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// -----------------------------------------------------------------------
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// <copyright file="BoundedVoronoi.cs" company="">
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// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
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// </copyright>
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// -----------------------------------------------------------------------
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namespace UnityEngine.U2D.Animation.TriangleNet
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.Voronoi.Legacy
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{
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using System;
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using System.Collections.Generic;
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using Animation.TriangleNet.Topology;
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using Animation.TriangleNet.Geometry;
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/// <summary>
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/// The Bounded Voronoi Diagram is the dual of a PSLG triangulation.
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/// </summary>
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/// <remarks>
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/// 2D Centroidal Voronoi Tessellations with Constraints, 2010,
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/// Jane Tournois, Pierre Alliez and Olivier Devillers
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/// </remarks>
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[Obsolete("Use TriangleNet.Voronoi.BoundedVoronoi class instead.")]
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internal class BoundedVoronoiLegacy : IVoronoi
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{
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IPredicates predicates = RobustPredicates.Default;
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Mesh mesh;
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Point[] points;
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List<VoronoiRegion> regions;
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// Used for new points on segments.
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List<Point> segPoints;
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int segIndex;
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Dictionary<int, SubSegment> subsegMap;
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bool includeBoundary = true;
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/// <summary>
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/// Initializes a new instance of the <see cref="BoundedVoronoiLegacy" /> class.
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/// </summary>
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/// <param name="mesh">Mesh instance.</param>
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public BoundedVoronoiLegacy(Mesh mesh)
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: this(mesh, true)
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{
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}
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/// <summary>
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/// Initializes a new instance of the <see cref="BoundedVoronoiLegacy" /> class.
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/// </summary>
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/// <param name="mesh">Mesh instance.</param>
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public BoundedVoronoiLegacy(Mesh mesh, bool includeBoundary)
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{
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this.mesh = mesh;
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this.includeBoundary = includeBoundary;
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Generate();
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}
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/// <summary>
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/// Gets the list of Voronoi vertices.
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/// </summary>
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public Point[] Points
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{
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get { return points; }
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}
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/// <summary>
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/// Gets the list of Voronoi regions.
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/// </summary>
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public ICollection<VoronoiRegion> Regions
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{
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get { return regions; }
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}
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public IEnumerable<IEdge> Edges
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{
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get { return EnumerateEdges(); }
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}
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/// <summary>
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/// Computes the bounded voronoi diagram.
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/// </summary>
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private void Generate()
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{
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mesh.Renumber();
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mesh.MakeVertexMap();
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// Allocate space for voronoi diagram
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this.regions = new List<VoronoiRegion>(mesh.vertices.Count);
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this.points = new Point[mesh.triangles.Count];
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this.segPoints = new List<Point>(mesh.subsegs.Count * 4);
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ComputeCircumCenters();
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TagBlindTriangles();
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|
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foreach (var v in mesh.vertices.Values)
|
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{
|
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// TODO: Need a reliable way to check if a vertex is on a segment
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if (v.type == VertexType.FreeVertex || v.label == 0)
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{
|
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ConstructCell(v);
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}
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else if (includeBoundary)
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{
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ConstructBoundaryCell(v);
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}
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}
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// Add the new points on segments to the point array.
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int length = points.Length;
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Array.Resize<Point>(ref points, length + segPoints.Count);
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|
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for (int i = 0; i < segPoints.Count; i++)
|
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{
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points[length + i] = segPoints[i];
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}
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|
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this.segPoints.Clear();
|
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this.segPoints = null;
|
||||
}
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private void ComputeCircumCenters()
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{
|
||||
Otri tri = default(Otri);
|
||||
double xi = 0, eta = 0;
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||||
Point pt;
|
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|
||||
// Compue triangle circumcenters
|
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foreach (var item in mesh.triangles)
|
||||
{
|
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tri.tri = item;
|
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|
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pt = predicates.FindCircumcenter(tri.Org(), tri.Dest(), tri.Apex(), ref xi, ref eta);
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pt.id = item.id;
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|
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points[item.id] = pt;
|
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}
|
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}
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|
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/// <summary>
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||||
/// Tag all blind triangles.
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/// </summary>
|
||||
/// <remarks>
|
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/// A triangle is said to be blind if the triangle and its circumcenter
|
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/// lie on two different sides of a constrained edge.
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/// </remarks>
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private void TagBlindTriangles()
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{
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int blinded = 0;
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Stack<Triangle> triangles;
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subsegMap = new Dictionary<int, SubSegment>();
|
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|
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Otri f = default(Otri);
|
||||
Otri f0 = default(Otri);
|
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Osub e = default(Osub);
|
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Osub sub1 = default(Osub);
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|
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// Tag all triangles non-blind
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foreach (var t in mesh.triangles)
|
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{
|
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// Use the infected flag for 'blinded' attribute.
