⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 desperate.java

📁 JAVA3D矩陈的相关类
💻 JAVA
字号:
/* * $RCSfile: Desperate.java,v $ * * Copyright (c) 2007 Sun Microsystems, Inc. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * * - Redistribution of source code must retain the above copyright *   notice, this list of conditions and the following disclaimer. * * - Redistribution 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 Sun Microsystems, Inc. or the names of * contributors may be used to endorse or promote products derived * from this software without specific prior written permission. * * This software is provided "AS IS," without a warranty of any * kind. ALL EXPRESS OR IMPLIED CONDITIONS, REPRESENTATIONS AND * WARRANTIES, INCLUDING ANY IMPLIED WARRANTY OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE OR NON-INFRINGEMENT, ARE HEREBY * EXCLUDED. SUN MICROSYSTEMS, INC. ("SUN") AND ITS LICENSORS SHALL * NOT BE LIABLE FOR ANY DAMAGES SUFFERED BY LICENSEE AS A RESULT OF * USING, MODIFYING OR DISTRIBUTING THIS SOFTWARE OR ITS * DERIVATIVES. IN NO EVENT WILL SUN OR ITS LICENSORS BE LIABLE FOR * ANY LOST REVENUE, PROFIT OR DATA, OR FOR DIRECT, INDIRECT, SPECIAL, * CONSEQUENTIAL, INCIDENTAL OR PUNITIVE DAMAGES, HOWEVER CAUSED AND * REGARDLESS OF THE THEORY OF LIABILITY, ARISING OUT OF THE USE OF OR * INABILITY TO USE THIS SOFTWARE, EVEN IF SUN HAS BEEN ADVISED OF THE * POSSIBILITY OF SUCH DAMAGES. * * You acknowledge that this software is not designed, licensed or * intended for use in the design, construction, operation or * maintenance of any nuclear facility. * * $Revision: 1.4 $ * $Date: 2007/02/09 17:20:18 $ * $State: Exp $ */// ----------------------------------------------------------------------//// The reference to Fast Industrial Strength Triangulation (FIST) code// in this release by Sun Microsystems is related to Sun's rewrite of// an early version of FIST. FIST was originally created by Martin// Held and Joseph Mitchell at Stony Brook University and is// incorporated by Sun under an agreement with The Research Foundation// of SUNY (RFSUNY). The current version of FIST is available for// commercial use under a license agreement with RFSUNY on behalf of// the authors and Stony Brook University.  Please contact the Office// of Technology Licensing at Stony Brook, phone 631-632-9009, for// licensing information.//// ----------------------------------------------------------------------package com.sun.j3d.utils.geometry;import java.io.*;import java.util.*;import javax.vecmath.*;class Desperate {    /**     * the functions in this file try to ensure that we always end up with     * something that (topologically) is a triangulation.     *     * the more desperate we get, the more aggressive means we choose for making     * diagonals "valid".     */    static boolean desperate(Triangulator triRef, int ind, int i, boolean[] splitted) {	int[] i1 = new int[1];	int[] i2 = new int[1];	int[] i3 = new int[1];	int[] i4 = new int[1];	int[] ind1 = new int[1];	int[] ind2 = new int[1];	int[] ind3 = new int[1];	int[] ind4 = new int[1];	splitted[0] = false;	// check whether there exist consecutive vertices  i1, i2, i3, i4   such	// that  i1, i2  and  i3, i4  intersect	if (existsCrossOver(triRef, ind, ind1, i1, ind2, i2, ind3, i3, ind4, i4)) {	    // insert two new diagonals around the cross-over without checking	    // whether they are intersection-free	    handleCrossOver(triRef, ind1[0], i1[0], ind2[0], i2[0], ind3[0], i3[0],			    ind4[0], i4[0]);	    return false;	}	NoHash.prepareNoHashEdges(triRef, i, i+1);	// check whether there exists a valid diagonal that splits the polygon	// into two parts	if (existsSplit(triRef, ind, ind1, i1, ind2, i2)) {	    // break up the polygon by inserting this diagonal (which can't be an	    // ear -- otherwise, we would not have ended up in this part of the	    // code). then, let's treat the two polygons separately. hopefully,	    // this will help to handle self-overlapping polygons in the "correct"	    // way.	    handleSplit(triRef, ind1[0], i1[0], ind2[0], i2[0]);	    splitted[0] = true;	    return false;	}	return true;    }    static boolean existsCrossOver(Triangulator triRef, int ind, int[] ind1, int[] i1,				   int[] ind2, int[] i2, int[] ind3, int[] i3,				   int[] ind4, int[] i4) {	BBox bb1, bb2;	ind1[0] = ind;	i1[0] = triRef.fetchData(ind1[0]);	ind2[0] = triRef.fetchNextData(ind1[0]);	i2[0] = triRef.fetchData(ind2[0]);	ind3[0] = triRef.fetchNextData(ind2[0]);	i3[0] = triRef.fetchData(ind3[0]);	ind4[0] = triRef.fetchNextData(ind3[0]);	i4[0] = triRef.fetchData(ind4[0]);	do {	    bb1 = new BBox(triRef, i1[0], i2[0]);	    bb2 = new BBox(triRef, i3[0], i4[0]);	    if (bb1.BBoxOverlap(bb2)) {		if (Numerics.segIntersect(triRef, bb1.imin, bb1.imax, bb2.imin, bb2.imax, -1))		    return true;	    }	    ind1[0] = ind2[0];	    i1[0]   = i2[0];	    ind2[0] = ind3[0];	    i2[0]   = i3[0];	    ind3[0] = ind4[0];	    i3[0]   = i4[0];	    ind4[0] = triRef.fetchNextData(ind3[0]);	    i4[0] = triRef.fetchData(ind4[0]);	} while (ind1[0] != ind);	return false;    }    static void handleCrossOver(Triangulator triRef, int ind1, int i1, int ind2,				int i2, int ind3, int i3, int ind4, int i4) {	double ratio1, ratio4;	boolean first;	int angle1, angle4;	// which pair of triangles shall I insert?? we can use either  i1, i2, i3	// and  i1, i3, i4,  or we can use  i2, i3, i4  and  i1, i2, i4...	angle1 = triRef.getAngle(ind1);	angle4 = triRef.getAngle(ind4);	if (angle1 < angle4)       first = true;	else if (angle1 > angle4)  first = false;	else if (triRef.earsSorted) {	    ratio1 = Numerics.getRatio(triRef, i3, i4, i1);	    ratio4 = Numerics.getRatio(triRef, i1, i2, i4);	    if (ratio4 < ratio1)    first = false;	    else                    first = true;	}	else {	    first = true;	}	if (first) {	    // first clip  i1, i2, i3,  then clip  i1, i3, i4	    triRef.deleteLinks(ind2);	    // StoreTriangle(GetOriginal(ind1), GetOriginal(ind2), GetOriginal(ind3));	    triRef.storeTriangle(ind1, ind2, ind3);	    triRef.setAngle(ind3, 1);	    Heap.insertIntoHeap(triRef, 0.0, ind3, ind1, ind4);	}	else {	    // first clip  i2, i3, i4,  then clip  i1, i2, i4	    triRef.deleteLinks(ind3);	    //StoreTriangle(GetOriginal(ind2), GetOriginal(ind3), GetOriginal(ind4));	    triRef.storeTriangle(ind2, ind3, ind4);	    triRef.setAngle(ind2, 1);	    Heap.insertIntoHeap(triRef, 0.0, ind2, ind1, ind4);	}    }    static boolean letsHope(Triangulator triRef, int ind) {	int ind0, ind1, ind2;	int i0, i1, i2;	// let's clip the first convex corner. of course, we know that this is no	// ear in an ideal world. but this polygon isn't ideal, either!	