wmldelaunay2a.h

来自「3D Game Engine Design Source Code非常棒」· C头文件 代码 · 共 295 行

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// Magic Software, Inc.
// http://www.magic-software.com
// http://www.wild-magic.com
// Copyright (c) 2003.  All Rights Reserved
//
// The Wild Magic Library (WML) source code is supplied under the terms of
// the license agreement http://www.magic-software.com/License/WildMagic.pdf
// and may not be copied or disclosed except in accordance with the terms of
// that agreement.

#ifndef WMLDELAUNAY2A_H
#define WMLDELAUNAY2A_H

#include "WmlVector2.h"
#include <map>
#include <set>
#include <vector>

namespace Wml
{

template <class Real>
class WML_ITEM Delaunay2a
{
public:
    // The number of triangles in the Delaunay triangulation is returned in
    // riTQuantity.  The array raiTVertex stores riTQuantity triples of
    // indices into the vertex array akVertex.  The i-th triangle has
    // vertices akVertex[raiTVertex[3*i]], akVertex[raiTVertex[3*i+1]], and
    // akVertex[raiTVertex[3*i+2]].  No point in throwing away information
    // obtained during the construction:  raiTAdjacent stores riTQuantity
    // triples of indices, each triple consisting of indices to adjacent
    // triangles.  The i-th triangle has edge index pairs
    //   edge0 = <raiTVertex[3*i],raiTVertex[3*i+1]>
    //   edge1 = <raiTVertex[3*i+1],raiTVertex[3*i+2]>
    //   edge2 = <raiTVertex[3*i+2],raiTVertex[3*i]>
    // The triangle adjacent to these edges have indices
    //   adj0 = raiTAdjacent[3*i]
    //   adj1 = raiTAdjacent[3*i+1]
    //   adj2 = raiTAdjacent[3*i+2]
    // If there is no adjacent triangle, the index in raiTAdjacent is -1.
    //
    // The caller is responsible for deleting the input and output arrays.

    Delaunay2a (int iVQuantity, const Vector2<Real>* akVertex,
        int& riTQuantity, int*& raiTVertex, int*& raiTAdjacent);

    virtual ~Delaunay2a ();

protected:
    // for sorting to remove duplicate input points
    class WML_ITEM SortedVertex
    {
    public:
        SortedVertex () { /**/ }

        SortedVertex (const Vector2<Real>& rkV, int iIndex)
        :
        m_kV(rkV)
        {
            m_iIndex = iIndex;
        }

        bool operator== (const SortedVertex& rkSV) const
        {
            return m_kV == rkSV.m_kV;
        }

        bool operator!= (const SortedVertex& rkSV) const
        {
            return !(m_kV == rkSV.m_kV);
        }

        bool operator<  (const SortedVertex& rkSV) const
        {
            if ( m_kV.X() < rkSV.m_kV.X() )
                return true;
            if ( m_kV.X() > rkSV.m_kV.X() )
                return false;
            return m_kV.Y() < rkSV.m_kV.Y();
        }

        Vector2<Real> m_kV;
        int m_iIndex;
    };
    typedef typename std::vector<SortedVertex> SVArray;

    // triangles
    class WML_ITEM Triangle
    {
    public:
        Triangle ()
        {
            for (int i = 0; i < 3; i++)
            {
                m_aiV[i] = -1;
                m_apkAdj[i] = NULL;
            }
        }

        Triangle (int iV0, int iV1, int iV2, Triangle* pkA0, Triangle* pkA1,
            Triangle* pkA2)
        {
            m_aiV[0] = iV0;
            m_aiV[1] = iV1;
            m_aiV[2] = iV2;
            m_apkAdj[0] = pkA0;
            m_apkAdj[1] = pkA1;
            m_apkAdj[2] = pkA2;
        }

        bool PointInCircle (const Vector2<Real>& rkP, const SVArray& rkVertex)
            const
        {
            // assert: <V0,V1,V2> is counterclockwise ordered
            const Vector2<Real>& rkV0 = rkVertex[m_aiV[0]].m_kV;
            const Vector2<Real>& rkV1 = rkVertex[m_aiV[1]].m_kV;
            const Vector2<Real>& rkV2 = rkVertex[m_aiV[2]].m_kV;

            double dV0x = (double) rkV0.X();
            double dV0y = (double) rkV0.Y();
            double dV1x = (double) rkV1.X();
            double dV1y = (double) rkV1.Y();
            double dV2x = (double) rkV2.X();
            double dV2y = (double) rkV2.Y();
            double dV3x = (double) rkP.X();
            double dV3y = (double) rkP.Y();

            double dR0Sqr = dV0x*dV0x + dV0y*dV0y;
            double dR1Sqr = dV1x*dV1x + dV1y*dV1y;
            double dR2Sqr = dV2x*dV2x + dV2y*dV2y;
            double dR3Sqr = dV3x*dV3x + dV3y*dV3y;

            double dDiff1x = dV1x - dV0x;
            double dDiff1y = dV1y - dV0y;
            double dRDiff1 = dR1Sqr - dR0Sqr;
            double dDiff2x = dV2x - dV0x;
            double dDiff2y = dV2y - dV0y;
            double dRDiff2 = dR2Sqr - dR0Sqr;
            double dDiff3x = dV3x - dV0x;
            double dDiff3y = dV3y - dV0y;
            double dRDiff3 = dR3Sqr - dR0Sqr;

