b486678290
Library -Artifacts
1243 lines
55 KiB
C#
1243 lines
55 KiB
C#
/*
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** SGI FREE SOFTWARE LICENSE B (Version 2.0, Sept. 18, 2008)
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** Copyright (C) 2011 Silicon Graphics, Inc.
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** All Rights Reserved.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a copy
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** of this software and associated documentation files (the "Software"), to deal
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** in the Software without restriction, including without limitation the rights
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** to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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** of the Software, and to permit persons to whom the Software is furnished to do so,
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** subject to the following conditions:
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**
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** The above copyright notice including the dates of first publication and either this
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** permission notice or a reference to http://oss.sgi.com/projects/FreeB/ shall be
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** included in all copies or substantial portions of the Software.
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**
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** THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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** INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
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** PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL SILICON GRAPHICS, INC.
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** BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
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** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
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** OR OTHER DEALINGS IN THE SOFTWARE.
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**
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** Except as contained in this notice, the name of Silicon Graphics, Inc. shall not
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** be used in advertising or otherwise to promote the sale, use or other dealings in
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** this Software without prior written authorization from Silicon Graphics, Inc.
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*/
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/*
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** Original Author: Eric Veach, July 1994.
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** libtess2: Mikko Mononen, http://code.google.com/p/libtess2/.
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** LibTessDotNet: Remi Gillig, https://github.com/speps/LibTessDotNet
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*/
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using System;
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using System.Diagnostics;
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namespace UnityEngine.Rendering.Universal
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{
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using Real = System.Single;
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namespace LibTessDotNet
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{
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internal partial class Tess
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{
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internal class ActiveRegion
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{
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internal MeshUtils.Edge _eUp;
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internal Dict<ActiveRegion>.Node _nodeUp;
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internal int _windingNumber;
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internal bool _inside, _sentinel, _dirty, _fixUpperEdge;
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}
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private ActiveRegion RegionBelow(ActiveRegion reg)
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{
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return reg._nodeUp._prev._key;
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}
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private ActiveRegion RegionAbove(ActiveRegion reg)
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{
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return reg._nodeUp._next._key;
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}
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/// <summary>
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/// Both edges must be directed from right to left (this is the canonical
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/// direction for the upper edge of each region).
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///
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/// The strategy is to evaluate a "t" value for each edge at the
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/// current sweep line position, given by tess->event. The calculations
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/// are designed to be very stable, but of course they are not perfect.
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///
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/// Special case: if both edge destinations are at the sweep event,
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/// we sort the edges by slope (they would otherwise compare equally).
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/// </summary>
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private bool EdgeLeq(ActiveRegion reg1, ActiveRegion reg2)
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{
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var e1 = reg1._eUp;
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var e2 = reg2._eUp;
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if (e1._Dst == _event)
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{
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if (e2._Dst == _event)
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{
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// Two edges right of the sweep line which meet at the sweep event.
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// Sort them by slope.
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if (Geom.VertLeq(e1._Org, e2._Org))
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{
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return Geom.EdgeSign(e2._Dst, e1._Org, e2._Org) <= 0.0f;
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}
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return Geom.EdgeSign(e1._Dst, e2._Org, e1._Org) >= 0.0f;
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}
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return Geom.EdgeSign(e2._Dst, _event, e2._Org) <= 0.0f;
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}
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if (e2._Dst == _event)
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{
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return Geom.EdgeSign(e1._Dst, _event, e1._Org) >= 0.0f;
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}
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// General case - compute signed distance *from* e1, e2 to event
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var t1 = Geom.EdgeEval(e1._Dst, _event, e1._Org);
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var t2 = Geom.EdgeEval(e2._Dst, _event, e2._Org);
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return (t1 >= t2);
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}
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private void DeleteRegion(ActiveRegion reg)
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{
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if (reg._fixUpperEdge)
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{
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// It was created with zero winding number, so it better be
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// deleted with zero winding number (ie. it better not get merged
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// with a real edge).
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Debug.Assert(reg._eUp._winding == 0);
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}
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reg._eUp._activeRegion = null;
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_dict.Remove(reg._nodeUp);
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}
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/// <summary>
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/// Replace an upper edge which needs fixing (see ConnectRightVertex).
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/// </summary>
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private void FixUpperEdge(ActiveRegion reg, MeshUtils.Edge newEdge)
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{
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Debug.Assert(reg._fixUpperEdge);
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_mesh.Delete(reg._eUp);
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reg._fixUpperEdge = false;
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reg._eUp = newEdge;
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newEdge._activeRegion = reg;
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}
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private ActiveRegion TopLeftRegion(ActiveRegion reg)
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{
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var org = reg._eUp._Org;
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// Find the region above the uppermost edge with the same origin
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do
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{
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reg = RegionAbove(reg);
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}
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while (reg._eUp._Org == org);
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// If the edge above was a temporary edge introduced by ConnectRightVertex,
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// now is the time to fix it.
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if (reg._fixUpperEdge)
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{
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var e = _mesh.Connect(RegionBelow(reg)._eUp._Sym, reg._eUp._Lnext);
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FixUpperEdge(reg, e);
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reg = RegionAbove(reg);
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}
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return reg;
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}
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private ActiveRegion TopRightRegion(ActiveRegion reg)
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{
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var dst = reg._eUp._Dst;
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// Find the region above the uppermost edge with the same destination
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do
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{
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reg = RegionAbove(reg);
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}
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while (reg._eUp._Dst == dst);
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return reg;
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}
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/// <summary>
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/// Add a new active region to the sweep line, *somewhere* below "regAbove"
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/// (according to where the new edge belongs in the sweep-line dictionary).
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/// The upper edge of the new region will be "eNewUp".
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/// Winding number and "inside" flag are not updated.
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/// </summary>
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private ActiveRegion AddRegionBelow(ActiveRegion regAbove, MeshUtils.Edge eNewUp)
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{
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var regNew = new ActiveRegion();
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regNew._eUp = eNewUp;
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regNew._nodeUp = _dict.InsertBefore(regAbove._nodeUp, regNew);
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regNew._fixUpperEdge = false;
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regNew._sentinel = false;
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regNew._dirty = false;
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eNewUp._activeRegion = regNew;
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return regNew;
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}
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private void ComputeWinding(ActiveRegion reg)
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{
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reg._windingNumber = RegionAbove(reg)._windingNumber + reg._eUp._winding;
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reg._inside = Geom.IsWindingInside(_windingRule, reg._windingNumber);
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}
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/// <summary>
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/// Delete a region from the sweep line. This happens when the upper
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/// and lower chains of a region meet (at a vertex on the sweep line).
