->get().GetNumPoints();i++) {
- newpoly[i2] = polyiter->get().GetPoint(i);
- i2++;
- }
- polys.erase(holeiter);
- polys.erase(polyiter);
- polys.push_back(newpoly);
- }
- for(iter = polys.front(); iter; iter=iter->next()) {
- outpolys->push_back(iter->get());
- }
- return 1;
- }
- bool TriangulatorPartition::IsConvex(Vector2& p1, Vector2& p2, Vector2& p3) {
- real_t tmp;
- tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
- if(tmp>0) return 1;
- else return 0;
- }
- bool TriangulatorPartition::IsReflex(Vector2& p1, Vector2& p2, Vector2& p3) {
- real_t tmp;
- tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
- if(tmp<0) return 1;
- else return 0;
- }
- bool TriangulatorPartition::IsInside(Vector2& p1, Vector2& p2, Vector2& p3, Vector2 &p) {
- if(IsConvex(p1,p,p2)) return false;
- if(IsConvex(p2,p,p3)) return false;
- if(IsConvex(p3,p,p1)) return false;
- return true;
- }
- bool TriangulatorPartition::InCone(Vector2 &p1, Vector2 &p2, Vector2 &p3, Vector2 &p) {
- bool convex;
- convex = IsConvex(p1,p2,p3);
- if(convex) {
- if(!IsConvex(p1,p2,p)) return false;
- if(!IsConvex(p2,p3,p)) return false;
- return true;
- } else {
- if(IsConvex(p1,p2,p)) return true;
- if(IsConvex(p2,p3,p)) return true;
- return false;
- }
- }
- bool TriangulatorPartition::InCone(PartitionVertex *v, Vector2 &p) {
- Vector2 p1,p2,p3;
- p1 = v->previous->p;
- p2 = v->p;
- p3 = v->next->p;
- return InCone(p1,p2,p3,p);
- }
- void TriangulatorPartition::UpdateVertexReflexity(PartitionVertex *v) {
- PartitionVertex *v1,*v3;
- v1 = v->previous;
- v3 = v->next;
- v->isConvex = !IsReflex(v1->p,v->p,v3->p);
- }
- void TriangulatorPartition::UpdateVertex(PartitionVertex *v, PartitionVertex *vertices, long numvertices) {
- long i;
- PartitionVertex *v1,*v3;
- Vector2 vec1,vec3;
- v1 = v->previous;
- v3 = v->next;
- v->isConvex = IsConvex(v1->p,v->p,v3->p);
- vec1 = Normalize(v1->p - v->p);
- vec3 = Normalize(v3->p - v->p);
- v->angle = vec1.x*vec3.x + vec1.y*vec3.y;
- if(v->isConvex) {
- v->isEar = true;
- for(i=0;i<numvertices;i++) {
- if((vertices[i].p.x==v->p.x)&&(vertices[i].p.y==v->p.y)) continue;
- if((vertices[i].p.x==v1->p.x)&&(vertices[i].p.y==v1->p.y)) continue;
- if((vertices[i].p.x==v3->p.x)&&(vertices[i].p.y==v3->p.y)) continue;
- if(IsInside(v1->p,v->p,v3->p,vertices[i].p)) {
- v->isEar = false;
- break;
- }
- }
- } else {
- v->isEar = false;
- }
- }
- //triangulation by ear removal
- int TriangulatorPartition::Triangulate_EC(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
- long numvertices;
- PartitionVertex *vertices;
- PartitionVertex *ear;
- TriangulatorPoly triangle;
- long i,j;
- bool earfound;
- if(poly->GetNumPoints() < 3) return 0;
- if(poly->GetNumPoints() == 3) {
- triangles->push_back(*poly);
- return 1;
- }
- numvertices = poly->GetNumPoints();
- vertices = new PartitionVertex[numvertices];
- for(i=0;i<numvertices;i++) {
- vertices[i].isActive = true;
- vertices[i].p = poly->GetPoint(i);
- if(i==(numvertices-1)) vertices[i].next=&(vertices[0]);
- else vertices[i].next=&(vertices[i+1]);
- if(i==0) vertices[i].previous = &(vertices[numvertices-1]);
- else vertices[i].previous = &(vertices[i-1]);
- }
- for(i=0;i<numvertices;i++) {
- UpdateVertex(&vertices[i],vertices,numvertices);
- }
- for(i=0;i<numvertices-3;i++) {
- earfound = false;
- //find the most extruded ear
- for(j=0;j<numvertices;j++) {
- if(!vertices[j].isActive) continue;
- if(!vertices[j].isEar) continue;
- if(!earfound) {
- earfound = true;
- ear = &(vertices[j]);
- } else {
- if(vertices[j].angle > ear->angle) {
- ear = &(vertices[j]);
- }
- }
- }
- if(!earfound) {
- delete [] vertices;
- return 0;
- }
- triangle.Triangle(ear->previous->p,ear->p,ear->next->p);
- triangles->push_back(triangle);
- ear->isActive = false;
- ear->previous->next = ear->next;
- ear->next->previous = ear->previous;
- if(i==numvertices-4) break;
- UpdateVertex(ear->previous,vertices,numvertices);
- UpdateVertex(ear->next,vertices,numvertices);
- }
- for(i=0;i<numvertices;i++) {
- if(vertices[i].isActive) {
- triangle.Triangle(vertices[i].previous->p,vertices[i].p,vertices[i].next->p);
- triangles->push_back(triangle);
- break;
- }
- }
- delete [] vertices;
- return 1;
- }
- int TriangulatorPartition::Triangulate_EC(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles) {
