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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/ConstraintMesher.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/Meshing/ConstraintMesher.cs
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@@ -0,0 +1,1232 @@
+// -----------------------------------------------------------------------
+//
+// 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
+ .Meshing
+{
+ using System;
+ using System.Collections.Generic;
+ using Animation.TriangleNet.Geometry;
+ using Animation.TriangleNet.Logging;
+ using Animation.TriangleNet.Meshing.Iterators;
+ using Animation.TriangleNet.Topology;
+
+ internal class ConstraintMesher
+ {
+ IPredicates predicates;
+
+ Mesh mesh;
+ Behavior behavior;
+ TriangleLocator locator;
+
+ List viri;
+
+ ILog logger;
+
+ public ConstraintMesher(Mesh mesh, Configuration config)
+ {
+ this.mesh = mesh;
+ this.predicates = config.Predicates();
+
+ this.behavior = mesh.behavior;
+ this.locator = mesh.locator;
+
+ this.viri = new List();
+
+ logger = Log.Instance;
+ }
+
+ ///
+ /// Insert segments into the mesh.
+ ///
+ /// The polygon.
+ /// Constraint options.
+ public void Apply(IPolygon input, ConstraintOptions options)
+ {
+ behavior.Poly = input.Segments.Count > 0;
+
+ // Copy constraint options
+ if (options != null)
+ {
+ behavior.ConformingDelaunay = options.ConformingDelaunay;
+ behavior.Convex = options.Convex;
+ behavior.NoBisect = options.SegmentSplitting;
+
+ if (behavior.ConformingDelaunay)
+ {
+ behavior.Quality = true;
+ }
+ }
+
+ //if (input.EdgeMarkers != null)
+ //{
+ // behavior.UseBoundaryMarkers = true;
+ //}
+
+ behavior.useRegions = input.Regions.Count > 0;
+
+ // Ensure that no vertex can be mistaken for a triangular bounding
+ // box vertex in insertvertex().
+ mesh.infvertex1 = null;
+ mesh.infvertex2 = null;
+ mesh.infvertex3 = null;
+
+ if (behavior.useSegments)
+ {
+ // Segments will be introduced next.
+ mesh.checksegments = true;
+
+ // Insert PSLG segments and/or convex hull segments.
+ FormSkeleton(input);
+ }
+
+ if (behavior.Poly && (mesh.triangles.Count > 0))
+ {
+ // Copy holes and regions
+ mesh.holes.AddRange(input.Holes);
+ mesh.regions.AddRange(input.Regions);
+
+ // Carve out holes and concavities.
+ CarveHoles();
+ }
+ }
+
+ ///
+ /// Find the holes and infect them. Find the area constraints and infect
+ /// them. Infect the convex hull. Spread the infection and kill triangles.
+ /// Spread the area constraints.
+ ///
+ private void CarveHoles()
+ {
+ Otri searchtri = default(Otri);
+ Vertex searchorg, searchdest;
+ LocateResult intersect;
+
+ Triangle[] regionTris = null;
+
+ var dummytri = mesh.dummytri;
+
+ if (!mesh.behavior.Convex)
+ {
+ // Mark as infected any unprotected triangles on the boundary.
+ // This is one way by which concavities are created.
+ InfectHull();
+ }
+
+ if (!mesh.behavior.NoHoles)
+ {
+ // Infect each triangle in which a hole lies.
+ foreach (var hole in mesh.holes)
+ {
+ // Ignore holes that aren't within the bounds of the mesh.
+ if (mesh.bounds.Contains(hole))
+ {
+ // Start searching from some triangle on the outer boundary.
+ searchtri.tri = dummytri;
+ searchtri.orient = 0;
+ searchtri.Sym();
+ // Ensure that the hole is to the left of this boundary edge;
+ // otherwise, locate() will falsely report that the hole
+ // falls within the starting triangle.
+ searchorg = searchtri.Org();
+ searchdest = searchtri.Dest();
+ if (predicates.CounterClockwise(searchorg, searchdest, hole) > 0.0)
+ {
+ // Find a triangle that contains the hole.
+ intersect = mesh.locator.Locate(hole, ref searchtri);
+ if ((intersect != LocateResult.Outside) && (!searchtri.IsInfected()))
+ {
+ // Infect the triangle. This is done by marking the triangle
+ // as infected and including the triangle in the virus pool.
+ searchtri.Infect();
+ viri.Add(searchtri.tri);
+ }
+ }
+ }
+ }
+ }
+
+ // Now, we have to find all the regions BEFORE we carve the holes, because locate() won't
+ // work when the triangulation is no longer convex. (Incidentally, this is the reason why
+ // regional attributes and area constraints can't be used when refining a preexisting mesh,
+ // which might not be convex; they can only be used with a freshly triangulated PSLG.)
+ if (mesh.regions.Count > 0)
+ {
+ int i = 0;
+
+ regionTris = new Triangle[mesh.regions.Count];
+
+ // Find the starting triangle for each region.
+ foreach (var region in mesh.regions)
+ {
+ regionTris[i] = dummytri;
+ // Ignore region points that aren't within the bounds of the mesh.
+ if (mesh.bounds.Contains(region.point))
+ {
+ // Start searching from some triangle on the outer boundary.
+ searchtri.tri = dummytri;
+ searchtri.orient = 0;
+ searchtri.Sym();
+ // Ensure that the region point is to the left of this boundary
+ // edge; otherwise, locate() will falsely report that the
+ // region point falls within the starting triangle.