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/// The "inside" flag is copied to the appropriate mesh face (we could
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/// not do this before -- since the structure of the mesh is always
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/// changing, this face may not have even existed until now).
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/// </summary>
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private void FinishRegion(ActiveRegion reg)
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{
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var e = reg._eUp;
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var f = e._Lface;
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f._inside = reg._inside;
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f._anEdge = e;
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DeleteRegion(reg);
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}
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/// <summary>
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/// We are given a vertex with one or more left-going edges. All affected
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/// edges should be in the edge dictionary. Starting at regFirst->eUp,
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/// we walk down deleting all regions where both edges have the same
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/// origin vOrg. At the same time we copy the "inside" flag from the
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/// active region to the face, since at this point each face will belong
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/// to at most one region (this was not necessarily true until this point
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/// in the sweep). The walk stops at the region above regLast; if regLast
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/// is null we walk as far as possible. At the same time we relink the
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/// mesh if necessary, so that the ordering of edges around vOrg is the
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/// same as in the dictionary.
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/// </summary>
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private MeshUtils.Edge FinishLeftRegions(ActiveRegion regFirst, ActiveRegion regLast)
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{
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var regPrev = regFirst;
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var ePrev = regFirst._eUp;
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while (regPrev != regLast)
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{
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regPrev._fixUpperEdge = false; // placement was OK
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var reg = RegionBelow(regPrev);
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var e = reg._eUp;
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if (e._Org != ePrev._Org)
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{
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if (!reg._fixUpperEdge)
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{
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// Remove the last left-going edge. Even though there are no further
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// edges in the dictionary with this origin, there may be further
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// such edges in the mesh (if we are adding left edges to a vertex
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// that has already been processed). Thus it is important to call
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// FinishRegion rather than just DeleteRegion.
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FinishRegion(regPrev);
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break;
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}
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// If the edge below was a temporary edge introduced by
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// ConnectRightVertex, now is the time to fix it.
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e = _mesh.Connect(ePrev._Lprev, e._Sym);
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FixUpperEdge(reg, e);
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}
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// Relink edges so that ePrev.Onext == e
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if (ePrev._Onext != e)
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{
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_mesh.Splice(e._Oprev, e);
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_mesh.Splice(ePrev, e);
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}
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FinishRegion(regPrev); // may change reg.eUp
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ePrev = reg._eUp;
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regPrev = reg;
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}
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return ePrev;
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}
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/// <summary>
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/// Purpose: insert right-going edges into the edge dictionary, and update
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/// winding numbers and mesh connectivity appropriately. All right-going
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/// edges share a common origin vOrg. Edges are inserted CCW starting at
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/// eFirst; the last edge inserted is eLast.Oprev. If vOrg has any
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/// left-going edges already processed, then eTopLeft must be the edge
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/// such that an imaginary upward vertical segment from vOrg would be
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/// contained between eTopLeft.Oprev and eTopLeft; otherwise eTopLeft
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/// should be null.
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/// </summary>
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private void AddRightEdges(ActiveRegion regUp, MeshUtils.Edge eFirst, MeshUtils.Edge eLast, MeshUtils.Edge eTopLeft, bool cleanUp)
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{
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bool firstTime = true;
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var e = eFirst; do
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{
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Debug.Assert(Geom.VertLeq(e._Org, e._Dst));
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AddRegionBelow(regUp, e._Sym);
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e = e._Onext;
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}
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while (e != eLast);
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// Walk *all* right-going edges from e.Org, in the dictionary order,
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// updating the winding numbers of each region, and re-linking the mesh
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// edges to match the dictionary ordering (if necessary).
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if (eTopLeft == null)
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{
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eTopLeft = RegionBelow(regUp)._eUp._Rprev;
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}
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ActiveRegion regPrev = regUp, reg;
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var ePrev = eTopLeft;
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while (true)
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{
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reg = RegionBelow(regPrev);
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e = reg._eUp._Sym;
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if (e._Org != ePrev._Org) break;
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if (e._Onext != ePrev)
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{
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// Unlink e from its current position, and relink below ePrev
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_mesh.Splice(e._Oprev, e);
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_mesh.Splice(ePrev._Oprev, e);
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}
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// Compute the winding number and "inside" flag for the new regions
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reg._windingNumber = regPrev._windingNumber - e._winding;
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reg._inside = Geom.IsWindingInside(_windingRule, reg._windingNumber);
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// Check for two outgoing edges with same slope -- process these
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// before any intersection tests (see example in tessComputeInterior).
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regPrev._dirty = true;
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if (!firstTime && CheckForRightSplice(regPrev))
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{
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Geom.AddWinding(e, ePrev);
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DeleteRegion(regPrev);
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_mesh.Delete(ePrev);
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}
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firstTime = false;
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regPrev = reg;
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ePrev = e;
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}
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regPrev._dirty = true;
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Debug.Assert(regPrev._windingNumber - e._winding == reg._windingNumber);
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if (cleanUp)
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{
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// Check for intersections between newly adjacent edges.
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WalkDirtyRegions(regPrev);
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}
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}
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/// <summary>
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/// Two vertices with idential coordinates are combined into one.
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/// e1.Org is kept, while e2.Org is discarded.
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/// </summary>
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private void SpliceMergeVertices(MeshUtils.Edge e1, MeshUtils.Edge e2)
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{
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_mesh.Splice(e1, e2);
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}
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/// <summary>
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/// Find some weights which describe how the intersection vertex is
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/// a linear combination of "org" and "dest". Each of the two edges
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/// which generated "isect" is allocated 50% of the weight; each edge
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/// splits the weight between its org and dst according to the
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/// relative distance to "isect".