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t.infected = false;
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}
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|
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// for each constrained edge e of cdt do
|
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foreach (var ss in mesh.subsegs.Values)
|
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{
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// Create a stack: triangles
|
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triangles = new Stack<Triangle>();
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|
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// for both adjacent triangles fe to e tagged non-blind do
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// Push fe into triangles
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e.seg = ss;
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e.orient = 0;
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e.Pivot(ref f);
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if (f.tri.id != Mesh.DUMMY && !f.tri.infected)
|
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{
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triangles.Push(f.tri);
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}
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e.Sym();
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e.Pivot(ref f);
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if (f.tri.id != Mesh.DUMMY && !f.tri.infected)
|
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{
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triangles.Push(f.tri);
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}
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|
||||
// while triangles is non-empty
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while (triangles.Count > 0)
|
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{
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// Pop f from stack triangles
|
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f.tri = triangles.Pop();
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f.orient = 0;
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|
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// if f is blinded by e (use P) then
|
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if (TriangleIsBlinded(ref f, ref e))
|
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{
|
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// Tag f as blinded by e
|
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f.tri.infected = true;
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blinded++;
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|
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// Store association triangle -> subseg
|
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subsegMap.Add(f.tri.hash, e.seg);
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|
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// for each adjacent triangle f0 to f do
|
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for (f.orient = 0; f.orient < 3; f.orient++)
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{
|
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f.Sym(ref f0);
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f0.Pivot(ref sub1);
|
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|
||||
// if f0 is finite and tagged non-blind & the common edge
|
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// between f and f0 is unconstrained then
|
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if (f0.tri.id != Mesh.DUMMY && !f0.tri.infected && sub1.seg.hash == Mesh.DUMMY)
|
||||
{
|
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// Push f0 into triangles.
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triangles.Push(f0.tri);
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}
|
||||
}
|
||||
}
|
||||
}
|
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}
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blinded = 0;
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}
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/// <summary>
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||||
/// Check if given triangle is blinded by given segment.
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/// </summary>
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/// <param name="tri">Triangle.</param>
|
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/// <param name="seg">Segments</param>
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/// <returns>Returns true, if the triangle is blinded.</returns>
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private bool TriangleIsBlinded(ref Otri tri, ref Osub seg)
|
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{
|
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Point c, pt;
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Vertex torg = tri.Org();
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Vertex tdest = tri.Dest();
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Vertex tapex = tri.Apex();
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Vertex sorg = seg.Org();
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Vertex sdest = seg.Dest();
|
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c = this.points[tri.tri.id];
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if (SegmentsIntersect(sorg, sdest, c, torg, out pt, true))
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{
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return true;
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}
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if (SegmentsIntersect(sorg, sdest, c, tdest, out pt, true))
|
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{
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return true;
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}
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if (SegmentsIntersect(sorg, sdest, c, tapex, out pt, true))
|
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{
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return true;
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}
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return false;
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}
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private void ConstructCell(Vertex vertex)
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{
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VoronoiRegion region = new VoronoiRegion(vertex);
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regions.Add(region);
