1 /*
2  * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
3  * http://code.google.com/p/poly2tri/
4  *
5  * All rights reserved.
6  *
7  * Redistribution and use in source and binary forms, with or without modification,
8  * are permitted provided that the following conditions are met:
9  *
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11  *   this list of conditions and the following disclaimer.
12  * * Redistributions in binary form must reproduce the above copyright notice,
13  *   this list of conditions and the following disclaimer in the documentation
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16  *   used to endorse or promote products derived from this software without specific
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18  *
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29  * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30  */
31 #include <stddef.h>
32 #include <stdexcept>
33 #include "sweep.h"
34 #include "sweep_context.h"
35 #include "advancing_front.h"
36 #include "../common/utils.h"
37 
38 namespace p2t {
39 
40 // Triangulate simple polygon with holes
Triangulate(SweepContext & tcx)41 void Sweep::Triangulate(SweepContext& tcx)
42 {
43   tcx.InitTriangulation();
44   tcx.CreateAdvancingFront(nodes_);
45   // Sweep points; build mesh
46   SweepPoints(tcx);
47   // Clean up
48   FinalizationPolygon(tcx);
49 }
50 
SweepPoints(SweepContext & tcx)51 void Sweep::SweepPoints(SweepContext& tcx)
52 {
53   for (int i = 1; i < tcx.point_count(); i++) {
54     Point& point = *tcx.GetPoint(i);
55     Node* node = &PointEvent(tcx, point);
56     for (unsigned int i = 0; i < point.edge_list.size(); i++) {
57       EdgeEvent(tcx, point.edge_list[i], node);
58     }
59   }
60 }
61 
FinalizationPolygon(SweepContext & tcx)62 void Sweep::FinalizationPolygon(SweepContext& tcx)
63 {
64   // Get an Internal triangle to start with
65   Triangle* t = tcx.front()->head()->next->triangle;
66   Point* p = tcx.front()->head()->next->point;
67   while (!t->GetConstrainedEdgeCW(*p)) {
68     t = t->NeighborCCW(*p);
69   }
70 
71   // Collect interior triangles constrained by edges
72   tcx.MeshClean(*t);
73 }
74 
PointEvent(SweepContext & tcx,Point & point)75 Node& Sweep::PointEvent(SweepContext& tcx, Point& point)
76 {
77   Node& node = tcx.LocateNode(point);
78   Node& new_node = NewFrontTriangle(tcx, point, node);
79 
80   // Only need to check +epsilon since point never have smaller
81   // x value than node due to how we fetch nodes from the front
82   if (point.x <= node.point->x + EPSILON) {
83     Fill(tcx, node);
84   }
85 
86   //tcx.AddNode(new_node);
87 
88   FillAdvancingFront(tcx, new_node);
89   return new_node;
90 }
91 
EdgeEvent(SweepContext & tcx,Edge * edge,Node * node)92 void Sweep::EdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
93 {
94   tcx.edge_event.constrained_edge = edge;
95   tcx.edge_event.right = (edge->p->x > edge->q->x);
96 
97   if (IsEdgeSideOfTriangle(*node->triangle, *edge->p, *edge->q)) {
98     return;
99   }
100 
101   // For now we will do all needed filling
102   // TODO: integrate with flip process might give some better performance
103   //       but for now this avoid the issue with cases that needs both flips and fills
104   FillEdgeEvent(tcx, edge, node);
105   EdgeEvent(tcx, *edge->p, *edge->q, node->triangle, *edge->q);
106 }
107 
EdgeEvent(SweepContext & tcx,Point & ep,Point & eq,Triangle * triangle,Point & point)108 void Sweep::EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangle, Point& point)
109 {
110   if (IsEdgeSideOfTriangle(*triangle, ep, eq)) {
111     return;
112   }
113 
114   Point* p1 = triangle->PointCCW(point);
115   Orientation o1 = Orient2d(eq, *p1, ep);
116   if (o1 == COLLINEAR) {
117     if ( triangle->Contains(&eq, p1)) {