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/// </summary>
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private void VertexWeights(MeshUtils.Vertex isect, MeshUtils.Vertex org, MeshUtils.Vertex dst, out Real w0, out Real w1)
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{
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var t1 = Geom.VertL1dist(org, isect);
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var t2 = Geom.VertL1dist(dst, isect);
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w0 = (t2 / (t1 + t2)) / 2.0f;
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w1 = (t1 / (t1 + t2)) / 2.0f;
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isect._coords.X += w0 * org._coords.X + w1 * dst._coords.X;
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isect._coords.Y += w0 * org._coords.Y + w1 * dst._coords.Y;
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isect._coords.Z += w0 * org._coords.Z + w1 * dst._coords.Z;
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}
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/// <summary>
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/// We've computed a new intersection point, now we need a "data" pointer
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/// from the user so that we can refer to this new vertex in the
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/// rendering callbacks.
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/// </summary>
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private void GetIntersectData(MeshUtils.Vertex isect, MeshUtils.Vertex orgUp, MeshUtils.Vertex dstUp, MeshUtils.Vertex orgLo, MeshUtils.Vertex dstLo)
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{
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isect._coords = Vec3.Zero;
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Real w0, w1, w2, w3;
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VertexWeights(isect, orgUp, dstUp, out w0, out w1);
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VertexWeights(isect, orgLo, dstLo, out w2, out w3);
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if (_combineCallback != null)
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{
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isect._data = _combineCallback(
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isect._coords,
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new object[] { orgUp._data, dstUp._data, orgLo._data, dstLo._data },
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new Real[] { w0, w1, w2, w3 }
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);
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}
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}
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/// <summary>
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/// Check the upper and lower edge of "regUp", to make sure that the
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/// eUp->Org is above eLo, or eLo->Org is below eUp (depending on which
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/// origin is leftmost).
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///
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/// The main purpose is to splice right-going edges with the same
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/// dest vertex and nearly identical slopes (ie. we can't distinguish
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/// the slopes numerically). However the splicing can also help us
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/// to recover from numerical errors. For example, suppose at one
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/// point we checked eUp and eLo, and decided that eUp->Org is barely
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/// above eLo. Then later, we split eLo into two edges (eg. from
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/// a splice operation like this one). This can change the result of
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/// our test so that now eUp->Org is incident to eLo, or barely below it.
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/// We must correct this condition to maintain the dictionary invariants.
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///
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/// One possibility is to check these edges for intersection again
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/// (ie. CheckForIntersect). This is what we do if possible. However
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/// CheckForIntersect requires that tess->event lies between eUp and eLo,
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/// so that it has something to fall back on when the intersection
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/// calculation gives us an unusable answer. So, for those cases where
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/// we can't check for intersection, this routine fixes the problem
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/// by just splicing the offending vertex into the other edge.
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/// This is a guaranteed solution, no matter how degenerate things get.
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/// Basically this is a combinatorial solution to a numerical problem.
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/// </summary>
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private bool CheckForRightSplice(ActiveRegion regUp)
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{
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var regLo = RegionBelow(regUp);
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var eUp = regUp._eUp;
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var eLo = regLo._eUp;
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if (Geom.VertLeq(eUp._Org, eLo._Org))
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{
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if (Geom.EdgeSign(eLo._Dst, eUp._Org, eLo._Org) > 0.0f)
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{
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return false;
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}
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// eUp.Org appears to be below eLo
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if (!Geom.VertEq(eUp._Org, eLo._Org))
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{
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// Splice eUp._Org into eLo
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_mesh.SplitEdge(eLo._Sym);
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_mesh.Splice(eUp, eLo._Oprev);
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regUp._dirty = regLo._dirty = true;
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}
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else if (eUp._Org != eLo._Org)
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{
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// merge the two vertices, discarding eUp.Org
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_pq.Remove(eUp._Org._pqHandle);
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SpliceMergeVertices(eLo._Oprev, eUp);
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}
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}
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else
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{
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if (Geom.EdgeSign(eUp._Dst, eLo._Org, eUp._Org) < 0.0f)
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{
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return false;
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}
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// eLo.Org appears to be above eUp, so splice eLo.Org into eUp
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RegionAbove(regUp)._dirty = regUp._dirty = true;
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_mesh.SplitEdge(eUp._Sym);
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_mesh.Splice(eLo._Oprev, eUp);
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}
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return true;
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}
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/// <summary>
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/// Check the upper and lower edge of "regUp", to make sure that the
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/// eUp->Dst is above eLo, or eLo->Dst is below eUp (depending on which
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/// destination is rightmost).
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///
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/// Theoretically, this should always be true. However, splitting an edge
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/// into two pieces can change the results of previous tests. For example,
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/// suppose at one point we checked eUp and eLo, and decided that eUp->Dst
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/// is barely above eLo. Then later, we split eLo into two edges (eg. from
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/// a splice operation like this one). This can change the result of
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/// the test so that now eUp->Dst is incident to eLo, or barely below it.
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/// We must correct this condition to maintain the dictionary invariants
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/// (otherwise new edges might get inserted in the wrong place in the
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/// dictionary, and bad stuff will happen).
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///
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/// We fix the problem by just splicing the offending vertex into the
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/// other edge.
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/// </summary>
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private bool CheckForLeftSplice(ActiveRegion regUp)
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{
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var regLo = RegionBelow(regUp);
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var eUp = regUp._eUp;
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var eLo = regLo._eUp;
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Debug.Assert(!Geom.VertEq(eUp._Dst, eLo._Dst));
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if (Geom.VertLeq(eUp._Dst, eLo._Dst))
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{
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if (Geom.EdgeSign(eUp._Dst, eLo._Dst, eUp._Org) < 0.0f)
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{
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return false;
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}
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// eLo.Dst is above eUp, so splice eLo.Dst into eUp
|
|
RegionAbove(regUp)._dirty = regUp._dirty = true;
|
|
var e = _mesh.SplitEdge(eUp);
|
|
_mesh.Splice(eLo._Sym, e);
|
|
e._Lface._inside = regUp._inside;
|
|
}
|
|
else
|
|
{
|
|
if (Geom.EdgeSign(eLo._Dst, eUp._Dst, eLo._Org) > 0.0f)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
// eUp.Dst is below eLo, so splice eUp.Dst into eLo
|
|
regUp._dirty = regLo._dirty = true;
|
|
var e = _mesh.SplitEdge(eLo);
|
|
_mesh.Splice(eUp._Lnext, eLo._Sym);
|
|
e._Rface._inside = regUp._inside;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check the upper and lower edges of the given region to see if
|
|
/// they intersect. If so, create the intersection and add it
|
|
/// to the data structures.