ind1 = ind;	i1 = triRef.fetchData(ind1);	do  {	    if (triRef.getAngle(ind1) > 0) {		ind0 = triRef.fetchPrevData(ind1);		i0 = triRef.fetchData(ind0);		ind2 = triRef.fetchNextData(ind1);		i2 = triRef.fetchData(ind2);		Heap.insertIntoHeap(triRef, 0.0, ind1, ind0, ind2);		return true;	    }	    ind1 = triRef.fetchNextData(ind1);	    i1 = triRef.fetchData(ind1);	}  while (ind1 != ind);	// no convex corners? so, let's cheat! this code won't stop without some	// triangulation...  ;-)    g-i-g-o? right! perhaps, this is what you	// call a robust code?!	triRef.setAngle(ind, 1);	ind0 = triRef.fetchPrevData(ind);	i0 = triRef.fetchData(ind0);	ind2 = triRef.fetchNextData(ind);	i2 = triRef.fetchData(ind2);	Heap.insertIntoHeap(triRef, 0.0, ind, ind0, ind2);	i1 = triRef.fetchData(ind);	return true;	// see, we never have to return "false"...	/*	  return false;	*/    }    static boolean existsSplit(Triangulator triRef, int ind, int[] ind1, int[] i1,			       int[] ind2, int[] i2) {	int ind3, ind4, ind5;	int i3, i4, i5;	if (triRef.numPoints > triRef.maxNumDist) {	    // System.out.println("Desperate: Expanding distances array ...");	    triRef.maxNumDist = triRef.numPoints;	    triRef.distances = new Distance[triRef.maxNumDist];	    for (int k = 0; k < triRef.maxNumDist; k++)		triRef.distances[k] = new Distance();	}	ind1[0] = ind;	i1[0] = triRef.fetchData(ind1[0]);	ind4 = triRef.fetchNextData(ind1[0]);	i4 = triRef.fetchData(ind4);	// assert(*ind1 != ind4);	ind5 = triRef.fetchNextData(ind4);	i5 = triRef.fetchData(ind5);	// assert(*ind1 != *ind2);	ind3  = triRef.fetchPrevData(ind1[0]);	i3 = triRef.fetchData(ind3);	// assert(*ind2 != ind3);	if (foundSplit(triRef, ind5, i5, ind3, ind1[0], i1[0], i3, i4, ind2, i2))	    return true;	i3      = i1[0];	ind1[0] = ind4;	i1[0]   = i4;	ind4    = ind5;	i4      = i5;	ind5    = triRef.fetchNextData(ind4);	i5      = triRef.fetchData(ind5);	while (ind5 != ind) {	    if (foundSplit(triRef, ind5, i5, ind, ind1[0], i1[0], i3, i4, ind2, i2))		return true;	    i3    = i1[0];	    ind1[0] = ind4;	    i1[0]   = i4;	    ind4  = ind5;	    i4    = i5;	    ind5  = triRef.fetchNextData(ind4);	    i5    = triRef.fetchData(ind5);	}	return false;    }    /**     * This function computes the winding number of a polygon with respect to a     * point  p.  no care is taken to handle cases where  p  lies on the     * boundary of the polygon. (this is no issue in our application, as we will     * always compute the winding number with respect to the mid-point of a     * valid diagonal.)     */    static int windingNumber(Triangulator triRef, int ind, Point2f p) {	double angle;	int ind2;	int i1, i2, number;	i1 = triRef.fetchData(ind);	ind2 = triRef.fetchNextData(ind);	i2 = triRef.fetchData(ind2);	angle = Numerics.angle(triRef, p, triRef.points[i1], triRef.points[i2]);	while (ind2 != ind) {	    i1     = i2;	    ind2   = triRef.fetchNextData(ind2);	    i2 = triRef.fetchData(ind2);	    angle += Numerics.angle(triRef, p, triRef.points[i1], triRef.points[i2]);	}	angle += Math.PI;	number = (int)(angle / (Math.PI*2.0));	return  number;    }    static boolean foundSplit(Triangulator triRef, int ind5, int i5, int ind, int ind1,			      int i1, int i3, int i4, int[] ind2, int[] i2) {	