diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Log.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Log.cs
new file mode 100644
index 0000000000000000000000000000000000000000..36ba3b402d6253316bc1065e54f5a9bdb6f0dd7f
--- /dev/null
+++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Log.cs
@@ -0,0 +1,84 @@
+// -----------------------------------------------------------------------
+//
+// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
+//
+// -----------------------------------------------------------------------
+
+namespace UnityEngine.U2D.Animation.TriangleNet
+{
+ using System.Collections.Generic;
+ using Animation.TriangleNet.Logging;
+
+ ///
+ /// A simple logger, which logs messages to a List.
+ ///
+ /// Using singleton pattern as proposed by Jon Skeet.
+ /// http://csharpindepth.com/Articles/General/Singleton.aspx
+ ///
+ internal sealed class Log : ILog
+ {
+ ///
+ /// Log detailed information.
+ ///
+ internal static bool Verbose { get; set; }
+
+ private List log = new List();
+
+ private LogLevel level = LogLevel.Info;
+
+ #region Singleton pattern
+
+ private static readonly Log instance = new Log();
+
+ // Explicit static constructor to tell C# compiler
+ // not to mark type as beforefieldinit
+ static Log() {}
+
+ private Log() {}
+
+ internal static ILog Instance
+ {
+ get
+ {
+ return instance;
+ }
+ }
+
+ #endregion
+
+ public void Add(LogItem item)
+ {
+ log.Add(item);
+ }
+
+ public void Clear()
+ {
+ log.Clear();
+ }
+
+ public void Info(string message)
+ {
+ log.Add(new LogItem(LogLevel.Info, message));
+ }
+
+ public void Warning(string message, string location)
+ {
+ log.Add(new LogItem(LogLevel.Warning, message, location));
+ }
+
+ public void Error(string message, string location)
+ {
+ log.Add(new LogItem(LogLevel.Error, message, location));
+ }
+
+ public IList Data
+ {
+ get { return log; }
+ }
+
+ public LogLevel Level
+ {
+ get { return level; }
+ }
+ }
+}
diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Log.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Log.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..3f2cbf67dde4b7011e0e0d44eca84ec022c8f46f
--- /dev/null
+++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Log.cs.meta
@@ -0,0 +1,11 @@
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+guid: 196e2f3da40aa4a94a0a42a5e8fe60b9
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Logging.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Logging.meta
new file mode 100644
index 0000000000000000000000000000000000000000..e68bfc29ab872881d87b6b8007e38adde42026c8
--- /dev/null
+++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Logging.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
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+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Mesh.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Mesh.cs
new file mode 100644
index 0000000000000000000000000000000000000000..6eca827d180948fe22b9b02b15f6dc5d35acaed1
--- /dev/null
+++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Mesh.cs
@@ -0,0 +1,1768 @@
+// -----------------------------------------------------------------------
+//
+// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
+// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
+//
+// -----------------------------------------------------------------------
+
+namespace UnityEngine.U2D.Animation.TriangleNet
+{
+ using System;
+ using System.Collections.Generic;
+ using Animation.TriangleNet.Geometry;
+ using Animation.TriangleNet.Logging;
+ using Animation.TriangleNet.Meshing;
+ using Animation.TriangleNet.Meshing.Data;
+ using Animation.TriangleNet.Meshing.Iterators;
+ using Animation.TriangleNet.Tools;
+ using Animation.TriangleNet.Topology;
+
+ ///
+ /// Mesh data structure.
+ ///
+ internal class Mesh : IMesh
+ {
+ #region Variables
+
+ IPredicates predicates;
+
+ ILog logger;
+
+ QualityMesher qualityMesher;
+
+ // Stack that maintains a list of recently flipped triangles.
+ Stack flipstack;
+
+ // TODO: Check if custom hashmap implementation could be faster.
+
+ // Using hashsets for memory management should quite fast.
+ internal TrianglePool triangles;
+ internal Dictionary subsegs;
+ internal Dictionary vertices;
+
+ // Hash seeds (should belong to mesh instance)
+ internal int hash_vtx = 0;
+ internal int hash_seg = 0;
+ internal int hash_tri = 0;
+
+ internal List holes;
+ internal List regions;
+
+ // TODO: remove mesh_dim, invertices and insegments
+
+ // Other variables.
+ internal Rectangle bounds; // x and y bounds.
+ internal int invertices; // Number of input vertices.
+ internal int insegments; // Number of input segments.
+ internal int undeads; // Number of input vertices that don't appear in the mesh.
+ internal int mesh_dim; // Dimension (ought to be 2).
+ internal int nextras = 0; // Number of attributes per vertex.
+ //internal int eextras; // Number of attributes per triangle.
+ internal int hullsize; // Number of edges in convex hull.
+ internal int steinerleft; // Number of Steiner points not yet used.
+ internal bool checksegments; // Are there segments in the triangulation yet?
+ internal bool checkquality; // Has quality triangulation begun yet?
+
+ // Triangular bounding box vertices.
+ internal Vertex infvertex1, infvertex2, infvertex3;
+
+ internal TriangleLocator locator;
+
+ // Controls the behavior of the mesh instance.
+ internal Behavior behavior;
+
+ // The current node numbering
+ internal NodeNumbering numbering;
+
+ #endregion
+
+ #region Public properties
+
+ ///
+ /// Gets the mesh bounding box.
+ ///
+ public Rectangle Bounds
+ {
+ get { return this.bounds; }
+ }
+
+ ///
+ /// Gets the mesh vertices.
+ ///
+ public ICollection Vertices
+ {
+ get { return this.vertices.Values; }
+ }
+
+ ///
+ /// Gets the mesh holes.
+ ///
+ public IList Holes
+ {
+ get { return this.holes; }
+ }
+
+ ///
+ /// Gets the mesh triangles.
+ ///
+ public ICollection Triangles
+ {
+ get { return this.triangles; }
+ }
+
+ ///
+ /// Gets the mesh segments.
+ ///
+ public ICollection Segments
+ {
+ get { return this.subsegs.Values; }
+ }
+
+ ///
+ /// Gets the mesh edges.
+ ///
+ public IEnumerable Edges
+ {
+ get
+ {
+ var e = new EdgeIterator(this);
+ while (e.MoveNext())
+ {
+ yield return e.Current;
+ }
+ }
+ }
+
+ ///
+ /// Gets the number of input vertices.
+ ///
+ public int NumberOfInputPoints
+ {
+ get { return invertices; }
+ }
+
+ ///
+ /// Gets the number of mesh edges.
+ ///
+ public int NumberOfEdges
+ {
+ get { return (3 * triangles.Count + hullsize) / 2; }
+ }
+
+ ///
+ /// Indicates whether the input is a PSLG or a point set.
+ ///
+ public bool IsPolygon
+ {
+ get { return this.insegments > 0; }
+ }
+
+ ///
+ /// Gets the current node numbering.
+ ///
+ public NodeNumbering CurrentNumbering
+ {
+ get { return numbering; }
+ }
+
+ #endregion
+
+ #region "Outer space" variables
+
+ internal const int DUMMY = -1;
+
+ // The triangle that fills "outer space," called 'dummytri', is pointed to
+ // by every triangle and subsegment on a boundary (be it outer or inner) of
+ // the triangulation. Also, 'dummytri' points to one of the triangles on
+ // the convex hull (until the holes and concavities are carved), making it
+ // possible to find a starting triangle for point location.
+
+ // 'dummytri' and 'dummysub' are generally required to fulfill only a few
+ // invariants: their vertices must remain NULL and 'dummytri' must always
+ // be bonded (at offset zero) to some triangle on the convex hull of the
+ // mesh, via a boundary edge. Otherwise, the connections of 'dummytri' and
+ // 'dummysub' may change willy-nilly. This makes it possible to avoid
+ // writing a good deal of special-case code (in the edge flip, for example)
+ // for dealing with the boundary of the mesh, places where no subsegment is
+ // present, and so forth. Other entities are frequently bonded to
+ // 'dummytri' and 'dummysub' as if they were real mesh entities, with no
+ // harm done.
+
+ internal Triangle dummytri;
+
+ // Set up 'dummysub', the omnipresent subsegment pointed to by any
+ // triangle side or subsegment end that isn't attached to a real
+ // subsegment.
+
+ internal SubSegment dummysub;
+
+ private void Initialize()
+ {
+ dummysub = new SubSegment();
+ dummysub.hash = DUMMY;
+
+ // Initialize the two adjoining subsegments to be the omnipresent
+ // subsegment. These will eventually be changed by various bonding
+ // operations, but their values don't really matter, as long as they
+ // can legally be dereferenced.
+ dummysub.subsegs[0].seg = dummysub;
+ dummysub.subsegs[1].seg = dummysub;
+
+ // Set up 'dummytri', the 'triangle' that occupies "outer space."
+ dummytri = new Triangle();
+ dummytri.hash = dummytri.id = DUMMY;
+
+ // Initialize the three adjoining triangles to be "outer space." These
+ // will eventually be changed by various bonding operations, but their
+ // values don't really matter, as long as they can legally be
+ // dereferenced.
+ dummytri.neighbors[0].tri = dummytri;
+ dummytri.neighbors[1].tri = dummytri;
+ dummytri.neighbors[2].tri = dummytri;
+
+ // Initialize the three adjoining subsegments of 'dummytri' to be
+ // the omnipresent subsegment.
+ dummytri.subsegs[0].seg = dummysub;
+ dummytri.subsegs[1].seg = dummysub;
+ dummytri.subsegs[2].seg = dummysub;
+ }
+
+ #endregion
+
+ ///
+ /// Initializes a new instance of the class.
+ ///
+ public Mesh(Configuration config)
+ {
+ Initialize();
+
+ logger = Log.Instance;
+
+ behavior = new Behavior();
+
+ vertices = new Dictionary();
+ subsegs = new Dictionary();
+
+ triangles = config.TrianglePool();
+
+ flipstack = new Stack();
+
+ holes = new List();
+ regions = new List();
+
+ steinerleft = -1;
+
+ this.predicates = config.Predicates();
+
+ this.locator = new TriangleLocator(this, predicates);
+ }
+
+ public void Refine(QualityOptions quality, bool delaunay = false)
+ {
+ invertices = vertices.Count;
+
+ if (behavior.Poly)
+ {
+ insegments = behavior.useSegments ? subsegs.Count : hullsize;
+ }
+
+ Reset();
+
+ if (qualityMesher == null)
+ {
+ qualityMesher = new QualityMesher(this, new Configuration());
+ }
+
+ // Enforce angle and area constraints.
+ qualityMesher.Apply(quality, delaunay);
+ }
+
+ ///
+ /// Renumber vertex and triangle id's.
+ ///
+ public void Renumber()
+ {
+ this.Renumber(NodeNumbering.Linear);
+ }
+
+ ///
+ /// Renumber vertex and triangle id's.
+ ///
+ public void Renumber(NodeNumbering num)
+ {
+ // Don't need to do anything if the nodes are already numbered.
+ if (num == this.numbering)
+ {
+ return;
+ }
+
+ int id;
+
+ if (num == NodeNumbering.Linear)
+ {
+ id = 0;
+ foreach (var node in this.vertices.Values)
+ {
+ node.id = id++;
+ }
+ }
+ else if (num == NodeNumbering.CuthillMcKee)
+ {
+ var rcm = new CuthillMcKee();
+ var iperm = rcm.Renumber(this);
+
+ // Permute the node indices.
+ foreach (var node in this.vertices.Values)
+ {
+ node.id = iperm[node.id];
+ }
+ }
+
+ // Remember the current numbering.
+ numbering = num;
+
+ // Triangles will always be numbered from 0 to n-1
+ id = 0;
+ foreach (var item in this.triangles)
+ {
+ item.id = id++;
+ }
+ }
+
+ #region Misc
+
+ ///
+ /// Set QualityMesher for mesh refinement.
+ ///
+ ///
+ internal void SetQualityMesher(QualityMesher qmesher)
+ {
+ qualityMesher = qmesher;
+ }
+
+ internal void CopyTo(Mesh target)
+ {
+ target.vertices = this.vertices;
+ target.triangles = this.triangles;
+ target.subsegs = this.subsegs;
+
+ target.holes = this.holes;
+ target.regions = this.regions;
+
+ target.hash_vtx = this.hash_vtx;
+ target.hash_seg = this.hash_seg;
+ target.hash_tri = this.hash_tri;
+
+ target.numbering = this.numbering;
+ target.hullsize = this.hullsize;
+ }
+
+ ///
+ /// Reset all the mesh data. This method will also wipe
+ /// out all mesh data.
+ ///
+ private void ResetData()
+ {
+ vertices.Clear();
+ triangles.Restart();
+ subsegs.Clear();
+
+ holes.Clear();
+ regions.Clear();
+
+ this.hash_vtx = 0;
+ this.hash_seg = 0;
+ this.hash_tri = 0;
+
+ flipstack.Clear();
+
+ hullsize = 0;
+
+ Reset();
+
+ locator.Reset();
+ }
+
+ ///
+ /// Reset the mesh triangulation state.
+ ///
+ private void Reset()
+ {
+ numbering = NodeNumbering.None;
+
+ undeads = 0; // No eliminated input vertices yet.
+ checksegments = false; // There are no segments in the triangulation yet.
+ checkquality = false; // The quality triangulation stage has not begun.
+
+ Statistic.InCircleCount = 0;
+ Statistic.CounterClockwiseCount = 0;
+ Statistic.InCircleAdaptCount = 0;
+ Statistic.CounterClockwiseAdaptCount = 0;
+ Statistic.Orient3dCount = 0;
+ Statistic.HyperbolaCount = 0;
+ Statistic.CircleTopCount = 0;
+ Statistic.CircumcenterCount = 0;
+ }
+
+ ///
+ /// Read the vertices from memory.
+ ///
+ /// The input data.
+ internal void TransferNodes(IList points)
+ {
+ this.invertices = points.Count;
+ this.mesh_dim = 2;
+ this.bounds = new Rectangle();
+
+ if (this.invertices < 3)
+ {
+ logger.Error("Input must have at least three input vertices.", "Mesh.TransferNodes()");
+ throw new Exception("Input must have at least three input vertices.");
+ }
+
+ var v = points[0];
+
+#if USE_ATTRIBS
+ // Check attributes.
+ this.nextras = v.attributes == null ? 0 : v.attributes.Length;
+#endif
+
+ // Simple heuristic to check if ids are already set. We assume that if the
+ // first two vertex ids are distinct, then all input vertices have pairwise
+ // distinct ids.
+ bool userId = (v.id != points[1].id);
+
+ foreach (var p in points)
+ {
+ if (userId)
+ {
+ p.hash = p.id;
+
+ // Make sure the hash counter gets updated.
+ hash_vtx = Math.Max(p.hash + 1, hash_vtx);
+ }
+ else
+ {
+ p.hash = p.id = hash_vtx++;
+ }
+
+ this.vertices.Add(p.hash, p);
+ this.bounds.Expand(p);
+ }
+ }
+
+ ///
+ /// Construct a mapping from vertices to triangles to improve the speed of
+ /// point location for segment insertion.
+ ///
+ ///
+ /// Traverses all the triangles, and provides each corner of each triangle
+ /// with a pointer to that triangle. Of course, pointers will be overwritten
+ /// by other pointers because (almost) each vertex is a corner of several
+ /// triangles, but in the end every vertex will point to some triangle
+ /// that contains it.
+ ///
+ internal void MakeVertexMap()
+ {
+ Otri tri = default(Otri);
+ Vertex triorg;
+
+ foreach (var t in this.triangles)
+ {
+ tri.tri = t;
+ // Check all three vertices of the triangle.
+ for (tri.orient = 0; tri.orient < 3; tri.orient++)
+ {
+ triorg = tri.Org();
+ triorg.tri = tri;
+ }
+ }
+ }
+
+ #endregion
+
+ #region Factory
+
+ ///
+ /// Create a new triangle with orientation zero.
+ ///
+ /// Reference to the new triangle.
+ internal void MakeTriangle(ref Otri newotri)
+ {
+ Triangle tri = triangles.Get();
+
+ //tri.id = tri.hash;
+
+ tri.subsegs[0].seg = dummysub;
+ tri.subsegs[1].seg = dummysub;
+ tri.subsegs[2].seg = dummysub;
+
+ tri.neighbors[0].tri = dummytri;
+ tri.neighbors[1].tri = dummytri;
+ tri.neighbors[2].tri = dummytri;
+
+ newotri.tri = tri;
+ newotri.orient = 0;
+ }
+
+ ///
+ /// Create a new subsegment with orientation zero.
+ ///
+ /// Reference to the new subseg.
+ internal void MakeSegment(ref Osub newsubseg)
+ {
+ var seg = new SubSegment();
+
+ seg.hash = this.hash_seg++;
+
+ seg.subsegs[0].seg = dummysub;
+ seg.subsegs[1].seg = dummysub;
+
+ seg.triangles[0].tri = dummytri;
+ seg.triangles[1].tri = dummytri;
+
+ newsubseg.seg = seg;
+ newsubseg.orient = 0;
+
+ subsegs.Add(seg.hash, seg);
+ }
+
+ #endregion
+
+ #region Manipulation
+
+ ///
+ /// Insert a vertex into a Delaunay triangulation, performing flips as necessary
+ /// to maintain the Delaunay property.
+ ///
+ /// The point to be inserted.
+ /// The triangle to start the search.
+ /// Segment to split.
+ /// Check for creation of encroached subsegments.
+ /// Check for creation of bad quality triangles.
+ /// If a duplicate vertex or violated segment does not prevent the
+ /// vertex from being inserted, the return value will be ENCROACHINGVERTEX if
+ /// the vertex encroaches upon a subsegment (and checking is enabled), or
+ /// SUCCESSFULVERTEX otherwise. In either case, 'searchtri' is set to a handle
+ /// whose origin is the newly inserted vertex.
+ ///
+ /// The point 'newvertex' is located. If 'searchtri.triangle' is not NULL,
+ /// the search for the containing triangle begins from 'searchtri'. If
+ /// 'searchtri.triangle' is NULL, a full point location procedure is called.
+ /// If 'insertvertex' is found inside a triangle, the triangle is split into
+ /// three; if 'insertvertex' lies on an edge, the edge is split in two,
+ /// thereby splitting the two adjacent triangles into four. Edge flips are
+ /// used to restore the Delaunay property. If 'insertvertex' lies on an
+ /// existing vertex, no action is taken, and the value DUPLICATEVERTEX is
+ /// returned. On return, 'searchtri' is set to a handle whose origin is the
+ /// existing vertex.
+ ///
+ /// InsertVertex() does not use flip() for reasons of speed; some
+ /// information can be reused from edge flip to edge flip, like the
+ /// locations of subsegments.
+ ///
+ /// Param 'splitseg': Normally, the parameter 'splitseg' is set to NULL,
+ /// implying that no subsegment should be split. In this case, if 'insertvertex'
+ /// is found to lie on a segment, no action is taken, and the value VIOLATINGVERTEX
+ /// is returned. On return, 'searchtri' is set to a handle whose primary edge is the
+ /// violated subsegment.
+ /// If the calling routine wishes to split a subsegment by inserting a vertex in it,
+ /// the parameter 'splitseg' should be that subsegment. In this case, 'searchtri'
+ /// MUST be the triangle handle reached by pivoting from that subsegment; no point
+ /// location is done.
+ ///
+ /// Param 'segmentflaws': Flags that indicate whether or not there should
+ /// be checks for the creation of encroached subsegments. If a newly inserted
+ /// vertex encroaches upon subsegments, these subsegments are added to the list
+ /// of subsegments to be split if 'segmentflaws' is set.
+ ///
+ /// Param 'triflaws': Flags that indicate whether or not there should be
+ /// checks for the creation of bad quality triangles. If bad triangles are
+ /// created, these are added to the queue if 'triflaws' is set.
+ ///
+ internal InsertVertexResult InsertVertex(Vertex newvertex, ref Otri searchtri,
+ ref Osub splitseg, bool segmentflaws, bool triflaws)
+ {
+ Otri horiz = default(Otri);
+ Otri top = default(Otri);
+ Otri botleft = default(Otri), botright = default(Otri);
+ Otri topleft = default(Otri), topright = default(Otri);
+ Otri newbotleft = default(Otri), newbotright = default(Otri);
+ Otri newtopright = default(Otri);
+ Otri botlcasing = default(Otri), botrcasing = default(Otri);
+ Otri toplcasing = default(Otri), toprcasing = default(Otri);
+ Otri testtri = default(Otri);
+ Osub botlsubseg = default(Osub), botrsubseg = default(Osub);
+ Osub toplsubseg = default(Osub), toprsubseg = default(Osub);
+ Osub brokensubseg = default(Osub);
+ Osub checksubseg = default(Osub);
+ Osub rightsubseg = default(Osub);
+ Osub newsubseg = default(Osub);
+ BadSubseg encroached;
+ //FlipStacker newflip;
+ Vertex first;
+ Vertex leftvertex, rightvertex, botvertex, topvertex, farvertex;
+ Vertex segmentorg, segmentdest;
+ int region;
+ double area;
+ InsertVertexResult success;
+ LocateResult intersect;
+ bool doflip;
+ bool mirrorflag;
+ bool enq;
+
+ if (splitseg.seg == null)
+ {
+ // Find the location of the vertex to be inserted. Check if a good
+ // starting triangle has already been provided by the caller.
+ if (searchtri.tri.id == DUMMY)
+ {
+ // Find a boundary triangle.
+ horiz.tri = dummytri;
+ horiz.orient = 0;
+ horiz.Sym();
+
+ // Search for a triangle containing 'newvertex'.
+ intersect = locator.Locate(newvertex, ref horiz);
+ }
+ else
+ {
+ // Start searching from the triangle provided by the caller.
+ searchtri.Copy(ref horiz);
+ intersect = locator.PreciseLocate(newvertex, ref horiz, true);
+ }
+ }
+ else
+ {
+ // The calling routine provides the subsegment in which
+ // the vertex is inserted.
+ searchtri.Copy(ref horiz);
+ intersect = LocateResult.OnEdge;
+ }
+
+ if (intersect == LocateResult.OnVertex)
+ {
+ // There's already a vertex there. Return in 'searchtri' a triangle
+ // whose origin is the existing vertex.
+ horiz.Copy(ref searchtri);
+ locator.Update(ref horiz);
+ return InsertVertexResult.Duplicate;
+ }
+ if ((intersect == LocateResult.OnEdge) || (intersect == LocateResult.Outside))
+ {
+ // The vertex falls on an edge or boundary.
+ if (checksegments && (splitseg.seg == null))
+ {
+ // Check whether the vertex falls on a subsegment.
+ horiz.Pivot(ref brokensubseg);
+ if (brokensubseg.seg.hash != DUMMY)
+ {
+ // The vertex falls on a subsegment, and hence will not be inserted.
+ if (segmentflaws)
+ {
+ enq = behavior.NoBisect != 2;
+ if (enq && (behavior.NoBisect == 1))
+ {
+ // This subsegment may be split only if it is an
+ // internal boundary.
+ horiz.Sym(ref testtri);
+ enq = testtri.tri.id != DUMMY;
+ }
+ if (enq)
+ {
+ // Add the subsegment to the list of encroached subsegments.
+ encroached = new BadSubseg();
+ encroached.subseg = brokensubseg;
+ encroached.org = brokensubseg.Org();
+ encroached.dest = brokensubseg.Dest();
+
+ qualityMesher.AddBadSubseg(encroached);
+ }
+ }
+ // Return a handle whose primary edge contains the vertex,
+ // which has not been inserted.
+ horiz.Copy(ref searchtri);
+ locator.Update(ref horiz);
+ return InsertVertexResult.Violating;
+ }
+ }
+
+ // Insert the vertex on an edge, dividing one triangle into two (if
+ // the edge lies on a boundary) or two triangles into four.
+ horiz.Lprev(ref botright);
+ botright.Sym(ref botrcasing);
+ horiz.Sym(ref topright);
+ // Is there a second triangle? (Or does this edge lie on a boundary?)
+ mirrorflag = topright.tri.id != DUMMY;
+ if (mirrorflag)
+ {
+ topright.Lnext();
+ topright.Sym(ref toprcasing);
+ MakeTriangle(ref newtopright);
+ }
+ else
+ {
+ // Splitting a boundary edge increases the number of boundary edges.
+ hullsize++;
+ }
+ MakeTriangle(ref newbotright);
+
+ // Set the vertices of changed and new triangles.
+ rightvertex = horiz.Org();
+ leftvertex = horiz.Dest();
+ botvertex = horiz.Apex();
+ newbotright.SetOrg(botvertex);
+ newbotright.SetDest(rightvertex);
+ newbotright.SetApex(newvertex);
+ horiz.SetOrg(newvertex);
+
+ // Set the region of a new triangle.
+ newbotright.tri.label = botright.tri.label;
+
+ if (behavior.VarArea)
+ {
+ // Set the area constraint of a new triangle.
+ newbotright.tri.area = botright.tri.area;
+ }
+
+ if (mirrorflag)
+ {
+ topvertex = topright.Dest();
+ newtopright.SetOrg(rightvertex);
+ newtopright.SetDest(topvertex);
+ newtopright.SetApex(newvertex);
+ topright.SetOrg(newvertex);
+
+ // Set the region of another new triangle.
+ newtopright.tri.label = topright.tri.label;
+
+ if (behavior.VarArea)
+ {
+ // Set the area constraint of another new triangle.
+ newtopright.tri.area = topright.tri.area;
+ }
+ }
+
+ // There may be subsegments that need to be bonded
+ // to the new triangle(s).
+ if (checksegments)
+ {
+ botright.Pivot(ref botrsubseg);
+
+ if (botrsubseg.seg.hash != DUMMY)
+ {
+ botright.SegDissolve(dummysub);
+ newbotright.SegBond(ref botrsubseg);
+ }
+
+ if (mirrorflag)
+ {
+ topright.Pivot(ref toprsubseg);
+ if (toprsubseg.seg.hash != DUMMY)
+ {
+ topright.SegDissolve(dummysub);
+ newtopright.SegBond(ref toprsubseg);
+ }
+ }
+ }
+
+ // Bond the new triangle(s) to the surrounding triangles.
+ newbotright.Bond(ref botrcasing);
+ newbotright.Lprev();
+ newbotright.Bond(ref botright);
+ newbotright.Lprev();
+
+ if (mirrorflag)
+ {
+ newtopright.Bond(ref toprcasing);
+ newtopright.Lnext();
+ newtopright.Bond(ref topright);
+ newtopright.Lnext();
+ newtopright.Bond(ref newbotright);
+ }
+
+ if (splitseg.seg != null)
+ {
+ // Split the subsegment into two.
+ splitseg.SetDest(newvertex);
+ segmentorg = splitseg.SegOrg();
+ segmentdest = splitseg.SegDest();
+ splitseg.Sym();
+ splitseg.Pivot(ref rightsubseg);
+ InsertSubseg(ref newbotright, splitseg.seg.boundary);
+ newbotright.Pivot(ref newsubseg);
+ newsubseg.SetSegOrg(segmentorg);
+ newsubseg.SetSegDest(segmentdest);
+ splitseg.Bond(ref newsubseg);
+ newsubseg.Sym();
+ newsubseg.Bond(ref rightsubseg);
+ splitseg.Sym();
+
+ // Transfer the subsegment's boundary marker to the vertex if required.
+ if (newvertex.label == 0)
+ {
+ newvertex.label = splitseg.seg.boundary;
+ }
+ }
+
+ if (checkquality)
+ {
+ flipstack.Clear();
+
+ flipstack.Push(default(Otri)); // Dummy flip (see UndoVertex)
+ flipstack.Push(horiz);
+ }
+
+ // Position 'horiz' on the first edge to check for
+ // the Delaunay property.
+ horiz.Lnext();
+ }
+ else
+ {
+ // Insert the vertex in a triangle, splitting it into three.
+ horiz.Lnext(ref botleft);
+ horiz.Lprev(ref botright);
+ botleft.Sym(ref botlcasing);
+ botright.Sym(ref botrcasing);
+ MakeTriangle(ref newbotleft);
+ MakeTriangle(ref newbotright);
+
+ // Set the vertices of changed and new triangles.
+ rightvertex = horiz.Org();
+ leftvertex = horiz.Dest();
+ botvertex = horiz.Apex();
+ newbotleft.SetOrg(leftvertex);
+ newbotleft.SetDest(botvertex);
+ newbotleft.SetApex(newvertex);
+ newbotright.SetOrg(botvertex);
+ newbotright.SetDest(rightvertex);
+ newbotright.SetApex(newvertex);
+ horiz.SetApex(newvertex);
+
+ // Set the region of the new triangles.
+ newbotleft.tri.label = horiz.tri.label;
+ newbotright.tri.label = horiz.tri.label;
+
+ if (behavior.VarArea)
+ {
+ // Set the area constraint of the new triangles.
+ area = horiz.tri.area;
+ newbotleft.tri.area = area;
+ newbotright.tri.area = area;
+ }
+
+ // There may be subsegments that need to be bonded
+ // to the new triangles.
+ if (checksegments)
+ {
+ botleft.Pivot(ref botlsubseg);
+ if (botlsubseg.seg.hash != DUMMY)
+ {
+ botleft.SegDissolve(dummysub);
+ newbotleft.SegBond(ref botlsubseg);
+ }
+ botright.Pivot(ref botrsubseg);
+ if (botrsubseg.seg.hash != DUMMY)
+ {
+ botright.SegDissolve(dummysub);
+ newbotright.SegBond(ref botrsubseg);
+ }
+ }
+
+ // Bond the new triangles to the surrounding triangles.
+ newbotleft.Bond(ref botlcasing);
+ newbotright.Bond(ref botrcasing);
+ newbotleft.Lnext();
+ newbotright.Lprev();
+ newbotleft.Bond(ref newbotright);
+ newbotleft.Lnext();
+ botleft.Bond(ref newbotleft);
+ newbotright.Lprev();
+ botright.Bond(ref newbotright);
+
+ if (checkquality)
+ {
+ flipstack.Clear();
+ flipstack.Push(horiz);
+ }
+ }
+
+ // The insertion is successful by default, unless an encroached
+ // subsegment is found.
+ success = InsertVertexResult.Successful;
+
+ if (newvertex.tri.tri != null)
+ {
+ // Store the coordinates of the triangle that contains newvertex.
+ newvertex.tri.SetOrg(rightvertex);
+ newvertex.tri.SetDest(leftvertex);
+ newvertex.tri.SetApex(botvertex);
+ }
+
+ // Circle around the newly inserted vertex, checking each edge opposite it
+ // for the Delaunay property. Non-Delaunay edges are flipped. 'horiz' is
+ // always the edge being checked. 'first' marks where to stop circling.
+ first = horiz.Org();
+ rightvertex = first;
+ leftvertex = horiz.Dest();
+ // Circle until finished.
+ while (true)
+ {
+ // By default, the edge will be flipped.
+ doflip = true;
+
+ if (checksegments)
+ {
+ // Check for a subsegment, which cannot be flipped.
+ horiz.Pivot(ref checksubseg);
+ if (checksubseg.seg.hash != DUMMY)
+ {
+ // The edge is a subsegment and cannot be flipped.
+ doflip = false;
+
+ if (segmentflaws)
+ {
+ // Does the new vertex encroach upon this subsegment?
+ if (qualityMesher.CheckSeg4Encroach(ref checksubseg) > 0)
+ {
+ success = InsertVertexResult.Encroaching;
+ }
+ }
+ }
+ }
+
+ if (doflip)
+ {
+ // Check if the edge is a boundary edge.
+ horiz.Sym(ref top);
+ if (top.tri.id == DUMMY)
+ {
+ // The edge is a boundary edge and cannot be flipped.
+ doflip = false;
+ }
+ else
+ {
+ // Find the vertex on the other side of the edge.
+ farvertex = top.Apex();
+ // In the incremental Delaunay triangulation algorithm, any of
+ // 'leftvertex', 'rightvertex', and 'farvertex' could be vertices
+ // of the triangular bounding box. These vertices must be
+ // treated as if they are infinitely distant, even though their
+ // "coordinates" are not.
+ if ((leftvertex == infvertex1) || (leftvertex == infvertex2) ||
+ (leftvertex == infvertex3))
+ {
+ // 'leftvertex' is infinitely distant. Check the convexity of
+ // the boundary of the triangulation. 'farvertex' might be
+ // infinite as well, but trust me, this same condition should
+ // be applied.
+ doflip = predicates.CounterClockwise(newvertex, rightvertex, farvertex) > 0.0;
+ }
+ else if ((rightvertex == infvertex1) ||
+ (rightvertex == infvertex2) ||
+ (rightvertex == infvertex3))
+ {
+ // 'rightvertex' is infinitely distant. Check the convexity of
+ // the boundary of the triangulation. 'farvertex' might be
+ // infinite as well, but trust me, this same condition should
+ // be applied.
+ doflip = predicates.CounterClockwise(farvertex, leftvertex, newvertex) > 0.0;
+ }
+ else if ((farvertex == infvertex1) ||
+ (farvertex == infvertex2) ||
+ (farvertex == infvertex3))
+ {
+ // 'farvertex' is infinitely distant and cannot be inside
+ // the circumcircle of the triangle 'horiz'.
+ doflip = false;
+ }
+ else
+ {
+ // Test whether the edge is locally Delaunay.
+ doflip = predicates.InCircle(leftvertex, newvertex, rightvertex, farvertex) > 0.0;
+ }
+ if (doflip)
+ {
+ // We made it! Flip the edge 'horiz' by rotating its containing
+ // quadrilateral (the two triangles adjacent to 'horiz').
+ // Identify the casing of the quadrilateral.
+ top.Lprev(ref topleft);
+ topleft.Sym(ref toplcasing);
+ top.Lnext(ref topright);
+ topright.Sym(ref toprcasing);
+ horiz.Lnext(ref botleft);
+ botleft.Sym(ref botlcasing);
+ horiz.Lprev(ref botright);
+ botright.Sym(ref botrcasing);
+ // Rotate the quadrilateral one-quarter turn counterclockwise.
+ topleft.Bond(ref botlcasing);
+ botleft.Bond(ref botrcasing);
+ botright.Bond(ref toprcasing);
+ topright.Bond(ref toplcasing);
+ if (checksegments)
+ {
+ // Check for subsegments and rebond them to the quadrilateral.
+ topleft.Pivot(ref toplsubseg);
+ botleft.Pivot(ref botlsubseg);
+ botright.Pivot(ref botrsubseg);
+ topright.Pivot(ref toprsubseg);
+ if (toplsubseg.seg.hash == DUMMY)
+ {
+ topright.SegDissolve(dummysub);
+ }
+ else
+ {
+ topright.SegBond(ref toplsubseg);
+ }
+ if (botlsubseg.seg.hash == DUMMY)
+ {
+ topleft.SegDissolve(dummysub);
+ }
+ else
+ {
+ topleft.SegBond(ref botlsubseg);
+ }
+ if (botrsubseg.seg.hash == DUMMY)
+ {
+ botleft.SegDissolve(dummysub);
+ }
+ else
+ {
+ botleft.SegBond(ref botrsubseg);
+ }
+ if (toprsubseg.seg.hash == DUMMY)
+ {
+ botright.SegDissolve(dummysub);
+ }
+ else
+ {
+ botright.SegBond(ref toprsubseg);
+ }
+ }
+ // New vertex assignments for the rotated quadrilateral.
+ horiz.SetOrg(farvertex);
+ horiz.SetDest(newvertex);
+ horiz.SetApex(rightvertex);
+ top.SetOrg(newvertex);
+ top.SetDest(farvertex);
+ top.SetApex(leftvertex);
+
+ // Assign region.
+ // TODO: check region ok (no Math.Min necessary)
+ region = Math.Min(top.tri.label, horiz.tri.label);
+ top.tri.label = region;
+ horiz.tri.label = region;
+
+ if (behavior.VarArea)
+ {
+ if ((top.tri.area <= 0.0) || (horiz.tri.area <= 0.0))
+ {
+ area = -1.0;
+ }
+ else
+ {
+ // Take the average of the two triangles' area constraints.
+ // This prevents small area constraints from migrating a
+ // long, long way from their original location due to flips.
+ area = 0.5 * (top.tri.area + horiz.tri.area);
+ }
+
+ top.tri.area = area;
+ horiz.tri.area = area;
+ }
+
+ if (checkquality)
+ {
+ flipstack.Push(horiz);
+ }
+
+ // On the next iterations, consider the two edges that were exposed (this
+ // is, are now visible to the newly inserted vertex) by the edge flip.
+ horiz.Lprev();
+ leftvertex = farvertex;
+ }
+ }
+ }
+ if (!doflip)
+ {
+ // The handle 'horiz' is accepted as locally Delaunay.
+ if (triflaws)
+ {
+ // Check the triangle 'horiz' for quality.
+ qualityMesher.TestTriangle(ref horiz);
+ }
+
+ // Look for the next edge around the newly inserted vertex.
+ horiz.Lnext();
+ horiz.Sym(ref testtri);
+ // Check for finishing a complete revolution about the new vertex, or
+ // falling outside of the triangulation. The latter will happen when
+ // a vertex is inserted at a boundary.
+ if ((leftvertex == first) || (testtri.tri.id == DUMMY))
+ {
+ // We're done. Return a triangle whose origin is the new vertex.
+ horiz.Lnext(ref searchtri);
+
+ Otri recenttri = default(Otri);
+ horiz.Lnext(ref recenttri);
+ locator.Update(ref recenttri);
+
+ return success;
+ }
+ // Finish finding the next edge around the newly inserted vertex.
+ testtri.Lnext(ref horiz);
+ rightvertex = leftvertex;
+ leftvertex = horiz.Dest();
+ }
+ }
+ }
+
+ ///
+ /// Create a new subsegment and inserts it between two triangles. Its
+ /// vertices are properly initialized.
+ ///
+ /// The new subsegment is inserted at the edge
+ /// described by this handle.
+ /// The marker 'subsegmark' is applied to the
+ /// subsegment and, if appropriate, its vertices.
