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BoyerWatson.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MyDataStructure;
public static class BoyerWatson
{
/// <summary>
/// Reference by -
/// https://www.youtube.com/watch?v=4ySSsESzw2Y&t=237s&ab_channel=ScottAnderson
/// https://www.newcastle.edu.au/__data/assets/pdf_file/0019/22519/23_A-fast-algortithm-for-generating-constrained-Delaunay-triangulations.pdf
/// https://github.com/Habrador/Computational-geometry/
/// https://www.habrador.com/tutorials/math/
/// https://forum.unity.com/threads/programming-tools-constrained-delaunay-triangulation.1066148/
/// </summary>
/// <param name="points"></param>
/// <returns></returns>
public static Mesh GenerateDelaunayMesh(List<Vector2> points)
{
var triangles = GenerateDelaunayTriangle(points);
var mesh = Triangle2Mesh(triangles);
return mesh;
}
public static Mesh GenerateDelaunayMesh(Vector2[] points)
{
List<Vector2> listPoints = new List<Vector2>(points);
var triangles = GenerateDelaunayTriangle(listPoints);
var mesh = Triangle2Mesh(triangles);
return mesh;
}
/// <summary>
/// https://en.wikipedia.org/wiki/Bowyer%E2%80%93Watson_algorithm
/// </summary>
/// <param name="startPoints"></param>
/// <returns></returns>
static HashSet<Triangle> GenerateDelaunayTriangle(List<Vector2> startPoints)
{
var bound = SetBoundary(startPoints);
var normalizedPoint = NormalizePoints(startPoints, bound);
Triangle superTriangle = new Triangle(new Vector2(-100, -100), new Vector2(0, 100), new Vector2(100, -100));
List<Triangle> tempTriangles = new List<Triangle> { superTriangle };
HalfEdgeData triangulationData = new HalfEdgeData();
triangulationData.Update(tempTriangles);
for (int i = 0; i < normalizedPoint.Count; i++)
{
var point = normalizedPoint[i];
OnInsertPoint(point, triangulationData);
}
RemoveSuperTriangle(superTriangle, triangulationData);
UnNormalizePoints(triangulationData, bound);
HashSet<Triangle> results = triangulationData.HalfEdge2Triangle();
return results;
}
public static Mesh GenerateDelaunayMesh(List<Vector2> points, List<List<Vector2>> holes,out HalfEdgeData data)
{
var triangles = GenerateDelaunayTriangle(points, holes,out data);
var mesh = Triangle2Mesh(triangles);
return mesh;
}
static HashSet<Triangle> GenerateDelaunayTriangle(List<Vector2> startPoints, List<List<Vector2>> holes,out HalfEdgeData data)
{
var bound = SetBoundary(startPoints);
List<List<Vector2>> normalizedHoles = new List<List<Vector2>>();
data = new HalfEdgeData();
var allPoints = NormalizePoints(startPoints, bound);
for (int i = 0; i < holes.Count; i++)
{
List<Vector2> constraint = holes[i];
var normalizedConstraint = NormalizePoints(constraint, bound);
normalizedHoles.Add(normalizedConstraint);
allPoints.AddRange(normalizedConstraint);
}
Triangle superTriangle = new Triangle(new Vector2(-100, -100), new Vector2(0, 100), new Vector2(100, -100));
List<Triangle> tempTriangles = new List<Triangle> { superTriangle };
data.Update(tempTriangles);
for (int i = 0; i < allPoints.Count; i++)
{
var point = allPoints[i];
OnInsertPoint(point, data);
}
foreach(var constraint in normalizedHoles)
{
OnConstraints(data, constraint);
}
RemoveSuperTriangle(superTriangle, data);
