📄 delaunay.pas
字号:
//Credit to Paul Bourke (pbourke@swin.edu.au) for the original Fortran 77 Program :))
//Conversion to Visual Basic by EluZioN (EluZioN@casesladder.com)
//Conversion from VB to Delphi6 by Dr Steve Evans (steve@lociuk.com)
///////////////////////////////////////////////////////////////////////////////
//June 2002 Update by Dr Steve Evans (steve@lociuk.com): Heap memory allocation
//added to prevent stack overflow when MaxVertices and MaxTriangles are very large.
//Additional Updates in June 2002:
//Bug in InCircle function fixed. Radius r := Sqrt(rsqr).
//Check for duplicate points added when inserting new point.
//For speed, all points pre-sorted in x direction using quicksort algorithm and
//triangles flagged when no longer needed. The circumcircle centre and radius of
//the triangles are now stored to improve calculation time.
///////////////////////////////////////////////////////////////////////////////
//You can use this code however you like providing the above credits remain in tact
//注意:点和三角形都数组都是从1开始计数的
unit Delaunay;
interface
uses Dialogs, Graphics, Forms, Types,classes,math;
//Set these as applicable
Const
MaxVertices = 500000;
MaxTriangles = 1000000;
ExPtTolerance = 0.000001; //小于这个被认为是同一点
Type
TCastArray = Array [0..2,0..2,0..2] of Integer;
TVectorL3D = Array [0..2] of Double;
TVectorL3I = Array [0..2] of Integer;
PPointPair = ^TPointPair;
TPointPair = record
x1,y1,
x2,y2: Double
end;
//单条等值线
TLever = record
FZ: Double;
Points: TList;
end;
//Points (Vertices)
dVertex = record
X ,
Y ,
Z: Double;
end;
//Created Triangles, vv# are the vertex pointers(点的索引)
dTriangle = record
vv0: LongInt;
vv1: LongInt;
vv2: LongInt;
PreCalc: Integer;
xc,yc,r: Double; //三角形外接圆圆心坐标和半径
end;
TDVertexs = array[0..MaxVertices] of dVertex;
PVertexs = ^TDVertexs;
TDTriangles = array[0..MaxTriangles] of dTriangle;
PTriangles = ^TDTriangles;
TDCompletes = array [0..MaxTriangles] of Boolean;
PCompletes = ^TDCompletes;
TDEdges = array[0..2,0..MaxTriangles * 3] of LongInt;
PEdges = ^TDEdges;
TDelaunay = class
private
{ Private declarations }
FzLow,
FzHigh: Double;
FVertexs: PVertexs;
FTriangles: PTriangles;
FTriangleCount: Integer;
FPointCount: Integer; //Variable for total number of points (vertices)
procedure QuickSort(var aVertexs: PVertexs; Low,High: Integer);
function GetPointCount: integer;
function InCircle(xp, yp, x1, y1, x2, y2, x3, y3: Double;
var xc: Double; var yc: Double; var r: Double; j: Integer): Boolean;
Function WhichSide(xp, yp, x1, y1, x2, y2: Double): Integer;
Function Triangulate(nVert: Integer): Integer;
public
{ Public declarations }
FLevers: Array of TLever;
TempBuffer: TBitmap;
TargetForm: TForm;
constructor Create;
destructor Destroy; override;
procedure Mesh;
procedure Draw;
procedure ScatterContour(ZCount: Integer; Z: Array of Single);
procedure AddPoint(x,y,z: Single);
procedure ClearBackPage;
procedure FlipBackPage;
property zLow: Double read FzLow write FzLow;
property zHigh: Double read FzHigh write FzHigh;
property Vertexs: PVertexs read FVertexs;
property Triangles: PTriangles read FTriangles;
property TriangleCount: Integer read FTriangleCount;
property PointCount: Integer read GetPointCount;
end;
implementation
constructor TDelaunay.Create;
begin