- List<TriangulatorPoly> outpolys;
- List<TriangulatorPoly>::Element*iter;
- if(!RemoveHoles(inpolys,&outpolys)) return 0;
- for(iter=outpolys.front();iter;iter=iter->next()) {
- if(!Triangulate_EC(&(iter->get()),triangles)) return 0;
- }
- return 1;
- }
- int TriangulatorPartition::ConvexPartition_HM(TriangulatorPoly *poly, List<TriangulatorPoly> *parts) {
- List<TriangulatorPoly> triangles;
- List<TriangulatorPoly>::Element *iter1,*iter2;
- TriangulatorPoly *poly1,*poly2;
- TriangulatorPoly newpoly;
- Vector2 d1,d2,p1,p2,p3;
- long i11,i12,i21,i22,i13,i23,j,k;
- bool isdiagonal;
- long numreflex;
- //check if the poly is already convex
- numreflex = 0;
- for(i11=0;i11<poly->GetNumPoints();i11++) {
- if(i11==0) i12 = poly->GetNumPoints()-1;
- else i12=i11-1;
- if(i11==(poly->GetNumPoints()-1)) i13=0;
- else i13=i11+1;
- if(IsReflex(poly->GetPoint(i12),poly->GetPoint(i11),poly->GetPoint(i13))) {
- numreflex = 1;
- break;
- }
- }
- if(numreflex == 0) {
- parts->push_back(*poly);
- return 1;
- }
- if(!Triangulate_EC(poly,&triangles)) return 0;
- for(iter1 = triangles.front(); iter1 ; iter1=iter1->next()) {
- poly1 = &(iter1->get());
- for(i11=0;i11<poly1->GetNumPoints();i11++) {
- d1 = poly1->GetPoint(i11);
- i12 = (i11+1)%(poly1->GetNumPoints());
- d2 = poly1->GetPoint(i12);
- isdiagonal = false;
- for(iter2 = iter1; iter2 ; iter2=iter2->next()) {
- if(iter1 == iter2) continue;
- poly2 = &(iter2->get());
- for(i21=0;i21<poly2->GetNumPoints();i21++) {
- if((d2.x != poly2->GetPoint(i21).x)||(d2.y != poly2->GetPoint(i21).y)) continue;
- i22 = (i21+1)%(poly2->GetNumPoints());
- if((d1.x != poly2->GetPoint(i22).x)||(d1.y != poly2->GetPoint(i22).y)) continue;
- isdiagonal = true;
- break;
- }
- if(isdiagonal) break;
- }
- if(!isdiagonal) continue;
- p2 = poly1->GetPoint(i11);
- if(i11 == 0) i13 = poly1->GetNumPoints()-1;
- else i13 = i11-1;
- p1 = poly1->GetPoint(i13);
- if(i22 == (poly2->GetNumPoints()-1)) i23 = 0;
- else i23 = i22+1;
- p3 = poly2->GetPoint(i23);
- if(!IsConvex(p1,p2,p3)) continue;
- p2 = poly1->GetPoint(i12);
- if(i12 == (poly1->GetNumPoints()-1)) i13 = 0;
- else i13 = i12+1;
- p3 = poly1->GetPoint(i13);
- if(i21 == 0) i23 = poly2->GetNumPoints()-1;
- else i23 = i21-1;
- p1 = poly2->GetPoint(i23);
- if(!IsConvex(p1,p2,p3)) continue;
- newpoly.Init(poly1->GetNumPoints()+poly2->GetNumPoints()-2);
- k = 0;
- for(j=i12;j!=i11;j=(j+1)%(poly1->GetNumPoints())) {
- newpoly[k] = poly1->GetPoint(j);
- k++;
- }
- for(j=i22;j!=i21;j=(j+1)%(poly2->GetNumPoints())) {
- newpoly[k] = poly2->GetPoint(j);
- k++;
- }
- triangles.erase(iter2);
- iter1->get() = newpoly;
- poly1 = &(iter1->get());
- i11 = -1;
- continue;
- }
- }
- for(iter1 = triangles.front(); iter1 ; iter1=iter1->next()) {
- parts->push_back(iter1->get());
- }
- return 1;
- }
- int TriangulatorPartition::ConvexPartition_HM(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *parts) {
- List<TriangulatorPoly> outpolys;
- List<TriangulatorPoly>::Element* iter;
- if(!RemoveHoles(inpolys,&outpolys)) return 0;
- for(iter=outpolys.front();iter;iter=iter->next()) {
- if(!ConvexPartition_HM(&(iter->get()),parts)) return 0;
- }
- return 1;
- }
- //minimum-weight polygon triangulation by dynamic programming
- //O(n^3) time complexity
- //O(n^2) space complexity
- int TriangulatorPartition::Triangulate_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
- long i,j,k,gap,n;
- DPState **dpstates;
- Vector2 p1,p2,p3,p4;
- long bestvertex;
- real_t weight,minweight,d1,d2;
- Diagonal diagonal,newdiagonal;
- List<Diagonal> diagonals;
- TriangulatorPoly triangle;
- int ret = 1;
- n = poly->GetNumPoints();
- dpstates = new DPState *[n];
- for(i=1;i<n;i++) {
- dpstates[i] = new DPState[i];
- }
- //init states and visibility
- for(i=0;i<(n-1);i++) {
- p1 = poly->GetPoint(i);
- for(j=i+1;j<n;j++) {
- dpstates[j][i].visible = true;
- dpstates[j][i].weight = 0;
- dpstates[j][i].bestvertex = -1;
- if(j!=(i+1)) {
- p2 = poly->GetPoint(j);
- //visibility check
- if(i==0) p3 = poly->GetPoint(n-1);
- else p3 = poly->GetPoint(i-1);
- if(i==(n-1)) p4 = poly->GetPoint(0);
- else p4 = poly->GetPoint(i+1);
- if(!InCone(p3,p1,p4,p2)) {
- dpstates[j][i].visible = false;
- continue;
- }
- if(j==0) p3 = poly->GetPoint(n-1);