118       triangle->MarkConstrainedEdge(&eq, p1 );
119       // We are modifying the constraint maybe it would be better to
120       // not change the given constraint and just keep a variable for the new constraint
121       tcx.edge_event.constrained_edge->q = p1;
122       triangle = &triangle->NeighborAcross(point);
123       EdgeEvent( tcx, ep, *p1, triangle, *p1 );
124     } else {
125       std::runtime_error("EdgeEvent - collinear points not supported");
126       assert(0);
127     }
128     return;
129   }
130 
131   Point* p2 = triangle->PointCW(point);
132   Orientation o2 = Orient2d(eq, *p2, ep);
133   if (o2 == COLLINEAR) {
134     if ( triangle->Contains(&eq, p2)) {
135       triangle->MarkConstrainedEdge(&eq, p2 );
136       // We are modifying the constraint maybe it would be better to
137       // not change the given constraint and just keep a variable for the new constraint
138       tcx.edge_event.constrained_edge->q = p2;
139       triangle = &triangle->NeighborAcross(point);
140       EdgeEvent( tcx, ep, *p2, triangle, *p2 );
141     } else {
142       std::runtime_error("EdgeEvent - collinear points not supported");
143       assert(0);
144     }
145     return;
146   }
147 
148   if (o1 == o2) {
149     // Need to decide if we are rotating CW or CCW to get to a triangle
150     // that will cross edge
151     if (o1 == CW) {
152       triangle = triangle->NeighborCCW(point);
153     }       else{
154       triangle = triangle->NeighborCW(point);
155     }
156     EdgeEvent(tcx, ep, eq, triangle, point);
157   } else {
158     // This triangle crosses constraint so lets flippin start!
159     FlipEdgeEvent(tcx, ep, eq, triangle, point);
160   }
161 }
162 
IsEdgeSideOfTriangle(Triangle & triangle,Point & ep,Point & eq)163 bool Sweep::IsEdgeSideOfTriangle(Triangle& triangle, Point& ep, Point& eq)
164 {
165   int index = triangle.EdgeIndex(&ep, &eq);
166 
167   if (index != -1) {
168     triangle.MarkConstrainedEdge(index);
169     Triangle* t = triangle.GetNeighbor(index);
170     if (t) {
171       t->MarkConstrainedEdge(&ep, &eq);
172     }
173     return true;
174   }
175   return false;
176 }
177 
NewFrontTriangle(SweepContext & tcx,Point & point,Node & node)178 Node& Sweep::NewFrontTriangle(SweepContext& tcx, Point& point, Node& node)
179 {
180   Triangle* triangle = new Triangle(point, *node.point, *node.next->point);
181 
182   triangle->MarkNeighbor(*node.triangle);
183   tcx.AddToMap(triangle);
184 
185   Node* new_node = new Node(point);
186   nodes_.push_back(new_node);
187 
188   new_node->next = node.next;
189   new_node->prev = &node;
190   node.next->prev = new_node;
191   node.next = new_node;
192 
193   if (!Legalize(tcx, *triangle)) {
194     tcx.MapTriangleToNodes(*triangle);
195   }
196 
197   return *new_node;
198 }
199 
Fill(SweepContext & tcx,Node & node)200 void Sweep::Fill(SweepContext& tcx, Node& node)
201 {
202   Triangle* triangle = new Triangle(*node.prev->point, *node.point, *node.next->point);
203 
204   // TODO: should copy the constrained_edge value from neighbor triangles
205   //       for now constrained_edge values are copied during the legalize
206   triangle->MarkNeighbor(*node.prev->triangle);
207   triangle->MarkNeighbor(*node.triangle);
208 
209   tcx.AddToMap(triangle);
210 
211   // Update the advancing front
212   node.prev->next = node.next;
213   node.next->prev = node.prev;
214 
215   // If it was legalized the triangle has already been mapped
216   if (!Legalize(tcx, *triangle)) {
217     tcx.MapTriangleToNodes(*triangle);
218   }
219 
220 }
221 
FillAdvancingFront(SweepContext & tcx,Node & n)222 void Sweep::FillAdvancingFront(SweepContext& tcx, Node& n)
223 {
224 
225   // Fill right holes
226   Node* node = n.next;
227 
228   while (node->next) {
229     // if HoleAngle exceeds 90 degrees then break.