+ searchorg = searchtri.Org();
+ searchdest = searchtri.Dest();
+ if (predicates.CounterClockwise(searchorg, searchdest, region.point) > 0.0)
+ {
+ // Find a triangle that contains the region point.
+ intersect = mesh.locator.Locate(region.point, ref searchtri);
+ if ((intersect != LocateResult.Outside) && (!searchtri.IsInfected()))
+ {
+ // Record the triangle for processing after the
+ // holes have been carved.
+ regionTris[i] = searchtri.tri;
+ regionTris[i].label = region.id;
+ regionTris[i].area = region.area;
+ }
+ }
+ }
+
+ i++;
+ }
+ }
+
+ if (viri.Count > 0)
+ {
+ // Carve the holes and concavities.
+ Plague();
+ }
+
+ if (regionTris != null)
+ {
+ var iterator = new RegionIterator(mesh);
+
+ for (int i = 0; i < regionTris.Length; i++)
+ {
+ if (regionTris[i].id != Mesh.DUMMY)
+ {
+ // Make sure the triangle under consideration still exists.
+ // It may have been eaten by the virus.
+ if (!Otri.IsDead(regionTris[i]))
+ {
+ // Apply one region's attribute and/or area constraint.
+ iterator.Process(regionTris[i]);
+ }
+ }
+ }
+ }
+
+ // Free up memory (virus pool should be empty anyway).
+ viri.Clear();
+ }
+
+ ///
+ /// Create the segments of a triangulation, including PSLG segments and edges
+ /// on the convex hull.
+ ///
+ private void FormSkeleton(IPolygon input)
+ {
+ // The segment endpoints.
+ Vertex p, q;
+
+ mesh.insegments = 0;
+
+ if (behavior.Poly)
+ {
+ // If the input vertices are collinear, there is no triangulation,
+ // so don't try to insert segments.
+ if (mesh.triangles.Count == 0)
+ {
+ return;
+ }
+
+ // If segments are to be inserted, compute a mapping
+ // from vertices to triangles.
+ if (input.Segments.Count > 0)
+ {
+ mesh.MakeVertexMap();
+ }
+
+ // Read and insert the segments.
+ foreach (var seg in input.Segments)
+ {
+ mesh.insegments++;
+
+ p = seg.GetVertex(0);
+ q = seg.GetVertex(1);
+
+ if ((p.x == q.x) && (p.y == q.y))
+ {
+ if (Log.Verbose)
+ {
+ logger.Warning("Endpoints of segment (IDs " + p.id + "/" + q.id + ") are coincident.",
+ "Mesh.FormSkeleton()");
+ }
+ }
+ else
+ {
+ InsertSegment(p, q, seg.Label);
+ }
+ }
+ }
+
+ if (behavior.Convex || !behavior.Poly)
+ {
+ // Enclose the convex hull with subsegments.
+ MarkHull();
+ }
+ }
+
+ #region Carving holes
+
+ ///
+ /// Virally infect all of the triangles of the convex hull that are not
+ /// protected by subsegments. Where there are subsegments, set boundary
+ /// markers as appropriate.
+ ///
+ private void InfectHull()
+ {
+ Otri hulltri = default(Otri);
+ Otri nexttri = default(Otri);
+ Otri starttri = default(Otri);
+ Osub hullsubseg = default(Osub);
+ Vertex horg, hdest;
+
+ var dummytri = mesh.dummytri;
+
+ // Find a triangle handle on the hull.
+ hulltri.tri = dummytri;
+ hulltri.orient = 0;
+ hulltri.Sym();
+
+ // Remember where we started so we know when to stop.
+ hulltri.Copy(ref starttri);
+ // Go once counterclockwise around the convex hull.
+ do
+ {
+ // Ignore triangles that are already infected.
+ if (!hulltri.IsInfected())
+ {
+ // Is the triangle protected by a subsegment?
+ hulltri.Pivot(ref hullsubseg);
+ if (hullsubseg.seg.hash == Mesh.DUMMY)
+ {
+ // The triangle is not protected; infect it.
+ if (!hulltri.IsInfected())
+ {
+ hulltri.Infect();
+ viri.Add(hulltri.tri);
+ }
+ }
+ else
+ {
+ // The triangle is protected; set boundary markers if appropriate.
+ if (hullsubseg.seg.boundary == 0)
+ {
+ hullsubseg.seg.boundary = 1;
+ horg = hulltri.Org();
+ hdest = hulltri.Dest();
+ if (horg.label == 0)
+ {
+ horg.label = 1;
+ }
+ if (hdest.label == 0)
+ {
+ hdest.label = 1;
+ }
+ }
+ }
+ }
+ // To find the next hull edge, go clockwise around the next vertex.
+ hulltri.Lnext();
+ hulltri.Oprev(ref nexttri);
+ while (nexttri.tri.id != Mesh.DUMMY)
+ {
+ nexttri.Copy(ref hulltri);
+ hulltri.Oprev(ref nexttri);
+ }
+ }
+ while (!hulltri.Equals(starttri));
+ }
+
+ ///
+ /// Spread the virus from all infected triangles to any neighbors not
+ /// protected by subsegments. Delete all infected triangles.
+ ///
+ ///
+ /// This is the procedure that actually creates holes and concavities.
+ ///
+ /// This procedure operates in two phases. The first phase identifies all
+ /// the triangles that will die, and marks them as infected. They are
+ /// marked to ensure that each triangle is added to the virus pool only
+ /// once, so the procedure will terminate.
