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diff --git a/src/3rdparty/poly2tri/sweep/sweep.cpp b/src/3rdparty/poly2tri/sweep/sweep.cpp
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--- a/src/3rdparty/poly2tri/sweep/sweep.cpp
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-/*
- * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
- * http://code.google.com/p/poly2tri/
- *
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without modification,
- * are permitted provided that the following conditions are met:
- *
- * * Redistributions of source code must retain the above copyright notice,
- * this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright notice,
- * this list of conditions and the following disclaimer in the documentation
- * and/or other materials provided with the distribution.
- * * Neither the name of Poly2Tri nor the names of its contributors may be
- * used to endorse or promote products derived from this software without specific
- * prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
- * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
- * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
- * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
- * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
- * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
- * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-#include <stddef.h>
-#include <stdexcept>
-#include "sweep.h"
-#include "sweep_context.h"
-#include "advancing_front.h"
-#include "../common/utils.h"
-
-namespace p2t {
-
-// Triangulate simple polygon with holes
-void Sweep::Triangulate(SweepContext& tcx)
-{
- tcx.InitTriangulation();
- tcx.CreateAdvancingFront(nodes_);
- // Sweep points; build mesh
- SweepPoints(tcx);
- // Clean up
- FinalizationPolygon(tcx);
-}
-
-void Sweep::SweepPoints(SweepContext& tcx)
-{
- for (int i = 1; i < tcx.point_count(); i++) {
- Point& point = *tcx.GetPoint(i);
- Node* node = &PointEvent(tcx, point);
- for (unsigned int i = 0; i < point.edge_list.size(); i++) {
- EdgeEvent(tcx, point.edge_list[i], node);
- }
- }
-}
-
-void Sweep::FinalizationPolygon(SweepContext& tcx)
-{
- // Get an Internal triangle to start with
- Triangle* t = tcx.front()->head()->next->triangle;
- Point* p = tcx.front()->head()->next->point;
- while (!t->GetConstrainedEdgeCW(*p)) {
- t = t->NeighborCCW(*p);
- }
-
- // Collect interior triangles constrained by edges
- tcx.MeshClean(*t);
-}
-
-Node& Sweep::PointEvent(SweepContext& tcx, Point& point)
-{
- Node& node = tcx.LocateNode(point);
- Node& new_node = NewFrontTriangle(tcx, point, node);
-
- // Only need to check +epsilon since point never have smaller
- // x value than node due to how we fetch nodes from the front
- if (point.x <= node.point->x + EPSILON) {
- Fill(tcx, node);
- }
-
- //tcx.AddNode(new_node);
-
- FillAdvancingFront(tcx, new_node);
- return new_node;
-}
-
-void Sweep::EdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
-{
- tcx.edge_event.constrained_edge = edge;
- tcx.edge_event.right = (edge->p->x > edge->q->x);
-
- if (IsEdgeSideOfTriangle(*node->triangle, *edge->p, *edge->q)) {
- return;
- }
-
- // For now we will do all needed filling
- // TODO: integrate with flip process might give some better performance
- // but for now this avoid the issue with cases that needs both flips and fills
- FillEdgeEvent(tcx, edge, node);
- EdgeEvent(tcx, *edge->p, *edge->q, node->triangle, *edge->q);
-}
-
-void Sweep::EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangle, Point& point)
