📄 delaunay.cpp
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//
// File: Delaunay.cpp
// Description: Delaunay class to triangluate points set in 2D.
// TODO: The procedure uses Double List for holding data, it can be optimized by using another data structure such as DAG, Quad-edge, etc.
// Author: SoRoMan
// Date: 05/10/2007
// Version: 1.0
// History:
//
// INCLUDES ///////////////////////////////////////////////
#include "stdio.h"
#include "math.h"
#include "stdlib.h"
#include "windows.h" // for time statistics
// DEFINES ////////////////////////////////////////////////
#define MAX_VERTEX_NUM 4092
#ifdef SINGLE
#define REAL float
#else
#define REAL double
#endif
// TYPES //////////////////////////////////////////////////
typedef struct VERTEX2D_TYP
{
REAL x;
REAL y;
} VERTEX2D, *VERTEX2D_PTR;
typedef struct EDGE_TYP
{
VERTEX2D v1;
VERTEX2D v2;
} EDGE, *EDGE_PTR;
typedef struct TRIANGLE_TYP
{
int i1; // vertex index
int i2;
int i3;
TRIANGLE_TYP* pNext;
TRIANGLE_TYP* pPrev;
} TRIANGLE, *TRIANGLE_PTR;
typedef struct MESH_TYP
{
int vertex_num;
int triangle_num;
VERTEX2D_PTR pVerArr; // point to outer vertices arrary
TRIANGLE_PTR pTriArr; // point to outer triangles arrary
} MESH, *MESH_PTR;
// PROTOTYPES ///////////////////////////////////////////
// Delaunay triangulation functions
void InitMesh(MESH_PTR pMesh, int ver_num);
void UnInitMesh(MESH_PTR pMesh);
void AddBoundingBox(MESH_PTR pMesh);
void RemoveBoundingBox(MESH_PTR pMesh);;
void IncrementalDelaunay(MESH_PTR pMesh);
void Insert(MESH_PTR pMesh, int ver_index);
bool FlipTest(MESH_PTR pMesh, TRIANGLE_PTR pTestTri);
REAL InCircle(VERTEX2D_PTR pa, VERTEX2D_PTR pb, VERTEX2D_PTR pp, VERTEX2D_PTR pd);
REAL InTriangle(MESH_PTR pMesh, VERTEX2D_PTR pVer, TRIANGLE_PTR pTri);
void InsertInTriangle(MESH_PTR pMesh, TRIANGLE_PTR pTargetTri, int ver_index);
void InsertOnEdge(MESH_PTR pMesh, TRIANGLE_PTR pTargetTri, int ver_index);
// Helper functions
void RemoveTriangleNode(MESH_PTR pMesh, TRIANGLE_PTR pTri);
TRIANGLE_PTR AddTriangleNode(MESH_PTR pMesh, TRIANGLE_PTR pPrevTri, int i1, int i2, int i3);
// I/O functions
void Input(char* pFile, MESH_PTR pMesh);
void Output(char* pFile, MESH_PTR pMesh);
// GLOBALS ////////////////////////////////////////////////
// FUNCTIONS //////////////////////////////////////////////
int main(int argc, char** argv)
{
if(argc!=3)
{
fprintf(stderr,"Usage:%s InputFileName OutputFileName\n",argv[0]);
exit(1);
}
MESH mesh;
double last_time, this_time;
//int ver_num;
//int tri_num;
Input(argv[1], &mesh);
last_time = GetTickCount();
IncrementalDelaunay(&mesh);
//Sleep(1000);
this_time = GetTickCount();
printf("Elapsed Time for Incremental Delaunay: %lg ms", this_time - last_time);
Output(argv[2], &mesh);
return 0;
}
// The format of input file should be as follows:
// The First Line: amount of vertices (the amount of vertices/points needed to be triangulated)
// Other Lines: x y z (the vertices/points coordinates, z should be 0 for 2D)
// E.g.