- else p3 = poly->GetPoint(j-1);
- if(j==(n-1)) p4 = poly->GetPoint(0);
- else p4 = poly->GetPoint(j+1);
- if(!InCone(p3,p2,p4,p1)) {
- dpstates[j][i].visible = false;
- continue;
- }
- for(k=0;k<n;k++) {
- p3 = poly->GetPoint(k);
- if(k==(n-1)) p4 = poly->GetPoint(0);
- else p4 = poly->GetPoint(k+1);
- if(Intersects(p1,p2,p3,p4)) {
- dpstates[j][i].visible = false;
- break;
- }
- }
- }
- }
- }
- dpstates[n-1][0].visible = true;
- dpstates[n-1][0].weight = 0;
- dpstates[n-1][0].bestvertex = -1;
- for(gap = 2; gap<n; gap++) {
- for(i=0; i<(n-gap); i++) {
- j = i+gap;
- if(!dpstates[j][i].visible) continue;
- bestvertex = -1;
- for(k=(i+1);k<j;k++) {
- if(!dpstates[k][i].visible) continue;
- if(!dpstates[j][k].visible) continue;
- if(k<=(i+1)) d1=0;
- else d1 = Distance(poly->GetPoint(i),poly->GetPoint(k));
- if(j<=(k+1)) d2=0;
- else d2 = Distance(poly->GetPoint(k),poly->GetPoint(j));
- weight = dpstates[k][i].weight + dpstates[j][k].weight + d1 + d2;
- if((bestvertex == -1)||(weight<minweight)) {
- bestvertex = k;
- minweight = weight;
- }
- }
- if(bestvertex == -1) {
- for(i=1;i<n;i++) {
- delete [] dpstates[i];
- }
- delete [] dpstates;
- return 0;
- }
- dpstates[j][i].bestvertex = bestvertex;
- dpstates[j][i].weight = minweight;
- }
- }
- newdiagonal.index1 = 0;
- newdiagonal.index2 = n-1;
- diagonals.push_back(newdiagonal);
- while(!diagonals.empty()) {
- diagonal = (diagonals.front()->get());
- diagonals.pop_front();
- bestvertex = dpstates[diagonal.index2][diagonal.index1].bestvertex;
- if(bestvertex == -1) {
- ret = 0;
- break;
- }
- triangle.Triangle(poly->GetPoint(diagonal.index1),poly->GetPoint(bestvertex),poly->GetPoint(diagonal.index2));
- triangles->push_back(triangle);
- if(bestvertex > (diagonal.index1+1)) {
- newdiagonal.index1 = diagonal.index1;
- newdiagonal.index2 = bestvertex;
- diagonals.push_back(newdiagonal);
- }
- if(diagonal.index2 > (bestvertex+1)) {
- newdiagonal.index1 = bestvertex;
- newdiagonal.index2 = diagonal.index2;
- diagonals.push_back(newdiagonal);
- }
- }
- for(i=1;i<n;i++) {
- delete [] dpstates[i];
- }
- delete [] dpstates;
- return ret;
- }
- void TriangulatorPartition::UpdateState(long a, long b, long w, long i, long j, DPState2 **dpstates) {
- Diagonal newdiagonal;
- List<Diagonal> *pairs;
- long w2;
- w2 = dpstates[a][b].weight;
- if(w>w2) return;
- pairs = &(dpstates[a][b].pairs);
- newdiagonal.index1 = i;
- newdiagonal.index2 = j;
- if(w<w2) {
- pairs->clear();
- pairs->push_front(newdiagonal);
- dpstates[a][b].weight = w;
- } else {
- if((!pairs->empty())&&(i <= pairs->front()->get().index1)) return;
- while((!pairs->empty())&&(pairs->front()->get().index2 >= j)) pairs->pop_front();
- pairs->push_front(newdiagonal);
- }
- }
- void TriangulatorPartition::TypeA(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates) {
- List<Diagonal> *pairs;
- List<Diagonal>::Element *iter,*lastiter;
- long top;
- long w;
- if(!dpstates[i][j].visible) return;
- top = j;
- w = dpstates[i][j].weight;
- if(k-j > 1) {
- if (!dpstates[j][k].visible) return;
- w += dpstates[j][k].weight + 1;
- }
- if(j-i > 1) {
- pairs = &(dpstates[i][j].pairs);
- iter = NULL;
- lastiter = NULL;
- while(iter!=pairs->front()) {
- if (!iter)
- iter=pairs->back();
- else
- iter=iter->prev();
- if(!IsReflex(vertices[iter->get().index2].p,vertices[j].p,vertices[k].p)) lastiter = iter;
- else break;
- }
- if(lastiter == NULL) w++;
- else {
- if(IsReflex(vertices[k].p,vertices[i].p,vertices[lastiter->get().index1].p)) w++;
- else top = lastiter->get().index1;
- }
- }
- UpdateState(i,k,w,top,j,dpstates);
- }
- void TriangulatorPartition::TypeB(long i, long j, long k, PartitionVertex *vertices, DPState2 **dpstates) {
- List<Diagonal> *pairs;
- List<Diagonal>::Element* iter,*lastiter;
- long top;
- long w;
- if(!dpstates[j][k].visible) return;
- top = j;
- w = dpstates[j][k].weight;
- if (j-i > 1) {
- if (!dpstates[i][j].visible) return;
- w += dpstates[i][j].weight + 1;
- }
- if (k-j > 1) {
- pairs = &(dpstates[j][k].pairs);
- iter = pairs->front();
- if((!pairs->empty())&&(!IsReflex(vertices[i].p,vertices[j].p,vertices[iter->get().index1].p))) {
- lastiter = iter;
- while(iter!=NULL) {
- if(!IsReflex(vertices[i].p,vertices[j].p,vertices[iter->get().index1].p)) {
- lastiter = iter;
