483 lines
14 KiB
C#
483 lines
14 KiB
C#
// -----------------------------------------------------------------------
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// <copyright file="Otri.cs">
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// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
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// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
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// </copyright>
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// -----------------------------------------------------------------------
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namespace UnityEngine.U2D.Animation.TriangleNet
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.Topology
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{
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using System;
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using Animation.TriangleNet.Geometry;
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/// <summary>
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/// An oriented triangle.
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/// </summary>
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/// <remarks>
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/// Includes a pointer to a triangle and orientation. The orientation denotes an edge
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/// of the triangle. Hence, there are three possible orientations. By convention, each
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/// edge always points counterclockwise about the corresponding triangle.
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/// </remarks>
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internal struct Otri
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{
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internal Triangle tri;
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internal int orient; // Ranges from 0 to 2.
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public Triangle Triangle
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{
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get { return tri; }
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set { tri = value; }
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}
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public override string ToString()
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{
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if (tri == null)
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{
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return "O-TID [null]";
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}
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return String.Format("O-TID {0}", tri.hash);
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}
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#region Otri primitives (public)
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// For fast access
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static readonly int[] plus1Mod3 = { 1, 2, 0 };
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static readonly int[] minus1Mod3 = { 2, 0, 1 };
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// The following primitives are all described by Guibas and Stolfi.
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// However, Guibas and Stolfi use an edge-based data structure,
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// whereas I use a triangle-based data structure.
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//
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// lnext: finds the next edge (counterclockwise) of a triangle.
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//
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// onext: spins counterclockwise around a vertex; that is, it finds
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// the next edge with the same origin in the counterclockwise direction. This
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// edge is part of a different triangle.
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//
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// oprev: spins clockwise around a vertex; that is, it finds the
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// next edge with the same origin in the clockwise direction. This edge is
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// part of a different triangle.
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//
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// dnext: spins counterclockwise around a vertex; that is, it finds
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// the next edge with the same destination in the counterclockwise direction.
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// This edge is part of a different triangle.
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//
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// dprev: spins clockwise around a vertex; that is, it finds the
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// next edge with the same destination in the clockwise direction. This edge
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// is part of a different triangle.
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//
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// rnext: moves one edge counterclockwise about the adjacent
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// triangle. (It's best understood by reading Guibas and Stolfi. It
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// involves changing triangles twice.)
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//
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// rprev: moves one edge clockwise about the adjacent triangle.
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// (It's best understood by reading Guibas and Stolfi. It involves
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// changing triangles twice.)
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/// <summary>
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/// Find the abutting triangle; same edge. [sym(abc) -> ba*]
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/// </summary>
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/// Note that the edge direction is necessarily reversed, because the handle specified
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/// by an oriented triangle is directed counterclockwise around the triangle.
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/// </remarks>
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public void Sym(ref Otri ot)
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{
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ot.tri = tri.neighbors[orient].tri;
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ot.orient = tri.neighbors[orient].orient;
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}
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/// <summary>
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/// Find the abutting triangle; same edge. [sym(abc) -> ba*]
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/// </summary>
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public void Sym()
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{
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int tmp = orient;
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orient = tri.neighbors[tmp].orient;
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tri = tri.neighbors[tmp].tri;
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}
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/// <summary>
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/// Find the next edge (counterclockwise) of a triangle. [lnext(abc) -> bca]
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/// </summary>
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public void Lnext(ref Otri ot)
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{
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ot.tri = tri;
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ot.orient = plus1Mod3[orient];
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}
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/// <summary>
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/// Find the next edge (counterclockwise) of a triangle. [lnext(abc) -> bca]
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/// </summary>
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public void Lnext()
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{
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orient = plus1Mod3[orient];
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}
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/// <summary>
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/// Find the previous edge (clockwise) of a triangle. [lprev(abc) -> cab]
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/// </summary>
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public void Lprev(ref Otri ot)
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{
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ot.tri = tri;
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ot.orient = minus1Mod3[orient];
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}
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/// <summary>
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/// Find the previous edge (clockwise) of a triangle. [lprev(abc) -> cab]
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/// </summary>
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public void Lprev()
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{
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orient = minus1Mod3[orient];
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}
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/// <summary>
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/// Find the next edge counterclockwise with the same origin. [onext(abc) -> ac*]
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/// </summary>
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public void Onext(ref Otri ot)
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{
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//Lprev(ref ot);
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ot.tri = tri;
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ot.orient = minus1Mod3[orient];
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//ot.SymSelf();
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int tmp = ot.orient;
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ot.orient = ot.tri.neighbors[tmp].orient;
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ot.tri = ot.tri.neighbors[tmp].tri;
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}
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/// <summary>
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/// Find the next edge counterclockwise with the same origin. [onext(abc) -> ac*]
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/// </summary>
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public void Onext()
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{
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//LprevSelf();
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orient = minus1Mod3[orient];
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//SymSelf();
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int tmp = orient;
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orient = tri.neighbors[tmp].orient;
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tri = tri.neighbors[tmp].tri;
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}
