[orx-triangulation] Add smoothScatter
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@@ -14,28 +14,43 @@ class DelaunayTriangulation(val points: List<Vector2>) {
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fun voronoiDiagram(bounds: Rectangle) = VoronoiDiagram(this, bounds)
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fun neighbors(pointIndex: Int) : Sequence<Int> {
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fun neighbors(pointIndex: Int): Sequence<Int> {
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return delaunay.neighbors(pointIndex)
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}
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fun neighborPoints(pointIndex: Int) : List<Vector2> {
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fun neighborPoints(pointIndex: Int): List<Vector2> {
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return neighbors(pointIndex).map { points[it] }.toList()
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}
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fun triangles(): List<Triangle> {
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fun triangleIndices(): List<IntArray> {
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val list = mutableListOf<IntArray>()
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for (i in delaunay.triangles.indices step 3) {
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list.add(
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intArrayOf(
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delaunay.triangles[i],
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delaunay.triangles[i + 1],
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delaunay.triangles[i + 2]
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)
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)
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}
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return list
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}
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fun triangles(filterPredicate: (Int, Int, Int) -> Boolean = { _, _, _ -> true }): List<Triangle> {
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val list = mutableListOf<Triangle>()
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for (i in delaunay.triangles.indices step 3 ) {
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for (i in delaunay.triangles.indices step 3) {
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val t0 = delaunay.triangles[i]
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val t1 = delaunay.triangles[i + 1]
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val t2 = delaunay.triangles[i + 2]
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val p1 = points[t0]
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val p2 = points[t1]
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val p3 = points[t2]
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// originally they are defined *counterclockwise*
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list.add(Triangle(p3, p2, p1))
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if (filterPredicate(t2, t1, t0)) {
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val p1 = points[t0]
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val p2 = points[t1]
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val p3 = points[t2]
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list.add(Triangle(p3, p2, p1))
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}
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}
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return list
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}
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@@ -61,11 +76,11 @@ class DelaunayTriangulation(val points: List<Vector2>) {
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close()
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}
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fun nearest(query: Vector2) : Int = delaunay.find(query.x, query.y)
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fun nearest(query: Vector2): Int = delaunay.find(query.x, query.y)
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fun nearestPoint(query: Vector2) : Vector2 = points[nearest(query)]
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fun nearestPoint(query: Vector2): Vector2 = points[nearest(query)]
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}
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fun List<Vector2>.delaunayTriangulation() : DelaunayTriangulation {
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fun List<Vector2>.delaunayTriangulation(): DelaunayTriangulation {
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return DelaunayTriangulation(this)
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}
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