- iter=iter->next();
- }
- else break;
- }
- if(IsReflex(vertices[lastiter->get().index2].p,vertices[k].p,vertices[i].p)) w++;
- else top = lastiter->get().index2;
- } else w++;
- }
- UpdateState(i,k,w,j,top,dpstates);
- }
- int TriangulatorPartition::ConvexPartition_OPT(TriangulatorPoly *poly, List<TriangulatorPoly> *parts) {
- Vector2 p1,p2,p3,p4;
- PartitionVertex *vertices;
- DPState2 **dpstates;
- long i,j,k,n,gap;
- List<Diagonal> diagonals,diagonals2;
- Diagonal diagonal,newdiagonal;
- List<Diagonal> *pairs,*pairs2;
- List<Diagonal>::Element* iter,*iter2;
- int ret;
- TriangulatorPoly newpoly;
- List<long> indices;
- List<long>::Element* iiter;
- bool ijreal,jkreal;
- n = poly->GetNumPoints();
- vertices = new PartitionVertex[n];
- dpstates = new DPState2 *[n];
- for(i=0;i<n;i++) {
- dpstates[i] = new DPState2[n];
- }
- //init vertex information
- for(i=0;i<n;i++) {
- vertices[i].p = poly->GetPoint(i);
- vertices[i].isActive = true;
- if(i==0) vertices[i].previous = &(vertices[n-1]);
- else vertices[i].previous = &(vertices[i-1]);
- if(i==(poly->GetNumPoints()-1)) vertices[i].next = &(vertices[0]);
- else vertices[i].next = &(vertices[i+1]);
- }
- for(i=1;i<n;i++) {
- UpdateVertexReflexity(&(vertices[i]));
- }
- //init states and visibility
- for(i=0;i<(n-1);i++) {
- p1 = poly->GetPoint(i);
- for(j=i+1;j<n;j++) {
- dpstates[i][j].visible = true;
- if(j==i+1) {
- dpstates[i][j].weight = 0;
- } else {
- dpstates[i][j].weight = 2147483647;
- }
- if(j!=(i+1)) {
- p2 = poly->GetPoint(j);
- //visibility check
- if(!InCone(&vertices[i],p2)) {
- dpstates[i][j].visible = false;
- continue;
- }
- if(!InCone(&vertices[j],p1)) {
- dpstates[i][j].visible = false;
- continue;
- }
- for(k=0;k<n;k++) {
- p3 = poly->GetPoint(k);
- if(k==(n-1)) p4 = poly->GetPoint(0);
- else p4 = poly->GetPoint(k+1);
- if(Intersects(p1,p2,p3,p4)) {
- dpstates[i][j].visible = false;
- break;
- }
- }
- }
- }
- }
- for(i=0;i<(n-2);i++) {
- j = i+2;
- if(dpstates[i][j].visible) {
- dpstates[i][j].weight = 0;
- newdiagonal.index1 = i+1;
- newdiagonal.index2 = i+1;
- dpstates[i][j].pairs.push_back(newdiagonal);
- }
- }
- dpstates[0][n-1].visible = true;
- vertices[0].isConvex = false; //by convention
- for(gap=3; gap<n; gap++) {
- for(i=0;i<n-gap;i++) {
- if(vertices[i].isConvex) continue;
- k = i+gap;
- if(dpstates[i][k].visible) {
- if(!vertices[k].isConvex) {
- for(j=i+1;j<k;j++) TypeA(i,j,k,vertices,dpstates);
- } else {
- for(j=i+1;j<(k-1);j++) {
- if(vertices[j].isConvex) continue;
- TypeA(i,j,k,vertices,dpstates);
- }
- TypeA(i,k-1,k,vertices,dpstates);
- }
- }
- }
- for(k=gap;k<n;k++) {
- if(vertices[k].isConvex) continue;
- i = k-gap;
- if((vertices[i].isConvex)&&(dpstates[i][k].visible)) {
- TypeB(i,i+1,k,vertices,dpstates);
- for(j=i+2;j<k;j++) {
- if(vertices[j].isConvex) continue;
- TypeB(i,j,k,vertices,dpstates);
- }
- }
- }
- }
- //recover solution
- ret = 1;
- newdiagonal.index1 = 0;
- newdiagonal.index2 = n-1;
- diagonals.push_front(newdiagonal);
- while(!diagonals.empty()) {
- diagonal = (diagonals.front()->get());
- diagonals.pop_front();
- if((diagonal.index2 - diagonal.index1) <=1) continue;
- pairs = &(dpstates[diagonal.index1][diagonal.index2].pairs);
- if(pairs->empty()) {
- ret = 0;
- break;
- }
- if(!vertices[diagonal.index1].isConvex) {
- iter = pairs->back();
- j = iter->get().index2;
- newdiagonal.index1 = j;
- newdiagonal.index2 = diagonal.index2;
- diagonals.push_front(newdiagonal);
- if((j - diagonal.index1)>1) {
- if(iter->get().index1 != iter->get().index2) {
- pairs2 = &(dpstates[diagonal.index1][j].pairs);
- while(1) {
- if(pairs2->empty()) {
- ret = 0;
- break;
- }
- iter2 = pairs2->back();
- if(iter->get().index1 != iter2->get().index1) pairs2->pop_back();
- else break;
- }
- if(ret == 0) break;
- }
- newdiagonal.index1 = diagonal.index1;
- newdiagonal.index2 = j;
- diagonals.push_front(newdiagonal);
- }
- } else {
- iter = pairs->front();
- j = iter->get().index1;
- newdiagonal.index1 = diagonal.index1;
- newdiagonal.index2 = j;
- diagonals.push_front(newdiagonal);
- if((diagonal.index2 - j) > 1) {
- if(iter->get().index1 != iter->get().index2) {
- pairs2 = &(dpstates[j][diagonal.index2].pairs);
- while(1) {
- if(pairs2->empty()) {
- ret = 0;
- break;
- }
- iter2 = pairs2->front();
