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00006 using System;
00007 using System.Collections.Generic;
00008 using System.Windows;
00009 using EdgeClustering;
00010
00011 namespace Triangulator
00012 {
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00020
00021 public class Delaunay
00022 {
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00068 public static List<Geometry.Triangle> Triangulate(List<ControlMeshVertex> Vertex)
00069 {
00070 int nv = Vertex.Count;
00071 if (nv < 3)
00072 return null;
00073
00074
00075 int trimax = 4 * nv;
00076
00077
00078
00079 double xmin = Vertex[0].X;
00080 double ymin = Vertex[0].Y;
00081 double xmax = xmin;
00082 double ymax = ymin;
00083 for (int i = 1; i < nv; i++)
00084 {
00085 if (Vertex[i].X < xmin) xmin = Vertex[i].X;
00086 if (Vertex[i].X > xmax) xmax = Vertex[i].X;
00087 if (Vertex[i].Y < ymin) ymin = Vertex[i].Y;
00088 if (Vertex[i].Y > ymax) ymax = Vertex[i].Y;
00089 }
00090
00091 double dx = xmax - xmin;
00092 double dy = ymax - ymin;
00093 double dmax = (dx > dy) ? dx : dy;
00094
00095 double xmid = (xmax + xmin) * 0.5;
00096 double ymid = (ymax + ymin) * 0.5;
00097
00098
00099
00100
00101
00102
00103
00104 Vertex.Add(new ControlMeshVertex((xmid - 2 * dmax), (ymid - dmax)));
00105 Vertex.Add(new ControlMeshVertex(xmid, (ymid + 2 * dmax)));
00106 Vertex.Add(new ControlMeshVertex((xmid + 2 * dmax), (ymid - dmax)));
00107 List<Geometry.Triangle> Triangle = new List<Geometry.Triangle>();
00108 Triangle.Add(new Geometry.Triangle(nv, nv + 1, nv + 2));
00109
00110
00111 for (int i = 0; i < nv; i++)
00112 {
00113 List<Geometry.Edge> Edges = new List<Geometry.Edge>();
00114
00115
00116
00117 for (int j = 0; j < Triangle.Count; j++)
00118 {
00119 if (InCircle(Vertex[i], Vertex[Triangle[j].p1], Vertex[Triangle[j].p2], Vertex[Triangle[j].p3]))
00120 {
00121 Edges.Add(new Geometry.Edge(Triangle[j].p1, Triangle[j].p2));
00122 Edges.Add(new Geometry.Edge(Triangle[j].p2, Triangle[j].p3));
00123 Edges.Add(new Geometry.Edge(Triangle[j].p3, Triangle[j].p1));
00124 Triangle.RemoveAt(j);
00125 j--;
00126 }
00127 }
00128 if (i >= nv) continue;
00129
00130
00131
00132
00133 for (int j = Edges.Count - 2; j >= 0; j--)
00134 {
00135 for (int k = Edges.Count - 1; k >= j + 1; k--)
00136 {
00137 if (Edges[j].Equals(Edges[k]))
00138 {
00139 Edges.RemoveAt(k);
00140 Edges.RemoveAt(j);
00141 k--;
00142 continue;
00143 }
00144 }
00145 }
00146
00147
00148
00149 for (int j = 0; j < Edges.Count; j++)
00150 {
00151 if (Triangle.Count >= trimax)
00152 throw new ApplicationException("Exceeded maximum edges");
00153 Triangle.Add(new Geometry.Triangle(Edges[j].p1, Edges[j].p2, i));
00154 }
00155 Edges.Clear();
00156 Edges = null;
00157 }
00158
00159
00160 for (int i = Triangle.Count - 1; i >= 0; i--)
00161 {
00162 if (Triangle[i].p1 >= nv || Triangle[i].p2 >= nv || Triangle[i].p3 >= nv)
00163 Triangle.RemoveAt(i);
00164 }
00165
00166 Vertex.RemoveAt(Vertex.Count - 1);
00167 Vertex.RemoveAt(Vertex.Count - 1);
00168 Vertex.RemoveAt(Vertex.Count - 1);
00169 Triangle.TrimExcess();
00170 return Triangle;
00171 }
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00184 private static bool InCircle(ControlMeshVertex p, ControlMeshVertex p1, ControlMeshVertex p2, ControlMeshVertex p3)
00185 {
00186
00187
00188
00189
00190 if (System.Math.Abs(p1.Y - p2.Y) < double.Epsilon && System.Math.Abs(p2.Y - p3.Y) < double.Epsilon)
00191 {
00192
00193 return false;
00194 }
00195
00196 double m1, m2;
00197 double mx1, mx2;
00198 double my1, my2;
00199 double xc, yc;
00200
00201 if (System.Math.Abs(p2.Y - p1.Y) < double.Epsilon)
00202 {
00203 m2 = -(p3.X - p2.X) / (p3.Y - p2.Y);
00204 mx2 = (p2.X + p3.X) * 0.5;
00205 my2 = (p2.Y + p3.Y) * 0.5;
00206
00207 xc = (p2.X + p1.X) * 0.5;
00208 yc = m2 * (xc - mx2) + my2;
00209 }
00210 else if (System.Math.Abs(p3.Y - p2.Y) < double.Epsilon)
00211 {
00212 m1 = -(p2.X - p1.X) / (p2.Y - p1.Y);
00213 mx1 = (p1.X + p2.X) * 0.5;
00214 my1 = (p1.Y + p2.Y) * 0.5;
00215
00216 xc = (p3.X + p2.X) * 0.5;
00217 yc = m1 * (xc - mx1) + my1;
00218 }
00219 else
00220 {
00221 m1 = -(p2.X - p1.X) / (p2.Y - p1.Y);
00222 m2 = -(p3.X - p2.X) / (p3.Y - p2.Y);
00223 mx1 = (p1.X + p2.X) * 0.5;
00224 mx2 = (p2.X + p3.X) * 0.5;
00225 my1 = (p1.Y + p2.Y) * 0.5;
00226 my2 = (p2.Y + p3.Y) * 0.5;
00227
00228 xc = (m1 * mx1 - m2 * mx2 + my2 - my1) / (m1 - m2);
00229 yc = m1 * (xc - mx1) + my1;
00230 }
00231
00232 double dx = p2.X - xc;
00233 double dy = p2.Y - yc;
00234 double rsqr = dx * dx + dy * dy;
00235
00236 dx = p.X - xc;
00237 dy = p.Y - yc;
00238 double drsqr = dx * dx + dy * dy;
00239
00240 return (drsqr <= rsqr);
00241 }
00242 }
00243 }