428 lines
15 KiB
C#
428 lines
15 KiB
C#
// -----------------------------------------------------------------------
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// <copyright file="TriangleQuadTree.cs" company="">
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// Original code by Frank Dockhorn, [not available anymore: http://sourceforge.net/projects/quadtreesim/]
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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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.Tools
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{
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using System.Collections.Generic;
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using System.Linq;
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using Animation.TriangleNet.Geometry;
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/// <summary>
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/// A Quadtree implementation optimized for triangles.
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/// </summary>
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internal class TriangleQuadTree
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{
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QuadNode root;
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internal ITriangle[] triangles;
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internal int sizeBound;
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internal int maxDepth;
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/// <summary>
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/// Initializes a new instance of the <see cref="TriangleQuadTree" /> class.
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/// </summary>
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/// <param name="mesh">Mesh containing triangles.</param>
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/// <param name="maxDepth">The maximum depth of the tree.</param>
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/// <param name="sizeBound">The maximum number of triangles contained in a leaf.</param>
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/// <remarks>
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/// The quadtree does not track changes of the mesh. If a mesh is refined or
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/// changed in any other way, a new quadtree has to be built to make the point
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/// location work.
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///
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/// A node of the tree will be split, if its level if less than the max depth parameter
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/// AND the number of triangles in the node is greater than the size bound.
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/// </remarks>
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public TriangleQuadTree(Mesh mesh, int maxDepth = 10, int sizeBound = 10)
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{
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this.maxDepth = maxDepth;
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this.sizeBound = sizeBound;
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triangles = mesh.Triangles.ToArray();
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int currentDepth = 0;
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root = new QuadNode(mesh.Bounds, this, true);
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root.CreateSubRegion(++currentDepth);
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}
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public ITriangle Query(double x, double y)
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{
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var point = new Point(x, y);
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var indices = root.FindTriangles(point);
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foreach (var i in indices)
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{
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var tri = this.triangles[i];
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if (IsPointInTriangle(point, tri.GetVertex(0), tri.GetVertex(1), tri.GetVertex(2)))
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{
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return tri;
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}
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}
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return null;
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}
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/// <summary>
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/// Test, if a given point lies inside a triangle.
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/// </summary>
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/// <param name="p">Point to locate.</param>
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/// <param name="t0">Corner point of triangle.</param>
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/// <param name="t1">Corner point of triangle.</param>
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/// <param name="t2">Corner point of triangle.</param>
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/// <returns>True, if point is inside or on the edge of this triangle.</returns>
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internal static bool IsPointInTriangle(Point p, Point t0, Point t1, Point t2)
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{
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// TODO: no need to create new Point instances here
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Point d0 = new Point(t1.x - t0.x, t1.y - t0.y);
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Point d1 = new Point(t2.x - t0.x, t2.y - t0.y);
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Point d2 = new Point(p.x - t0.x, p.y - t0.y);
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// crossproduct of (0, 0, 1) and d0
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Point c0 = new Point(-d0.y, d0.x);
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// crossproduct of (0, 0, 1) and d1
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Point c1 = new Point(-d1.y, d1.x);
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// Linear combination d2 = s * d0 + v * d1.
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//
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// Multiply both sides of the equation with c0 and c1
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// and solve for s and v respectively
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//
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// s = d2 * c1 / d0 * c1
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// v = d2 * c0 / d1 * c0
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double s = DotProduct(d2, c1) / DotProduct(d0, c1);
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double v = DotProduct(d2, c0) / DotProduct(d1, c0);
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if (s >= 0 && v >= 0 && ((s + v) <= 1))
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{
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// Point is inside or on the edge of this triangle.
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return true;
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}
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return false;
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}
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internal static double DotProduct(Point p, Point q)
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{
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return p.x * q.x + p.y * q.y;
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}
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/// <summary>
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/// A node of the quadtree.