+ ///
+ /// The second phase actually eliminates the infected triangles. It also
+ /// eliminates orphaned vertices.
+ ///
+ void Plague()
+ {
+ Otri testtri = default(Otri);
+ Otri neighbor = default(Otri);
+ Osub neighborsubseg = default(Osub);
+ Vertex testvertex;
+ Vertex norg, ndest;
+
+ var dummysub = mesh.dummysub;
+ var dummytri = mesh.dummytri;
+
+ bool killorg;
+
+ // Loop through all the infected triangles, spreading the virus to
+ // their neighbors, then to their neighbors' neighbors.
+ for (int i = 0; i < viri.Count; i++)
+ {
+ // WARNING: Don't use foreach, mesh.viri list may get modified.
+
+ testtri.tri = viri[i];
+ // A triangle is marked as infected by messing with one of its pointers
+ // to subsegments, setting it to an illegal value. Hence, we have to
+ // temporarily uninfect this triangle so that we can examine its
+ // adjacent subsegments.
+ // TODO: Not true in the C# version (so we could skip this).
+ testtri.Uninfect();
+
+ // Check each of the triangle's three neighbors.
+ for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
+ {
+ // Find the neighbor.
+ testtri.Sym(ref neighbor);
+ // Check for a subsegment between the triangle and its neighbor.
+ testtri.Pivot(ref neighborsubseg);
+ // Check if the neighbor is nonexistent or already infected.
+ if ((neighbor.tri.id == Mesh.DUMMY) || neighbor.IsInfected())
+ {
+ if (neighborsubseg.seg.hash != Mesh.DUMMY)
+ {
+ // There is a subsegment separating the triangle from its
+ // neighbor, but both triangles are dying, so the subsegment
+ // dies too.
+ mesh.SubsegDealloc(neighborsubseg.seg);
+ if (neighbor.tri.id != Mesh.DUMMY)
+ {
+ // Make sure the subsegment doesn't get deallocated again
+ // later when the infected neighbor is visited.
+ neighbor.Uninfect();
+ neighbor.SegDissolve(dummysub);
+ neighbor.Infect();
+ }
+ }
+ }
+ else
+ { // The neighbor exists and is not infected.
+ if (neighborsubseg.seg.hash == Mesh.DUMMY)
+ {
+ // There is no subsegment protecting the neighbor, so
+ // the neighbor becomes infected.
+ neighbor.Infect();
+ // Ensure that the neighbor's neighbors will be infected.
+ viri.Add(neighbor.tri);
+ }
+ else
+ {
+ // The neighbor is protected by a subsegment.
+ // Remove this triangle from the subsegment.
+ neighborsubseg.TriDissolve(dummytri);
+ // The subsegment becomes a boundary. Set markers accordingly.
+ if (neighborsubseg.seg.boundary == 0)
+ {
+ neighborsubseg.seg.boundary = 1;
+ }
+ norg = neighbor.Org();
+ ndest = neighbor.Dest();
+ if (norg.label == 0)
+ {
+ norg.label = 1;
+ }
+ if (ndest.label == 0)
+ {
+ ndest.label = 1;
+ }
+ }
+ }
+ }
+ // Remark the triangle as infected, so it doesn't get added to the
+ // virus pool again.
+ testtri.Infect();
+ }
+
+ foreach (var virus in viri)
+ {
+ testtri.tri = virus;
+
+ // Check each of the three corners of the triangle for elimination.
+ // This is done by walking around each vertex, checking if it is
+ // still connected to at least one live triangle.
+ for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
+ {
+ testvertex = testtri.Org();
+ // Check if the vertex has already been tested.
+ if (testvertex != null)
+ {
+ killorg = true;
+ // Mark the corner of the triangle as having been tested.
+ testtri.SetOrg(null);
+ // Walk counterclockwise about the vertex.
+ testtri.Onext(ref neighbor);
+ // Stop upon reaching a boundary or the starting triangle.
+ while ((neighbor.tri.id != Mesh.DUMMY) &&
+ (!neighbor.Equals(testtri)))
+ {
+ if (neighbor.IsInfected())
+ {
+ // Mark the corner of this triangle as having been tested.
+ neighbor.SetOrg(null);
+ }
+ else
+ {
+ // A live triangle. The vertex survives.
+ killorg = false;
+ }
+ // Walk counterclockwise about the vertex.
+ neighbor.Onext();
+ }
+ // If we reached a boundary, we must walk clockwise as well.
+ if (neighbor.tri.id == Mesh.DUMMY)
+ {
+ // Walk clockwise about the vertex.
+ testtri.Oprev(ref neighbor);
+ // Stop upon reaching a boundary.
+ while (neighbor.tri.id != Mesh.DUMMY)
+ {
+ if (neighbor.IsInfected())
+ {
+ // Mark the corner of this triangle as having been tested.
+ neighbor.SetOrg(null);
+ }
+ else
+ {
+ // A live triangle. The vertex survives.
+ killorg = false;
+ }
+ // Walk clockwise about the vertex.
+ neighbor.Oprev();
+ }
+ }
+ if (killorg)
+ {
+ // Deleting vertex
+ testvertex.type = VertexType.UndeadVertex;
+ mesh.undeads++;
+ }
+ }
+ }
+
+ // Record changes in the number of boundary edges, and disconnect
+ // dead triangles from their neighbors.
