open_toontown_panda3d/panda/src/mathutil/triangulator.cxx

2271 lines
64 KiB
C++

/**
* PANDA 3D SOFTWARE
* Copyright (c) Carnegie Mellon University. All rights reserved.
*
* All use of this software is subject to the terms of the revised BSD
* license. You should have received a copy of this license along
* with this source code in a file named "LICENSE."
*
* @file triangulator.cxx
* @author drose
* @date 2007-01-18
*/
#include "triangulator.h"
#include "randomizer.h"
/**
*
*/
Triangulator::
Triangulator() {
}
/**
* Removes all vertices and polygon specifications from the Triangulator, and
* prepares it to start over.
*/
void Triangulator::
clear() {
_vertices.clear();
clear_polygon();
}
/**
* Adds a new vertex to the vertex pool. Returns the vertex index number.
*/
int Triangulator::
add_vertex(const LPoint2d &point) {
int index = (int)_vertices.size();
_vertices.push_back(point);
return index;
}
/**
* Removes the current polygon definition (and its set of holes), but does not
* clear the vertex pool.
*/
void Triangulator::
clear_polygon() {
_polygon.clear();
_holes.clear();
}
/**
* Adds the next consecutive vertex of the polygon. This vertex should index
* into the vertex pool established by repeated calls to add_vertex().
*
* The vertices may be listed in either clockwise or counterclockwise order.
* Vertices should not be repeated. In particular, do not repeat the first
* vertex at the end.
*/
void Triangulator::
add_polygon_vertex(int index) {
_polygon.push_back(index);
}
/**
* Finishes the previous hole, if any, and prepares to add a new hole.
*/
void Triangulator::
begin_hole() {
_holes.push_back(vector_int());
}
/**
* Adds the next consecutive vertex of the current hole. This vertex should
* index into the vertex pool established by repeated calls to add_vertex().
*
* The vertices may be listed in either clockwise or counterclockwise order.
* Vertices should not be repeated.
*/
void Triangulator::
add_hole_vertex(int index) {
nassertv(!_holes.empty());
_holes.back().push_back(index);
}
/**
* Does the work of triangulating the specified polygon. After this call, you
* may retrieve the new triangles one at a time by iterating through
* get_triangle_v0/1/2().
*/
void Triangulator::
triangulate() {
_result.clear();
// Make sure our index numbers are reasonable.
cleanup_polygon_indices(_polygon);
Holes::iterator hi;
for (hi = _holes.begin(); hi != _holes.end(); ++hi) {
cleanup_polygon_indices(*hi);
}
if (_polygon.size() < 3) {
// Degenerate case.
return;
}
// Set up the list of segments.
seg.clear();
seg.push_back(segment_t()); // we don't use the first entry.
make_segment(_polygon, true);
for (hi = _holes.begin(); hi != _holes.end(); ++hi) {
if ((*hi).size() >= 3) {
make_segment(*hi, false);
}
}
// Shuffle the segment index.
int num_segments = (int)seg.size() - 1;
permute.reserve(num_segments);
int i;
for (i = 0; i < num_segments; ++i) {
permute.push_back(i + 1);
}
// Actually, I'm not sure why we should shuffle the index. That makes the
// result non-deterministic, and isn't one order--for instance, the initial
// order--as good as any other?
/*
Randomizer randomizer;
for (i = 0; i < num_segments; ++i) {
int j = randomizer.random_int(num_segments);
nassertv(j >= 0 && j < num_segments);
int t = permute[i];
permute[i] = permute[j];
permute[j] = t;
}
*/
choose_idx = 0;
/*
// cerr << "got " << num_segments << " segments\n";
for (i = 1; i < (int)seg.size(); ++i) {
segment_t &s = seg[i];
printf(" %d. (%g %g), (%g %g)\n", i, s.v0.x, s.v0.y, s.v1.x, s.v1.y);
printf(" root0 = %d, root1 = %d\n", s.root0, s.root1);
printf(" next = %d, prev = %d\n", s.next, s.prev);
}
*/
while (construct_trapezoids(num_segments) != 0) {
// If there's an error, re-shuffle the index and try again.
Randomizer randomizer;
for (i = 0; i < num_segments; ++i) {
int j = randomizer.random_int(num_segments);
nassertv(j >= 0 && j < num_segments);
int t = permute[i];
permute[i] = permute[j];
permute[j] = t;
}
choose_idx = 0;
/*
// cerr << "got " << num_segments << " segments\n";
for (i = 1; i < (int)seg.size(); ++i) {
segment_t &s = seg[i];
printf(" %d. (%g %g), (%g %g)\n", i, s.v0.x, s.v0.y, s.v1.x, s.v1.y);
printf(" root0 = %d, root1 = %d\n", s.root0, s.root1);
printf(" next = %d, prev = %d\n", s.next, s.prev);
}
*/
}
/*
// cerr << "got " << tr.size() - 1 << " trapezoids\n";
for (i = 1; i < (int)tr.size(); ++i) {
trap_t &t = tr[i];
// cerr << " " << i << ". state = " << t.state << "\n"; cerr << " lseg
// = " << t.lseg << " rseg = " << t.rseg << "\n"; cerr << " hi = " <<
// t.hi.x << " " << t.hi.y << " lo = " << t.lo.x << " " << t.lo.y << "\n";
}
*/
int nmonpoly = monotonate_trapezoids(num_segments);
// cerr << "got " << nmonpoly << " monotone polygons\n";
triangulate_monotone_polygons(num_segments, nmonpoly);
/*
Result::iterator ri;
for (ri = _result.begin(); ri != _result.end(); ++ri) {
// cerr << "tri: " << (*ri)._v0 << " " << (*ri)._v1 << " " << (*ri)._v2 <<
// "\n";
}
*/
}
/**
* Returns the number of triangles generated by the previous call to
* triangulate().
*/
int Triangulator::
get_num_triangles() const {
return _result.size();
}
/**
* Returns vertex 0 of the nth triangle generated by the previous call to
* triangulate().
*
* This is a zero-based index into the vertices added by repeated calls to
* add_vertex().
*/
int Triangulator::
get_triangle_v0(int n) const {
nassertr(n >= 0 && n < (int)_result.size(), -1);
return _result[n]._v0;
}
/**
* Returns vertex 1 of the nth triangle generated by the previous call to
* triangulate().
*
* This is a zero-based index into the vertices added by repeated calls to
* add_vertex().
*/
int Triangulator::
get_triangle_v1(int n) const {
nassertr(n >= 0 && n < (int)_result.size(), -1);
return _result[n]._v1;
}
/**
* Returns vertex 2 of the nth triangle generated by the previous call to
* triangulate().
*
* This is a zero-based index into the vertices added by repeated calls to
* add_vertex().
*/
int Triangulator::
get_triangle_v2(int n) const {
nassertr(n >= 0 && n < (int)_result.size(), -1);
return _result[n]._v2;
}
/**
* Removes any invalid index numbers from the list.
*/
void Triangulator::
cleanup_polygon_indices(vector_int &polygon) {
// First, check for index bounds.
size_t pi = 0;
while (pi < polygon.size()) {
if (polygon[pi] >= 0 && (size_t)polygon[pi] < _vertices.size()) {
// This vertex is OK.
++pi;
} else {
// This index is out-of-bounds; remove it.
polygon.erase(polygon.begin() + pi);
}
}
// Now, remove any consecutive repeated vertices.
pi = 1;
while (pi < polygon.size()) {
if (_vertices[polygon[pi]] != _vertices[polygon[pi - 1]]) {
// This vertex is OK.