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/// <summary>
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/// Find the next edge clockwise with the same origin. [oprev(abc) -> a*b]
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/// </summary>
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public void Oprev(ref Otri ot)
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{
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//Sym(ref ot);
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ot.tri = tri.neighbors[orient].tri;
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ot.orient = tri.neighbors[orient].orient;
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//ot.LnextSelf();
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ot.orient = plus1Mod3[ot.orient];
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}
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/// <summary>
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/// Find the next edge clockwise with the same origin. [oprev(abc) -> a*b]
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/// </summary>
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public void Oprev()
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{
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//SymSelf();
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int tmp = orient;
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orient = tri.neighbors[tmp].orient;
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tri = tri.neighbors[tmp].tri;
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//LnextSelf();
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orient = plus1Mod3[orient];
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}
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/// <summary>
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/// Find the next edge counterclockwise with the same destination. [dnext(abc) -> *ba]
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/// </summary>
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public void Dnext(ref Otri ot)
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{
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//Sym(ref ot);
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ot.tri = tri.neighbors[orient].tri;
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ot.orient = tri.neighbors[orient].orient;
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//ot.LprevSelf();
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ot.orient = minus1Mod3[ot.orient];
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}
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/// <summary>
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/// Find the next edge counterclockwise with the same destination. [dnext(abc) -> *ba]
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/// </summary>
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public void Dnext()
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{
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//SymSelf();
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int tmp = orient;
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orient = tri.neighbors[tmp].orient;
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tri = tri.neighbors[tmp].tri;
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//LprevSelf();
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orient = minus1Mod3[orient];
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}
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/// <summary>
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/// Find the next edge clockwise with the same destination. [dprev(abc) -> cb*]
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/// </summary>
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public void Dprev(ref Otri ot)
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{
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//Lnext(ref ot);
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ot.tri = tri;
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ot.orient = plus1Mod3[orient];
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//ot.SymSelf();
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int tmp = ot.orient;
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ot.orient = ot.tri.neighbors[tmp].orient;
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ot.tri = ot.tri.neighbors[tmp].tri;
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}
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/// <summary>
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/// Find the next edge clockwise with the same destination. [dprev(abc) -> cb*]
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/// </summary>
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public void Dprev()
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{
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//LnextSelf();
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orient = plus1Mod3[orient];
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//SymSelf();
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int tmp = orient;
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orient = tri.neighbors[tmp].orient;
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tri = tri.neighbors[tmp].tri;
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}
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/// <summary>
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/// Find the next edge (counterclockwise) of the adjacent triangle. [rnext(abc) -> *a*]
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/// </summary>
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public void Rnext(ref Otri ot)
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{
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//Sym(ref ot);
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ot.tri = tri.neighbors[orient].tri;
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ot.orient = tri.neighbors[orient].orient;
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//ot.LnextSelf();
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ot.orient = plus1Mod3[ot.orient];
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//ot.SymSelf();
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int tmp = ot.orient;
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ot.orient = ot.tri.neighbors[tmp].orient;
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ot.tri = ot.tri.neighbors[tmp].tri;
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}
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/// <summary>
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/// Find the next edge (counterclockwise) of the adjacent triangle. [rnext(abc) -> *a*]
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/// </summary>
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public void Rnext()
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{
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//SymSelf();
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int tmp = orient;
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orient = tri.neighbors[tmp].orient;
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tri = tri.neighbors[tmp].tri;
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//LnextSelf();
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orient = plus1Mod3[orient];
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//SymSelf();
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tmp = orient;
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orient = tri.neighbors[tmp].orient;
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tri = tri.neighbors[tmp].tri;
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}
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/// <summary>
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/// Find the previous edge (clockwise) of the adjacent triangle. [rprev(abc) -> b**]
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/// </summary>
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public void Rprev(ref Otri ot)
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{
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//Sym(ref ot);
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ot.tri = tri.neighbors[orient].tri;
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ot.orient = tri.neighbors[orient].orient;
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//ot.LprevSelf();
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ot.orient = minus1Mod3[ot.orient];
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//ot.SymSelf();
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int tmp = ot.orient;
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ot.orient = ot.tri.neighbors[tmp].orient;
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ot.tri = ot.tri.neighbors[tmp].tri;
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}
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/// <summary>
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/// Find the previous edge (clockwise) of the adjacent triangle. [rprev(abc) -> b**]
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/// </summary>
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public void Rprev()
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{
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//SymSelf();
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int tmp = orient;
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orient = tri.neighbors[tmp].orient;
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tri = tri.neighbors[tmp].tri;
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//LprevSelf();
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orient = minus1Mod3[orient];
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//SymSelf();
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tmp = orient;
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orient = tri.neighbors[tmp].orient;
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tri = tri.neighbors[tmp].tri;
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}
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/// <summary>
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/// Origin [org(abc) -> a]
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/// </summary>
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public Vertex Org()
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{
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return tri.vertices[plus1Mod3[orient]];
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}
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/// <summary>
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/// Destination [dest(abc) -> b]
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/// </summary>
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public Vertex Dest()
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{
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return tri.vertices[minus1Mod3[orient]];
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}
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/// <summary>
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/// Apex [apex(abc) -> c]
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/// </summary>
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public Vertex Apex()
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{
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return tri.vertices[orient];
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}
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/// <summary>
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/// Copy an oriented triangle.