+ for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
+ {
+ testtri.Sym(ref neighbor);
+ if (neighbor.tri.id == Mesh.DUMMY)
+ {
+ // There is no neighboring triangle on this edge, so this edge
+ // is a boundary edge. This triangle is being deleted, so this
+ // boundary edge is deleted.
+ mesh.hullsize--;
+ }
+ else
+ {
+ // Disconnect the triangle from its neighbor.
+ neighbor.Dissolve(dummytri);
+ // There is a neighboring triangle on this edge, so this edge
+ // becomes a boundary edge when this triangle is deleted.
+ mesh.hullsize++;
+ }
+ }
+ // Return the dead triangle to the pool of triangles.
+ mesh.TriangleDealloc(testtri.tri);
+ }
+
+ // Empty the virus pool.
+ viri.Clear();
+ }
+
+ #endregion
+
+ #region Segment insertion
+
+ ///
+ /// Find the first triangle on the path from one point to another.
+ ///
+ ///
+ ///
+ ///
+ /// The return value notes whether the destination or apex of the found
+ /// triangle is collinear with the two points in question.
+ ///
+ /// Finds the triangle that intersects a line segment drawn from the
+ /// origin of 'searchtri' to the point 'searchpoint', and returns the result
+ /// in 'searchtri'. The origin of 'searchtri' does not change, even though
+ /// the triangle returned may differ from the one passed in. This routine
+ /// is used to find the direction to move in to get from one point to
+ /// another.
+ ///
+ private FindDirectionResult FindDirection(ref Otri searchtri, Vertex searchpoint)
+ {
+ Otri checktri = default(Otri);
+ Vertex startvertex;
+ Vertex leftvertex, rightvertex;
+ double leftccw, rightccw;
+ bool leftflag, rightflag;
+
+ startvertex = searchtri.Org();
+ rightvertex = searchtri.Dest();
+ leftvertex = searchtri.Apex();
+ // Is 'searchpoint' to the left?
+ leftccw = predicates.CounterClockwise(searchpoint, startvertex, leftvertex);
+ leftflag = leftccw > 0.0;
+ // Is 'searchpoint' to the right?
+ rightccw = predicates.CounterClockwise(startvertex, searchpoint, rightvertex);
+ rightflag = rightccw > 0.0;
+ if (leftflag && rightflag)
+ {
+ // 'searchtri' faces directly away from 'searchpoint'. We could go left
+ // or right. Ask whether it's a triangle or a boundary on the left.
+ searchtri.Onext(ref checktri);
+ if (checktri.tri.id == Mesh.DUMMY)
+ {
+ leftflag = false;
+ }
+ else
+ {
+ rightflag = false;
+ }
+ }
+ while (leftflag)
+ {
+ // Turn left until satisfied.
+ searchtri.Onext();
+ if (searchtri.tri.id == Mesh.DUMMY)
+ {
+ logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().1");
+ throw new Exception("Unable to find a triangle on path.");
+ }
+ leftvertex = searchtri.Apex();
+ rightccw = leftccw;
+ leftccw = predicates.CounterClockwise(searchpoint, startvertex, leftvertex);
+ leftflag = leftccw > 0.0;
+ }
+ while (rightflag)
+ {
+ // Turn right until satisfied.
+ searchtri.Oprev();
+ if (searchtri.tri.id == Mesh.DUMMY)
+ {
+ logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().2");
+ throw new Exception("Unable to find a triangle on path.");
+ }
+ rightvertex = searchtri.Dest();
+ leftccw = rightccw;
+ rightccw = predicates.CounterClockwise(startvertex, searchpoint, rightvertex);
+ rightflag = rightccw > 0.0;
+ }
+ if (leftccw == 0.0)
+ {
+ return FindDirectionResult.Leftcollinear;
+ }
+ else if (rightccw == 0.0)
+ {
+ return FindDirectionResult.Rightcollinear;
+ }
+ else
+ {
+ return FindDirectionResult.Within;
+ }
+ }
+
+ ///
+ /// Find the intersection of an existing segment and a segment that is being
+ /// inserted. Insert a vertex at the intersection, splitting an existing subsegment.
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// The segment being inserted connects the apex of splittri to endpoint2.
+ /// splitsubseg is the subsegment being split, and MUST adjoin splittri.
+ /// Hence, endpoints of the subsegment being split are the origin and
+ /// destination of splittri.
+ ///
+ /// On completion, splittri is a handle having the newly inserted
+ /// intersection point as its origin, and endpoint1 as its destination.
+ ///
+ private void SegmentIntersection(ref Otri splittri, ref Osub splitsubseg, Vertex endpoint2)
+ {
+ Osub opposubseg = default(Osub);
+ Vertex endpoint1;
+ Vertex torg, tdest;
+ Vertex leftvertex, rightvertex;
+ Vertex newvertex;
+ InsertVertexResult success;
+
+ var dummysub = mesh.dummysub;
+
+ double ex, ey;
+ double tx, ty;
+ double etx, ety;
+ double split, denom;
+
+ // Find the other three segment endpoints.
+ endpoint1 = splittri.Apex();
+ torg = splittri.Org();
+ tdest = splittri.Dest();
+ // Segment intersection formulae; see the Antonio reference.