- if(iter->get().index2 != iter2->get().index2) pairs2->pop_front();
- else break;
- }
- if(ret == 0) break;
- }
- newdiagonal.index1 = j;
- newdiagonal.index2 = diagonal.index2;
- diagonals.push_front(newdiagonal);
- }
- }
- }
- if(ret == 0) {
- for(i=0;i<n;i++) {
- delete [] dpstates[i];
- }
- delete [] dpstates;
- delete [] vertices;
- return ret;
- }
- newdiagonal.index1 = 0;
- newdiagonal.index2 = n-1;
- diagonals.push_front(newdiagonal);
- while(!diagonals.empty()) {
- diagonal = (diagonals.front())->get();
- diagonals.pop_front();
- if((diagonal.index2 - diagonal.index1) <= 1) continue;
- indices.clear();
- diagonals2.clear();
- indices.push_back(diagonal.index1);
- indices.push_back(diagonal.index2);
- diagonals2.push_front(diagonal);
- while(!diagonals2.empty()) {
- diagonal = (diagonals2.front()->get());
- diagonals2.pop_front();
- if((diagonal.index2 - diagonal.index1) <= 1) continue;
- ijreal = true;
- jkreal = true;
- pairs = &(dpstates[diagonal.index1][diagonal.index2].pairs);
- if(!vertices[diagonal.index1].isConvex) {
- iter = pairs->back();
- j = iter->get().index2;
- if(iter->get().index1 != iter->get().index2) ijreal = false;
- } else {
- iter = pairs->front();
- j = iter->get().index1;
- if(iter->get().index1 != iter->get().index2) jkreal = false;
- }
- newdiagonal.index1 = diagonal.index1;
- newdiagonal.index2 = j;
- if(ijreal) {
- diagonals.push_back(newdiagonal);
- } else {
- diagonals2.push_back(newdiagonal);
- }
- newdiagonal.index1 = j;
- newdiagonal.index2 = diagonal.index2;
- if(jkreal) {
- diagonals.push_back(newdiagonal);
- } else {
- diagonals2.push_back(newdiagonal);
- }
- indices.push_back(j);
- }
- indices.sort();
- newpoly.Init((long)indices.size());
- k=0;
- for(iiter = indices.front();iiter;iiter=iiter->next()) {
- newpoly[k] = vertices[iiter->get()].p;
- k++;
- }
- parts->push_back(newpoly);
- }
- for(i=0;i<n;i++) {
- delete [] dpstates[i];
- }
- delete [] dpstates;
- delete [] vertices;
- return ret;
- }
- //triangulates a set of polygons by first partitioning them into monotone polygons
- //O(n*log(n)) time complexity, O(n) space complexity
- //the algorithm used here is outlined in the book
- //"Computational Geometry: Algorithms and Applications"
- //by Mark de Berg, Otfried Cheong, Marc van Kreveld and Mark Overmars
- int TriangulatorPartition::MonotonePartition(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *monotonePolys) {
- List<TriangulatorPoly>::Element *iter;
- MonotoneVertex *vertices;
- long i,numvertices,vindex,vindex2,newnumvertices,maxnumvertices;
- long polystartindex, polyendindex;
- TriangulatorPoly *poly;
- MonotoneVertex *v,*v2,*vprev,*vnext;
- ScanLineEdge newedge;
- bool error = false;
- numvertices = 0;
- for(iter = inpolys->front(); iter ; iter=iter->next()) {
- numvertices += iter->get().GetNumPoints();
- }
- maxnumvertices = numvertices*3;
- vertices = new MonotoneVertex[maxnumvertices];
- newnumvertices = numvertices;
- polystartindex = 0;
- for(iter = inpolys->front(); iter ; iter=iter->next()) {
- poly = &(iter->get());
- polyendindex = polystartindex + poly->GetNumPoints()-1;
- for(i=0;i<poly->GetNumPoints();i++) {
- vertices[i+polystartindex].p = poly->GetPoint(i);
- if(i==0) vertices[i+polystartindex].previous = polyendindex;
- else vertices[i+polystartindex].previous = i+polystartindex-1;
- if(i==(poly->GetNumPoints()-1)) vertices[i+polystartindex].next = polystartindex;
- else vertices[i+polystartindex].next = i+polystartindex+1;
- }
- polystartindex = polyendindex+1;
- }
- //construct the priority queue
- long *priority = new long [numvertices];
- for(i=0;i<numvertices;i++) priority[i] = i;
- SortArray<long,VertexSorter> sorter;
- sorter.compare.vertices=vertices;
- sorter.sort(priority,numvertices);
- //determine vertex types
- char *vertextypes = new char[maxnumvertices];
- for(i=0;i<numvertices;i++) {
- v = &(vertices[i]);
- vprev = &(vertices[v->previous]);
- vnext = &(vertices[v->next]);
- if(Below(vprev->p,v->p)&&Below(vnext->p,v->p)) {
- if(IsConvex(vnext->p,vprev->p,v->p)) {
- vertextypes[i] = TRIANGULATOR_VERTEXTYPE_START;
- } else {
- vertextypes[i] = TRIANGULATOR_VERTEXTYPE_SPLIT;
- }
- } else if(Below(v->p,vprev->p)&&Below(v->p,vnext->p)) {
- if(IsConvex(vnext->p,vprev->p,v->p))
- {