|
|
///
|
|
/// Returns TRUE if adding the new intersection resulted in a recursive
|
|
/// call to AddRightEdges(); in this case all "dirty" regions have been
|
|
/// checked for intersections, and possibly regUp has been deleted.
|
|
/// </summary>
|
|
private bool CheckForIntersect(ActiveRegion regUp)
|
|
{
|
|
var regLo = RegionBelow(regUp);
|
|
var eUp = regUp._eUp;
|
|
var eLo = regLo._eUp;
|
|
var orgUp = eUp._Org;
|
|
var orgLo = eLo._Org;
|
|
var dstUp = eUp._Dst;
|
|
var dstLo = eLo._Dst;
|
|
|
|
Debug.Assert(!Geom.VertEq(dstLo, dstUp));
|
|
Debug.Assert(Geom.EdgeSign(dstUp, _event, orgUp) <= 0.0f);
|
|
Debug.Assert(Geom.EdgeSign(dstLo, _event, orgLo) >= 0.0f);
|
|
Debug.Assert(orgUp != _event && orgLo != _event);
|
|
Debug.Assert(!regUp._fixUpperEdge && !regLo._fixUpperEdge);
|
|
|
|
if (orgUp == orgLo)
|
|
{
|
|
// right endpoints are the same
|
|
return false;
|
|
}
|
|
|
|
var tMinUp = Math.Min(orgUp._t, dstUp._t);
|
|
var tMaxLo = Math.Max(orgLo._t, dstLo._t);
|
|
if (tMinUp > tMaxLo)
|
|
{
|
|
// t ranges do not overlap
|
|
return false;
|
|
}
|
|
|
|
if (Geom.VertLeq(orgUp, orgLo))
|
|
{
|
|
if (Geom.EdgeSign(dstLo, orgUp, orgLo) > 0.0f)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (Geom.EdgeSign(dstUp, orgLo, orgUp) < 0.0f)
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
// At this point the edges intersect, at least marginally
|
|
|
|
var isect = MeshUtils.Vertex.Create();
|
|
Geom.EdgeIntersect(dstUp, orgUp, dstLo, orgLo, isect);
|
|
// The following properties are guaranteed:
|
|
Debug.Assert(Math.Min(orgUp._t, dstUp._t) <= isect._t);
|
|
Debug.Assert(isect._t <= Math.Max(orgLo._t, dstLo._t));
|
|
Debug.Assert(Math.Min(dstLo._s, dstUp._s) <= isect._s);
|
|
Debug.Assert(isect._s <= Math.Max(orgLo._s, orgUp._s));
|
|
|
|
if (Geom.VertLeq(isect, _event))
|
|
{
|
|
// The intersection point lies slightly to the left of the sweep line,
|
|
// so move it until it''s slightly to the right of the sweep line.
|
|
// (If we had perfect numerical precision, this would never happen
|
|
// in the first place). The easiest and safest thing to do is
|
|
// replace the intersection by tess._event.
|
|
isect._s = _event._s;
|
|
isect._t = _event._t;
|
|
}
|
|
// Similarly, if the computed intersection lies to the right of the
|
|
// rightmost origin (which should rarely happen), it can cause
|
|
// unbelievable inefficiency on sufficiently degenerate inputs.
|
|
// (If you have the test program, try running test54.d with the
|
|
// "X zoom" option turned on).
|
|
var orgMin = Geom.VertLeq(orgUp, orgLo) ? orgUp : orgLo;
|
|
if (Geom.VertLeq(orgMin, isect))
|
|
{
|
|
isect._s = orgMin._s;
|
|
isect._t = orgMin._t;
|
|
}
|
|
|
|
if (Geom.VertEq(isect, orgUp) || Geom.VertEq(isect, orgLo))
|
|
{
|
|
// Easy case -- intersection at one of the right endpoints
|
|
CheckForRightSplice(regUp);
|
|
return false;
|
|
}
|
|
|
|
if ((!Geom.VertEq(dstUp, _event)
|
|
&& Geom.EdgeSign(dstUp, _event, isect) >= 0.0f)
|
|
|| (!Geom.VertEq(dstLo, _event)
|
|
&& Geom.EdgeSign(dstLo, _event, isect) <= 0.0f))
|
|
{
|
|
// Very unusual -- the new upper or lower edge would pass on the
|
|
// wrong side of the sweep event, or through it. This can happen
|
|
// due to very small numerical errors in the intersection calculation.
|
|
if (dstLo == _event)
|
|
{
|
|
// Splice dstLo into eUp, and process the new region(s)
|
|
_mesh.SplitEdge(eUp._Sym);
|
|
_mesh.Splice(eLo._Sym, eUp);
|
|
regUp = TopLeftRegion(regUp);
|
|
eUp = RegionBelow(regUp)._eUp;
|
|
FinishLeftRegions(RegionBelow(regUp), regLo);
|
|
AddRightEdges(regUp, eUp._Oprev, eUp, eUp, true);
|
|
return true;
|
|
}
|
|
if (dstUp == _event)
|
|
{
|
|
/* Splice dstUp into eLo, and process the new region(s) */
|
|
_mesh.SplitEdge(eLo._Sym);
|
|
_mesh.Splice(eUp._Lnext, eLo._Oprev);
|
|
regLo = regUp;
|
|
regUp = TopRightRegion(regUp);
|
|
var e = RegionBelow(regUp)._eUp._Rprev;
|
|
regLo._eUp = eLo._Oprev;
|
|
eLo = FinishLeftRegions(regLo, null);
|
|
AddRightEdges(regUp, eLo._Onext, eUp._Rprev, e, true);
|
|
return true;
|
|
}
|
|
// Special case: called from ConnectRightVertex. If either
|
|
// edge passes on the wrong side of tess._event, split it
|
|
// (and wait for ConnectRightVertex to splice it appropriately).