+ tx = tdest.x - torg.x;
+ ty = tdest.y - torg.y;
+ ex = endpoint2.x - endpoint1.x;
+ ey = endpoint2.y - endpoint1.y;
+ etx = torg.x - endpoint2.x;
+ ety = torg.y - endpoint2.y;
+ denom = ty * ex - tx * ey;
+ if (denom == 0.0)
+ {
+ logger.Error("Attempt to find intersection of parallel segments.",
+ "Mesh.SegmentIntersection()");
+ throw new Exception("Attempt to find intersection of parallel segments.");
+ }
+ split = (ey * etx - ex * ety) / denom;
+
+ // Create the new vertex.
+ newvertex = new Vertex(
+ torg.x + split * (tdest.x - torg.x),
+ torg.y + split * (tdest.y - torg.y),
+ splitsubseg.seg.boundary
+#if USE_ATTRIBS
+ , mesh.nextras
+#endif
+ );
+
+ newvertex.hash = mesh.hash_vtx++;
+ newvertex.id = newvertex.hash;
+
+#if USE_ATTRIBS
+ // Interpolate its attributes.
+ for (int i = 0; i < mesh.nextras; i++)
+ {
+ newvertex.attributes[i] = torg.attributes[i] + split * (tdest.attributes[i] - torg.attributes[i]);
+ }
+#endif
+#if USE_Z
+ newvertex.z = torg.z + split * (tdest.z - torg.z);
+#endif
+
+ mesh.vertices.Add(newvertex.hash, newvertex);
+
+ // Insert the intersection vertex. This should always succeed.
+ success = mesh.InsertVertex(newvertex, ref splittri, ref splitsubseg, false, false);
+ if (success != InsertVertexResult.Successful)
+ {
+ logger.Error("Failure to split a segment.", "Mesh.SegmentIntersection()");
+ throw new Exception("Failure to split a segment.");
+ }
+ // Record a triangle whose origin is the new vertex.
+ newvertex.tri = splittri;
+ if (mesh.steinerleft > 0)
+ {
+ mesh.steinerleft--;
+ }
+
+ // Divide the segment into two, and correct the segment endpoints.
+ splitsubseg.Sym();
+ splitsubseg.Pivot(ref opposubseg);
+ splitsubseg.Dissolve(dummysub);
+ opposubseg.Dissolve(dummysub);
+ do
+ {
+ splitsubseg.SetSegOrg(newvertex);
+ splitsubseg.Next();
+ }
+ while (splitsubseg.seg.hash != Mesh.DUMMY);
+ do
+ {
+ opposubseg.SetSegOrg(newvertex);
+ opposubseg.Next();
+ }
+ while (opposubseg.seg.hash != Mesh.DUMMY);
+
+ // Inserting the vertex may have caused edge flips. We wish to rediscover
+ // the edge connecting endpoint1 to the new intersection vertex.
+ FindDirection(ref splittri, endpoint1);
+
+ rightvertex = splittri.Dest();
+ leftvertex = splittri.Apex();
+ if ((leftvertex.x == endpoint1.x) && (leftvertex.y == endpoint1.y))
+ {
+ splittri.Onext();
+ }
+ else if ((rightvertex.x != endpoint1.x) || (rightvertex.y != endpoint1.y))
+ {
+ logger.Error("Topological inconsistency after splitting a segment.", "Mesh.SegmentIntersection()");
+ throw new Exception("Topological inconsistency after splitting a segment.");
+ }
+ // 'splittri' should have destination endpoint1.
+ }
+
+ ///
+ /// Scout the first triangle on the path from one endpoint to another, and check
+ /// for completion (reaching the second endpoint), a collinear vertex, or the
+ /// intersection of two segments.
+ ///
+ ///
+ ///
+ ///
+ /// Returns true if the entire segment is successfully inserted, and false
+ /// if the job must be finished by ConstrainedEdge().
+ ///
+ /// If the first triangle on the path has the second endpoint as its
+ /// destination or apex, a subsegment is inserted and the job is done.
+ ///
+ /// If the first triangle on the path has a destination or apex that lies on
+ /// the segment, a subsegment is inserted connecting the first endpoint to
+ /// the collinear vertex, and the search is continued from the collinear
+ /// vertex.
+ ///
+ /// If the first triangle on the path has a subsegment opposite its origin,
+ /// then there is a segment that intersects the segment being inserted.
+ /// Their intersection vertex is inserted, splitting the subsegment.
+ ///
+ private bool ScoutSegment(ref Otri searchtri, Vertex endpoint2, int newmark)
+ {
+ Otri crosstri = default(Otri);
+ Osub crosssubseg = default(Osub);
+ Vertex leftvertex, rightvertex;
+ FindDirectionResult collinear;
+
+ collinear = FindDirection(ref searchtri, endpoint2);
+ rightvertex = searchtri.Dest();
+ leftvertex = searchtri.Apex();
+ if (((leftvertex.x == endpoint2.x) && (leftvertex.y == endpoint2.y)) ||
+ ((rightvertex.x == endpoint2.x) && (rightvertex.y == endpoint2.y)))
+ {
+ // The segment is already an edge in the mesh.
+ if ((leftvertex.x == endpoint2.x) && (leftvertex.y == endpoint2.y))
+ {
+ searchtri.Lprev();
+ }
+ // Insert a subsegment, if there isn't already one there.
+ mesh.InsertSubseg(ref searchtri, newmark);
+ return true;
+ }
+ else if (collinear == FindDirectionResult.Leftcollinear)
+ {
+ // We've collided with a vertex between the segment's endpoints.
+ // Make the collinear vertex be the triangle's origin.