// 4
// -1 -1 0
// -1 1 0
// 1 1 0
// 1 -1 0
void Input(char* pFile, MESH_PTR pMesh)
{
FILE* fp = fopen(pFile, "r");
if (!fp)
{
fprintf(stderr,"Error:%s open failed\n", pFile);
exit(1);
}
//int face;
int amount;
//fscanf( fp, "%d", &face); fscanf( fp, "%d", &amount);
if (amount < 3)
{
fprintf(stderr,"Error:vertex amount should be greater than 2, but it is %d \n",amount);
exit(1);
}
InitMesh(pMesh, amount);
REAL x,y,z;
for ( int j=3; j<amount+3; ++j)
{
fscanf( fp, "%lg %lg %lg", &x, &y, &z);
((VERTEX2D_PTR)(pMesh->pVerArr+j))->x = x;
((VERTEX2D_PTR)(pMesh->pVerArr+j))->y = y;
}
fclose(fp);
}
// Algorithm IncrementalDelaunay(V)
// Input: 由n个点组成的二维点集V
// Output: Delaunay三角剖分DT
// 1.add a appropriate triangle boudingbox to contain V ( such as: we can use triangle abc, a=(0, 3M), b=(-3M,-3M), c=(3M, 0), M=Max({|x1|,|x2|,|x3|,...} U {|y1|,|y2|,|y3|,...}))
// 2.initialize DT(a,b,c) as triangle abc
// 3.for i <- 1 to n
// do (Insert(DT(a,b,c,v1,v2,...,vi-1), vi))
// 4.remove the boundingbox and relative triangle which cotains any vertex of triangle abc from DT(a,b,c,v1,v2,...,vn) and return DT(v1,v2,...,vn).
void IncrementalDelaunay(MESH_PTR pMesh)
{
// Add a appropriate triangle boudingbox to contain V
AddBoundingBox(pMesh);
// Get a vertex/point vi from V and Insert(vi)
for (int i=3; i<pMesh->vertex_num+3; i++)
{
Insert(pMesh, i);
}
// Remove the bounding box
RemoveBoundingBox(pMesh);
}
// The format of output file should be as follows:
// triangle index
// x1 y1 (the coordinate of first vertex of triangle)
// x2 y2 (the coordinate of second vertex of triangle)
// x3 y3 (the coordinate of third vertex of triangle)
void Output(char* pFile, MESH_PTR pMesh)
{
FILE* fp = fopen(pFile, "w");
if (!fp)
{
fprintf(stderr,"Error:%s open failed\n", pFile);
UnInitMesh(pMesh);
exit(1);
}
TRIANGLE_PTR pTri = pMesh->pTriArr;
int* pi;
int vertex_index;
int tri_index = 0;
while(pTri != NULL)
{
fprintf(fp, "Triangle: %d\n", ++tri_index);
pi = &(pTri->i1);
for (int j=0; j<3; j++)
{
vertex_index = *pi++;
fprintf(fp, "%lg %lg\n", ((VERTEX2D_PTR)(pMesh->pVerArr+vertex_index))->x, ((VERTEX2D_PTR)(pMesh->pVerArr+vertex_index))->y);
}
pTri = pTri->pNext;
}
fclose(fp);
UnInitMesh(pMesh);
}
// Allocate memory to store vertices and triangles
void InitMesh(MESH_PTR pMesh, int ver_num )
{
// Allocate memory for vertex array
pMesh->pVerArr = (VERTEX2D_PTR)malloc((ver_num+3)*sizeof(VERTEX2D));
if (pMesh->pVerArr == NULL)
{
fprintf(stderr,"Error:Allocate memory for mesh failed\n");
exit(1);
}
pMesh->vertex_num = ver_num;
}
// Deallocate memory
void UnInitMesh(MESH_PTR pMesh)
{
// free vertices
if(pMesh->pVerArr != NULL)
free(pMesh->pVerArr);
// free triangles
TRIANGLE_PTR pTri = pMesh->pTriArr;
TRIANGLE_PTR pTemp = NULL;
while (pTri != NULL)
{
pTemp = pTri->pNext;
free(pTri);
pTri = pTemp;
}
}
void AddBoundingBox(MESH_PTR pMesh)
{
