delaunaytriangulation.java
来自「经典的货郎担问题解决办法」· Java 代码 · 共 1,032 行 · 第 1/3 页
JAVA
1,032 行
cEdge temp; temp = e.next; if ( e.adjface[0].visible && e.adjface[1].visible ) /* e interior: mark for deletion. */ e.delete = REMOVED; else if ( e.adjface[0].visible || e.adjface[1].visible ) /* e border: make a new face. */ e.newface = MakeConeFace( e, p ); e = temp; } while ( e != elist.head ); return true; } /*--------------------------------------------------------------------- VolumeSign returns the sign of the volume of the tetrahedron determined by f and p. VolumeSign is +1 iff p is on the negative side of f, where the positive side is determined by the rh-rule. So the volume is positive if the ccw normal to f points outside the tetrahedron. The final fewer-multiplications form is due to Robert Fraczkiewicz. ---------------------------------------------------------------------*/ private int VolumeSign( cFace f, cVertex p ) { double vol; int voli = 0; double ax, ay, az, bx, by, bz, cx, cy, cz, dx, dy, dz; double bxdx, bydy, bzdz, cxdx, cydy, czdz; ax = f.vertex[0].v.x; ay = f.vertex[0].v.y; az = f.vertex[0].v.z; bx = f.vertex[1].v.x; by = f.vertex[1].v.y; bz = f.vertex[1].v.z; cx = f.vertex[2].v.x; cy = f.vertex[2].v.y; cz = f.vertex[2].v.z; dx = p.v.x; dy = p.v.y; dz = p.v.z; bxdx = bx-dx; bydy = by-dy; bzdz = bz-dz; cxdx = cx-dx; cydy = cy-dy; czdz = cz-dz; vol = (az-dz) * (bxdx*cydy - bydy*cxdx) + (ay-dy) * (bzdz*cxdx - bxdx*czdz) + (ax-dx) * (bydy*czdz - bzdz*cydy); if ( debug ) System.out.println("Face="+f+"; Vertex="+p.vnum +": vol(int) = "+voli+", vol(double) = "+vol); /* The volume should be an integer. */ if ( vol > 0.5 ) return 1; else if ( vol < -0.5 ) return -1; else return 0; } /*---------------------------------------------------------------------*/ private int Volumei( cFace f, cVertex p ) { int vol; int ax, ay, az, bx, by, bz, cx, cy, cz, dx, dy, dz; int bxdx, bydy, bzdz, cxdx, cydy, czdz; double vold; int i; ax = f.vertex[0].v.x; ay = f.vertex[0].v.y; az = f.vertex[0].v.z; bx = f.vertex[1].v.x; by = f.vertex[1].v.y; bz = f.vertex[1].v.z; cx = f.vertex[2].v.x; cy = f.vertex[2].v.y; cz = f.vertex[2].v.z; dx = p.v.x; dy = p.v.y; dz = p.v.z; bxdx=bx-dx; bydy=by-dy; bzdz=bz-dz; cxdx=cx-dx; cydy=cy-dy; czdz=cz-dz; vol = (az-dz)*(bxdx*cydy-bydy*cxdx) + (ay-dy)*(bzdz*cxdx-bxdx*czdz) + (ax-dx)*(bydy*czdz-bzdz*cydy); return vol; } /*--------------------------------------------------------------------- Volumed is the same as VolumeSign but computed with doubles. For protection against overflow. ---------------------------------------------------------------------*/ private double Volumed( cFace f, cVertex p ) { double vol; double ax, ay, az, bx, by, bz, cx, cy, cz, dx, dy, dz; double bxdx, bydy, bzdz, cxdx, cydy, czdz; ax = f.vertex[0].v.x; ay = f.vertex[0].v.y; az = f.vertex[0].v.z; bx = f.vertex[1].v.x; by = f.vertex[1].v.y; bz = f.vertex[1].v.z; cx = f.vertex[2].v.x; cy = f.vertex[2].v.y; cz = f.vertex[2].v.z; dx = p.v.x; dy = p.v.y; dz = p.v.z; bxdx=bx-dx; bydy=by-dy; bzdz=bz-dz; cxdx=cx-dx; cydy=cy-dy; czdz=cz-dz; vol = (az-dz)*(bxdx*cydy-bydy*cxdx) + (ay-dy)*(bzdz*cxdx-bxdx*czdz) + (ax-dx)*(bydy*czdz-bzdz*cydy); return vol; } /*--------------------------------------------------------------------- MakeConeFace makes a new face and two new edges between the edge and the point that are passed to it. It returns a pointer to the new face. ---------------------------------------------------------------------*/ private cFace MakeConeFace( cEdge e, cVertex p ) { cEdge new_edge[] = new cEdge[2]; cFace new_face; int i, j; /* Make two new edges (if don't already exist). */ for ( i = 0; i < 2; ++i ) { /* If the edge exists, copy it into new_edge. */ new_edge[i] = e.endpts[i].duplicate; if ( new_edge[i] == null ) { /* Otherwise (duplicate is null), MakeNullEdge. */ new_edge[i] = elist.MakeNullEdge(); new_edge[i].endpts[0] = e.endpts[i]; new_edge[i].endpts[1] = p; e.endpts[i].duplicate = new_edge[i]; } } /* Make the new face. */ new_face = flist.MakeNullFace(); new_face.edge[0] = e; new_face.edge[1] = new_edge[0]; new_face.edge[2] = new_edge[1]; MakeCcw( new_face, e, p ); /* Set the adjacent face pointers. */ for ( i=0; i < 2; ++i ) for ( j=0; j < 2; ++j ) /* Only one NULL link should be set to new_face. */ if ( new_edge[i].adjface[j] == null ) { new_edge[i].adjface[j] = new_face; break; } return new_face; } /*--------------------------------------------------------------------- MakeCcw puts the vertices in the face structure in counterclock wise order. We want to store the vertices in the same order as in the visible face. The third vertex