+ searchtri.Lprev();
+ mesh.InsertSubseg(ref searchtri, newmark);
+ // Insert the remainder of the segment.
+ return ScoutSegment(ref searchtri, endpoint2, newmark);
+ }
+ else if (collinear == FindDirectionResult.Rightcollinear)
+ {
+ // We've collided with a vertex between the segment's endpoints.
+ mesh.InsertSubseg(ref searchtri, newmark);
+ // Make the collinear vertex be the triangle's origin.
+ searchtri.Lnext();
+ // Insert the remainder of the segment.
+ return ScoutSegment(ref searchtri, endpoint2, newmark);
+ }
+ else
+ {
+ searchtri.Lnext(ref crosstri);
+ crosstri.Pivot(ref crosssubseg);
+ // Check for a crossing segment.
+ if (crosssubseg.seg.hash == Mesh.DUMMY)
+ {
+ return false;
+ }
+ else
+ {
+ // Insert a vertex at the intersection.
+ SegmentIntersection(ref crosstri, ref crosssubseg, endpoint2);
+ crosstri.Copy(ref searchtri);
+ mesh.InsertSubseg(ref searchtri, newmark);
+ // Insert the remainder of the segment.
+ return ScoutSegment(ref searchtri, endpoint2, newmark);
+ }
+ }
+ }
+
+ ///
+ /// Enforce the Delaunay condition at an edge, fanning out recursively from
+ /// an existing vertex. Pay special attention to stacking inverted triangles.
+ ///
+ ///
+ /// Indicates whether or not fixuptri is to the left of
+ /// the segment being inserted. (Imagine that the segment is pointing up from
+ /// endpoint1 to endpoint2.)
+ ///
+ /// This is a support routine for inserting segments into a constrained
+ /// Delaunay triangulation.
+ ///
+ /// The origin of fixuptri is treated as if it has just been inserted, and
+ /// the local Delaunay condition needs to be enforced. It is only enforced
+ /// in one sector, however, that being the angular range defined by
+ /// fixuptri.
+ ///
+ /// This routine also needs to make decisions regarding the "stacking" of
+ /// triangles. (Read the description of ConstrainedEdge() below before
+ /// reading on here, so you understand the algorithm.) If the position of
+ /// the new vertex (the origin of fixuptri) indicates that the vertex before
+ /// it on the polygon is a reflex vertex, then "stack" the triangle by
+ /// doing nothing. (fixuptri is an inverted triangle, which is how stacked
+ /// triangles are identified.)
+ ///
+ /// Otherwise, check whether the vertex before that was a reflex vertex.
+ /// If so, perform an edge flip, thereby eliminating an inverted triangle
+ /// (popping it off the stack). The edge flip may result in the creation
+ /// of a new inverted triangle, depending on whether or not the new vertex
+ /// is visible to the vertex three edges behind on the polygon.
+ ///
+ /// If neither of the two vertices behind the new vertex are reflex
+ /// vertices, fixuptri and fartri, the triangle opposite it, are not
+ /// inverted; hence, ensure that the edge between them is locally Delaunay.
+ ///
+ private void DelaunayFixup(ref Otri fixuptri, bool leftside)
+ {
+ Otri neartri = default(Otri);
+ Otri fartri = default(Otri);
+ Osub faredge = default(Osub);
+ Vertex nearvertex, leftvertex, rightvertex, farvertex;
+
+ fixuptri.Lnext(ref neartri);
+ neartri.Sym(ref fartri);
+ // Check if the edge opposite the origin of fixuptri can be flipped.
+ if (fartri.tri.id == Mesh.DUMMY)
+ {
+ return;
+ }
+ neartri.Pivot(ref faredge);
+ if (faredge.seg.hash != Mesh.DUMMY)
+ {
+ return;
+ }
+ // Find all the relevant vertices.
+ nearvertex = neartri.Apex();
+ leftvertex = neartri.Org();
+ rightvertex = neartri.Dest();
+ farvertex = fartri.Apex();
+ // Check whether the previous polygon vertex is a reflex vertex.
+ if (leftside)
+ {
+ if (predicates.CounterClockwise(nearvertex, leftvertex, farvertex) <= 0.0)
+ {
+ // leftvertex is a reflex vertex too. Nothing can
+ // be done until a convex section is found.
+ return;
+ }
+ }
+ else
+ {
+ if (predicates.CounterClockwise(farvertex, rightvertex, nearvertex) <= 0.0)
+ {
+ // rightvertex is a reflex vertex too. Nothing can
+ // be done until a convex section is found.
+ return;
+ }
+ }
+ if (predicates.CounterClockwise(rightvertex, leftvertex, farvertex) > 0.0)
+ {
+ // fartri is not an inverted triangle, and farvertex is not a reflex
+ // vertex. As there are no reflex vertices, fixuptri isn't an
+ // inverted triangle, either. Hence, test the edge between the
+ // triangles to ensure it is locally Delaunay.
+ if (predicates.InCircle(leftvertex, farvertex, rightvertex, nearvertex) <= 0.0)
+ {
+ return;
+ }
+ // Not locally Delaunay; go on to an edge flip.
+ }
+ // else fartri is inverted; remove it from the stack by flipping.
+ mesh.Flip(ref neartri);
+ fixuptri.Lprev(); // Restore the origin of fixuptri after the flip.
+ // Recursively process the two triangles that result from the flip.