-{
- if (IsEdgeSideOfTriangle(*triangle, ep, eq)) {
- return;
- }
-
- Point* p1 = triangle->PointCCW(point);
- Orientation o1 = Orient2d(eq, *p1, ep);
- if (o1 == COLLINEAR) {
- if ( triangle->Contains(&eq, p1)) {
- triangle->MarkConstrainedEdge(&eq, p1 );
- // We are modifying the constraint maybe it would be better to
- // not change the given constraint and just keep a variable for the new constraint
- tcx.edge_event.constrained_edge->q = p1;
- triangle = &triangle->NeighborAcross(point);
- EdgeEvent( tcx, ep, *p1, triangle, *p1 );
- } else {
- std::runtime_error("EdgeEvent - collinear points not supported");
- assert(0);
- }
- return;
- }
-
- Point* p2 = triangle->PointCW(point);
- Orientation o2 = Orient2d(eq, *p2, ep);
- if (o2 == COLLINEAR) {
- if ( triangle->Contains(&eq, p2)) {
- triangle->MarkConstrainedEdge(&eq, p2 );
- // We are modifying the constraint maybe it would be better to
- // not change the given constraint and just keep a variable for the new constraint
- tcx.edge_event.constrained_edge->q = p2;
- triangle = &triangle->NeighborAcross(point);
- EdgeEvent( tcx, ep, *p2, triangle, *p2 );
- } else {
- std::runtime_error("EdgeEvent - collinear points not supported");
- assert(0);
- }
- return;
- }
-
- if (o1 == o2) {
- // Need to decide if we are rotating CW or CCW to get to a triangle
- // that will cross edge
- if (o1 == CW) {
- triangle = triangle->NeighborCCW(point);
- } else{
- triangle = triangle->NeighborCW(point);
- }
- EdgeEvent(tcx, ep, eq, triangle, point);
- } else {
- // This triangle crosses constraint so lets flippin start!
- FlipEdgeEvent(tcx, ep, eq, triangle, point);
- }
-}
-
-bool Sweep::IsEdgeSideOfTriangle(Triangle& triangle, Point& ep, Point& eq)
-{
- int index = triangle.EdgeIndex(&ep, &eq);
-
- if (index != -1) {
- triangle.MarkConstrainedEdge(index);
- Triangle* t = triangle.GetNeighbor(index);
- if (t) {
- t->MarkConstrainedEdge(&ep, &eq);
- }
- return true;
- }
- return false;
-}
-
-Node& Sweep::NewFrontTriangle(SweepContext& tcx, Point& point, Node& node)
-{
- Triangle* triangle = new Triangle(point, *node.point, *node.next->point);
-
- triangle->MarkNeighbor(*node.triangle);
- tcx.AddToMap(triangle);
-
- Node* new_node = new Node(point);
- nodes_.push_back(new_node);
-
- new_node->next = node.next;
- new_node->prev = &node;
- node.next->prev = new_node;
- node.next = new_node;
-
- if (!Legalize(tcx, *triangle)) {
- tcx.MapTriangleToNodes(*triangle);
- }
-
- return *new_node;
-}
-
-void Sweep::Fill(SweepContext& tcx, Node& node)
-{
- Triangle* triangle = new Triangle(*node.prev->point, *node.point, *node.next->point);
-
- // TODO: should copy the constrained_edge value from neighbor triangles
- // for now constrained_edge values are copied during the legalize
- triangle->MarkNeighbor(*node.prev->triangle);
- triangle->MarkNeighbor(*node.triangle);
-
- tcx.AddToMap(triangle);
-
- // Update the advancing front
- node.prev->next = node.next;
- node.next->prev = node.prev;
-
- // If it was legalized the triangle has already been mapped
- if (!Legalize(tcx, *triangle)) {
- tcx.MapTriangleToNodes(*triangle);
- }
-
-}
-
-void Sweep::FillAdvancingFront(SweepContext& tcx, Node& n)
-{
-
- // Fill right holes
- Node* node = n.next;
-
- while (node->next) {
- // if HoleAngle exceeds 90 degrees then break.
- if (LargeHole_DontFill(node)) break;
- Fill(tcx, *node);
- node = node->next;
- }
-
- // Fill left holes
- node = n.prev;
-
- while (node->prev) {
- // if HoleAngle exceeds 90 degrees then break.
