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Assets/D.A. Assets/DA-Shared/ThirdParty/SVGMeshUnity/Internals/Cdt2d/DelaunayRefine.cs
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179
Assets/D.A. Assets/DA-Shared/ThirdParty/SVGMeshUnity/Internals/Cdt2d/DelaunayRefine.cs
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/*
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MIT License
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Copyright (c) 2018 Yoshihiro Shindo
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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namespace DA_Assets.SVGMeshUnity.Internals.Cdt2d
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{
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public class DelaunayRefine
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{
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public WorkBufferPool WorkBufferPool;
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//Assume edges are sorted lexicographically
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public void RefineTriangles(Triangles triangles)
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{
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var stack = WorkBufferPool.Get<Int2>();
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var points = triangles.Vertices;
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var numPoints = points.Count;
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var stars = triangles.Stars;
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for (var a = 0; a < numPoints; ++a)
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{
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var star = stars[a];
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var starData = star.Data;
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var sl = star.UsedSize;
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for (var j = 0; j < sl; ++j)
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{
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var s = starData[j];
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var b = s.y;
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//If order is not consistent, then skip edge
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if (b < a)
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{
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continue;
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}
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//Check if edge is constrained
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if (triangles.IsConstraint(a, b))
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{
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continue;
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}
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//Find opposite edge
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var x = s.x;
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var y = -1;
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for (var k = 0; k < sl; ++k)
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{
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if (starData[k].x == b)
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{
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y = starData[k].y;
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break;
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}
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}
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//If this is a boundary edge, don't flip it
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if (y < 0)
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{
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continue;
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}
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//If edge is in circle, flip it
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if (Robust.InSphere(points[a], points[b], points[x], points[y]) < 0f)
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{
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var v = new Int2(a, b);
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stack.Push(ref v);
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}
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}
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}
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while (stack.UsedSize > 0)
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{
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var v = stack.Pop();
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var a = v.x;
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var b = v.y;
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//Find opposite pairs
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var x = -1;
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var y = -1;
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var star = stars[a];
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var starData = star.Data;
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var sl = star.UsedSize;
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for (var i = 0; i < sl; ++i)
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{
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var s = starData[i].x;
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var t = starData[i].y;
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if (s == b)
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{
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y = t;
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}
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else if (t == b)
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{
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x = s;
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}
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}
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//If x/y are both valid then skip edge
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if (x < 0 || y < 0)
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{
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continue;
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}
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//If edge is now delaunay, then don't flip it
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if (Robust.InSphere(points[a], points[b], points[x], points[y]) >= 0f)
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{
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continue;
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}
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//Flip the edge
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triangles.Flip(a, b);
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//Test flipping neighboring edges
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TestFlip(points, triangles, stack, x, a, y);
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TestFlip(points, triangles, stack, a, y, x);
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TestFlip(points, triangles, stack, y, b, x);
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TestFlip(points, triangles, stack, b, x, y);
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}
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WorkBufferPool.Release(ref stack);
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}
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private void TestFlip(List<Vector3> points, Triangles triangles, WorkBuffer<Int2> stack, int a, int b, int x)
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{
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var y = triangles.Opposite(a, b);
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//Test boundary edge
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if (y < 0)
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{
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return;
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}
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//Swap edge if order flipped
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if (b < a)
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{
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var tmp = a;
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a = b;
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b = tmp;
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tmp = x;
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x = y;
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y = tmp;
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}
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//Test if edge is constrained
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if (triangles.IsConstraint(a, b))
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{
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return;
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}
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//Test if edge is delaunay
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if (Robust.InSphere(points[a], points[b], points[x], points[y]) < 0f)
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{
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var v = new Int2(a, b);
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stack.Push(ref v);
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}
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}
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}
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}
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