+ DelaunayFixup(ref fixuptri, leftside);
+ DelaunayFixup(ref fartri, leftside);
+ }
+
+ ///
+ /// Force a segment into a constrained Delaunay triangulation by deleting the
+ /// triangles it intersects, and triangulating the polygons that form on each
+ /// side of it.
+ ///
+ ///
+ ///
+ ///
+ ///
+ /// Generates a single subsegment connecting 'endpoint1' to 'endpoint2'.
+ /// The triangle 'starttri' has 'endpoint1' as its origin. 'newmark' is the
+ /// boundary marker of the segment.
+ ///
+ /// To insert a segment, every triangle whose interior intersects the
+ /// segment is deleted. The union of these deleted triangles is a polygon
+ /// (which is not necessarily monotone, but is close enough), which is
+ /// divided into two polygons by the new segment. This routine's task is
+ /// to generate the Delaunay triangulation of these two polygons.
+ ///
+ /// You might think of this routine's behavior as a two-step process. The
+ /// first step is to walk from endpoint1 to endpoint2, flipping each edge
+ /// encountered. This step creates a fan of edges connected to endpoint1,
+ /// including the desired edge to endpoint2. The second step enforces the
+ /// Delaunay condition on each side of the segment in an incremental manner:
+ /// proceeding along the polygon from endpoint1 to endpoint2 (this is done
+ /// independently on each side of the segment), each vertex is "enforced"
+ /// as if it had just been inserted, but affecting only the previous
+ /// vertices. The result is the same as if the vertices had been inserted
+ /// in the order they appear on the polygon, so the result is Delaunay.
+ ///
+ /// In truth, ConstrainedEdge() interleaves these two steps. The procedure
+ /// walks from endpoint1 to endpoint2, and each time an edge is encountered
+ /// and flipped, the newly exposed vertex (at the far end of the flipped
+ /// edge) is "enforced" upon the previously flipped edges, usually affecting
+ /// only one side of the polygon (depending upon which side of the segment
+ /// the vertex falls on).
+ ///
+ /// The algorithm is complicated by the need to handle polygons that are not
+ /// convex. Although the polygon is not necessarily monotone, it can be
+ /// triangulated in a manner similar to the stack-based algorithms for
+ /// monotone polygons. For each reflex vertex (local concavity) of the
+ /// polygon, there will be an inverted triangle formed by one of the edge
+ /// flips. (An inverted triangle is one with negative area - that is, its
+ /// vertices are arranged in clockwise order - and is best thought of as a
+ /// wrinkle in the fabric of the mesh.) Each inverted triangle can be
+ /// thought of as a reflex vertex pushed on the stack, waiting to be fixed
+ /// later.
+ ///
+ /// A reflex vertex is popped from the stack when a vertex is inserted that
+ /// is visible to the reflex vertex. (However, if the vertex behind the
+ /// reflex vertex is not visible to the reflex vertex, a new inverted
+ /// triangle will take its place on the stack.) These details are handled
+ /// by the DelaunayFixup() routine above.
+ ///
+ private void ConstrainedEdge(ref Otri starttri, Vertex endpoint2, int newmark)
+ {
+ Otri fixuptri = default(Otri), fixuptri2 = default(Otri);
+ Osub crosssubseg = default(Osub);
+ Vertex endpoint1;
+ Vertex farvertex;
+ double area;
+ bool collision;
+ bool done;
+
+ endpoint1 = starttri.Org();
+ starttri.Lnext(ref fixuptri);
+ mesh.Flip(ref fixuptri);
+ // 'collision' indicates whether we have found a vertex directly
+ // between endpoint1 and endpoint2.
+ collision = false;
+ done = false;
+ do
+ {
+ farvertex = fixuptri.Org();
+ // 'farvertex' is the extreme point of the polygon we are "digging"
+ // to get from endpoint1 to endpoint2.
+ if ((farvertex.x == endpoint2.x) && (farvertex.y == endpoint2.y))
+ {
+ fixuptri.Oprev(ref fixuptri2);
+ // Enforce the Delaunay condition around endpoint2.
+ DelaunayFixup(ref fixuptri, false);
+ DelaunayFixup(ref fixuptri2, true);
+ done = true;
+ }
+ else
+ {
+ // Check whether farvertex is to the left or right of the segment being
+ // inserted, to decide which edge of fixuptri to dig through next.
+ area = predicates.CounterClockwise(endpoint1, endpoint2, farvertex);
+ if (area == 0.0)
+ {
+ // We've collided with a vertex between endpoint1 and endpoint2.
+ collision = true;
+ fixuptri.Oprev(ref fixuptri2);
+ // Enforce the Delaunay condition around farvertex.
+ DelaunayFixup(ref fixuptri, false);
+ DelaunayFixup(ref fixuptri2, true);
+ done = true;
+ }
+ else
+ {
+ if (area > 0.0)
+ {
+ // farvertex is to the left of the segment.
+ fixuptri.Oprev(ref fixuptri2);
+ // Enforce the Delaunay condition around farvertex, on the
+ // left side of the segment only.
+ DelaunayFixup(ref fixuptri2, true);
+ // Flip the edge that crosses the segment. After the edge is
+ // flipped, one of its endpoints is the fan vertex, and the
+ // destination of fixuptri is the fan vertex.
+ fixuptri.Lprev();
+ }
+ else
+ {
+ // farvertex is to the right of the segment.
+ DelaunayFixup(ref fixuptri, false);
+ // Flip the edge that crosses the segment. After the edge is
+ // flipped, one of its endpoints is the fan vertex, and the
+ // destination of fixuptri is the fan vertex.