- if (LargeHole_DontFill(node)) break;
- Fill(tcx, *node);
- node = node->prev;
- }
-
- // Fill right basins
- if (n.next && n.next->next) {
- double angle = BasinAngle(n);
- if (angle < PI_3div4) {
- FillBasin(tcx, n);
- }
- }
-}
-
-// True if HoleAngle exceeds 90 degrees.
-bool Sweep::LargeHole_DontFill(Node* node) {
-
- Node* nextNode = node->next;
- Node* prevNode = node->prev;
- if (!AngleExceeds90Degrees(node->point, nextNode->point, prevNode->point))
- return false;
-
- // Check additional points on front.
- Node* next2Node = nextNode->next;
- // "..Plus.." because only want angles on same side as point being added.
- if ((next2Node != NULL) && !AngleExceedsPlus90DegreesOrIsNegative(node->point, next2Node->point, prevNode->point))
- return false;
-
- Node* prev2Node = prevNode->prev;
- // "..Plus.." because only want angles on same side as point being added.
- if ((prev2Node != NULL) && !AngleExceedsPlus90DegreesOrIsNegative(node->point, nextNode->point, prev2Node->point))
- return false;
-
- return true;
-}
-
-bool Sweep::AngleExceeds90Degrees(Point* origin, Point* pa, Point* pb) {
- double angle = Angle(*origin, *pa, *pb);
- bool exceeds90Degrees = ((angle > PI_div2) || (angle < -PI_div2));
- return exceeds90Degrees;
-}
-
-bool Sweep::AngleExceedsPlus90DegreesOrIsNegative(Point* origin, Point* pa, Point* pb) {
- double angle = Angle(*origin, *pa, *pb);
- bool exceedsPlus90DegreesOrIsNegative = (angle > PI_div2) || (angle < 0);
- return exceedsPlus90DegreesOrIsNegative;
-}
-
-double Sweep::Angle(Point& origin, Point& pa, Point& pb) {
- /* Complex plane
- * ab = cosA +i*sinA
- * ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
- * atan2(y,x) computes the principal value of the argument function
- * applied to the complex number x+iy
- * Where x = ax*bx + ay*by
- * y = ax*by - ay*bx
- */
- double px = origin.x;
- double py = origin.y;
- double ax = pa.x- px;
- double ay = pa.y - py;
- double bx = pb.x - px;
- double by = pb.y - py;
- double x = ax * by - ay * bx;
- double y = ax * bx + ay * by;
- double angle = atan2(x, y);
- return angle;
-}
-
-double Sweep::BasinAngle(Node& node)
-{
- double ax = node.point->x - node.next->next->point->x;
- double ay = node.point->y - node.next->next->point->y;
- return atan2(ay, ax);
-}
-
-double Sweep::HoleAngle(Node& node)
-{
- /* Complex plane
- * ab = cosA +i*sinA
- * ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
- * atan2(y,x) computes the principal value of the argument function
- * applied to the complex number x+iy
- * Where x = ax*bx + ay*by
- * y = ax*by - ay*bx
- */
- double ax = node.next->point->x - node.point->x;
- double ay = node.next->point->y - node.point->y;
- double bx = node.prev->point->x - node.point->x;
- double by = node.prev->point->y - node.point->y;
- return atan2(ax * by - ay * bx, ax * bx + ay * by);
-}
-
-bool Sweep::Legalize(SweepContext& tcx, Triangle& t)
-{
- // To legalize a triangle we start by finding if any of the three edges
- // violate the Delaunay condition
- for (int i = 0; i < 3; i++) {
- if (t.delaunay_edge[i])
- continue;
-
- Triangle* ot = t.GetNeighbor(i);
-
- if (ot) {
- Point* p = t.GetPoint(i);
- Point* op = ot->OppositePoint(t, *p);
- int oi = ot->Index(op);
-
- // If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization)
- // then we should not try to legalize
- if (ot->constrained_edge[oi] || ot->delaunay_edge[oi]) {
- t.constrained_edge[i] = ot->constrained_edge[oi];
- continue;
- }
-
- bool inside = Incircle(*p, *t.PointCCW(*p), *t.PointCW(*p), *op);
-
- if (inside) {
- // Lets mark this shared edge as Delaunay
- t.delaunay_edge[i] = true;
- ot->delaunay_edge[oi] = true;
-
- // Lets rotate shared edge one vertex CW to legalize it
- RotateTrianglePair(t, *p, *ot, *op);
-
- // We now got one valid Delaunay Edge shared by two triangles
- // This gives us 4 new edges to check for Delaunay
-
- // Make sure that triangle to node mapping is done only one time for a specific triangle
- bool not_legalized = !Legalize(tcx, t);
- if (not_legalized) {
- tcx.MapTriangleToNodes(t);
- }
-
- not_legalized = !Legalize(tcx, *ot);
- if (not_legalized)
- tcx.MapTriangleToNodes(*ot);
-
- // Reset the Delaunay edges, since they only are valid Delaunay edges
- // until we add a new triangle or point.