230     if (LargeHole_DontFill(node)) break;
231     Fill(tcx, *node);
232     node = node->next;
233   }
234 
235   // Fill left holes
236   node = n.prev;
237 
238   while (node->prev) {
239     // if HoleAngle exceeds 90 degrees then break.
240     if (LargeHole_DontFill(node)) break;
241     Fill(tcx, *node);
242     node = node->prev;
243   }
244 
245   // Fill right basins
246   if (n.next && n.next->next) {
247     double angle = BasinAngle(n);
248     if (angle < PI_3div4) {
249       FillBasin(tcx, n);
250     }
251   }
252 }
253 
254 // True if HoleAngle exceeds 90 degrees.
LargeHole_DontFill(Node * node)255 bool Sweep::LargeHole_DontFill(Node* node) {
256 
257   Node* nextNode = node->next;
258   Node* prevNode = node->prev;
259   if (!AngleExceeds90Degrees(node->point, nextNode->point, prevNode->point))
260           return false;
261 
262   // Check additional points on front.
263   Node* next2Node = nextNode->next;
264   // "..Plus.." because only want angles on same side as point being added.
265   if ((next2Node != NULL) && !AngleExceedsPlus90DegreesOrIsNegative(node->point, next2Node->point, prevNode->point))
266           return false;
267 
268   Node* prev2Node = prevNode->prev;
269   // "..Plus.." because only want angles on same side as point being added.
270   if ((prev2Node != NULL) && !AngleExceedsPlus90DegreesOrIsNegative(node->point, nextNode->point, prev2Node->point))
271           return false;
272 
273   return true;
274 }
275 
AngleExceeds90Degrees(Point * origin,Point * pa,Point * pb)276 bool Sweep::AngleExceeds90Degrees(Point* origin, Point* pa, Point* pb) {
277   double angle = Angle(*origin, *pa, *pb);
278   bool exceeds90Degrees = ((angle > PI_div2) || (angle < -PI_div2));
279   return exceeds90Degrees;
280 }
281 
AngleExceedsPlus90DegreesOrIsNegative(Point * origin,Point * pa,Point * pb)282 bool Sweep::AngleExceedsPlus90DegreesOrIsNegative(Point* origin, Point* pa, Point* pb) {
283   double angle = Angle(*origin, *pa, *pb);
284   bool exceedsPlus90DegreesOrIsNegative = (angle > PI_div2) || (angle < 0);
285   return exceedsPlus90DegreesOrIsNegative;
286 }
287 
Angle(Point & origin,Point & pa,Point & pb)288 double Sweep::Angle(Point& origin, Point& pa, Point& pb) {
289   /* Complex plane
290    * ab = cosA +i*sinA
291    * ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
292    * atan2(y,x) computes the principal value of the argument function
293    * applied to the complex number x+iy
294    * Where x = ax*bx + ay*by
295    *       y = ax*by - ay*bx
296    */
297   double px = origin.x;
298   double py = origin.y;
299   double ax = pa.x- px;
300   double ay = pa.y - py;
301   double bx = pb.x - px;
302   double by = pb.y - py;
303   double x = ax * by - ay * bx;
304   double y = ax * bx + ay * by;
305   double angle = atan2(x, y);
306   return angle;
307 }
308 
BasinAngle(Node & node)309 double Sweep::BasinAngle(Node& node)
310 {
311   double ax = node.point->x - node.next->next->point->x;