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Otri f = default(Otri);
|
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Otri f_init = default(Otri);
|
||||
Otri f_next = default(Otri);
|
||||
Osub sf = default(Osub);
|
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Osub sfn = default(Osub);
|
||||
|
||||
Point cc_f, cc_f_next, p;
|
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|
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int n = mesh.triangles.Count;
|
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|
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// Call P the polygon (cell) in construction
|
||||
List<Point> vpoints = new List<Point>();
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|
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// Call f_init a triangle incident to x
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vertex.tri.Copy(ref f_init);
|
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|
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if (f_init.Org() != vertex)
|
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{
|
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throw new Exception("ConstructCell: inconsistent topology.");
|
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}
|
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|
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// Let f be initialized to f_init
|
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f_init.Copy(ref f);
|
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// Call f_next the next triangle counterclockwise around x
|
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f_init.Onext(ref f_next);
|
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|
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// repeat ... until f = f_init
|
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do
|
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{
|
||||
// Call Lffnext the line going through the circumcenters of f and f_next
|
||||
cc_f = this.points[f.tri.id];
|
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cc_f_next = this.points[f_next.tri.id];
|
||||
|
||||
// if f is tagged non-blind then
|
||||
if (!f.tri.infected)
|
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{
|
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// Insert the circumcenter of f into P
|
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vpoints.Add(cc_f);
|
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|
||||
if (f_next.tri.infected)
|
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{
|
||||
// Call S_fnext the constrained edge blinding f_next
|
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sfn.seg = subsegMap[f_next.tri.hash];
|
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|
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// Insert point Lf,f_next /\ Sf_next into P
|
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if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true))
|
||||
{
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
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{
|
||||
// Call Sf the constrained edge blinding f
|
||||
sf.seg = subsegMap[f.tri.hash];
|
||||
|
||||
// if f_next is tagged non-blind then
|
||||
if (!f_next.tri.infected)
|
||||
{
|
||||
// Insert point Lf,f_next /\ Sf into P
|
||||
if (SegmentsIntersect(sf.Org(), sf.Dest(), cc_f, cc_f_next, out p, true))
|
||||
{
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Call Sf_next the constrained edge blinding f_next
|
||||
sfn.seg = subsegMap[f_next.tri.hash];
|
||||
|
||||
// if Sf != Sf_next then
|
||||
if (!sf.Equal(sfn))
|
||||
{
|
||||
// Insert Lf,fnext /\ Sf and Lf,fnext /\ Sfnext into P
|
||||
if (SegmentsIntersect(sf.Org(), sf.Dest(), cc_f, cc_f_next, out p, true))
|
||||
{
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
}
|
||||
|
||||
if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true))
|
||||
{
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// f <- f_next
|
||||
f_next.Copy(ref f);
|
||||
|
||||
// Call f_next the next triangle counterclockwise around x
|
||||
f_next.Onext();
|
||||
}
|
||||
while (!f.Equals(f_init));
|
||||
|
||||
// Output: Bounded Voronoi cell of x in counterclockwise order.
|
||||
region.Add(vpoints);
|
||||
}
|
||||
|
||||
private void ConstructBoundaryCell(Vertex vertex)
|
||||
{
|
||||
VoronoiRegion region = new VoronoiRegion(vertex);
|
||||
regions.Add(region);
|
||||
|
||||
Otri f = default(Otri);
|
||||
Otri f_init = default(Otri);
|
||||
Otri f_next = default(Otri);
|
||||
Otri f_prev = default(Otri);
|
||||
Osub sf = default(Osub);
|
||||
Osub sfn = default(Osub);
|
||||
|
||||
Vertex torg, tdest, tapex, sorg, sdest;
|
||||
Point cc_f, cc_f_next, p;
|
||||
|
||||
int n = mesh.triangles.Count;
|
||||
|
||||
// Call P the polygon (cell) in construction
|
||||
List<Point> vpoints = new List<Point>();
|
||||
|
||||
// Call f_init a triangle incident to x
|
||||
vertex.tri.Copy(ref f_init);
|
||||
|
||||
if (f_init.Org() != vertex)
|
||||
{
|
||||
throw new Exception("ConstructBoundaryCell: inconsistent topology.");
|
||||
}
|
||||
// Let f be initialized to f_init
|
||||
f_init.Copy(ref f);
|
||||
// Call f_next the next triangle counterclockwise around x
|
||||
f_init.Onext(ref f_next);
|
||||
|
||||
f_init.Oprev(ref f_prev);
|
||||
|
||||
// Is the border to the left?
|
||||
if (f_prev.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
// Go clockwise until we reach the border (or the initial triangle)
|
||||
while (f_prev.tri.id != Mesh.DUMMY && !f_prev.Equals(f_init))
|
||||
{
|
||||
f_prev.Copy(ref f);
|
||||
f_prev.Oprev();
|
||||
}
|
||||
|
||||
f.Copy(ref f_init);
|
||||
f.Onext(ref f_next);
|
||||
}
|
||||
|
||||
if (f_prev.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
// For vertices on the domain boundaray, add the vertex. For
|
||||
// internal boundaries don't add it.
|
||||
p = new Point(vertex.x, vertex.y);
|
||||
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
}
|
||||
|
||||
// Add midpoint of start triangles' edge.
|
||||
torg = f.Org();
|
||||
tdest = f.Dest();
|
||||
p = new Point((torg.x + tdest.x) / 2, (torg.y + tdest.y) / 2);
|
||||
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
|
||||
// repeat ... until f = f_init
|
||||
do
|
||||
{
|
||||
// Call Lffnext the line going through the circumcenters of f and f_next
|
||||
cc_f = this.points[f.tri.id];
|
||||
|
||||
if (f_next.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
if (!f.tri.infected)
|
||||
{
|
||||
// Add last circumcenter
|
||||
vpoints.Add(cc_f);
|
||||
}
|
||||
|
||||
// Add midpoint of last triangles' edge (chances are it has already
|
||||
// been added, so post process cell to remove duplicates???)