++pi;
} else {
// This vertex repeats the previous one; remove it.
polygon.erase(polygon.begin() + pi);
}
}
if (polygon.size() > 1 && _vertices[polygon.back()] == _vertices[polygon.front()]) {
// The last vertex repeats the first one; remove it.
polygon.pop_back();
}
// Another pass over the polygons, this time removing any "tails".
while (polygon.size() >= 3) {
bool removed_any = false;
int prevprev = polygon[polygon.size() - 2];
int prev = polygon[polygon.size() - 1];
for (size_t i = 0; i < polygon.size(); ++i) {
int cur = polygon[i];
if (_vertices[prevprev] == _vertices[cur]) {
// Cut off the tail.
removed_any = true;
polygon.erase(polygon.begin() + i);
if (i == 0) {
polygon.pop_back();
} else {
polygon.erase(polygon.begin() + i - 1);
}
break;
}
prevprev = prev;
prev = cur;
}
// This might have been the tip of a longer tail, so if we removed
// something, go again.
if (!removed_any) {
break;
}
}
}
// The remainder of the code in this file is adapted more or less from the C
// code published with the referenced paper.
#define T_X 1
#define T_Y 2
#define T_SINK 3
#define FIRSTPT 1 /* checking whether pt. is inserted */
#define LASTPT 2
#define REALLY_BIG 1<<30
#define C_EPS 1.0e-7 /* tolerance value: Used for making */
/* all decisions about collinearity or */
/* left/right of segment. Decrease */
/* this value if the input points are */
/* spaced very close together */
#define S_LEFT 1 /* for merge-direction */
#define S_RIGHT 2
#define ST_VALID 1 /* for trapezium state */
#define ST_INVALID 2
#define SP_SIMPLE_LRUP 1 /* for splitting trapezoids */
#define SP_SIMPLE_LRDN 2
#define SP_2UP_2DN 3
#define SP_2UP_LEFT 4
#define SP_2UP_RIGHT 5
#define SP_2DN_LEFT 6
#define SP_2DN_RIGHT 7
#define SP_NOSPLIT -1
#define TR_FROM_UP 1 /* for traverse-direction */
#define TR_FROM_DN 2
#define TRI_LHS 1
#define TRI_RHS 2
#define CROSS(v0, v1, v2) (((v1).x - (v0).x)*((v2).y - (v0).y) - \
((v1).y - (v0).y)*((v2).x - (v0).x))
#define DOT(v0, v1) ((v0).x * (v1).x + (v0).y * (v1).y)
#define FP_EQUAL(s, t) (fabs(s - t) <= C_EPS)
#define CROSS_SINE(v0, v1) ((v0).x * (v1).y - (v1).x * (v0).y)
#define LENGTH(v0) (sqrt((v0).x * (v0).x + (v0).y * (v0).y))
/**
* Returns true if the list of vertices is counter-clockwise, false if it is
* clockwise.
*/
bool Triangulator::
check_left_winding(const vector_int &range) const {
// We do this by computing the polygon's signed area. If it comes out
// negative, the polygon is right-winding.
double area = 0.0;
size_t j = range.size() - 1;
for (size_t i = 0; i < range.size(); ++i) {
const LPoint2d &p0 = _vertices[range[j]];
const LPoint2d &p1 = _vertices[range[i]];
area += p0[0] * p1[1] - p0[1] * p1[0];
j = i;
}
return area >= 0.0;
}
/**
* Converts a linear list of integer vertices to a list of segment_t. If
* want_left_winding is true, the list is reversed if necessary to make it
* left-winding; otherwise, it is reversed to make it right-winding.
*/
void Triangulator::
make_segment(const vector_int &range, bool want_left_winding) {
int num_points = (int)range.size();
nassertv(num_points >= 2);
int first = (int)seg.size();
int last = first + num_points - 1;
if (want_left_winding == check_left_winding(range)) {
// Keep it in its natural order.
int first = (int)seg.size();
int last = first + num_points - 1;
seg.push_back(segment_t(this, range[0], range[1],
last, first + 1));
for (int i = 1; i < num_points - 1; ++i) {
seg.push_back(segment_t(this, range[i], range[i + 1],
first + i - 1, first + i + 1));
}
seg.push_back(segment_t(this, range[num_points - 1], range[0],
last - 1, first));
} else {
// Reverse it.
seg.push_back(segment_t(this, range[0], range[num_points - 1],
last, first + 1));
for (int i = 1; i < num_points - 1; ++i) {
seg.push_back(segment_t(this, range[num_points - i], range[num_points - i - 1],
first + i - 1, first + i + 1));
}
seg.push_back(segment_t(this, range[1], range[0],
last - 1, first));
}
}
/* Return the next segment in the generated random ordering of all the */
/* segments in S */
int Triangulator::
choose_segment() {
nassertr(choose_idx < (int)permute.size(), 0);
// segment_t &s = seg[permute[choose_idx]]; cerr << "choose_segment " <<
// permute[choose_idx] << ": " << s.v0.x << ", " << s.v0.y << " to " <<
// s.v1.x << ", " << s.v1.y << "\n";
return permute[choose_idx++];
}
double Triangulator::
math_log2(double v) {
static const double log2 = log(2.0);
return log(v) / log2;
}
/* Get log*n for given n */
int Triangulator::
math_logstar_n(int n) {
int i;
double v;
for (i = 0, v = (double) n; v >= 1; i++)
v = math_log2(v);
return (i - 1);
}
int Triangulator::
math_N(int n, int h) {
int i;
double v;
for (i = 0, v = (int) n; i < h; i++)
v = math_log2(v);
return (int) ceil((double) 1.0*n/v);
}
/* Return a new node to be added into the query tree */
int Triangulator::newnode() {
int index = (int)qs.size();
qs.push_back(node_t());
// cerr << "creating new node " << index << "\n";
return index;
}
/* Return a free trapezoid */
int Triangulator::newtrap() {
int tr_idx = (int)tr.size();
tr.push_back(trap_t());
tr[tr_idx].lseg = -1;
tr[tr_idx].rseg = -1;
tr[tr_idx].state = ST_VALID;
// cerr << "creating new trapezoid " << tr_idx << "\n";
return tr_idx;
}
/* Return the maximum of the two points into the yval structure */
int Triangulator::_max(point_t *yval, point_t *v0, point_t *v1) {
if (v0->y > v1->y + C_EPS)
*yval = *v0;
else if (FP_EQUAL(v0->y, v1->y))
{
if (v0->x > v1->x + C_EPS)
*yval = *v0;
else
*yval = *v1;
}
else
*yval = *v1;
return 0;
}
/* Return the minimum of the two points into the yval structure */
int Triangulator::_min(point_t *yval, point_t *v0, point_t *v1) {
if (v0->y < v1->y - C_EPS)
*yval = *v0;
else if (FP_EQUAL(v0->y, v1->y))
{
if (v0->x < v1->x)
*yval = *v0;
else
*yval = *v1;
}
else
*yval = *v1;
return 0;
}
int Triangulator::
_greater_than(point_t *v0, point_t *v1) {
if (v0->y > v1->y + C_EPS)
return true;
else if (v0->y < v1->y - C_EPS)
return false;
else
return (v0->x > v1->x);
}
int Triangulator::
_equal_to(point_t *v0, point_t *v1) {
return (FP_EQUAL(v0->y, v1->y) && FP_EQUAL(v0->x, v1->x));
}
int Triangulator::
_greater_than_equal_to(point_t *v0, point_t *v1) {
if (v0->y > v1->y + C_EPS)
return true;
else if (v0->y < v1->y - C_EPS)
return false;
else
return (v0->x >= v1->x);
}
int Triangulator::
_less_than(point_t *v0, point_t *v1) {
if (v0->y < v1->y - C_EPS)
return true;
else if (v0->y > v1->y + C_EPS)
return false;
else
return (v0->x < v1->x);
}
/* Initilialise the query structure (Q) and the trapezoid table (T)
* when the first segment is added to start the trapezoidation. The
* query-tree starts out with 4 trapezoids, one S-node and 2 Y-nodes
*
* 4
* -----------------------------------
* \
* 1 \ 2
* \
* -----------------------------------
* 3
*/
int Triangulator::
init_query_structure(int segnum) {
int i1, i2, i3, i4, i5, i6, i7, root;
int t1, t2, t3, t4;
segment_t *s = &seg[segnum];
tr.clear();
qs.clear();
// We don't use the first elements.