312   double ay = node.point->y - node.next->next->point->y;
313   return atan2(ay, ax);
314 }
315 
HoleAngle(Node & node)316 double Sweep::HoleAngle(Node& node)
317 {
318   /* Complex plane
319    * ab = cosA +i*sinA
320    * ab = (ax + ay*i)(bx + by*i) = (ax*bx + ay*by) + i(ax*by-ay*bx)
321    * atan2(y,x) computes the principal value of the argument function
322    * applied to the complex number x+iy
323    * Where x = ax*bx + ay*by
324    *       y = ax*by - ay*bx
325    */
326   double ax = node.next->point->x - node.point->x;
327   double ay = node.next->point->y - node.point->y;
328   double bx = node.prev->point->x - node.point->x;
329   double by = node.prev->point->y - node.point->y;
330   return atan2(ax * by - ay * bx, ax * bx + ay * by);
331 }
332 
Legalize(SweepContext & tcx,Triangle & t)333 bool Sweep::Legalize(SweepContext& tcx, Triangle& t)
334 {
335   // To legalize a triangle we start by finding if any of the three edges
336   // violate the Delaunay condition
337   for (int i = 0; i < 3; i++) {
338     if (t.delaunay_edge[i])
339       continue;
340 
341     Triangle* ot = t.GetNeighbor(i);
342 
343     if (ot) {
344       Point* p = t.GetPoint(i);
345       Point* op = ot->OppositePoint(t, *p);
346       int oi = ot->Index(op);
347 
348       // If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization)
349       // then we should not try to legalize
350       if (ot->constrained_edge[oi] || ot->delaunay_edge[oi]) {
351         t.constrained_edge[i] = ot->constrained_edge[oi];
352         continue;
353       }
354 
355       bool inside = Incircle(*p, *t.PointCCW(*p), *t.PointCW(*p), *op);
356 
357       if (inside) {
358         // Lets mark this shared edge as Delaunay
359         t.delaunay_edge[i] = true;
360         ot->delaunay_edge[oi] = true;
361 
362         // Lets rotate shared edge one vertex CW to legalize it
363         RotateTrianglePair(t, *p, *ot, *op);
364 
365         // We now got one valid Delaunay Edge shared by two triangles
366         // This gives us 4 new edges to check for Delaunay
367 
368         // Make sure that triangle to node mapping is done only one time for a specific triangle
369         bool not_legalized = !Legalize(tcx, t);
370         if (not_legalized) {
371           tcx.MapTriangleToNodes(t);
372         }
373 
374         not_legalized = !Legalize(tcx, *ot);
375         if (not_legalized)
376           tcx.MapTriangleToNodes(*ot);
377 
378         // Reset the Delaunay edges, since they only are valid Delaunay edges
379         // until we add a new triangle or point.
380         // XXX: need to think about this. Can these edges be tried after we
381         //      return to previous recursive level?
382         t.delaunay_edge[i] = false;
383         ot->delaunay_edge[oi] = false;
384 
385         // If triangle have been legalized no need to check the other edges since
386         // the recursive legalization will handles those so we can end here.