REAL max = 0;
REAL max_x = 0;
REAL max_y = 0;
REAL t;
for (int i=3; i<pMesh->vertex_num+3; i++)
{
t = abs(((VERTEX2D_PTR)(pMesh->pVerArr+i))->x);
if (max_x < t)
{
max_x = t;
}
t = abs(((VERTEX2D_PTR)(pMesh->pVerArr+i))->y);
if (max_y < t)
{
max_y = t;
}
}
max = max_x > max_y ? max_x:max_y;
//TRIANGLE box;
//box.v1 = VERTEX2D(0, 3*max);
//box.v2 = VERTEX2D(-3*max, 3*max);
//box.v3 = VERTEX2D(3*max, 0);
VERTEX2D v1 = {0, 4*max};
VERTEX2D v2 = {-4*max, -4*max};
VERTEX2D v3 = {4*max, 0};
// Assign to Vertex array
*(pMesh->pVerArr) = v1;
*(pMesh->pVerArr + 1) = v2;
*(pMesh->pVerArr + 2) = v3;
// add the Triangle boundingbox
AddTriangleNode(pMesh, NULL, 0, 1, 2);
}
void RemoveBoundingBox(MESH_PTR pMesh)
{
int statify[3]={0,0,0};
int vertex_index;
int* pi;
int k = 1;
// Remove the first triangle-boundingbox
//pMesh->pTriArr = pMesh->pTriArr->pNext;
//pMesh->pTriArr->pPrev = NULL; // as head
TRIANGLE_PTR pTri = pMesh->pTriArr;
TRIANGLE_PTR pNext = NULL;
while (pTri != NULL)
{
pNext = pTri->pNext;
statify[0] = 0;
statify[1] = 0;
statify[2] = 0;
pi = &(pTri->i1);
for (int j=0, k = 1; j<3; j++, k*= 2)
{
vertex_index = *pi++;
if(vertex_index == 0 || vertex_index == 1 || vertex_index == 2) // bounding box vertex
{
statify[j] = k;
}
}
switch(statify[0] | statify[1] | statify[2] )
{
case 0: // no statify
break;
case 1:
case 2:
case 4: // 1 statify, remove 1 triangle, 1 vertex
RemoveTriangleNode(pMesh, pTri);
break;
case 3:
case 5:
case 6: // 2 statify, remove 1 triangle, 2 vertices
RemoveTriangleNode(pMesh, pTri);
break;
case 7: // 3 statify, remove 1 triangle, 3 vertices
RemoveTriangleNode(pMesh, pTri);
break;
default:
break;
}
// go to next item
pTri = pNext;
}
}
// Return a positive value if the points pa, pb, and
// pc occur in counterclockwise order; a negative
// value if they occur in clockwise order; and zero
// if they are collinear. The result is also a rough
// approximation of twice the signed area of the
// triangle defined by the three points.
REAL CounterClockWise(VERTEX2D_PTR pa, VERTEX2D_PTR pb, VERTEX2D_PTR pc)
{
return ((pb->x - pa->x)*(pc->y - pb->y) - (pc->x - pb->x)*(pb->y - pa->y));
}
// Adjust if the point lies in the triangle abc
REAL InTriangle(MESH_PTR pMesh, VERTEX2D_PTR pVer, TRIANGLE_PTR pTri)
{
int vertex_index;
VERTEX2D_PTR pV1, pV2, pV3;
vertex_index =pTri->i1;
pV1 = (VERTEX2D_PTR)(pMesh->pVerArr+vertex_index);
vertex_index =pTri->i2;
pV2 = (VERTEX2D_PTR)(pMesh->pVerArr+vertex_index);
vertex_index =pTri->i3;
pV3 = (VERTEX2D_PTR)(pMesh->pVerArr+vertex_index);
REAL ccw1 = CounterClockWise(pV1, pV2, pVer);
REAL ccw2 = CounterClockWise(pV2, pV3, pVer);
REAL ccw3 = CounterClockWise(pV3, pV1, pVer);
REAL r = -1;
if (ccw1>0 && ccw2>0 && ccw3>0)
{
r = 1;
}
else if(ccw1*ccw2*ccw3 == 0 && (ccw1*ccw2 > 0 || ccw1*ccw3 > 0 || ccw2*ccw3 > 0) )
{
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