|
||||
torg = f.Org();
|
||||
tapex = f.Apex();
|
||||
p = new Point((torg.x + tapex.x) / 2, (torg.y + tapex.y) / 2);
|
||||
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
cc_f_next = this.points[f_next.tri.id];
|
||||
|
||||
// if f is tagged non-blind then
|
||||
if (!f.tri.infected)
|
||||
{
|
||||
// Insert the circumcenter of f into P
|
||||
vpoints.Add(cc_f);
|
||||
|
||||
if (f_next.tri.infected)
|
||||
{
|
||||
// Call S_fnext the constrained edge blinding f_next
|
||||
sfn.seg = subsegMap[f_next.tri.hash];
|
||||
|
||||
// Insert point Lf,f_next /\ Sf_next into P
|
||||
if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true))
|
||||
{
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Call Sf the constrained edge blinding f
|
||||
sf.seg = subsegMap[f.tri.hash];
|
||||
|
||||
sorg = sf.Org();
|
||||
sdest = sf.Dest();
|
||||
|
||||
// if f_next is tagged non-blind then
|
||||
if (!f_next.tri.infected)
|
||||
{
|
||||
tdest = f.Dest();
|
||||
tapex = f.Apex();
|
||||
|
||||
// Both circumcenters lie on the blinded side, but we
|
||||
// have to add the intersection with the segment.
|
||||
|
||||
// Center of f edge dest->apex
|
||||
Point bisec = new Point((tdest.x + tapex.x) / 2, (tdest.y + tapex.y) / 2);
|
||||
|
||||
// Find intersection of seg with line through f's bisector and circumcenter
|
||||
if (SegmentsIntersect(sorg, sdest, bisec, cc_f, out p, false))
|
||||
{
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
}
|
||||
|
||||
// Insert point Lf,f_next /\ Sf into P
|
||||
if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true))
|
||||
{
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Call Sf_next the constrained edge blinding f_next
|
||||
sfn.seg = subsegMap[f_next.tri.hash];
|
||||
|
||||
// if Sf != Sf_next then
|
||||
if (!sf.Equal(sfn))
|
||||
{
|
||||
// Insert Lf,fnext /\ Sf and Lf,fnext /\ Sfnext into P
|
||||
if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true))
|
||||
{
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
}
|
||||
|
||||
if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true))
|
||||
{
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Both circumcenters lie on the blinded side, but we
|
||||
// have to add the intersection with the segment.
|
||||
|
||||
// Center of f_next edge org->dest
|
||||
Point bisec = new Point((torg.x + tdest.x) / 2, (torg.y + tdest.y) / 2);
|
||||
|
||||
// Find intersection of seg with line through f_next's bisector and circumcenter
|
||||
if (SegmentsIntersect(sorg, sdest, bisec, cc_f_next, out p, false))
|
||||
{
|
||||
p.id = n + segIndex++;
|
||||
segPoints.Add(p);
|
||||
vpoints.Add(p);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// f <- f_next
|
||||
f_next.Copy(ref f);
|
||||
|
||||
// Call f_next the next triangle counterclockwise around x
|
||||
f_next.Onext();
|
||||
}
|
||||
while (!f.Equals(f_init));
|
||||
|
||||
// Output: Bounded Voronoi cell of x in counterclockwise order.
|
||||
region.Add(vpoints);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Determines the intersection point of the line segment defined by points A and B with the
|
||||
/// line segment defined by points C and D.
|
||||
/// </summary>
|
||||
/// <param name="seg">The first segment AB.</param>
|
||||
/// <param name="pc">Endpoint C of second segment.</param>
|
||||
/// <param name="pd">Endpoint D of second segment.</param>
|
||||
/// <param name="p">Reference to the intersection point.</param>
|
||||
/// <param name="strictIntersect">If false, pa and pb represent a line.</param>
|
||||
/// <returns>Returns true if the intersection point was found, and stores that point in X,Y.
|
||||
/// Returns false if there is no determinable intersection point, in which case X,Y will
|
||||
/// be unmodified.
|
||||
/// </returns>
|
||||
private bool SegmentsIntersect(Point p1, Point p2, Point p3, Point p4, out Point p, bool strictIntersect)
|
||||
{
|
||||
p = null; // TODO: Voronoi SegmentsIntersect
|
||||
|
||||
double Ax = p1.x, Ay = p1.y;
|
||||
double Bx = p2.x, By = p2.y;
|
||||
double Cx = p3.x, Cy = p3.y;
|
||||
double Dx = p4.x, Dy = p4.y;
|
||||
|
||||
double distAB, theCos, theSin, newX, ABpos;
|
||||
|
||||
// Fail if either line segment is zero-length.