387         return true;
388       }
389     }
390   }
391   return false;
392 }
393 
Incircle(Point & pa,Point & pb,Point & pc,Point & pd)394 bool Sweep::Incircle(Point& pa, Point& pb, Point& pc, Point& pd)
395 {
396   double adx = pa.x - pd.x;
397   double ady = pa.y - pd.y;
398   double bdx = pb.x - pd.x;
399   double bdy = pb.y - pd.y;
400 
401   double adxbdy = adx * bdy;
402   double bdxady = bdx * ady;
403   double oabd = adxbdy - bdxady;
404 
405   if (oabd <= 0)
406     return false;
407 
408   double cdx = pc.x - pd.x;
409   double cdy = pc.y - pd.y;
410 
411   double cdxady = cdx * ady;
412   double adxcdy = adx * cdy;
413   double ocad = cdxady - adxcdy;
414 
415   if (ocad <= 0)
416     return false;
417 
418   double bdxcdy = bdx * cdy;
419   double cdxbdy = cdx * bdy;
420 
421   double alift = adx * adx + ady * ady;
422   double blift = bdx * bdx + bdy * bdy;
423   double clift = cdx * cdx + cdy * cdy;
424 
425   double det = alift * (bdxcdy - cdxbdy) + blift * ocad + clift * oabd;
426 
427   return det > 0;
428 }
429 
RotateTrianglePair(Triangle & t,Point & p,Triangle & ot,Point & op)430 void Sweep::RotateTrianglePair(Triangle& t, Point& p, Triangle& ot, Point& op)
431 {
432   Triangle* n1, *n2, *n3, *n4;
433   n1 = t.NeighborCCW(p);
434   n2 = t.NeighborCW(p);
435   n3 = ot.NeighborCCW(op);
436   n4 = ot.NeighborCW(op);
437 
438   bool ce1, ce2, ce3, ce4;
439   ce1 = t.GetConstrainedEdgeCCW(p);
440   ce2 = t.GetConstrainedEdgeCW(p);
441   ce3 = ot.GetConstrainedEdgeCCW(op);
442   ce4 = ot.GetConstrainedEdgeCW(op);
443 
444   bool de1, de2, de3, de4;
445   de1 = t.GetDelunayEdgeCCW(p);
446   de2 = t.GetDelunayEdgeCW(p);
447   de3 = ot.GetDelunayEdgeCCW(op);
448   de4 = ot.GetDelunayEdgeCW(op);
449 
450   t.Legalize(p, op);
451   ot.Legalize(op, p);
452 
453   // Remap delaunay_edge
454   ot.SetDelunayEdgeCCW(p, de1);
455   t.SetDelunayEdgeCW(p, de2);
456   t.SetDelunayEdgeCCW(op, de3);
457   ot.SetDelunayEdgeCW(op, de4);
458 
459   // Remap constrained_edge
460   ot.SetConstrainedEdgeCCW(p, ce1);
461   t.SetConstrainedEdgeCW(p, ce2);
462   t.SetConstrainedEdgeCCW(op, ce3);
463   ot.SetConstrainedEdgeCW(op, ce4);
464 
465   // Remap neighbors
466   // XXX: might optimize the markNeighbor by keeping track of
467   //      what side should be assigned to what neighbor after the
468   //      rotation. Now mark neighbor does lots of testing to find
469   //      the right side.
470   t.ClearNeighbors();
471   ot.ClearNeighbors();
472   if (n1) ot.MarkNeighbor(*n1);
473   if (n2) t.MarkNeighbor(*n2);
474   if (n3) t.MarkNeighbor(*n3);
475   if (n4) ot.MarkNeighbor(*n4);
476   t.MarkNeighbor(ot);
477 }
478 
FillBasin(SweepContext & tcx,Node & node)479 void Sweep::FillBasin(SweepContext& tcx, Node& node)
480 {
481   if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
482     tcx.basin.left_node = node.next->next;
483   } else {
484     tcx.basin.left_node = node.next;
485   }
486 
487   // Find the bottom and right node
488   tcx.basin.bottom_node = tcx.basin.left_node;
489   while (tcx.basin.bottom_node->next
490          && tcx.basin.bottom_node->point->y >= tcx.basin.bottom_node->next->point->y) {
491     tcx.basin.bottom_node = tcx.basin.bottom_node->next;
492   }
493   if (tcx.basin.bottom_node == tcx.basin.left_node) {
494     // No valid basin
495     return;
496   }
497 
498   tcx.basin.right_node = tcx.basin.bottom_node;
499   while (tcx.basin.right_node->next
500          && tcx.basin.right_node->point->y < tcx.basin.right_node->next->point->y) {
501     tcx.basin.right_node = tcx.basin.right_node->next;
502   }
503   if (tcx.basin.right_node == tcx.basin.bottom_node) {
504     // No valid basins
505     return;
506   }
507 
508   tcx.basin.width = tcx.basin.right_node->point->x - tcx.basin.left_node->point->x;
509   tcx.basin.left_highest = tcx.basin.left_node->point->y > tcx.basin.right_node->point->y;
510 