tr.push_back(trap_t());
qs.push_back(node_t());
i1 = newnode();
qs[i1].nodetype = T_Y;
_max(&qs[i1].yval, &s->v0, &s->v1); /* root */
root = i1;
i2 = newnode();
qs[i1].right = i2;
qs[i2].nodetype = T_SINK;
qs[i2].parent = i1;
i3 = newnode();
qs[i1].left = i3;
qs[i3].nodetype = T_Y;
_min(&qs[i3].yval, &s->v0, &s->v1); /* root */
qs[i3].parent = i1;
i4 = newnode();
qs[i3].left = i4;
qs[i4].nodetype = T_SINK;
qs[i4].parent = i3;
i5 = newnode();
qs[i3].right = i5;
qs[i5].nodetype = T_X;
qs[i5].segnum = segnum;
qs[i5].parent = i3;
i6 = newnode();
qs[i5].left = i6;
qs[i6].nodetype = T_SINK;
qs[i6].parent = i5;
i7 = newnode();
qs[i5].right = i7;
qs[i7].nodetype = T_SINK;
qs[i7].parent = i5;
t1 = newtrap(); /* middle left */
t2 = newtrap(); /* middle right */
t3 = newtrap(); /* bottom-most */
t4 = newtrap(); /* topmost */
tr[t4].lo = qs[i1].yval;
tr[t2].hi = qs[i1].yval;
tr[t1].hi = qs[i1].yval;
tr[t3].hi = qs[i3].yval;
tr[t2].lo = qs[i3].yval;
tr[t1].lo = qs[i3].yval;
tr[t4].hi.y = (double) (REALLY_BIG);
tr[t4].hi.x = (double) (REALLY_BIG);
tr[t3].lo.y = (double) -1* (REALLY_BIG);
tr[t3].lo.x = (double) -1* (REALLY_BIG);
tr[t2].lseg = segnum;
tr[t1].rseg = segnum;
tr[t2].u0 = t4;
tr[t1].u0 = t4;
tr[t2].d0 = t3;
tr[t1].d0 = t3;
tr[t3].u0 = t1;
tr[t4].d0 = t1;
tr[t3].u1 = t2;
tr[t4].d1 = t2;
tr[t1].sink = i6;
tr[t2].sink = i7;
tr[t3].sink = i4;
tr[t4].sink = i2;
tr[t2].state = ST_VALID;
tr[t1].state = ST_VALID;
tr[t4].state = ST_VALID;
tr[t3].state = ST_VALID;
qs[i2].trnum = t4;
qs[i4].trnum = t3;
qs[i6].trnum = t1;
qs[i7].trnum = t2;
s->is_inserted = true;
return root;
}
/* Retun true if the vertex v is to the left of line segment no.
* segnum. Takes care of the degenerate cases when both the vertices
* have the same y--cood, etc.
*/
int Triangulator::
is_left_of(int segnum, point_t *v) {
segment_t *s = &seg[segnum];
double area;
if (_greater_than(&s->v1, &s->v0)) /* seg. going upwards */
{
if (FP_EQUAL(s->v1.y, v->y))
{
if (v->x < s->v1.x)
area = 1.0;
else
area = -1.0;
}
else if (FP_EQUAL(s->v0.y, v->y))
{
if (v->x < s->v0.x)
area = 1.0;
else
area = -1.0;
}
else
area = CROSS(s->v0, s->v1, (*v));
}
else /* v0 > v1 */
{
if (FP_EQUAL(s->v1.y, v->y))
{
if (v->x < s->v1.x)
area = 1.0;
else
area = -1.0;
}
else if (FP_EQUAL(s->v0.y, v->y))
{
if (v->x < s->v0.x)
area = 1.0;
else
area = -1.0;
}
else
area = CROSS(s->v1, s->v0, (*v));
}
if (area > 0.0)
return true;
else
return false;
}
/* Returns true if the corresponding endpoint of the given segment is */
/* already inserted into the segment tree. Use the simple test of */
/* whether the segment which shares this endpoint is already inserted */
int Triangulator::
inserted(int segnum, int whichpt) {
if (whichpt == FIRSTPT)
return seg[seg[segnum].prev].is_inserted;
else
return seg[seg[segnum].next].is_inserted;
}
/* This is query routine which determines which trapezoid does the
* point v lie in. The return value is the trapezoid number.
*/
int Triangulator::
locate_endpoint(point_t *v, point_t *vo, int r) {
// cerr << "locate_endpoint(" << v->x << " " << v->y << ", " << vo->x << " "
// << vo->y << ", " << r << ")\n";
node_t *rptr = &qs[r];
switch (rptr->nodetype)
{
case T_SINK:
return rptr->trnum;
case T_Y:
if (_greater_than(v, &rptr->yval)) /* above */
return locate_endpoint(v, vo, rptr->right);
else if (_equal_to(v, &rptr->yval)) /* the point is already */
{ /* inserted. */
if (_greater_than(vo, &rptr->yval)) /* above */
return locate_endpoint(v, vo, rptr->right);
else
return locate_endpoint(v, vo, rptr->left); /* below */
}
else
return locate_endpoint(v, vo, rptr->left); /* below */
case T_X:
if (_equal_to(v, &seg[rptr->segnum].v0) ||
_equal_to(v, &seg[rptr->segnum].v1))
{
if (FP_EQUAL(v->y, vo->y)) /* horizontal segment */
{
if (vo->x < v->x)
return locate_endpoint(v, vo, rptr->left); /* left */
else
return locate_endpoint(v, vo, rptr->right); /* right */
}
else if (is_left_of(rptr->segnum, vo))
return locate_endpoint(v, vo, rptr->left); /* left */
else
return locate_endpoint(v, vo, rptr->right); /* right */
}
else if (is_left_of(rptr->segnum, v))
return locate_endpoint(v, vo, rptr->left); /* left */
else
return locate_endpoint(v, vo, rptr->right); /* right */
default:
fprintf(stderr, "Haggu !!!!!\n");
nassertr(false, -1);
return -1;
}
}
/* Thread in the segment into the existing trapezoidation. The
* limiting trapezoids are given by tfirst and tlast (which are the
* trapezoids containing the two endpoints of the segment. Merges all
* possible trapezoids which flank this segment and have been recently
* divided because of its insertion
*/
int Triangulator::
merge_trapezoids(int segnum, int tfirst, int tlast, int side) {
int t, tnext, cond;
int ptnext;
// cerr << "merge_trapezoids(" << segnum << ", " << tfirst << ", " << tlast
// << ", " << side << ")\n";
/* First merge polys on the LHS */
t = tfirst;
while ((t > 0) && _greater_than_equal_to(&tr[t].lo, &tr[tlast].lo))
{
if (side == S_LEFT)
cond = ((((tnext = tr[t].d0) > 0) && (tr[tnext].rseg == segnum)) ||
(((tnext = tr[t].d1) > 0) && (tr[tnext].rseg == segnum)));
else
cond = ((((tnext = tr[t].d0) > 0) && (tr[tnext].lseg == segnum)) ||
(((tnext = tr[t].d1) > 0) && (tr[tnext].lseg == segnum)));
if (cond)
{
if ((tr[t].lseg == tr[tnext].lseg) &&
(tr[t].rseg == tr[tnext].rseg)) /* good neighbours */
{ /* merge them */
/* Use the upper node as the new node i.e. t */
ptnext = qs[tr[tnext].sink].parent;
if (qs[ptnext].left == tr[tnext].sink)
qs[ptnext].left = tr[t].sink;
else
qs[ptnext].right = tr[t].sink; /* redirect parent */
/* Change the upper neighbours of the lower trapezoids */
if ((tr[t].d0 = tr[tnext].d0) > 0) {
if (tr[tr[t].d0].u0 == tnext) {
tr[tr[t].d0].u0 = t;
} else if (tr[tr[t].d0].u1 == tnext) {
tr[tr[t].d0].u1 = t;
}
}
if ((tr[t].d1 = tr[tnext].d1) > 0) {
if (tr[tr[t].d1].u0 == tnext) {
tr[tr[t].d1].u0 = t;
} else if (tr[tr[t].d1].u1 == tnext) {
tr[tr[t].d1].u1 = t;
}
}
tr[t].lo = tr[tnext].lo;
tr[tnext].state = ST_INVALID; /* invalidate the lower */
/* trapezium */
}
else /* not good neighbours */
t = tnext;
}
else /* do not satisfy the outer if */
t = tnext;
} /* end-while */
return 0;
}
/* Add in the new segment into the trapezoidation and update Q and T
* structures. First locate the two endpoints of the segment in the
* Q-structure. Then start from the topmost trapezoid and go down to
* the lower trapezoid dividing all the trapezoids in between .