UnNormalizePoints(data, bound);
HashSet<Triangle> results = data.HalfEdge2Triangle();
return results;
}
static void OnConstraints(HalfEdgeData data, List<Vector2> constraints)
{
for (int i = 0; i < constraints.Count; i++)
{
var edgeStart = constraints[i];
var edgeEnd = (i == constraints.Count - 1) ? constraints[0] : constraints[i + 1];
var pointEdge = GetEdge(data.faces, edgeStart);
var intersectingEdges = FindIntersectingEdges(data.faces,pointEdge,edgeStart,edgeEnd);
if(intersectingEdges != null)
{
var FlippedEdges = RemoveIntersectingEdges(data,intersectingEdges, edgeStart, edgeEnd);
RestoreDelaunayTriangle(data,FlippedEdges, edgeStart, edgeEnd);
}
}
RemoveConstraint(data, constraints);
}
static void RemoveConstraint(HalfEdgeData data,List<Vector2> constraints)
{
var outLineFaces = GetTrianglesInsideOfConstraint(data, constraints,out List<HalfEdge> outlineEdges);
var willBeDeletedFaces = FloodFillInsideConstraint(data, outLineFaces,outlineEdges);
foreach(var face in willBeDeletedFaces)
{
DeleteTriangleFace(face, data, true);
}
}
public static List<HalfEdgeFace> FloodFillInsideConstraint(HalfEdgeData data,List<HalfEdgeFace> outLineFaces,List<HalfEdge> outlineEdge)
{
Queue<HalfEdgeFace> searchQ = new Queue<HalfEdgeFace>(outLineFaces);
List<HalfEdgeFace> result = new List<HalfEdgeFace>(outLineFaces);
while(searchQ.Count > 0)
{
HalfEdgeFace curFace = searchQ.Dequeue();
HalfEdge curEdge = curFace.edge;
HalfEdge nextEdge = curEdge.nextEdge;
HalfEdge prevEdge = curEdge.prevEdge;
if (!outlineEdge.Contains(curEdge) && !result.Contains(curEdge.oppositeEdge.face))
{
searchQ.Enqueue(curEdge.oppositeEdge.face);
result.Add(curEdge.oppositeEdge.face);
}
if (!outlineEdge.Contains(nextEdge) && !result.Contains(nextEdge.oppositeEdge.face))
{
searchQ.Enqueue(nextEdge.oppositeEdge.face);
result.Add(nextEdge.oppositeEdge.face);
}
if (!outlineEdge.Contains(prevEdge) && !result.Contains(prevEdge.oppositeEdge.face))
{
searchQ.Enqueue(prevEdge.oppositeEdge.face);
result.Add(prevEdge.oppositeEdge.face);
}
}
return result;
}
public static List<HalfEdgeFace> GetTrianglesInsideOfConstraint(HalfEdgeData data,List<Vector2> constraints,out List<HalfEdge> outlineEdges)
{
List<HalfEdgeFace> result = new List<HalfEdgeFace>(constraints.Count);
outlineEdges = new List<HalfEdge>();
int index = 0;
var edgeStart = constraints[index];
var edgeEnd = constraints[index+1];
HalfEdge curEdge = null;
HalfEdgeFace curFace = null;
foreach(var vertex in data.vertices)
{
if(isSame(vertex.position,edgeStart))
{
curEdge = vertex.edge;
curFace = curEdge.face;
break;
}
}
while(true)
{
if(isSame(curEdge.v.position,edgeStart))
{
break;
}
curEdge = curEdge.nextEdge;
}
int safety = 0;
while(true)
{
safety++;
if(safety > 1000)
{
Debug.Log("Hit Infinity");
break;
}
if(isSame(curEdge.v.position,edgeStart) && isSame(curEdge.nextEdge.v.position,edgeEnd))
{
outlineEdges.Add(curEdge);
curEdge = curEdge.nextEdge;
break;
}
else if(isSame(curEdge.nextEdge.v.position, edgeStart) && isSame(curEdge.prevEdge.v.position, edgeEnd))
{
outlineEdges.Add(curEdge);
curEdge = curEdge.prevEdge;
break;
}
else if(isSame(curEdge.prevEdge.v.position, edgeStart) && isSame(curEdge.v.position, edgeEnd))
