File size: 4,353 Bytes
985c397 | 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 | // SPDX-License-Identifier: LGPL-2.1-or-later
// Wild Magic Source Code
// David Eberly
// http://www.geometrictools.com
// Copyright (c) 1998-2007
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or (at
// your option) any later version. The license is available for reading at
// either of the locations:
// http://www.gnu.org/copyleft/lgpl.html
// http://www.geometrictools.com/License/WildMagicLicense.pdf
// The license applies to versions 0 through 4 of Wild Magic.
//
// Version: 4.0.1 (2006/07/19)
#include "Wm4FoundationPCH.h"
#include "Wm4DelTriangle.h"
namespace Wm4
{
//----------------------------------------------------------------------------
template <class Real>
DelTriangle<Real>::DelTriangle (int iV0, int iV1, int iV2)
{
V[0] = iV0;
V[1] = iV1;
V[2] = iV2;
A[0] = nullptr;
A[1] = nullptr;
A[2] = nullptr;
Time = -1;
IsComponent = false;
OnStack = false;
}
//----------------------------------------------------------------------------
template <class Real>
bool DelTriangle<Real>::IsInsertionComponent (int i, DelTriangle* pkAdj,
const Query2<Real>* pkQuery, const int* aiSupervertex)
{
if (i != Time)
{
Time = i;
// Determine the number of vertices in common with the supertriangle.
// The supertriangle vertices have indices VQ-3, VQ-2, and VQ-1, where
// VQ is the quantity of input vertices.
int iCommon = 0, iSVIndex = -1, j;
for (j = 0; j < 3; j++)
{
for (int k = 0; k < 3; k++)
{
if (V[j] == aiSupervertex[k])
{
iCommon++;
iSVIndex = j;
}
}
}
int iRelation;
if (iCommon == 0)
{
// The classic case is that a point is in the mesh formed only by
// the input vertices, in which case we only test for containment
// in the circumcircle of the triangle.
iRelation = pkQuery->ToCircumcircle(i,V[0],V[1],V[2]);
}
else
{
// The classic problem is that points outside the mesh formed
// only by the input vertices must be handled from a visibility
// perspective rather than using circumcircles (compare with
// convex hull construction). By not doing this, you can run into
// the pitfall that has snared many folks--the boundary edges of
// the final triangulation do not form a convex polygon.
int iV0, iV1;
if (iCommon == 1)
{
iV0 = V[(iSVIndex+1)%3];
iV1 = V[(iSVIndex+2)%3];
}
else // iCommon == 2
{
for (j = 0; j < 3; j++)
{
if (A[j] && A[j] != pkAdj)
{
break;
}
}
iV0 = V[j];
iV1 = V[(j+1)%3];
}
iRelation = pkQuery->ToLine(i,iV0,iV1);
}
IsComponent = (iRelation < 0 ? true : false);
}
return IsComponent;
}
//----------------------------------------------------------------------------
template <class Real>
int DelTriangle<Real>::DetachFrom (int iAdj, DelTriangle* pkAdj)
{
assert(0 <= iAdj && iAdj < 3 && A[iAdj] == pkAdj);
A[iAdj] = nullptr;
for (int i = 0; i < 3; i++)
{
if (pkAdj->A[i] == this)
{
pkAdj->A[i] = nullptr;
return i;
}
}
return -1;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
template WM4_FOUNDATION_ITEM
class DelTriangle<float>;
template WM4_FOUNDATION_ITEM
class DelTriangle<double>;
//----------------------------------------------------------------------------
}
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