- // XXX: need to think about this. Can these edges be tried after we
- // return to previous recursive level?
- t.delaunay_edge[i] = false;
- ot->delaunay_edge[oi] = false;
-
- // If triangle have been legalized no need to check the other edges since
- // the recursive legalization will handles those so we can end here.
- return true;
- }
- }
- }
- return false;
-}
-
-bool Sweep::Incircle(Point& pa, Point& pb, Point& pc, Point& pd)
-{
- double adx = pa.x - pd.x;
- double ady = pa.y - pd.y;
- double bdx = pb.x - pd.x;
- double bdy = pb.y - pd.y;
-
- double adxbdy = adx * bdy;
- double bdxady = bdx * ady;
- double oabd = adxbdy - bdxady;
-
- if (oabd <= 0)
- return false;
-
- double cdx = pc.x - pd.x;
- double cdy = pc.y - pd.y;
-
- double cdxady = cdx * ady;
- double adxcdy = adx * cdy;
- double ocad = cdxady - adxcdy;
-
- if (ocad <= 0)
- return false;
-
- double bdxcdy = bdx * cdy;
- double cdxbdy = cdx * bdy;
-
- double alift = adx * adx + ady * ady;
- double blift = bdx * bdx + bdy * bdy;
- double clift = cdx * cdx + cdy * cdy;
-
- double det = alift * (bdxcdy - cdxbdy) + blift * ocad + clift * oabd;
-
- return det > 0;
-}
-
-void Sweep::RotateTrianglePair(Triangle& t, Point& p, Triangle& ot, Point& op)
-{
- Triangle* n1, *n2, *n3, *n4;
- n1 = t.NeighborCCW(p);
- n2 = t.NeighborCW(p);
- n3 = ot.NeighborCCW(op);
- n4 = ot.NeighborCW(op);
-
- bool ce1, ce2, ce3, ce4;
- ce1 = t.GetConstrainedEdgeCCW(p);
- ce2 = t.GetConstrainedEdgeCW(p);
- ce3 = ot.GetConstrainedEdgeCCW(op);
- ce4 = ot.GetConstrainedEdgeCW(op);
-
- bool de1, de2, de3, de4;
- de1 = t.GetDelunayEdgeCCW(p);
- de2 = t.GetDelunayEdgeCW(p);
- de3 = ot.GetDelunayEdgeCCW(op);
- de4 = ot.GetDelunayEdgeCW(op);
-
- t.Legalize(p, op);
- ot.Legalize(op, p);
-
- // Remap delaunay_edge
- ot.SetDelunayEdgeCCW(p, de1);
- t.SetDelunayEdgeCW(p, de2);
- t.SetDelunayEdgeCCW(op, de3);
- ot.SetDelunayEdgeCW(op, de4);
-
- // Remap constrained_edge
- ot.SetConstrainedEdgeCCW(p, ce1);
- t.SetConstrainedEdgeCW(p, ce2);
- t.SetConstrainedEdgeCCW(op, ce3);
- ot.SetConstrainedEdgeCW(op, ce4);
-
- // Remap neighbors
- // XXX: might optimize the markNeighbor by keeping track of
- // what side should be assigned to what neighbor after the
- // rotation. Now mark neighbor does lots of testing to find
- // the right side.