- vertextypes[i] = TRIANGULATOR_VERTEXTYPE_END;
- } else {
- vertextypes[i] = TRIANGULATOR_VERTEXTYPE_MERGE;
- }
- } else {
- vertextypes[i] = TRIANGULATOR_VERTEXTYPE_REGULAR;
- }
- }
- //helpers
- long *helpers = new long[maxnumvertices];
- //binary search tree that holds edges intersecting the scanline
- //note that while set doesn't actually have to be implemented as a tree
- //complexity requirements for operations are the same as for the balanced binary search tree
- Set<ScanLineEdge> edgeTree;
- //store iterators to the edge tree elements
- //this makes deleting existing edges much faster
- Set<ScanLineEdge>::Element **edgeTreeIterators,*edgeIter;
- edgeTreeIterators = new Set<ScanLineEdge>::Element*[maxnumvertices];
- // Pair<Set<ScanLineEdge>::Element*,bool> edgeTreeRet;
- for(i = 0; i<numvertices; i++) edgeTreeIterators[i] = NULL;
- //for each vertex
- for(i=0;i<numvertices;i++) {
- vindex = priority[i];
- v = &(vertices[vindex]);
- vindex2 = vindex;
- v2 = v;
- //depending on the vertex type, do the appropriate action
- //comments in the following sections are copied from "Computational Geometry: Algorithms and Applications"
- switch(vertextypes[vindex]) {
- case TRIANGULATOR_VERTEXTYPE_START:
- //Insert ei in T and set helper(ei) to vi.
- newedge.p1 = v->p;
- newedge.p2 = vertices[v->next].p;
- newedge.index = vindex;
- edgeTreeIterators[vindex] = edgeTree.insert(newedge);
- helpers[vindex] = vindex;
- break;
- case TRIANGULATOR_VERTEXTYPE_END:
- //if helper(ei-1) is a merge vertex
- if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
- //Insert the diagonal connecting vi to helper(ei-1) in D.
- AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
- vertextypes, edgeTreeIterators, &edgeTree, helpers);
- }
- //Delete ei-1 from T
- edgeTree.erase(edgeTreeIterators[v->previous]);
- break;
- case TRIANGULATOR_VERTEXTYPE_SPLIT:
- //Search in T to find the edge e j directly left of vi.
- newedge.p1 = v->p;
- newedge.p2 = v->p;
- edgeIter = edgeTree.lower_bound(newedge);
- if(edgeIter == edgeTree.front()) {
- error = true;
- break;
- }
- edgeIter=edgeIter->prev();
- //Insert the diagonal connecting vi to helper(ej) in D.
- AddDiagonal(vertices,&newnumvertices,vindex,helpers[edgeIter->get().index],
- vertextypes, edgeTreeIterators, &edgeTree, helpers);
- vindex2 = newnumvertices-2;
- v2 = &(vertices[vindex2]);
- //helper(e j)�vi
- helpers[edgeIter->get().index] = vindex;
- //Insert ei in T and set helper(ei) to vi.
- newedge.p1 = v2->p;
- newedge.p2 = vertices[v2->next].p;
- newedge.index = vindex2;
- edgeTreeIterators[vindex2] = edgeTree.insert(newedge);
- helpers[vindex2] = vindex2;
- break;
- case TRIANGULATOR_VERTEXTYPE_MERGE:
- //if helper(ei-1) is a merge vertex
- if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
- //Insert the diagonal connecting vi to helper(ei-1) in D.
- AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
- vertextypes, edgeTreeIterators, &edgeTree, helpers);
- vindex2 = newnumvertices-2;
- v2 = &(vertices[vindex2]);
- }
- //Delete ei-1 from T.
- edgeTree.erase(edgeTreeIterators[v->previous]);
- //Search in T to find the edge e j directly left of vi.
- newedge.p1 = v->p;
- newedge.p2 = v->p;
- edgeIter = edgeTree.lower_bound(newedge);
- if(edgeIter == edgeTree.front()) {
- error = true;
- break;
- }
- edgeIter=edgeIter->prev();
- //if helper(ej) is a merge vertex
- if(vertextypes[helpers[edgeIter->get().index]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
- //Insert the diagonal connecting vi to helper(e j) in D.
- AddDiagonal(vertices,&newnumvertices,vindex2,helpers[edgeIter->get().index],
- vertextypes, edgeTreeIterators, &edgeTree, helpers);
- }
- //helper(e j)�vi
- helpers[edgeIter->get().index] = vindex2;
- break;
- case TRIANGULATOR_VERTEXTYPE_REGULAR:
- //if the interior of P lies to the right of vi
- if(Below(v->p,vertices[v->previous].p)) {
- //if helper(ei-1) is a merge vertex
- if(vertextypes[helpers[v->previous]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
- //Insert the diagonal connecting vi to helper(ei-1) in D.
- AddDiagonal(vertices,&newnumvertices,vindex,helpers[v->previous],
- vertextypes, edgeTreeIterators, &edgeTree, helpers);
- vindex2 = newnumvertices-2;
- v2 = &(vertices[vindex2]);
- }
- //Delete ei-1 from T.