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/// </summary>
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class QuadNode
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{
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const int SW = 0;
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const int SE = 1;
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const int NW = 2;
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const int NE = 3;
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const double EPS = 1e-6;
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static readonly byte[] BITVECTOR = { 0x1, 0x2, 0x4, 0x8 };
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Rectangle bounds;
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Point pivot;
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TriangleQuadTree tree;
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QuadNode[] regions;
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List<int> triangles;
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byte bitRegions;
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public QuadNode(Rectangle box, TriangleQuadTree tree)
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: this(box, tree, false)
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{
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}
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public QuadNode(Rectangle box, TriangleQuadTree tree, bool init)
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{
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this.tree = tree;
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this.bounds = new Rectangle(box.Left, box.Bottom, box.Width, box.Height);
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this.pivot = new Point((box.Left + box.Right) / 2, (box.Bottom + box.Top) / 2);
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this.bitRegions = 0;
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this.regions = new QuadNode[4];
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this.triangles = new List<int>();
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if (init)
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{
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int count = tree.triangles.Length;
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// Allocate memory upfront
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triangles.Capacity = count;
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for (int i = 0; i < count; i++)
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{
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triangles.Add(i);
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}
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}
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}
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public List<int> FindTriangles(Point searchPoint)
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{
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int region = FindRegion(searchPoint);
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if (regions[region] == null)
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{
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return triangles;
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}
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return regions[region].FindTriangles(searchPoint);
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}
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public void CreateSubRegion(int currentDepth)
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{
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// The four sub regions of the quad tree
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// +--------------+
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// | nw 2 | ne 3 |
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// |------+pivot--|
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// | sw 0 | se 1 |
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// +--------------+
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Rectangle box;
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var width = bounds.Right - pivot.x;
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var height = bounds.Top - pivot.y;
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// 1. region south west
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box = new Rectangle(bounds.Left, bounds.Bottom, width, height);
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regions[0] = new QuadNode(box, tree);
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// 2. region south east
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box = new Rectangle(pivot.x, bounds.Bottom, width, height);
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regions[1] = new QuadNode(box, tree);
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// 3. region north west
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box = new Rectangle(bounds.Left, pivot.y, width, height);
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regions[2] = new QuadNode(box, tree);
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// 4. region north east
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box = new Rectangle(pivot.x, pivot.y, width, height);
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regions[3] = new QuadNode(box, tree);
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Point[] triangle = new Point[3];
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// Find region for every triangle vertex
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foreach (var index in triangles)
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{
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ITriangle tri = tree.triangles[index];
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triangle[0] = tri.GetVertex(0);
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triangle[1] = tri.GetVertex(1);
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triangle[2] = tri.GetVertex(2);
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AddTriangleToRegion(triangle, index);
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}
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for (int i = 0; i < 4; i++)
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{
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if (regions[i].triangles.Count > tree.sizeBound && currentDepth < tree.maxDepth)
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{
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regions[i].CreateSubRegion(currentDepth + 1);
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}
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}
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}
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void AddTriangleToRegion(Point[] triangle, int index)
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{
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bitRegions = 0;
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if (TriangleQuadTree.IsPointInTriangle(pivot, triangle[0], triangle[1], triangle[2]))
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{
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AddToRegion(index, SW);
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AddToRegion(index, SE);
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AddToRegion(index, NW);
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AddToRegion(index, NE);
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return;
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}
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FindTriangleIntersections(triangle, index);
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if (bitRegions == 0)
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{
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// we didn't find any intersection so we add this triangle to a point's region
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int region = FindRegion(triangle[0]);
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regions[region].triangles.Add(index);
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}
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}
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void FindTriangleIntersections(Point[] triangle, int index)
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{
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// PLEASE NOTE:
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// Handling of component comparison is tightly associated with the implementation
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// of the findRegion() function. That means when the point to be compared equals
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// the pivot point the triangle must be put at least into region 2.
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//
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// Linear equations are in parametric form.