|
||||
if (Ax == Bx && Ay == By || Cx == Dx && Cy == Dy) return false;
|
||||
|
||||
// Fail if the segments share an end-point.
|
||||
if (Ax == Cx && Ay == Cy || Bx == Cx && By == Cy
|
||||
|| Ax == Dx && Ay == Dy || Bx == Dx && By == Dy)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
// (1) Translate the system so that point A is on the origin.
|
||||
Bx -= Ax; By -= Ay;
|
||||
Cx -= Ax; Cy -= Ay;
|
||||
Dx -= Ax; Dy -= Ay;
|
||||
|
||||
// Discover the length of segment A-B.
|
||||
distAB = Math.Sqrt(Bx * Bx + By * By);
|
||||
|
||||
// (2) Rotate the system so that point B is on the positive X axis.
|
||||
theCos = Bx / distAB;
|
||||
theSin = By / distAB;
|
||||
newX = Cx * theCos + Cy * theSin;
|
||||
Cy = Cy * theCos - Cx * theSin; Cx = newX;
|
||||
newX = Dx * theCos + Dy * theSin;
|
||||
Dy = Dy * theCos - Dx * theSin; Dx = newX;
|
||||
|
||||
// Fail if segment C-D doesn't cross line A-B.
|
||||
if (Cy < 0 && Dy < 0 || Cy >= 0 && Dy >= 0 && strictIntersect) return false;
|
||||
|
||||
// (3) Discover the position of the intersection point along line A-B.
|
||||
ABpos = Dx + (Cx - Dx) * Dy / (Dy - Cy);
|
||||
|
||||
// Fail if segment C-D crosses line A-B outside of segment A-B.
|
||||
if (ABpos < 0 || ABpos > distAB && strictIntersect) return false;
|
||||
|
||||
// (4) Apply the discovered position to line A-B in the original coordinate system.
|
||||
p = new Point(Ax + ABpos * theCos, Ay + ABpos * theSin);
|
||||
|
||||
// Success.
|
||||
return true;
|
||||
}
|
||||
|
||||
// TODO: Voronoi enumerate edges
|
||||
|
||||
private IEnumerable<IEdge> EnumerateEdges()
|
||||
{
|
||||
// Copy edges
|
||||
Point first, last;
|
||||
var edges = new List<IEdge>(this.Regions.Count * 2);
|
||||
foreach (var region in this.Regions)
|
||||
{
|
||||
first = null;
|
||||
last = null;
|
||||
|
||||
foreach (var pt in region.Vertices)
|
||||
{
|
||||
if (first == null)
|
||||
{
|
||||
first = pt;
|
||||
last = pt;
|
||||
}
|
||||
else
|
||||
{
|
||||
edges.Add(new Edge(last.id, pt.id));
|
||||
|
||||
last = pt;
|
||||
}
|
||||
}
|
||||
|
||||
if (region.Bounded && first != null)
|
||||
{
|
||||
edges.Add(new Edge(last.id, first.id));
|
||||
}
|
||||
}
|
||||
|
||||
return edges;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: feb0f1207f0b84a5c9b69df93ebe6f00
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,33 @@
|
|||
// -----------------------------------------------------------------------
|
||||
// <copyright file="IVoronoi.cs" company="">
|
||||
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
|
||||
// </copyright>
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
namespace UnityEngine.U2D.Animation.TriangleNet
|
||||
.Voronoi.Legacy
|
||||
{
|
||||
using System.Collections.Generic;
|
||||
using Animation.TriangleNet.Geometry;
|
||||
|
||||
/// <summary>
|
||||
/// Voronoi diagram interface.
|
||||
/// </summary>
|
||||
internal interface IVoronoi
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets the list of Voronoi vertices.
|
||||
/// </summary>
|
||||
Point[] Points { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the list of Voronoi regions.
|
||||
/// </summary>
|
||||
ICollection<VoronoiRegion> Regions { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Gets the list of edges.
|
||||
/// </summary>
|
||||
IEnumerable<IEdge> Edges { get; }
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: bdb9c5ef1811c494984e02a884726c96
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,307 @@
|
|||
// -----------------------------------------------------------------------
|
||||
// <copyright file="Voronoi.cs">
|
||||
// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html
|
||||
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
|
||||
// </copyright>
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
namespace UnityEngine.U2D.Animation.TriangleNet
|
||||
.Voronoi.Legacy
|
||||
{
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Animation.TriangleNet.Topology;
|
||||
using Animation.TriangleNet.Geometry;
|
||||
using Animation.TriangleNet.Tools;
|
||||
|
||||
/// <summary>
|
||||
/// The Voronoi Diagram is the dual of a pointset triangulation.