- edgeTree.erase(edgeTreeIterators[v->previous]);
- //Insert ei in T and set helper(ei) to vi.
- newedge.p1 = v2->p;
- newedge.p2 = vertices[v2->next].p;
- newedge.index = vindex2;
- edgeTreeIterators[vindex2] = edgeTree.insert(newedge);
- helpers[vindex2] = vindex;
- } else {
- //Search in T to find the edge ej directly left of vi.
- newedge.p1 = v->p;
- newedge.p2 = v->p;
- edgeIter = edgeTree.lower_bound(newedge);
- if(edgeIter == edgeTree.front()) {
- error = true;
- break;
- }
- edgeIter=edgeIter->prev();
- //if helper(ej) is a merge vertex
- if(vertextypes[helpers[edgeIter->get().index]]==TRIANGULATOR_VERTEXTYPE_MERGE) {
- //Insert the diagonal connecting vi to helper(e j) in D.
- AddDiagonal(vertices,&newnumvertices,vindex,helpers[edgeIter->get().index],
- vertextypes, edgeTreeIterators, &edgeTree, helpers);
- }
- //helper(e j)�vi
- helpers[edgeIter->get().index] = vindex;
- }
- break;
- }
- if(error) break;
- }
- char *used = new char[newnumvertices];
- memset(used,0,newnumvertices*sizeof(char));
- if(!error) {
- //return result
- long size;
- TriangulatorPoly mpoly;
- for(i=0;i<newnumvertices;i++) {
- if(used[i]) continue;
- v = &(vertices[i]);
- vnext = &(vertices[v->next]);
- size = 1;
- while(vnext!=v) {
- vnext = &(vertices[vnext->next]);
- size++;
- }
- mpoly.Init(size);
- v = &(vertices[i]);
- mpoly[0] = v->p;
- vnext = &(vertices[v->next]);
- size = 1;
- used[i] = 1;
- used[v->next] = 1;
- while(vnext!=v) {
- mpoly[size] = vnext->p;
- used[vnext->next] = 1;
- vnext = &(vertices[vnext->next]);
- size++;
- }
- monotonePolys->push_back(mpoly);
- }
- }
- //cleanup
- delete [] vertices;
- delete [] priority;
- delete [] vertextypes;
- delete [] edgeTreeIterators;
- delete [] helpers;
- delete [] used;
- if(error) {
- return 0;
- } else {
- return 1;
- }
- }
- //adds a diagonal to the doubly-connected list of vertices
- void TriangulatorPartition::AddDiagonal(MonotoneVertex *vertices, long *numvertices, long index1, long index2,
- char *vertextypes, Set<ScanLineEdge>::Element **edgeTreeIterators,
- Set<ScanLineEdge> *edgeTree, long *helpers)
- {
- long newindex1,newindex2;
- newindex1 = *numvertices;
- (*numvertices)++;
- newindex2 = *numvertices;
- (*numvertices)++;
- vertices[newindex1].p = vertices[index1].p;
- vertices[newindex2].p = vertices[index2].p;
- vertices[newindex2].next = vertices[index2].next;
- vertices[newindex1].next = vertices[index1].next;
- vertices[vertices[index2].next].previous = newindex2;
- vertices[vertices[index1].next].previous = newindex1;
- vertices[index1].next = newindex2;
- vertices[newindex2].previous = index1;
- vertices[index2].next = newindex1;
- vertices[newindex1].previous = index2;
- //update all relevant structures
- vertextypes[newindex1] = vertextypes[index1];
- edgeTreeIterators[newindex1] = edgeTreeIterators[index1];
- helpers[newindex1] = helpers[index1];
- if(edgeTreeIterators[newindex1] != NULL)
- edgeTreeIterators[newindex1]->get().index = newindex1;
- vertextypes[newindex2] = vertextypes[index2];
- edgeTreeIterators[newindex2] = edgeTreeIterators[index2];
- helpers[newindex2] = helpers[index2];
- if(edgeTreeIterators[newindex2] != NULL)
- edgeTreeIterators[newindex2]->get().index = newindex2;
- }
- bool TriangulatorPartition::Below(Vector2 &p1, Vector2 &p2) {
- if(p1.y < p2.y) return true;
- else if(p1.y == p2.y) {
- if(p1.x < p2.x) return true;
- }
- return false;
- }
- //sorts in the falling order of y values, if y is equal, x is used instead
- bool TriangulatorPartition::VertexSorter::operator() (long index1, long index2) const {
- if(vertices[index1].p.y > vertices[index2].p.y) return true;
- else if(vertices[index1].p.y == vertices[index2].p.y) {
- if(vertices[index1].p.x > vertices[index2].p.x) return true;
- }
- return false;
- }
- bool TriangulatorPartition::ScanLineEdge::IsConvex(const Vector2& p1, const Vector2& p2, const Vector2& p3) const {
- real_t tmp;
- tmp = (p3.y-p1.y)*(p2.x-p1.x)-(p3.x-p1.x)*(p2.y-p1.y);
- if(tmp>0) return 1;
- else return 0;
- }
- bool TriangulatorPartition::ScanLineEdge::operator < (const ScanLineEdge & other) const {
- if(other.p1.y == other.p2.y) {
- if(p1.y == p2.y) {
- if(p1.y < other.p1.y) return true;
- else return false;
- }
- if(IsConvex(p1,p2,other.p1)) return true;
- else return false;
- } else if(p1.y == p2.y) {
- if(IsConvex(other.p1,other.p2,p1)) return false;
- else return true;
- } else if(p1.y < other.p1.y) {
- if(IsConvex(other.p1,other.p2,p1)) return false;