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// pivot.x = triangle[0].x + t * (triangle[1].x - triangle[0].x)
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// pivot.y = triangle[0].y + t * (triangle[1].y - triangle[0].y)
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int k = 2;
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double dx, dy;
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// Iterate through all triangle laterals and find bounding box intersections
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for (int i = 0; i < 3; k = i++)
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{
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dx = triangle[i].x - triangle[k].x;
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dy = triangle[i].y - triangle[k].y;
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if (dx != 0.0)
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{
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FindIntersectionsWithX(dx, dy, triangle, index, k);
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}
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if (dy != 0.0)
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{
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FindIntersectionsWithY(dx, dy, triangle, index, k);
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}
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}
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}
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void FindIntersectionsWithX(double dx, double dy, Point[] triangle, int index, int k)
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{
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double t;
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// find intersection with plane x = m_pivot.dX
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t = (pivot.x - triangle[k].x) / dx;
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if (t < (1 + EPS) && t > -EPS)
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{
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// we have an intersection
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double yComponent = triangle[k].y + t * dy;
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if (yComponent < pivot.y && yComponent >= bounds.Bottom)
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{
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AddToRegion(index, SW);
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AddToRegion(index, SE);
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}
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else if (yComponent <= bounds.Top)
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{
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AddToRegion(index, NW);
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AddToRegion(index, NE);
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}
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}
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// find intersection with plane x = m_boundingBox[0].dX
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t = (bounds.Left - triangle[k].x) / dx;
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if (t < (1 + EPS) && t > -EPS)
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{
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// we have an intersection
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double yComponent = triangle[k].y + t * dy;
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if (yComponent < pivot.y && yComponent >= bounds.Bottom)
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{
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AddToRegion(index, SW);
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}
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else if (yComponent <= bounds.Top) // TODO: check && yComponent >= pivot.Y
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{
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AddToRegion(index, NW);
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}
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}
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// find intersection with plane x = m_boundingBox[1].dX
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t = (bounds.Right - triangle[k].x) / dx;
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if (t < (1 + EPS) && t > -EPS)
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{
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// we have an intersection
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double yComponent = triangle[k].y + t * dy;
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if (yComponent < pivot.y && yComponent >= bounds.Bottom)
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{
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AddToRegion(index, SE);
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}
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else if (yComponent <= bounds.Top)
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{
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AddToRegion(index, NE);
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}
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}
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}
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void FindIntersectionsWithY(double dx, double dy, Point[] triangle, int index, int k)
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{
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double t, xComponent;
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// find intersection with plane y = m_pivot.dY
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t = (pivot.y - triangle[k].y) / dy;
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if (t < (1 + EPS) && t > -EPS)
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{
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// we have an intersection
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xComponent = triangle[k].x + t * dx;
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if (xComponent > pivot.x && xComponent <= bounds.Right)
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{
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AddToRegion(index, SE);
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AddToRegion(index, NE);
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}
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else if (xComponent >= bounds.Left)
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{
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AddToRegion(index, SW);
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AddToRegion(index, NW);
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}
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}
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// find intersection with plane y = m_boundingBox[0].dY
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t = (bounds.Bottom - triangle[k].y) / dy;
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if (t < (1 + EPS) && t > -EPS)
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{
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// we have an intersection
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xComponent = triangle[k].x + t * dx;
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if (xComponent > pivot.x && xComponent <= bounds.Right)
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{
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AddToRegion(index, SE);
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}
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else if (xComponent >= bounds.Left)
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{
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AddToRegion(index, SW);
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}
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}
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// find intersection with plane y = m_boundingBox[1].dY
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t = (bounds.Top - triangle[k].y) / dy;
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if (t < (1 + EPS) && t > -EPS)
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{
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// we have an intersection
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xComponent = triangle[k].x + t * dx;
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if (xComponent > pivot.x && xComponent <= bounds.Right)
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{
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AddToRegion(index, NE);
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}
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else if (xComponent >= bounds.Left)
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{
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AddToRegion(index, NW);
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}
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}
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}
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int FindRegion(Point point)
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{
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int b = 2;
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if (point.y < pivot.y)
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{
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b = 0;
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}
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if (point.x > pivot.x)
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{
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b++;
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}
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return b;
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}
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void AddToRegion(int index, int region)
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{
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//if (!(m_bitRegions & BITVECTOR[region]))
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if ((bitRegions & BITVECTOR[region]) == 0)
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{
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regions[region].triangles.Add(index);
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bitRegions |= BITVECTOR[region];
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}
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}
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}
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}
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}
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