+ internal void InsertSubseg(ref Otri tri, int subsegmark)
+ {
+ Otri oppotri = default(Otri);
+ Osub newsubseg = default(Osub);
+ Vertex triorg, tridest;
+
+ triorg = tri.Org();
+ tridest = tri.Dest();
+ // Mark vertices if possible.
+ if (triorg.label == 0)
+ {
+ triorg.label = subsegmark;
+ }
+ if (tridest.label == 0)
+ {
+ tridest.label = subsegmark;
+ }
+ // Check if there's already a subsegment here.
+ tri.Pivot(ref newsubseg);
+ if (newsubseg.seg.hash == DUMMY)
+ {
+ // Make new subsegment and initialize its vertices.
+ MakeSegment(ref newsubseg);
+ newsubseg.SetOrg(tridest);
+ newsubseg.SetDest(triorg);
+ newsubseg.SetSegOrg(tridest);
+ newsubseg.SetSegDest(triorg);
+ // Bond new subsegment to the two triangles it is sandwiched between.
+ // Note that the facing triangle 'oppotri' might be equal to 'dummytri'
+ // (outer space), but the new subsegment is bonded to it all the same.
+ tri.SegBond(ref newsubseg);
+ tri.Sym(ref oppotri);
+ newsubseg.Sym();
+ oppotri.SegBond(ref newsubseg);
+ newsubseg.seg.boundary = subsegmark;
+ }
+ else if (newsubseg.seg.boundary == 0)
+ {
+ newsubseg.seg.boundary = subsegmark;
+ }
+ }
+
+ ///
+ /// Transform two triangles to two different triangles by flipping an edge
+ /// counterclockwise within a quadrilateral.
+ ///
+ /// Handle to the edge that will be flipped.
+ /// Imagine the original triangles, abc and bad, oriented so that the
+ /// shared edge ab lies in a horizontal plane, with the vertex b on the left
+ /// and the vertex a on the right. The vertex c lies below the edge, and
+ /// the vertex d lies above the edge. The 'flipedge' handle holds the edge
+ /// ab of triangle abc, and is directed left, from vertex a to vertex b.
+ ///
+ /// The triangles abc and bad are deleted and replaced by the triangles cdb
+ /// and dca. The triangles that represent abc and bad are NOT deallocated;
+ /// they are reused for dca and cdb, respectively. Hence, any handles that
+ /// may have held the original triangles are still valid, although not
+ /// directed as they were before.
+ ///
+ /// Upon completion of this routine, the 'flipedge' handle holds the edge
+ /// dc of triangle dca, and is directed down, from vertex d to vertex c.
+ /// (Hence, the two triangles have rotated counterclockwise.)
+ ///
+ /// WARNING: This transformation is geometrically valid only if the
+ /// quadrilateral adbc is convex. Furthermore, this transformation is
+ /// valid only if there is not a subsegment between the triangles abc and
+ /// bad. This routine does not check either of these preconditions, and
+ /// it is the responsibility of the calling routine to ensure that they are
+ /// met. If they are not, the streets shall be filled with wailing and
+ /// gnashing of teeth.
+ ///
+ /// Terminology
+ ///
+ /// A "local transformation" replaces a small set of triangles with another
+ /// set of triangles. This may or may not involve inserting or deleting a
+ /// vertex.
+ ///
+ /// The term "casing" is used to describe the set of triangles that are
+ /// attached to the triangles being transformed, but are not transformed
+ /// themselves. Think of the casing as a fixed hollow structure inside
+ /// which all the action happens. A "casing" is only defined relative to
+ /// a single transformation; each occurrence of a transformation will
+ /// involve a different casing.
+ ///
+ internal void Flip(ref Otri flipedge)
+ {
+ Otri botleft = default(Otri), botright = default(Otri);
+ Otri topleft = default(Otri), topright = default(Otri);
+ Otri top = default(Otri);
+ Otri botlcasing = default(Otri), botrcasing = default(Otri);
+ Otri toplcasing = default(Otri), toprcasing = default(Otri);
+ Osub botlsubseg = default(Osub), botrsubseg = default(Osub);
+ Osub toplsubseg = default(Osub), toprsubseg = default(Osub);
+ Vertex leftvertex, rightvertex, botvertex;
+ Vertex farvertex;
+
+ // Identify the vertices of the quadrilateral.
+ rightvertex = flipedge.Org();
+ leftvertex = flipedge.Dest();
+ botvertex = flipedge.Apex();
+ flipedge.Sym(ref top);
+
+ // SELF CHECK
+
+ //if (top.triangle.id == DUMMY)
+ //{
+ // logger.Error("Attempt to flip on boundary.", "Mesh.Flip()");
+ // flipedge.LnextSelf();
+ // return;
+ //}
+
+ //if (checksegments)
+ //{
+ // flipedge.SegPivot(ref toplsubseg);
+ // if (toplsubseg.ss != Segment.Empty)
+ // {
+ // logger.Error("Attempt to flip a segment.", "Mesh.Flip()");
+ // flipedge.LnextSelf();
+ // return;
+ // }
+ //}
+
+ farvertex = top.Apex();
+
+ // Identify the casing of the quadrilateral.
+ top.Lprev(ref topleft);
+ topleft.Sym(ref toplcasing);
+ top.Lnext(ref topright);
+ topright.Sym(ref toprcasing);
+ flipedge.Lnext(ref botleft);
+ botleft.Sym(ref botlcasing);
+ flipedge.Lprev(ref botright);
+ botright.Sym(ref botrcasing);
+ // Rotate the quadrilateral one-quarter turn counterclockwise.
+ topleft.Bond(ref botlcasing);
+ botleft.Bond(ref botrcasing);
+ botright.Bond(ref toprcasing);
+ topright.Bond(ref toplcasing);
+
+ if (checksegments)
+ {
+ // Check for subsegments and rebond them to the quadrilateral.
+ topleft.Pivot(ref toplsubseg);
+ botleft.Pivot(ref botlsubseg);
+ botright.Pivot(ref botrsubseg);
+ topright.Pivot(ref toprsubseg);
+
+ if (toplsubseg.seg.hash == DUMMY)
+ {
+ topright.SegDissolve(dummysub);
+ }
+ else
+ {
+ topright.SegBond(ref toplsubseg);
+ }
+
+ if (botlsubseg.seg.hash == DUMMY)
+ {
+ topleft.SegDissolve(dummysub);
+ }
+ else
+ {
+ topleft.SegBond(ref botlsubseg);
+ }
+
+ if (botrsubseg.seg.hash == DUMMY)
+ {
+ botleft.SegDissolve(dummysub);
+ }
+ else
+ {
+ botleft.SegBond(ref botrsubseg);
+ }
+
+ if (toprsubseg.seg.hash == DUMMY)
+ {
+ botright.SegDissolve(dummysub);
+ }
+ else
+ {
+ botright.SegBond(ref toprsubseg);
+ }
+ }
+
+ // New vertex assignments for the rotated quadrilateral.
+ flipedge.SetOrg(farvertex);
+ flipedge.SetDest(botvertex);
+ flipedge.SetApex(rightvertex);
+ top.SetOrg(botvertex);
+ top.SetDest(farvertex);
+ top.SetApex(leftvertex);
+ }
+
+ ///
+ /// Transform two triangles to two different triangles by flipping an edge
+ /// clockwise within a quadrilateral. Reverses the flip() operation so that
+ /// the data structures representing the triangles are back where they were
+ /// before the flip().
+ ///
+ ///
+ ///
+ /// See above Flip() remarks for more information.
+ ///
+ /// Upon completion of this routine, the 'flipedge' handle holds the edge
+ /// cd of triangle cdb, and is directed up, from vertex c to vertex d.
+ /// (Hence, the two triangles have rotated clockwise.)
+ ///
+ internal void Unflip(ref Otri flipedge)
+ {
+ Otri botleft = default(Otri), botright = default(Otri);
+ Otri topleft = default(Otri), topright = default(Otri);
+ Otri top = default(Otri);
+ Otri botlcasing = default(Otri), botrcasing = default(Otri);
+ Otri toplcasing = default(Otri), toprcasing = default(Otri);
+ Osub botlsubseg = default(Osub), botrsubseg = default(Osub);
+ Osub toplsubseg = default(Osub), toprsubseg = default(Osub);
+ Vertex leftvertex, rightvertex, botvertex;
+ Vertex farvertex;
+
+ // Identify the vertices of the quadrilateral.
+ rightvertex = flipedge.Org();
+ leftvertex = flipedge.Dest();
+ botvertex = flipedge.Apex();
+ flipedge.Sym(ref top);
+
+ farvertex = top.Apex();
+
+ // Identify the casing of the quadrilateral.
+ top.Lprev(ref topleft);
+ topleft.Sym(ref toplcasing);
+ top.Lnext(ref topright);
+ topright.Sym(ref toprcasing);
+ flipedge.Lnext(ref botleft);
+ botleft.Sym(ref botlcasing);
+ flipedge.Lprev(ref botright);
+ botright.Sym(ref botrcasing);
+ // Rotate the quadrilateral one-quarter turn clockwise.
+ topleft.Bond(ref toprcasing);
+ botleft.Bond(ref toplcasing);
+ botright.Bond(ref botlcasing);
+ topright.Bond(ref botrcasing);
+
+ if (checksegments)
+ {
+ // Check for subsegments and rebond them to the quadrilateral.
+ topleft.Pivot(ref toplsubseg);
+ botleft.Pivot(ref botlsubseg);
+ botright.Pivot(ref botrsubseg);
+ topright.Pivot(ref toprsubseg);
+ if (toplsubseg.seg.hash == DUMMY)
+ {
+ botleft.SegDissolve(dummysub);
+ }
+ else
+ {
+ botleft.SegBond(ref toplsubseg);
+ }
+ if (botlsubseg.seg.hash == DUMMY)
+ {
+ botright.SegDissolve(dummysub);
+ }
+ else
+ {
+ botright.SegBond(ref botlsubseg);
+ }
+ if (botrsubseg.seg.hash == DUMMY)
+ {
+ topright.SegDissolve(dummysub);
+ }
+ else
+ {
+ topright.SegBond(ref botrsubseg);
+ }
+ if (toprsubseg.seg.hash == DUMMY)
+ {
+ topleft.SegDissolve(dummysub);
+ }
+ else
+ {
+ topleft.SegBond(ref toprsubseg);
+ }
+ }
+
+ // New vertex assignments for the rotated quadrilateral.
+ flipedge.SetOrg(botvertex);
+ flipedge.SetDest(farvertex);
+ flipedge.SetApex(leftvertex);
+ top.SetOrg(farvertex);
+ top.SetDest(botvertex);
+ top.SetApex(rightvertex);
+ }
+
+ ///
+ /// Find the Delaunay triangulation of a polygon that has a certain "nice" shape.
+ /// This includes the polygons that result from deletion of a vertex or insertion
+ /// of a segment.
+ ///
+ /// The primary edge of the first triangle.
+ /// The primary edge of the last triangle.
+ /// The number of sides of the polygon, including its
+ /// base.
+ /// A flag, wether to perform the last flip.
+ /// A flag that determines whether the new triangles should
+ /// be tested for quality, and enqueued if they are bad.
+ ///
+ // This is a conceptually difficult routine. The starting assumption is
+ // that we have a polygon with n sides. n - 1 of these sides are currently
+ // represented as edges in the mesh. One side, called the "base", need not
+ // be.
+ //
+ // Inside the polygon is a structure I call a "fan", consisting of n - 1
+ // triangles that share a common origin. For each of these triangles, the
+ // edge opposite the origin is one of the sides of the polygon. The
+ // primary edge of each triangle is the edge directed from the origin to
+ // the destination; note that this is not the same edge that is a side of
+ // the polygon. 'firstedge' is the primary edge of the first triangle.
+ // From there, the triangles follow in counterclockwise order about the
+ // polygon, until 'lastedge', the primary edge of the last triangle.
+ // 'firstedge' and 'lastedge' are probably connected to other triangles
+ // beyond the extremes of the fan, but their identity is not important, as
+ // long as the fan remains connected to them.
+ //
+ // Imagine the polygon oriented so that its base is at the bottom. This
+ // puts 'firstedge' on the far right, and 'lastedge' on the far left.
+ // The right vertex of the base is the destination of 'firstedge', and the
+ // left vertex of the base is the apex of 'lastedge'.
+ //
+ // The challenge now is to find the right sequence of edge flips to
+ // transform the fan into a Delaunay triangulation of the polygon. Each
+ // edge flip effectively removes one triangle from the fan, committing it
+ // to the polygon. The resulting polygon has one fewer edge. If 'doflip'
+ // is set, the final flip will be performed, resulting in a fan of one
+ // (useless?) triangle. If 'doflip' is not set, the final flip is not
+ // performed, resulting in a fan of two triangles, and an unfinished
+ // triangular polygon that is not yet filled out with a single triangle.
+ // On completion of the routine, 'lastedge' is the last remaining triangle,
+ // or the leftmost of the last two.
+ //
+ // Although the flips are performed in the order described above, the
+ // decisions about what flips to perform are made in precisely the reverse
+ // order. The recursive triangulatepolygon() procedure makes a decision,
+ // uses up to two recursive calls to triangulate the "subproblems"
+ // (polygons with fewer edges), and then performs an edge flip.
+ //
+ // The "decision" it makes is which vertex of the polygon should be
+ // connected to the base. This decision is made by testing every possible
+ // vertex. Once the best vertex is found, the two edges that connect this
+ // vertex to the base become the bases for two smaller polygons. These
+ // are triangulated recursively. Unfortunately, this approach can take
+ // O(n^2) time not only in the worst case, but in many common cases. It's
+ // rarely a big deal for vertex deletion, where n is rarely larger than
+ // ten, but it could be a big deal for segment insertion, especially if
+ // there's a lot of long segments that each cut many triangles. I ought to
+ // code a faster algorithm some day.
+ ///
+ private void TriangulatePolygon(Otri firstedge, Otri lastedge,
+ int edgecount, bool doflip, bool triflaws)
+ {
+ Otri testtri = default(Otri);
+ Otri besttri = default(Otri);
+ Otri tempedge = default(Otri);
+ Vertex leftbasevertex, rightbasevertex;
+ Vertex testvertex;
+ Vertex bestvertex;
+
+ int bestnumber = 1;
+
+ // Identify the base vertices.
+ leftbasevertex = lastedge.Apex();
+ rightbasevertex = firstedge.Dest();
+
+ // Find the best vertex to connect the base to.
+ firstedge.Onext(ref besttri);
+ bestvertex = besttri.Dest();
+ besttri.Copy(ref testtri);
+
+ for (int i = 2; i <= edgecount - 2; i++)
+ {
+ testtri.Onext();
+ testvertex = testtri.Dest();
+ // Is this a better vertex?
+ if (predicates.InCircle(leftbasevertex, rightbasevertex, bestvertex, testvertex) > 0.0)
+ {
+ testtri.Copy(ref besttri);
+ bestvertex = testvertex;
+ bestnumber = i;
+ }
+ }
+
+ if (bestnumber > 1)
+ {
+ // Recursively triangulate the smaller polygon on the right.
+ besttri.Oprev(ref tempedge);
+ TriangulatePolygon(firstedge, tempedge, bestnumber + 1, true, triflaws);
+ }
+
+ if (bestnumber < edgecount - 2)
+ {
+ // Recursively triangulate the smaller polygon on the left.
+ besttri.Sym(ref tempedge);
+ TriangulatePolygon(besttri, lastedge, edgecount - bestnumber, true, triflaws);
+ // Find 'besttri' again; it may have been lost to edge flips.
+ tempedge.Sym(ref besttri);
+ }
+
+ if (doflip)
+ {
+ // Do one final edge flip.
+ Flip(ref besttri);
+ if (triflaws)
+ {
+ // Check the quality of the newly committed triangle.
+ besttri.Sym(ref testtri);
+ qualityMesher.TestTriangle(ref testtri);
+ }
+ }
+ // Return the base triangle.
+ besttri.Copy(ref lastedge);
+ }
+
+ ///
+ /// Delete a vertex from a Delaunay triangulation, ensuring that the
+ /// triangulation remains Delaunay.
+ ///
+ ///
+ /// The origin of 'deltri' is deleted. The union of the triangles
+ /// adjacent to this vertex is a polygon, for which the Delaunay triangulation
+ /// is found. Two triangles are removed from the mesh.
+ ///
+ /// Only interior vertices that do not lie on segments or boundaries
+ /// may be deleted.
+ ///
+ internal void DeleteVertex(ref Otri deltri)
+ {
+ Otri countingtri = default(Otri);
+ Otri firstedge = default(Otri), lastedge = default(Otri);
+ Otri deltriright = default(Otri);
+ Otri lefttri = default(Otri), righttri = default(Otri);
+ Otri leftcasing = default(Otri), rightcasing = default(Otri);
+ Osub leftsubseg = default(Osub), rightsubseg = default(Osub);
+ Vertex delvertex;
+ Vertex neworg;
+ int edgecount;
+
+ delvertex = deltri.Org();
+
+ VertexDealloc(delvertex);
+
+ // Count the degree of the vertex being deleted.
+ deltri.Onext(ref countingtri);
+ edgecount = 1;
+ while (!deltri.Equals(countingtri))
+ {
+ edgecount++;
+ countingtri.Onext();
+ }
+
+ if (edgecount > 3)
+ {
+ // Triangulate the polygon defined by the union of all triangles
+ // adjacent to the vertex being deleted. Check the quality of
+ // the resulting triangles.
+ deltri.Onext(ref firstedge);
+ deltri.Oprev(ref lastedge);
+ TriangulatePolygon(firstedge, lastedge, edgecount, false, behavior.NoBisect == 0);
+ }
+ // Splice out two triangles.
+ deltri.Lprev(ref deltriright);
+ deltri.Dnext(ref lefttri);
+ lefttri.Sym(ref leftcasing);
+ deltriright.Oprev(ref righttri);
+ righttri.Sym(ref rightcasing);
+ deltri.Bond(ref leftcasing);
+ deltriright.Bond(ref rightcasing);
+ lefttri.Pivot(ref leftsubseg);
+ if (leftsubseg.seg.hash != DUMMY)
+ {
+ deltri.SegBond(ref leftsubseg);
+ }
+ righttri.Pivot(ref rightsubseg);
+ if (rightsubseg.seg.hash != DUMMY)
+ {
+ deltriright.SegBond(ref rightsubseg);
+ }
+
+ // Set the new origin of 'deltri' and check its quality.
+ neworg = lefttri.Org();
+ deltri.SetOrg(neworg);
+ if (behavior.NoBisect == 0)
+ {
+ qualityMesher.TestTriangle(ref deltri);
+ }
+
+ // Delete the two spliced-out triangles.
+ TriangleDealloc(lefttri.tri);
+ TriangleDealloc(righttri.tri);
+ }
+
+ ///
+ /// Undo the most recent vertex insertion.
+ ///
+ ///
+ /// Walks through the list of transformations (flips and a vertex insertion)
+ /// in the reverse of the order in which they were done, and undoes them.
+ /// The inserted vertex is removed from the triangulation and deallocated.
+ /// Two triangles (possibly just one) are also deallocated.
+ ///
+ internal void UndoVertex()
+ {
+ Otri fliptri;
+
+ Otri botleft = default(Otri), botright = default(Otri), topright = default(Otri);
+ Otri botlcasing = default(Otri), botrcasing = default(Otri), toprcasing = default(Otri);
+ Otri gluetri = default(Otri);
+ Osub botlsubseg = default(Osub), botrsubseg = default(Osub), toprsubseg = default(Osub);
+ Vertex botvertex, rightvertex;
+
+ // Walk through the list of transformations (flips and a vertex insertion)
+ // in the reverse of the order in which they were done, and undo them.
+ while (flipstack.Count > 0)
+ {
+ // Find a triangle involved in the last unreversed transformation.
+ fliptri = flipstack.Pop();
+
+ // We are reversing one of three transformations: a trisection of one
+ // triangle into three (by inserting a vertex in the triangle), a
+ // bisection of two triangles into four (by inserting a vertex in an
+ // edge), or an edge flip.
+ if (flipstack.Count == 0)
+ {
+ // Restore a triangle that was split into three triangles,
+ // so it is again one triangle.
+ fliptri.Dprev(ref botleft);
+ botleft.Lnext();
+ fliptri.Onext(ref botright);
+ botright.Lprev();
+ botleft.Sym(ref botlcasing);
+ botright.Sym(ref botrcasing);
+ botvertex = botleft.Dest();
+
+ fliptri.SetApex(botvertex);
+ fliptri.Lnext();
+ fliptri.Bond(ref botlcasing);
+ botleft.Pivot(ref botlsubseg);
+ fliptri.SegBond(ref botlsubseg);
+ fliptri.Lnext();
+ fliptri.Bond(ref botrcasing);
+ botright.Pivot(ref botrsubseg);
+ fliptri.SegBond(ref botrsubseg);
+
+ // Delete the two spliced-out triangles.
+ TriangleDealloc(botleft.tri);
+ TriangleDealloc(botright.tri);
+ }
+ else if (flipstack.Peek().tri == null) // Dummy flip
+ {
+ // Restore two triangles that were split into four triangles,
+ // so they are again two triangles.
+ fliptri.Lprev(ref gluetri);
+ gluetri.Sym(ref botright);
+ botright.Lnext();
+ botright.Sym(ref botrcasing);
+ rightvertex = botright.Dest();
+
+ fliptri.SetOrg(rightvertex);
+ gluetri.Bond(ref botrcasing);
+ botright.Pivot(ref botrsubseg);
+ gluetri.SegBond(ref botrsubseg);
+
+ // Delete the spliced-out triangle.
+ TriangleDealloc(botright.tri);
+
+ fliptri.Sym(ref gluetri);
+ if (gluetri.tri.id != DUMMY)
+ {
+ gluetri.Lnext();
+ gluetri.Dnext(ref topright);
+ topright.Sym(ref toprcasing);
+
+ gluetri.SetOrg(rightvertex);
+ gluetri.Bond(ref toprcasing);
+ topright.Pivot(ref toprsubseg);
+ gluetri.SegBond(ref toprsubseg);
+
+ // Delete the spliced-out triangle.
+ TriangleDealloc(topright.tri);
+ }
+
+ flipstack.Clear();
+ }
+ else
+ {
+ // Undo an edge flip.
+ Unflip(ref fliptri);
+ }
+ }
+ }
+
+ #endregion
+
+ #region Dealloc
+
+ ///
+ /// Deallocate space for a triangle, marking it dead.
+ ///
+ ///
+ internal void TriangleDealloc(Triangle dyingtriangle)
+ {
+ // Mark the triangle as dead. This makes it possible to detect dead
+ // triangles when traversing the list of all triangles.
+ Otri.Kill(dyingtriangle);
+ triangles.Release(dyingtriangle);
+ }
+
+ ///
+ /// Deallocate space for a vertex, marking it dead.
+ ///
+ ///
+ internal void VertexDealloc(Vertex dyingvertex)
+ {
+ // Mark the vertex as dead. This makes it possible to detect dead
+ // vertices when traversing the list of all vertices.
+ dyingvertex.type = VertexType.DeadVertex;
+ vertices.Remove(dyingvertex.hash);
+ }
+
+ ///
+ /// Deallocate space for a subsegment, marking it dead.
+ ///
+ ///
+ internal void SubsegDealloc(SubSegment dyingsubseg)
+ {
+ // Mark the subsegment as dead. This makes it possible to detect dead
+ // subsegments when traversing the list of all subsegments.
+ Osub.Kill(dyingsubseg);
+ subsegs.Remove(dyingsubseg.hash);
+ }
+
+ #endregion
+ }
+}
diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Mesh.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Mesh.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..f9c7944352f70a42317ff145f36f72dab22e8fb2
--- /dev/null
+++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Mesh.cs.meta
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diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/MeshValidator.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/MeshValidator.cs
new file mode 100644
index 0000000000000000000000000000000000000000..8b55b30a7f4930caabdbd3288fdbc42d8207690a
--- /dev/null
+++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/MeshValidator.cs
@@ -0,0 +1,214 @@
+// -----------------------------------------------------------------------
+//
+// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
+// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
+//
+// -----------------------------------------------------------------------
+
+namespace UnityEngine.U2D.Animation.TriangleNet
+{
+ using System;
+ using Animation.TriangleNet.Topology;
+ using Animation.TriangleNet.Geometry;
+
+ internal static class MeshValidator
+ {
+ private static RobustPredicates predicates = RobustPredicates.Default;
+
+ ///
+ /// Test the mesh for topological consistency.
+ ///
+ internal static bool IsConsistent(Mesh mesh)
+ {
+ Otri tri = default(Otri);
+ Otri oppotri = default(Otri), oppooppotri = default(Otri);
+ Vertex org, dest, apex;
+ Vertex oppoorg, oppodest;
+
+ var logger = Log.Instance;
+
+ // Temporarily turn on exact arithmetic if it's off.
+ bool saveexact = Behavior.NoExact;
+ Behavior.NoExact = false;
+
+ int horrors = 0;
+
+ // Run through the list of triangles, checking each one.
+ foreach (var t in mesh.triangles)
+ {
+ tri.tri = t;
+
+ // Check all three edges of the triangle.
+ for (tri.orient = 0; tri.orient < 3; tri.orient++)
+ {
+ org = tri.Org();
+ dest = tri.Dest();
+ if (tri.orient == 0)
+ {
+ // Only test for inversion once.
+ // Test if the triangle is flat or inverted.
+ apex = tri.Apex();
+ if (predicates.CounterClockwise(org, dest, apex) <= 0.0)
+ {
+ if (Log.Verbose)
+ {
+ logger.Warning(String.Format("Triangle is flat or inverted (ID {0}).", t.id),
+ "MeshValidator.IsConsistent()");
+ }
+
+ horrors++;
+ }
+ }
+
+ // Find the neighboring triangle on this edge.
+ tri.Sym(ref oppotri);
+ if (oppotri.tri.id != Mesh.DUMMY)
+ {
+ // Check that the triangle's neighbor knows it's a neighbor.
+ oppotri.Sym(ref oppooppotri);
+ if ((tri.tri != oppooppotri.tri) || (tri.orient != oppooppotri.orient))
+ {
+ if (tri.tri == oppooppotri.tri && Log.Verbose)
+ {
+ logger.Warning("Asymmetric triangle-triangle bond: (Right triangle, wrong orientation)",
+ "MeshValidator.IsConsistent()");
+ }
+
+ horrors++;
+ }
+ // Check that both triangles agree on the identities
+ // of their shared vertices.
+ oppoorg = oppotri.Org();
+ oppodest = oppotri.Dest();
+ if ((org != oppodest) || (dest != oppoorg))
+ {
+ if (Log.Verbose)
+ {
+ logger.Warning("Mismatched edge coordinates between two triangles.",
+ "MeshValidator.IsConsistent()");
+ }
+
+ horrors++;
+ }
+ }
+ }
+ }
+
+ // Check for unconnected vertices
+ mesh.MakeVertexMap();
+ foreach (var v in mesh.vertices.Values)
+ {
+ if (v.tri.tri == null && Log.Verbose)
+ {
+ logger.Warning("Vertex (ID " + v.id + ") not connected to mesh (duplicate input vertex?)",
+ "MeshValidator.IsConsistent()");
+ }
+ }
+
+ // Restore the status of exact arithmetic.
+ Behavior.NoExact = saveexact;
+
+ return (horrors == 0);
+ }
+
+ ///
+ /// Check if the mesh is (conforming) Delaunay.
+ ///
+ internal static bool IsDelaunay(Mesh mesh)
+ {
+ return IsDelaunay(mesh, false);
+ }
+
+ ///
+ /// Check if that the mesh is (constrained) Delaunay.
+ ///
+ internal static bool IsConstrainedDelaunay(Mesh mesh)
+ {
+ return IsDelaunay(mesh, true);
+ }
+
+ ///
+ /// Ensure that the mesh is (constrained) Delaunay.
+ ///
+ private static bool IsDelaunay(Mesh mesh, bool constrained)
+ {
+ Otri loop = default(Otri);
+ Otri oppotri = default(Otri);
+ Osub opposubseg = default(Osub);
+ Vertex org, dest, apex;
+ Vertex oppoapex;
+
+ bool shouldbedelaunay;
+
+ var logger = Log.Instance;
+
+ // Temporarily turn on exact arithmetic if it's off.
+ bool saveexact = Behavior.NoExact;
+ Behavior.NoExact = false;
+
+ int horrors = 0;
+
+ var inf1 = mesh.infvertex1;
+ var inf2 = mesh.infvertex2;
+ var inf3 = mesh.infvertex3;
+
+ // Run through the list of triangles, checking each one.
+ foreach (var tri in mesh.triangles)
+ {
+ loop.tri = tri;
+
+ // Check all three edges of the triangle.
+ for (loop.orient = 0; loop.orient < 3; loop.orient++)
+ {
+ org = loop.Org();
+ dest = loop.Dest();
+ apex = loop.Apex();
+
+ loop.Sym(ref oppotri);
+ oppoapex = oppotri.Apex();
+
+ // Only test that the edge is locally Delaunay if there is an
+ // adjoining triangle whose pointer is larger (to ensure that
+ // each pair isn't tested twice).
+ shouldbedelaunay = (loop.tri.id < oppotri.tri.id) &&
+ !Otri.IsDead(oppotri.tri) && (oppotri.tri.id != Mesh.DUMMY) &&
+ (org != inf1) && (org != inf2) && (org != inf3) &&
+ (dest != inf1) && (dest != inf2) && (dest != inf3) &&
+ (apex != inf1) && (apex != inf2) && (apex != inf3) &&
+ (oppoapex != inf1) && (oppoapex != inf2) && (oppoapex != inf3);
+
+ if (constrained && mesh.checksegments && shouldbedelaunay)
+ {
+ // If a subsegment separates the triangles, then the edge is
+ // constrained, so no local Delaunay test should be done.
+ loop.Pivot(ref opposubseg);
+
+ if (opposubseg.seg.hash != Mesh.DUMMY)
+ {
+ shouldbedelaunay = false;
+ }
+ }
+
+ if (shouldbedelaunay)
+ {
+ if (predicates.NonRegular(org, dest, apex, oppoapex) > 0.0)
+ {
+ if (Log.Verbose)
+ {
+ logger.Warning(String.Format("Non-regular pair of triangles found (IDs {0}/{1}).",
+ loop.tri.id, oppotri.tri.id), "MeshValidator.IsDelaunay()");
+ }
+
+ horrors++;
+ }
+ }
+ }
+ }
+
+ // Restore the status of exact arithmetic.
+ Behavior.NoExact = saveexact;
+
+ return (horrors == 0);
+ }
+ }
+}
diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/MeshValidator.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/MeshValidator.cs.meta
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diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Meshing.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Meshing.meta
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diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/NewLocation.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/NewLocation.cs
new file mode 100644
index 0000000000000000000000000000000000000000..2b2fe758c7621cc8522b8ddc15c885f1b916057b
--- /dev/null
+++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/NewLocation.cs
@@ -0,0 +1,4065 @@
+// -----------------------------------------------------------------------
+//
+// Original code by Hale Erten and Alper Üngör, http://www.cise.ufl.edu/~ungor/aCute/index.html
+// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
+//
+// -----------------------------------------------------------------------
+
+namespace UnityEngine.U2D.Animation.TriangleNet
+{
+ using System;
+ using Animation.TriangleNet.Topology;
+ using Animation.TriangleNet.Geometry;
+ using Animation.TriangleNet.Tools;
+
+ ///
+ /// Find new Steiner point locations.
+ ///
+ ///
+ /// http://www.cise.ufl.edu/~ungor/aCute/index.html
+ ///
+ class NewLocation
+ {
+ const double EPS = 1e-50;
+
+ IPredicates predicates;
+
+ Mesh mesh;
+ Behavior behavior;
+
+ // Work arrays for wegde intersection
+ double[] petalx = new double[20];
+ double[] petaly = new double[20];
+ double[] petalr = new double[20];
+ double[] wedges = new double[500];
+ double[] initialConvexPoly = new double[500];
+
+ // Work arrays for smoothing
+ double[] points_p = new double[500];
+ double[] points_q = new double[500];
+ double[] points_r = new double[500];
+
+ // Work arrays for convex polygon split
+ double[] poly1 = new double[100];
+ double[] poly2 = new double[100];
+ double[][] polys = new double[3][];
+
+ public NewLocation(Mesh mesh, IPredicates predicates)
+ {
+ this.mesh = mesh;
+ this.predicates = predicates;
+
+ this.behavior = mesh.behavior;
+ }
+
+ ///
+ /// Find a new location for a Steiner point.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ public Point FindLocation(Vertex org, Vertex dest, Vertex apex,
+ ref double xi, ref double eta, bool offcenter, Otri badotri)
+ {
+ // Based on using -U switch, call the corresponding function
+ if (behavior.MaxAngle == 0.0)
+ {
+ // Disable the "no max angle" code. It may return weired vertex locations.
+ return FindNewLocationWithoutMaxAngle(org, dest, apex, ref xi, ref eta, true, badotri);
+ }
+
+ // With max angle
+ return FindNewLocation(org, dest, apex, ref xi, ref eta, true, badotri);
+ }
+
+ ///
+ /// Find a new location for a Steiner point.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ private Point FindNewLocationWithoutMaxAngle(Vertex torg, Vertex tdest, Vertex tapex,
+ ref double xi, ref double eta, bool offcenter, Otri badotri)
+ {
+ double offconstant = behavior.offconstant;
+
+ // for calculating the distances of the edges
+ double xdo, ydo, xao, yao, xda, yda;
+ double dodist, aodist, dadist;
+ // for exact calculation
+ double denominator;
+ double dx, dy, dxoff, dyoff;
+
+ ////////////////////////////// HALE'S VARIABLES //////////////////////////////
+ // keeps the difference of coordinates edge
+ double xShortestEdge = 0, yShortestEdge = 0;
+
+ // keeps the square of edge lengths
+ double shortestEdgeDist = 0, middleEdgeDist = 0, longestEdgeDist = 0;
+
+ // keeps the vertices according to the angle incident to that vertex in a triangle
+ Point smallestAngleCorner, middleAngleCorner, largestAngleCorner;
+
+ // keeps the type of orientation if the triangle
+ int orientation = 0;
+ // keeps the coordinates of circumcenter of itself and neighbor triangle circumcenter
+ Point myCircumcenter, neighborCircumcenter;
+
+ // keeps if bad triangle is almost good or not
+ int almostGood = 0;
+ // keeps the cosine of the largest angle
+ double cosMaxAngle;
+ bool isObtuse; // 1: obtuse 0: nonobtuse
+ // keeps the radius of petal
+ double petalRadius;
+ // for calculating petal center
+ double xPetalCtr_1, yPetalCtr_1, xPetalCtr_2, yPetalCtr_2, xPetalCtr, yPetalCtr, xMidOfShortestEdge, yMidOfShortestEdge;
+ double dxcenter1, dycenter1, dxcenter2, dycenter2;
+ // for finding neighbor
+ Otri neighborotri = default(Otri);
+ double[] thirdPoint = new double[2];
+ //int neighborNotFound = -1;
+ bool neighborNotFound;
+ // for keeping the vertices of the neighbor triangle
+ Vertex neighborvertex_1;
+ Vertex neighborvertex_2;
+ Vertex neighborvertex_3;
+ // dummy variables
+ double xi_tmp = 0, eta_tmp = 0;
+ //vertex thirdVertex;
+ // for petal intersection
+ double vector_x, vector_y, xMidOfLongestEdge, yMidOfLongestEdge, inter_x, inter_y;
+ double[] p = new double[5], voronoiOrInter = new double[4];
+ bool isCorrect;
+
+ // for vector calculations in perturbation
+ double ax, ay, d;
+ double pertConst = 0.06; // perturbation constant
+
+ double lengthConst = 1; // used at comparing circumcenter's distance to proposed point's distance
+ double justAcute = 1; // used for making the program working for one direction only
+ // for smoothing
+ int relocated = 0;// used to differentiate between calling the deletevertex and just proposing a steiner point
+ double[] newloc = new double[2]; // new location suggested by smoothing
+ double origin_x = 0, origin_y = 0; // for keeping torg safe
+ Otri delotri; // keeping the original orientation for relocation process
+ // keeps the first and second direction suggested points
+ double dxFirstSuggestion, dyFirstSuggestion, dxSecondSuggestion, dySecondSuggestion;
+ // second direction variables
+ double xMidOfMiddleEdge, yMidOfMiddleEdge;
+ ////////////////////////////// END OF HALE'S VARIABLES //////////////////////////////
+
+ Statistic.CircumcenterCount++;
+
+ // Compute the circumcenter of the triangle.
+ xdo = tdest.x - torg.x;
+ ydo = tdest.y - torg.y;
+ xao = tapex.x - torg.x;
+ yao = tapex.y - torg.y;
+ xda = tapex.x - tdest.x;
+ yda = tapex.y - tdest.y;
+ // keeps the square of the distances
+ dodist = xdo * xdo + ydo * ydo;
+ aodist = xao * xao + yao * yao;
+ dadist = (tdest.x - tapex.x) * (tdest.x - tapex.x) +
+ (tdest.y - tapex.y) * (tdest.y - tapex.y);
+ // checking if the user wanted exact arithmetic or not
+ if (Behavior.NoExact)
+ {
+ denominator = 0.5 / (xdo * yao - xao * ydo);
+ }
+ else
+ {
+ // Use the counterclockwise() routine to ensure a positive (and
+ // reasonably accurate) result, avoiding any possibility of
+ // division by zero.
+ denominator = 0.5 / predicates.CounterClockwise(tdest, tapex, torg);
+ // Don't count the above as an orientation test.