*/
int Triangulator::
add_segment(int segnum) {
// cerr << "add_segment(" << segnum << ")\n";
segment_t s;
// segment_t *so = &seg[segnum];
int tu, tl, sk, tfirst, tlast; //, tnext;
int tfirstr = 0, tlastr = 0, tfirstl = 0, tlastl = 0;
int i1, i2, t, tn; // t1, t2,
point_t tpt;
int tribot = 0, is_swapped = 0;
int tmptriseg;
s = seg[segnum];
if (_greater_than(&s.v1, &s.v0)) /* Get higher vertex in v0 */
{
int tmp;
tpt = s.v0;
s.v0 = s.v1;
s.v1 = tpt;
tmp = s.root0;
s.root0 = s.root1;
s.root1 = tmp;
is_swapped = true;
}
if ((is_swapped) ? !inserted(segnum, LASTPT) :
!inserted(segnum, FIRSTPT)) /* insert v0 in the tree */
{
int tmp_d;
tu = locate_endpoint(&s.v0, &s.v1, s.root0);
tl = newtrap(); /* tl is the new lower trapezoid */
tr[tl].state = ST_VALID;
tr[tl] = tr[tu];
tr[tl].hi.y = s.v0.y;
tr[tu].lo.y = s.v0.y;
tr[tl].hi.x = s.v0.x;
tr[tu].lo.x = s.v0.x;
tr[tu].d0 = tl;
tr[tu].d1 = 0;
tr[tl].u0 = tu;
tr[tl].u1 = 0;
if (((tmp_d = tr[tl].d0) > 0) && (tr[tmp_d].u0 == tu))
tr[tmp_d].u0 = tl;
if (((tmp_d = tr[tl].d0) > 0) && (tr[tmp_d].u1 == tu))
tr[tmp_d].u1 = tl;
if (((tmp_d = tr[tl].d1) > 0) && (tr[tmp_d].u0 == tu))
tr[tmp_d].u0 = tl;
if (((tmp_d = tr[tl].d1) > 0) && (tr[tmp_d].u1 == tu))
tr[tmp_d].u1 = tl;
/* Now update the query structure and obtain the sinks for the */
/* two trapezoids */
i1 = newnode(); /* Upper trapezoid sink */
i2 = newnode(); /* Lower trapezoid sink */
sk = tr[tu].sink;
qs[sk].nodetype = T_Y;
qs[sk].yval = s.v0;
qs[sk].segnum = segnum; /* not really reqd ... maybe later */
qs[sk].left = i2;
qs[sk].right = i1;
qs[i1].nodetype = T_SINK;
qs[i1].trnum = tu;
qs[i1].parent = sk;
qs[i2].nodetype = T_SINK;
qs[i2].trnum = tl;
qs[i2].parent = sk;
tr[tu].sink = i1;
tr[tl].sink = i2;
tfirst = tl;
}
else /* v0 already present */
{ /* Get the topmost intersecting trapezoid */
tfirst = locate_endpoint(&s.v0, &s.v1, s.root0);
}
if ((is_swapped) ? !inserted(segnum, FIRSTPT) :
!inserted(segnum, LASTPT)) /* insert v1 in the tree */
{
int tmp_d;
tu = locate_endpoint(&s.v1, &s.v0, s.root1);
tl = newtrap(); /* tl is the new lower trapezoid */
tr[tl].state = ST_VALID;
tr[tl] = tr[tu];
tr[tl].hi.y = s.v1.y;
tr[tu].lo.y = s.v1.y;
tr[tl].hi.x = s.v1.x;
tr[tu].lo.x = s.v1.x;
tr[tu].d0 = tl;
tr[tu].d1 = 0;
tr[tl].u0 = tu;
tr[tl].u1 = 0;
if (((tmp_d = tr[tl].d0) > 0) && (tr[tmp_d].u0 == tu))
tr[tmp_d].u0 = tl;
if (((tmp_d = tr[tl].d0) > 0) && (tr[tmp_d].u1 == tu))
tr[tmp_d].u1 = tl;
if (((tmp_d = tr[tl].d1) > 0) && (tr[tmp_d].u0 == tu))
tr[tmp_d].u0 = tl;
if (((tmp_d = tr[tl].d1) > 0) && (tr[tmp_d].u1 == tu))
tr[tmp_d].u1 = tl;
/* Now update the query structure and obtain the sinks for the */
/* two trapezoids */
i1 = newnode(); /* Upper trapezoid sink */
i2 = newnode(); /* Lower trapezoid sink */
sk = tr[tu].sink;
qs[sk].nodetype = T_Y;
qs[sk].yval = s.v1;
qs[sk].segnum = segnum; /* not really reqd ... maybe later */
qs[sk].left = i2;
qs[sk].right = i1;
qs[i1].nodetype = T_SINK;
qs[i1].trnum = tu;
qs[i1].parent = sk;
qs[i2].nodetype = T_SINK;
qs[i2].trnum = tl;
qs[i2].parent = sk;
tr[tu].sink = i1;
tr[tl].sink = i2;
tlast = tu;
}
else /* v1 already present */
{ /* Get the lowermost intersecting trapezoid */
tlast = locate_endpoint(&s.v1, &s.v0, s.root1);
tribot = 1;
}
/* Thread the segment into the query tree creating a new X-node */
/* First, split all the trapezoids which are intersected by s into */
/* two */
t = tfirst; /* topmost trapezoid */
while ((t > 0) &&
_greater_than_equal_to(&tr[t].lo, &tr[tlast].lo))
/* traverse from top to bot */
{
int t_sav, tn_sav;
sk = tr[t].sink;
i1 = newnode(); /* left trapezoid sink */
i2 = newnode(); /* right trapezoid sink */
qs[sk].nodetype = T_X;
qs[sk].segnum = segnum;
qs[sk].left = i1;
qs[sk].right = i2;
qs[i1].nodetype = T_SINK; /* left trapezoid (use existing one) */
qs[i1].trnum = t;
qs[i1].parent = sk;
qs[i2].nodetype = T_SINK; /* right trapezoid (allocate new) */
tn = newtrap();
qs[i2].trnum = tn;
tr[tn].state = ST_VALID;
qs[i2].parent = sk;
if (t == tfirst)
tfirstr = tn;
if (_equal_to(&tr[t].lo, &tr[tlast].lo))
tlastr = tn;
tr[tn] = tr[t];
tr[t].sink = i1;
tr[tn].sink = i2;
t_sav = t;
tn_sav = tn;
/* error */
if ((tr[t].d0 <= 0) && (tr[t].d1 <= 0)) /* case cannot arise */
{
/* Actually, this case does sometimes arise. Huh. */
fprintf(stderr, "add_segment: error\n");
return 1;
}
/* only one trapezoid below. partition t into two and make the */
/* two resulting trapezoids t and tn as the upper neighbours of */
/* the sole lower trapezoid */
else if ((tr[t].d0 > 0) && (tr[t].d1 <= 0))
{ /* Only one trapezoid below */
if ((tr[t].u0 > 0) && (tr[t].u1 > 0))
{ /* continuation of a chain from abv. */
if (tr[t].usave > 0) /* three upper neighbours */
{
if (tr[t].uside == S_LEFT)
{
tr[tn].u0 = tr[t].u1;
tr[t].u1 = -1;
tr[tn].u1 = tr[t].usave;
tr[tr[t].u0].d0 = t;
tr[tr[tn].u0].d0 = tn;
tr[tr[tn].u1].d0 = tn;
}
else /* intersects in the right */
{
tr[tn].u1 = -1;
tr[tn].u0 = tr[t].u1;
tr[t].u1 = tr[t].u0;
tr[t].u0 = tr[t].usave;
tr[tr[t].u0].d0 = t;
tr[tr[t].u1].d0 = t;
tr[tr[tn].u0].d0 = tn;
}
tr[tn].usave = 0;
tr[t].usave = 0;