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/// </summary>
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public void Copy(ref Otri ot)
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{
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ot.tri = tri;
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ot.orient = orient;
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}
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/// <summary>
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/// Test for equality of oriented triangles.
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/// </summary>
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public bool Equals(Otri ot)
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{
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return ((tri == ot.tri) && (orient == ot.orient));
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}
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#endregion
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#region Otri primitives (internal)
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/// <summary>
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/// Set Origin
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/// </summary>
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internal void SetOrg(Vertex v)
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{
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tri.vertices[plus1Mod3[orient]] = v;
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}
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/// <summary>
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/// Set Destination
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/// </summary>
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internal void SetDest(Vertex v)
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{
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tri.vertices[minus1Mod3[orient]] = v;
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}
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/// <summary>
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/// Set Apex
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/// </summary>
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internal void SetApex(Vertex v)
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{
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tri.vertices[orient] = v;
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}
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/// <summary>
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/// Bond two triangles together at the resepective handles. [bond(abc, bad)]
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/// </summary>
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internal void Bond(ref Otri ot)
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{
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tri.neighbors[orient].tri = ot.tri;
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tri.neighbors[orient].orient = ot.orient;
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ot.tri.neighbors[ot.orient].tri = this.tri;
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ot.tri.neighbors[ot.orient].orient = this.orient;
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}
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/// <summary>
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/// Dissolve a bond (from one side).
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/// </summary>
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/// <remarks>Note that the other triangle will still think it's connected to
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/// this triangle. Usually, however, the other triangle is being deleted
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/// entirely, or bonded to another triangle, so it doesn't matter.
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/// </remarks>
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internal void Dissolve(Triangle dummy)
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{
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tri.neighbors[orient].tri = dummy;
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tri.neighbors[orient].orient = 0;
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}
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/// <summary>
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/// Infect a triangle with the virus.
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/// </summary>
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internal void Infect()
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{
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tri.infected = true;
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}
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/// <summary>
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/// Cure a triangle from the virus.
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/// </summary>
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internal void Uninfect()
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{
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tri.infected = false;
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}
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/// <summary>
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/// Test a triangle for viral infection.
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/// </summary>
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internal bool IsInfected()
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{
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return tri.infected;
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}
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/// <summary>
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/// Finds a subsegment abutting a triangle.
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/// </summary>
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internal void Pivot(ref Osub os)
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{
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os = tri.subsegs[orient];
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}
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/// <summary>
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/// Bond a triangle to a subsegment.
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/// </summary>
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internal void SegBond(ref Osub os)
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{
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tri.subsegs[orient] = os;
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os.seg.triangles[os.orient] = this;
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}
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/// <summary>
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/// Dissolve a bond (from the triangle side).
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/// </summary>
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internal void SegDissolve(SubSegment dummy)
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{
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tri.subsegs[orient].seg = dummy;
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}
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/// <summary>
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/// Check a triangle's deallocation.
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/// </summary>
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internal static bool IsDead(Triangle tria)
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{
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return tria.neighbors[0].tri == null;
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}
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/// <summary>
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/// Set a triangle's deallocation.
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/// </summary>
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internal static void Kill(Triangle tri)
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{
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tri.neighbors[0].tri = null;
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tri.neighbors[2].tri = null;
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}
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#endregion
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}
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}
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