//Initiate total points to 1, using base 0 causes problems in the functions
FPointCount := 1;
FTriangleCount:=0;
FzLow:= 0;
FzHigh:= 0;
TempBuffer:=TBitmap.Create;
//Allocate memory for arrays
GetMem(FVertexs, sizeof(FVertexs^));
GetMem(FTriangles, sizeof(FTriangles^));
end;
destructor TDelaunay.Destroy;
begin
//Free memory for arrays
FreeMem(FVertexs, sizeof(FVertexs^));
FreeMem(FTriangles, sizeof(FTriangles^));
end;
//加入点到FVertexs数组里
procedure TDelaunay.AddPoint(x,y,z: Single);
var
i: Integer;
SamePoint: Boolean;
begin
//Check for duplicate points 检查是否有完全相同的点,
//如果有则,该点不被加入
SamePoint := false;
i := 1;
while i < FPointCount do
begin
If (Abs(x-FVertexs^[i].X) < ExPtTolerance) and
(Abs(y-FVertexs^[i].Y) < ExPtTolerance) Then
SamePoint:= true;
Inc(i);
end;
if FzLow > z then
FzLow:= z
else if FzHigh < z then
FzHigh:= z;
if not SamePoint then
begin
//Set Vertex coordinates
FVertexs^[FPointCount].X := x;
FVertexs^[FPointCount].Y := y;
FVertexs^[FPointCount].Z := z;
//Increment the total number of points
//最后得到的点的数目会比实际数目多一个
FPointCount := FPointCount + 1;
end;
end;
//构建三角网
procedure TDelaunay.Mesh;
begin
QuickSort(FVertexs,1,FPointCount-1);
If FPointCount > 3 Then
FTriangleCount := Triangulate(FPointCount-1); //'Returns number of triangles created.
end;
//点按X坐标从小到大排序
procedure TDelaunay.QuickSort(var aVertexs: PVertexs; Low,High: Integer);
//Sort all points by x
procedure DoQuickSort(var aVertexs: PVertexs; iLo, iHi: Integer);
var
Lo, Hi: Integer;
Mid: Double;
T: dVertex;
begin
Lo := iLo;
Hi := iHi;
Mid := aVertexs^[(Lo + Hi) div 2].X;
repeat
while aVertexs^[Lo].x < Mid do Inc(Lo);
while aVertexs^[Hi].x > Mid do Dec(Hi);
if Lo <= Hi then
begin
T := aVertexs^[Lo];
aVertexs^[Lo] := aVertexs^[Hi];
aVertexs^[Hi] := T;
Inc(Lo);
Dec(Hi);
end;
until Lo > Hi;
if Hi > iLo then DoQuickSort(aVertexs, iLo, Hi);
if Lo < iHi then DoQuickSort(aVertexs, Lo, iHi);
end;
begin
DoQuickSort(aVertexs, Low, High);
end;
//真正构建三角网(nVert:点的个数)
Function TDelaunay.Triangulate(nVert: Integer): Integer;
//Takes as input NVERT vertices in arrays Vertex()
//Returned is a list of NTRI triangular faces in the array
//Triangle(). These triangles are arranged in clockwise order.
var
Completes: PCompletes;
Edges: PEdges;
Nedge: LongInt;
//For Super Triangle 一个包括所有点的外包三角形
xmin: Double;
xmax: Double;
ymin: Double;
ymax: Double;
xmid: Double;
ymid: Double;
dx: Double;
dy: Double;
dmax: Double;
//General Variables
i : Integer;
j : Integer;
k : Integer;
ntri : Integer;
xc : Double;
yc : Double;
r : Double;
inc : Boolean; //是否在外接圆中
begin
//Allocate memory
GetMem(Completes, sizeof(Completes^));
GetMem(Edges, sizeof(Edges^));
//Find the maximum and minimum vertex bounds.
//This is to allow calculation of the bounding triangle
xmin := FVertexs^[1].x;
ymin := FVertexs^[1].y;
xmax := xmin;
ymax := ymin;
For i := 2 To nvert do
begin
If FVertexs^[i].x < xmin Then xmin := FVertexs^[i].x;
If FVertexs^[i].x > xmax Then xmax := FVertexs^[i].x;
If FVertexs^[i].y < ymin Then ymin := FVertexs^[i].y;
If FVertexs^[i].y > ymax Then ymax := FVertexs^[i].y;
end;
dx := xmax - xmin;
dy := ymax - ymin;
If dx > dy Then
dmax := dx
Else
dmax := dy;
xmid := Trunc((xmax + xmin) / 2);
ymid := Trunc((ymax + ymin) / 2);
//Set up the supertriangle
//This is a triangle which encompasses all the sample points.