|
|
if (Geom.EdgeSign(dstUp, _event, isect) >= 0.0f)
|
|
{
|
|
RegionAbove(regUp)._dirty = regUp._dirty = true;
|
|
_mesh.SplitEdge(eUp._Sym);
|
|
eUp._Org._s = _event._s;
|
|
eUp._Org._t = _event._t;
|
|
}
|
|
if (Geom.EdgeSign(dstLo, _event, isect) <= 0.0f)
|
|
{
|
|
regUp._dirty = regLo._dirty = true;
|
|
_mesh.SplitEdge(eLo._Sym);
|
|
eLo._Org._s = _event._s;
|
|
eLo._Org._t = _event._t;
|
|
}
|
|
// leave the rest for ConnectRightVertex
|
|
return false;
|
|
}
|
|
|
|
// General case -- split both edges, splice into new vertex.
|
|
// When we do the splice operation, the order of the arguments is
|
|
// arbitrary as far as correctness goes. However, when the operation
|
|
// creates a new face, the work done is proportional to the size of
|
|
// the new face. We expect the faces in the processed part of
|
|
// the mesh (ie. eUp._Lface) to be smaller than the faces in the
|
|
// unprocessed original contours (which will be eLo._Oprev._Lface).
|
|
_mesh.SplitEdge(eUp._Sym);
|
|
_mesh.SplitEdge(eLo._Sym);
|
|
_mesh.Splice(eLo._Oprev, eUp);
|
|
eUp._Org._s = isect._s;
|
|
eUp._Org._t = isect._t;
|
|
eUp._Org._pqHandle = _pq.Insert(eUp._Org);
|
|
if (eUp._Org._pqHandle._handle == PQHandle.Invalid)
|
|
{
|
|
throw new InvalidOperationException("PQHandle should not be invalid");
|
|
}
|
|
GetIntersectData(eUp._Org, orgUp, dstUp, orgLo, dstLo);
|
|
RegionAbove(regUp)._dirty = regUp._dirty = regLo._dirty = true;
|
|
return false;
|
|
}
|
|
|
|
/// <summary>
|
|
/// When the upper or lower edge of any region changes, the region is
|
|
/// marked "dirty". This routine walks through all the dirty regions
|
|
/// and makes sure that the dictionary invariants are satisfied
|
|
/// (see the comments at the beginning of this file). Of course
|
|
/// new dirty regions can be created as we make changes to restore
|
|
/// the invariants.
|
|
/// </summary>
|
|
private void WalkDirtyRegions(ActiveRegion regUp)
|
|
{
|
|
var regLo = RegionBelow(regUp);
|
|
MeshUtils.Edge eUp, eLo;
|
|
|
|
while (true)
|
|
{
|
|
// Find the lowest dirty region (we walk from the bottom up).
|
|
while (regLo._dirty)
|
|
{
|
|
regUp = regLo;
|
|
regLo = RegionBelow(regLo);
|
|
}
|
|
if (!regUp._dirty)
|
|
{
|
|
regLo = regUp;
|
|
regUp = RegionAbove(regUp);
|
|
if (regUp == null || !regUp._dirty)
|
|
{
|
|
// We've walked all the dirty regions
|
|
return;
|
|
}
|
|
}
|
|
regUp._dirty = false;
|
|
eUp = regUp._eUp;
|
|
eLo = regLo._eUp;
|
|
|
|
if (eUp._Dst != eLo._Dst)
|
|
{
|
|
// Check that the edge ordering is obeyed at the Dst vertices.
|
|
if (CheckForLeftSplice(regUp))
|
|
{
|
|
// If the upper or lower edge was marked fixUpperEdge, then
|
|
// we no longer need it (since these edges are needed only for
|
|
// vertices which otherwise have no right-going edges).
|
|
if (regLo._fixUpperEdge)
|
|
{
|
|
DeleteRegion(regLo);
|
|
_mesh.Delete(eLo);
|
|
regLo = RegionBelow(regUp);
|
|
eLo = regLo._eUp;
|
|
}
|
|
else if (regUp._fixUpperEdge)
|
|
{
|
|
DeleteRegion(regUp);
|
|
_mesh.Delete(eUp);
|
|
regUp = RegionAbove(regLo);
|
|
eUp = regUp._eUp;
|
|
}
|
|
}
|
|
}
|
|
if (eUp._Org != eLo._Org)
|
|
{
|
|
if (eUp._Dst != eLo._Dst
|
|
&& !regUp._fixUpperEdge && !regLo._fixUpperEdge
|
|
&& (eUp._Dst == _event || eLo._Dst == _event))
|
|
{
|
|
// When all else fails in CheckForIntersect(), it uses tess._event
|
|
// as the intersection location. To make this possible, it requires
|
|
// that tess._event lie between the upper and lower edges, and also
|
|
// that neither of these is marked fixUpperEdge (since in the worst
|
|
// case it might splice one of these edges into tess.event, and
|
|
// violate the invariant that fixable edges are the only right-going
|
|
// edge from their associated vertex).
|
|
if (CheckForIntersect(regUp))
|
|
{
|
|
// WalkDirtyRegions() was called recursively; we're done
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Even though we can't use CheckForIntersect(), the Org vertices
|
|
// may violate the dictionary edge ordering. Check and correct this.
|
|
CheckForRightSplice(regUp);
|
|
}
|
|
}
|
|
if (eUp._Org == eLo._Org && eUp._Dst == eLo._Dst)
|
|
{
|
|
// A degenerate loop consisting of only two edges -- delete it.
|
|
Geom.AddWinding(eLo, eUp);
|
|
DeleteRegion(regUp);
|
|
_mesh.Delete(eUp);
|
|
regUp = RegionAbove(regLo);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Purpose: connect a "right" vertex vEvent (one where all edges go left)
|
|
/// to the unprocessed portion of the mesh. Since there are no right-going
|
|
/// edges, two regions (one above vEvent and one below) are being merged
|
|
/// into one. "regUp" is the upper of these two regions.
|
|
///
|
|
/// There are two reasons for doing this (adding a right-going edge):
|
|
/// - if the two regions being merged are "inside", we must add an edge
|
|
/// to keep them separated (the combined region would not be monotone).
|
|
/// - in any case, we must leave some record of vEvent in the dictionary,
|
|
/// so that we can merge vEvent with features that we have not seen yet.