- else return true;
- } else {
- if(IsConvex(p1,p2,other.p1)) return true;
- else return false;
- }
- }
- //triangulates monotone polygon
- //O(n) time, O(n) space complexity
- int TriangulatorPartition::TriangulateMonotone(TriangulatorPoly *inPoly, List<TriangulatorPoly> *triangles) {
- long i,i2,j,topindex,bottomindex,leftindex,rightindex,vindex;
- Vector2 *points;
- long numpoints;
- TriangulatorPoly triangle;
- numpoints = inPoly->GetNumPoints();
- points = inPoly->GetPoints();
- //trivial calses
- if(numpoints < 3) return 0;
- if(numpoints == 3) {
- triangles->push_back(*inPoly);
- }
- topindex = 0; bottomindex=0;
- for(i=1;i<numpoints;i++) {
- if(Below(points[i],points[bottomindex])) bottomindex = i;
- if(Below(points[topindex],points[i])) topindex = i;
- }
- //check if the poly is really monotone
- i = topindex;
- while(i!=bottomindex) {
- i2 = i+1; if(i2>=numpoints) i2 = 0;
- if(!Below(points[i2],points[i])) return 0;
- i = i2;
- }
- i = bottomindex;
- while(i!=topindex) {
- i2 = i+1; if(i2>=numpoints) i2 = 0;
- if(!Below(points[i],points[i2])) return 0;
- i = i2;
- }
- char *vertextypes = new char[numpoints];
- long *priority = new long[numpoints];
- //merge left and right vertex chains
- priority[0] = topindex;
- vertextypes[topindex] = 0;
- leftindex = topindex+1; if(leftindex>=numpoints) leftindex = 0;
- rightindex = topindex-1; if(rightindex<0) rightindex = numpoints-1;
- for(i=1;i<(numpoints-1);i++) {
- if(leftindex==bottomindex) {
- priority[i] = rightindex;
- rightindex--; if(rightindex<0) rightindex = numpoints-1;
- vertextypes[priority[i]] = -1;
- } else if(rightindex==bottomindex) {
- priority[i] = leftindex;
- leftindex++; if(leftindex>=numpoints) leftindex = 0;
- vertextypes[priority[i]] = 1;
- } else {
- if(Below(points[leftindex],points[rightindex])) {
- priority[i] = rightindex;
- rightindex--; if(rightindex<0) rightindex = numpoints-1;
- vertextypes[priority[i]] = -1;
- } else {
- priority[i] = leftindex;
- leftindex++; if(leftindex>=numpoints) leftindex = 0;
- vertextypes[priority[i]] = 1;
- }
- }
- }
- priority[i] = bottomindex;
- vertextypes[bottomindex] = 0;
- long *stack = new long[numpoints];
- long stackptr = 0;
- stack[0] = priority[0];
- stack[1] = priority[1];
- stackptr = 2;
- //for each vertex from top to bottom trim as many triangles as possible
- for(i=2;i<(numpoints-1);i++) {
- vindex = priority[i];
- if(vertextypes[vindex]!=vertextypes[stack[stackptr-1]]) {
- for(j=0;j<(stackptr-1);j++) {
- if(vertextypes[vindex]==1) {
- triangle.Triangle(points[stack[j+1]],points[stack[j]],points[vindex]);
- } else {
- triangle.Triangle(points[stack[j]],points[stack[j+1]],points[vindex]);
- }
- triangles->push_back(triangle);
- }
- stack[0] = priority[i-1];
- stack[1] = priority[i];
- stackptr = 2;
- } else {
- stackptr--;
- while(stackptr>0) {
- if(vertextypes[vindex]==1) {
- if(IsConvex(points[vindex],points[stack[stackptr-1]],points[stack[stackptr]])) {
- triangle.Triangle(points[vindex],points[stack[stackptr-1]],points[stack[stackptr]]);
- triangles->push_back(triangle);
- stackptr--;
- } else {
- break;
- }
- } else {
- if(IsConvex(points[vindex],points[stack[stackptr]],points[stack[stackptr-1]])) {
- triangle.Triangle(points[vindex],points[stack[stackptr]],points[stack[stackptr-1]]);
- triangles->push_back(triangle);
- stackptr--;
- } else {
- break;
- }
- }
- }
- stackptr++;
- stack[stackptr] = vindex;
- stackptr++;
- }
- }
- vindex = priority[i];
- for(j=0;j<(stackptr-1);j++) {
- if(vertextypes[stack[j+1]]==1) {
- triangle.Triangle(points[stack[j]],points[stack[j+1]],points[vindex]);
- } else {
- triangle.Triangle(points[stack[j+1]],points[stack[j]],points[vindex]);
- }
- triangles->push_back(triangle);
- }
- delete [] priority;
- delete [] vertextypes;
- delete [] stack;
- return 1;
- }
- int TriangulatorPartition::Triangulate_MONO(List<TriangulatorPoly> *inpolys, List<TriangulatorPoly> *triangles) {
- List<TriangulatorPoly> monotone;
- List<TriangulatorPoly>::Element* iter;
- if(!MonotonePartition(inpolys,&monotone)) return 0;
- for(iter = monotone.front(); iter;iter=iter->next()) {
- if(!TriangulateMonotone(&(iter->get()),triangles)) return 0;
- }
- return 1;
- }
- int TriangulatorPartition::Triangulate_MONO(TriangulatorPoly *poly, List<TriangulatorPoly> *triangles) {
- List<TriangulatorPoly> polys;
- polys.push_back(*poly);
- return Triangulate_MONO(&polys, triangles);
- }
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