+ Statistic.CounterClockwiseCount--;
+ }
+ // calculate the circumcenter in terms of distance to origin point
+ dx = (yao * dodist - ydo * aodist) * denominator;
+ dy = (xdo * aodist - xao * dodist) * denominator;
+ // for debugging and for keeping circumcenter to use later
+ // coordinate value of the circumcenter
+ myCircumcenter = new Point(torg.x + dx, torg.y + dy);
+
+ delotri = badotri; // save for later
+ ///////////////// FINDING THE ORIENTATION OF TRIANGLE //////////////////
+ // Find the (squared) length of the triangle's shortest edge. This
+ // serves as a conservative estimate of the insertion radius of the
+ // circumcenter's parent. The estimate is used to ensure that
+ // the algorithm terminates even if very small angles appear in
+ // the input PSLG.
+ // find the orientation of the triangle, basically shortest and longest edges
+ orientation = LongestShortestEdge(aodist, dadist, dodist);
+ //printf("org: (%f,%f), dest: (%f,%f), apex: (%f,%f)\n",torg[0],torg[1],tdest[0],tdest[1],tapex[0],tapex[1]);
+ /////////////////////////////////////////////////////////////////////////////////////////////
+ // 123: shortest: aodist // 213: shortest: dadist // 312: shortest: dodist //
+ // middle: dadist // middle: aodist // middle: aodist //
+ // longest: dodist // longest: dodist // longest: dadist //
+ // 132: shortest: aodist // 231: shortest: dadist // 321: shortest: dodist //
+ // middle: dodist // middle: dodist // middle: dadist //
+ // longest: dadist // longest: aodist // longest: aodist //
+ /////////////////////////////////////////////////////////////////////////////////////////////
+
+ switch (orientation)
+ {
+ case 123: // assign necessary information
+ /// smallest angle corner: dest
+ /// largest angle corner: apex
+ xShortestEdge = xao; yShortestEdge = yao;
+
+ shortestEdgeDist = aodist;
+ middleEdgeDist = dadist;
+ longestEdgeDist = dodist;
+
+ smallestAngleCorner = tdest;
+ middleAngleCorner = torg;
+ largestAngleCorner = tapex;
+ break;
+
+ case 132: // assign necessary information
+ /// smallest angle corner: dest
+ /// largest angle corner: org
+ xShortestEdge = xao; yShortestEdge = yao;
+
+ shortestEdgeDist = aodist;
+ middleEdgeDist = dodist;
+ longestEdgeDist = dadist;
+
+ smallestAngleCorner = tdest;
+ middleAngleCorner = tapex;
+ largestAngleCorner = torg;
+
+ break;
+ case 213: // assign necessary information
+ /// smallest angle corner: org
+ /// largest angle corner: apex
+ xShortestEdge = xda; yShortestEdge = yda;
+
+ shortestEdgeDist = dadist;
+ middleEdgeDist = aodist;
+ longestEdgeDist = dodist;
+
+ smallestAngleCorner = torg;
+ middleAngleCorner = tdest;
+ largestAngleCorner = tapex;
+ break;
+ case 231: // assign necessary information
+ /// smallest angle corner: org
+ /// largest angle corner: dest
+ xShortestEdge = xda; yShortestEdge = yda;
+
+ shortestEdgeDist = dadist;
+ middleEdgeDist = dodist;
+ longestEdgeDist = aodist;
+
+ smallestAngleCorner = torg;
+ middleAngleCorner = tapex;
+ largestAngleCorner = tdest;
+ break;
+ case 312: // assign necessary information
+ /// smallest angle corner: apex
+ /// largest angle corner: org
+ xShortestEdge = xdo; yShortestEdge = ydo;
+
+ shortestEdgeDist = dodist;
+ middleEdgeDist = aodist;
+ longestEdgeDist = dadist;
+
+ smallestAngleCorner = tapex;
+ middleAngleCorner = tdest;
+ largestAngleCorner = torg;
+ break;
+ case 321: // assign necessary information
+ default: // TODO: is this safe?
+ /// smallest angle corner: apex
+ /// largest angle corner: dest
+ xShortestEdge = xdo; yShortestEdge = ydo;
+
+ shortestEdgeDist = dodist;
+ middleEdgeDist = dadist;
+ longestEdgeDist = aodist;
+
+ smallestAngleCorner = tapex;
+ middleAngleCorner = torg;
+ largestAngleCorner = tdest;
+ break;
+ }// end of switch
+ // check for offcenter condition
+ if (offcenter && (offconstant > 0.0))
+ {
+ // origin has the smallest angle
+ if (orientation == 213 || orientation == 231)
+ {
+ // Find the position of the off-center, as described by Alper Ungor.
+ dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge;
+ dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge;
+ // If the off-center is closer to destination than the
+ // circumcenter, use the off-center instead.
+ /// doubleLY BAD CASE ///
+ if (dxoff * dxoff + dyoff * dyoff <
+ (dx - xdo) * (dx - xdo) + (dy - ydo) * (dy - ydo))
+ {
+ dx = xdo + dxoff;
+ dy = ydo + dyoff;
+ }
+ /// ALMOST GOOD CASE ///
+ else
+ {
+ almostGood = 1;
+ }
+ // destination has the smallest angle
+ }
+ else if (orientation == 123 || orientation == 132)
+ {
+ // Find the position of the off-center, as described by Alper Ungor.
+ dxoff = 0.5 * xShortestEdge + offconstant * yShortestEdge;
+ dyoff = 0.5 * yShortestEdge - offconstant * xShortestEdge;
+ // If the off-center is closer to the origin than the
+ // circumcenter, use the off-center instead.
+ /// doubleLY BAD CASE ///
+ if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy)
+ {
+ dx = dxoff;
+ dy = dyoff;
+ }
+ /// ALMOST GOOD CASE ///
+ else
+ {
+ almostGood = 1;
+ }
+ // apex has the smallest angle
+ }
+ else
+ {//orientation == 312 || orientation == 321
+ // Find the position of the off-center, as described by Alper Ungor.
+ dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge;
+ dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge;
+ // If the off-center is closer to the origin than the
+ // circumcenter, use the off-center instead.
+ /// doubleLY BAD CASE ///
+ if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy)
+ {
+ dx = dxoff;
+ dy = dyoff;
+ }
+ /// ALMOST GOOD CASE ///
+ else
+ {
+ almostGood = 1;
+ }
+ }
+ }
+ // if the bad triangle is almost good, apply our approach
+ if (almostGood == 1)
+ {
+ /// calculate cosine of largest angle ///
+ cosMaxAngle = (middleEdgeDist + shortestEdgeDist - longestEdgeDist) / (2 * Math.Sqrt(middleEdgeDist) * Math.Sqrt(shortestEdgeDist));
+ if (cosMaxAngle < 0.0)
+ {
+ // obtuse
+ isObtuse = true;
+ }
+ else if (Math.Abs(cosMaxAngle - 0.0) <= EPS)
+ {
+ // right triangle (largest angle is 90 degrees)
+ isObtuse = true;
+ }
+ else
+ {
+ // nonobtuse
+ isObtuse = false;
+ }
+ /// RELOCATION (LOCAL SMOOTHING) ///
+ /// check for possible relocation of one of triangle's points ///
+ relocated = DoSmoothing(delotri, torg, tdest, tapex, ref newloc);
+ /// if relocation is possible, delete that vertex and insert a vertex at the new location ///
+ if (relocated > 0)
+ {
+ Statistic.RelocationCount++;
+
+ dx = newloc[0] - torg.x;
+ dy = newloc[1] - torg.y;
+ origin_x = torg.x; // keep for later use
+ origin_y = torg.y;
+ switch (relocated)
+ {
+ case 1:
+ //printf("Relocate: (%f,%f)\n", torg[0],torg[1]);
+ mesh.DeleteVertex(ref delotri);
+ break;
+ case 2:
+ //printf("Relocate: (%f,%f)\n", tdest[0],tdest[1]);
+ delotri.Lnext();
+ mesh.DeleteVertex(ref delotri);
+ break;
+ case 3:
+ //printf("Relocate: (%f,%f)\n", tapex[0],tapex[1]);
+ delotri.Lprev();
+ mesh.DeleteVertex(ref delotri);
+ break;
+ }
+ }
+ else
+ {
+ // calculate radius of the petal according to angle constraint
+ // first find the visible region, PETAL
+ // find the center of the circle and radius
+ petalRadius = Math.Sqrt(shortestEdgeDist) / (2 * Math.Sin(behavior.MinAngle * Math.PI / 180.0));
+ /// compute two possible centers of the petal ///
+ // finding the center
+ // first find the middle point of smallest edge
+ xMidOfShortestEdge = (middleAngleCorner.x + largestAngleCorner.x) / 2.0;
+ yMidOfShortestEdge = (middleAngleCorner.y + largestAngleCorner.y) / 2.0;
+ // two possible centers
+ xPetalCtr_1 = xMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y -
+ largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist);
+ yPetalCtr_1 = yMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x -
+ middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist);
+
+ xPetalCtr_2 = xMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y -
+ largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist);
+ yPetalCtr_2 = yMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x -
+ middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist);
+ // find the correct circle since there will be two possible circles
+ // calculate the distance to smallest angle corner
+ dxcenter1 = (xPetalCtr_1 - smallestAngleCorner.x) * (xPetalCtr_1 - smallestAngleCorner.x);
+ dycenter1 = (yPetalCtr_1 - smallestAngleCorner.y) * (yPetalCtr_1 - smallestAngleCorner.y);
+ dxcenter2 = (xPetalCtr_2 - smallestAngleCorner.x) * (xPetalCtr_2 - smallestAngleCorner.x);
+ dycenter2 = (yPetalCtr_2 - smallestAngleCorner.y) * (yPetalCtr_2 - smallestAngleCorner.y);
+
+ // whichever is closer to smallest angle corner, it must be the center
+ if (dxcenter1 + dycenter1 <= dxcenter2 + dycenter2)
+ {
+ xPetalCtr = xPetalCtr_1; yPetalCtr = yPetalCtr_1;
+ }
+ else
+ {
+ xPetalCtr = xPetalCtr_2; yPetalCtr = yPetalCtr_2;
+ }
+
+ /// find the third point of the neighbor triangle ///
+ neighborNotFound = GetNeighborsVertex(badotri, middleAngleCorner.x, middleAngleCorner.y,
+ smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri);
+ /// find the circumcenter of the neighbor triangle ///
+ dxFirstSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter
+ dyFirstSuggestion = dy;
+ // if there is a neighbor triangle
+ if (!neighborNotFound)
+ {
+ neighborvertex_1 = neighborotri.Org();
+ neighborvertex_2 = neighborotri.Dest();
+ neighborvertex_3 = neighborotri.Apex();
+ // now calculate neighbor's circumcenter which is the voronoi site
+ neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3,
+ ref xi_tmp, ref eta_tmp);
+
+ /// compute petal and Voronoi edge intersection ///
+ // in order to avoid degenerate cases, we need to do a vector based calculation for line
+ vector_x = (middleAngleCorner.y - smallestAngleCorner.y);//(-y, x)
+ vector_y = smallestAngleCorner.x - middleAngleCorner.x;
+ vector_x = myCircumcenter.x + vector_x;
+ vector_y = myCircumcenter.y + vector_y;
+
+
+ // by intersecting bisectors you will end up with the one you want to walk on
+ // then this line and circle should be intersected
+ CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y,
+ xPetalCtr, yPetalCtr, petalRadius, ref p);
+ /// choose the correct intersection point ///
+ // calculate middle point of the longest edge(bisector)
+ xMidOfLongestEdge = (middleAngleCorner.x + smallestAngleCorner.x) / 2.0;
+ yMidOfLongestEdge = (middleAngleCorner.y + smallestAngleCorner.y) / 2.0;
+ // we need to find correct intersection point, since line intersects circle twice
+ isCorrect = ChooseCorrectPoint(xMidOfLongestEdge, yMidOfLongestEdge, p[3], p[4],
+ myCircumcenter.x, myCircumcenter.y, isObtuse);
+ // make sure which point is the correct one to be considered
+ if (isCorrect)
+ {
+ inter_x = p[3];
+ inter_y = p[4];
+ }
+ else
+ {
+ inter_x = p[1];
+ inter_y = p[2];
+ }
+ /// check if there is a Voronoi vertex between before intersection ///
+ // check if the voronoi vertex is between the intersection and circumcenter
+ PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y,
+ neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter);
+
+ /// determine the point to be suggested ///
+ if (p[0] > 0.0)
+ { // there is at least one intersection point
+ // if it is between circumcenter and intersection
+ // if it returns 1.0 this means we have a voronoi vertex within feasible region
+ if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS)
+ {
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y))
+ {
+ // go back to circumcenter
+ dxFirstSuggestion = dx;
+ dyFirstSuggestion = dy;
+ }
+ else
+ { // we are not creating a bad triangle
+ // neighbor's circumcenter is suggested
+ dxFirstSuggestion = voronoiOrInter[2] - torg.x;
+ dyFirstSuggestion = voronoiOrInter[3] - torg.y;
+ }
+ }
+ else
+ { // there is no voronoi vertex between intersection point and circumcenter
+ if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, inter_x, inter_y))
+ {
+ // if it is inside feasible region, then insert v2
+ // apply perturbation
+ // find the distance between circumcenter and intersection point
+ d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) +
+ (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y));
+ // then find the vector going from intersection point to circumcenter
+ ax = myCircumcenter.x - inter_x;
+ ay = myCircumcenter.y - inter_y;
+
+ ax = ax / d;
+ ay = ay / d;
+ // now calculate the new intersection point which is perturbated towards the circumcenter
+ inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist);
+ inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist);
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y))
+ {
+ // go back to circumcenter
+ dxFirstSuggestion = dx;
+ dyFirstSuggestion = dy;
+ }
+ else
+ {
+ // intersection point is suggested
+ dxFirstSuggestion = inter_x - torg.x;
+ dyFirstSuggestion = inter_y - torg.y;
+ }
+ }
+ else
+ {
+ // intersection point is suggested
+ dxFirstSuggestion = inter_x - torg.x;
+ dyFirstSuggestion = inter_y - torg.y;
+ }
+ }
+ /// if it is an acute triangle, check if it is a good enough location ///
+ // for acute triangle case, we need to check if it is ok to use either of them
+ if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) +
+ (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) >
+ lengthConst * ((smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))))
+ {
+ // use circumcenter
+ dxFirstSuggestion = dx;
+ dyFirstSuggestion = dy;
+ }// else we stick to what we have found
+ }// intersection point
+ }// if it is on the boundary, meaning no neighbor triangle in this direction, try other direction
+
+ /// DO THE SAME THING FOR THE OTHER DIRECTION ///
+ /// find the third point of the neighbor triangle ///
+ neighborNotFound = GetNeighborsVertex(badotri, largestAngleCorner.x, largestAngleCorner.y,
+ smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri);
+ /// find the circumcenter of the neighbor triangle ///
+ dxSecondSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter
+ dySecondSuggestion = dy;
+ // if there is a neighbor triangle
+ if (!neighborNotFound)
+ {
+ neighborvertex_1 = neighborotri.Org();
+ neighborvertex_2 = neighborotri.Dest();
+ neighborvertex_3 = neighborotri.Apex();
+ // now calculate neighbor's circumcenter which is the voronoi site
+ neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3,
+ ref xi_tmp, ref eta_tmp);
+
+ /// compute petal and Voronoi edge intersection ///
+ // in order to avoid degenerate cases, we need to do a vector based calculation for line
+ vector_x = (largestAngleCorner.y - smallestAngleCorner.y);//(-y, x)
+ vector_y = smallestAngleCorner.x - largestAngleCorner.x;
+ vector_x = myCircumcenter.x + vector_x;
+ vector_y = myCircumcenter.y + vector_y;
+
+
+ // by intersecting bisectors you will end up with the one you want to walk on
+ // then this line and circle should be intersected
+ CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y,
+ xPetalCtr, yPetalCtr, petalRadius, ref p);
+
+ /// choose the correct intersection point ///
+ // calcuwedgeslate middle point of the longest edge(bisector)
+ xMidOfMiddleEdge = (largestAngleCorner.x + smallestAngleCorner.x) / 2.0;
+ yMidOfMiddleEdge = (largestAngleCorner.y + smallestAngleCorner.y) / 2.0;
+ // we need to find correct intersection point, since line intersects circle twice
+ // this direction is always ACUTE
+ isCorrect = ChooseCorrectPoint(xMidOfMiddleEdge, yMidOfMiddleEdge, p[3], p[4],
+ myCircumcenter.x, myCircumcenter.y, false /*(isObtuse+1)%2*/);
+ // make sure which point is the correct one to be considered
+ if (isCorrect)
+ {
+ inter_x = p[3];
+ inter_y = p[4];
+ }
+ else
+ {
+ inter_x = p[1];
+ inter_y = p[2];
+ }
+
+ /// check if there is a Voronoi vertex between before intersection ///
+ // check if the voronoi vertex is between the intersection and circumcenter
+ PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y,
+ neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter);
+
+ /// determine the point to be suggested ///
+ if (p[0] > 0.0)
+ { // there is at least one intersection point
+ // if it is between circumcenter and intersection
+ // if it returns 1.0 this means we have a voronoi vertex within feasible region
+ if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS)
+ {
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y))
+ {
+ // go back to circumcenter
+ dxSecondSuggestion = dx;
+ dySecondSuggestion = dy;
+ }
+ else
+ { // we are not creating a bad triangle
+ // neighbor's circumcenter is suggested
+ dxSecondSuggestion = voronoiOrInter[2] - torg.x;
+ dySecondSuggestion = voronoiOrInter[3] - torg.y;
+ }
+ }
+ else
+ { // there is no voronoi vertex between intersection point and circumcenter
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y))
+ {
+ // if it is inside feasible region, then insert v2
+ // apply perturbation
+ // find the distance between circumcenter and intersection point
+ d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) +
+ (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y));
+ // then find the vector going from intersection point to circumcenter
+ ax = myCircumcenter.x - inter_x;
+ ay = myCircumcenter.y - inter_y;
+
+ ax = ax / d;
+ ay = ay / d;
+ // now calculate the new intersection point which is perturbated towards the circumcenter
+ inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist);
+ inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist);
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y))
+ {
+ // go back to circumcenter
+ dxSecondSuggestion = dx;
+ dySecondSuggestion = dy;
+ }
+ else
+ {
+ // intersection point is suggested
+ dxSecondSuggestion = inter_x - torg.x;
+ dySecondSuggestion = inter_y - torg.y;
+ }
+ }
+ else
+ {
+ // intersection point is suggested
+ dxSecondSuggestion = inter_x - torg.x;
+ dySecondSuggestion = inter_y - torg.y;
+ }
+ }
+ /// if it is an acute triangle, check if it is a good enough location ///
+ // for acute triangle case, we need to check if it is ok to use either of them
+ if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) +
+ (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) >
+ lengthConst * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y))))
+ {
+ // use circumcenter
+ dxSecondSuggestion = dx;
+ dySecondSuggestion = dy;
+ }// else we stick on what we have found
+ }
+ }// if it is on the boundary, meaning no neighbor triangle in this direction, the other direction might be ok
+ if (isObtuse)
+ {
+ //obtuse: do nothing
+ dx = dxFirstSuggestion;
+ dy = dyFirstSuggestion;
+ }
+ else
+ { // acute : consider other direction
+ if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) >
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)))
+ {
+ dx = dxSecondSuggestion;
+ dy = dySecondSuggestion;
+ }
+ else
+ {
+ dx = dxFirstSuggestion;
+ dy = dyFirstSuggestion;
+ }
+ }// end if obtuse
+ }// end of relocation
+ }// end of almostGood
+
+ Point circumcenter = new Point();
+
+ if (relocated <= 0)
+ {
+ circumcenter.x = torg.x + dx;
+ circumcenter.y = torg.y + dy;
+ }
+ else
+ {
+ circumcenter.x = origin_x + dx;
+ circumcenter.y = origin_y + dy;
+ }
+
+ xi = (yao * dx - xao * dy) * (2.0 * denominator);
+ eta = (xdo * dy - ydo * dx) * (2.0 * denominator);
+
+ return circumcenter;
+ }
+
+ ///
+ /// Find a new location for a Steiner point.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ private Point FindNewLocation(Vertex torg, Vertex tdest, Vertex tapex,
+ ref double xi, ref double eta, bool offcenter, Otri badotri)
+ {
+ double offconstant = behavior.offconstant;
+
+ // for calculating the distances of the edges
+ double xdo, ydo, xao, yao, xda, yda;
+ double dodist, aodist, dadist;
+ // for exact calculation
+ double denominator;
+ double dx, dy, dxoff, dyoff;
+
+ ////////////////////////////// HALE'S VARIABLES //////////////////////////////
+ // keeps the difference of coordinates edge
+ double xShortestEdge = 0, yShortestEdge = 0;
+
+ // keeps the square of edge lengths
+ double shortestEdgeDist = 0, middleEdgeDist = 0, longestEdgeDist = 0;
+
+ // keeps the vertices according to the angle incident to that vertex in a triangle
+ Point smallestAngleCorner, middleAngleCorner, largestAngleCorner;
+
+ // keeps the type of orientation if the triangle
+ int orientation = 0;
+ // keeps the coordinates of circumcenter of itself and neighbor triangle circumcenter
+ Point myCircumcenter, neighborCircumcenter;
+
+ // keeps if bad triangle is almost good or not
+ int almostGood = 0;
+ // keeps the cosine of the largest angle
+ double cosMaxAngle;
+ bool isObtuse; // 1: obtuse 0: nonobtuse
+ // keeps the radius of petal
+ double petalRadius;
+ // for calculating petal center
+ double xPetalCtr_1, yPetalCtr_1, xPetalCtr_2, yPetalCtr_2, xPetalCtr, yPetalCtr, xMidOfShortestEdge, yMidOfShortestEdge;
+ double dxcenter1, dycenter1, dxcenter2, dycenter2;
+ // for finding neighbor
+ Otri neighborotri = default(Otri);
+ double[] thirdPoint = new double[2];
+ //int neighborNotFound = -1;
+ // for keeping the vertices of the neighbor triangle
+ Vertex neighborvertex_1;
+ Vertex neighborvertex_2;
+ Vertex neighborvertex_3;
+ // dummy variables
+ double xi_tmp = 0, eta_tmp = 0;
+ //vertex thirdVertex;
+ // for petal intersection
+ double vector_x, vector_y, xMidOfLongestEdge, yMidOfLongestEdge, inter_x, inter_y;
+ double[] p = new double[5], voronoiOrInter = new double[4];
+ bool isCorrect;
+
+ // for vector calculations in perturbation
+ double ax, ay, d;
+ double pertConst = 0.06; // perturbation constant
+
+ double lengthConst = 1; // used at comparing circumcenter's distance to proposed point's distance
+ double justAcute = 1; // used for making the program working for one direction only
+ // for smoothing
+ int relocated = 0;// used to differentiate between calling the deletevertex and just proposing a steiner point
+ double[] newloc = new double[2]; // new location suggested by smoothing
+ double origin_x = 0, origin_y = 0; // for keeping torg safe
+ Otri delotri; // keeping the original orientation for relocation process
+ // keeps the first and second direction suggested points
+ double dxFirstSuggestion, dyFirstSuggestion, dxSecondSuggestion, dySecondSuggestion;
+ // second direction variables
+ double xMidOfMiddleEdge, yMidOfMiddleEdge;
+
+ double minangle; // in order to make sure that the circumcircle of the bad triangle is greater than petal
+ // for calculating the slab
+ double linepnt1_x, linepnt1_y, linepnt2_x, linepnt2_y; // two points of the line
+ double line_inter_x = 0, line_inter_y = 0;
+ double line_vector_x, line_vector_y;
+ double[] line_p = new double[3]; // used for getting the return values of functions related to line intersection
+ double[] line_result = new double[4];
+ // intersection of slab and the petal
+ double petal_slab_inter_x_first, petal_slab_inter_y_first, petal_slab_inter_x_second, petal_slab_inter_y_second, x_1, y_1, x_2, y_2;
+ double petal_bisector_x, petal_bisector_y, dist;
+ double alpha;
+ bool neighborNotFound_first;
+ bool neighborNotFound_second;
+ ////////////////////////////// END OF HALE'S VARIABLES //////////////////////////////
+
+ Statistic.CircumcenterCount++;
+
+ // Compute the circumcenter of the triangle.
+ xdo = tdest.x - torg.x;
+ ydo = tdest.y - torg.y;
+ xao = tapex.x - torg.x;
+ yao = tapex.y - torg.y;
+ xda = tapex.x - tdest.x;
+ yda = tapex.y - tdest.y;
+ // keeps the square of the distances
+ dodist = xdo * xdo + ydo * ydo;
+ aodist = xao * xao + yao * yao;
+ dadist = (tdest.x - tapex.x) * (tdest.x - tapex.x) +
+ (tdest.y - tapex.y) * (tdest.y - tapex.y);
+ // checking if the user wanted exact arithmetic or not
+ if (Behavior.NoExact)
+ {
+ denominator = 0.5 / (xdo * yao - xao * ydo);
+ }
+ else
+ {
+ // Use the counterclockwise() routine to ensure a positive (and
+ // reasonably accurate) result, avoiding any possibility of
+ // division by zero.
+ denominator = 0.5 / predicates.CounterClockwise(tdest, tapex, torg);
+ // Don't count the above as an orientation test.
+ Statistic.CounterClockwiseCount--;
+ }
+ // calculate the circumcenter in terms of distance to origin point
+ dx = (yao * dodist - ydo * aodist) * denominator;
+ dy = (xdo * aodist - xao * dodist) * denominator;
+ // for debugging and for keeping circumcenter to use later
+ // coordinate value of the circumcenter
+ myCircumcenter = new Point(torg.x + dx, torg.y + dy);
+
+ delotri = badotri; // save for later
+ ///////////////// FINDING THE ORIENTATION OF TRIANGLE //////////////////
+ // Find the (squared) length of the triangle's shortest edge. This
+ // serves as a conservative estimate of the insertion radius of the
+ // circumcenter's parent. The estimate is used to ensure that
+ // the algorithm terminates even if very small angles appear in
+ // the input PSLG.
+ // find the orientation of the triangle, basically shortest and longest edges
+ orientation = LongestShortestEdge(aodist, dadist, dodist);
+ //printf("org: (%f,%f), dest: (%f,%f), apex: (%f,%f)\n",torg[0],torg[1],tdest[0],tdest[1],tapex[0],tapex[1]);
+ /////////////////////////////////////////////////////////////////////////////////////////////
+ // 123: shortest: aodist // 213: shortest: dadist // 312: shortest: dodist //
+ // middle: dadist // middle: aodist // middle: aodist //
+ // longest: dodist // longest: dodist // longest: dadist //
+ // 132: shortest: aodist // 231: shortest: dadist // 321: shortest: dodist //
+ // middle: dodist // middle: dodist // middle: dadist //
+ // longest: dadist // longest: aodist // longest: aodist //
+ /////////////////////////////////////////////////////////////////////////////////////////////
+
+ switch (orientation)
+ {
+ case 123: // assign necessary information
+ /// smallest angle corner: dest
+ /// largest angle corner: apex
+ xShortestEdge = xao; yShortestEdge = yao;
+
+ shortestEdgeDist = aodist;
+ middleEdgeDist = dadist;
+ longestEdgeDist = dodist;
+
+ smallestAngleCorner = tdest;
+ middleAngleCorner = torg;
+ largestAngleCorner = tapex;
+ break;
+
+ case 132: // assign necessary information
+ /// smallest angle corner: dest
+ /// largest angle corner: org
+ xShortestEdge = xao; yShortestEdge = yao;
+
+ shortestEdgeDist = aodist;
+ middleEdgeDist = dodist;
+ longestEdgeDist = dadist;
+
+ smallestAngleCorner = tdest;
+ middleAngleCorner = tapex;
+ largestAngleCorner = torg;
+
+ break;
+ case 213: // assign necessary information
+ /// smallest angle corner: org
+ /// largest angle corner: apex
+ xShortestEdge = xda; yShortestEdge = yda;
+
+ shortestEdgeDist = dadist;
+ middleEdgeDist = aodist;
+ longestEdgeDist = dodist;
+
+ smallestAngleCorner = torg;
+ middleAngleCorner = tdest;
+ largestAngleCorner = tapex;
+ break;
+ case 231: // assign necessary information
+ /// smallest angle corner: org
+ /// largest angle corner: dest
+ xShortestEdge = xda; yShortestEdge = yda;
+
+ shortestEdgeDist = dadist;
+ middleEdgeDist = dodist;
+ longestEdgeDist = aodist;
+
+ smallestAngleCorner = torg;
+ middleAngleCorner = tapex;
+ largestAngleCorner = tdest;
+ break;
+ case 312: // assign necessary information
+ /// smallest angle corner: apex
+ /// largest angle corner: org
+ xShortestEdge = xdo; yShortestEdge = ydo;
+
+ shortestEdgeDist = dodist;
+ middleEdgeDist = aodist;
+ longestEdgeDist = dadist;
+
+ smallestAngleCorner = tapex;
+ middleAngleCorner = tdest;
+ largestAngleCorner = torg;
+ break;
+ case 321: // assign necessary information
+ default: // TODO: is this safe?
+ /// smallest angle corner: apex
+ /// largest angle corner: dest
+ xShortestEdge = xdo; yShortestEdge = ydo;
+
+ shortestEdgeDist = dodist;
+ middleEdgeDist = dadist;
+ longestEdgeDist = aodist;
+
+ smallestAngleCorner = tapex;
+ middleAngleCorner = torg;
+ largestAngleCorner = tdest;
+ break;
+ }// end of switch
+ // check for offcenter condition
+ if (offcenter && (offconstant > 0.0))
+ {
+ // origin has the smallest angle
+ if (orientation == 213 || orientation == 231)
+ {
+ // Find the position of the off-center, as described by Alper Ungor.
+ dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge;
+ dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge;
+ // If the off-center is closer to destination than the
+ // circumcenter, use the off-center instead.
+ /// doubleLY BAD CASE ///
+ if (dxoff * dxoff + dyoff * dyoff <
+ (dx - xdo) * (dx - xdo) + (dy - ydo) * (dy - ydo))
+ {
+ dx = xdo + dxoff;
+ dy = ydo + dyoff;
+ }
+ /// ALMOST GOOD CASE ///
+ else
+ {
+ almostGood = 1;
+ }
+ // destination has the smallest angle
+ }
+ else if (orientation == 123 || orientation == 132)
+ {
+ // Find the position of the off-center, as described by Alper Ungor.
+ dxoff = 0.5 * xShortestEdge + offconstant * yShortestEdge;
+ dyoff = 0.5 * yShortestEdge - offconstant * xShortestEdge;
+ // If the off-center is closer to the origin than the
+ // circumcenter, use the off-center instead.
+ /// doubleLY BAD CASE ///
+ if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy)
+ {
+ dx = dxoff;
+ dy = dyoff;
+ }
+ /// ALMOST GOOD CASE ///
+ else
+ {
+ almostGood = 1;
+ }
+ // apex has the smallest angle
+ }
+ else
+ {//orientation == 312 || orientation == 321
+ // Find the position of the off-center, as described by Alper Ungor.
+ dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge;
+ dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge;
+ // If the off-center is closer to the origin than the
+ // circumcenter, use the off-center instead.