|
|
/// For example, maybe there is a vertical edge which passes just to
|
|
/// the right of vEvent; we would like to splice vEvent into this edge.
|
|
///
|
|
/// However, we don't want to connect vEvent to just any vertex. We don''t
|
|
/// want the new edge to cross any other edges; otherwise we will create
|
|
/// intersection vertices even when the input data had no self-intersections.
|
|
/// (This is a bad thing; if the user's input data has no intersections,
|
|
/// we don't want to generate any false intersections ourselves.)
|
|
///
|
|
/// Our eventual goal is to connect vEvent to the leftmost unprocessed
|
|
/// vertex of the combined region (the union of regUp and regLo).
|
|
/// But because of unseen vertices with all right-going edges, and also
|
|
/// new vertices which may be created by edge intersections, we don''t
|
|
/// know where that leftmost unprocessed vertex is. In the meantime, we
|
|
/// connect vEvent to the closest vertex of either chain, and mark the region
|
|
/// as "fixUpperEdge". This flag says to delete and reconnect this edge
|
|
/// to the next processed vertex on the boundary of the combined region.
|
|
/// Quite possibly the vertex we connected to will turn out to be the
|
|
/// closest one, in which case we won''t need to make any changes.
|
|
/// </summary>
|
|
private void ConnectRightVertex(ActiveRegion regUp, MeshUtils.Edge eBottomLeft)
|
|
{
|
|
var eTopLeft = eBottomLeft._Onext;
|
|
var regLo = RegionBelow(regUp);
|
|
var eUp = regUp._eUp;
|
|
var eLo = regLo._eUp;
|
|
bool degenerate = false;
|
|
|
|
if (eUp._Dst != eLo._Dst)
|
|
{
|
|
CheckForIntersect(regUp);
|
|
}
|
|
|
|
// Possible new degeneracies: upper or lower edge of regUp may pass
|
|
// through vEvent, or may coincide with new intersection vertex
|
|
if (Geom.VertEq(eUp._Org, _event))
|
|
{
|
|
_mesh.Splice(eTopLeft._Oprev, eUp);
|
|
regUp = TopLeftRegion(regUp);
|
|
eTopLeft = RegionBelow(regUp)._eUp;
|
|
FinishLeftRegions(RegionBelow(regUp), regLo);
|
|
degenerate = true;
|
|
}
|
|
if (Geom.VertEq(eLo._Org, _event))
|
|
{
|
|
_mesh.Splice(eBottomLeft, eLo._Oprev);
|
|
eBottomLeft = FinishLeftRegions(regLo, null);
|
|
degenerate = true;
|
|
}
|
|
if (degenerate)
|
|
{
|
|
AddRightEdges(regUp, eBottomLeft._Onext, eTopLeft, eTopLeft, true);
|
|
return;
|
|
}
|
|
|
|
// Non-degenerate situation -- need to add a temporary, fixable edge.
|
|
// Connect to the closer of eLo.Org, eUp.Org.
|
|
MeshUtils.Edge eNew;
|
|
if (Geom.VertLeq(eLo._Org, eUp._Org))
|
|
{
|
|
eNew = eLo._Oprev;
|
|
}
|
|
else
|
|
{
|
|
eNew = eUp;
|
|
}
|
|
eNew = _mesh.Connect(eBottomLeft._Lprev, eNew);
|
|
|
|
// Prevent cleanup, otherwise eNew might disappear before we've even
|
|
// had a chance to mark it as a temporary edge.
|
|
AddRightEdges(regUp, eNew, eNew._Onext, eNew._Onext, false);
|
|
eNew._Sym._activeRegion._fixUpperEdge = true;
|
|
WalkDirtyRegions(regUp);
|
|
}
|
|
|
|
/// <summary>
|
|
/// The event vertex lies exacty on an already-processed edge or vertex.
|
|
/// Adding the new vertex involves splicing it into the already-processed
|
|
/// part of the mesh.
|
|
/// </summary>
|
|
private void ConnectLeftDegenerate(ActiveRegion regUp, MeshUtils.Vertex vEvent)
|
|
{
|
|
var e = regUp._eUp;
|
|
if (Geom.VertEq(e._Org, vEvent))
|
|
{
|
|
// e.Org is an unprocessed vertex - just combine them, and wait
|
|
// for e.Org to be pulled from the queue
|
|
// C# : in the C version, there is a flag but it was never implemented
|
|
// the vertices are before beginning the tessellation
|
|
throw new InvalidOperationException("Vertices should have been merged before");
|
|
}
|
|
|
|
if (!Geom.VertEq(e._Dst, vEvent))
|
|
{
|
|
// General case -- splice vEvent into edge e which passes through it
|
|
_mesh.SplitEdge(e._Sym);
|
|
if (regUp._fixUpperEdge)
|
|
{
|
|
// This edge was fixable -- delete unused portion of original edge
|
|
_mesh.Delete(e._Onext);
|
|
regUp._fixUpperEdge = false;
|
|
}
|
|
_mesh.Splice(vEvent._anEdge, e);
|
|
SweepEvent(vEvent); // recurse
|
|
return;
|
|
}
|
|
|
|
// See above
|
|
throw new InvalidOperationException("Vertices should have been merged before");
|
|
}
|
|
|
|
/// <summary>
|
|
/// Purpose: connect a "left" vertex (one where both edges go right)
|
|
/// to the processed portion of the mesh. Let R be the active region
|
|
/// containing vEvent, and let U and L be the upper and lower edge
|
|
/// chains of R. There are two possibilities:
|
|
///
|
|
/// - the normal case: split R into two regions, by connecting vEvent to
|
|
/// the rightmost vertex of U or L lying to the left of the sweep line
|
|
///
|
|
/// - the degenerate case: if vEvent is close enough to U or L, we
|
|
/// merge vEvent into that edge chain. The subcases are:
|
|
/// - merging with the rightmost vertex of U or L
|
|
/// - merging with the active edge of U or L
|
|
/// - merging with an already-processed portion of U or L
|
|
/// </summary>
|
|
private void ConnectLeftVertex(MeshUtils.Vertex vEvent)
|
|
{
|
|
var tmp = new ActiveRegion();
|
|
|
|
// Get a pointer to the active region containing vEvent
|
|
tmp._eUp = vEvent._anEdge._Sym;
|
|
var regUp = _dict.Find(tmp).Key;
|
|
var regLo = RegionBelow(regUp);
|
|
if (regLo == null)
|
|
{
|
|
// This may happen if the input polygon is coplanar.
