Files
orx/orx-triangulation/src/main/kotlin/Delaunay.kt
2021-02-11 10:53:11 +01:00

200 lines
5.6 KiB
Kotlin

package org.openrndr.extra.triangulation
import org.openrndr.math.Vector2
import org.openrndr.shape.Rectangle
import org.openrndr.shape.Triangle
import org.openrndr.shape.contour
import org.openrndr.shape.contours
import com.github.ricardomatias.Delaunator
import kotlin.math.pow
/*
ISC License
Copyright 2021 Ricardo Matias.
Permission to use, copy, modify, and/or distribute this software for any purpose
with or without fee is hereby granted, provided that the above copyright notice
and this permission notice appear in all copies.
THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH
REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,
INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER
TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
THIS SOFTWARE.
*/
/**
* Use [from] static method to use the delaunay triangulation
*
* @description Port of d3-delaunay (JavaScript) library - https://github.com/d3/d3-delaunay
* @property points flat positions' array - [x0, y0, x1, y1..]
*
* @since 9258fa3 - commit
* @author Ricardo Matias
*/
@Suppress("unused")
class Delaunay(val points: DoubleArray) {
companion object {
/**
* Entry point for the delaunay triangulation
*
* @property points a list of 2D points
*/
fun from(points: List<Vector2>): Delaunay {
val n = points.size
val coords = DoubleArray(n * 2)
for (i in points.indices) {
val p = points[i]
coords[2 * i] = p.x
coords[2 * i + 1] = p.y
}
return Delaunay(coords)
}
}
private var delaunator = Delaunator(points)
val inedges = IntArray(points.size / 2)
private val hullIndex = IntArray(points.size / 2)
var halfedges = delaunator.halfedges
var hull = delaunator.hull
var triangles = delaunator.triangles
init {
init()
}
fun update() {
delaunator.update()
init()
}
fun init() {
halfedges = delaunator.halfedges
hull = delaunator.hull
triangles = delaunator.triangles
inedges.fill(-1)
hullIndex.fill(-1)
// Compute an index from each point to an (arbitrary) incoming halfedge
// Used to give the first neighbor of each point for this reason,
// on the hull we give priority to exterior halfedges
for (e in halfedges.indices) {
val p = triangles[nextHalfedge(e)]
if (halfedges[e] == -1 || inedges[p] == -1) inedges[p] = e
}
for (i in hull.indices) {
hullIndex[hull[i]] = i
}
// degenerate case: 1 or 2 (distinct) points
if (hull.size in 1..2) {
triangles = IntArray(3) { -1 }
halfedges = IntArray(3) { -1 }
triangles[0] = hull[0]
triangles[1] = hull[1]
triangles[2] = hull[1]
inedges[hull[0]] = 1
if (hull.size == 2) inedges[hull[1]] = 0
}
}
fun triangles(): List<Triangle> {
val list = mutableListOf<Triangle>()
for (i in triangles.indices step 3 ) {
val t0 = triangles[i] * 2
val t1 = triangles[i + 1] * 2
val t2 = triangles[i + 2] * 2
val p1 = Vector2(points[t0], points[t0 + 1])
val p2 = Vector2(points[t1], points[t1 + 1])
val p3 = Vector2(points[t2], points[t2 + 1])
// originally they are defined *counterclockwise*
list.add(Triangle(p3, p2, p1))
}
return list
}
// Inner edges of the delaunay triangulation (without hull)
fun halfedges() = contours {
for (i in halfedges.indices) {
val j = halfedges[i]
if (j < i) continue
val ti = triangles[i] * 2
val tj = triangles[j] * 2
moveTo(points[ti], points[ti + 1])
lineTo(points[tj], points[tj + 1])
}
}
fun hull() = contour {
for (h in hull) {
moveOrLineTo(points[2 * h], points[2 * h + 1])
}
close()
}
fun find(x: Double, y: Double, i: Int = 0): Int {
var i1 = i
var c = step(i, x, y)
while (c >= 0 && c != i && c != i1) {
i1 = c
c = step(i1, x, y)
}
return c
}
fun nextHalfedge(e: Int) = if (e % 3 == 2) e - 2 else e + 1
fun prevHalfedge(e: Int) = if (e % 3 == 0) e + 2 else e - 1
fun step(i: Int, x: Double, y: Double): Int {
if (inedges[i] == -1 || points.isEmpty()) return (i + 1) % (points.size shr 1)
var c = i
var dc = (x - points[i * 2]).pow(2) + (y - points[i * 2 + 1]).pow(2)
val e0 = inedges[i]
var e = e0
do {
val t = triangles[e]
val dt = (x - points[t * 2]).pow(2) + (y - points[t * 2 + 1]).pow(2)
if (dt < dc) {
dc = dt
c = t
}
e = nextHalfedge(e)
if (triangles[e] != i) break // bad triangulation
e = halfedges[e]
if (e == -1) {
e = hull[(hullIndex[i] + 1) % hull.size]
if (e != t) {
if ((x - points[e * 2]).pow(2) + (y - points[e * 2 + 1]).pow(2) < dc) return e
}
break
}
} while (e != e0)
return c
}
fun voronoi(bounds: Rectangle): Voronoi = Voronoi(this, bounds)
}