+ /// doubleLY BAD CASE ///
+ if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy)
+ {
+ dx = dxoff;
+ dy = dyoff;
+ }
+ /// ALMOST GOOD CASE ///
+ else
+ {
+ almostGood = 1;
+ }
+ }
+ }
+ // if the bad triangle is almost good, apply our approach
+ if (almostGood == 1)
+ {
+ /// calculate cosine of largest angle ///
+ cosMaxAngle = (middleEdgeDist + shortestEdgeDist - longestEdgeDist) / (2 * Math.Sqrt(middleEdgeDist) * Math.Sqrt(shortestEdgeDist));
+ if (cosMaxAngle < 0.0)
+ {
+ // obtuse
+ isObtuse = true;
+ }
+ else if (Math.Abs(cosMaxAngle - 0.0) <= EPS)
+ {
+ // right triangle (largest angle is 90 degrees)
+ isObtuse = true;
+ }
+ else
+ {
+ // nonobtuse
+ isObtuse = false;
+ }
+ /// RELOCATION (LOCAL SMOOTHING) ///
+ /// check for possible relocation of one of triangle's points ///
+ relocated = DoSmoothing(delotri, torg, tdest, tapex, ref newloc);
+ /// if relocation is possible, delete that vertex and insert a vertex at the new location ///
+ if (relocated > 0)
+ {
+ Statistic.RelocationCount++;
+
+ dx = newloc[0] - torg.x;
+ dy = newloc[1] - torg.y;
+ origin_x = torg.x; // keep for later use
+ origin_y = torg.y;
+ switch (relocated)
+ {
+ case 1:
+ //printf("Relocate: (%f,%f)\n", torg[0],torg[1]);
+ mesh.DeleteVertex(ref delotri);
+ break;
+ case 2:
+ //printf("Relocate: (%f,%f)\n", tdest[0],tdest[1]);
+ delotri.Lnext();
+ mesh.DeleteVertex(ref delotri);
+ break;
+ case 3:
+ //printf("Relocate: (%f,%f)\n", tapex[0],tapex[1]);
+ delotri.Lprev();
+ mesh.DeleteVertex(ref delotri);
+ break;
+ }
+ }
+ else
+ {
+ // calculate radius of the petal according to angle constraint
+ // first find the visible region, PETAL
+ // find the center of the circle and radius
+ // choose minimum angle as the maximum of quality angle and the minimum angle of the bad triangle
+ minangle = Math.Acos((middleEdgeDist + longestEdgeDist - shortestEdgeDist) / (2 * Math.Sqrt(middleEdgeDist) * Math.Sqrt(longestEdgeDist))) * 180.0 / Math.PI;
+ if (behavior.MinAngle > minangle)
+ {
+ minangle = behavior.MinAngle;
+ }
+ else
+ {
+ minangle = minangle + 0.5;
+ }
+ petalRadius = Math.Sqrt(shortestEdgeDist) / (2 * Math.Sin(minangle * Math.PI / 180.0));
+ /// compute two possible centers of the petal ///
+ // finding the center
+ // first find the middle point of smallest edge
+ xMidOfShortestEdge = (middleAngleCorner.x + largestAngleCorner.x) / 2.0;
+ yMidOfShortestEdge = (middleAngleCorner.y + largestAngleCorner.y) / 2.0;
+ // two possible centers
+ xPetalCtr_1 = xMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y -
+ largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist);
+ yPetalCtr_1 = yMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x -
+ middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist);
+
+ xPetalCtr_2 = xMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y -
+ largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist);
+ yPetalCtr_2 = yMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x -
+ middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist);
+ // find the correct circle since there will be two possible circles
+ // calculate the distance to smallest angle corner
+ dxcenter1 = (xPetalCtr_1 - smallestAngleCorner.x) * (xPetalCtr_1 - smallestAngleCorner.x);
+ dycenter1 = (yPetalCtr_1 - smallestAngleCorner.y) * (yPetalCtr_1 - smallestAngleCorner.y);
+ dxcenter2 = (xPetalCtr_2 - smallestAngleCorner.x) * (xPetalCtr_2 - smallestAngleCorner.x);
+ dycenter2 = (yPetalCtr_2 - smallestAngleCorner.y) * (yPetalCtr_2 - smallestAngleCorner.y);
+
+ // whichever is closer to smallest angle corner, it must be the center
+ if (dxcenter1 + dycenter1 <= dxcenter2 + dycenter2)
+ {
+ xPetalCtr = xPetalCtr_1; yPetalCtr = yPetalCtr_1;
+ }
+ else
+ {
+ xPetalCtr = xPetalCtr_2; yPetalCtr = yPetalCtr_2;
+ }
+ /// find the third point of the neighbor triangle ///
+ neighborNotFound_first = GetNeighborsVertex(badotri, middleAngleCorner.x, middleAngleCorner.y,
+ smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri);
+ /// find the circumcenter of the neighbor triangle ///
+ dxFirstSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter
+ dyFirstSuggestion = dy;
+ /// before checking the neighbor, find the petal and slab intersections ///
+ // calculate the intersection point of the petal and the slab lines
+ // first find the vector
+ // distance between xmid and petal center
+ dist = Math.Sqrt((xPetalCtr - xMidOfShortestEdge) * (xPetalCtr - xMidOfShortestEdge) + (yPetalCtr - yMidOfShortestEdge) * (yPetalCtr - yMidOfShortestEdge));
+ // find the unit vector goes from mid point to petal center
+ line_vector_x = (xPetalCtr - xMidOfShortestEdge) / dist;
+ line_vector_y = (yPetalCtr - yMidOfShortestEdge) / dist;
+ // find the third point other than p and q
+ petal_bisector_x = xPetalCtr + line_vector_x * petalRadius;
+ petal_bisector_y = yPetalCtr + line_vector_y * petalRadius;
+ alpha = (2.0 * behavior.MaxAngle + minangle - 180.0) * Math.PI / 180.0;
+ // rotate the vector cw around the petal center
+ x_1 = petal_bisector_x * Math.Cos(alpha) + petal_bisector_y * Math.Sin(alpha) + xPetalCtr - xPetalCtr * Math.Cos(alpha) - yPetalCtr * Math.Sin(alpha);
+ y_1 = -petal_bisector_x * Math.Sin(alpha) + petal_bisector_y * Math.Cos(alpha) + yPetalCtr + xPetalCtr * Math.Sin(alpha) - yPetalCtr * Math.Cos(alpha);
+ // rotate the vector ccw around the petal center
+ x_2 = petal_bisector_x * Math.Cos(alpha) - petal_bisector_y * Math.Sin(alpha) + xPetalCtr - xPetalCtr * Math.Cos(alpha) + yPetalCtr * Math.Sin(alpha);
+ y_2 = petal_bisector_x * Math.Sin(alpha) + petal_bisector_y * Math.Cos(alpha) + yPetalCtr - xPetalCtr * Math.Sin(alpha) - yPetalCtr * Math.Cos(alpha);
+ // we need to find correct intersection point, since there are two possibilities
+ // weather it is obtuse/acute the one closer to the minimum angle corner is the first direction
+ isCorrect = ChooseCorrectPoint(x_2, y_2, middleAngleCorner.x, middleAngleCorner.y, x_1, y_1, true);
+ // make sure which point is the correct one to be considered
+ if (isCorrect)
+ {
+ petal_slab_inter_x_first = x_1;
+ petal_slab_inter_y_first = y_1;
+ petal_slab_inter_x_second = x_2;
+ petal_slab_inter_y_second = y_2;
+ }
+ else
+ {
+ petal_slab_inter_x_first = x_2;
+ petal_slab_inter_y_first = y_2;
+ petal_slab_inter_x_second = x_1;
+ petal_slab_inter_y_second = y_1;
+ }
+ /// choose the correct intersection point ///
+ // calculate middle point of the longest edge(bisector)
+ xMidOfLongestEdge = (middleAngleCorner.x + smallestAngleCorner.x) / 2.0;
+ yMidOfLongestEdge = (middleAngleCorner.y + smallestAngleCorner.y) / 2.0;
+ // if there is a neighbor triangle
+ if (!neighborNotFound_first)
+ {
+ neighborvertex_1 = neighborotri.Org();
+ neighborvertex_2 = neighborotri.Dest();
+ neighborvertex_3 = neighborotri.Apex();
+ // now calculate neighbor's circumcenter which is the voronoi site
+ neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3,
+ ref xi_tmp, ref eta_tmp);
+
+ /// compute petal and Voronoi edge intersection ///
+ // in order to avoid degenerate cases, we need to do a vector based calculation for line
+ vector_x = (middleAngleCorner.y - smallestAngleCorner.y);//(-y, x)
+ vector_y = smallestAngleCorner.x - middleAngleCorner.x;
+ vector_x = myCircumcenter.x + vector_x;
+ vector_y = myCircumcenter.y + vector_y;
+ // by intersecting bisectors you will end up with the one you want to walk on
+ // then this line and circle should be intersected
+ CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y,
+ xPetalCtr, yPetalCtr, petalRadius, ref p);
+ // we need to find correct intersection point, since line intersects circle twice
+ isCorrect = ChooseCorrectPoint(xMidOfLongestEdge, yMidOfLongestEdge, p[3], p[4],
+ myCircumcenter.x, myCircumcenter.y, isObtuse);
+ // make sure which point is the correct one to be considered
+ if (isCorrect)
+ {
+ inter_x = p[3];
+ inter_y = p[4];
+ }
+ else
+ {
+ inter_x = p[1];
+ inter_y = p[2];
+ }
+ //----------------------hale new first direction: for slab calculation---------------//
+ // calculate the intersection of angle lines and Voronoi
+ linepnt1_x = middleAngleCorner.x;
+ linepnt1_y = middleAngleCorner.y;
+ // vector from middleAngleCorner to largestAngleCorner
+ line_vector_x = largestAngleCorner.x - middleAngleCorner.x;
+ line_vector_y = largestAngleCorner.y - middleAngleCorner.y;
+ // rotate the vector around middleAngleCorner in cw by maxangle degrees
+ linepnt2_x = petal_slab_inter_x_first;
+ linepnt2_y = petal_slab_inter_y_first;
+ // now calculate the intersection of two lines
+ LineLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, linepnt1_x, linepnt1_y, linepnt2_x, linepnt2_y, ref line_p);
+ // check if there is a suitable intersection
+ if (line_p[0] > 0.0)
+ {
+ line_inter_x = line_p[1];
+ line_inter_y = line_p[2];
+ }
+ else
+ {
+ // for debugging (to make sure)
+ //printf("1) No intersection between two lines!!!\n");
+ //printf("(%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f)\n",myCircumcenter.x,myCircumcenter.y,vector_x,vector_y,linepnt1_x,linepnt1_y,linepnt2_x,linepnt2_y);
+ }
+
+ //---------------------------------------------------------------------//
+ /// check if there is a Voronoi vertex between before intersection ///
+ // check if the voronoi vertex is between the intersection and circumcenter
+ PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y,
+ neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter);
+
+ /// determine the point to be suggested ///
+ if (p[0] > 0.0)
+ { // there is at least one intersection point
+ // if it is between circumcenter and intersection
+ // if it returns 1.0 this means we have a voronoi vertex within feasible region
+ if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS)
+ {
+ //-----------------hale new continues 1------------------//
+ // now check if the line intersection is between cc and voronoi
+ PointBetweenPoints(voronoiOrInter[2], voronoiOrInter[3], myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result);
+ if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0)
+ {
+ // check if we can go further by picking the slab line and petal intersection
+ // calculate the distance to the smallest angle corner
+ // check if we create a bad triangle or not
+ if (((smallestAngleCorner.x - petal_slab_inter_x_first) * (smallestAngleCorner.x - petal_slab_inter_x_first) +
+ (smallestAngleCorner.y - petal_slab_inter_y_first) * (smallestAngleCorner.y - petal_slab_inter_y_first) >
+ lengthConst * ((smallestAngleCorner.x - line_inter_x) *
+ (smallestAngleCorner.x - line_inter_x) +
+ (smallestAngleCorner.y - line_inter_y) *
+ (smallestAngleCorner.y - line_inter_y)))
+ && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_first, petal_slab_inter_y_first))
+ && MinDistanceToNeighbor(petal_slab_inter_x_first, petal_slab_inter_y_first, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri))
+ {
+ // check the neighbor's vertices also, which one if better
+ //slab and petal intersection is advised
+ dxFirstSuggestion = petal_slab_inter_x_first - torg.x;
+ dyFirstSuggestion = petal_slab_inter_y_first - torg.y;
+ }
+ else
+ { // slab intersection point is further away
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y))
+ {
+ // apply perturbation
+ // find the distance between circumcenter and intersection point
+ d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) +
+ (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y));
+ // then find the vector going from intersection point to circumcenter
+ ax = myCircumcenter.x - line_inter_x;
+ ay = myCircumcenter.y - line_inter_y;
+
+ ax = ax / d;
+ ay = ay / d;
+ // now calculate the new intersection point which is perturbated towards the circumcenter
+ line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist);
+ line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist);
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y))
+ {
+ // go back to circumcenter
+ dxFirstSuggestion = dx;
+ dyFirstSuggestion = dy;
+ }
+ else
+ {
+ // intersection point is suggested
+ dxFirstSuggestion = line_inter_x - torg.x;
+ dyFirstSuggestion = line_inter_y - torg.y;
+ }
+ }
+ else
+ {// we are not creating a bad triangle
+ // slab intersection is advised
+ dxFirstSuggestion = line_result[2] - torg.x;
+ dyFirstSuggestion = line_result[3] - torg.y;
+ }
+ }
+ //------------------------------------------------------//
+ }
+ else
+ {
+ /// NOW APPLY A BREADTH-FIRST SEARCH ON THE VORONOI
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y))
+ {
+ // go back to circumcenter
+ dxFirstSuggestion = dx;
+ dyFirstSuggestion = dy;
+ }
+ else
+ {
+ // we are not creating a bad triangle
+ // neighbor's circumcenter is suggested
+ dxFirstSuggestion = voronoiOrInter[2] - torg.x;
+ dyFirstSuggestion = voronoiOrInter[3] - torg.y;
+ }
+ }
+ }
+ else
+ { // there is no voronoi vertex between intersection point and circumcenter
+ //-----------------hale new continues 2-----------------//
+ // now check if the line intersection is between cc and intersection point
+ PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result);
+ if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0)
+ {
+ // check if we can go further by picking the slab line and petal intersection
+ // calculate the distance to the smallest angle corner
+ if (((smallestAngleCorner.x - petal_slab_inter_x_first) * (smallestAngleCorner.x - petal_slab_inter_x_first) +
+ (smallestAngleCorner.y - petal_slab_inter_y_first) * (smallestAngleCorner.y - petal_slab_inter_y_first) >
+ lengthConst * ((smallestAngleCorner.x - line_inter_x) *
+ (smallestAngleCorner.x - line_inter_x) +
+ (smallestAngleCorner.y - line_inter_y) *
+ (smallestAngleCorner.y - line_inter_y)))
+ && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_first, petal_slab_inter_y_first))
+ && MinDistanceToNeighbor(petal_slab_inter_x_first, petal_slab_inter_y_first, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri))
+ {
+ //slab and petal intersection is advised
+ dxFirstSuggestion = petal_slab_inter_x_first - torg.x;
+ dyFirstSuggestion = petal_slab_inter_y_first - torg.y;
+ }
+ else
+ { // slab intersection point is further away
+ if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, line_inter_x, line_inter_y))
+ {
+ // apply perturbation
+ // find the distance between circumcenter and intersection point
+ d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) +
+ (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y));
+ // then find the vector going from intersection point to circumcenter
+ ax = myCircumcenter.x - line_inter_x;
+ ay = myCircumcenter.y - line_inter_y;
+
+ ax = ax / d;
+ ay = ay / d;
+ // now calculate the new intersection point which is perturbated towards the circumcenter
+ line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist);
+ line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist);
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y))
+ {
+ // go back to circumcenter
+ dxFirstSuggestion = dx;
+ dyFirstSuggestion = dy;
+ }
+ else
+ {
+ // intersection point is suggested
+ dxFirstSuggestion = line_inter_x - torg.x;
+ dyFirstSuggestion = line_inter_y - torg.y;
+ }
+ }
+ else
+ {// we are not creating a bad triangle
+ // slab intersection is advised
+ dxFirstSuggestion = line_result[2] - torg.x;
+ dyFirstSuggestion = line_result[3] - torg.y;
+ }
+ }
+ //------------------------------------------------------//
+ }
+ else
+ {
+ if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, inter_x, inter_y))
+ {
+ //printf("testtriangle returned false! bad triangle\n");
+ // if it is inside feasible region, then insert v2
+ // apply perturbation
+ // find the distance between circumcenter and intersection point
+ d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) +
+ (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y));
+ // then find the vector going from intersection point to circumcenter
+ ax = myCircumcenter.x - inter_x;
+ ay = myCircumcenter.y - inter_y;
+
+ ax = ax / d;
+ ay = ay / d;
+ // now calculate the new intersection point which is perturbated towards the circumcenter
+ inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist);
+ inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist);
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y))
+ {
+ // go back to circumcenter
+ dxFirstSuggestion = dx;
+ dyFirstSuggestion = dy;
+ }
+ else
+ {
+ // intersection point is suggested
+ dxFirstSuggestion = inter_x - torg.x;
+ dyFirstSuggestion = inter_y - torg.y;
+ }
+ }
+ else
+ {
+ // intersection point is suggested
+ dxFirstSuggestion = inter_x - torg.x;
+ dyFirstSuggestion = inter_y - torg.y;
+ }
+ }
+ }
+ /// if it is an acute triangle, check if it is a good enough location ///
+ // for acute triangle case, we need to check if it is ok to use either of them
+ if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) +
+ (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) >
+ lengthConst * ((smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))))
+ {
+ // use circumcenter
+ dxFirstSuggestion = dx;
+ dyFirstSuggestion = dy;
+ }// else we stick to what we have found
+ }// intersection point
+ }// if it is on the boundary, meaning no neighbor triangle in this direction, try other direction
+
+ /// DO THE SAME THING FOR THE OTHER DIRECTION ///
+ /// find the third point of the neighbor triangle ///
+ neighborNotFound_second = GetNeighborsVertex(badotri, largestAngleCorner.x, largestAngleCorner.y,
+ smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri);
+ /// find the circumcenter of the neighbor triangle ///
+ dxSecondSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter
+ dySecondSuggestion = dy;
+
+ /// choose the correct intersection point ///
+ // calculate middle point of the longest edge(bisector)
+ xMidOfMiddleEdge = (largestAngleCorner.x + smallestAngleCorner.x) / 2.0;
+ yMidOfMiddleEdge = (largestAngleCorner.y + smallestAngleCorner.y) / 2.0;
+ // if there is a neighbor triangle
+ if (!neighborNotFound_second)
+ {
+ neighborvertex_1 = neighborotri.Org();
+ neighborvertex_2 = neighborotri.Dest();
+ neighborvertex_3 = neighborotri.Apex();
+ // now calculate neighbor's circumcenter which is the voronoi site
+ neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3,
+ ref xi_tmp, ref eta_tmp);
+
+ /// compute petal and Voronoi edge intersection ///
+ // in order to avoid degenerate cases, we need to do a vector based calculation for line
+ vector_x = (largestAngleCorner.y - smallestAngleCorner.y);//(-y, x)
+ vector_y = smallestAngleCorner.x - largestAngleCorner.x;
+ vector_x = myCircumcenter.x + vector_x;
+ vector_y = myCircumcenter.y + vector_y;
+
+
+ // by intersecting bisectors you will end up with the one you want to walk on
+ // then this line and circle should be intersected
+ CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y,
+ xPetalCtr, yPetalCtr, petalRadius, ref p);
+
+ // we need to find correct intersection point, since line intersects circle twice
+ // this direction is always ACUTE
+ isCorrect = ChooseCorrectPoint(xMidOfMiddleEdge, yMidOfMiddleEdge, p[3], p[4],
+ myCircumcenter.x, myCircumcenter.y, false /*(isObtuse+1)%2*/);
+ // make sure which point is the correct one to be considered
+ if (isCorrect)
+ {
+ inter_x = p[3];
+ inter_y = p[4];
+ }
+ else
+ {
+ inter_x = p[1];
+ inter_y = p[2];
+ }
+ //----------------------hale new second direction:for slab calculation---------------//
+ // calculate the intersection of angle lines and Voronoi
+ linepnt1_x = largestAngleCorner.x;
+ linepnt1_y = largestAngleCorner.y;
+ // vector from largestAngleCorner to middleAngleCorner
+ line_vector_x = middleAngleCorner.x - largestAngleCorner.x;
+ line_vector_y = middleAngleCorner.y - largestAngleCorner.y;
+ // rotate the vector around largestAngleCorner in ccw by maxangle degrees
+ linepnt2_x = petal_slab_inter_x_second;
+ linepnt2_y = petal_slab_inter_y_second;
+ // now calculate the intersection of two lines
+ LineLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, linepnt1_x, linepnt1_y, linepnt2_x, linepnt2_y, ref line_p);
+ // check if there is a suitable intersection
+ if (line_p[0] > 0.0)
+ {
+ line_inter_x = line_p[1];
+ line_inter_y = line_p[2];
+ }
+ else
+ {
+ // for debugging (to make sure)
+ //printf("1) No intersection between two lines!!!\n");
+ //printf("(%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f)\n",myCircumcenter.x,myCircumcenter.y,vector_x,vector_y,linepnt1_x,linepnt1_y,linepnt2_x,linepnt2_y);
+ }
+ //---------------------------------------------------------------------//
+ /// check if there is a Voronoi vertex between before intersection ///
+ // check if the voronoi vertex is between the intersection and circumcenter
+ PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y,
+ neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter);
+ /// determine the point to be suggested ///
+ if (p[0] > 0.0)
+ { // there is at least one intersection point
+ // if it is between circumcenter and intersection
+ // if it returns 1.0 this means we have a voronoi vertex within feasible region
+ if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS)
+ {
+ //-----------------hale new continues 1------------------//
+ // now check if the line intersection is between cc and voronoi
+ PointBetweenPoints(voronoiOrInter[2], voronoiOrInter[3], myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result);
+ if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0)
+ {
+ // check if we can go further by picking the slab line and petal intersection
+ // calculate the distance to the smallest angle corner
+ //
+ if (((smallestAngleCorner.x - petal_slab_inter_x_second) * (smallestAngleCorner.x - petal_slab_inter_x_second) +
+ (smallestAngleCorner.y - petal_slab_inter_y_second) * (smallestAngleCorner.y - petal_slab_inter_y_second) >
+ lengthConst * ((smallestAngleCorner.x - line_inter_x) *
+ (smallestAngleCorner.x - line_inter_x) +
+ (smallestAngleCorner.y - line_inter_y) *
+ (smallestAngleCorner.y - line_inter_y)))
+ && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_second, petal_slab_inter_y_second))
+ && MinDistanceToNeighbor(petal_slab_inter_x_second, petal_slab_inter_y_second, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri))
+ {
+ // slab and petal intersection is advised
+ dxSecondSuggestion = petal_slab_inter_x_second - torg.x;
+ dySecondSuggestion = petal_slab_inter_y_second - torg.y;
+ }
+ else
+ { // slab intersection point is further away
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y))
+ {
+ // apply perturbation
+ // find the distance between circumcenter and intersection point
+ d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) +
+ (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y));
+ // then find the vector going from intersection point to circumcenter
+ ax = myCircumcenter.x - line_inter_x;
+ ay = myCircumcenter.y - line_inter_y;
+
+ ax = ax / d;
+ ay = ay / d;
+ // now calculate the new intersection point which is perturbated towards the circumcenter
+ line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist);
+ line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist);
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y))
+ {
+ // go back to circumcenter
+ dxSecondSuggestion = dx;
+ dySecondSuggestion = dy;
+ }
+ else
+ {
+ // intersection point is suggested
+ dxSecondSuggestion = line_inter_x - torg.x;
+ dySecondSuggestion = line_inter_y - torg.y;
+ }
+ }
+ else
+ {// we are not creating a bad triangle
+ // slab intersection is advised
+ dxSecondSuggestion = line_result[2] - torg.x;
+ dySecondSuggestion = line_result[3] - torg.y;
+ }
+ }
+ //------------------------------------------------------//
+ }
+ else
+ {
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y))
+ {
+ // go back to circumcenter
+ dxSecondSuggestion = dx;
+ dySecondSuggestion = dy;
+ }
+ else
+ { // we are not creating a bad triangle
+ // neighbor's circumcenter is suggested
+ dxSecondSuggestion = voronoiOrInter[2] - torg.x;
+ dySecondSuggestion = voronoiOrInter[3] - torg.y;
+ }
+ }
+ }
+ else
+ { // there is no voronoi vertex between intersection point and circumcenter
+ //-----------------hale new continues 2-----------------//
+ // now check if the line intersection is between cc and intersection point
+ PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result);
+ if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0)
+ {
+ // check if we can go further by picking the slab line and petal intersection
+ // calculate the distance to the smallest angle corner
+ if (((smallestAngleCorner.x - petal_slab_inter_x_second) * (smallestAngleCorner.x - petal_slab_inter_x_second) +
+ (smallestAngleCorner.y - petal_slab_inter_y_second) * (smallestAngleCorner.y - petal_slab_inter_y_second) >
+ lengthConst * ((smallestAngleCorner.x - line_inter_x) *
+ (smallestAngleCorner.x - line_inter_x) +
+ (smallestAngleCorner.y - line_inter_y) *
+ (smallestAngleCorner.y - line_inter_y)))
+ && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_second, petal_slab_inter_y_second))
+ && MinDistanceToNeighbor(petal_slab_inter_x_second, petal_slab_inter_y_second, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri))
+ {
+ // slab and petal intersection is advised
+ dxSecondSuggestion = petal_slab_inter_x_second - torg.x;
+ dySecondSuggestion = petal_slab_inter_y_second - torg.y;
+ }
+ else
+ { // slab intersection point is further away ;
+ if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, line_inter_x, line_inter_y))
+ {
+ // apply perturbation
+ // find the distance between circumcenter and intersection point
+ d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) +
+ (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y));
+ // then find the vector going from intersection point to circumcenter
+ ax = myCircumcenter.x - line_inter_x;
+ ay = myCircumcenter.y - line_inter_y;
+
+ ax = ax / d;
+ ay = ay / d;
+ // now calculate the new intersection point which is perturbated towards the circumcenter
+ line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist);
+ line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist);
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y))
+ {
+ // go back to circumcenter
+ dxSecondSuggestion = dx;
+ dySecondSuggestion = dy;
+ }
+ else
+ {
+ // intersection point is suggested
+ dxSecondSuggestion = line_inter_x - torg.x;
+ dySecondSuggestion = line_inter_y - torg.y;
+ }
+ }
+ else
+ {
+ // we are not creating a bad triangle
+ // slab intersection is advised
+ dxSecondSuggestion = line_result[2] - torg.x;
+ dySecondSuggestion = line_result[3] - torg.y;
+ }
+ }
+ //------------------------------------------------------//
+ }
+ else
+ {
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y))
+ {
+ // if it is inside feasible region, then insert v2
+ // apply perturbation
+ // find the distance between circumcenter and intersection point
+ d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) +
+ (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y));
+ // then find the vector going from intersection point to circumcenter
+ ax = myCircumcenter.x - inter_x;
+ ay = myCircumcenter.y - inter_y;
+
+ ax = ax / d;
+ ay = ay / d;
+ // now calculate the new intersection point which is perturbated towards the circumcenter
+ inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist);
+ inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist);
+ if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y))
+ {
+ // go back to circumcenter
+ dxSecondSuggestion = dx;
+ dySecondSuggestion = dy;
+ }
+ else
+ {
+ // intersection point is suggested
+ dxSecondSuggestion = inter_x - torg.x;
+ dySecondSuggestion = inter_y - torg.y;
+ }
+ }
+ else
+ {
+ // intersection point is suggested
+ dxSecondSuggestion = inter_x - torg.x;
+ dySecondSuggestion = inter_y - torg.y;
+ }
+ }
+ }
+
+ /// if it is an acute triangle, check if it is a good enough location ///
+ // for acute triangle case, we need to check if it is ok to use either of them
+ if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) +
+ (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) >
+ lengthConst * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y))))
+ {
+ // use circumcenter
+ dxSecondSuggestion = dx;
+ dySecondSuggestion = dy;
+ }// else we stick on what we have found
+ }
+ }// if it is on the boundary, meaning no neighbor triangle in this direction, the other direction might be ok
+ if (isObtuse)
+ {
+ if (neighborNotFound_first && neighborNotFound_second)
+ {
+ //obtuse: check if the other direction works
+ if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) *
+ (smallestAngleCorner.x - (xMidOfMiddleEdge)) +
+ (smallestAngleCorner.y - (yMidOfMiddleEdge)) *
+ (smallestAngleCorner.y - (yMidOfMiddleEdge))) >
+ (smallestAngleCorner.x - (xMidOfLongestEdge)) *
+ (smallestAngleCorner.x - (xMidOfLongestEdge)) +
+ (smallestAngleCorner.y - (yMidOfLongestEdge)) *
+ (smallestAngleCorner.y - (yMidOfLongestEdge)))
+ {
+ dx = dxSecondSuggestion;
+ dy = dySecondSuggestion;
+ }
+ else
+ {
+ dx = dxFirstSuggestion;
+ dy = dyFirstSuggestion;
+ }
+ }
+ else if (neighborNotFound_first)
+ {
+ //obtuse: check if the other direction works
+ if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) >
+ (smallestAngleCorner.x - (xMidOfLongestEdge)) *
+ (smallestAngleCorner.x - (xMidOfLongestEdge)) +
+ (smallestAngleCorner.y - (yMidOfLongestEdge)) *
+ (smallestAngleCorner.y - (yMidOfLongestEdge)))
+ {
+ dx = dxSecondSuggestion;
+ dy = dySecondSuggestion;
+ }
+ else
+ {
+ dx = dxFirstSuggestion;
+ dy = dyFirstSuggestion;
+ }
+ }
+ else if (neighborNotFound_second)
+ {
+ //obtuse: check if the other direction works
+ if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) *
+ (smallestAngleCorner.x - (xMidOfMiddleEdge)) +
+ (smallestAngleCorner.y - (yMidOfMiddleEdge)) *
+ (smallestAngleCorner.y - (yMidOfMiddleEdge))) >
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)))
+ {
+ dx = dxSecondSuggestion;
+ dy = dySecondSuggestion;
+ }
+ else
+ {
+ dx = dxFirstSuggestion;
+ dy = dyFirstSuggestion;
+ }
+ }
+ else
+ {
+ //obtuse: check if the other direction works
+ if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) >
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)))
+ {
+ dx = dxSecondSuggestion;
+ dy = dySecondSuggestion;
+ }
+ else
+ {
+ dx = dxFirstSuggestion;
+ dy = dyFirstSuggestion;
+ }
+ }
+ }
+ else
+ { // acute : consider other direction
+ if (neighborNotFound_first && neighborNotFound_second)
+ {
+ //obtuse: check if the other direction works
+ if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) *
+ (smallestAngleCorner.x - (xMidOfMiddleEdge)) +
+ (smallestAngleCorner.y - (yMidOfMiddleEdge)) *
+ (smallestAngleCorner.y - (yMidOfMiddleEdge))) >
+ (smallestAngleCorner.x - (xMidOfLongestEdge)) *
+ (smallestAngleCorner.x - (xMidOfLongestEdge)) +
+ (smallestAngleCorner.y - (yMidOfLongestEdge)) *
+ (smallestAngleCorner.y - (yMidOfLongestEdge)))
+ {
+ dx = dxSecondSuggestion;
+ dy = dySecondSuggestion;
+ }
+ else
+ {
+ dx = dxFirstSuggestion;
+ dy = dyFirstSuggestion;
+ }
+ }
+ else if (neighborNotFound_first)
+ {
+ //obtuse: check if the other direction works
+ if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) >
+ (smallestAngleCorner.x - (xMidOfLongestEdge)) *
+ (smallestAngleCorner.x - (xMidOfLongestEdge)) +
+ (smallestAngleCorner.y - (yMidOfLongestEdge)) *
+ (smallestAngleCorner.y - (yMidOfLongestEdge)))
+ {
+ dx = dxSecondSuggestion;
+ dy = dySecondSuggestion;
+ }
+ else
+ {
+ dx = dxFirstSuggestion;
+ dy = dyFirstSuggestion;
+ }
+ }
+ else if (neighborNotFound_second)
+ {
+ //obtuse: check if the other direction works
+ if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) *
+ (smallestAngleCorner.x - (xMidOfMiddleEdge)) +
+ (smallestAngleCorner.y - (yMidOfMiddleEdge)) *
+ (smallestAngleCorner.y - (yMidOfMiddleEdge))) >
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)))
+ {
+ dx = dxSecondSuggestion;
+ dy = dySecondSuggestion;
+ }
+ else
+ {
+ dx = dxFirstSuggestion;
+ dy = dyFirstSuggestion;
+ }
+ }
+ else
+ {
+ //obtuse: check if the other direction works
+ if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) >
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) *
+ (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) +
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) *
+ (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)))
+ {
+ dx = dxSecondSuggestion;
+ dy = dySecondSuggestion;
+ }
+ else
+ {
+ dx = dxFirstSuggestion;
+ dy = dyFirstSuggestion;
+ }
+ }
+ }// end if obtuse
+ }// end of relocation
+ }// end of almostGood
+
+ Point circumcenter = new Point();
+
+ if (relocated <= 0)
+ {
+ circumcenter.x = torg.x + dx;
+ circumcenter.y = torg.y + dy;
+ }
+ else
+ {
+ circumcenter.x = origin_x + dx;
+ circumcenter.y = origin_y + dy;
+ }
+ xi = (yao * dx - xao * dy) * (2.0 * denominator);
+ eta = (xdo * dy - ydo * dx) * (2.0 * denominator);
+
+ return circumcenter;
+ }
+
+ ///
+ /// Given square of edge lengths of a triangle,
+ // determine its orientation
+ ///
+ ///
+ ///
+ ///
+ /// Returns a number indicating an orientation.
+ private int LongestShortestEdge(double aodist, double dadist, double dodist)
+ {
+ // 123: shortest: aodist // 213: shortest: dadist // 312: shortest: dodist
+ // middle: dadist // middle: aodist // middle: aodist
+ // longest: dodist // longest: dodist // longest: dadist
+ // 132: shortest: aodist // 231: shortest: dadist // 321: shortest: dodist
+ // middle: dodist // middle: dodist // middle: dadist
+ // longest: dadist // longest: aodist // longest: aodist
+
+ int max = 0, min = 0, mid = 0, minMidMax;
+ if (dodist < aodist && dodist < dadist)
+ {
+ min = 3; // apex is the smallest angle, dodist is the longest edge
+ if (aodist < dadist)
+ {
+ max = 2; // dadist is the longest edge
+ mid = 1; // aodist is the middle longest edge
+ }
+ else
+ {
+ max = 1; // aodist is the longest edge
+ mid = 2; // dadist is the middle longest edge
+ }
+ }
+ else if (aodist < dadist)
+ {
+ min = 1; // dest is the smallest angle, aodist is the biggest edge
+ if (dodist < dadist)
+ {
+ max = 2; // dadist is the longest edge
+ mid = 3; // dodist is the middle longest edge
+ }
+ else
+ {
+ max = 3; // dodist is the longest edge
+ mid = 2; // dadist is the middle longest edge
+ }
+ }
+ else
+ {
+ min = 2; // origin is the smallest angle, dadist is the biggest edge
+ if (aodist < dodist)
+ {
+ max = 3; // dodist is the longest edge
+ mid = 1; // aodist is the middle longest edge
+ }
+ else
+ {
+ max = 1; // aodist is the longest edge
+ mid = 3; // dodist is the middle longest edge
+ }
+ }
+ minMidMax = min * 100 + mid * 10 + max;
+ // HANDLE ISOSCELES TRIANGLE CASE
+ return minMidMax;
+ }
+
+ ///
+ /// Checks if smothing is possible for a given bad triangle.
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// The new location for the point, if somothing is possible.
+ /// Returns 1, 2 or 3 if smoothing will work, 0 otherwise.
+ private int DoSmoothing(Otri badotri, Vertex torg, Vertex tdest, Vertex tapex,
+ ref double[] newloc)
+ {
+ int numpoints_p = 0;// keeps the number of points in a star of point p, q, r
+ int numpoints_q = 0;
+ int numpoints_r = 0;
+ //int i;
+ double[] possibilities = new double[6];//there can be more than one possibilities
+ int num_pos = 0; // number of possibilities
+ int flag1 = 0, flag2 = 0, flag3 = 0;
+ bool newLocFound = false;
+
+ //vertex v1, v2, v3; // for ccw test
+ //double p1[2], p2[2], p3[2];
+ //double temp[2];
+
+ //********************* TRY TO RELOCATE POINT "p" ***************
+
+ // get the surrounding points of p, so this gives us the triangles
+ numpoints_p = GetStarPoints(badotri, torg, tdest, tapex, 1, ref points_p);
+ // check if the points in counterclockwise order
+ // p1[0] = points_p[0]; p1[1] = points_p[1];
+ // p2[0] = points_p[2]; p2[1] = points_p[3];
+ // p3[0] = points_p[4]; p3[1] = points_p[5];
+ // v1 = (vertex)p1; v2 = (vertex)p2; v3 = (vertex)p3;
+ // if(counterclockwise(m,b,v1,v2,v3) < 0){
+ // // reverse the order to ccw
+ // for(i = 0; i < numpoints_p/2; i++){
+ // temp[0] = points_p[2*i];
+ // temp[1] = points_p[2*i+1];
+ // points_p[2*i] = points_p[2*(numpoints_p-1)-2*i];
+ // points_p[2*i+1] = points_p[2*(numpoints_p-1)+1-2*i];
+ // points_p[2*(numpoints_p-1)-2*i] = temp[0];
+ // points_p[2*(numpoints_p-1)+1-2*i] = temp[1];
+ // }
+ // }
+ // m.counterclockcount--;
+ // INTERSECTION OF PETALS
+ // first check whether the star angles are appropriate for relocation
+ if (torg.type == VertexType.FreeVertex && numpoints_p != 0 && ValidPolygonAngles(numpoints_p, points_p))
+ {
+ //newLocFound = getPetalIntersection(m, b, numpoints_p, points_p, newloc);
+ //newLocFound = getPetalIntersectionBruteForce(m, b,numpoints_p, points_p, newloc,torg[0],torg[1]);
+ if (behavior.MaxAngle == 0.0)
+ {
+ newLocFound = GetWedgeIntersectionWithoutMaxAngle(numpoints_p, points_p, ref newloc);
+ }
+ else
+ {
+ newLocFound = GetWedgeIntersection(numpoints_p, points_p, ref newloc);
+ }
+ //printf("call petal intersection for p\n");
+ // make sure the relocated point is a free vertex
+ if (newLocFound)
+ {
+ possibilities[0] = newloc[0];// something found
+ possibilities[1] = newloc[1];
+ num_pos++;// increase the number of possibilities
+ flag1 = 1;
+ }
+ }
+
+ //********************* TRY TO RELOCATE POINT "q" ***************
+
+ // get the surrounding points of q, so this gives us the triangles
+ numpoints_q = GetStarPoints(badotri, torg, tdest, tapex, 2, ref points_q);
+ // // check if the points in counterclockwise order
+ // v1[0] = points_q[0]; v1[1] = points_q[1];
+ // v2[0] = points_q[2]; v2[1] = points_q[3];
+ // v3[0] = points_q[4]; v3[1] = points_q[5];
+ // if(counterclockwise(m,b,v1,v2,v3) < 0){
+ // // reverse the order to ccw
+ // for(i = 0; i < numpoints_q/2; i++){
+ // temp[0] = points_q[2*i];
+ // temp[1] = points_q[2*i+1];
+ // points_q[2*i] = points_q[2*(numpoints_q-1)-2*i];
+ // points_q[2*i+1] = points_q[2*(numpoints_q-1)+1-2*i];
+ // points_q[2*(numpoints_q-1)-2*i] = temp[0];
+ // points_q[2*(numpoints_q-1)+1-2*i] = temp[1];
+ // }
+ // }
+ // m.counterclockcount--;
+ // INTERSECTION OF PETALS
+ // first check whether the star angles are appropriate for relocation
+ if (tdest.type == VertexType.FreeVertex && numpoints_q != 0 && ValidPolygonAngles(numpoints_q, points_q))
+ {
+ //newLocFound = getPetalIntersection(m, b,numpoints_q, points_q, newloc);
+ //newLocFound = getPetalIntersectionBruteForce(m, b,numpoints_q, points_q, newloc,tapex[0],tapex[1]);
+ if (behavior.MaxAngle == 0.0)
+ {
+ newLocFound = GetWedgeIntersectionWithoutMaxAngle(numpoints_q, points_q, ref newloc);
+ }
+ else
+ {
+ newLocFound = GetWedgeIntersection(numpoints_q, points_q, ref newloc);
+ }
+ //printf("call petal intersection for q\n");
+
+ // make sure the relocated point is a free vertex
+ if (newLocFound)
+ {
+ possibilities[2] = newloc[0];// something found
+ possibilities[3] = newloc[1];
+ num_pos++;// increase the number of possibilities
+ flag2 = 2;
+ }
+ }
+
+
+ //********************* TRY TO RELOCATE POINT "q" ***************
+ // get the surrounding points of r, so this gives us the triangles
+ numpoints_r = GetStarPoints(badotri, torg, tdest, tapex, 3, ref points_r);
+ // check if the points in counterclockwise order
+ // v1[0] = points_r[0]; v1[1] = points_r[1];
+ // v2[0] = points_r[2]; v2[1] = points_r[3];
+ // v3[0] = points_r[4]; v3[1] = points_r[5];
+ // if(counterclockwise(m,b,v1,v2,v3) < 0){
+ // // reverse the order to ccw
+ // for(i = 0; i < numpoints_r/2; i++){
+ // temp[0] = points_r[2*i];
+ // temp[1] = points_r[2*i+1];
+ // points_r[2*i] = points_r[2*(numpoints_r-1)-2*i];
+ // points_r[2*i+1] = points_r[2*(numpoints_r-1)+1-2*i];
+ // points_r[2*(numpoints_r-1)-2*i] = temp[0];
+ // points_r[2*(numpoints_r-1)+1-2*i] = temp[1];
+ // }
+ // }
+ // m.counterclockcount--;
+ // INTERSECTION OF PETALS
+ // first check whether the star angles are appropriate for relocation
+ if (tapex.type == VertexType.FreeVertex && numpoints_r != 0 && ValidPolygonAngles(numpoints_r, points_r))
+ {
+ //newLocFound = getPetalIntersection(m, b,numpoints_r, points_r, newloc);
+ //newLocFound = getPetalIntersectionBruteForce(m, b,numpoints_r, points_r, newloc,tdest[0],tdest[1]);
+ if (behavior.MaxAngle == 0.0)
+ {
+ newLocFound = GetWedgeIntersectionWithoutMaxAngle(numpoints_r, points_r, ref newloc);
+ }
+ else
+ {
+ newLocFound = GetWedgeIntersection(numpoints_r, points_r, ref newloc);
+ }
+
+ //printf("call petal intersection for r\n");
+
+
+ // make sure the relocated point is a free vertex
+ if (newLocFound)
+ {
+ possibilities[4] = newloc[0];// something found
+ possibilities[5] = newloc[1];
+ num_pos++;// increase the number of possibilities
+ flag3 = 3;
+ }
+ }
+ //printf("numpossibilities %d\n",num_pos);
+ //////////// AFTER FINISH CHECKING EVERY POSSIBILITY, CHOOSE ANY OF THE AVAILABLE ONE //////////////////////
+ if (num_pos > 0)
+ {
+ if (flag1 > 0)
+ { // suggest to relocate origin
+ newloc[0] = possibilities[0];
+ newloc[1] = possibilities[1];
+ return flag1;
+ }
+ else
+ {
+ if (flag2 > 0)
+ { // suggest to relocate apex
+ newloc[0] = possibilities[2];
+ newloc[1] = possibilities[3];
+ return flag2;
+ }
+ else
+ {// suggest to relocate destination
+ if (flag3 > 0)
+ {
+ newloc[0] = possibilities[4];
+ newloc[1] = possibilities[5];
+ return flag3;
+ }
+ }
+ }
+ }
+
+ return 0;// could not find any good relocation
+ }
+
+ ///
+ /// Finds the star of a given point.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// List of points on the star of the given point.
+ /// Number of points on the star of the given point.