Point2f center;	int numDist = 0;	int j, i6, i7;	int ind6, ind7;	BBox bb;	boolean convex, coneOk;	// Sort the points according to their distance from  i1	do {	    // assert(numDist < triRef.maxNumDist);	    triRef.distances[numDist].dist = Numerics.baseLength(triRef.points[i1],								 triRef.points[i5]);	    triRef.distances[numDist].ind = ind5;	    ++numDist;	    ind5 = triRef.fetchNextData(ind5);	    i5 = triRef.fetchData(ind5);	} while (ind5 != ind);	Bridge.sortDistance(triRef.distances, numDist);	// find a valid diagonal.	for (j = 0;  j < numDist;  ++j) {	    ind2[0] = triRef.distances[j].ind;	    i2[0] = triRef.fetchData(ind2[0]);	    if (i1 != i2[0]) {		ind6  = triRef.fetchPrevData(ind2[0]);		i6 = triRef.fetchData(ind6);		ind7  = triRef.fetchNextData(ind2[0]);		i7 = triRef.fetchData(ind7);		convex = triRef.getAngle(ind2[0]) > 0;		coneOk =  Numerics.isInCone(triRef, i6, i2[0], i7, i1, convex);		if (coneOk) {		    convex = triRef.getAngle(ind1) > 0;		    coneOk = Numerics.isInCone(triRef, i3, i1, i4, i2[0], convex);		    if (coneOk) {			bb = new BBox(triRef, i1, i2[0]);			if (!NoHash.noHashEdgeIntersectionExists(triRef, bb, -1, -1, ind1, -1)) {			    // check whether this is a good diagonal; we do not want a			    // diagonal that may create figure-8's!			    center = new Point2f();			    Basic.vectorAdd2D(triRef.points[i1], triRef.points[i2[0]], center);			    Basic.multScalar2D(0.5, center);			    if (windingNumber(triRef, ind, center) == 1)  return true;			}		    }		}	    }	}	return false;    }    static void handleSplit(Triangulator triRef, int ind1, int i1, int ind3, int i3) {	int ind2, ind4, prev, next;	int prv, nxt, angle;	int vIndex, comIndex = -1;	// duplicate nodes in order to form end points of the new diagonal	ind2 = triRef.makeNode(i1);	triRef.insertAfter(ind1, ind2);	// Need to get the original data, before setting it.	comIndex = triRef.list[ind1].getCommonIndex();	triRef.list[ind2].setCommonIndex(comIndex);	ind4 = triRef.makeNode(i3);	triRef.insertAfter(ind3, ind4);	comIndex = triRef.list[ind3].getCommonIndex();	triRef.list[ind4].setCommonIndex(comIndex);	// insert the diagonal into the boundary loop, thus splitting the loop	// into two loops	triRef.splitSplice(ind1, ind2, ind3, ind4);	// store pointers to the two new loops	triRef.storeChain(ind1);	triRef.storeChain(ind3);	// reset the angles	next = triRef.fetchNextData(ind1);	nxt = triRef.fetchData(next);	prev = triRef.fetchPrevData(ind1);	prv = triRef.fetchData(prev);	angle = Numerics.isConvexAngle(triRef, prv, i1, nxt, ind1);	triRef.setAngle(ind1, angle);	next = triRef.fetchNextData(ind2);	nxt = triRef.fetchData(next);	prev = triRef.fetchPrevData(ind2);	prv = triRef.fetchData(prev);	angle = Numerics.isConvexAngle(triRef, prv, i1, nxt, ind2);	triRef.setAngle(ind2, angle);	next = triRef.fetchNextData(ind3);	nxt = triRef.fetchData(next);	prev = triRef.fetchPrevData(ind3);	prv = triRef.fetchData(prev);	angle = Numerics.isConvexAngle(triRef, prv, i3, nxt, ind3);	triRef.setAngle(ind3, angle);	next = triRef.fetchNextData(ind4);	nxt = triRef.fetchData(next);	prev = triRef.fetchPrevData(ind4);	prv = triRef.fetchData(prev);	angle = Numerics.isConvexAngle(triRef, prv, i3, nxt, ind4);	triRef.setAngle(ind4, angle);    }}

⌨️ 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 + -