}
else /* No usave.... simple case */
{
tr[tn].u0 = tr[t].u1;
tr[tn].u1 = -1;
tr[t].u1 = -1;
tr[tr[tn].u0].d0 = tn;
}
}
else
{ /* fresh seg. or upward cusp */
int tmp_u = tr[t].u0;
int td0, td1;
if (((td0 = tr[tmp_u].d0) > 0) &&
((td1 = tr[tmp_u].d1) > 0))
{ /* upward cusp */
if ((tr[td0].rseg > 0) &&
!is_left_of(tr[td0].rseg, &s.v1))
{
tr[tn].u1 = -1;
tr[t].u1 = -1;
tr[t].u0 = -1;
tr[tr[tn].u0].d1 = tn;
}
else /* cusp going leftwards */
{
tr[t].u1 = -1;
tr[tn].u1 = -1;
tr[tn].u0 = -1;
tr[tr[t].u0].d0 = t;
}
}
else /* fresh segment */
{
tr[tr[t].u0].d0 = t;
tr[tr[t].u0].d1 = tn;
}
}
if (FP_EQUAL(tr[t].lo.y, tr[tlast].lo.y) &&
FP_EQUAL(tr[t].lo.x, tr[tlast].lo.x) && tribot)
{ /* bottom forms a triangle */
if (is_swapped)
tmptriseg = seg[segnum].prev;
else
tmptriseg = seg[segnum].next;
if ((tmptriseg > 0) && is_left_of(tmptriseg, &s.v0))
{
/* L-R downward cusp */
tr[tr[t].d0].u0 = t;
tr[tn].d1 = -1;
tr[tn].d0 = -1;
}
else
{
/* R-L downward cusp */
tr[tr[tn].d0].u1 = tn;
tr[t].d1 = -1;
tr[t].d0 = -1;
}
}
else
{
if ((tr[tr[t].d0].u0 > 0) && (tr[tr[t].d0].u1 > 0))
{
if (tr[tr[t].d0].u0 == t) /* passes thru LHS */
{
tr[tr[t].d0].usave = tr[tr[t].d0].u1;
tr[tr[t].d0].uside = S_LEFT;
}
else
{
tr[tr[t].d0].usave = tr[tr[t].d0].u0;
tr[tr[t].d0].uside = S_RIGHT;
}
}
tr[tr[t].d0].u0 = t;
tr[tr[t].d0].u1 = tn;
}
t = tr[t].d0;
}
else if ((tr[t].d0 <= 0) && (tr[t].d1 > 0))
{ /* Only one trapezoid below */
if ((tr[t].u0 > 0) && (tr[t].u1 > 0))
{ /* continuation of a chain from abv. */
if (tr[t].usave > 0) /* three upper neighbours */
{
if (tr[t].uside == S_LEFT)
{
tr[tn].u0 = tr[t].u1;
tr[t].u1 = -1;
tr[tn].u1 = tr[t].usave;
tr[tr[t].u0].d0 = t;
tr[tr[tn].u0].d0 = tn;
tr[tr[tn].u1].d0 = tn;
}
else /* intersects in the right */
{
tr[tn].u1 = -1;
tr[tn].u0 = tr[t].u1;
tr[t].u1 = tr[t].u0;
tr[t].u0 = tr[t].usave;
tr[tr[t].u0].d0 = t;
tr[tr[t].u1].d0 = t;
tr[tr[tn].u0].d0 = tn;
}
tr[tn].usave = 0;
tr[t].usave = 0;
}
else /* No usave.... simple case */
{
tr[tn].u0 = tr[t].u1;
tr[tn].u1 = -1;
tr[t].u1 = -1;
tr[tr[tn].u0].d0 = tn;
}
}
else
{ /* fresh seg. or upward cusp */
int tmp_u = tr[t].u0;
int td0, td1;
if (((td0 = tr[tmp_u].d0) > 0) &&
((td1 = tr[tmp_u].d1) > 0))
{ /* upward cusp */
if ((tr[td0].rseg > 0) &&
!is_left_of(tr[td0].rseg, &s.v1))
{
tr[tn].u1 = -1;
tr[t].u1 = -1;
tr[t].u0 = -1;
tr[tr[tn].u0].d1 = tn;
}
else
{
tr[t].u1 = -1;
tr[tn].u1 = -1;
tr[tn].u0 = -1;
tr[tr[t].u0].d0 = t;
}
}
else /* fresh segment */
{
tr[tr[t].u0].d0 = t;
tr[tr[t].u0].d1 = tn;
}
}
if (FP_EQUAL(tr[t].lo.y, tr[tlast].lo.y) &&
FP_EQUAL(tr[t].lo.x, tr[tlast].lo.x) && tribot)
{ /* bottom forms a triangle */
if (is_swapped)
tmptriseg = seg[segnum].prev;
else
tmptriseg = seg[segnum].next;
if ((tmptriseg > 0) && is_left_of(tmptriseg, &s.v0))
{
/* L-R downward cusp */
tr[tr[t].d1].u0 = t;
tr[tn].d1 = -1;
tr[tn].d0 = -1;
}
else
{
/* R-L downward cusp */
tr[tr[tn].d1].u1 = tn;
tr[t].d1 = -1;
tr[t].d0 = -1;
}
}
else
{
if ((tr[tr[t].d1].u0 > 0) && (tr[tr[t].d1].u1 > 0))
{
if (tr[tr[t].d1].u0 == t) /* passes thru LHS */
{
tr[tr[t].d1].usave = tr[tr[t].d1].u1;
tr[tr[t].d1].uside = S_LEFT;
}
else
{
tr[tr[t].d1].usave = tr[tr[t].d1].u0;
tr[tr[t].d1].uside = S_RIGHT;
}
}
tr[tr[t].d1].u0 = t;
tr[tr[t].d1].u1 = tn;
}
t = tr[t].d1;
}
/* two trapezoids below. Find out which one is intersected by */
/* this segment and proceed down that one */
else
{
// int tmpseg = tr[tr[t].d0].rseg;
double y0, yt;
point_t tmppt;
int tnext, i_d0;
i_d0 = false;
if (FP_EQUAL(tr[t].lo.y, s.v0.y))
{
if (tr[t].lo.x > s.v0.x)
i_d0 = true;
}
else
{
y0 = tr[t].lo.y;
tmppt.y = y0;
yt = (y0 - s.v0.y)/(s.v1.y - s.v0.y);
tmppt.x = s.v0.x + yt * (s.v1.x - s.v0.x);
if (_less_than(&tmppt, &tr[t].lo))
i_d0 = true;
}
/* check continuity from the top so that the lower-neighbour */
/* values are properly filled for the upper trapezoid */
if ((tr[t].u0 > 0) && (tr[t].u1 > 0))
{ /* continuation of a chain from abv. */
if (tr[t].usave > 0) /* three upper neighbours */
{
if (tr[t].uside == S_LEFT)
{
tr[tn].u0 = tr[t].u1;
tr[t].u1 = -1;
tr[tn].u1 = tr[t].usave;
tr[tr[t].u0].d0 = t;
tr[tr[tn].u0].d0 = tn;
tr[tr[tn].u1].d0 = tn;
}
else /* intersects in the right */
{
tr[tn].u1 = -1;
tr[tn].u0 = tr[t].u1;
tr[t].u1 = tr[t].u0;
tr[t].u0 = tr[t].usave;
tr[tr[t].u0].d0 = t;
tr[tr[t].u1].d0 = t;
tr[tr[tn].u0].d0 = tn;
}
tr[tn].usave = 0;
tr[t].usave = 0;
}
else /* No usave.... simple case */
{
tr[tn].u0 = tr[t].u1;
tr[tn].u1 = -1;
tr[t].u1 = -1;
tr[tr[tn].u0].d0 = tn;
}
}
else
{ /* fresh seg. or upward cusp */
int tmp_u = tr[t].u0;
int td0, td1;
if (((td0 = tr[tmp_u].d0) > 0) &&
((td1 = tr[tmp_u].d1) > 0))
{ /* upward cusp */
if ((tr[td0].rseg > 0) &&
!is_left_of(tr[td0].rseg, &s.v1))
{
tr[tn].u1 = -1;
tr[t].u1 = -1;
tr[t].u0 = -1;
tr[tr[tn].u0].d1 = tn;
}
else
{
tr[t].u1 = -1;
tr[tn].u1 = -1;
tr[tn].u0 = -1;
tr[tr[t].u0].d0 = t;
}
}
else /* fresh segment */
{
tr[tr[t].u0].d0 = t;
tr[tr[t].u0].d1 = tn;
}
}
if (FP_EQUAL(tr[t].lo.y, tr[tlast].lo.y) &&
FP_EQUAL(tr[t].lo.x, tr[tlast].lo.x) && tribot)
{
/* this case arises only at the lowest trapezoid.. i.e.