|
||||
/// </summary>
|
||||
[Obsolete("Use TriangleNet.Voronoi.StandardVoronoi class instead.")]
|
||||
internal class SimpleVoronoi : IVoronoi
|
||||
{
|
||||
IPredicates predicates = RobustPredicates.Default;
|
||||
|
||||
Mesh mesh;
|
||||
|
||||
Point[] points;
|
||||
Dictionary<int, VoronoiRegion> regions;
|
||||
|
||||
// Stores the endpoints of rays of unbounded Voronoi cells
|
||||
Dictionary<int, Point> rayPoints;
|
||||
int rayIndex;
|
||||
|
||||
// Bounding box of the triangles circumcenters.
|
||||
Rectangle bounds;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes a new instance of the <see cref="SimpleVoronoi" /> class.
|
||||
/// </summary>
|
||||
/// <param name="mesh"></param>
|
||||
/// <remarks>
|
||||
/// Be sure MakeVertexMap has been called (should always be the case).
|
||||
/// </remarks>
|
||||
public SimpleVoronoi(Mesh mesh)
|
||||
{
|
||||
this.mesh = mesh;
|
||||
|
||||
Generate();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the list of Voronoi vertices.
|
||||
/// </summary>
|
||||
public Point[] Points
|
||||
{
|
||||
get { return points; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the list of Voronoi regions.
|
||||
/// </summary>
|
||||
public ICollection<VoronoiRegion> Regions
|
||||
{
|
||||
get { return regions.Values; }
|
||||
}
|
||||
|
||||
public IEnumerable<IEdge> Edges
|
||||
{
|
||||
get { return EnumerateEdges(); }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Voronoi diagram as raw output data.
|
||||
/// </summary>
|
||||
/// <param name="mesh"></param>
|
||||
/// <returns></returns>
|
||||
/// <remarks>
|
||||
/// The Voronoi diagram is the geometric dual of the Delaunay triangulation.
|
||||
/// Hence, the Voronoi vertices are listed by traversing the Delaunay
|
||||
/// triangles, and the Voronoi edges are listed by traversing the Delaunay
|
||||
/// edges.
|
||||
///</remarks>
|
||||
private void Generate()
|
||||
{
|
||||
mesh.Renumber();
|
||||
mesh.MakeVertexMap();
|
||||
|
||||
// Allocate space for voronoi diagram
|
||||
this.points = new Point[mesh.triangles.Count + mesh.hullsize];
|
||||
this.regions = new Dictionary<int, VoronoiRegion>(mesh.vertices.Count);
|
||||
|
||||
rayPoints = new Dictionary<int, Point>();
|
||||
rayIndex = 0;
|
||||
|
||||
bounds = new Rectangle();
|
||||
|
||||
// Compute triangles circumcenters and setup bounding box
|
||||
ComputeCircumCenters();
|
||||
|
||||
// Add all Voronoi regions to the map.
|
||||
foreach (var vertex in mesh.vertices.Values)
|
||||
{
|
||||
regions.Add(vertex.id, new VoronoiRegion(vertex));
|
||||
}
|
||||
|
||||
// Loop over the mesh vertices (Voronoi generators).
|
||||
foreach (var region in regions.Values)
|
||||
{
|
||||
//if (item.Boundary == 0)
|
||||
{
|
||||
ConstructCell(region);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void ComputeCircumCenters()
|
||||
{
|
||||
Otri tri = default(Otri);
|
||||
double xi = 0, eta = 0;
|
||||
Point pt;
|
||||
|
||||
// Compue triangle circumcenters
|
||||
foreach (var item in mesh.triangles)
|
||||
{
|
||||
tri.tri = item;
|
||||
|
||||
pt = predicates.FindCircumcenter(tri.Org(), tri.Dest(), tri.Apex(), ref xi, ref eta);
|
||||
pt.id = item.id;
|
||||
|
||||
points[item.id] = pt;
|
||||
|
||||
bounds.Expand(pt);
|
||||
}
|
||||
|
||||
double ds = Math.Max(bounds.Width, bounds.Height);
|
||||
bounds.Resize(ds / 10, ds / 10);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Construct Voronoi region for given vertex.