511   FillBasinReq(tcx, tcx.basin.bottom_node);
512 }
513 
FillBasinReq(SweepContext & tcx,Node * node)514 void Sweep::FillBasinReq(SweepContext& tcx, Node* node)
515 {
516   // if shallow stop filling
517   if (IsShallow(tcx, *node)) {
518     return;
519   }
520 
521   Fill(tcx, *node);
522 
523   if (node->prev == tcx.basin.left_node && node->next == tcx.basin.right_node) {
524     return;
525   } else if (node->prev == tcx.basin.left_node) {
526     Orientation o = Orient2d(*node->point, *node->next->point, *node->next->next->point);
527     if (o == CW) {
528       return;
529     }
530     node = node->next;
531   } else if (node->next == tcx.basin.right_node) {
532     Orientation o = Orient2d(*node->point, *node->prev->point, *node->prev->prev->point);
533     if (o == CCW) {
534       return;
535     }
536     node = node->prev;
537   } else {
538     // Continue with the neighbor node with lowest Y value
539     if (node->prev->point->y < node->next->point->y) {
540       node = node->prev;
541     } else {
542       node = node->next;
543     }
544   }
545 
546   FillBasinReq(tcx, node);
547 }
548 
IsShallow(SweepContext & tcx,Node & node)549 bool Sweep::IsShallow(SweepContext& tcx, Node& node)
550 {
551   double height;
552 
553   if (tcx.basin.left_highest) {
554     height = tcx.basin.left_node->point->y - node.point->y;
555   } else {
556     height = tcx.basin.right_node->point->y - node.point->y;
557   }
558 
559   // if shallow stop filling
560   if (tcx.basin.width > height) {
561     return true;
562   }
563   return false;
564 }
565 
FillEdgeEvent(SweepContext & tcx,Edge * edge,Node * node)566 void Sweep::FillEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
567 {
568   if (tcx.edge_event.right) {
569     FillRightAboveEdgeEvent(tcx, edge, node);
570   } else {
571     FillLeftAboveEdgeEvent(tcx, edge, node);
572   }
573 }
574 
FillRightAboveEdgeEvent(SweepContext & tcx,Edge * edge,Node * node)575 void Sweep::FillRightAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
576 {
577   while (node->next->point->x < edge->p->x) {
578     // Check if next node is below the edge
579     if (Orient2d(*edge->q, *node->next->point, *edge->p) == CCW) {
580       FillRightBelowEdgeEvent(tcx, edge, *node);
581     } else {
582       node = node->next;
583     }
584   }
585 }
586 
FillRightBelowEdgeEvent(SweepContext & tcx,Edge * edge,Node & node)587 void Sweep::FillRightBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
588 {
589   if (node.point->x < edge->p->x) {
590     if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
591       // Concave
592       FillRightConcaveEdgeEvent(tcx, edge, node);
593     } else{
594       // Convex
595       FillRightConvexEdgeEvent(tcx, edge, node);
596       // Retry this one
597       FillRightBelowEdgeEvent(tcx, edge, node);
598     }
599   }
600 }
601 
FillRightConcaveEdgeEvent(SweepContext & tcx,Edge * edge,Node & node)602 void Sweep::FillRightConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
603 {
604   Fill(tcx, *node.next);
605   if (node.next->point != edge->p) {
606     // Next above or below edge?
607     if (Orient2d(*edge->q, *node.next->point, *edge->p) == CCW) {
608       // Below
609       if (Orient2d(*node.point, *node.next->point, *node.next->next->point) == CCW) {
610         // Next is concave
611         FillRightConcaveEdgeEvent(tcx, edge, node);
612       } else {
613         // Next is convex
614       }
615     }
616   }
617 
618 }
619 
FillRightConvexEdgeEvent(SweepContext & tcx,Edge * edge,Node & node)620 void Sweep::FillRightConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
621 {
622   // Next concave or convex?
623   if (Orient2d(*node.next->point, *node.next->next->point, *node.next->next->next->point) == CCW) {
624     // Concave
625     FillRightConcaveEdgeEvent(tcx, edge, *node.next);
626   } else{
627     // Convex
628     // Next above or below edge?