|
|
return;
|
|
}
|
|
var eUp = regUp._eUp;
|
|
var eLo = regLo._eUp;
|
|
|
|
// Try merging with U or L first
|
|
if (Geom.EdgeSign(eUp._Dst, vEvent, eUp._Org) == 0.0f)
|
|
{
|
|
ConnectLeftDegenerate(regUp, vEvent);
|
|
return;
|
|
}
|
|
|
|
// Connect vEvent to rightmost processed vertex of either chain.
|
|
// e._Dst is the vertex that we will connect to vEvent.
|
|
var reg = Geom.VertLeq(eLo._Dst, eUp._Dst) ? regUp : regLo;
|
|
|
|
if (regUp._inside || reg._fixUpperEdge)
|
|
{
|
|
MeshUtils.Edge eNew;
|
|
if (reg == regUp)
|
|
{
|
|
eNew = _mesh.Connect(vEvent._anEdge._Sym, eUp._Lnext);
|
|
}
|
|
else
|
|
{
|
|
eNew = _mesh.Connect(eLo._Dnext, vEvent._anEdge)._Sym;
|
|
}
|
|
if (reg._fixUpperEdge)
|
|
{
|
|
FixUpperEdge(reg, eNew);
|
|
}
|
|
else
|
|
{
|
|
ComputeWinding(AddRegionBelow(regUp, eNew));
|
|
}
|
|
SweepEvent(vEvent);
|
|
}
|
|
else
|
|
{
|
|
// The new vertex is in a region which does not belong to the polygon.
|
|
// We don't need to connect this vertex to the rest of the mesh.
|
|
AddRightEdges(regUp, vEvent._anEdge, vEvent._anEdge, null, true);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Does everything necessary when the sweep line crosses a vertex.
|
|
/// Updates the mesh and the edge dictionary.
|
|
/// </summary>
|
|
private void SweepEvent(MeshUtils.Vertex vEvent)
|
|
{
|
|
_event = vEvent;
|
|
|
|
// Check if this vertex is the right endpoint of an edge that is
|
|
// already in the dictionary. In this case we don't need to waste
|
|
// time searching for the location to insert new edges.
|
|
var e = vEvent._anEdge;
|
|
while (e._activeRegion == null)
|
|
{
|
|
e = e._Onext;
|
|
if (e == vEvent._anEdge)
|
|
{
|
|
// All edges go right -- not incident to any processed edges
|
|
ConnectLeftVertex(vEvent);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Processing consists of two phases: first we "finish" all the
|
|
// active regions where both the upper and lower edges terminate
|
|
// at vEvent (ie. vEvent is closing off these regions).
|
|
// We mark these faces "inside" or "outside" the polygon according
|
|
// to their winding number, and delete the edges from the dictionary.
|
|
// This takes care of all the left-going edges from vEvent.
|
|
var regUp = TopLeftRegion(e._activeRegion);
|
|
var reg = RegionBelow(regUp);
|
|
var eTopLeft = reg._eUp;
|
|
var eBottomLeft = FinishLeftRegions(reg, null);
|
|
|
|
// Next we process all the right-going edges from vEvent. This
|
|
// involves adding the edges to the dictionary, and creating the
|
|
// associated "active regions" which record information about the
|
|
// regions between adjacent dictionary edges.
|
|
if (eBottomLeft._Onext == eTopLeft)
|
|
{
|
|
// No right-going edges -- add a temporary "fixable" edge
|
|
ConnectRightVertex(regUp, eBottomLeft);
|
|
}
|
|
else
|
|
{
|
|
AddRightEdges(regUp, eBottomLeft._Onext, eTopLeft, eTopLeft, true);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Make the sentinel coordinates big enough that they will never be
|
|
/// merged with real input features.
|
|
///
|
|
/// We add two sentinel edges above and below all other edges,
|
|
/// to avoid special cases at the top and bottom.
|
|
/// </summary>
|
|
private void AddSentinel(Real smin, Real smax, Real t)
|
|
{
|
|
var e = _mesh.MakeEdge();
|
|
e._Org._s = smax;
|
|
e._Org._t = t;
|
|
e._Dst._s = smin;
|
|
e._Dst._t = t;
|
|
_event = e._Dst; // initialize it
|
|
|
|
var reg = new ActiveRegion();
|
|
reg._eUp = e;
|
|
reg._windingNumber = 0;
|
|
reg._inside = false;
|
|
reg._fixUpperEdge = false;
|
|
reg._sentinel = true;
|
|
reg._dirty = false;
|
|
reg._nodeUp = _dict.Insert(reg);
|
|
}
|
|
|
|
/// <summary>
|
|
/// We maintain an ordering of edge intersections with the sweep line.
|
|
/// This order is maintained in a dynamic dictionary.
|
|
/// </summary>
|
|
private void InitEdgeDict()
|
|
{
|
|
_dict = new Dict<ActiveRegion>(EdgeLeq);
|
|
|
|
AddSentinel(-SentinelCoord, SentinelCoord, -SentinelCoord);
|
|
AddSentinel(-SentinelCoord, SentinelCoord, +SentinelCoord);
|
|
}
|
|
|
|
private void DoneEdgeDict()
|
|
{
|
|
int fixedEdges = 0;
|
|
|
|
ActiveRegion reg;
|
|
while ((reg = _dict.Min().Key) != null)
|
|
{
|
|
// At the end of all processing, the dictionary should contain
|
|
// only the two sentinel edges, plus at most one "fixable" edge
|
|
// created by ConnectRightVertex().
|
|
if (!reg._sentinel)
|
|
{
|
|
Debug.Assert(reg._fixUpperEdge);
|
|
Debug.Assert(++fixedEdges == 1);
|
|
}
|
|
Debug.Assert(reg._windingNumber == 0);
|
|
DeleteRegion(reg);
|
|
}
|
|
|
|
_dict = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove zero-length edges, and contours with fewer than 3 vertices.