+ private int GetStarPoints(Otri badotri, Vertex p, Vertex q, Vertex r,
+ int whichPoint, ref double[] points)
+ {
+ Otri neighotri = default(Otri); // for return value of the function
+ Otri tempotri; // for temporary usage
+ double first_x = 0, first_y = 0; // keeps the first point to be considered
+ double second_x = 0, second_y = 0; // for determining the edge we will begin
+ double third_x = 0, third_y = 0; // termination
+ double[] returnPoint = new double[2]; // for keeping the returned point
+ int numvertices = 0; // for keeping number of surrounding vertices
+
+ // first determine which point to be used to find its neighbor triangles
+ switch (whichPoint)
+ {
+ case 1:
+ first_x = p.x; // point at the center
+ first_y = p.y;
+ second_x = r.x; // second vertex of first edge to consider
+ second_y = r.y;
+ third_x = q.x; // for terminating the search
+ third_y = q.y;
+ break;
+ case 2:
+ first_x = q.x; // point at the center
+ first_y = q.y;
+ second_x = p.x; // second vertex of first edge to consider
+ second_y = p.y;
+ third_x = r.x; // for terminating the search
+ third_y = r.y;
+ break;
+ case 3:
+ first_x = r.x; // point at the center
+ first_y = r.y;
+ second_x = q.x; // second vertex of first edge to consider
+ second_y = q.y;
+ third_x = p.x; // for terminating the search
+ third_y = p.y;
+ break;
+ }
+ tempotri = badotri;
+ // add first point as the end of first edge
+ points[numvertices] = second_x;
+ numvertices++;
+ points[numvertices] = second_y;
+ numvertices++;
+ // assign as dummy value
+ returnPoint[0] = second_x; returnPoint[1] = second_y;
+ // until we reach the third point of the beginning triangle
+ do
+ {
+ // find the neighbor's third point where it is incident to given edge
+ if (!GetNeighborsVertex(tempotri, first_x, first_y, second_x, second_y, ref returnPoint, ref neighotri))
+ {
+ // go to next triangle
+ tempotri = neighotri;
+ // now the second point is the neighbor's third vertex
+ second_x = returnPoint[0];
+ second_y = returnPoint[1];
+ // add a new point to the list of surrounding points
+ points[numvertices] = returnPoint[0];
+ numvertices++;
+ points[numvertices] = returnPoint[1];
+ numvertices++;
+ }
+ else
+ {
+ numvertices = 0;
+ break;
+ }
+ }
+ while (!((Math.Abs(returnPoint[0] - third_x) <= EPS) &&
+ (Math.Abs(returnPoint[1] - third_y) <= EPS)));
+ return numvertices / 2;
+ }
+
+ ///
+ /// Gets a neighbours vertex.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Neighbor's third vertex incident to given edge.
+ /// Pointer for the neighbor triangle.
+ /// Returns true if vertex was found.
+ private bool GetNeighborsVertex(Otri badotri,
+ double first_x, double first_y,
+ double second_x, double second_y,
+ ref double[] thirdpoint, ref Otri neighotri)
+ {
+ Otri neighbor = default(Otri); // keeps the neighbor triangles
+ bool notFound = false; // boolean variable if we can find that neighbor or not
+
+ // for keeping the vertices of the neighbor triangle
+ Vertex neighborvertex_1 = null;
+ Vertex neighborvertex_2 = null;
+ Vertex neighborvertex_3 = null;
+
+ // used for finding neighbor triangle
+ int firstVertexMatched = 0, secondVertexMatched = 0; // to find the correct neighbor
+ //triangle ptr; // Temporary variable used by sym()
+ //int i; // index variable
+ // find neighbors
+ // Check each of the triangle's three neighbors to find the correct one
+ for (badotri.orient = 0; badotri.orient < 3; badotri.orient++)
+ {
+ // Find the neighbor.
+ badotri.Sym(ref neighbor);
+ // check if it is the one we are looking for by checking the corners
+ // first check if the neighbor is nonexistent, since it can be on the border
+ if (neighbor.tri.id != Mesh.DUMMY)
+ {
+ // then check if two wanted corners are also in this triangle
+ // take the vertices of the candidate neighbor
+ neighborvertex_1 = neighbor.Org();
+ neighborvertex_2 = neighbor.Dest();
+ neighborvertex_3 = neighbor.Apex();
+
+ // check if it is really a triangle
+ if ((neighborvertex_1.x == neighborvertex_2.x && neighborvertex_1.y == neighborvertex_2.y)
+ || (neighborvertex_2.x == neighborvertex_3.x && neighborvertex_2.y == neighborvertex_3.y)
+ || (neighborvertex_1.x == neighborvertex_3.x && neighborvertex_1.y == neighborvertex_3.y))
+ {
+ //printf("Two vertices are the same!!!!!!!\n");
+ }
+ else
+ {
+ // begin searching for the correct neighbor triangle
+ firstVertexMatched = 0;
+ if ((Math.Abs(first_x - neighborvertex_1.x) < EPS) &&
+ (Math.Abs(first_y - neighborvertex_1.y) < EPS))
+ {
+ firstVertexMatched = 11; // neighbor's 1st vertex is matched to first vertex
+ }
+ else if ((Math.Abs(first_x - neighborvertex_2.x) < EPS) &&
+ (Math.Abs(first_y - neighborvertex_2.y) < EPS))
+ {
+ firstVertexMatched = 12; // neighbor's 2nd vertex is matched to first vertex
+ }
+ else if ((Math.Abs(first_x - neighborvertex_3.x) < EPS) &&
+ (Math.Abs(first_y - neighborvertex_3.y) < EPS))
+ {
+ firstVertexMatched = 13; // neighbor's 3rd vertex is matched to first vertex
+ }/*else{
+ // none of them matched
+ } // end of first vertex matching */
+
+ secondVertexMatched = 0;
+ if ((Math.Abs(second_x - neighborvertex_1.x) < EPS) &&
+ (Math.Abs(second_y - neighborvertex_1.y) < EPS))
+ {
+ secondVertexMatched = 21; // neighbor's 1st vertex is matched to second vertex
+ }
+ else if ((Math.Abs(second_x - neighborvertex_2.x) < EPS) &&
+ (Math.Abs(second_y - neighborvertex_2.y) < EPS))
+ {
+ secondVertexMatched = 22; // neighbor's 2nd vertex is matched to second vertex
+ }
+ else if ((Math.Abs(second_x - neighborvertex_3.x) < EPS) &&
+ (Math.Abs(second_y - neighborvertex_3.y) < EPS))
+ {
+ secondVertexMatched = 23; // neighbor's 3rd vertex is matched to second vertex
+ }/*else{
+ // none of them matched
+ } // end of second vertex matching*/
+ }
+ }// if neighbor exists or not
+
+ if (((firstVertexMatched == 11) && (secondVertexMatched == 22 || secondVertexMatched == 23))
+ || ((firstVertexMatched == 12) && (secondVertexMatched == 21 || secondVertexMatched == 23))
+ || ((firstVertexMatched == 13) && (secondVertexMatched == 21 || secondVertexMatched == 22)))
+ break;
+ }// end of for loop over all orientations
+
+ switch (firstVertexMatched)
+ {
+ case 0:
+ notFound = true;
+ break;
+ case 11:
+ if (secondVertexMatched == 22)
+ {
+ thirdpoint[0] = neighborvertex_3.x;
+ thirdpoint[1] = neighborvertex_3.y;
+ }
+ else if (secondVertexMatched == 23)
+ {
+ thirdpoint[0] = neighborvertex_2.x;
+ thirdpoint[1] = neighborvertex_2.y;
+ }
+ else { notFound = true; }
+ break;
+ case 12:
+ if (secondVertexMatched == 21)
+ {
+ thirdpoint[0] = neighborvertex_3.x;
+ thirdpoint[1] = neighborvertex_3.y;
+ }
+ else if (secondVertexMatched == 23)
+ {
+ thirdpoint[0] = neighborvertex_1.x;
+ thirdpoint[1] = neighborvertex_1.y;
+ }
+ else { notFound = true; }
+ break;
+ case 13:
+ if (secondVertexMatched == 21)
+ {
+ thirdpoint[0] = neighborvertex_2.x;
+ thirdpoint[1] = neighborvertex_2.y;
+ }
+ else if (secondVertexMatched == 22)
+ {
+ thirdpoint[0] = neighborvertex_1.x;
+ thirdpoint[1] = neighborvertex_1.y;
+ }
+ else { notFound = true; }
+ break;
+ default:
+ if (secondVertexMatched == 0) { notFound = true; }
+ break;
+ }
+ // pointer of the neighbor triangle
+ neighotri = neighbor;
+ return notFound;
+ }
+
+ ///
+ /// Find a new point location by wedge intersection.
+ ///
+ ///
+ ///
+ /// A new location for the point according to surrounding points.
+ /// Returns true if new location found
+ private bool GetWedgeIntersectionWithoutMaxAngle(int numpoints,
+ double[] points, ref double[] newloc)
+ {
+ //double total_x = 0;
+ //double total_y = 0;
+ double x0, y0, x1, y1, x2, y2;
+ //double compConst = 0.01; // for comparing real numbers
+
+ double x01, y01;
+ //double x12, y12;
+
+ //double ax, ay, bx, by; //two intersections of two petals disks
+
+ double d01;//, d12
+
+ //double petalx0, petaly0, petalr0, petalx1, petaly1, petalr1;
+
+ //double p[5];
+
+ // Resize work arrays
+ if (2 * numpoints > petalx.Length)
+ {
+ petalx = new double[2 * numpoints];
+ petaly = new double[2 * numpoints];
+ petalr = new double[2 * numpoints];
+ wedges = new double[2 * numpoints * 16 + 36];
+ }
+
+ double xmid, ymid, dist, x3, y3;
+ double x_1, y_1, x_2, y_2, x_3, y_3, x_4, y_4, tempx, tempy;
+ double ux, uy;
+ double alpha;
+ double[] p1 = new double[3];
+
+ //double poly_points;
+ int numpolypoints = 0;
+
+ //int numBadTriangle;
+
+ int i, j;
+
+ int s, flag, count, num;
+
+ double petalcenterconstant, petalradiusconstant;
+
+ x0 = points[2 * numpoints - 4];
+ y0 = points[2 * numpoints - 3];
+ x1 = points[2 * numpoints - 2];
+ y1 = points[2 * numpoints - 1];
+
+ // minimum angle
+ alpha = behavior.MinAngle * Math.PI / 180.0;
+ // initialize the constants
+ if (behavior.goodAngle == 1.0)
+ {
+ petalcenterconstant = 0;
+ petalradiusconstant = 0;
+ }
+ else
+ {
+ petalcenterconstant = 0.5 / Math.Tan(alpha);
+ petalradiusconstant = 0.5 / Math.Sin(alpha);
+ }
+
+ for (i = 0; i < numpoints * 2; i = i + 2)
+ {
+ x2 = points[i];
+ y2 = points[i + 1];
+
+ //printf("POLYGON POINTS (p,q) #%d (%.12f, %.12f) (%.12f, %.12f)\n", i/2, x0, y0,x1, y1);
+
+ x01 = x1 - x0;
+ y01 = y1 - y0;
+ d01 = Math.Sqrt(x01 * x01 + y01 * y01);
+ // find the petal of each edge 01;
+
+ // printf("PETAL CONSTANT (%.12f, %.12f)\n",
+ // b.petalcenterconstant, b.petalradiusconstant );
+ // printf("PETAL DIFFS (%.6f, %.6f, %.4f)\n", x01, y01, d01);
+
+ petalx[i / 2] = x0 + 0.5 * x01 - petalcenterconstant * y01;
+ petaly[i / 2] = y0 + 0.5 * y01 + petalcenterconstant * x01;
+ petalr[i / 2] = petalradiusconstant * d01;
+ petalx[numpoints + i / 2] = petalx[i / 2];
+ petaly[numpoints + i / 2] = petaly[i / 2];
+ petalr[numpoints + i / 2] = petalr[i / 2];
+ //printf("PETAL POINTS #%d (%.12f, %.12f) R= %.12f\n", i/2, petalx[i/2],petaly[i/2], petalr[i/2]);
+
+ /// FIRST FIND THE HALF-PLANE POINTS FOR EACH PETAL
+ xmid = (x0 + x1) / 2.0; // mid point of pq
+ ymid = (y0 + y1) / 2.0;
+
+ // distance between xmid and petal center
+ dist = Math.Sqrt((petalx[i / 2] - xmid) * (petalx[i / 2] - xmid) + (petaly[i / 2] - ymid) * (petaly[i / 2] - ymid));
+ // find the unit vector goes from mid point to petal center
+ ux = (petalx[i / 2] - xmid) / dist;
+ uy = (petaly[i / 2] - ymid) / dist;
+ // find the third point other than p and q
+ x3 = petalx[i / 2] + ux * petalr[i / 2];
+ y3 = petaly[i / 2] + uy * petalr[i / 2];
+ /// FIND THE LINE POINTS BY THE ROTATION MATRIX
+ // cw rotation matrix [cosX sinX; -sinX cosX]
+ // cw rotation about (x,y) [ux*cosX + uy*sinX + x - x*cosX - y*sinX; -ux*sinX + uy*cosX + y + x*sinX - y*cosX]
+ // ccw rotation matrix [cosX -sinX; sinX cosX]
+ // ccw rotation about (x,y) [ux*cosX - uy*sinX + x - x*cosX + y*sinX; ux*sinX + uy*cosX + y - x*sinX - y*cosX]
+ /// LINE #1: (x1,y1) & (x_1,y_1)
+ // vector from p to q
+ ux = x1 - x0;
+ uy = y1 - y0;
+ // rotate the vector around p = (x0,y0) in ccw by alpha degrees
+ x_1 = x1 * Math.Cos(alpha) - y1 * Math.Sin(alpha) + x0 - x0 * Math.Cos(alpha) + y0 * Math.Sin(alpha);
+ y_1 = x1 * Math.Sin(alpha) + y1 * Math.Cos(alpha) + y0 - x0 * Math.Sin(alpha) - y0 * Math.Cos(alpha);
+ // add these to wedges list as lines in order
+ wedges[i * 16] = x0; wedges[i * 16 + 1] = y0;
+ wedges[i * 16 + 2] = x_1; wedges[i * 16 + 3] = y_1;
+ //printf("LINE #1 (%.12f, %.12f) (%.12f, %.12f)\n", x0,y0,x_1,y_1);
+ /// LINE #2: (x2,y2) & (x_2,y_2)
+ // vector from p to q
+ ux = x0 - x1;
+ uy = y0 - y1;
+ // rotate the vector around q = (x1,y1) in cw by alpha degrees
+ x_2 = x0 * Math.Cos(alpha) + y0 * Math.Sin(alpha) + x1 - x1 * Math.Cos(alpha) - y1 * Math.Sin(alpha);
+ y_2 = -x0 * Math.Sin(alpha) + y0 * Math.Cos(alpha) + y1 + x1 * Math.Sin(alpha) - y1 * Math.Cos(alpha);
+ // add these to wedges list as lines in order
+ wedges[i * 16 + 4] = x_2; wedges[i * 16 + 5] = y_2;
+ wedges[i * 16 + 6] = x1; wedges[i * 16 + 7] = y1;
+ //printf("LINE #2 (%.12f, %.12f) (%.12f, %.12f)\n", x_2,y_2,x1,y1);
+ // vector from (petalx, petaly) to (x3,y3)
+ ux = x3 - petalx[i / 2];
+ uy = y3 - petaly[i / 2];
+ tempx = x3; tempy = y3;
+ /// LINE #3, #4, #5: (x3,y3) & (x_3,y_3)
+ for (j = 1; j < 4; j++)
+ {
+ // rotate the vector around (petalx,petaly) in cw by (60 - alpha)*j degrees
+ x_3 = x3 * Math.Cos((Math.PI / 3.0 - alpha) * j) + y3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + petalx[i / 2] - petalx[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j) - petaly[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j);
+ y_3 = -x3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + y3 * Math.Cos((Math.PI / 3.0 - alpha) * j) + petaly[i / 2] + petalx[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j) - petaly[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j);
+ // add these to wedges list as lines in order
+ wedges[i * 16 + 8 + 4 * (j - 1)] = x_3; wedges[i * 16 + 9 + 4 * (j - 1)] = y_3;
+ wedges[i * 16 + 10 + 4 * (j - 1)] = tempx; wedges[i * 16 + 11 + 4 * (j - 1)] = tempy;
+ tempx = x_3; tempy = y_3;
+ }
+ tempx = x3; tempy = y3;
+ /// LINE #6, #7, #8: (x3,y3) & (x_4,y_4)
+ for (j = 1; j < 4; j++)
+ {
+ // rotate the vector around (petalx,petaly) in ccw by (60 - alpha)*j degrees
+ x_4 = x3 * Math.Cos((Math.PI / 3.0 - alpha) * j) - y3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + petalx[i / 2] - petalx[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j) + petaly[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j);
+ y_4 = x3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + y3 * Math.Cos((Math.PI / 3.0 - alpha) * j) + petaly[i / 2] - petalx[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j) - petaly[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j);
+
+ // add these to wedges list as lines in order
+ wedges[i * 16 + 20 + 4 * (j - 1)] = tempx; wedges[i * 16 + 21 + 4 * (j - 1)] = tempy;
+ wedges[i * 16 + 22 + 4 * (j - 1)] = x_4; wedges[i * 16 + 23 + 4 * (j - 1)] = y_4;
+ tempx = x_4; tempy = y_4;
+ }
+ //printf("LINE #3 (%.12f, %.12f) (%.12f, %.12f)\n", x_3,y_3,x3,y3);
+ //printf("LINE #4 (%.12f, %.12f) (%.12f, %.12f)\n", x3,y3,x_4,y_4);
+
+ /// IF IT IS THE FIRST ONE, FIND THE CONVEX POLYGON
+ if (i == 0)
+ {
+ // line1 & line2: p1
+ LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1);
+ if ((p1[0] == 1.0))
+ {
+ // #0
+ initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2];
+ // #1
+ initialConvexPoly[2] = wedges[i * 16 + 16]; initialConvexPoly[3] = wedges[i * 16 + 17];
+ // #2
+ initialConvexPoly[4] = wedges[i * 16 + 12]; initialConvexPoly[5] = wedges[i * 16 + 13];
+ // #3
+ initialConvexPoly[6] = wedges[i * 16 + 8]; initialConvexPoly[7] = wedges[i * 16 + 9];
+ // #4
+ initialConvexPoly[8] = x3; initialConvexPoly[9] = y3;
+ // #5
+ initialConvexPoly[10] = wedges[i * 16 + 22]; initialConvexPoly[11] = wedges[i * 16 + 23];
+ // #6
+ initialConvexPoly[12] = wedges[i * 16 + 26]; initialConvexPoly[13] = wedges[i * 16 + 27];
+ // #7
+ initialConvexPoly[14] = wedges[i * 16 + 30]; initialConvexPoly[15] = wedges[i * 16 + 31];
+ //printf("INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f]\n", initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15]);
+ }
+ }
+
+ x0 = x1; y0 = y1;
+ x1 = x2; y1 = y2;
+ }
+
+ /// HALF PLANE INTERSECTION: START SPLITTING THE INITIAL POLYGON TO FIND FEASIBLE REGION
+ if (numpoints != 0)
+ {
+ // first intersect the opposite located ones
+ s = (numpoints - 1) / 2 + 1;
+ flag = 0;
+ count = 0;
+ i = 1;
+ num = 8;
+ for (j = 0; j < 32; j = j + 4)
+ {
+ numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[32 * s + j], wedges[32 * s + 1 + j], wedges[32 * s + 2 + j], wedges[32 * s + 3 + j]);
+ if (numpolypoints == 0)
+ return false;
+ else
+ num = numpolypoints;
+ }
+ count++;
+ while (count < numpoints - 1)
+ {
+ for (j = 0; j < 32; j = j + 4)
+ {
+ numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[32 * (i + s * flag) + j], wedges[32 * (i + s * flag) + 1 + j], wedges[32 * (i + s * flag) + 2 + j], wedges[32 * (i + s * flag) + 3 + j]);
+ if (numpolypoints == 0)
+ return false;
+ else
+ num = numpolypoints;
+ }
+ i = i + flag;
+ flag = (flag + 1) % 2;
+ count++;
+ }
+ /// IF THERE IS A FEASIBLE INTERSECTION POLYGON, FIND ITS CENTROID AS THE NEW LOCATION
+ FindPolyCentroid(numpolypoints, initialConvexPoly, ref newloc);
+
+ if (behavior.fixedArea)
+ {
+ // numBadTriangle = 0;
+ // for(j= 0; j < numpoints *2-2; j = j+2){
+ // if(testTriangleAngleArea(m,b,&newloc[0],&newloc[1], &points[j], &points[j+1], &points[j+2], &points[j+3] )){
+ // numBadTriangle++;
+ // }
+ // }
+ // if(testTriangleAngleArea(m,b, &newloc[0],&newloc[1], &points[0], &points[1], &points[numpoints*2-2], &points[numpoints*2-1] )){
+ // numBadTriangle++;
+ // }
+ //
+ // if (numBadTriangle == 0) {
+ //
+ // return 1;
+ // }
+ }
+ else
+ {
+ //printf("yes, we found a feasible region num: %d newloc (%.12f,%.12f)\n", numpolypoints, newloc[0], newloc[1]);
+ // for(i = 0; i < 2*numpolypoints; i = i+2){
+ // printf("point %d) (%.12f,%.12f)\n", i/2, initialConvexPoly[i], initialConvexPoly[i+1]);
+ // }
+ // printf("numpoints %d\n",numpoints);
+ return true;
+ }
+ }
+
+
+ return false;
+ }
+
+ ///
+ /// Find a new point location by wedge intersection.
+ ///
+ ///
+ ///
+ /// A new location for the point according to surrounding points.
+ /// Returns true if new location found
+ private bool GetWedgeIntersection(int numpoints, double[] points, ref double[] newloc)
+ {
+ //double total_x = 0;
+ //double total_y = 0;
+ double x0, y0, x1, y1, x2, y2;
+ //double compConst = 0.01; // for comparing real numbers
+
+ double x01, y01;
+ //double x12, y12;
+
+ //double ax, ay, bx, by; //two intersections of two petals disks
+
+ double d01;//, d12
+
+ //double petalx0, petaly1, petaly0, petalr0, petalx1, petalr1;
+
+ //double p[5];
+
+ // Resize work arrays
+ if (2 * numpoints > petalx.Length)
+ {
+ petalx = new double[2 * numpoints];
+ petaly = new double[2 * numpoints];
+ petalr = new double[2 * numpoints];
+ wedges = new double[2 * numpoints * 20 + 40];
+ }
+
+ double xmid, ymid, dist, x3, y3;
+ double x_1, y_1, x_2, y_2, x_3, y_3, x_4, y_4, tempx, tempy, x_5, y_5, x_6, y_6;
+ double ux, uy;
+
+ double[] p1 = new double[3];
+ double[] p2 = new double[3];
+ double[] p3 = new double[3];
+ double[] p4 = new double[3];
+
+ //double poly_points;
+ int numpolypoints = 0;
+ int howManyPoints = 0; // keeps the number of points used for representing the wedge
+ double line345 = 4.0, line789 = 4.0; // flag keeping which line to skip or construct
+
+ int numBadTriangle;
+
+ int i, j, k;
+
+ int s, flag, count, num;
+
+ int n, e;
+
+ double weight;
+
+ double petalcenterconstant, petalradiusconstant;
+
+ x0 = points[2 * numpoints - 4];
+ y0 = points[2 * numpoints - 3];
+ x1 = points[2 * numpoints - 2];
+ y1 = points[2 * numpoints - 1];
+
+ // minimum / maximum angle
+ double alpha, sinAlpha, cosAlpha, beta, sinBeta, cosBeta;
+ alpha = behavior.MinAngle * Math.PI / 180.0;
+ sinAlpha = Math.Sin(alpha);
+ cosAlpha = Math.Cos(alpha);
+ beta = behavior.MaxAngle * Math.PI / 180.0;
+ sinBeta = Math.Sin(beta);
+ cosBeta = Math.Cos(beta);
+
+ // initialize the constants
+ if (behavior.goodAngle == 1.0)
+ {
+ petalcenterconstant = 0;
+ petalradiusconstant = 0;
+ }
+ else
+ {
+ petalcenterconstant = 0.5 / Math.Tan(alpha);
+ petalradiusconstant = 0.5 / Math.Sin(alpha);
+ }
+
+ for (i = 0; i < numpoints * 2; i = i + 2)
+ {
+ // go to the next point
+ x2 = points[i];
+ y2 = points[i + 1];
+
+ // printf("POLYGON POINTS (p,q) #%d (%.12f, %.12f) (%.12f, %.12f)\n", i/2, x0, y0,x1, y1);
+
+ x01 = x1 - x0;
+ y01 = y1 - y0;
+ d01 = Math.Sqrt(x01 * x01 + y01 * y01);
+ // find the petal of each edge 01;
+
+ // printf("PETAL CONSTANT (%.12f, %.12f)\n",
+ // b.petalcenterconstant, b.petalradiusconstant );
+ // printf("PETAL DIFFS (%.6f, %.6f, %.4f)\n", x01, y01, d01);
+ //printf("i:%d numpoints:%d\n", i, numpoints);
+ petalx[i / 2] = x0 + 0.5 * x01 - petalcenterconstant * y01;
+ petaly[i / 2] = y0 + 0.5 * y01 + petalcenterconstant * x01;
+ petalr[i / 2] = petalradiusconstant * d01;
+ petalx[numpoints + i / 2] = petalx[i / 2];
+ petaly[numpoints + i / 2] = petaly[i / 2];
+ petalr[numpoints + i / 2] = petalr[i / 2];
+ //printf("PETAL POINTS #%d (%.12f, %.12f) R= %.12f\n", i/2, petalx[i/2],petaly[i/2], petalr[i/2]);
+
+ /// FIRST FIND THE HALF-PLANE POINTS FOR EACH PETAL
+ xmid = (x0 + x1) / 2.0; // mid point of pq
+ ymid = (y0 + y1) / 2.0;
+
+ // distance between xmid and petal center
+ dist = Math.Sqrt((petalx[i / 2] - xmid) * (petalx[i / 2] - xmid) + (petaly[i / 2] - ymid) * (petaly[i / 2] - ymid));
+ // find the unit vector goes from mid point to petal center
+ ux = (petalx[i / 2] - xmid) / dist;
+ uy = (petaly[i / 2] - ymid) / dist;
+ // find the third point other than p and q
+ x3 = petalx[i / 2] + ux * petalr[i / 2];
+ y3 = petaly[i / 2] + uy * petalr[i / 2];
+ /// FIND THE LINE POINTS BY THE ROTATION MATRIX
+ // cw rotation matrix [cosX sinX; -sinX cosX]
+ // cw rotation about (x,y) [ux*cosX + uy*sinX + x - x*cosX - y*sinX; -ux*sinX + uy*cosX + y + x*sinX - y*cosX]
+ // ccw rotation matrix [cosX -sinX; sinX cosX]
+ // ccw rotation about (x,y) [ux*cosX - uy*sinX + x - x*cosX + y*sinX; ux*sinX + uy*cosX + y - x*sinX - y*cosX]
+ /// LINE #1: (x1,y1) & (x_1,y_1)
+ // vector from p to q
+ ux = x1 - x0;
+ uy = y1 - y0;
+ // rotate the vector around p = (x0,y0) in ccw by alpha degrees
+ x_1 = x1 * cosAlpha - y1 * sinAlpha + x0 - x0 * cosAlpha + y0 * sinAlpha;
+ y_1 = x1 * sinAlpha + y1 * cosAlpha + y0 - x0 * sinAlpha - y0 * cosAlpha;
+ // add these to wedges list as lines in order
+ wedges[i * 20] = x0; wedges[i * 20 + 1] = y0;
+ wedges[i * 20 + 2] = x_1; wedges[i * 20 + 3] = y_1;
+ //printf("LINE #1 (%.12f, %.12f) (%.12f, %.12f)\n", x0,y0,x_1,y_1);
+ /// LINE #2: (x2,y2) & (x_2,y_2)
+ // vector from q to p
+ ux = x0 - x1;
+ uy = y0 - y1;
+ // rotate the vector around q = (x1,y1) in cw by alpha degrees
+ x_2 = x0 * cosAlpha + y0 * sinAlpha + x1 - x1 * cosAlpha - y1 * sinAlpha;
+ y_2 = -x0 * sinAlpha + y0 * cosAlpha + y1 + x1 * sinAlpha - y1 * cosAlpha;
+ // add these to wedges list as lines in order
+ wedges[i * 20 + 4] = x_2; wedges[i * 20 + 5] = y_2;
+ wedges[i * 20 + 6] = x1; wedges[i * 20 + 7] = y1;
+ //printf("LINE #2 (%.12f, %.12f) (%.12f, %.12f)\n", x_2,y_2,x1,y1);
+ // vector from (petalx, petaly) to (x3,y3)
+ ux = x3 - petalx[i / 2];
+ uy = y3 - petaly[i / 2];
+ tempx = x3; tempy = y3;
+
+ /// DETERMINE HOW MANY POINTS TO USE ACCORDING TO THE MINANGLE-MAXANGLE COMBINATION
+ // petal center angle
+ alpha = (2.0 * behavior.MaxAngle + behavior.MinAngle - 180.0);
+ if (alpha <= 0.0)
+ {// when only angle lines needed
+ // 4 point case
+ howManyPoints = 4;
+ //printf("4 point case\n");
+ line345 = 1.0;
+ line789 = 1.0;
+ }
+ else if (alpha <= 5.0)
+ {// when only angle lines plus two other lines are needed
+ // 6 point case
+ howManyPoints = 6;
+ //printf("6 point case\n");
+ line345 = 2.0;
+ line789 = 2.0;
+ }
+ else if (alpha <= 10.0)
+ {// when we need more lines
+ // 8 point case
+ howManyPoints = 8;
+ line345 = 3.0;
+ line789 = 3.0;
+ //printf("8 point case\n");
+ }
+ else
+ {// when we have a big wedge
+ // 10 point case
+ howManyPoints = 10;
+ //printf("10 point case\n");
+ line345 = 4.0;
+ line789 = 4.0;
+ }
+ alpha = alpha * Math.PI / 180.0;
+ /// LINE #3, #4, #5: (x3,y3) & (x_3,y_3)
+ for (j = 1; j < line345; j++)
+ {
+ if (line345 == 1)
+ continue;
+ // rotate the vector around (petalx,petaly) in cw by (alpha/3.0)*j degrees
+ x_3 = x3 * Math.Cos((alpha / (line345 - 1.0)) * j) + y3 * Math.Sin(((alpha / (line345 - 1.0)) * j)) + petalx[i / 2] - petalx[i / 2] * Math.Cos(((alpha / (line345 - 1.0)) * j)) - petaly[i / 2] * Math.Sin(((alpha / (line345 - 1.0)) * j));
+ y_3 = -x3 * Math.Sin(((alpha / (line345 - 1.0)) * j)) + y3 * Math.Cos(((alpha / (line345 - 1.0)) * j)) + petaly[i / 2] + petalx[i / 2] * Math.Sin(((alpha / (line345 - 1.0)) * j)) - petaly[i / 2] * Math.Cos(((alpha / (line345 - 1.0)) * j));
+ // add these to wedges list as lines in order
+ wedges[i * 20 + 8 + 4 * (j - 1)] = x_3; wedges[i * 20 + 9 + 4 * (j - 1)] = y_3;
+ wedges[i * 20 + 10 + 4 * (j - 1)] = tempx; wedges[i * 20 + 11 + 4 * (j - 1)] = tempy;
+ tempx = x_3; tempy = y_3;
+ }
+ /// LINE #6: (x2,y2) & (x_3,y_3)
+ // vector from q to p
+ ux = x0 - x1;
+ uy = y0 - y1;
+ // rotate the vector around q = (x1,y1) in cw by alpha degrees
+ x_5 = x0 * cosBeta + y0 * sinBeta + x1 - x1 * cosBeta - y1 * sinBeta;
+ y_5 = -x0 * sinBeta + y0 * cosBeta + y1 + x1 * sinBeta - y1 * cosBeta;
+ wedges[i * 20 + 20] = x1; wedges[i * 20 + 21] = y1;
+ wedges[i * 20 + 22] = x_5; wedges[i * 20 + 23] = y_5;
+
+ tempx = x3; tempy = y3;
+ /// LINE #7, #8, #9: (x3,y3) & (x_4,y_4)
+ for (j = 1; j < line789; j++)
+ {
+ if (line789 == 1)
+ continue;
+ // rotate the vector around (petalx,petaly) in ccw by (alpha/3.0)*j degrees
+ x_4 = x3 * Math.Cos((alpha / (line789 - 1.0)) * j) - y3 * Math.Sin((alpha / (line789 - 1.0)) * j) + petalx[i / 2] - petalx[i / 2] * Math.Cos((alpha / (line789 - 1.0)) * j) + petaly[i / 2] * Math.Sin((alpha / (line789 - 1.0)) * j);
+ y_4 = x3 * Math.Sin((alpha / (line789 - 1.0)) * j) + y3 * Math.Cos((alpha / (line789 - 1.0)) * j) + petaly[i / 2] - petalx[i / 2] * Math.Sin((alpha / (line789 - 1.0)) * j) - petaly[i / 2] * Math.Cos((alpha / (line789 - 1.0)) * j);
+
+ // add these to wedges list as lines in order
+ wedges[i * 20 + 24 + 4 * (j - 1)] = tempx; wedges[i * 20 + 25 + 4 * (j - 1)] = tempy;
+ wedges[i * 20 + 26 + 4 * (j - 1)] = x_4; wedges[i * 20 + 27 + 4 * (j - 1)] = y_4;
+ tempx = x_4; tempy = y_4;
+ }
+ /// LINE #10: (x1,y1) & (x_3,y_3)
+ // vector from p to q
+ ux = x1 - x0;
+ uy = y1 - y0;
+ // rotate the vector around p = (x0,y0) in ccw by alpha degrees
+ x_6 = x1 * cosBeta - y1 * sinBeta + x0 - x0 * cosBeta + y0 * sinBeta;
+ y_6 = x1 * sinBeta + y1 * cosBeta + y0 - x0 * sinBeta - y0 * cosBeta;
+ wedges[i * 20 + 36] = x_6; wedges[i * 20 + 37] = y_6;
+ wedges[i * 20 + 38] = x0; wedges[i * 20 + 39] = y0;
+
+ //printf("LINE #1 (%.12f, %.12f) (%.12f, %.12f)\n", x0,y0,x_1,y_1);
+ /// IF IT IS THE FIRST ONE, FIND THE CONVEX POLYGON
+ if (i == 0)
+ {
+ switch (howManyPoints)
+ {
+ case 4:
+ // line1 & line2 & line3 & line4
+ LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1);
+ LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2);
+ LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_5, y_5, ref p3);
+ LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p4);
+ if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0) && (p4[0] == 1.0))
+ {
+ // #0
+ initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2];
+ // #1
+ initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2];
+ // #2
+ initialConvexPoly[4] = p3[1]; initialConvexPoly[5] = p3[2];
+ // #3
+ initialConvexPoly[6] = p4[1]; initialConvexPoly[7] = p4[2];
+ }
+ break;
+ case 6:
+ // line1 & line2 & line3
+ LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1);
+ LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2);
+ LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p3);
+ if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0))
+ {
+ // #0
+ initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2];
+ // #1
+ initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2];
+ // #2
+ initialConvexPoly[4] = wedges[i * 20 + 8]; initialConvexPoly[5] = wedges[i * 20 + 9];
+ // #3
+ initialConvexPoly[6] = x3; initialConvexPoly[7] = y3;
+ // #4
+ initialConvexPoly[8] = wedges[i * 20 + 26]; initialConvexPoly[9] = wedges[i * 20 + 27];
+ // #5
+ initialConvexPoly[10] = p3[1]; initialConvexPoly[11] = p3[2];
+ }
+ break;
+ case 8:
+ // line1 & line2: p1
+ LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1);
+ LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2);
+ LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p3);
+ if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0))
+ {
+ // #0
+ initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2];
+ // #1
+ initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2];
+ // #2
+ initialConvexPoly[4] = wedges[i * 20 + 12]; initialConvexPoly[5] = wedges[i * 20 + 13];
+ // #3
+ initialConvexPoly[6] = wedges[i * 20 + 8]; initialConvexPoly[7] = wedges[i * 20 + 9];
+ // #4
+ initialConvexPoly[8] = x3; initialConvexPoly[9] = y3;
+ // #5
+ initialConvexPoly[10] = wedges[i * 20 + 26]; initialConvexPoly[11] = wedges[i * 20 + 27];
+ // #6
+ initialConvexPoly[12] = wedges[i * 20 + 30]; initialConvexPoly[13] = wedges[i * 20 + 31];
+ // #7
+ initialConvexPoly[14] = p3[1]; initialConvexPoly[15] = p3[2];
+ }
+ break;
+ case 10:
+ // line1 & line2: p1
+ LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1);
+ LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2);
+ LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p3);
+ //printf("p3 %f %f %f (%f %f) (%f %f) (%f %f) (%f %f)\n",p3[0],p3[1],p3[2], x0, y0, x_6, x_6, x1, y1, x_2, y_2);
+ if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0))
+ {
+ // #0
+ initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2];
+ // #1
+ initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2];
+ // #2
+ initialConvexPoly[4] = wedges[i * 20 + 16]; initialConvexPoly[5] = wedges[i * 20 + 17];
+ // #3
+ initialConvexPoly[6] = wedges[i * 20 + 12]; initialConvexPoly[7] = wedges[i * 20 + 13];
+ // #4
+ initialConvexPoly[8] = wedges[i * 20 + 8]; initialConvexPoly[9] = wedges[i * 20 + 9];
+ // #5
+ initialConvexPoly[10] = x3; initialConvexPoly[11] = y3;
+ // #6
+ initialConvexPoly[12] = wedges[i * 20 + 28]; initialConvexPoly[13] = wedges[i * 20 + 29];
+ // #7
+ initialConvexPoly[14] = wedges[i * 20 + 32]; initialConvexPoly[15] = wedges[i * 20 + 33];
+ // #8
+ initialConvexPoly[16] = wedges[i * 20 + 34]; initialConvexPoly[17] = wedges[i * 20 + 35];
+ // #9
+ initialConvexPoly[18] = p3[1]; initialConvexPoly[19] = p3[2];
+ }
+ break;
+ }
+ // printf("smallest edge (%f,%f) (%f,%f)\n", x0,y0, x1,y1);
+ // printf("real INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;]\n", initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15],initialConvexPoly[16],initialConvexPoly[17],initialConvexPoly[18],initialConvexPoly[19]);
+ }
+
+ x0 = x1; y0 = y1;
+ x1 = x2; y1 = y2;
+ }
+ /// HALF PLANE INTERSECTION: START SPLITTING THE INITIAL POLYGON TO FIND FEASIBLE REGION
+ if (numpoints != 0)
+ {
+ // first intersect the opposite located ones
+ s = (numpoints - 1) / 2 + 1;
+ flag = 0;
+ count = 0;
+ i = 1;
+ num = howManyPoints;
+ for (j = 0; j < 40; j = j + 4)
+ {
+ // in order to skip non-existent lines
+ if (howManyPoints == 4 && (j == 8 || j == 12 || j == 16 || j == 24 || j == 28 || j == 32))
+ {
+ continue;
+ }
+ else if (howManyPoints == 6 && (j == 12 || j == 16 || j == 28 || j == 32))
+ {
+ continue;
+ }
+ else if (howManyPoints == 8 && (j == 16 || j == 32))
+ {
+ continue;
+ }
+ // printf("%d 1 INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;]\n",num, initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15],initialConvexPoly[16],initialConvexPoly[17],initialConvexPoly[18],initialConvexPoly[19]);
+ // printf("line (%f, %f) (%f, %f)\n",wedges[40*s+j],wedges[40*s+1+j], wedges[40*s+2+j], wedges[40*s+3+j]);
+ numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[40 * s + j], wedges[40 * s + 1 + j], wedges[40 * s + 2 + j], wedges[40 * s + 3 + j]);
+
+ if (numpolypoints == 0)
+ return false;
+ else
+ num = numpolypoints;
+ }
+ count++;
+ //printf("yes here\n");
+ while (count < numpoints - 1)
+ {
+ for (j = 0; j < 40; j = j + 4)
+ {
+ // in order to skip non-existent lines
+ if (howManyPoints == 4 && (j == 8 || j == 12 || j == 16 || j == 24 || j == 28 || j == 32))
+ {
+ continue;
+ }
+ else if (howManyPoints == 6 && (j == 12 || j == 16 || j == 28 || j == 32))
+ {
+ continue;
+ }
+ else if (howManyPoints == 8 && (j == 16 || j == 32))
+ {
+ continue;
+ }
+ ////printf("%d 2 INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;]\n",numpolypoints, initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15],initialConvexPoly[16],initialConvexPoly[17],initialConvexPoly[18],initialConvexPoly[19]);
+ //printf("line (%.20f, %.20f) (%.20f, %.20f)\n", wedges[40 * (i + s * flag) + j], wedges[40 * (i + s * flag) + 1 + j], wedges[40 * (i + s * flag) + 2 + j], wedges[40 * (i + s * flag) + 3 + j]);
+ numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[40 * (i + s * flag) + j], wedges[40 * (i + s * flag) + 1 + j], wedges[40 * (i + s * flag) + 2 + j], wedges[40 * (i + s * flag) + 3 + j]);
+
+ if (numpolypoints == 0)
+ return false;
+ else
+ num = numpolypoints;
+ }
+ i = i + flag;
+ flag = (flag + 1) % 2;
+ count++;
+ }
+ /// IF THERE IS A FEASIBLE INTERSECTION POLYGON, FIND ITS CENTROID AS THE NEW LOCATION
+ FindPolyCentroid(numpolypoints, initialConvexPoly, ref newloc);
+
+ if (behavior.MaxAngle != 0.0)
+ {
+ numBadTriangle = 0;
+ for (j = 0; j < numpoints * 2 - 2; j = j + 2)
+ {
+ if (IsBadTriangleAngle(newloc[0], newloc[1], points[j], points[j + 1], points[j + 2], points[j + 3]))
+ {
+ numBadTriangle++;
+ }
+ }
+ if (IsBadTriangleAngle(newloc[0], newloc[1], points[0], points[1], points[numpoints * 2 - 2], points[numpoints * 2 - 1]))
+ {
+ numBadTriangle++;
+ }
+
+ if (numBadTriangle == 0)
+ {
+ return true;
+ }
+ n = (numpoints <= 2) ? 20 : 30;
+ // try points other than centroid
+ for (k = 0; k < 2 * numpoints; k = k + 2)
+ {
+ for (e = 1; e < n; e = e + 1)
+ {
+ newloc[0] = 0.0; newloc[1] = 0.0;
+ for (i = 0; i < 2 * numpoints; i = i + 2)
+ {
+ weight = 1.0 / numpoints;
+ if (i == k)
+ {
+ newloc[0] = newloc[0] + 0.1 * e * weight * points[i];
+ newloc[1] = newloc[1] + 0.1 * e * weight * points[i + 1];
+ }
+ else
+ {
+ weight = (1.0 - 0.1 * e * weight) / (double)(numpoints - 1.0);
+ newloc[0] = newloc[0] + weight * points[i];
+ newloc[1] = newloc[1] + weight * points[i + 1];
+ }
+ }
+ numBadTriangle = 0;
+ for (j = 0; j < numpoints * 2 - 2; j = j + 2)
+ {
+ if (IsBadTriangleAngle(newloc[0], newloc[1], points[j], points[j + 1], points[j + 2], points[j + 3]))
+ {
+ numBadTriangle++;
+ }
+ }
+ if (IsBadTriangleAngle(newloc[0], newloc[1], points[0], points[1], points[numpoints * 2 - 2], points[numpoints * 2 - 1]))
+ {
+ numBadTriangle++;
+ }
+
+ if (numBadTriangle == 0)
+ {
+ return true;
+ }
+ }
+ }
+ }
+ else
+ {
+ //printf("yes, we found a feasible region num: %d newloc (%.12f,%.12f)\n", numpolypoints, newloc[0], newloc[1]);
+ // for(i = 0; i < 2*numpolypoints; i = i+2){
+ // printf("point %d) (%.12f,%.12f)\n", i/2, initialConvexPoly[i], initialConvexPoly[i+1]);
+ // }
+ // printf("numpoints %d\n",numpoints);
+ return true;
+ }
+ }
+
+
+ return false;
+ }
+
+ ///
+ /// Check polygon for min angle.