629     if (Orient2d(*edge->q, *node.next->next->point, *edge->p) == CCW) {
630       // Below
631       FillRightConvexEdgeEvent(tcx, edge, *node.next);
632     } else{
633       // Above
634     }
635   }
636 }
637 
FillLeftAboveEdgeEvent(SweepContext & tcx,Edge * edge,Node * node)638 void Sweep::FillLeftAboveEdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
639 {
640   while (node->prev->point->x > edge->p->x) {
641     // Check if next node is below the edge
642     if (Orient2d(*edge->q, *node->prev->point, *edge->p) == CW) {
643       FillLeftBelowEdgeEvent(tcx, edge, *node);
644     } else {
645       node = node->prev;
646     }
647   }
648 }
649 
FillLeftBelowEdgeEvent(SweepContext & tcx,Edge * edge,Node & node)650 void Sweep::FillLeftBelowEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
651 {
652   if (node.point->x > edge->p->x) {
653     if (Orient2d(*node.point, *node.prev->point, *node.prev->prev->point) == CW) {
654       // Concave
655       FillLeftConcaveEdgeEvent(tcx, edge, node);
656     } else {
657       // Convex
658       FillLeftConvexEdgeEvent(tcx, edge, node);
659       // Retry this one
660       FillLeftBelowEdgeEvent(tcx, edge, node);
661     }
662   }
663 }
664 
FillLeftConvexEdgeEvent(SweepContext & tcx,Edge * edge,Node & node)665 void Sweep::FillLeftConvexEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
666 {
667   // Next concave or convex?
668   if (Orient2d(*node.prev->point, *node.prev->prev->point, *node.prev->prev->prev->point) == CW) {
669     // Concave
670     FillLeftConcaveEdgeEvent(tcx, edge, *node.prev);
671   } else{
672     // Convex
673     // Next above or below edge?
674     if (Orient2d(*edge->q, *node.prev->prev->point, *edge->p) == CW) {
675       // Below
676       FillLeftConvexEdgeEvent(tcx, edge, *node.prev);
677     } else{
678       // Above
679     }
680   }
681 }
682 
FillLeftConcaveEdgeEvent(SweepContext & tcx,Edge * edge,Node & node)683 void Sweep::FillLeftConcaveEdgeEvent(SweepContext& tcx, Edge* edge, Node& node)
684 {
685   Fill(tcx, *node.prev);
686   if (node.prev->point != edge->p) {
687     // Next above or below edge?
688     if (Orient2d(*edge->q, *node.prev->point, *edge->p) == CW) {
689       // Below
690       if (Orient2d(*node.point, *node.prev->point, *node.prev->prev->point) == CW) {
691         // Next is concave
692         FillLeftConcaveEdgeEvent(tcx, edge, node);
693       } else{
694         // Next is convex
695       }
696     }
697   }
698 
699 }
700 
FlipEdgeEvent(SweepContext & tcx,Point & ep,Point & eq,Triangle * t,Point & p)701 void Sweep::FlipEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* t, Point& p)
702 {
703   Triangle& ot = t->NeighborAcross(p);
704   Point& op = *ot.OppositePoint(*t, p);
705 
706   if (&ot == NULL) {
707     // If we want to integrate the fillEdgeEvent do it here
708     // With current implementation we should never get here
709     //throw new RuntimeException( "[BUG:FIXME] FLIP failed due to missing triangle");
710     assert(0);
711   }
712 
713   if (InScanArea(p, *t->PointCCW(p), *t->PointCW(p), op)) {
714     // Lets rotate shared edge one vertex CW
715     RotateTrianglePair(*t, p, ot, op);
716     tcx.MapTriangleToNodes(*t);
717     tcx.MapTriangleToNodes(ot);
718 
719     if (p == eq && op == ep) {
720       if (eq == *tcx.edge_event.constrained_edge->q && ep == *tcx.edge_event.constrained_edge->p) {
721         t->MarkConstrainedEdge(&ep, &eq);
722         ot.MarkConstrainedEdge(&ep, &eq);
723         Legalize(tcx, *t);
724         Legalize(tcx, ot);
725       } else {
726         // XXX: I think one of the triangles should be legalized here?