//The supertriangle coordinates are added to the end of the
//vertex list. 注意:The supertriangle is the first triangle in
//the triangle list.
FVertexs^[nvert + 1].x := (xmid - 2 * dmax);
FVertexs^[nvert + 1].y := (ymid - dmax);
FVertexs^[nvert + 2].x := xmid;
FVertexs^[nvert + 2].y := (ymid + 2 * dmax);
FVertexs^[nvert + 3].x := (xmid + 2 * dmax);
FVertexs^[nvert + 3].y := (ymid - dmax);
FTriangles^[1].vv0 := nvert + 1;
FTriangles^[1].vv1 := nvert + 2;
FTriangles^[1].vv2 := nvert + 3;
FTriangles^[1].Precalc := 0;
Completes[1] := False;
ntri := 1;
//Include each point one at a time into the existing mesh
For i := 1 To nvert do
begin
Nedge := 0;
//Set up the edge buffer.
//If the point (Vertex(i).x,Vertex(i).y) lies inside the circumcircle then the
//three edges of that triangle are added to the edge buffer.
j := 0;
repeat
j := j + 1;
If Completes^[j] <> True Then
begin
inc := InCircle(FVertexs^[i].x, FVertexs^[i].y, FVertexs^[FTriangles^[j].vv0].x,
FVertexs^[FTriangles^[j].vv0].y, FVertexs^[FTriangles^[j].vv1].x,
FVertexs^[FTriangles^[j].vv1].y, FVertexs^[FTriangles^[j].vv2].x,
FVertexs^[FTriangles^[j].vv2].y, xc, yc, r,j);
//Include this if points are sorted by X
If (xc + r) < FVertexs[i].x Then //
completes[j] := True //
Else If inc Then
begin
Edges^[1, Nedge + 1] := FTriangles^[j].vv0;
Edges^[2, Nedge + 1] := FTriangles^[j].vv1;
Edges^[1, Nedge + 2] := FTriangles^[j].vv1;
Edges^[2, Nedge + 2] := FTriangles^[j].vv2;
Edges^[1, Nedge + 3] := FTriangles^[j].vv2;
Edges^[2, Nedge + 3] := FTriangles^[j].vv0;
Nedge := Nedge + 3;
FTriangles^[j].vv0 := FTriangles^[ntri].vv0;
FTriangles^[j].vv1 := FTriangles^[ntri].vv1;
FTriangles^[j].vv2 := FTriangles^[ntri].vv2;
FTriangles^[j].PreCalc:=FTriangles^[ntri].PreCalc;
FTriangles^[j].xc:=FTriangles^[ntri].xc;
FTriangles^[j].yc:=FTriangles^[ntri].yc;
FTriangles^[j].r:=FTriangles^[ntri].r;
FTriangles^[ntri].PreCalc:=0;
Completes^[j] := Completes^[ntri];
j := j - 1;
ntri := ntri - 1;
End;//else
End; //if
until j>=ntri; //repeat
// Tag multiple edges
// Note: if all triangles are specified anticlockwise then all
// interior edges are opposite pointing in direction.
For j := 1 To Nedge - 1 do
If Not (Edges^[1, j] = 0) And Not (Edges^[2, j] = 0) Then
For k := j + 1 To Nedge do
If Not (Edges^[1, k] = 0) And Not (Edges^[2, k] = 0) Then
If Edges^[1, j] = Edges^[2, k] Then
If Edges^[2, j] = Edges^[1, k] Then
begin
Edges^[1, j] := 0;
Edges^[2, j] := 0;
Edges^[1, k] := 0;
Edges^[2, k] := 0;
End;
// Form new triangles for the current point
// Skipping over any tagged edges.
// All edges are arranged in clockwise order.
For j := 1 To Nedge do
If Not (Edges^[1, j] = 0) And Not (Edges^[2, j] = 0) Then
begin
ntri := ntri + 1;
FTriangles^[ntri].vv0 := Edges^[1, j];
FTriangles^[ntri].vv1 := Edges^[2, j];
FTriangles^[ntri].vv2 := i;
FTriangles^[ntri].PreCalc:=0;
⌨️ 快捷键说明
复制代码
Ctrl + C
搜索代码
Ctrl + F
全屏模式
F11
切换主题
Ctrl + Shift + D
显示快捷键
?
增大字号
Ctrl + =
减小字号
Ctrl + -