+ ///
+ ///
+ ///
+ /// Returns true if the polygon has angles greater than 2*minangle.
+ private bool ValidPolygonAngles(int numpoints, double[] points)
+ {
+ int i;//,j
+ for (i = 0; i < numpoints; i++)
+ {
+ if (i == numpoints - 1)
+ {
+ if (IsBadPolygonAngle(points[i * 2], points[i * 2 + 1], points[0], points[1], points[2], points[3]))
+ {
+ return false; // one of the inner angles is less than required
+ }
+ }
+ else if (i == numpoints - 2)
+ {
+ if (IsBadPolygonAngle(points[i * 2], points[i * 2 + 1], points[(i + 1) * 2], points[(i + 1) * 2 + 1], points[0], points[1]))
+ {
+ return false; // one of the inner angles is less than required
+ }
+ }
+ else
+ {
+ if (IsBadPolygonAngle(points[i * 2], points[i * 2 + 1], points[(i + 1) * 2], points[(i + 1) * 2 + 1], points[(i + 2) * 2], points[(i + 2) * 2 + 1]))
+ {
+ return false; // one of the inner angles is less than required
+ }
+ }
+ }
+ return true; // all angles are valid
+ }
+
+ ///
+ /// Given three coordinates of a polygon, tests to see if it satisfies the minimum
+ /// angle condition for relocation.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Returns true, if it is a BAD polygon corner, returns false if it is a GOOD
+ /// polygon corner
+ private bool IsBadPolygonAngle(double x1, double y1,
+ double x2, double y2, double x3, double y3)
+ {
+ // variables keeping the distance values for the edges
+ double dx12, dy12, dx23, dy23, dx31, dy31;
+ double dist12, dist23, dist31;
+
+ double cosAngle; // in order to check minimum angle condition
+
+ // calculate the side lengths
+
+ dx12 = x1 - x2;
+ dy12 = y1 - y2;
+ dx23 = x2 - x3;
+ dy23 = y2 - y3;
+ dx31 = x3 - x1;
+ dy31 = y3 - y1;
+ // calculate the squares of the side lentghs
+ dist12 = dx12 * dx12 + dy12 * dy12;
+ dist23 = dx23 * dx23 + dy23 * dy23;
+ dist31 = dx31 * dx31 + dy31 * dy31;
+
+ /// calculate cosine of largest angle ///
+ cosAngle = (dist12 + dist23 - dist31) / (2 * Math.Sqrt(dist12) * Math.Sqrt(dist23));
+ // Check whether the angle is smaller than permitted which is 2*minangle!!!
+ //printf("angle: %f 2*minangle = %f\n",acos(cosAngle)*180/PI, 2*acos(Math.Sqrt(b.goodangle))*180/PI);
+ if (Math.Acos(cosAngle) < 2 * Math.Acos(Math.Sqrt(behavior.goodAngle)))
+ {
+ return true;// it is a BAD triangle
+ }
+ return false;// it is a GOOD triangle
+ }
+
+ ///
+ /// Given four points representing two lines, returns the intersection point.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// The intersection point.
+ ///
+ // referenced to: http://local.wasp.uwa.edu.au/~pbourke/geometry/
+ ///
+ private void LineLineIntersection(
+ double x1, double y1,
+ double x2, double y2,
+ double x3, double y3,
+ double x4, double y4, ref double[] p)
+ {
+ // x1,y1 P1 coordinates (point of line 1)
+ // x2,y2 P2 coordinates (point of line 1)
+ // x3,y3 P3 coordinates (point of line 2)
+ // x4,y4 P4 coordinates (point of line 2)
+ // p[1],p[2] intersection coordinates
+ //
+ // This function returns a pointer array which first index indicates
+ // weather they intersect on one point or not, followed by coordinate pairs.
+
+ double u_a, u_b, denom;
+
+ // calculate denominator first
+ denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
+ u_a = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
+ u_b = (x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3);
+ // if denominator and numerator equal to zero, lines are coincident
+ if (Math.Abs(denom - 0.0) < EPS && (Math.Abs(u_b - 0.0) < EPS && Math.Abs(u_a - 0.0) < EPS))
+ {
+ p[0] = 0.0;
+ }
+ // if denominator equals to zero, lines are parallel
+ else if (Math.Abs(denom - 0.0) < EPS)
+ {
+ p[0] = 0.0;
+ }
+ else
+ {
+ p[0] = 1.0;
+ u_a = u_a / denom;
+ u_b = u_b / denom;
+ p[1] = x1 + u_a * (x2 - x1); // not the intersection point
+ p[2] = y1 + u_a * (y2 - y1);
+ }
+ }
+
+ ///
+ /// Returns the convex polygon which is the intersection of the given convex
+ /// polygon with the halfplane on the left side (regarding the directional vector)
+ /// of the given line.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// http://www.mathematik.uni-ulm.de/stochastik/lehre/ws03_04/rt/Geometry2D.ps
+ ///
+ private int HalfPlaneIntersection(int numvertices, ref double[] convexPoly, double x1, double y1, double x2, double y2)
+ {
+ double dx, dy; // direction of the line
+ double z, min, max;
+ int i, j;
+
+ int numpolys;
+ double[] res = null;
+ int count = 0;
+ int intFound = 0;
+ dx = x2 - x1;
+ dy = y2 - y1;
+ numpolys = SplitConvexPolygon(numvertices, convexPoly, x1, y1, x2, y2, polys);
+
+ if (numpolys == 3)
+ {
+ count = numvertices;
+ }
+ else
+ {
+ for (i = 0; i < numpolys; i++)
+ {
+ min = double.MaxValue;
+ max = double.MinValue;
+ // compute the minimum and maximum of the
+ // third coordinate of the cross product
+ for (j = 1; j <= 2 * polys[i][0] - 1; j = j + 2)
+ {
+ z = dx * (polys[i][j + 1] - y1) - dy * (polys[i][j] - x1);
+ min = (z < min ? z : min);
+ max = (z > max ? z : max);
+ }
+ // ... and choose the (absolute) greater of both
+ z = (Math.Abs(min) > Math.Abs(max) ? min : max);
+ // and if it is positive, the polygon polys[i]
+ // is on the left side of line
+ if (z > 0.0)
+ {
+ res = polys[i];
+ intFound = 1;
+ break;
+ }
+ }
+ if (intFound == 1)
+ {
+ while (count < res[0])
+ {
+ convexPoly[2 * count] = res[2 * count + 1];
+ convexPoly[2 * count + 1] = res[2 * count + 2];
+ count++;
+ }
+ }
+ }
+ // update convexPoly
+ return count;
+ }
+
+ ///
+ /// Splits a convex polygons into one or two polygons through the intersection
+ /// with the given line (regarding the directional vector of the given line).
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// http://www.mathematik.uni-ulm.de/stochastik/lehre/ws03_04/rt/Geometry2D.ps
+ ///
+ private int SplitConvexPolygon(int numvertices, double[] convexPoly, double x1, double y1, double x2, double y2, double[][] polys)
+ {
+ // state = 0: before the first intersection (with the line)
+ // state = 1: after the first intersection (with the line)
+ // state = 2: after the second intersection (with the line)
+
+ int state = 0;
+ double[] p = new double[3];
+ int poly1counter = 0;
+ int poly2counter = 0;
+ int numpolys;
+ int i;
+ double compConst = 0.000000000001;
+ // for debugging
+ int case1 = 0, case2 = 0, case3 = 0, case31 = 0, case32 = 0, case33 = 0, case311 = 0, case3111 = 0;
+ // intersect all edges of poly with line
+ for (i = 0; i < 2 * numvertices; i = i + 2)
+ {
+ int j = (i + 2 >= 2 * numvertices) ? 0 : i + 2;
+ LineLineSegmentIntersection(x1, y1, x2, y2, convexPoly[i], convexPoly[i + 1], convexPoly[j], convexPoly[j + 1], ref p);
+ // if this edge does not intersect with line
+ if (Math.Abs(p[0] - 0.0) <= compConst)
+ {
+ //System.out.println("null");
+ // add p[j] to the proper polygon
+ if (state == 1)
+ {
+ poly2counter++;
+ poly2[2 * poly2counter - 1] = convexPoly[j];
+ poly2[2 * poly2counter] = convexPoly[j + 1];
+ }
+ else
+ {
+ poly1counter++;
+ poly1[2 * poly1counter - 1] = convexPoly[j];
+ poly1[2 * poly1counter] = convexPoly[j + 1];
+ }
+ // debug
+ case1++;
+ }
+ // ... or if the intersection is the whole edge
+ else if (Math.Abs(p[0] - 2.0) <= compConst)
+ {
+ //System.out.println(o);
+ // then we can not reach state 1 and 2
+ poly1counter++;
+ poly1[2 * poly1counter - 1] = convexPoly[j];
+ poly1[2 * poly1counter] = convexPoly[j + 1];
+ // debug
+ case2++;
+ }
+ // ... or if the intersection is a point
+ else
+ {
+ // debug
+ case3++;
+ // if the point is the second vertex of the edge
+ if (Math.Abs(p[1] - convexPoly[j]) <= compConst && Math.Abs(p[2] - convexPoly[j + 1]) <= compConst)
+ {
+ // debug
+ case31++;
+ if (state == 1)
+ {
+ poly2counter++;
+ poly2[2 * poly2counter - 1] = convexPoly[j];
+ poly2[2 * poly2counter] = convexPoly[j + 1];
+ poly1counter++;
+ poly1[2 * poly1counter - 1] = convexPoly[j];
+ poly1[2 * poly1counter] = convexPoly[j + 1];
+ state++;
+ }
+ else if (state == 0)
+ {
+ // debug
+ case311++;
+ poly1counter++;
+ poly1[2 * poly1counter - 1] = convexPoly[j];
+ poly1[2 * poly1counter] = convexPoly[j + 1];
+ // test whether the polygon is splitted
+ // or the line only touches the polygon
+ if (i + 4 < 2 * numvertices)
+ {
+ int s1 = LinePointLocation(x1, y1, x2, y2, convexPoly[i], convexPoly[i + 1]);
+ int s2 = LinePointLocation(x1, y1, x2, y2, convexPoly[i + 4], convexPoly[i + 5]);
+ // the line only splits the polygon
+ // when the previous and next vertex lie
+ // on different sides of the line
+ if (s1 != s2 && s1 != 0 && s2 != 0)
+ {
+ // debug
+ case3111++;
+ poly2counter++;
+ poly2[2 * poly2counter - 1] = convexPoly[j];
+ poly2[2 * poly2counter] = convexPoly[j + 1];
+ state++;
+ }
+ }
+ }
+ }
+ // ... if the point is not the other vertex of the edge
+ else if (!(Math.Abs(p[1] - convexPoly[i]) <= compConst && Math.Abs(p[2] - convexPoly[i + 1]) <= compConst))
+ {
+ // debug
+ case32++;
+ poly1counter++;
+ poly1[2 * poly1counter - 1] = p[1];
+ poly1[2 * poly1counter] = p[2];
+ poly2counter++;
+ poly2[2 * poly2counter - 1] = p[1];
+ poly2[2 * poly2counter] = p[2];
+ if (state == 1)
+ {
+ poly1counter++;
+ poly1[2 * poly1counter - 1] = convexPoly[j];
+ poly1[2 * poly1counter] = convexPoly[j + 1];
+ }
+ else if (state == 0)
+ {
+ poly2counter++;
+ poly2[2 * poly2counter - 1] = convexPoly[j];
+ poly2[2 * poly2counter] = convexPoly[j + 1];
+ }
+ state++;
+ }
+ // ... else if the point is the second vertex of the edge
+ else
+ {
+ // debug
+ case33++;
+ if (state == 1)
+ {
+ poly2counter++;
+ poly2[2 * poly2counter - 1] = convexPoly[j];
+ poly2[2 * poly2counter] = convexPoly[j + 1];
+ }
+ else
+ {
+ poly1counter++;
+ poly1[2 * poly1counter - 1] = convexPoly[j];
+ poly1[2 * poly1counter] = convexPoly[j + 1];
+ }
+ }
+ }
+ }
+ // after splitting the state must be 0 or 2
+ // (depending whether the polygon was splitted or not)
+ if (state != 0 && state != 2)
+ {
+ // printf("there is something wrong state: %d\n", state);
+ // printf("polygon might not be convex!!\n");
+ // printf("case1: %d\ncase2: %d\ncase3: %d\ncase31: %d case311: %d case3111: %d\ncase32: %d\ncase33: %d\n", case1, case2, case3, case31, case311, case3111, case32, case33);
+ // printf("numvertices %d\n=============\n", numvertices);
+
+ // if there is something wrong with the intersection, just ignore this one
+ numpolys = 3;
+ }
+ else
+ {
+ // finally convert the vertex lists into convex polygons
+ numpolys = (state == 0) ? 1 : 2;
+ poly1[0] = poly1counter;
+ poly2[0] = poly2counter;
+ // convert the first convex polygon
+ polys[0] = poly1;
+ // convert the second convex polygon
+ if (state == 2)
+ {
+ polys[1] = poly2;
+ }
+ }
+ return numpolys;
+ }
+
+ ///
+ /// Determines on which side (relative to the direction) of the given line and the
+ /// point lies (regarding the directional vector) of the given line.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// http://www.mathematik.uni-ulm.de/stochastik/lehre/ws03_04/rt/Geometry2D.ps
+ ///
+ private int LinePointLocation(double x1, double y1, double x2, double y2, double x, double y)
+ {
+ double z;
+ if (Math.Atan((y2 - y1) / (x2 - x1)) * 180.0 / Math.PI == 90.0)
+ {
+ if (Math.Abs(x1 - x) <= 0.00000000001)
+ return 0;
+ }
+ else
+ {
+ if (Math.Abs(y1 + (((y2 - y1) * (x - x1)) / (x2 - x1)) - y) <= EPS)
+ return 0;
+ }
+ // third component of the 3 dimensional product
+ z = (x2 - x1) * (y - y1) - (y2 - y1) * (x - x1);
+ if (Math.Abs(z - 0.0) <= 0.00000000001)
+ {
+ return 0;
+ }
+ else if (z > 0)
+ {
+ return 1;
+ }
+ else
+ {
+ return 2;
+ }
+ }
+
+ ///
+ /// Given four points representing one line and a line segment, returns the intersection point
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// referenced to: http://local.wasp.uwa.edu.au/~pbourke/geometry/
+ ///
+ private void LineLineSegmentIntersection(
+ double x1, double y1,
+ double x2, double y2,
+ double x3, double y3,
+ double x4, double y4, ref double[] p)
+ {
+ // x1,y1 P1 coordinates (point of line)
+ // x2,y2 P2 coordinates (point of line)
+ // x3,y3 P3 coordinates (point of line segment)
+ // x4,y4 P4 coordinates (point of line segment)
+ // p[1],p[2] intersection coordinates
+ //
+ // This function returns a pointer array which first index indicates
+ // weather they intersect on one point or not, followed by coordinate pairs.
+
+ double u_a, u_b, denom;
+ double compConst = 0.0000000000001;
+ // calculate denominator first
+ denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1);
+ u_a = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3);
+ u_b = (x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3);
+
+
+ //if(fabs(denom-0.0) < compConst && (fabs(u_b-0.0) < compConst && fabs(u_a-0.0) < compConst)){
+ //printf("denom %.20f u_b %.20f u_a %.20f\n",denom, u_b, u_a);
+ if (Math.Abs(denom - 0.0) < compConst)
+ {
+ if (Math.Abs(u_b - 0.0) < compConst && Math.Abs(u_a - 0.0) < compConst)
+ {
+ p[0] = 2.0; // if denominator and numerator equal to zero, lines are coincident
+ }
+ else
+ {
+ p[0] = 0.0;// if denominator equals to zero, lines are parallel
+ }
+ }
+ else
+ {
+ u_b = u_b / denom;
+ u_a = u_a / denom;
+ // printf("u_b %.20f\n", u_b);
+ if (u_b < -compConst || u_b > 1.0 + compConst)
+ { // check if it is on the line segment
+ // printf("line (%.20f, %.20f) (%.20f, %.20f) line seg (%.20f, %.20f) (%.20f, %.20f) \n",x1, y1 ,x2, y2 ,x3, y3 , x4, y4);
+ p[0] = 0.0;
+ }
+ else
+ {
+ p[0] = 1.0;
+ p[1] = x1 + u_a * (x2 - x1); // intersection point
+ p[2] = y1 + u_a * (y2 - y1);
+ }
+ }
+ }
+
+ ///
+ /// Returns the centroid of a given polygon
+ ///
+ ///
+ ///
+ /// Centroid of a given polygon
+ private void FindPolyCentroid(int numpoints, double[] points, ref double[] centroid)
+ {
+ int i;
+ //double area = 0.0;//, temp
+ centroid[0] = 0.0; centroid[1] = 0.0;
+
+ for (i = 0; i < 2 * numpoints; i = i + 2)
+ {
+ centroid[0] = centroid[0] + points[i];
+ centroid[1] = centroid[1] + points[i + 1];
+ }
+ centroid[0] = centroid[0] / numpoints;
+ centroid[1] = centroid[1] / numpoints;
+ }
+
+ ///
+ /// Given two points representing a line and a radius together with a center point
+ /// representing a circle, returns the intersection points.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Pointer to list of intersection points
+ ///
+ /// referenced to: http://local.wasp.uwa.edu.au/~pbourke/geometry/sphereline/
+ ///
+ private void CircleLineIntersection(
+ double x1, double y1,
+ double x2, double y2,
+ double x3, double y3, double r, ref double[] p)
+ {
+ // x1,y1 P1 coordinates [point of line]
+ // x2,y2 P2 coordinates [point of line]
+ // x3,y3, r P3 coordinates(circle center) and radius [circle]
+ // p[1],p[2]; p[3],p[4] intersection coordinates
+ //
+ // This function returns a pointer array which first index indicates
+ // the number of intersection points, followed by coordinate pairs.
+
+ //double x , y ;
+ double a, b, c, mu, i;
+
+ a = (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1);
+ b = 2 * ((x2 - x1) * (x1 - x3) + (y2 - y1) * (y1 - y3));
+ c = x3 * x3 + y3 * y3 + x1 * x1 + y1 * y1 - 2 * (x3 * x1 + y3 * y1) - r * r;
+ i = b * b - 4 * a * c;
+
+ if (i < 0.0)
+ {
+ // no intersection
+ p[0] = 0.0;
+ }
+ else if (Math.Abs(i - 0.0) < EPS)
+ {
+ // one intersection
+ p[0] = 1.0;
+
+ mu = -b / (2 * a);
+ p[1] = x1 + mu * (x2 - x1);
+ p[2] = y1 + mu * (y2 - y1);
+ }
+ else if (i > 0.0 && !(Math.Abs(a - 0.0) < EPS))
+ {
+ // two intersections
+ p[0] = 2.0;
+ // first intersection
+ mu = (-b + Math.Sqrt(i)) / (2 * a);
+ p[1] = x1 + mu * (x2 - x1);
+ p[2] = y1 + mu * (y2 - y1);
+ // second intersection
+ mu = (-b - Math.Sqrt(i)) / (2 * a);
+ p[3] = x1 + mu * (x2 - x1);
+ p[4] = y1 + mu * (y2 - y1);
+ }
+ else
+ {
+ p[0] = 0.0;
+ }
+ }
+
+ ///
+ /// Given three points, check if the point is the correct point that we are looking for.
+ ///
+ /// P1 coordinates (bisector point of dual edge on triangle)
+ /// P1 coordinates (bisector point of dual edge on triangle)
+ /// P2 coordinates (intersection point)
+ /// P2 coordinates (intersection point)
+ /// P3 coordinates (circumcenter point)
+ /// P3 coordinates (circumcenter point)
+ ///
+ /// Returns true, if given point is the correct one otherwise return false.
+ private bool ChooseCorrectPoint(
+ double x1, double y1,
+ double x2, double y2,
+ double x3, double y3, bool isObtuse)
+ {
+ double d1, d2;
+ bool p;
+
+ // squared distance between circumcenter and intersection point
+ d1 = (x2 - x3) * (x2 - x3) + (y2 - y3) * (y2 - y3);
+ // squared distance between bisector point and intersection point
+ d2 = (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1);
+
+ if (isObtuse)
+ {
+ // obtuse case
+ if (d2 >= d1)
+ {
+ p = true; // means we have found the right point
+ }
+ else
+ {
+ p = false; // means take the other point
+ }
+ }
+ else
+ {
+ // non-obtuse case
+ if (d2 < d1)
+ {
+ p = true; // means we have found the right point
+ }
+ else
+ {
+ p = false; // means take the other point
+ }
+ }
+ /// HANDLE RIGHT TRIANGLE CASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!
+ return p;
+ }
+
+ ///
+ /// This function returns a pointer array which first index indicates the whether
+ /// the point is in between the other points, followed by coordinate pairs.
+ ///
+ /// P1 coordinates [point of line] (point on Voronoi edge - intersection)
+ /// P1 coordinates [point of line] (point on Voronoi edge - intersection)
+ /// P2 coordinates [point of line] (circumcenter)
+ /// P2 coordinates [point of line] (circumcenter)
+ /// P3 coordinates [point to be compared] (neighbor's circumcenter)
+ /// P3 coordinates [point to be compared] (neighbor's circumcenter)
+ ///
+ private void PointBetweenPoints(double x1, double y1, double x2, double y2, double x, double y, ref double[] p)
+ {
+ // now check whether the point is close to circumcenter than intersection point
+ // BETWEEN THE POINTS
+ if ((x2 - x) * (x2 - x) + (y2 - y) * (y2 - y) < (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1))
+ {
+ p[0] = 1.0;
+ // calculate the squared distance to circumcenter
+ p[1] = (x - x2) * (x - x2) + (y - y2) * (y - y2);
+ p[2] = x;
+ p[3] = y;
+ }// *NOT* BETWEEN THE POINTS
+ else
+ {
+ p[0] = 0.0;
+ p[1] = 0.0;
+ p[2] = 0.0;
+ p[3] = 0.0;
+ }
+ }
+
+ ///
+ /// Given three coordinates of a triangle, tests a triangle to see if it satisfies
+ /// the minimum and/or maximum angle condition.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Returns true, if it is a BAD triangle, returns false if it is a GOOD triangle.
+ private bool IsBadTriangleAngle(double x1, double y1, double x2, double y2, double x3, double y3)
+ {
+ // variables keeping the distance values for the edges
+ double dxod, dyod, dxda, dyda, dxao, dyao;
+ double dxod2, dyod2, dxda2, dyda2, dxao2, dyao2;
+
+ double apexlen, orglen, destlen;
+ double angle; // in order to check minimum angle condition
+
+ double maxangle; // in order to check minimum angle condition
+ // calculate the side lengths
+
+ dxod = x1 - x2;
+ dyod = y1 - y2;
+ dxda = x2 - x3;
+ dyda = y2 - y3;
+ dxao = x3 - x1;
+ dyao = y3 - y1;
+ // calculate the squares of the side lentghs
+ dxod2 = dxod * dxod;
+ dyod2 = dyod * dyod;
+ dxda2 = dxda * dxda;
+ dyda2 = dyda * dyda;
+ dxao2 = dxao * dxao;
+ dyao2 = dyao * dyao;
+
+ // Find the lengths of the triangle's three edges.
+ apexlen = dxod2 + dyod2;
+ orglen = dxda2 + dyda2;
+ destlen = dxao2 + dyao2;
+
+ // try to find the minimum edge and accordingly the pqr orientation
+ if ((apexlen < orglen) && (apexlen < destlen))
+ {
+ // Find the square of the cosine of the angle at the apex.
+ angle = dxda * dxao + dyda * dyao;
+ angle = angle * angle / (orglen * destlen);
+ }
+ else if (orglen < destlen)
+ {
+ // Find the square of the cosine of the angle at the origin.
+ angle = dxod * dxao + dyod * dyao;
+ angle = angle * angle / (apexlen * destlen);
+ }
+ else
+ {
+ // Find the square of the cosine of the angle at the destination.
+ angle = dxod * dxda + dyod * dyda;
+ angle = angle * angle / (apexlen * orglen);
+ }
+
+ // try to find the maximum edge and accordingly the pqr orientation
+ if ((apexlen > orglen) && (apexlen > destlen))
+ {
+ // Find the cosine of the angle at the apex.
+ maxangle = (orglen + destlen - apexlen) / (2 * Math.Sqrt(orglen * destlen));
+ }
+ else if (orglen > destlen)
+ {
+ // Find the cosine of the angle at the origin.
+ maxangle = (apexlen + destlen - orglen) / (2 * Math.Sqrt(apexlen * destlen));
+ }
+ else
+ {
+ // Find the cosine of the angle at the destination.
+ maxangle = (apexlen + orglen - destlen) / (2 * Math.Sqrt(apexlen * orglen));
+ }
+
+ // Check whether the angle is smaller than permitted.
+ if ((angle > behavior.goodAngle) || (behavior.MaxAngle != 0.00 && maxangle < behavior.maxGoodAngle))
+ {
+ return true;// it is a bad triangle
+ }
+
+ return false;// it is a good triangle
+ }
+
+ ///
+ /// Given the triangulation, and a vertex returns the minimum distance to the
+ /// vertices of the triangle where the given vertex located.
+ ///
+ ///
+ ///
+ ///
+ ///
+ private double MinDistanceToNeighbor(double newlocX, double newlocY, ref Otri searchtri)
+ {
+ Otri horiz = default(Otri); // for search operation
+ LocateResult intersect = LocateResult.Outside;
+ Vertex v1, v2, v3, torg, tdest;
+ double d1, d2, d3, ahead;
+ //triangle ptr; // Temporary variable used by sym().
+
+ Point newvertex = new Point(newlocX, newlocY);
+
+ // printf("newvertex %f,%f\n", newvertex[0], newvertex[1]);
+ // Find the location of the vertex to be inserted. Check if a good
+ // starting triangle has already been provided by the caller.
+ // Find a boundary triangle.
+ //horiz.tri = m.dummytri;
+ //horiz.orient = 0;
+ //horiz.symself();
+ // Search for a triangle containing 'newvertex'.
+ // Start searching from the triangle provided by the caller.
+ // Where are we?
+ torg = searchtri.Org();
+ tdest = searchtri.Dest();
+ // Check the starting triangle's vertices.
+ if ((torg.x == newvertex.x) && (torg.y == newvertex.y))
+ {
+ intersect = LocateResult.OnVertex;
+ searchtri.Copy(ref horiz);
+ }
+ else if ((tdest.x == newvertex.x) && (tdest.y == newvertex.y))
+ {
+ searchtri.Lnext();
+ intersect = LocateResult.OnVertex;
+ searchtri.Copy(ref horiz);
+ }
+ else
+ {
+ // Orient 'searchtri' to fit the preconditions of calling preciselocate().
+ ahead = predicates.CounterClockwise(torg, tdest, newvertex);
+ if (ahead < 0.0)
+ {
+ // Turn around so that 'searchpoint' is to the left of the
+ // edge specified by 'searchtri'.
+ searchtri.Sym();
+ searchtri.Copy(ref horiz);
+ intersect = mesh.locator.PreciseLocate(newvertex, ref horiz, false);
+ }
+ else if (ahead == 0.0)
+ {
+ // Check if 'searchpoint' is between 'torg' and 'tdest'.
+ if (((torg.x < newvertex.x) == (newvertex.x < tdest.x)) &&
+ ((torg.y < newvertex.y) == (newvertex.y < tdest.y)))
+ {
+ intersect = LocateResult.OnEdge;
+ searchtri.Copy(ref horiz);
+ }
+ }
+ else
+ {
+ searchtri.Copy(ref horiz);
+ intersect = mesh.locator.PreciseLocate(newvertex, ref horiz, false);
+ }
+ }
+ if (intersect == LocateResult.OnVertex || intersect == LocateResult.Outside)
+ {
+ // set distance to 0
+ //m.VertexDealloc(newvertex);
+ return 0.0;
+ }
+ else
+ { // intersect == ONEDGE || intersect == INTRIANGLE
+ // find the triangle vertices
+ v1 = horiz.Org();
+ v2 = horiz.Dest();
+ v3 = horiz.Apex();
+ d1 = (v1.x - newvertex.x) * (v1.x - newvertex.x) + (v1.y - newvertex.y) * (v1.y - newvertex.y);
+ d2 = (v2.x - newvertex.x) * (v2.x - newvertex.x) + (v2.y - newvertex.y) * (v2.y - newvertex.y);
+ d3 = (v3.x - newvertex.x) * (v3.x - newvertex.x) + (v3.y - newvertex.y) * (v3.y - newvertex.y);
+ //m.VertexDealloc(newvertex);
+ // find minimum of the distance
+ if (d1 <= d2 && d1 <= d3)
+ {
+ return d1;
+ }
+ else if (d2 <= d3)
+ {
+ return d2;
+ }
+ else
+ {
+ return d3;
+ }
+ }
+ }
+ }
+}
diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/NewLocation.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/NewLocation.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..9507298ef26f1bdd6e6ed4c6a1041c63fb27fa28
--- /dev/null
+++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/NewLocation.cs.meta
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diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/RobustPredicates.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/RobustPredicates.cs
new file mode 100644
index 0000000000000000000000000000000000000000..8540f6ab5b3d2ab68ac54fe0aab90b5e5bca9648
--- /dev/null
+++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/RobustPredicates.cs
@@ -0,0 +1,1347 @@
+// -----------------------------------------------------------------------
+//
+// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
+// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
+//
+// -----------------------------------------------------------------------
+
+namespace UnityEngine.U2D.Animation.TriangleNet
+{
+ using System;
+ using Animation.TriangleNet.Geometry;
+ using Animation.TriangleNet.Tools;
+
+ ///
+ /// Adaptive exact arithmetic geometric predicates.
+ ///
+ ///
+ /// The adaptive exact arithmetic geometric predicates implemented herein are described in
+ /// detail in the paper "Adaptive Precision Floating-Point Arithmetic and Fast Robust
+ /// Geometric Predicates." by Jonathan Richard Shewchuk, see
+ /// http://www.cs.cmu.edu/~quake/robust.html
+ ///
+ /// The macros of the original C code were automatically expanded using the Visual Studio
+ /// command prompt with the command "CL /P /C EXACT.C", see
+ /// http://msdn.microsoft.com/en-us/library/8z9z0bx6.aspx
+ ///
+ internal class RobustPredicates : IPredicates
+ {
+ #region Default predicates instance (Singleton)
+
+ private static readonly object creationLock = new object();
+ private static RobustPredicates _default;
+
+ ///
+ /// Gets the default configuration instance.
+ ///
+ internal static RobustPredicates Default
+ {
+ get
+ {
+ if (_default == null)
+ {
+ lock (creationLock)
+ {
+ if (_default == null)
+ {
+ _default = new RobustPredicates();
+ }
+ }
+ }
+
+ return _default;
+ }
+ }
+
+ #endregion
+
+ #region Static initialization
+
+ private static double epsilon, splitter, resulterrbound;
+ private static double ccwerrboundA, ccwerrboundB, ccwerrboundC;
+ private static double iccerrboundA, iccerrboundB, iccerrboundC;
+ //private static double o3derrboundA, o3derrboundB, o3derrboundC;
+
+ ///
+ /// Initialize the variables used for exact arithmetic.
+ ///
+ ///
+ /// 'epsilon' is the largest power of two such that 1.0 + epsilon = 1.0 in
+ /// floating-point arithmetic. 'epsilon' bounds the relative roundoff
+ /// error. It is used for floating-point error analysis.
+ ///
+ /// 'splitter' is used to split floating-point numbers into two half-
+ /// length significands for exact multiplication.