727       }
728     } else {
729       Orientation o = Orient2d(eq, op, ep);
730       t = &NextFlipTriangle(tcx, (int)o, *t, ot, p, op);
731       FlipEdgeEvent(tcx, ep, eq, t, p);
732     }
733   } else {
734     Point& newP = NextFlipPoint(ep, eq, ot, op);
735     FlipScanEdgeEvent(tcx, ep, eq, *t, ot, newP);
736     EdgeEvent(tcx, ep, eq, t, p);
737   }
738 }
739 
NextFlipTriangle(SweepContext & tcx,int o,Triangle & t,Triangle & ot,Point & p,Point & op)740 Triangle& Sweep::NextFlipTriangle(SweepContext& tcx, int o, Triangle& t, Triangle& ot, Point& p, Point& op)
741 {
742   if (o == CCW) {
743     // ot is not crossing edge after flip
744     int edge_index = ot.EdgeIndex(&p, &op);
745     ot.delaunay_edge[edge_index] = true;
746     Legalize(tcx, ot);
747     ot.ClearDelunayEdges();
748     return t;
749   }
750 
751   // t is not crossing edge after flip
752   int edge_index = t.EdgeIndex(&p, &op);
753 
754   t.delaunay_edge[edge_index] = true;
755   Legalize(tcx, t);
756   t.ClearDelunayEdges();
757   return ot;
758 }
759 
NextFlipPoint(Point & ep,Point & eq,Triangle & ot,Point & op)760 Point& Sweep::NextFlipPoint(Point& ep, Point& eq, Triangle& ot, Point& op)
761 {
762   Orientation o2d = Orient2d(eq, op, ep);
763   if (o2d == CW) {
764     // Right
765     return *ot.PointCCW(op);
766   } else if (o2d == CCW) {
767     // Left
768     return *ot.PointCW(op);
769   } else{
770     //throw new RuntimeException("[Unsupported] Opposing point on constrained edge");
771     assert(0);
772   }
773 }
774 
FlipScanEdgeEvent(SweepContext & tcx,Point & ep,Point & eq,Triangle & flip_triangle,Triangle & t,Point & p)775 void Sweep::FlipScanEdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle& flip_triangle,
776                               Triangle& t, Point& p)
777 {
778   Triangle& ot = t.NeighborAcross(p);
779   Point& op = *ot.OppositePoint(t, p);
780 
781   if (&t.NeighborAcross(p) == NULL) {
782     // If we want to integrate the fillEdgeEvent do it here
783     // With current implementation we should never get here
784     //throw new RuntimeException( "[BUG:FIXME] FLIP failed due to missing triangle");
785     assert(0);
786   }
787 
788   if (InScanArea(eq, *flip_triangle.PointCCW(eq), *flip_triangle.PointCW(eq), op)) {
789     // flip with new edge op->eq
790     FlipEdgeEvent(tcx, eq, op, &ot, op);
791     // TODO: Actually I just figured out that it should be possible to
792     //       improve this by getting the next ot and op before the above
793     //       flip and continue the flipScanEdgeEvent here
794     // set new ot and op here and loop back to inScanArea test
795     // also need to set a new flip_triangle first
796     // Turns out at first glance that this is somewhat complicated
797     // so it will have to wait.
798   } else{
799     Point& newP = NextFlipPoint(ep, eq, ot, op);
800     FlipScanEdgeEvent(tcx, ep, eq, flip_triangle, ot, newP);
801   }
802 }
803 
~Sweep()804 Sweep::~Sweep() {
805 
806     // Clean up memory
807     for (size_t i = 0; i < nodes_.size(); i++) {
808         delete nodes_[i];
809     }
810 
811 }
812 
813 }
814 
815