tlast, if the lower endpoint of the segment is
already inserted in the structure */
tr[tr[t].d0].u0 = t;
tr[tr[t].d0].u1 = -1;
tr[tr[t].d1].u0 = tn;
tr[tr[t].d1].u1 = -1;
tr[tn].d0 = tr[t].d1;
tr[tn].d1 = -1;
tr[t].d1 = -1;
tnext = tr[t].d1;
}
else if (i_d0)
/* intersecting d0 */
{
tr[tr[t].d0].u0 = t;
tr[tr[t].d0].u1 = tn;
tr[tr[t].d1].u0 = tn;
tr[tr[t].d1].u1 = -1;
/* new code to determine the bottom neighbours of the */
/* newly partitioned trapezoid */
tr[t].d1 = -1;
tnext = tr[t].d0;
}
else /* intersecting d1 */
{
tr[tr[t].d0].u0 = t;
tr[tr[t].d0].u1 = -1;
tr[tr[t].d1].u0 = t;
tr[tr[t].d1].u1 = tn;
/* new code to determine the bottom neighbours of the */
/* newly partitioned trapezoid */
tr[tn].d0 = tr[t].d1;
tr[tn].d1 = -1;
tnext = tr[t].d1;
}
t = tnext;
}
tr[tn_sav].lseg = segnum;
tr[t_sav].rseg = segnum;
} /* end-while */
/* Now combine those trapezoids which share common segments. We can */
/* use the pointers to the parent to connect these together. This */
/* works only because all these new trapezoids have been formed */
/* due to splitting by the segment, and hence have only one parent */
tfirstl = tfirst;
tlastl = tlast;
merge_trapezoids(segnum, tfirstl, tlastl, S_LEFT);
merge_trapezoids(segnum, tfirstr, tlastr, S_RIGHT);
seg[segnum].is_inserted = true;
return 0;
}
/* Update the roots stored for each of the endpoints of the segment.
* This is done to speed up the location-query for the endpoint when
* the segment is inserted into the trapezoidation subsequently
*/
int Triangulator::
find_new_roots(int segnum) {
// cerr << "find_new_roots(" << segnum << ")\n";
segment_t *s = &seg[segnum];
if (s->is_inserted)
return 0;
s->root0 = locate_endpoint(&s->v0, &s->v1, s->root0);
s->root0 = tr[s->root0].sink;
s->root1 = locate_endpoint(&s->v1, &s->v0, s->root1);
s->root1 = tr[s->root1].sink;
return 0;
}
/* Main routine to perform trapezoidation */
int Triangulator::
construct_trapezoids(int nseg) {
// cerr << "construct_trapezoids(" << nseg << ")\n";
int i;
int root, h;
/* Add the first segment and get the query structure and trapezoid */
/* list initialised */
root = init_query_structure(choose_segment());
for (i = 1; i <= nseg; i++) {
seg[i].root1 = root;
seg[i].root0 = root;
}
for (h = 1; h <= math_logstar_n(nseg); h++)
{
for (i = math_N(nseg, h -1) + 1; i <= math_N(nseg, h); i++) {
if (add_segment(choose_segment()) != 0) {
// error in add_segment.
return 1;
}
}
/* Find a new root for each of the segment endpoints */
for (i = 1; i <= nseg; i++)
find_new_roots(i);
}
for (i = math_N(nseg, math_logstar_n(nseg)) + 1; i <= nseg; i++)
add_segment(choose_segment());
return 0;
}
/* Function returns true if the trapezoid lies inside the polygon */
int Triangulator::
inside_polygon(trap_t *t) {
int rseg = t->rseg;
if (t->state == ST_INVALID)
return 0;
if ((t->lseg <= 0) || (t->rseg <= 0))
return 0;
if (((t->u0 <= 0) && (t->u1 <= 0)) ||
((t->d0 <= 0) && (t->d1 <= 0))) /* triangle */
return (_greater_than(&seg[rseg].v1, &seg[rseg].v0));
return 0;
}
/* return a new mon structure from the table */
int Triangulator::
newmon() {
int index = (int)mon.size();
mon.push_back(0);
// cerr << "newmon " << index << "\n";
return index;
}
/* return a new chain element from the table */
int Triangulator::
new_chain_element() {
int index = (int)mchain.size();
mchain.push_back(monchain_t());
// cerr << "new_chain_element " << index << "\n";
return index;
}
double Triangulator::
get_angle(point_t *vp0, point_t *vpnext, point_t *vp1) {
point_t v0, v1;
v0.x = vpnext->x - vp0->x;
v0.y = vpnext->y - vp0->y;
v1.x = vp1->x - vp0->x;
v1.y = vp1->y - vp0->y;
if (CROSS_SINE(v0, v1) >= 0) /* sine is positive */
return DOT(v0, v1)/LENGTH(v0)/LENGTH(v1);
else
return (-1.0 * DOT(v0, v1)/LENGTH(v0)/LENGTH(v1) - 2);
}
/* (v0, v1) is the new diagonal to be added to the polygon. Find which */
/* chain to use and return the positions of v0 and v1 in p and q */
int Triangulator::
get_vertex_positions(int v0, int v1, int *ip, int *iq) {
vertexchain_t *vp0, *vp1;
int i;
double angle, temp;
int tp = 0, tq = 0;
vp0 = &vert[v0];
vp1 = &vert[v1];
/* p is identified as follows. Scan from (v0, v1) rightwards till */
/* you hit the first segment starting from v0. That chain is the */
/* chain of our interest */
angle = -4.0;
for (i = 0; i < 4; i++)
{
if (vp0->vnext[i] <= 0)
continue;
if ((temp = get_angle(&vp0->pt, &(vert[vp0->vnext[i]].pt),
&vp1->pt)) > angle)
{
angle = temp;
tp = i;
}
}
*ip = tp;
/* Do similar actions for q */
angle = -4.0;
for (i = 0; i < 4; i++)
{
if (vp1->vnext[i] <= 0)
continue;
if ((temp = get_angle(&vp1->pt, &(vert[vp1->vnext[i]].pt),
&vp0->pt)) > angle)
{
angle = temp;
tq = i;
}
}
*iq = tq;
return 0;
}
/* v0 and v1 are specified in anti-clockwise order with respect to
* the current monotone polygon mcur. Split the current polygon into
* two polygons using the diagonal (v0, v1)
*/
int Triangulator::
make_new_monotone_poly(int mcur, int v0, int v1) {
int p, q, ip, iq;
int mnew = newmon();
int i, j, nf0, nf1;
vertexchain_t *vp0, *vp1;
if (v0 <= 0 || v1 <= 0) {
return -1;
}
vp0 = &vert[v0];
vp1 = &vert[v1];
get_vertex_positions(v0, v1, &ip, &iq);
p = vp0->vpos[ip];
q = vp1->vpos[iq];
/* At this stage, we have got the positions of v0 and v1 in the */
/* desired chain. Now modify the linked lists */
i = new_chain_element(); /* for the new list */
j = new_chain_element();
mchain[i].vnum = v0;
mchain[j].vnum = v1;
mchain[i].next = mchain[p].next;
mchain[mchain[p].next].prev = i;
mchain[i].prev = j;
mchain[j].next = i;
mchain[j].prev = mchain[q].prev;
mchain[mchain[q].prev].next = j;
mchain[p].next = q;
mchain[q].prev = p;
nf0 = vp0->nextfree;
nf1 = vp1->nextfree;
vp0->vnext[ip] = v1;
vp0->vpos[nf0] = i;
vp0->vnext[nf0] = mchain[mchain[i].next].vnum;
vp1->vpos[nf1] = j;
vp1->vnext[nf1] = v0;
vp0->nextfree++;
vp1->nextfree++;
#ifdef DEBUG
fprintf(stderr, "make_poly: mcur = %d, (v0, v1) = (%d, %d)\n",
mcur, v0, v1);
fprintf(stderr, "next posns = (p, q) = (%d, %d)\n", p, q);
#endif
mon[mcur] = p;
mon[mnew] = i;
return mnew;
}
/* Main routine to get monotone polygons from the trapezoidation of
* the polygon.