- t.ClearNeighbors();
- ot.ClearNeighbors();
- if (n1) ot.MarkNeighbor(*n1);
- if (n2) t.MarkNeighbor(*n2);
- if (n3) t.MarkNeighbor(*n3);
- if (n4) ot.MarkNeighbor(*n4);
- t.MarkNeighbor(ot);
-}
-
-void Sweep::FillBasin(SweepContext& tcx, Node& node)
-{
- if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
- tcx.basin.left_node = node.next->next;
- } else {
- tcx.basin.left_node = node.next;
- }
-
- // Find the bottom and right node
- tcx.basin.bottom_node = tcx.basin.left_node;
- while (tcx.basin.bottom_node->next
- && tcx.basin.bottom_node->point->y >= tcx.basin.bottom_node->next->point->y) {
- tcx.basin.bottom_node = tcx.basin.bottom_node->next;
- }
- if (tcx.basin.bottom_node == tcx.basin.left_node) {
- // No valid basin
- return;
- }
-
- tcx.basin.right_node = tcx.basin.bottom_node;
- while (tcx.basin.right_node->next
- && tcx.basin.right_node->point->y < tcx.basin.right_node->next->point->y) {
- tcx.basin.right_node = tcx.basin.right_node->next;
- }
- if (tcx.basin.right_node == tcx.basin.bottom_node) {
- // No valid basins
- return;
- }
-
- tcx.basin.width = tcx.basin.right_node->point->x - tcx.basin.left_node->point->x;
- tcx.basin.left_highest = tcx.basin.left_node->point->y > tcx.basin.right_node->point->y;
-
- FillBasinReq(tcx, tcx.basin.bottom_node);
-}
-
-void Sweep::FillBasinReq(SweepContext& tcx, Node* node)
-{
- // if shallow stop filling
- if (IsShallow(tcx, *node)) {
- return;
- }
-
- Fill(tcx, *node);
-
- if (node->prev == tcx.basin.left_node && node->next == tcx.basin.right_node) {
- return;
- } else if (node->prev == tcx.basin.left_node) {
- Orientation o = Orient2d(*node->point, *node->next->point, *node->next->next->point);
- if (o == CW) {
- return;
- }
- node = node->next;
- } else if (node->next == tcx.basin.right_node) {
- Orientation o = Orient2d(*node->point, *node->prev->point, *node->prev->prev->point);
- if (o == CCW) {
- return;
- }
- node = node->prev;
- } else {
- // Continue with the neighbor node with lowest Y value
- if (node->prev->point->y < node->next->point->y) {
- node = node->prev;
- } else {
- node = node->next;
- }
- }
-
- FillBasinReq(tcx, node);
-}
-
-bool Sweep::IsShallow(SweepContext& tcx, Node& node)
-{
- double height;
-
- if (tcx.basin.left_highest) {
- height = tcx.basin.left_node->point->y - node.point->y;
- } else {
- height = tcx.basin.right_node->point->y - node.point->y;
- }
-
- // if shallow stop filling
- if (tcx.basin.width > height) {
- return true;
- }
- return false;
-}
-
-void Sweep::FillEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
-{
- if (tcx.edge_event.right) {
- FillRightAboveEdgeEvent(tcx, edge, node);
- } else {
- FillLeftAboveEdgeEvent(tcx, edge, node);
- }
-}
-
-void Sweep::FillRightAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
-{
- while (node->next->point->x < edge->p->x) {
- // Check if next node is below the edge
- if (Orient2d(*edge->q, *node->next->point, *edge->p) == CCW) {
- FillRightBelowEdgeEvent(tcx, edge, *node);
- } else {
- node = node->next;
- }
- }
-}
-
-void Sweep::FillRightBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
-{
- if (node.point->x < edge->p->x) {
- if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
- // Concave
- FillRightConcaveEdgeEvent(tcx, edge, node);
- } else{
- // Convex
- FillRightConvexEdgeEvent(tcx, edge, node);
- // Retry this one
- FillRightBelowEdgeEvent(tcx, edge, node);
- }
- }
-}
-
-void Sweep::FillRightConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
-{
- Fill(tcx, *node.next);
- if (node.next->point != edge->p) {
- // Next above or below edge?