+ fixuptri.Oprev();
+ }
+ // Check for two intersecting segments.
+ fixuptri.Pivot(ref crosssubseg);
+ if (crosssubseg.seg.hash == Mesh.DUMMY)
+ {
+ mesh.Flip(ref fixuptri); // May create inverted triangle at left.
+ }
+ else
+ {
+ // We've collided with a segment between endpoint1 and endpoint2.
+ collision = true;
+ // Insert a vertex at the intersection.
+ SegmentIntersection(ref fixuptri, ref crosssubseg, endpoint2);
+ done = true;
+ }
+ }
+ }
+ }
+ while (!done);
+ // Insert a subsegment to make the segment permanent.
+ mesh.InsertSubseg(ref fixuptri, newmark);
+ // If there was a collision with an interceding vertex, install another
+ // segment connecting that vertex with endpoint2.
+ if (collision)
+ {
+ // Insert the remainder of the segment.
+ if (!ScoutSegment(ref fixuptri, endpoint2, newmark))
+ {
+ ConstrainedEdge(ref fixuptri, endpoint2, newmark);
+ }
+ }
+ }
+
+ ///
+ /// Insert a PSLG segment into a triangulation.
+ ///
+ ///
+ ///
+ ///
+ private void InsertSegment(Vertex endpoint1, Vertex endpoint2, int newmark)
+ {
+ Otri searchtri1 = default(Otri), searchtri2 = default(Otri);
+ Vertex checkvertex = null;
+
+ var dummytri = mesh.dummytri;
+
+ // Find a triangle whose origin is the segment's first endpoint.
+ searchtri1 = endpoint1.tri;
+ if (searchtri1.tri != null)
+ {
+ checkvertex = searchtri1.Org();
+ }
+
+ if (checkvertex != endpoint1)
+ {
+ // Find a boundary triangle to search from.
+ searchtri1.tri = dummytri;
+ searchtri1.orient = 0;
+ searchtri1.Sym();
+ // Search for the segment's first endpoint by point location.
+ if (locator.Locate(endpoint1, ref searchtri1) != LocateResult.OnVertex)
+ {
+ logger.Error("Unable to locate PSLG vertex in triangulation.", "Mesh.InsertSegment().1");
+ throw new Exception("Unable to locate PSLG vertex in triangulation.");
+ }
+ }
+ // Remember this triangle to improve subsequent point location.
+ locator.Update(ref searchtri1);
+
+ // Scout the beginnings of a path from the first endpoint
+ // toward the second.
+ if (ScoutSegment(ref searchtri1, endpoint2, newmark))
+ {
+ // The segment was easily inserted.
+ return;
+ }
+ // The first endpoint may have changed if a collision with an intervening
+ // vertex on the segment occurred.
+ endpoint1 = searchtri1.Org();
+
+ // Find a triangle whose origin is the segment's second endpoint.
+ checkvertex = null;
+ searchtri2 = endpoint2.tri;
+ if (searchtri2.tri != null)
+ {
+ checkvertex = searchtri2.Org();
+ }
+ if (checkvertex != endpoint2)
+ {
+ // Find a boundary triangle to search from.
+ searchtri2.tri = dummytri;
+ searchtri2.orient = 0;
+ searchtri2.Sym();
+ // Search for the segment's second endpoint by point location.
+ if (locator.Locate(endpoint2, ref searchtri2) != LocateResult.OnVertex)
+ {
+ logger.Error("Unable to locate PSLG vertex in triangulation.", "Mesh.InsertSegment().2");
+ throw new Exception("Unable to locate PSLG vertex in triangulation.");
+ }
+ }
+ // Remember this triangle to improve subsequent point location.
+ locator.Update(ref searchtri2);
+ // Scout the beginnings of a path from the second endpoint
+ // toward the first.
+ if (ScoutSegment(ref searchtri2, endpoint1, newmark))
+ {
+ // The segment was easily inserted.
+ return;
+ }
+ // The second endpoint may have changed if a collision with an intervening
+ // vertex on the segment occurred.
+ endpoint2 = searchtri2.Org();
+
+ // Insert the segment directly into the triangulation.
+ ConstrainedEdge(ref searchtri1, endpoint2, newmark);
+ }
+
+ ///
+ /// Cover the convex hull of a triangulation with subsegments.
+ ///
+ private void MarkHull()
+ {
+ Otri hulltri = default(Otri);
+ Otri nexttri = default(Otri);
+ Otri starttri = default(Otri);
+
+ // Find a triangle handle on the hull.
+ hulltri.tri = mesh.dummytri;
+ hulltri.orient = 0;
+ hulltri.Sym();
+ // Remember where we started so we know when to stop.
+ hulltri.Copy(ref starttri);
+ // Go once counterclockwise around the convex hull.
+ do
+ {
+ // Create a subsegment if there isn't already one here.
+ mesh.InsertSubseg(ref hulltri, 1);
+ // To find the next hull edge, go clockwise around the next vertex.
+ hulltri.Lnext();
+ hulltri.Oprev(ref nexttri);
+ while (nexttri.tri.id != Mesh.DUMMY)
+ {
+ nexttri.Copy(ref hulltri);
+ hulltri.Oprev(ref nexttri);
+ }
+ }
+ while (!hulltri.Equals(starttri));
+ }
+
+ #endregion
+ }
+}
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