|
||||
/// </summary>
|
||||
/// <param name="region"></param>
|
||||
private void ConstructCell(VoronoiRegion region)
|
||||
{
|
||||
var vertex = region.Generator as Vertex;
|
||||
|
||||
var vpoints = new List<Point>();
|
||||
|
||||
Otri f = default(Otri);
|
||||
Otri f_init = default(Otri);
|
||||
Otri f_next = default(Otri);
|
||||
Otri f_prev = default(Otri);
|
||||
|
||||
Osub sub = default(Osub);
|
||||
|
||||
// Call f_init a triangle incident to x
|
||||
vertex.tri.Copy(ref f_init);
|
||||
|
||||
f_init.Copy(ref f);
|
||||
f_init.Onext(ref f_next);
|
||||
|
||||
// Check if f_init lies on the boundary of the triangulation.
|
||||
if (f_next.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
f_init.Oprev(ref f_prev);
|
||||
|
||||
if (f_prev.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
f_init.Copy(ref f_next);
|
||||
// Move one triangle clockwise
|
||||
f_init.Oprev();
|
||||
f_init.Copy(ref f);
|
||||
}
|
||||
}
|
||||
|
||||
// Go counterclockwise until we reach the border or the initial triangle.
|
||||
while (f_next.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
// Add circumcenter of current triangle
|
||||
vpoints.Add(points[f.tri.id]);
|
||||
|
||||
region.AddNeighbor(f.tri.id, regions[f.Apex().id]);
|
||||
|
||||
if (f_next.Equals(f_init))
|
||||
{
|
||||
// Voronoi cell is complete (bounded case).
|
||||
region.Add(vpoints);
|
||||
return;
|
||||
}
|
||||
|
||||
f_next.Copy(ref f);
|
||||
f_next.Onext();
|
||||
}
|
||||
|
||||
// Voronoi cell is unbounded
|
||||
region.Bounded = false;
|
||||
|
||||
Vertex torg, tdest, tapex;
|
||||
Point intersection;
|
||||
int sid, n = mesh.triangles.Count;
|
||||
|
||||
// Find the boundary segment id (we use this id to number the endpoints of infinit rays).
|
||||
f.Lprev(ref f_next);
|
||||
f_next.Pivot(ref sub);
|
||||
sid = sub.seg.hash;
|
||||
|
||||
// Last valid f lies at the boundary. Add the circumcenter.
|
||||
vpoints.Add(points[f.tri.id]);
|
||||
region.AddNeighbor(f.tri.id, regions[f.Apex().id]);
|
||||
|
||||
// Check if the intersection with the bounding box has already been computed.
|
||||
if (!rayPoints.TryGetValue(sid, out intersection))
|
||||
{
|
||||
torg = f.Org();
|
||||
tapex = f.Apex();
|
||||
intersection = IntersectionHelper.BoxRayIntersection(bounds, points[f.tri.id], torg.y - tapex.y, tapex.x - torg.x);
|
||||
|
||||
// Set the correct id for the vertex
|
||||
intersection.id = n + rayIndex;
|
||||
|
||||
points[n + rayIndex] = intersection;
|
||||
rayIndex++;
|
||||
|
||||
rayPoints.Add(sid, intersection);
|
||||
}
|
||||
|
||||
vpoints.Add(intersection);
|
||||
|
||||
// Now walk from f_init clockwise till we reach the boundary.
|
||||
vpoints.Reverse();
|
||||
|
||||
f_init.Copy(ref f);
|
||||
f.Oprev(ref f_prev);
|
||||
|
||||
while (f_prev.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
vpoints.Add(points[f_prev.tri.id]);
|
||||
region.AddNeighbor(f_prev.tri.id, regions[f_prev.Apex().id]);
|
||||
|
||||
f_prev.Copy(ref f);
|
||||
f_prev.Oprev();
|
||||
}
|
||||
|
||||
// Find the boundary segment id.
|
||||
f.Pivot(ref sub);
|
||||
sid = sub.seg.hash;
|
||||
|
||||
if (!rayPoints.TryGetValue(sid, out intersection))
|
||||
{
|
||||
// Intersection has not been computed yet.