            double dDet =
                dDiff1x*(dDiff2y*dRDiff3 - dRDiff2*dDiff3y) -
                dDiff1y*(dDiff2x*dRDiff3 - dRDiff2*dDiff3x) +
                dRDiff1*(dDiff2x*dDiff3y - dDiff2y*dDiff3x);

            return dDet <= 0.0;
        }

        bool PointLeftOfEdge (const Vector2<Real>& rkP,
            const SVArray& rkVertex, int i0, int i1) const
        {
            const Vector2<Real>& rkV0 = rkVertex[m_aiV[i0]].m_kV;
            const Vector2<Real>& rkV1 = rkVertex[m_aiV[i1]].m_kV;

            double dV0x = (double) rkV0.X();
            double dV0y = (double) rkV0.Y();
            double dV1x = (double) rkV1.X();
            double dV1y = (double) rkV1.Y();
            double dV2x = (double) rkP.X();
            double dV2y = (double) rkP.Y();

            double dEdgex = dV1x - dV0x;
            double dEdgey = dV1y - dV0y;
            double dDiffx = dV2x - dV0x;
            double dDiffy = dV2y - dV0y;

            double dKross = dEdgex*dDiffy - dEdgey*dDiffx;
            return dKross >= 0.0;
        }

        bool PointInTriangle (const Vector2<Real>& rkP,
            const SVArray& rkVertex) const
        {
            // assert: <V0,V1,V2> is counterclockwise ordered
            const Vector2<Real>& rkV0 = rkVertex[m_aiV[0]].m_kV;
            const Vector2<Real>& rkV1 = rkVertex[m_aiV[1]].m_kV;
            const Vector2<Real>& rkV2 = rkVertex[m_aiV[2]].m_kV;

            double dV0x = (double) rkV0.X();
            double dV0y = (double) rkV0.Y();
            double dV1x = (double) rkV1.X();
            double dV1y = (double) rkV1.Y();
            double dV2x = (double) rkV2.X();
            double dV2y = (double) rkV2.Y();
            double dV3x = (double) rkP.X();
            double dV3y = (double) rkP.Y();

            double dEdgex = dV1x - dV0x;
            double dEdgey = dV1y - dV0y;
            double dDiffx = dV3x - dV0x;
            double dDiffy = dV3y - dV0y;

            double dKross = dEdgex*dDiffy - dEdgey*dDiffx;
            if ( dKross < 0.0 )
            {
                // P right of edge <V0,V1>, so outside the triangle
                return false;
            }

            dEdgex = dV2x - dV1x;
            dEdgey = dV2y - dV1y;
            dDiffx = dV3x - dV1x;
            dDiffy = dV3y - dV1y;
            dKross = dEdgex*dDiffy - dEdgey*dDiffx;
            if ( dKross < 0.0 )
            {
                // P right of edge <V1,V2>, so outside the triangle
                return false;
            }

            dEdgex = dV0x - dV2x;
            dEdgey = dV0y - dV2y;
            dDiffx = dV3x - dV2x;
            dDiffy = dV3y - dV2y;
            dKross = dEdgex*dDiffy - dEdgey*dDiffx;
            if ( dKross < 0.0 )
            {
                // P right of edge <V2,V0>, so outside the triangle
                return false;
            }

            // P left of all edges, so inside the triangle
            return true;
        }


        // vertices, listed in counterclockwise order
        int m_aiV[3];

        // adjacent triangles,
        //   a[0] points to triangle sharing edge (v[0],v[1])
        //   a[1] points to triangle sharing edge (v[1],v[2])
        //   a[2] points to triangle sharing edge (v[2],v[0])
        Triangle* m_apkAdj[3];
    };

    typedef typename std::set<Triangle*> TSet;
    typedef typename TSet::iterator TSetIterator;
    typedef typename std::vector<Triangle*> TArray;

    // edges (to support constructing the insertion polygon)
    class WML_ITEM Edge
    {
    public:
        Edge (int iV0 = -1, int iV1 = -1, Triangle* pkT = NULL,
            Triangle* pkA = NULL)
        {
            m_iV0 = iV0;
            m_iV1 = iV1;
            m_pkT = pkT;
            m_pkA = pkA;
        }


        int m_iV0, m_iV1;  // ordered vertices
        Triangle* m_pkT;   // insertion polygon triangle
        Triangle* m_pkA;   // triangle adjacent to insertion polygon
    };

    typedef typename std::map<int,Edge> EMap;  // <V0,(V0,V1,T,A)>
    typedef typename std::vector<Edge> EArray;  // (V0,V1,T,A)

    Triangle* GetContaining (const Vector2<Real>& rkP) const;
    bool IsInsertionComponent (const Vector2<Real>& rkV, Triangle* pkTri)
        const;
    void GetInsertionPolygon (const Vector2<Real>& rkV, TSet& rkPolyTri)
        const;
    void GetInsertionPolygonEdges (TSet& rkPolyTri, EArray& rkPoly) const;
    void AddTriangles (int iV2, const EArray& rkPoly);
    void RemoveInsertionPolygon (TSet& rkPolyTri);
    void RemoveTriangles ();

    // sorted input vertices for processing
    SVArray m_kVertex;

    // indices for the supertriangle vertices
    int m_aiSuperV[3];

    // triangles that contain a supertriangle edge
    Triangle* m_apkSuperT[3];

    // the current triangulation
    TSet m_kTriangle;
};

typedef Delaunay2a<float> Delaunay2af;
typedef Delaunay2a<double> Delaunay2ad;

}

#endif

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