*/
int Triangulator::
monotonate_trapezoids(int n) {
int i;
int tr_start;
vert.clear();
visited.clear();
mchain.clear();
mon.clear();
vert.insert(vert.begin(), n + 1, vertexchain_t());
mchain.insert(mchain.begin(), n + 1, monchain_t());
visited.insert(visited.begin(), tr.size(), 0);
/* First locate a trapezoid which lies inside the polygon */
/* and which is triangular */
for (i = 1; i < (int)tr.size(); i++)
if (inside_polygon(&tr[i]))
break;
if (i >= (int)tr.size()) {
// No valid trapezoids.
return 0;
}
// printf("start = %d\n", i);
tr_start = i;
/* Initialise the mon data-structure and start spanning all the */
/* trapezoids within the polygon */
#if 0
for (i = 1; i <= n; i++)
{
mchain[i].prev = i - 1;
mchain[i].next = i + 1;
mchain[i].vnum = i;
vert[i].pt = seg[i].v0;
vert[i].vnext[0] = i + 1; /* next vertex */
vert[i].vpos[0] = i; /* locn. of next vertex */
vert[i].nextfree = 1;
vert[i].user_i = seg[i].v0_i;
}
mchain[1].prev = n;
mchain[n].next = 1;
vert[n].vnext[0] = 1;
vert[n].vpos[0] = n;
mon.push_back(1); /* position of any vertex in the first */
/* chain */
#else
for (i = 1; i <= n; i++)
{
mchain[i].prev = seg[i].prev;
mchain[i].next = seg[i].next;
mchain[i].vnum = i;
vert[i].pt = seg[i].v0;
vert[i].vnext[0] = seg[i].next; /* next vertex */
vert[i].vpos[0] = i; /* locn. of next vertex */
vert[i].nextfree = 1;
vert[i].user_i = seg[i].v0_i;
}
mon.push_back(1); /* position of any vertex in the first */
/* chain */
#endif
/* traverse the polygon */
if (tr[tr_start].u0 > 0)
traverse_polygon(0, tr_start, tr[tr_start].u0, TR_FROM_UP);
else if (tr[tr_start].d0 > 0)
traverse_polygon(0, tr_start, tr[tr_start].d0, TR_FROM_DN);
/* return the number of polygons created */
return newmon();
}
/* recursively visit all the trapezoids */
int Triangulator::
traverse_polygon(int mcur, int trnum, int from, int dir) {
// printf("traverse_polygon(%d, %d, %d, %d)\n", mcur, trnum, from, dir);
if (mcur < 0 || trnum <= 0)
return 0;
if (visited[trnum])
return 0;
trap_t *t = &tr[trnum];
// int howsplit;
int mnew;
int v0, v1; //, v0next, v1next;
int retval = 0; //, tmp;
// printf("visited size = %d, visited[trnum] = %d\n", visited.size(),
// visited[trnum]);
visited[trnum] = true;
/* We have much more information available here. */
/* rseg: goes upwards */
/* lseg: goes downwards */
/* Initially assume that dir = TR_FROM_DN (from the left) */
/* Switch v0 and v1 if necessary afterwards */
/* special cases for triangles with cusps at the opposite ends. */
/* take care of this first */
if ((t->u0 <= 0) && (t->u1 <= 0))
{
if ((t->d0 > 0) && (t->d1 > 0)) /* downward opening triangle */
{
v0 = tr[t->d1].lseg;
v1 = t->lseg;
if (from == t->d1)
{
mnew = make_new_monotone_poly(mcur, v1, v0);
traverse_polygon(mcur, t->d1, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->d0, trnum, TR_FROM_UP);
}
else
{
mnew = make_new_monotone_poly(mcur, v0, v1);
traverse_polygon(mcur, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->d1, trnum, TR_FROM_UP);
}
}
else
{
retval = SP_NOSPLIT; /* Just traverse all neighbours */
traverse_polygon(mcur, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mcur, t->d1, trnum, TR_FROM_UP);
}
}
else if ((t->d0 <= 0) && (t->d1 <= 0))
{
if ((t->u0 > 0) && (t->u1 > 0)) /* upward opening triangle */
{
v0 = t->rseg;
v1 = tr[t->u0].rseg;
if (from == t->u1)
{
mnew = make_new_monotone_poly(mcur, v1, v0);
traverse_polygon(mcur, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->u0, trnum, TR_FROM_DN);
}
else
{
mnew = make_new_monotone_poly(mcur, v0, v1);
traverse_polygon(mcur, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->u1, trnum, TR_FROM_DN);
}
}
else
{
retval = SP_NOSPLIT; /* Just traverse all neighbours */
traverse_polygon(mcur, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mcur, t->d1, trnum, TR_FROM_UP);
}
}
else if ((t->u0 > 0) && (t->u1 > 0))
{
if ((t->d0 > 0) && (t->d1 > 0)) /* downward + upward cusps */
{
v0 = tr[t->d1].lseg;
v1 = tr[t->u0].rseg;
retval = SP_2UP_2DN;
if (((dir == TR_FROM_DN) && (t->d1 == from)) ||
((dir == TR_FROM_UP) && (t->u1 == from)))
{
mnew = make_new_monotone_poly(mcur, v1, v0);
traverse_polygon(mcur, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->d1, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->d0, trnum, TR_FROM_UP);
}
else
{
mnew = make_new_monotone_poly(mcur, v0, v1);
traverse_polygon(mcur, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->d1, trnum, TR_FROM_UP);
}
}
else /* only downward cusp */
{
if (_equal_to(&t->lo, &seg[t->lseg].v1))
{
v0 = tr[t->u0].rseg;
v1 = seg[t->lseg].next;
retval = SP_2UP_LEFT;
if ((dir == TR_FROM_UP) && (t->u0 == from))
{
mnew = make_new_monotone_poly(mcur, v1, v0);
traverse_polygon(mcur, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->d1, trnum, TR_FROM_UP);
}
else
{
mnew = make_new_monotone_poly(mcur, v0, v1);
traverse_polygon(mcur, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mcur, t->d1, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->u0, trnum, TR_FROM_DN);
}
}
else
{
v0 = t->rseg;
v1 = tr[t->u0].rseg;
retval = SP_2UP_RIGHT;
if ((dir == TR_FROM_UP) && (t->u1 == from))
{
mnew = make_new_monotone_poly(mcur, v1, v0);
traverse_polygon(mcur, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->d1, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->u0, trnum, TR_FROM_DN);
}
else
{
mnew = make_new_monotone_poly(mcur, v0, v1);
traverse_polygon(mcur, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mcur, t->d1, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->u1, trnum, TR_FROM_DN);
}
}
}
}
else if ((t->u0 > 0) || (t->u1 > 0)) /* no downward cusp */
{
if ((t->d0 > 0) && (t->d1 > 0)) /* only upward cusp */
{
if (_equal_to(&t->hi, &seg[t->lseg].v0))
{
v0 = tr[t->d1].lseg;
v1 = t->lseg;
retval = SP_2DN_LEFT;
if (!((dir == TR_FROM_DN) && (t->d0 == from)))
{
mnew = make_new_monotone_poly(mcur, v1, v0);
traverse_polygon(mcur, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->d1, trnum, TR_FROM_UP);
traverse_polygon(mcur, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->d0, trnum, TR_FROM_UP);
}
else
{
mnew = make_new_monotone_poly(mcur, v0, v1);