+ ///
+ /// I imagine that a highly optimizing compiler might be too smart for its
+ /// own good, and somehow cause this routine to fail, if it pretends that
+ /// floating-point arithmetic is too much like double arithmetic.
+ ///
+ /// Don't change this routine unless you fully understand it.
+ ///
+ static RobustPredicates()
+ {
+ double half;
+ double check, lastcheck;
+ bool every_other;
+
+ every_other = true;
+ half = 0.5;
+ epsilon = 1.0;
+ splitter = 1.0;
+ check = 1.0;
+ // Repeatedly divide 'epsilon' by two until it is too small to add to
+ // one without causing roundoff. (Also check if the sum is equal to
+ // the previous sum, for machines that round up instead of using exact
+ // rounding. Not that these routines will work on such machines.)
+ do
+ {
+ lastcheck = check;
+ epsilon *= half;
+ if (every_other)
+ {
+ splitter *= 2.0;
+ }
+ every_other = !every_other;
+ check = 1.0 + epsilon;
+ }
+ while ((check != 1.0) && (check != lastcheck));
+ splitter += 1.0;
+ // Error bounds for orientation and incircle tests.
+ resulterrbound = (3.0 + 8.0 * epsilon) * epsilon;
+ ccwerrboundA = (3.0 + 16.0 * epsilon) * epsilon;
+ ccwerrboundB = (2.0 + 12.0 * epsilon) * epsilon;
+ ccwerrboundC = (9.0 + 64.0 * epsilon) * epsilon * epsilon;
+ iccerrboundA = (10.0 + 96.0 * epsilon) * epsilon;
+ iccerrboundB = (4.0 + 48.0 * epsilon) * epsilon;
+ iccerrboundC = (44.0 + 576.0 * epsilon) * epsilon * epsilon;
+ //o3derrboundA = (7.0 + 56.0 * epsilon) * epsilon;
+ //o3derrboundB = (3.0 + 28.0 * epsilon) * epsilon;
+ //o3derrboundC = (26.0 + 288.0 * epsilon) * epsilon * epsilon;
+ }
+
+ #endregion
+
+ public RobustPredicates()
+ {
+ AllocateWorkspace();
+ }
+
+ ///
+ /// Check, if the three points appear in counterclockwise order. The result is
+ /// also a rough approximation of twice the signed area of the triangle defined
+ /// by the three points.
+ ///
+ /// Point a.
+ /// Point b.
+ /// Point c.
+ /// Return a positive value if the points pa, pb, and pc occur in
+ /// counterclockwise order; a negative value if they occur in clockwise order;
+ /// and zero if they are collinear.
+ public double CounterClockwise(Point pa, Point pb, Point pc)
+ {
+ double detleft, detright, det;
+ double detsum, errbound;
+
+ Statistic.CounterClockwiseCount++;
+
+ detleft = (pa.x - pc.x) * (pb.y - pc.y);
+ detright = (pa.y - pc.y) * (pb.x - pc.x);
+ det = detleft - detright;
+
+ if (Behavior.NoExact)
+ {
+ return det;
+ }
+
+ if (detleft > 0.0)
+ {
+ if (detright <= 0.0)
+ {
+ return det;
+ }
+ else
+ {
+ detsum = detleft + detright;
+ }
+ }
+ else if (detleft < 0.0)
+ {
+ if (detright >= 0.0)
+ {
+ return det;
+ }
+ else
+ {
+ detsum = -detleft - detright;
+ }
+ }
+ else
+ {
+ return det;
+ }
+
+ errbound = ccwerrboundA * detsum;
+ if ((det >= errbound) || (-det >= errbound))
+ {
+ return det;
+ }
+
+ Statistic.CounterClockwiseAdaptCount++;
+ return CounterClockwiseAdapt(pa, pb, pc, detsum);
+ }
+
+ ///
+ /// Check if the point pd lies inside the circle passing through pa, pb, and pc. The
+ /// points pa, pb, and pc must be in counterclockwise order, or the sign of the result
+ /// will be reversed.
+ ///
+ /// Point a.
+ /// Point b.
+ /// Point c.
+ /// Point d.
+ /// Return a positive value if the point pd lies inside the circle passing through
+ /// pa, pb, and pc; a negative value if it lies outside; and zero if the four points
+ /// are cocircular.
+ public double InCircle(Point pa, Point pb, Point pc, Point pd)
+ {
+ double adx, bdx, cdx, ady, bdy, cdy;
+ double bdxcdy, cdxbdy, cdxady, adxcdy, adxbdy, bdxady;
+ double alift, blift, clift;
+ double det;
+ double permanent, errbound;
+
+ Statistic.InCircleCount++;
+
+ adx = pa.x - pd.x;
+ bdx = pb.x - pd.x;
+ cdx = pc.x - pd.x;
+ ady = pa.y - pd.y;
+ bdy = pb.y - pd.y;
+ cdy = pc.y - pd.y;
+
+ bdxcdy = bdx * cdy;
+ cdxbdy = cdx * bdy;
+ alift = adx * adx + ady * ady;
+
+ cdxady = cdx * ady;
+ adxcdy = adx * cdy;
+ blift = bdx * bdx + bdy * bdy;
+
+ adxbdy = adx * bdy;
+ bdxady = bdx * ady;
+ clift = cdx * cdx + cdy * cdy;
+
+ det = alift * (bdxcdy - cdxbdy)
+ + blift * (cdxady - adxcdy)
+ + clift * (adxbdy - bdxady);
+
+ if (Behavior.NoExact)
+ {
+ return det;
+ }
+
+ permanent = (Math.Abs(bdxcdy) + Math.Abs(cdxbdy)) * alift
+ + (Math.Abs(cdxady) + Math.Abs(adxcdy)) * blift
+ + (Math.Abs(adxbdy) + Math.Abs(bdxady)) * clift;
+ errbound = iccerrboundA * permanent;
+ if ((det > errbound) || (-det > errbound))
+ {
+ return det;
+ }
+
+ Statistic.InCircleAdaptCount++;
+ return InCircleAdapt(pa, pb, pc, pd, permanent);
+ }
+
+ ///
+ /// Return a positive value if the point pd is incompatible with the circle
+ /// or plane passing through pa, pb, and pc (meaning that pd is inside the
+ /// circle or below the plane); a negative value if it is compatible; and
+ /// zero if the four points are cocircular/coplanar. The points pa, pb, and
+ /// pc must be in counterclockwise order, or the sign of the result will be
+ /// reversed.
+ ///
+ /// Point a.
+ /// Point b.
+ /// Point c.
+ /// Point d.
+ /// Return a positive value if the point pd lies inside the circle passing through
+ /// pa, pb, and pc; a negative value if it lies outside; and zero if the four points
+ /// are cocircular.
+ public double NonRegular(Point pa, Point pb, Point pc, Point pd)
+ {
+ return InCircle(pa, pb, pc, pd);
+ }
+
+ ///
+ /// Find the circumcenter of a triangle.
+ ///
+ /// Triangle point.
+ /// Triangle point.
+ /// Triangle point.
+ /// Relative coordinate of new location.
+ /// Relative coordinate of new location.
+ /// Off-center constant.
+ /// Coordinates of the circumcenter (or off-center)
+ public Point FindCircumcenter(Point org, Point dest, Point apex,
+ ref double xi, ref double eta, double offconstant)
+ {
+ double xdo, ydo, xao, yao;
+ double dodist, aodist, dadist;
+ double denominator;
+ double dx, dy, dxoff, dyoff;
+
+ Statistic.CircumcenterCount++;
+
+ // Compute the circumcenter of the triangle.
+ xdo = dest.x - org.x;
+ ydo = dest.y - org.y;
+ xao = apex.x - org.x;
+ yao = apex.y - org.y;
+ dodist = xdo * xdo + ydo * ydo;
+ aodist = xao * xao + yao * yao;
+ dadist = (dest.x - apex.x) * (dest.x - apex.x) +
+ (dest.y - apex.y) * (dest.y - apex.y);
+
+ if (Behavior.NoExact)
+ {
+ denominator = 0.5 / (xdo * yao - xao * ydo);
+ }
+ else
+ {
+ // Use the counterclockwise() routine to ensure a positive (and
+ // reasonably accurate) result, avoiding any possibility of
+ // division by zero.
+ denominator = 0.5 / CounterClockwise(dest, apex, org);
+ // Don't count the above as an orientation test.
+ Statistic.CounterClockwiseCount--;
+ }
+
+ dx = (yao * dodist - ydo * aodist) * denominator;
+ dy = (xdo * aodist - xao * dodist) * denominator;
+
+ // Find the (squared) length of the triangle's shortest edge. This
+ // serves as a conservative estimate of the insertion radius of the
+ // circumcenter's parent. The estimate is used to ensure that
+ // the algorithm terminates even if very small angles appear in
+ // the input PSLG.
+ if ((dodist < aodist) && (dodist < dadist))
+ {
+ if (offconstant > 0.0)
+ {
+ // Find the position of the off-center, as described by Alper Ungor.
+ dxoff = 0.5 * xdo - offconstant * ydo;
+ dyoff = 0.5 * ydo + offconstant * xdo;
+ // If the off-center is closer to the origin than the
+ // circumcenter, use the off-center instead.
+ if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy)
+ {
+ dx = dxoff;
+ dy = dyoff;
+ }
+ }
+ }
+ else if (aodist < dadist)
+ {
+ if (offconstant > 0.0)
+ {
+ dxoff = 0.5 * xao + offconstant * yao;
+ dyoff = 0.5 * yao - offconstant * xao;
+ // If the off-center is closer to the origin than the
+ // circumcenter, use the off-center instead.
+ if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy)
+ {
+ dx = dxoff;
+ dy = dyoff;
+ }
+ }
+ }
+ else
+ {
+ if (offconstant > 0.0)
+ {
+ dxoff = 0.5 * (apex.x - dest.x) - offconstant * (apex.y - dest.y);
+ dyoff = 0.5 * (apex.y - dest.y) + offconstant * (apex.x - dest.x);
+ // If the off-center is closer to the destination than the
+ // circumcenter, use the off-center instead.
+ if (dxoff * dxoff + dyoff * dyoff <
+ (dx - xdo) * (dx - xdo) + (dy - ydo) * (dy - ydo))
+ {
+ dx = xdo + dxoff;
+ dy = ydo + dyoff;
+ }
+ }
+ }
+
+ // To interpolate vertex attributes for the new vertex inserted at
+ // the circumcenter, define a coordinate system with a xi-axis,
+ // directed from the triangle's origin to its destination, and
+ // an eta-axis, directed from its origin to its apex.
+ // Calculate the xi and eta coordinates of the circumcenter.
+ xi = (yao * dx - xao * dy) * (2.0 * denominator);
+ eta = (xdo * dy - ydo * dx) * (2.0 * denominator);
+
+ return new Point(org.x + dx, org.y + dy);
+ }
+
+ ///
+ /// Find the circumcenter of a triangle.
+ ///
+ /// Triangle point.
+ /// Triangle point.
+ /// Triangle point.
+ /// Relative coordinate of new location.
+ /// Relative coordinate of new location.
+ /// Coordinates of the circumcenter
+ ///
+ /// The result is returned both in terms of x-y coordinates and xi-eta
+ /// (barycentric) coordinates. The xi-eta coordinate system is defined in
+ /// terms of the triangle: the origin of the triangle is the origin of the
+ /// coordinate system; the destination of the triangle is one unit along the
+ /// xi axis; and the apex of the triangle is one unit along the eta axis.
+ /// This procedure also returns the square of the length of the triangle's
+ /// shortest edge.
+ ///
+ public Point FindCircumcenter(Point org, Point dest, Point apex,
+ ref double xi, ref double eta)
+ {
+ double xdo, ydo, xao, yao;
+ double dodist, aodist;
+ double denominator;
+ double dx, dy;
+
+ Statistic.CircumcenterCount++;
+
+ // Compute the circumcenter of the triangle.
+ xdo = dest.x - org.x;
+ ydo = dest.y - org.y;
+ xao = apex.x - org.x;
+ yao = apex.y - org.y;
+ dodist = xdo * xdo + ydo * ydo;
+ aodist = xao * xao + yao * yao;
+
+ if (Behavior.NoExact)
+ {
+ denominator = 0.5 / (xdo * yao - xao * ydo);
+ }
+ else
+ {
+ // Use the counterclockwise() routine to ensure a positive (and
+ // reasonably accurate) result, avoiding any possibility of
+ // division by zero.
+ denominator = 0.5 / CounterClockwise(dest, apex, org);
+ // Don't count the above as an orientation test.
+ Statistic.CounterClockwiseCount--;
+ }
+
+ dx = (yao * dodist - ydo * aodist) * denominator;
+ dy = (xdo * aodist - xao * dodist) * denominator;
+
+ // To interpolate vertex attributes for the new vertex inserted at
+ // the circumcenter, define a coordinate system with a xi-axis,
+ // directed from the triangle's origin to its destination, and
+ // an eta-axis, directed from its origin to its apex.
+ // Calculate the xi and eta coordinates of the circumcenter.
+ xi = (yao * dx - xao * dy) * (2.0 * denominator);
+ eta = (xdo * dy - ydo * dx) * (2.0 * denominator);
+
+ return new Point(org.x + dx, org.y + dy);
+ }
+
+ #region Exact arithmetics
+
+ ///
+ /// Sum two expansions, eliminating zero components from the output expansion.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Sets h = e + f. See the Robust Predicates paper for details.
+ ///
+ /// If round-to-even is used (as with IEEE 754), maintains the strongly nonoverlapping
+ /// property. (That is, if e is strongly nonoverlapping, h will be also.) Does NOT
+ /// maintain the nonoverlapping or nonadjacent properties.
+ ///
+ private int FastExpansionSumZeroElim(int elen, double[] e, int flen, double[] f, double[] h)
+ {
+ double Q;
+ double Qnew;
+ double hh;
+ double bvirt;
+ double avirt, bround, around;
+ int eindex, findex, hindex;
+ double enow, fnow;
+
+ enow = e[0];
+ fnow = f[0];
+ eindex = findex = 0;
+ if ((fnow > enow) == (fnow > -enow))
+ {
+ Q = enow;
+ enow = e[++eindex];
+ }
+ else
+ {
+ Q = fnow;
+ fnow = f[++findex];
+ }
+ hindex = 0;
+ if ((eindex < elen) && (findex < flen))
+ {
+ if ((fnow > enow) == (fnow > -enow))
+ {
+ Qnew = (double)(enow + Q); bvirt = Qnew - enow; hh = Q - bvirt;
+ enow = e[++eindex];
+ }
+ else
+ {
+ Qnew = (double)(fnow + Q); bvirt = Qnew - fnow; hh = Q - bvirt;
+ fnow = f[++findex];
+ }
+ Q = Qnew;
+ if (hh != 0.0)
+ {
+ h[hindex++] = hh;
+ }
+ while ((eindex < elen) && (findex < flen))
+ {
+ if ((fnow > enow) == (fnow > -enow))
+ {
+ Qnew = (double)(Q + enow);
+ bvirt = (double)(Qnew - Q);
+ avirt = Qnew - bvirt;
+ bround = enow - bvirt;
+ around = Q - avirt;
+ hh = around + bround;
+
+ enow = e[++eindex];
+ }
+ else
+ {
+ Qnew = (double)(Q + fnow);
+ bvirt = (double)(Qnew - Q);
+ avirt = Qnew - bvirt;
+ bround = fnow - bvirt;
+ around = Q - avirt;
+ hh = around + bround;
+
+ fnow = f[++findex];
+ }
+ Q = Qnew;
+ if (hh != 0.0)
+ {
+ h[hindex++] = hh;
+ }
+ }
+ }
+ while (eindex < elen)
+ {
+ Qnew = (double)(Q + enow);
+ bvirt = (double)(Qnew - Q);
+ avirt = Qnew - bvirt;
+ bround = enow - bvirt;
+ around = Q - avirt;
+ hh = around + bround;
+
+ enow = e[++eindex];
+ Q = Qnew;
+ if (hh != 0.0)
+ {
+ h[hindex++] = hh;
+ }
+ }
+ while (findex < flen)
+ {
+ Qnew = (double)(Q + fnow);
+ bvirt = (double)(Qnew - Q);
+ avirt = Qnew - bvirt;
+ bround = fnow - bvirt;
+ around = Q - avirt;
+ hh = around + bround;
+
+ fnow = f[++findex];
+ Q = Qnew;
+ if (hh != 0.0)
+ {
+ h[hindex++] = hh;
+ }
+ }
+ if ((Q != 0.0) || (hindex == 0))
+ {
+ h[hindex++] = Q;
+ }
+ return hindex;
+ }
+
+ ///
+ /// Multiply an expansion by a scalar, eliminating zero components from the output expansion.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Sets h = be. See my Robust Predicates paper for details.
+ ///
+ /// Maintains the nonoverlapping property. If round-to-even is used (as with IEEE 754),
+ /// maintains the strongly nonoverlapping and nonadjacent properties as well. (That is,
+ /// if e has one of these properties, so will h.)
+ ///
+ private int ScaleExpansionZeroElim(int elen, double[] e, double b, double[] h)
+ {
+ double Q, sum;
+ double hh;
+ double product1;
+ double product0;
+ int eindex, hindex;
+ double enow;
+ double bvirt;
+ double avirt, bround, around;
+ double c;
+ double abig;
+ double ahi, alo, bhi, blo;
+ double err1, err2, err3;
+
+ c = (double)(splitter * b); abig = (double)(c - b); bhi = c - abig; blo = b - bhi;
+ Q = (double)(e[0] * b); c = (double)(splitter * e[0]); abig = (double)(c - e[0]); ahi = c - abig; alo = e[0] - ahi; err1 = Q - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); hh = (alo * blo) - err3;
+ hindex = 0;
+ if (hh != 0)
+ {
+ h[hindex++] = hh;
+ }
+ for (eindex = 1; eindex < elen; eindex++)
+ {
+ enow = e[eindex];
+ product1 = (double)(enow * b); c = (double)(splitter * enow); abig = (double)(c - enow); ahi = c - abig; alo = enow - ahi; err1 = product1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); product0 = (alo * blo) - err3;
+ sum = (double)(Q + product0); bvirt = (double)(sum - Q); avirt = sum - bvirt; bround = product0 - bvirt; around = Q - avirt; hh = around + bround;
+ if (hh != 0)
+ {
+ h[hindex++] = hh;
+ }
+ Q = (double)(product1 + sum); bvirt = Q - product1; hh = sum - bvirt;
+ if (hh != 0)
+ {
+ h[hindex++] = hh;
+ }
+ }
+ if ((Q != 0.0) || (hindex == 0))
+ {
+ h[hindex++] = Q;
+ }
+ return hindex;
+ }
+
+ ///
+ /// Produce a one-word estimate of an expansion's value.
+ ///
+ ///
+ ///
+ ///
+ private double Estimate(int elen, double[] e)
+ {
+ double Q;
+ int eindex;
+
+ Q = e[0];
+ for (eindex = 1; eindex < elen; eindex++)
+ {
+ Q += e[eindex];
+ }
+ return Q;
+ }
+
+ ///
+ /// Return a positive value if the points pa, pb, and pc occur in counterclockwise
+ /// order; a negative value if they occur in clockwise order; and zero if they are
+ /// collinear. The result is also a rough approximation of twice the signed area of
+ /// the triangle defined by the three points.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Uses exact arithmetic if necessary to ensure a correct answer. The result returned
+ /// is the determinant of a matrix. This determinant is computed adaptively, in the
+ /// sense that exact arithmetic is used only to the degree it is needed to ensure that
+ /// the returned value has the correct sign. Hence, this function is usually quite fast,
+ /// but will run more slowly when the input points are collinear or nearly so.
+ ///
+ private double CounterClockwiseAdapt(Point pa, Point pb, Point pc, double detsum)
+ {
+ double acx, acy, bcx, bcy;
+ double acxtail, acytail, bcxtail, bcytail;
+ double detleft, detright;
+ double detlefttail, detrighttail;
+ double det, errbound;
+ // Edited to work around index out of range exceptions (changed array length from 4 to 5).
+ // See unsafe indexing in FastExpansionSumZeroElim.
+ double[] B = new double[5], u = new double[5];
+ double[] C1 = new double[8], C2 = new double[12], D = new double[16];
+ double B3;
+ int C1length, C2length, Dlength;
+
+ double u3;
+ double s1, t1;
+ double s0, t0;
+
+ double bvirt;
+ double avirt, bround, around;
+ double c;
+ double abig;
+ double ahi, alo, bhi, blo;
+ double err1, err2, err3;
+ double _i, _j;
+ double _0;
+
+ acx = (double)(pa.x - pc.x);
+ bcx = (double)(pb.x - pc.x);
+ acy = (double)(pa.y - pc.y);
+ bcy = (double)(pb.y - pc.y);
+
+ detleft = (double)(acx * bcy); c = (double)(splitter * acx); abig = (double)(c - acx); ahi = c - abig; alo = acx - ahi; c = (double)(splitter * bcy); abig = (double)(c - bcy); bhi = c - abig; blo = bcy - bhi; err1 = detleft - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); detlefttail = (alo * blo) - err3;
+ detright = (double)(acy * bcx); c = (double)(splitter * acy); abig = (double)(c - acy); ahi = c - abig; alo = acy - ahi; c = (double)(splitter * bcx); abig = (double)(c - bcx); bhi = c - abig; blo = bcx - bhi; err1 = detright - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); detrighttail = (alo * blo) - err3;
+
+ _i = (double)(detlefttail - detrighttail); bvirt = (double)(detlefttail - _i); avirt = _i + bvirt; bround = bvirt - detrighttail; around = detlefttail - avirt; B[0] = around + bround; _j = (double)(detleft + _i); bvirt = (double)(_j - detleft); avirt = _j - bvirt; bround = _i - bvirt; around = detleft - avirt; _0 = around + bround; _i = (double)(_0 - detright); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - detright; around = _0 - avirt; B[1] = around + bround; B3 = (double)(_j + _i); bvirt = (double)(B3 - _j); avirt = B3 - bvirt; bround = _i - bvirt; around = _j - avirt; B[2] = around + bround;
+
+ B[3] = B3;
+
+ det = Estimate(4, B);
+ errbound = ccwerrboundB * detsum;
+ if ((det >= errbound) || (-det >= errbound))
+ {
+ return det;
+ }
+
+ bvirt = (double)(pa.x - acx); avirt = acx + bvirt; bround = bvirt - pc.x; around = pa.x - avirt; acxtail = around + bround;
+ bvirt = (double)(pb.x - bcx); avirt = bcx + bvirt; bround = bvirt - pc.x; around = pb.x - avirt; bcxtail = around + bround;
+ bvirt = (double)(pa.y - acy); avirt = acy + bvirt; bround = bvirt - pc.y; around = pa.y - avirt; acytail = around + bround;
+ bvirt = (double)(pb.y - bcy); avirt = bcy + bvirt; bround = bvirt - pc.y; around = pb.y - avirt; bcytail = around + bround;
+
+ if ((acxtail == 0.0) && (acytail == 0.0)
+ && (bcxtail == 0.0) && (bcytail == 0.0))
+ {
+ return det;
+ }
+
+ errbound = ccwerrboundC * detsum + resulterrbound * ((det) >= 0.0 ? (det) : -(det));
+ det += (acx * bcytail + bcy * acxtail)
+ - (acy * bcxtail + bcx * acytail);
+ if ((det >= errbound) || (-det >= errbound))
+ {
+ return det;
+ }
+
+ s1 = (double)(acxtail * bcy); c = (double)(splitter * acxtail); abig = (double)(c - acxtail); ahi = c - abig; alo = acxtail - ahi; c = (double)(splitter * bcy); abig = (double)(c - bcy); bhi = c - abig; blo = bcy - bhi; err1 = s1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); s0 = (alo * blo) - err3;
+ t1 = (double)(acytail * bcx); c = (double)(splitter * acytail); abig = (double)(c - acytail); ahi = c - abig; alo = acytail - ahi; c = (double)(splitter * bcx); abig = (double)(c - bcx); bhi = c - abig; blo = bcx - bhi; err1 = t1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); t0 = (alo * blo) - err3;
+ _i = (double)(s0 - t0); bvirt = (double)(s0 - _i); avirt = _i + bvirt; bround = bvirt - t0; around = s0 - avirt; u[0] = around + bround; _j = (double)(s1 + _i); bvirt = (double)(_j - s1); avirt = _j - bvirt; bround = _i - bvirt; around = s1 - avirt; _0 = around + bround; _i = (double)(_0 - t1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - t1; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround;
+ u[3] = u3;
+ C1length = FastExpansionSumZeroElim(4, B, 4, u, C1);
+
+ s1 = (double)(acx * bcytail); c = (double)(splitter * acx); abig = (double)(c - acx); ahi = c - abig; alo = acx - ahi; c = (double)(splitter * bcytail); abig = (double)(c - bcytail); bhi = c - abig; blo = bcytail - bhi; err1 = s1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); s0 = (alo * blo) - err3;
+ t1 = (double)(acy * bcxtail); c = (double)(splitter * acy); abig = (double)(c - acy); ahi = c - abig; alo = acy - ahi; c = (double)(splitter * bcxtail); abig = (double)(c - bcxtail); bhi = c - abig; blo = bcxtail - bhi; err1 = t1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); t0 = (alo * blo) - err3;
+ _i = (double)(s0 - t0); bvirt = (double)(s0 - _i); avirt = _i + bvirt; bround = bvirt - t0; around = s0 - avirt; u[0] = around + bround; _j = (double)(s1 + _i); bvirt = (double)(_j - s1); avirt = _j - bvirt; bround = _i - bvirt; around = s1 - avirt; _0 = around + bround; _i = (double)(_0 - t1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - t1; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround;
+ u[3] = u3;
+ C2length = FastExpansionSumZeroElim(C1length, C1, 4, u, C2);
+
+ s1 = (double)(acxtail * bcytail); c = (double)(splitter * acxtail); abig = (double)(c - acxtail); ahi = c - abig; alo = acxtail - ahi; c = (double)(splitter * bcytail); abig = (double)(c - bcytail); bhi = c - abig; blo = bcytail - bhi; err1 = s1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); s0 = (alo * blo) - err3;
+ t1 = (double)(acytail * bcxtail); c = (double)(splitter * acytail); abig = (double)(c - acytail); ahi = c - abig; alo = acytail - ahi; c = (double)(splitter * bcxtail); abig = (double)(c - bcxtail); bhi = c - abig; blo = bcxtail - bhi; err1 = t1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); t0 = (alo * blo) - err3;
+ _i = (double)(s0 - t0); bvirt = (double)(s0 - _i); avirt = _i + bvirt; bround = bvirt - t0; around = s0 - avirt; u[0] = around + bround; _j = (double)(s1 + _i); bvirt = (double)(_j - s1); avirt = _j - bvirt; bround = _i - bvirt; around = s1 - avirt; _0 = around + bround; _i = (double)(_0 - t1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - t1; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround;
+ u[3] = u3;
+ Dlength = FastExpansionSumZeroElim(C2length, C2, 4, u, D);
+
+ return (D[Dlength - 1]);
+ }
+
+ ///
+ /// Return a positive value if the point pd lies inside the circle passing through
+ /// pa, pb, and pc; a negative value if it lies outside; and zero if the four points
+ /// are cocircular. The points pa, pb, and pc must be in counterclockwise order, or
+ /// the sign of the result will be reversed.
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Uses exact arithmetic if necessary to ensure a correct answer. The result returned
+ /// is the determinant of a matrix. This determinant is computed adaptively, in the
+ /// sense that exact arithmetic is used only to the degree it is needed to ensure that
+ /// the returned value has the correct sign. Hence, this function is usually quite fast,
+ /// but will run more slowly when the input points are cocircular or nearly so.
+ ///
+ private double InCircleAdapt(Point pa, Point pb, Point pc, Point pd, double permanent)
+ {
+ double adx, bdx, cdx, ady, bdy, cdy;
+ double det, errbound;
+
+ double bdxcdy1, cdxbdy1, cdxady1, adxcdy1, adxbdy1, bdxady1;
+ double bdxcdy0, cdxbdy0, cdxady0, adxcdy0, adxbdy0, bdxady0;
+ double[] bc = new double[4], ca = new double[4], ab = new double[4];
+ double bc3, ca3, ab3;
+ int axbclen, axxbclen, aybclen, ayybclen, alen;
+ int bxcalen, bxxcalen, bycalen, byycalen, blen;
+ int cxablen, cxxablen, cyablen, cyyablen, clen;
+ int ablen;
+ double[] finnow, finother, finswap;
+ int finlength;
+
+ double adxtail, bdxtail, cdxtail, adytail, bdytail, cdytail;
+ double adxadx1, adyady1, bdxbdx1, bdybdy1, cdxcdx1, cdycdy1;
+ double adxadx0, adyady0, bdxbdx0, bdybdy0, cdxcdx0, cdycdy0;
+ double[] aa = new double[4], bb = new double[4], cc = new double[4];
+ double aa3, bb3, cc3;
+ double ti1, tj1;
+ double ti0, tj0;
+ // Edited to work around index out of range exceptions (changed array length from 4 to 5).
+ // See unsafe indexing in FastExpansionSumZeroElim.