is always p. ---------------------------------------------------------------------*/ private void MakeCcw( cFace f, cEdge e, cVertex p ) { cFace fv; /* The visible face adjacent to e */ int i; /* Index of e.endpoint[0] in fv. */ cEdge s = new cEdge(); /* Temporary, for swapping */ if ( e.adjface[0].visible ) fv = e.adjface[0]; else fv = e.adjface[1]; /* Set vertex[0] & [1] of f to have the same orientation as do the corresponding vertices of fv. */ for ( i=0; fv.vertex[i] != e.endpts[0]; ++i ) ; /* Orient f the same as fv. */ if ( fv.vertex[ (i+1) % 3 ] != e.endpts[1] ) { f.vertex[0] = e.endpts[1]; f.vertex[1] = e.endpts[0]; } else { f.vertex[0] = e.endpts[0]; f.vertex[1] = e.endpts[1]; Swap( s, f.edge[1], f.edge[2] ); } /* This swap is tricky. e is edge[0]. edge[1] is based on endpt[0], edge[2] on endpt[1]. So if e is oriented "forwards," we need to move edge[1] to follow [0], because it precedes. */ f.vertex[2] = p; } /*--------------------------------------------------------------------- MakeFace creates a new face structure from three vertices (in ccw order). It returns a pointer to the face. ---------------------------------------------------------------------*/ private cFace MakeFace( cVertex v0, cVertex v1, cVertex v2, cFace fold ) { cFace f; cEdge e0, e1, e2; /* Create edges of the initial triangle. */ if( fold == null ) { e0 = elist.MakeNullEdge(); e1 = elist.MakeNullEdge(); e2 = elist.MakeNullEdge(); } else { /* Copy from fold, in reverse order. */ e0 = fold.edge[2]; e1 = fold.edge[1]; e2 = fold.edge[0]; } e0.endpts[0] = v0; e0.endpts[1] = v1; e1.endpts[0] = v1; e1.endpts[1] = v2; e2.endpts[0] = v2; e2.endpts[1] = v0; /* Create face for triangle. */ f = flist.MakeNullFace(); f.edge[0] = e0; f.edge[1] = e1; f.edge[2] = e2; f.vertex[0] = v0; f.vertex[1] = v1; f.vertex[2] = v2; /* Link edges to face. */ e0.adjface[0] = e1.adjface[0] = e2.adjface[0] = f; return f; } /*--------------------------------------------------------------------- CleanUp goes through each data structure list and clears all flags and NULLs out some pointers. The order of processing (edges, faces, vertices) is important. ---------------------------------------------------------------------*/ private void CleanUp() { CleanEdges(); CleanFaces(); CleanVertices(); } /*--------------------------------------------------------------------- CleanEdges runs through the edge list and cleans up the structure. If there is a newface then it will put that face in place of the visible face and NULL out newface. It also deletes so marked edges. ---------------------------------------------------------------------*/ private void CleanEdges() { cEdge e; /* Primary index into edge list. */ cEdge t; /* Temporary edge pointer. */ /* Integrate the newface's into the data structure. */ /* Check every edge. */ e = elist.head; do { if ( e.newface != null ) { if ( e.adjface[0].visible ) e.adjface[0] = e.newface; else e.adjface[1] = e.newface; e.newface = null; } e = e.next; } while ( e != elist.head ); /* Delete any edges marked for deletion. */ while ( elist.head != null && elist.head.delete ) { e = elist.head; elist.Delete( e ); } e = elist.head.next; do { if ( e.delete ) { t = e; e = e.next; elist.Delete( t ); } else e = e.next; } while ( e != elist.head ); } /*--------------------------------------------------------------------- CleanFaces runs through the face list and deletes any face marked visible. ---------------------------------------------------------------------*/ private void CleanFaces() { cFace f; /* Primary pointer into face list. */ cFace t; /* Temporary pointer, for deleting. */ while ( flist.head != null && flist.head.visible ) { f = flist.head; flist.Delete( f ); } f = flist.head.next; do { if ( f.visible ) { t = f; f = f.next; flist.Delete( t ); } else f = f.next; } while ( f != flist.head ); } /*--------------------------------------------------------------------- CleanVertices runs through the vertex list and deletes the vertices that are marked as processed but are not incident to any undeleted edges. ---------------------------------------------------------------------*/ private void CleanVertices() { cEdge e; cVertex v, t; /* Mark all vertices incident to some undeleted edge as on the hull. */ e = elist.head; do { e.endpts[0].onhull = e.endpts[1].onhull = ONHULL; e = e.next; } while (e != elist.head); /* Delete all vertices that have been processed but are not on the hull. */ while ( list.head != null&& list.head.mark && !list.head.onhull ) { v = list.head; list.Delete( v ); } v = list.head.next; do {
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