- if (Orient2d(*edge->q, *node.next->point, *edge->p) == CCW) {
- // Below
- if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
- // Next is concave
- FillRightConcaveEdgeEvent(tcx, edge, node);
- } else {
- // Next is convex
- }
- }
- }
-
-}
-
-void Sweep::FillRightConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
-{
- // Next concave or convex?
- if (Orient2d(*node.next->point, *node.next->next->point, *node.next->next->next->point) == CCW) {
- // Concave
- FillRightConcaveEdgeEvent(tcx, edge, *node.next);
- } else{
- // Convex
- // Next above or below edge?
- if (Orient2d(*edge->q, *node.next->next->point, *edge->p) == CCW) {
- // Below
- FillRightConvexEdgeEvent(tcx, edge, *node.next);
- } else{
- // Above
- }
- }
-}
-
-void Sweep::FillLeftAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
-{
- while (node->prev->point->x > edge->p->x) {
- // Check if next node is below the edge
- if (Orient2d(*edge->q, *node->prev->point, *edge->p) == CW) {
- FillLeftBelowEdgeEvent(tcx, edge, *node);
- } else {
- node = node->prev;
- }
- }
-}
-
-void Sweep::FillLeftBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
-{
- if (node.point->x > edge->p->x) {
- if (Orient2d(*node.point, *node.prev->point, *node.prev->prev->point) == CW) {
- // Concave
- FillLeftConcaveEdgeEvent(tcx, edge, node);
- } else {
- // Convex
- FillLeftConvexEdgeEvent(tcx, edge, node);
- // Retry this one
- FillLeftBelowEdgeEvent(tcx, edge, node);
- }
- }
-}
-
-void Sweep::FillLeftConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
-{
- // Next concave or convex?
- if (Orient2d(*node.prev->point, *node.prev->prev->point, *node.prev->prev->prev->point) == CW) {
- // Concave
- FillLeftConcaveEdgeEvent(tcx, edge, *node.prev);
- } else{
- // Convex
- // Next above or below edge?
- if (Orient2d(*edge->q, *node.prev->prev->point, *edge->p) == CW) {
- // Below
- FillLeftConvexEdgeEvent(tcx, edge, *node.prev);
- } else{
- // Above
- }
- }
-}
-
-void Sweep::FillLeftConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
-{
- Fill(tcx, *node.prev);
- if (node.prev->point != edge->p) {
- // Next above or below edge?