+ double[] u = new double[5], v = new double[5];
+ double u3, v3;
+ int temp8len, temp16alen, temp16blen, temp16clen;
+ int temp32alen, temp32blen, temp48len, temp64len;
+ double[] axtbb = new double[8], axtcc = new double[8], aytbb = new double[8], aytcc = new double[8];
+ int axtbblen, axtcclen, aytbblen, aytcclen;
+ double[] bxtaa = new double[8], bxtcc = new double[8], bytaa = new double[8], bytcc = new double[8];
+ int bxtaalen, bxtcclen, bytaalen, bytcclen;
+ double[] cxtaa = new double[8], cxtbb = new double[8], cytaa = new double[8], cytbb = new double[8];
+ int cxtaalen, cxtbblen, cytaalen, cytbblen;
+ double[] axtbc = new double[8], aytbc = new double[8], bxtca = new double[8], bytca = new double[8], cxtab = new double[8], cytab = new double[8];
+ int axtbclen = 0, aytbclen = 0, bxtcalen = 0, bytcalen = 0, cxtablen = 0, cytablen = 0;
+ double[] axtbct = new double[16], aytbct = new double[16], bxtcat = new double[16], bytcat = new double[16], cxtabt = new double[16], cytabt = new double[16];
+ int axtbctlen, aytbctlen, bxtcatlen, bytcatlen, cxtabtlen, cytabtlen;
+ double[] axtbctt = new double[8], aytbctt = new double[8], bxtcatt = new double[8];
+ double[] bytcatt = new double[8], cxtabtt = new double[8], cytabtt = new double[8];
+ int axtbcttlen, aytbcttlen, bxtcattlen, bytcattlen, cxtabttlen, cytabttlen;
+ double[] abt = new double[8], bct = new double[8], cat = new double[8];
+ int abtlen, bctlen, catlen;
+ double[] abtt = new double[4], bctt = new double[4], catt = new double[4];
+ int abttlen, bcttlen, cattlen;
+ double abtt3, bctt3, catt3;
+ double negate;
+
+ double bvirt;
+ double avirt, bround, around;
+ double c;
+ double abig;
+ double ahi, alo, bhi, blo;
+ double err1, err2, err3;
+ double _i, _j;
+ double _0;
+
+ adx = (double)(pa.x - pd.x);
+ bdx = (double)(pb.x - pd.x);
+ cdx = (double)(pc.x - pd.x);
+ ady = (double)(pa.y - pd.y);
+ bdy = (double)(pb.y - pd.y);
+ cdy = (double)(pc.y - pd.y);
+
+ adx = (double)(pa.x - pd.x);
+ bdx = (double)(pb.x - pd.x);
+ cdx = (double)(pc.x - pd.x);
+ ady = (double)(pa.y - pd.y);
+ bdy = (double)(pb.y - pd.y);
+ cdy = (double)(pc.y - pd.y);
+
+ bdxcdy1 = (double)(bdx * cdy); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * cdy); abig = (double)(c - cdy); bhi = c - abig; blo = cdy - bhi; err1 = bdxcdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); bdxcdy0 = (alo * blo) - err3;
+ cdxbdy1 = (double)(cdx * bdy); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * bdy); abig = (double)(c - bdy); bhi = c - abig; blo = bdy - bhi; err1 = cdxbdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); cdxbdy0 = (alo * blo) - err3;
+ _i = (double)(bdxcdy0 - cdxbdy0); bvirt = (double)(bdxcdy0 - _i); avirt = _i + bvirt; bround = bvirt - cdxbdy0; around = bdxcdy0 - avirt; bc[0] = around + bround; _j = (double)(bdxcdy1 + _i); bvirt = (double)(_j - bdxcdy1); avirt = _j - bvirt; bround = _i - bvirt; around = bdxcdy1 - avirt; _0 = around + bround; _i = (double)(_0 - cdxbdy1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - cdxbdy1; around = _0 - avirt; bc[1] = around + bround; bc3 = (double)(_j + _i); bvirt = (double)(bc3 - _j); avirt = bc3 - bvirt; bround = _i - bvirt; around = _j - avirt; bc[2] = around + bround;
+ bc[3] = bc3;
+ axbclen = ScaleExpansionZeroElim(4, bc, adx, axbc);
+ axxbclen = ScaleExpansionZeroElim(axbclen, axbc, adx, axxbc);
+ aybclen = ScaleExpansionZeroElim(4, bc, ady, aybc);
+ ayybclen = ScaleExpansionZeroElim(aybclen, aybc, ady, ayybc);
+ alen = FastExpansionSumZeroElim(axxbclen, axxbc, ayybclen, ayybc, adet);
+
+ cdxady1 = (double)(cdx * ady); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * ady); abig = (double)(c - ady); bhi = c - abig; blo = ady - bhi; err1 = cdxady1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); cdxady0 = (alo * blo) - err3;
+ adxcdy1 = (double)(adx * cdy); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * cdy); abig = (double)(c - cdy); bhi = c - abig; blo = cdy - bhi; err1 = adxcdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); adxcdy0 = (alo * blo) - err3;
+ _i = (double)(cdxady0 - adxcdy0); bvirt = (double)(cdxady0 - _i); avirt = _i + bvirt; bround = bvirt - adxcdy0; around = cdxady0 - avirt; ca[0] = around + bround; _j = (double)(cdxady1 + _i); bvirt = (double)(_j - cdxady1); avirt = _j - bvirt; bround = _i - bvirt; around = cdxady1 - avirt; _0 = around + bround; _i = (double)(_0 - adxcdy1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - adxcdy1; around = _0 - avirt; ca[1] = around + bround; ca3 = (double)(_j + _i); bvirt = (double)(ca3 - _j); avirt = ca3 - bvirt; bround = _i - bvirt; around = _j - avirt; ca[2] = around + bround;
+ ca[3] = ca3;
+ bxcalen = ScaleExpansionZeroElim(4, ca, bdx, bxca);
+ bxxcalen = ScaleExpansionZeroElim(bxcalen, bxca, bdx, bxxca);
+ bycalen = ScaleExpansionZeroElim(4, ca, bdy, byca);
+ byycalen = ScaleExpansionZeroElim(bycalen, byca, bdy, byyca);
+ blen = FastExpansionSumZeroElim(bxxcalen, bxxca, byycalen, byyca, bdet);
+
+ adxbdy1 = (double)(adx * bdy); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * bdy); abig = (double)(c - bdy); bhi = c - abig; blo = bdy - bhi; err1 = adxbdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); adxbdy0 = (alo * blo) - err3;
+ bdxady1 = (double)(bdx * ady); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * ady); abig = (double)(c - ady); bhi = c - abig; blo = ady - bhi; err1 = bdxady1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); bdxady0 = (alo * blo) - err3;
+ _i = (double)(adxbdy0 - bdxady0); bvirt = (double)(adxbdy0 - _i); avirt = _i + bvirt; bround = bvirt - bdxady0; around = adxbdy0 - avirt; ab[0] = around + bround; _j = (double)(adxbdy1 + _i); bvirt = (double)(_j - adxbdy1); avirt = _j - bvirt; bround = _i - bvirt; around = adxbdy1 - avirt; _0 = around + bround; _i = (double)(_0 - bdxady1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - bdxady1; around = _0 - avirt; ab[1] = around + bround; ab3 = (double)(_j + _i); bvirt = (double)(ab3 - _j); avirt = ab3 - bvirt; bround = _i - bvirt; around = _j - avirt; ab[2] = around + bround;
+ ab[3] = ab3;
+ cxablen = ScaleExpansionZeroElim(4, ab, cdx, cxab);
+ cxxablen = ScaleExpansionZeroElim(cxablen, cxab, cdx, cxxab);
+ cyablen = ScaleExpansionZeroElim(4, ab, cdy, cyab);
+ cyyablen = ScaleExpansionZeroElim(cyablen, cyab, cdy, cyyab);
+ clen = FastExpansionSumZeroElim(cxxablen, cxxab, cyyablen, cyyab, cdet);
+
+ ablen = FastExpansionSumZeroElim(alen, adet, blen, bdet, abdet);
+ finlength = FastExpansionSumZeroElim(ablen, abdet, clen, cdet, fin1);
+
+ det = Estimate(finlength, fin1);
+ errbound = iccerrboundB * permanent;
+ if ((det >= errbound) || (-det >= errbound))
+ {
+ return det;
+ }
+
+ bvirt = (double)(pa.x - adx); avirt = adx + bvirt; bround = bvirt - pd.x; around = pa.x - avirt; adxtail = around + bround;
+ bvirt = (double)(pa.y - ady); avirt = ady + bvirt; bround = bvirt - pd.y; around = pa.y - avirt; adytail = around + bround;
+ bvirt = (double)(pb.x - bdx); avirt = bdx + bvirt; bround = bvirt - pd.x; around = pb.x - avirt; bdxtail = around + bround;
+ bvirt = (double)(pb.y - bdy); avirt = bdy + bvirt; bround = bvirt - pd.y; around = pb.y - avirt; bdytail = around + bround;
+ bvirt = (double)(pc.x - cdx); avirt = cdx + bvirt; bround = bvirt - pd.x; around = pc.x - avirt; cdxtail = around + bround;
+ bvirt = (double)(pc.y - cdy); avirt = cdy + bvirt; bround = bvirt - pd.y; around = pc.y - avirt; cdytail = around + bround;
+ if ((adxtail == 0.0) && (bdxtail == 0.0) && (cdxtail == 0.0)
+ && (adytail == 0.0) && (bdytail == 0.0) && (cdytail == 0.0))
+ {
+ return det;
+ }
+
+ errbound = iccerrboundC * permanent + resulterrbound * ((det) >= 0.0 ? (det) : -(det));
+ det += ((adx * adx + ady * ady) * ((bdx * cdytail + cdy * bdxtail) - (bdy * cdxtail + cdx * bdytail))
+ + 2.0 * (adx * adxtail + ady * adytail) * (bdx * cdy - bdy * cdx))
+ + ((bdx * bdx + bdy * bdy) * ((cdx * adytail + ady * cdxtail) - (cdy * adxtail + adx * cdytail))
+ + 2.0 * (bdx * bdxtail + bdy * bdytail) * (cdx * ady - cdy * adx))
+ + ((cdx * cdx + cdy * cdy) * ((adx * bdytail + bdy * adxtail) - (ady * bdxtail + bdx * adytail))
+ + 2.0 * (cdx * cdxtail + cdy * cdytail) * (adx * bdy - ady * bdx));
+ if ((det >= errbound) || (-det >= errbound))
+ {
+ return det;
+ }
+
+ finnow = fin1;
+ finother = fin2;
+
+ if ((bdxtail != 0.0) || (bdytail != 0.0) || (cdxtail != 0.0) || (cdytail != 0.0))
+ {
+ adxadx1 = (double)(adx * adx); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; err1 = adxadx1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); adxadx0 = (alo * alo) - err3;
+ adyady1 = (double)(ady * ady); c = (double)(splitter * ady); abig = (double)(c - ady); ahi = c - abig; alo = ady - ahi; err1 = adyady1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); adyady0 = (alo * alo) - err3;
+ _i = (double)(adxadx0 + adyady0); bvirt = (double)(_i - adxadx0); avirt = _i - bvirt; bround = adyady0 - bvirt; around = adxadx0 - avirt; aa[0] = around + bround; _j = (double)(adxadx1 + _i); bvirt = (double)(_j - adxadx1); avirt = _j - bvirt; bround = _i - bvirt; around = adxadx1 - avirt; _0 = around + bround; _i = (double)(_0 + adyady1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = adyady1 - bvirt; around = _0 - avirt; aa[1] = around + bround; aa3 = (double)(_j + _i); bvirt = (double)(aa3 - _j); avirt = aa3 - bvirt; bround = _i - bvirt; around = _j - avirt; aa[2] = around + bround;
+ aa[3] = aa3;
+ }
+ if ((cdxtail != 0.0) || (cdytail != 0.0) || (adxtail != 0.0) || (adytail != 0.0))
+ {
+ bdxbdx1 = (double)(bdx * bdx); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; err1 = bdxbdx1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); bdxbdx0 = (alo * alo) - err3;
+ bdybdy1 = (double)(bdy * bdy); c = (double)(splitter * bdy); abig = (double)(c - bdy); ahi = c - abig; alo = bdy - ahi; err1 = bdybdy1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); bdybdy0 = (alo * alo) - err3;
+ _i = (double)(bdxbdx0 + bdybdy0); bvirt = (double)(_i - bdxbdx0); avirt = _i - bvirt; bround = bdybdy0 - bvirt; around = bdxbdx0 - avirt; bb[0] = around + bround; _j = (double)(bdxbdx1 + _i); bvirt = (double)(_j - bdxbdx1); avirt = _j - bvirt; bround = _i - bvirt; around = bdxbdx1 - avirt; _0 = around + bround; _i = (double)(_0 + bdybdy1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = bdybdy1 - bvirt; around = _0 - avirt; bb[1] = around + bround; bb3 = (double)(_j + _i); bvirt = (double)(bb3 - _j); avirt = bb3 - bvirt; bround = _i - bvirt; around = _j - avirt; bb[2] = around + bround;
+ bb[3] = bb3;
+ }
+ if ((adxtail != 0.0) || (adytail != 0.0) || (bdxtail != 0.0) || (bdytail != 0.0))
+ {
+ cdxcdx1 = (double)(cdx * cdx); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; err1 = cdxcdx1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); cdxcdx0 = (alo * alo) - err3;
+ cdycdy1 = (double)(cdy * cdy); c = (double)(splitter * cdy); abig = (double)(c - cdy); ahi = c - abig; alo = cdy - ahi; err1 = cdycdy1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); cdycdy0 = (alo * alo) - err3;
+ _i = (double)(cdxcdx0 + cdycdy0); bvirt = (double)(_i - cdxcdx0); avirt = _i - bvirt; bround = cdycdy0 - bvirt; around = cdxcdx0 - avirt; cc[0] = around + bround; _j = (double)(cdxcdx1 + _i); bvirt = (double)(_j - cdxcdx1); avirt = _j - bvirt; bround = _i - bvirt; around = cdxcdx1 - avirt; _0 = around + bround; _i = (double)(_0 + cdycdy1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = cdycdy1 - bvirt; around = _0 - avirt; cc[1] = around + bround; cc3 = (double)(_j + _i); bvirt = (double)(cc3 - _j); avirt = cc3 - bvirt; bround = _i - bvirt; around = _j - avirt; cc[2] = around + bround;
+ cc[3] = cc3;
+ }
+
+ if (adxtail != 0.0)
+ {
+ axtbclen = ScaleExpansionZeroElim(4, bc, adxtail, axtbc);
+ temp16alen = ScaleExpansionZeroElim(axtbclen, axtbc, 2.0 * adx, temp16a);
+
+ axtcclen = ScaleExpansionZeroElim(4, cc, adxtail, axtcc);
+ temp16blen = ScaleExpansionZeroElim(axtcclen, axtcc, bdy, temp16b);
+
+ axtbblen = ScaleExpansionZeroElim(4, bb, adxtail, axtbb);
+ temp16clen = ScaleExpansionZeroElim(axtbblen, axtbb, -cdy, temp16c);
+
+ temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ if (adytail != 0.0)
+ {
+ aytbclen = ScaleExpansionZeroElim(4, bc, adytail, aytbc);
+ temp16alen = ScaleExpansionZeroElim(aytbclen, aytbc, 2.0 * ady, temp16a);
+
+ aytbblen = ScaleExpansionZeroElim(4, bb, adytail, aytbb);
+ temp16blen = ScaleExpansionZeroElim(aytbblen, aytbb, cdx, temp16b);
+
+ aytcclen = ScaleExpansionZeroElim(4, cc, adytail, aytcc);
+ temp16clen = ScaleExpansionZeroElim(aytcclen, aytcc, -bdx, temp16c);
+
+ temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ if (bdxtail != 0.0)
+ {
+ bxtcalen = ScaleExpansionZeroElim(4, ca, bdxtail, bxtca);
+ temp16alen = ScaleExpansionZeroElim(bxtcalen, bxtca, 2.0 * bdx, temp16a);
+
+ bxtaalen = ScaleExpansionZeroElim(4, aa, bdxtail, bxtaa);
+ temp16blen = ScaleExpansionZeroElim(bxtaalen, bxtaa, cdy, temp16b);
+
+ bxtcclen = ScaleExpansionZeroElim(4, cc, bdxtail, bxtcc);
+ temp16clen = ScaleExpansionZeroElim(bxtcclen, bxtcc, -ady, temp16c);
+
+ temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ if (bdytail != 0.0)
+ {
+ bytcalen = ScaleExpansionZeroElim(4, ca, bdytail, bytca);
+ temp16alen = ScaleExpansionZeroElim(bytcalen, bytca, 2.0 * bdy, temp16a);
+
+ bytcclen = ScaleExpansionZeroElim(4, cc, bdytail, bytcc);
+ temp16blen = ScaleExpansionZeroElim(bytcclen, bytcc, adx, temp16b);
+
+ bytaalen = ScaleExpansionZeroElim(4, aa, bdytail, bytaa);
+ temp16clen = ScaleExpansionZeroElim(bytaalen, bytaa, -cdx, temp16c);
+
+ temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ if (cdxtail != 0.0)
+ {
+ cxtablen = ScaleExpansionZeroElim(4, ab, cdxtail, cxtab);
+ temp16alen = ScaleExpansionZeroElim(cxtablen, cxtab, 2.0 * cdx, temp16a);
+
+ cxtbblen = ScaleExpansionZeroElim(4, bb, cdxtail, cxtbb);
+ temp16blen = ScaleExpansionZeroElim(cxtbblen, cxtbb, ady, temp16b);
+
+ cxtaalen = ScaleExpansionZeroElim(4, aa, cdxtail, cxtaa);
+ temp16clen = ScaleExpansionZeroElim(cxtaalen, cxtaa, -bdy, temp16c);
+
+ temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ if (cdytail != 0.0)
+ {
+ cytablen = ScaleExpansionZeroElim(4, ab, cdytail, cytab);
+ temp16alen = ScaleExpansionZeroElim(cytablen, cytab, 2.0 * cdy, temp16a);
+
+ cytaalen = ScaleExpansionZeroElim(4, aa, cdytail, cytaa);
+ temp16blen = ScaleExpansionZeroElim(cytaalen, cytaa, bdx, temp16b);
+
+ cytbblen = ScaleExpansionZeroElim(4, bb, cdytail, cytbb);
+ temp16clen = ScaleExpansionZeroElim(cytbblen, cytbb, -adx, temp16c);
+
+ temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+
+ if ((adxtail != 0.0) || (adytail != 0.0))
+ {
+ if ((bdxtail != 0.0) || (bdytail != 0.0)
+ || (cdxtail != 0.0) || (cdytail != 0.0))
+ {
+ ti1 = (double)(bdxtail * cdy); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * cdy); abig = (double)(c - cdy); bhi = c - abig; blo = cdy - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3;
+ tj1 = (double)(bdx * cdytail); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * cdytail); abig = (double)(c - cdytail); bhi = c - abig; blo = cdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3;
+ _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; u[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround;
+ u[3] = u3;
+ negate = -bdy;
+ ti1 = (double)(cdxtail * negate); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3;
+ negate = -bdytail;
+ tj1 = (double)(cdx * negate); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3;
+ _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; v[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; v[1] = around + bround; v3 = (double)(_j + _i); bvirt = (double)(v3 - _j); avirt = v3 - bvirt; bround = _i - bvirt; around = _j - avirt; v[2] = around + bround;
+ v[3] = v3;
+ bctlen = FastExpansionSumZeroElim(4, u, 4, v, bct);
+
+ ti1 = (double)(bdxtail * cdytail); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * cdytail); abig = (double)(c - cdytail); bhi = c - abig; blo = cdytail - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3;
+ tj1 = (double)(cdxtail * bdytail); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * bdytail); abig = (double)(c - bdytail); bhi = c - abig; blo = bdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3;
+ _i = (double)(ti0 - tj0); bvirt = (double)(ti0 - _i); avirt = _i + bvirt; bround = bvirt - tj0; around = ti0 - avirt; bctt[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 - tj1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - tj1; around = _0 - avirt; bctt[1] = around + bround; bctt3 = (double)(_j + _i); bvirt = (double)(bctt3 - _j); avirt = bctt3 - bvirt; bround = _i - bvirt; around = _j - avirt; bctt[2] = around + bround;
+ bctt[3] = bctt3;
+ bcttlen = 4;
+ }
+ else
+ {
+ bct[0] = 0.0;
+ bctlen = 1;
+ bctt[0] = 0.0;
+ bcttlen = 1;
+ }
+
+ if (adxtail != 0.0)
+ {
+ temp16alen = ScaleExpansionZeroElim(axtbclen, axtbc, adxtail, temp16a);
+ axtbctlen = ScaleExpansionZeroElim(bctlen, bct, adxtail, axtbct);
+ temp32alen = ScaleExpansionZeroElim(axtbctlen, axtbct, 2.0 * adx, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ if (bdytail != 0.0)
+ {
+ temp8len = ScaleExpansionZeroElim(4, cc, adxtail, temp8);
+ temp16alen = ScaleExpansionZeroElim(temp8len, temp8, bdytail, temp16a);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ if (cdytail != 0.0)
+ {
+ temp8len = ScaleExpansionZeroElim(4, bb, -adxtail, temp8);
+ temp16alen = ScaleExpansionZeroElim(temp8len, temp8, cdytail, temp16a);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+
+ temp32alen = ScaleExpansionZeroElim(axtbctlen, axtbct, adxtail, temp32a);
+ axtbcttlen = ScaleExpansionZeroElim(bcttlen, bctt, adxtail, axtbctt);
+ temp16alen = ScaleExpansionZeroElim(axtbcttlen, axtbctt, 2.0 * adx, temp16a);
+ temp16blen = ScaleExpansionZeroElim(axtbcttlen, axtbctt, adxtail, temp16b);
+ temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b);
+ temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ if (adytail != 0.0)
+ {
+ temp16alen = ScaleExpansionZeroElim(aytbclen, aytbc, adytail, temp16a);
+ aytbctlen = ScaleExpansionZeroElim(bctlen, bct, adytail, aytbct);
+ temp32alen = ScaleExpansionZeroElim(aytbctlen, aytbct, 2.0 * ady, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+
+
+ temp32alen = ScaleExpansionZeroElim(aytbctlen, aytbct, adytail, temp32a);
+ aytbcttlen = ScaleExpansionZeroElim(bcttlen, bctt, adytail, aytbctt);
+ temp16alen = ScaleExpansionZeroElim(aytbcttlen, aytbctt, 2.0 * ady, temp16a);
+ temp16blen = ScaleExpansionZeroElim(aytbcttlen, aytbctt, adytail, temp16b);
+ temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b);
+ temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ }
+ if ((bdxtail != 0.0) || (bdytail != 0.0))
+ {
+ if ((cdxtail != 0.0) || (cdytail != 0.0)
+ || (adxtail != 0.0) || (adytail != 0.0))
+ {
+ ti1 = (double)(cdxtail * ady); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * ady); abig = (double)(c - ady); bhi = c - abig; blo = ady - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3;
+ tj1 = (double)(cdx * adytail); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * adytail); abig = (double)(c - adytail); bhi = c - abig; blo = adytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3;
+ _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; u[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround;
+ u[3] = u3;
+ negate = -cdy;
+ ti1 = (double)(adxtail * negate); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3;
+ negate = -cdytail;
+ tj1 = (double)(adx * negate); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3;
+ _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; v[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; v[1] = around + bround; v3 = (double)(_j + _i); bvirt = (double)(v3 - _j); avirt = v3 - bvirt; bround = _i - bvirt; around = _j - avirt; v[2] = around + bround;
+ v[3] = v3;
+ catlen = FastExpansionSumZeroElim(4, u, 4, v, cat);
+
+ ti1 = (double)(cdxtail * adytail); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * adytail); abig = (double)(c - adytail); bhi = c - abig; blo = adytail - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3;
+ tj1 = (double)(adxtail * cdytail); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * cdytail); abig = (double)(c - cdytail); bhi = c - abig; blo = cdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3;
+ _i = (double)(ti0 - tj0); bvirt = (double)(ti0 - _i); avirt = _i + bvirt; bround = bvirt - tj0; around = ti0 - avirt; catt[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 - tj1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - tj1; around = _0 - avirt; catt[1] = around + bround; catt3 = (double)(_j + _i); bvirt = (double)(catt3 - _j); avirt = catt3 - bvirt; bround = _i - bvirt; around = _j - avirt; catt[2] = around + bround;
+ catt[3] = catt3;
+ cattlen = 4;
+ }
+ else
+ {
+ cat[0] = 0.0;
+ catlen = 1;
+ catt[0] = 0.0;
+ cattlen = 1;
+ }
+
+ if (bdxtail != 0.0)
+ {
+ temp16alen = ScaleExpansionZeroElim(bxtcalen, bxtca, bdxtail, temp16a);
+ bxtcatlen = ScaleExpansionZeroElim(catlen, cat, bdxtail, bxtcat);
+ temp32alen = ScaleExpansionZeroElim(bxtcatlen, bxtcat, 2.0 * bdx, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ if (cdytail != 0.0)
+ {
+ temp8len = ScaleExpansionZeroElim(4, aa, bdxtail, temp8);
+ temp16alen = ScaleExpansionZeroElim(temp8len, temp8, cdytail, temp16a);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ if (adytail != 0.0)
+ {
+ temp8len = ScaleExpansionZeroElim(4, cc, -bdxtail, temp8);
+ temp16alen = ScaleExpansionZeroElim(temp8len, temp8, adytail, temp16a);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+
+ temp32alen = ScaleExpansionZeroElim(bxtcatlen, bxtcat, bdxtail, temp32a);
+ bxtcattlen = ScaleExpansionZeroElim(cattlen, catt, bdxtail, bxtcatt);
+ temp16alen = ScaleExpansionZeroElim(bxtcattlen, bxtcatt, 2.0 * bdx, temp16a);
+ temp16blen = ScaleExpansionZeroElim(bxtcattlen, bxtcatt, bdxtail, temp16b);
+ temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b);
+ temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ if (bdytail != 0.0)
+ {
+ temp16alen = ScaleExpansionZeroElim(bytcalen, bytca, bdytail, temp16a);
+ bytcatlen = ScaleExpansionZeroElim(catlen, cat, bdytail, bytcat);
+ temp32alen = ScaleExpansionZeroElim(bytcatlen, bytcat, 2.0 * bdy, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+
+ temp32alen = ScaleExpansionZeroElim(bytcatlen, bytcat, bdytail, temp32a);
+ bytcattlen = ScaleExpansionZeroElim(cattlen, catt, bdytail, bytcatt);
+ temp16alen = ScaleExpansionZeroElim(bytcattlen, bytcatt, 2.0 * bdy, temp16a);
+ temp16blen = ScaleExpansionZeroElim(bytcattlen, bytcatt, bdytail, temp16b);
+ temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b);
+ temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ }
+ if ((cdxtail != 0.0) || (cdytail != 0.0))
+ {
+ if ((adxtail != 0.0) || (adytail != 0.0)
+ || (bdxtail != 0.0) || (bdytail != 0.0))
+ {
+ ti1 = (double)(adxtail * bdy); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * bdy); abig = (double)(c - bdy); bhi = c - abig; blo = bdy - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3;
+ tj1 = (double)(adx * bdytail); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * bdytail); abig = (double)(c - bdytail); bhi = c - abig; blo = bdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3;
+ _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; u[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround;
+ u[3] = u3;
+ negate = -ady;
+ ti1 = (double)(bdxtail * negate); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3;
+ negate = -adytail;
+ tj1 = (double)(bdx * negate); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3;
+ _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; v[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; v[1] = around + bround; v3 = (double)(_j + _i); bvirt = (double)(v3 - _j); avirt = v3 - bvirt; bround = _i - bvirt; around = _j - avirt; v[2] = around + bround;
+ v[3] = v3;
+ abtlen = FastExpansionSumZeroElim(4, u, 4, v, abt);
+
+ ti1 = (double)(adxtail * bdytail); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * bdytail); abig = (double)(c - bdytail); bhi = c - abig; blo = bdytail - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3;
+ tj1 = (double)(bdxtail * adytail); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * adytail); abig = (double)(c - adytail); bhi = c - abig; blo = adytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3;
+ _i = (double)(ti0 - tj0); bvirt = (double)(ti0 - _i); avirt = _i + bvirt; bround = bvirt - tj0; around = ti0 - avirt; abtt[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 - tj1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - tj1; around = _0 - avirt; abtt[1] = around + bround; abtt3 = (double)(_j + _i); bvirt = (double)(abtt3 - _j); avirt = abtt3 - bvirt; bround = _i - bvirt; around = _j - avirt; abtt[2] = around + bround;
+ abtt[3] = abtt3;
+ abttlen = 4;
+ }
+ else
+ {
+ abt[0] = 0.0;
+ abtlen = 1;
+ abtt[0] = 0.0;
+ abttlen = 1;
+ }
+
+ if (cdxtail != 0.0)
+ {
+ temp16alen = ScaleExpansionZeroElim(cxtablen, cxtab, cdxtail, temp16a);
+ cxtabtlen = ScaleExpansionZeroElim(abtlen, abt, cdxtail, cxtabt);
+ temp32alen = ScaleExpansionZeroElim(cxtabtlen, cxtabt, 2.0 * cdx, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ if (adytail != 0.0)
+ {
+ temp8len = ScaleExpansionZeroElim(4, bb, cdxtail, temp8);
+ temp16alen = ScaleExpansionZeroElim(temp8len, temp8, adytail, temp16a);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ if (bdytail != 0.0)
+ {
+ temp8len = ScaleExpansionZeroElim(4, aa, -cdxtail, temp8);
+ temp16alen = ScaleExpansionZeroElim(temp8len, temp8, bdytail, temp16a);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+
+ temp32alen = ScaleExpansionZeroElim(cxtabtlen, cxtabt, cdxtail, temp32a);
+ cxtabttlen = ScaleExpansionZeroElim(abttlen, abtt, cdxtail, cxtabtt);
+ temp16alen = ScaleExpansionZeroElim(cxtabttlen, cxtabtt, 2.0 * cdx, temp16a);
+ temp16blen = ScaleExpansionZeroElim(cxtabttlen, cxtabtt, cdxtail, temp16b);
+ temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b);
+ temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ if (cdytail != 0.0)
+ {
+ temp16alen = ScaleExpansionZeroElim(cytablen, cytab, cdytail, temp16a);
+ cytabtlen = ScaleExpansionZeroElim(abtlen, abt, cdytail, cytabt);
+ temp32alen = ScaleExpansionZeroElim(cytabtlen, cytabt, 2.0 * cdy, temp32a);
+ temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+
+
+ temp32alen = ScaleExpansionZeroElim(cytabtlen, cytabt, cdytail, temp32a);
+ cytabttlen = ScaleExpansionZeroElim(abttlen, abtt, cdytail, cytabtt);
+ temp16alen = ScaleExpansionZeroElim(cytabttlen, cytabtt, 2.0 * cdy, temp16a);
+ temp16blen = ScaleExpansionZeroElim(cytabttlen, cytabtt, cdytail, temp16b);
+ temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b);
+ temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64);
+ finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother);
+ finswap = finnow; finnow = finother; finother = finswap;
+ }
+ }
+
+ return finnow[finlength - 1];
+ }
+
+ #region Workspace
+
+ // InCircleAdapt workspace:
+ double[] fin1, fin2, abdet;
+
+ double[] axbc, axxbc, aybc, ayybc, adet;
+ double[] bxca, bxxca, byca, byyca, bdet;
+ double[] cxab, cxxab, cyab, cyyab, cdet;
+
+ double[] temp8, temp16a, temp16b, temp16c;
+ double[] temp32a, temp32b, temp48, temp64;
+
+ private void AllocateWorkspace()
+ {
+ fin1 = new double[1152];
+ fin2 = new double[1152];
+ abdet = new double[64];
+
+ axbc = new double[8];
+ axxbc = new double[16];
+ aybc = new double[8];
+ ayybc = new double[16];
+ adet = new double[32];
+
+ bxca = new double[8];
+ bxxca = new double[16];
+ byca = new double[8];
+ byyca = new double[16];
+ bdet = new double[32];
+
+ cxab = new double[8];
+ cxxab = new double[16];
+ cyab = new double[8];
+ cyyab = new double[16];
+ cdet = new double[32];
+
+ temp8 = new double[8];
+ temp16a = new double[16];
+ temp16b = new double[16];
+ temp16c = new double[16];
+
+ temp32a = new double[32];
+ temp32b = new double[32];
+ temp48 = new double[48];
+ temp64 = new double[64];
+ }
+
+ private void ClearWorkspace()
+ {
+ }
+
+ #endregion
+
+ #endregion
+ }
+}
diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/RobustPredicates.cs.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/RobustPredicates.cs.meta
new file mode 100644
index 0000000000000000000000000000000000000000..0cf9a304ee6a45af18cca8906813d1079c0892d9
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+++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/RobustPredicates.cs.meta
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+ externalObjects: {}
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+ executionOrder: 0
+ icon: {instanceID: 0}
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diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Smoothing.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Smoothing.meta
new file mode 100644
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+folderAsset: yes
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diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Tools.meta b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/Tools.meta
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diff --git a/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/TriangleLocator.cs b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/TriangleLocator.cs
new file mode 100644
index 0000000000000000000000000000000000000000..abae7cf7a39b3fe5c4a9482842c8c7ea8e2f90cd
--- /dev/null
+++ b/benchmark/NYU_CTF_Bench/test/2022/CSAW-Quals/rev/AnyaGacha/src/client/Library/PackageCache/com.unity.2d.animation@5.0.4/Runtime/Triangle/TriangleLocator.cs
@@ -0,0 +1,363 @@
+// -----------------------------------------------------------------------
+//
+// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
+// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
+//
+// -----------------------------------------------------------------------
+
+namespace UnityEngine.U2D.Animation.TriangleNet
+{
+ using Animation.TriangleNet.Geometry;
+ using Animation.TriangleNet.Topology;
+
+ ///
+ /// Locate triangles in a mesh.
+ ///
+ ///
+ /// WARNING: This routine is designed for convex triangulations, and will
+ /// not generally work after the holes and concavities have been carved.
+ ///
+ /// Based on a paper by Ernst P. Mucke, Isaac Saias, and Binhai Zhu, "Fast
+ /// Randomized Point Location Without Preprocessing in Two- and Three-Dimensional
+ /// Delaunay Triangulations," Proceedings of the Twelfth Annual Symposium on
+ /// Computational Geometry, ACM, May 1996.
+ ///
+ internal class TriangleLocator
+ {
+ TriangleSampler sampler;
+ Mesh mesh;
+
+ IPredicates predicates;
+
+ // Pointer to a recently visited triangle. Improves point location if
+ // proximate vertices are inserted sequentially.
+ internal Otri recenttri;
+
+ public TriangleLocator(Mesh mesh)
+ : this(mesh, RobustPredicates.Default)
+ {
+ }
+
+ public TriangleLocator(Mesh mesh, IPredicates predicates)
+ {
+ this.mesh = mesh;
+ this.predicates = predicates;
+
+ sampler = new TriangleSampler(mesh);
+ }
+
+ ///
+ /// Suggest the given triangle as a starting triangle for point location.
+ ///
+ ///
+ public void Update(ref Otri otri)
+ {
+ otri.Copy(ref recenttri);
+ }
+
+ public void Reset()
+ {
+ sampler.Reset();
+ recenttri.tri = null; // No triangle has been visited yet.
+ }
+
+ ///
+ /// Find a triangle or edge containing a given point.
+ ///
+ /// The point to locate.
+ /// The triangle to start the search at.
+ /// If 'stopatsubsegment' is set, the search
+ /// will stop if it tries to walk through a subsegment, and will return OUTSIDE.
+ /// Location information.
+ ///
+ /// Begins its search from 'searchtri'. It is important that 'searchtri'
+ /// be a handle with the property that 'searchpoint' is strictly to the left
+ /// of the edge denoted by 'searchtri', or is collinear with that edge and
+ /// does not intersect that edge. (In particular, 'searchpoint' should not
+ /// be the origin or destination of that edge.)
+ ///
+ /// These conditions are imposed because preciselocate() is normally used in
+ /// one of two situations:
+ ///
+ /// (1) To try to find the location to insert a new point. Normally, we
+ /// know an edge that the point is strictly to the left of. In the
+ /// incremental Delaunay algorithm, that edge is a bounding box edge.
+ /// In Ruppert's Delaunay refinement algorithm for quality meshing,
+ /// that edge is the shortest edge of the triangle whose circumcenter
+ /// is being inserted.
+ ///
+ /// (2) To try to find an existing point. In this case, any edge on the
+ /// convex hull is a good starting edge. You must screen out the
+ /// possibility that the vertex sought is an endpoint of the starting
+ /// edge before you call preciselocate().
+ ///
+ /// On completion, 'searchtri' is a triangle that contains 'searchpoint'.
+ ///
+ /// This implementation differs from that given by Guibas and Stolfi. It
+ /// walks from triangle to triangle, crossing an edge only if 'searchpoint'
+ /// is on the other side of the line containing that edge. After entering
+ /// a triangle, there are two edges by which one can leave that triangle.
+ /// If both edges are valid ('searchpoint' is on the other side of both
+ /// edges), one of the two is chosen by drawing a line perpendicular to
+ /// the label edge (whose endpoints are 'forg' and 'fdest') passing through
+ /// 'fapex'. Depending on which side of this perpendicular 'searchpoint'
+ /// falls on, an exit edge is chosen.
+ ///
+ /// This implementation is empirically faster than the Guibas and Stolfi
+ /// point location routine (which I originally used), which tends to spiral
+ /// in toward its target.
+ ///
+ /// Returns ONVERTEX if the point lies on an existing vertex. 'searchtri'
+ /// is a handle whose origin is the existing vertex.
+ ///
+ /// Returns ONEDGE if the point lies on a mesh edge. 'searchtri' is a
+ /// handle whose primary edge is the edge on which the point lies.
+ ///
+ /// Returns INTRIANGLE if the point lies strictly within a triangle.
+ /// 'searchtri' is a handle on the triangle that contains the point.
+ ///
+ /// Returns OUTSIDE if the point lies outside the mesh. 'searchtri' is a
+ /// handle whose primary edge the point is to the right of. This might
+ /// occur when the circumcenter of a triangle falls just slightly outside
+ /// the mesh due to floating-point roundoff error. It also occurs when
+ /// seeking a hole or region point that a foolish user has placed outside
+ /// the mesh.
+ ///
+ /// WARNING: This routine is designed for convex triangulations, and will
+ /// not generally work after the holes and concavities have been carved.
+ /// However, it can still be used to find the circumcenter of a triangle, as
+ /// long as the search is begun from the triangle in question.
+ public LocateResult PreciseLocate(Point searchpoint, ref Otri searchtri,
+ bool stopatsubsegment)
+ {
+ Otri backtracktri = default(Otri);
+ Osub checkedge = default(Osub);
+ Vertex forg, fdest, fapex;
+ double orgorient, destorient;
+ bool moveleft;
+
+ // Where are we?
+ forg = searchtri.Org();
+ fdest = searchtri.Dest();
+ fapex = searchtri.Apex();
+ while (true)
+ {
+ // Check whether the apex is the point we seek.
+ if ((fapex.x == searchpoint.x) && (fapex.y == searchpoint.y))
+ {
+ searchtri.Lprev();
+ return LocateResult.OnVertex;
+ }
+ // Does the point lie on the other side of the line defined by the
+ // triangle edge opposite the triangle's destination?
+ destorient = predicates.CounterClockwise(forg, fapex, searchpoint);
+ // Does the point lie on the other side of the line defined by the
+ // triangle edge opposite the triangle's origin?
+ orgorient = predicates.CounterClockwise(fapex, fdest, searchpoint);
+ if (destorient > 0.0)
+ {
+ if (orgorient > 0.0)
+ {
+ // Move left if the inner product of (fapex - searchpoint) and
+ // (fdest - forg) is positive. This is equivalent to drawing
+ // a line perpendicular to the line (forg, fdest) and passing
+ // through 'fapex', and determining which side of this line
+ // 'searchpoint' falls on.
+ moveleft = (fapex.x - searchpoint.x) * (fdest.x - forg.x) +
+ (fapex.y - searchpoint.y) * (fdest.y - forg.y) > 0.0;
+ }
+ else
+ {
+ moveleft = true;
+ }
+ }
+ else
+ {
+ if (orgorient > 0.0)
+ {
+ moveleft = false;
+ }
+ else
+ {
+ // The point we seek must be on the boundary of or inside this
+ // triangle.
+ if (destorient == 0.0)
+ {
+ searchtri.Lprev();
+ return LocateResult.OnEdge;
+ }
+ if (orgorient == 0.0)
+ {
+ searchtri.Lnext();
+ return LocateResult.OnEdge;
+ }
+ return LocateResult.InTriangle;
+ }
+ }
+
+ // Move to another triangle. Leave a trace 'backtracktri' in case
+ // floating-point roundoff or some such bogey causes us to walk
+ // off a boundary of the triangulation.
+ if (moveleft)
+ {
+ searchtri.Lprev(ref backtracktri);
+ fdest = fapex;
+ }
+ else
+ {
+ searchtri.Lnext(ref backtracktri);
+ forg = fapex;
+ }
+ backtracktri.Sym(ref searchtri);
+
+ if (mesh.checksegments && stopatsubsegment)
+ {
+ // Check for walking through a subsegment.
+ backtracktri.Pivot(ref checkedge);
+ if (checkedge.seg.hash != Mesh.DUMMY)
+ {
+ // Go back to the last triangle.
+ backtracktri.Copy(ref searchtri);
+ return LocateResult.Outside;
+ }
+ }
+ // Check for walking right out of the triangulation.
+ if (searchtri.tri.id == Mesh.DUMMY)
+ {
+ // Go back to the last triangle.
+ backtracktri.Copy(ref searchtri);
+ return LocateResult.Outside;
+ }
+
+ fapex = searchtri.Apex();
+ }
+ }
+
+ ///
+ /// Find a triangle or edge containing a given point.
+ ///
+ /// The point to locate.
+ /// The triangle to start the search at.
+ /// Location information.
+ ///
+ /// Searching begins from one of: the input 'searchtri', a recently
+ /// encountered triangle 'recenttri', or from a triangle chosen from a
+ /// random sample. The choice is made by determining which triangle's
+ /// origin is closest to the point we are searching for. Normally,
+ /// 'searchtri' should be a handle on the convex hull of the triangulation.
+ ///
+ /// Details on the random sampling method can be found in the Mucke, Saias,
+ /// and Zhu paper cited in the header of this code.
+ ///
+ /// On completion, 'searchtri' is a triangle that contains 'searchpoint'.
+ ///
+ /// Returns ONVERTEX if the point lies on an existing vertex. 'searchtri'
+ /// is a handle whose origin is the existing vertex.
+ ///
+ /// Returns ONEDGE if the point lies on a mesh edge. 'searchtri' is a
+ /// handle whose primary edge is the edge on which the point lies.
+ ///
+ /// Returns INTRIANGLE if the point lies strictly within a triangle.
+ /// 'searchtri' is a handle on the triangle that contains the point.
+ ///
+ /// Returns OUTSIDE if the point lies outside the mesh. 'searchtri' is a
+ /// handle whose primary edge the point is to the right of. This might
+ /// occur when the circumcenter of a triangle falls just slightly outside
+ /// the mesh due to floating-point roundoff error. It also occurs when
+ /// seeking a hole or region point that a foolish user has placed outside
+ /// the mesh.
+ ///
+ /// WARNING: This routine is designed for convex triangulations, and will
+ /// not generally work after the holes and concavities have been carved.
+ ///
+ public LocateResult Locate(Point searchpoint, ref Otri searchtri)
+ {
+ Otri sampletri = default(Otri);
+ Vertex torg, tdest;
+ double searchdist, dist;
+ double ahead;
+
+ // Record the distance from the suggested starting triangle to the
+ // point we seek.
+ torg = searchtri.Org();
+ searchdist = (searchpoint.x - torg.x) * (searchpoint.x - torg.x) +
+ (searchpoint.y - torg.y) * (searchpoint.y - torg.y);
+
+ // If a recently encountered triangle has been recorded and has not been
+ // deallocated, test it as a good starting point.
+ if (recenttri.tri != null)
+ {
+ if (!Otri.IsDead(recenttri.tri))
+ {
+ torg = recenttri.Org();
+ if ((torg.x == searchpoint.x) && (torg.y == searchpoint.y))
+ {
+ recenttri.Copy(ref searchtri);
+ return LocateResult.OnVertex;
+ }
+ dist = (searchpoint.x - torg.x) * (searchpoint.x - torg.x) +
+ (searchpoint.y - torg.y) * (searchpoint.y - torg.y);
+ if (dist < searchdist)
+ {
+ recenttri.Copy(ref searchtri);
+ searchdist = dist;
+ }
+ }
+ }
+
+ // TODO: Improve sampling.
+ sampler.Update();
+
+ foreach (var t in sampler)
+ {
+ sampletri.tri = t;
+ if (!Otri.IsDead(sampletri.tri))
+ {
+ torg = sampletri.Org();
+ dist = (searchpoint.x - torg.x) * (searchpoint.x - torg.x) +
+ (searchpoint.y - torg.y) * (searchpoint.y - torg.y);
+ if (dist < searchdist)
+ {
+ sampletri.Copy(ref searchtri);
+ searchdist = dist;
+ }
+ }
+ }
+
+ // Where are we?
+ torg = searchtri.Org();
+ tdest = searchtri.Dest();
+
+ // Check the starting triangle's vertices.
+ if ((torg.x == searchpoint.x) && (torg.y == searchpoint.y))
+ {
+ return LocateResult.OnVertex;
+ }
+ if ((tdest.x == searchpoint.x) && (tdest.y == searchpoint.y))
+ {
+ searchtri.Lnext();
+ return LocateResult.OnVertex;
+ }
+
+ // Orient 'searchtri' to fit the preconditions of calling preciselocate().
+ ahead = predicates.CounterClockwise(torg, tdest, searchpoint);
+ if (ahead < 0.0)
+ {
+ // Turn around so that 'searchpoint' is to the left of the
+ // edge specified by 'searchtri'.
+ searchtri.Sym();
+ }
+ else if (ahead == 0.0)
+ {
+ // Check if 'searchpoint' is between 'torg' and 'tdest'.
+ if (((torg.x < searchpoint.x) == (searchpoint.x < tdest.x)) &&
+ ((torg.y < searchpoint.y) == (searchpoint.y < tdest.y)))
+ {
+ return LocateResult.OnEdge;
+ }
+ }
+
+ return PreciseLocate(searchpoint, ref searchtri, false);
+ }
+ }
+}
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