|
|
/// </summary>
|
|
private void RemoveDegenerateEdges()
|
|
{
|
|
MeshUtils.Edge eHead = _mesh._eHead, e, eNext, eLnext;
|
|
|
|
for (e = eHead._next; e != eHead; e = eNext)
|
|
{
|
|
eNext = e._next;
|
|
eLnext = e._Lnext;
|
|
|
|
if (Geom.VertEq(e._Org, e._Dst) && e._Lnext._Lnext != e)
|
|
{
|
|
// Zero-length edge, contour has at least 3 edges
|
|
|
|
SpliceMergeVertices(eLnext, e); // deletes e.Org
|
|
_mesh.Delete(e); // e is a self-loop
|
|
e = eLnext;
|
|
eLnext = e._Lnext;
|
|
}
|
|
if (eLnext._Lnext == e)
|
|
{
|
|
// Degenerate contour (one or two edges)
|
|
|
|
if (eLnext != e)
|
|
{
|
|
if (eLnext == eNext || eLnext == eNext._Sym)
|
|
{
|
|
eNext = eNext._next;
|
|
}
|
|
_mesh.Delete(eLnext);
|
|
}
|
|
if (e == eNext || e == eNext._Sym)
|
|
{
|
|
eNext = eNext._next;
|
|
}
|
|
_mesh.Delete(e);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Insert all vertices into the priority queue which determines the
|
|
/// order in which vertices cross the sweep line.
|
|
/// </summary>
|
|
private void InitPriorityQ()
|
|
{
|
|
MeshUtils.Vertex vHead = _mesh._vHead, v;
|
|
int vertexCount = 0;
|
|
|
|
for (v = vHead._next; v != vHead; v = v._next)
|
|
{
|
|
vertexCount++;
|
|
}
|
|
// Make sure there is enough space for sentinels.
|
|
vertexCount += 8;
|
|
|
|
_pq = new PriorityQueue<MeshUtils.Vertex>(vertexCount, Geom.VertLeq);
|
|
|
|
vHead = _mesh._vHead;
|
|
for (v = vHead._next; v != vHead; v = v._next)
|
|
{
|
|
v._pqHandle = _pq.Insert(v);
|
|
if (v._pqHandle._handle == PQHandle.Invalid)
|
|
{
|
|
throw new InvalidOperationException("PQHandle should not be invalid");
|
|
}
|
|
}
|
|
_pq.Init();
|
|
}
|
|
|
|
private void DonePriorityQ()
|
|
{
|
|
_pq = null;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Delete any degenerate faces with only two edges. WalkDirtyRegions()
|
|
/// will catch almost all of these, but it won't catch degenerate faces
|
|
/// produced by splice operations on already-processed edges.
|
|
/// The two places this can happen are in FinishLeftRegions(), when
|
|
/// we splice in a "temporary" edge produced by ConnectRightVertex(),
|
|
/// and in CheckForLeftSplice(), where we splice already-processed
|
|
/// edges to ensure that our dictionary invariants are not violated
|
|
/// by numerical errors.
|
|
///
|
|
/// In both these cases it is *very* dangerous to delete the offending
|
|
/// edge at the time, since one of the routines further up the stack
|
|
/// will sometimes be keeping a pointer to that edge.
|
|
/// </summary>
|
|
private void RemoveDegenerateFaces()
|
|
{
|
|
MeshUtils.Face f, fNext;
|
|
MeshUtils.Edge e;
|
|
|
|
for (f = _mesh._fHead._next; f != _mesh._fHead; f = fNext)
|
|
{
|
|
fNext = f._next;
|
|
e = f._anEdge;
|
|
Debug.Assert(e._Lnext != e);
|
|
|
|
if (e._Lnext._Lnext == e)
|
|
{
|
|
// A face with only two edges
|
|
Geom.AddWinding(e._Onext, e);
|
|
_mesh.Delete(e);
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// ComputeInterior computes the planar arrangement specified
|
|
/// by the given contours, and further subdivides this arrangement
|
|
/// into regions. Each region is marked "inside" if it belongs
|
|
/// to the polygon, according to the rule given by windingRule.
|
|
/// Each interior region is guaranteed to be monotone.
|
|
/// </summary>
|
|
protected void ComputeInterior()
|
|
{
|
|
// Each vertex defines an event for our sweep line. Start by inserting
|
|
// all the vertices in a priority queue. Events are processed in
|
|
// lexicographic order, ie.
|
|
//
|
|
// e1 < e2 iff e1.x < e2.x || (e1.x == e2.x && e1.y < e2.y)
|
|
RemoveDegenerateEdges();
|
|
InitPriorityQ();
|
|
RemoveDegenerateFaces();
|
|
InitEdgeDict();
|
|
|
|
MeshUtils.Vertex v, vNext;
|
|
while ((v = _pq.ExtractMin()) != null)
|
|
{
|
|
while (true)
|
|
{
|
|
vNext = _pq.Minimum();
|
|
if (vNext == null || !Geom.VertEq(vNext, v))
|
|
{
|
|
break;
|
|
}
|
|
|
|
// Merge together all vertices at exactly the same location.
|
|
// This is more efficient than processing them one at a time,
|
|
// simplifies the code (see ConnectLeftDegenerate), and is also
|
|
// important for correct handling of certain degenerate cases.
|
|
// For example, suppose there are two identical edges A and B
|
|
// that belong to different contours (so without this code they would
|
|
// be processed by separate sweep events). Suppose another edge C
|
|
// crosses A and B from above. When A is processed, we split it
|
|
// at its intersection point with C. However this also splits C,
|
|
// so when we insert B we may compute a slightly different
|
|
// intersection point. This might leave two edges with a small
|
|
// gap between them. This kind of error is especially obvious
|
|
// when using boundary extraction (BoundaryOnly).
|
|
vNext = _pq.ExtractMin();
|
|
SpliceMergeVertices(v._anEdge, vNext._anEdge);
|
|
}
|
|
SweepEvent(v);
|
|
}
|
|
|
|
DoneEdgeDict();
|
|
DonePriorityQ();
|
|
|
|
RemoveDegenerateFaces();
|
|
_mesh.Check();
|
|
}
|
|
}
|
|
}
|
|
}
|