- if (Orient2d(*edge->q, *node.prev->point, *edge->p) == CW) {
- // Below
- if (Orient2d(*node.point, *node.prev->point, *node.prev->prev->point) == CW) {
- // Next is concave
- FillLeftConcaveEdgeEvent(tcx, edge, node);
- } else{
- // Next is convex
- }
- }
- }
-
-}
-
-void Sweep::FlipEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* t, Point& p)
-{
- Triangle& ot = t->NeighborAcross(p);
- Point& op = *ot.OppositePoint(*t, p);
-
- if (&ot == NULL) {
- // If we want to integrate the fillEdgeEvent do it here
- // With current implementation we should never get here
- //throw new RuntimeException( "[BUG:FIXME] FLIP failed due to missing triangle");
- assert(0);
- }
-
- if (InScanArea(p, *t->PointCCW(p), *t->PointCW(p), op)) {
- // Lets rotate shared edge one vertex CW
- RotateTrianglePair(*t, p, ot, op);
- tcx.MapTriangleToNodes(*t);
- tcx.MapTriangleToNodes(ot);
-
- if (p == eq && op == ep) {
- if (eq == *tcx.edge_event.constrained_edge->q && ep == *tcx.edge_event.constrained_edge->p) {
- t->MarkConstrainedEdge(&ep, &eq);
- ot.MarkConstrainedEdge(&ep, &eq);
- Legalize(tcx, *t);
- Legalize(tcx, ot);
- } else {
- // XXX: I think one of the triangles should be legalized here?
- }
- } else {
- Orientation o = Orient2d(eq, op, ep);
- t = &NextFlipTriangle(tcx, (int)o, *t, ot, p, op);
- FlipEdgeEvent(tcx, ep, eq, t, p);
- }
- } else {
- Point& newP = NextFlipPoint(ep, eq, ot, op);
- FlipScanEdgeEvent(tcx, ep, eq, *t, ot, newP);
- EdgeEvent(tcx, ep, eq, t, p);
- }
-}
-
-Triangle& Sweep::NextFlipTriangle(SweepContext& tcx, int o, Triangle& t, Triangle& ot, Point& p, Point& op)
-{
- if (o == CCW) {
- // ot is not crossing edge after flip
- int edge_index = ot.EdgeIndex(&p, &op);
- ot.delaunay_edge[edge_index] = true;
- Legalize(tcx, ot);
- ot.ClearDelunayEdges();
- return t;
- }
-
- // t is not crossing edge after flip
- int edge_index = t.EdgeIndex(&p, &op);
-
- t.delaunay_edge[edge_index] = true;
- Legalize(tcx, t);
- t.ClearDelunayEdges();
- return ot;
-}
-
-Point& Sweep::NextFlipPoint(Point& ep, Point& eq, Triangle& ot, Point& op)
-{
- Orientation o2d = Orient2d(eq, op, ep);
- if (o2d == CW) {
- // Right
- return *ot.PointCCW(op);
- } else if (o2d == CCW) {
- // Left
- return *ot.PointCW(op);
- } else{
- //throw new RuntimeException("[Unsupported] Opposing point on constrained edge");
- assert(0);
- }
-}
-
-void Sweep::FlipScanEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle& flip_triangle,
- Triangle& t, Point& p)
-{
- Triangle& ot = t.NeighborAcross(p);
- Point& op = *ot.OppositePoint(t, p);
-
- if (&t.NeighborAcross(p) == NULL) {
- // If we want to integrate the fillEdgeEvent do it here
- // With current implementation we should never get here
- //throw new RuntimeException( "[BUG:FIXME] FLIP failed due to missing triangle");
- assert(0);
- }
-
- if (InScanArea(eq, *flip_triangle.PointCCW(eq), *flip_triangle.PointCW(eq), op)) {
- // flip with new edge op->eq
- FlipEdgeEvent(tcx, eq, op, &ot, op);
- // TODO: Actually I just figured out that it should be possible to
- // improve this by getting the next ot and op before the above
- // flip and continue the flipScanEdgeEvent here
- // set new ot and op here and loop back to inScanArea test
- // also need to set a new flip_triangle first
- // Turns out at first glance that this is somewhat complicated
- // so it will have to wait.
- } else{
- Point& newP = NextFlipPoint(ep, eq, ot, op);
- FlipScanEdgeEvent(tcx, ep, eq, flip_triangle, ot, newP);
- }
-}
-
-Sweep::~Sweep() {
-
- // Clean up memory
- for (size_t i = 0; i < nodes_.size(); i++) {
- delete nodes_[i];
- }
-
-}
-
-}
-