traverse_polygon(mcur, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->d1, trnum, TR_FROM_UP);
}
}
else
{
v0 = tr[t->d1].lseg;
v1 = seg[t->rseg].next;
retval = SP_2DN_RIGHT;
if ((dir == TR_FROM_DN) && (t->d1 == from))
{
mnew = make_new_monotone_poly(mcur, v1, v0);
traverse_polygon(mcur, t->d1, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->d0, trnum, TR_FROM_UP);
}
else
{
mnew = make_new_monotone_poly(mcur, v0, v1);
traverse_polygon(mcur, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mcur, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->d1, trnum, TR_FROM_UP);
}
}
}
else /* no cusp */
{
if (_equal_to(&t->hi, &seg[t->lseg].v0) &&
_equal_to(&t->lo, &seg[t->rseg].v0))
{
v0 = t->rseg;
v1 = t->lseg;
retval = SP_SIMPLE_LRDN;
if (dir == TR_FROM_UP)
{
mnew = make_new_monotone_poly(mcur, v1, v0);
traverse_polygon(mcur, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->d1, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->d0, trnum, TR_FROM_UP);
}
else
{
mnew = make_new_monotone_poly(mcur, v0, v1);
traverse_polygon(mcur, t->d1, trnum, TR_FROM_UP);
traverse_polygon(mcur, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->u1, trnum, TR_FROM_DN);
}
}
else if (_equal_to(&t->hi, &seg[t->rseg].v1) &&
_equal_to(&t->lo, &seg[t->lseg].v1))
{
v0 = seg[t->rseg].next;
v1 = seg[t->lseg].next;
retval = SP_SIMPLE_LRUP;
if (dir == TR_FROM_UP)
{
mnew = make_new_monotone_poly(mcur, v1, v0);
traverse_polygon(mcur, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->d1, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->d0, trnum, TR_FROM_UP);
}
else
{
mnew = make_new_monotone_poly(mcur, v0, v1);
traverse_polygon(mcur, t->d1, trnum, TR_FROM_UP);
traverse_polygon(mcur, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mnew, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mnew, t->u1, trnum, TR_FROM_DN);
}
}
else /* no split possible */
{
retval = SP_NOSPLIT;
traverse_polygon(mcur, t->u0, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->d0, trnum, TR_FROM_UP);
traverse_polygon(mcur, t->u1, trnum, TR_FROM_DN);
traverse_polygon(mcur, t->d1, trnum, TR_FROM_UP);
}
}
}
return retval;
}
/* For each monotone polygon, find the ymax and ymin (to determine the */
/* two y-monotone chains) and pass on this monotone polygon for greedy */
/* triangulation. */
/* Take care not to triangulate duplicate monotone polygons */
void Triangulator::
triangulate_monotone_polygons(int nvert, int nmonpoly) {
int i;
point_t ymax, ymin;
int p, vfirst, posmax, posmin, v;
int vcount, processed;
#ifdef DEBUG
for (i = 0; i < nmonpoly; i++)
{
fprintf(stderr, "\n\nPolygon %d: ", i);
vfirst = mchain[mon[i]].vnum;
p = mchain[mon[i]].next;
fprintf (stderr, "%d ", mchain[mon[i]].vnum);
while (mchain[p].vnum != vfirst)
{
fprintf(stderr, "%d ", mchain[p].vnum);
if (mchain[p].vnum == -1) {
fprintf(stderr, " xx");
break;
}
p = mchain[p].next;
}
}
fprintf(stderr, "\n");
#endif
for (i = 0; i < nmonpoly; i++)
{
vcount = 1;
processed = false;
vfirst = mchain[mon[i]].vnum;
if (vfirst <= 0) {
return;
}
ymin = vert[vfirst].pt;
ymax = ymin;
posmin = mon[i];
posmax = posmin;
mchain[mon[i]].marked = true;
p = mchain[mon[i]].next;
while ((v = mchain[p].vnum) != vfirst)
{
if (v <= 0) {
return;
}
if (mchain[p].marked)
{
processed = true;
break; /* break from while */
}
else
mchain[p].marked = true;
if (_greater_than(&vert[v].pt, &ymax))
{
ymax = vert[v].pt;
posmax = p;
}
if (_less_than(&vert[v].pt, &ymin))
{
ymin = vert[v].pt;
posmin = p;
}
p = mchain[p].next;
vcount++;
}
if (processed) /* Go to next polygon */
continue;
if (vcount == 3) /* already a triangle */
{
_result.push_back(Triangle(this, mchain[p].vnum,
mchain[mchain[p].next].vnum,
mchain[mchain[p].prev].vnum));
}
else /* triangulate the polygon */
{
v = mchain[mchain[posmax].next].vnum;
if (_equal_to(&vert[v].pt, &ymin))
{ /* LHS is a single line */
triangulate_single_polygon(nvert, posmax, TRI_LHS);
}
else
triangulate_single_polygon(nvert, posmax, TRI_RHS);
}
}
}
/* A greedy corner-cutting algorithm to triangulate a y-monotone
* polygon in O(n) time.
* Joseph O-Rourke, Computational Geometry in C.
*/
void Triangulator::
triangulate_single_polygon(int nvert, int posmax, int side) {
int v;
vector_int rc; /* reflex chain */
int ri;
int endv, tmp, vpos;
// cerr << "triangulate_single_polygon(" << nvert << ", " << posmax << ", "
// << side << ")\n";
if (side == TRI_RHS) /* RHS segment is a single segment */
{
rc.push_back(mchain[posmax].vnum);
tmp = mchain[posmax].next;
rc.push_back(mchain[tmp].vnum);
ri = 1;
vpos = mchain[tmp].next;
v = mchain[vpos].vnum;
if ((endv = mchain[mchain[posmax].prev].vnum) == 0)
endv = nvert;
}
else /* LHS is a single segment */
{
tmp = mchain[posmax].next;
rc.push_back(mchain[tmp].vnum);
tmp = mchain[tmp].next;
rc.push_back(mchain[tmp].vnum);
ri = 1;
vpos = mchain[tmp].next;
v = mchain[vpos].vnum;
endv = mchain[posmax].vnum;
}
int num_triangles = 0;
while ((v != endv) || (ri > 1))
{
// cerr << " v = " << v << " ri = " << ri << " rc = " << rc.size() << "
// _result = " << _result.size() << "\n";
if (v <= 0) {
// Something went wrong.
return;
}
if (ri > 0) /* reflex chain is non-empty */
{
PN_stdfloat crossResult = CROSS(vert[v].pt, vert[rc[ri - 1]].pt,
vert[rc[ri]].pt);
if ( crossResult >= 0 ) /* could be convex corner or straight */
{
if (crossResult > 0) { /* convex corner: cut it off */
_result.push_back(Triangle(this, rc[ri - 1], rc[ri], v));
if (++num_triangles >= nvert - 2) {
// We can't generate more than this number of triangles.
return;
}
}
/* else : perfectly straight, will be abandoned anyway */
ri--;
rc.pop_back();
nassertv(ri + 1 == (int)rc.size());
}
else /* concave, add v to the chain */
{
ri++;
rc.push_back(v);
nassertv(ri + 1 == (int)rc.size());
vpos = mchain[vpos].next;
v = mchain[vpos].vnum;
}
}
else /* reflex-chain empty: add v to the */
{ /* reflex chain and advance it */
ri++;
rc.push_back(v);
nassertv(ri + 1 == (int)rc.size());
vpos = mchain[vpos].next;
v = mchain[vpos].vnum;
}
} /* end-while */
/* reached the bottom vertex. Add in the triangle formed */
_result.push_back(Triangle(this, rc[ri - 1], rc[ri], v));
ri--;
}