|
||||
torg = f.Org();
|
||||
tdest = f.Dest();
|
||||
|
||||
intersection = IntersectionHelper.BoxRayIntersection(bounds, points[f.tri.id], tdest.y - torg.y, torg.x - tdest.x);
|
||||
|
||||
// Set the correct id for the vertex
|
||||
intersection.id = n + rayIndex;
|
||||
|
||||
rayPoints.Add(sid, intersection);
|
||||
|
||||
points[n + rayIndex] = intersection;
|
||||
rayIndex++;
|
||||
}
|
||||
|
||||
vpoints.Add(intersection);
|
||||
region.AddNeighbor(intersection.id, regions[f.Dest().id]);
|
||||
|
||||
// Add the new points to the region (in counter-clockwise order)
|
||||
vpoints.Reverse();
|
||||
region.Add(vpoints);
|
||||
}
|
||||
|
||||
// TODO: Voronoi enumerate edges
|
||||
|
||||
private IEnumerable<IEdge> EnumerateEdges()
|
||||
{
|
||||
// Copy edges
|
||||
Point first, last;
|
||||
var edges = new List<IEdge>(this.Regions.Count * 2);
|
||||
foreach (var region in this.Regions)
|
||||
{
|
||||
var ve = region.Vertices.GetEnumerator();
|
||||
|
||||
ve.MoveNext();
|
||||
|
||||
first = last = ve.Current;
|
||||
|
||||
while (ve.MoveNext())
|
||||
{
|
||||
if (region.ID < region.GetNeighbor(last).ID)
|
||||
{
|
||||
edges.Add(new Edge(last.id, ve.Current.id));
|
||||
}
|
||||
|
||||
last = ve.Current;
|
||||
}
|
||||
|
||||
if (region.Bounded && region.ID < region.GetNeighbor(last).ID)
|
||||
{
|
||||
edges.Add(new Edge(last.id, first.id));
|
||||
}
|
||||
}
|
||||
|
||||
return edges;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: d9c47b7ad095c4d6ea979045d1498235
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
|
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
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|
@ -0,0 +1,112 @@
|
|||
// -----------------------------------------------------------------------
|
||||
// <copyright file="VoronoiRegion.cs" company="">
|
||||
// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
|
||||
// </copyright>
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
namespace UnityEngine.U2D.Animation.TriangleNet
|
||||
.Voronoi.Legacy
|
||||
{
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Animation.TriangleNet.Topology;
|
||||
using Animation.TriangleNet.Geometry;
|
||||
|
||||
/// <summary>
|
||||
/// Represents a region in the Voronoi diagram.
|
||||
/// </summary>
|
||||
internal class VoronoiRegion
|
||||
{
|
||||
int id;
|
||||
Point generator;
|
||||
List<Point> vertices;
|
||||
bool bounded;
|
||||
|
||||
// A map (vertex id) -> (neighbor across adjacent edge)
|
||||
Dictionary<int, VoronoiRegion> neighbors;
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Voronoi region id (which is the same as the generators vertex id).
|
||||
/// </summary>
|
||||
public int ID
|
||||
{
|
||||
get { return id; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Voronoi regions generator.
|
||||
/// </summary>
|
||||
public Point Generator
|
||||
{
|
||||
get { return generator; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the Voronoi vertices on the regions boundary.
|
||||
/// </summary>
|
||||
public ICollection<Point> Vertices
|
||||
{
|
||||
get { return vertices; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets or sets whether the Voronoi region is bounded.
|
||||
/// </summary>
|
||||
public bool Bounded
|
||||
{
|
||||
get { return bounded; }
|
||||
set { bounded = value; }
|
||||
}
|
||||
|
||||
public VoronoiRegion(Vertex generator)
|
||||
{
|
||||
this.id = generator.id;
|
||||
this.generator = generator;
|
||||
this.vertices = new List<Point>();
|
||||
this.bounded = true;
|
||||
|
||||
this.neighbors = new Dictionary<int, VoronoiRegion>();
|
||||
}
|
||||
|
||||
public void Add(Point point)
|
||||
{
|
||||
this.vertices.Add(point);
|
||||
}
|
||||
|
||||
public void Add(List<Point> points)
|
||||
{
|
||||
this.vertices.AddRange(points);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns the neighbouring Voronoi region, that lies across the edge starting at
|
||||
/// given vertex.
|
||||
/// </summary>
|
||||
/// <param name="p">Vertex defining an edge of the region.</param>
|
||||
/// <returns>Neighbouring Voronoi region</returns>
|
||||
/// <remarks>
|
||||
/// The edge starting at p is well defined (vertices are ordered counterclockwise).
|
||||
/// </remarks>
|
||||
public VoronoiRegion GetNeighbor(Point p)
|
||||
{
|
||||
VoronoiRegion neighbor;
|
||||
|
||||
if (neighbors.TryGetValue(p.id, out neighbor))
|
||||
{
|
||||
return neighbor;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
internal void AddNeighbor(int id, VoronoiRegion neighbor)
|
||||
{
|
||||
this.neighbors.Add(id, neighbor);
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return String.Format("R-ID {0}", id);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
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guid: 3a77eab5a6c484379b637070c9da9793
|
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
|
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executionOrder: 0
|
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icon: {instanceID: 0}
|
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userData:
|
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assetBundleName:
|
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assetBundleVariant:
|
Loading…
Add table
Add a link
Reference in a new issue