{
outlineEdges.Add(curEdge);
break;
}
curEdge =curEdge.prevEdge.oppositeEdge;
curFace = curEdge.face;
}
result.Add(curEdge.face);
index++;
safety = 0;
while(index != constraints.Count)
{
edgeStart = constraints[index];
edgeEnd = (index == constraints.Count - 1) ? constraints[0] : constraints[index + 1];
safety++;
if (safety > 1000)
{
Debug.Log("Hit Infinity");
break;
}
var a = curEdge;
var b = a.nextEdge;
var c = a.prevEdge;
if (isSame(a.v.position, edgeStart) && isSame(b.v.position, edgeEnd))
{
if (!result.Contains(curFace))
{
result.Add(curFace);
}
outlineEdges.Add(curEdge);
curEdge = b;
index++;
continue;
}
if (isSame(b.v.position, edgeStart) && isSame(c.v.position, edgeEnd))
{
if (!result.Contains(curFace))
{
result.Add(curFace);
}
outlineEdges.Add(curEdge);
curEdge = c;
index++;
continue;
}
if (isSame(c.v.position, edgeStart) && isSame(a.v.position, edgeEnd))
{
if (!result.Contains(curFace))
{
result.Add(curFace);
}
outlineEdges.Add(curEdge);
curEdge = a;
index++;
continue;
}
curEdge = curEdge.oppositeEdge.nextEdge;
curFace = curEdge.face;
}
return result;
}
static void RestoreDelaunayTriangle(HalfEdgeData data,List<HalfEdge> newEdges,Vector2 edgeStart,Vector2 edgeEnd)
{
int safety = 0;
while(newEdges.Count > 0)
{
safety++;
if(safety > 100000)
{
Debug.LogError("Hit Infinity while flipping restoring triangle");
break;
}
bool hasFlipped = false;
for (int i = 0; i < newEdges.Count; i++)
{
var curEdge = newEdges[i];
var a = curEdge.v.position;
var b = curEdge.nextEdge.v.position;
var c = curEdge.prevEdge.v.position;
var d = curEdge.oppositeEdge.prevEdge.v.position;
if((isSame(edgeStart,a) && isSame(edgeEnd,b)) || (isSame(edgeStart,b) && isSame(edgeEnd,a)))
{
continue;
}
if (ShouldFlipEdge(curEdge.face,d))
{
hasFlipped = true;
TestFlipEdge(curEdge,ref data);
}
}
if(!hasFlipped)
{
break;
}
}
}
public static Queue<HalfEdge> FindIntersectingEdges(List<HalfEdgeFace> faces,HalfEdge pointEdge ,Vector2 edgeStart,Vector2 edgeEnd)
{
Queue<HalfEdge> result = new Queue<HalfEdge>(faces.Count);
int safety = 0;
if (pointEdge == null)
{
Debug.LogError("This point has been deleted by previous constraint method. Do not place constraint point inside of constraint!");
return null;
}
HalfEdgeFace curFace = pointEdge.face;
HalfEdge curEdge = pointEdge;
// 해당 버텍스에 충돌되는 선분이 나올때까지 버텍스를 지점으로 우측방향으로 회전탐색
// 탐색도중 edgeEnd에 도달시 탐색할 중심점으로 저장해둔다
// 중심점과 충돌하는 선분이 둘다 나왔으면 정지, 하나라도 안나왔다면 다음 중심점으로 탐색한다
var startFace = curFace;
while(true)
{
safety++;
if (safety > 100)
{
Debug.LogError("Endless loop while finding triangle to walk");
break;
}
var e1 = curEdge;
var e2 = e1.nextEdge;
var e3 = e1.prevEdge;
if (AreLineIntersecting(e1.v.position, e2.v.position, edgeStart, edgeEnd, false))
{
curEdge = e1.oppositeEdge;
break;
}
else if (AreLineIntersecting(e2.v.position, e3.v.position, edgeStart, edgeEnd, false))
{
curEdge = e2.oppositeEdge;
break;
}
else if (AreLineIntersecting(e3.v.position, e1.v.position, edgeStart, edgeEnd, false))
{
curEdge = e3.oppositeEdge;
break;
}
curEdge = curEdge.prevEdge.oppositeEdge;
curFace = curEdge.face;
if(curFace == startFace) // we searched all face but we didn't found any single intersecting line.
{
return null;
}
}
result.Enqueue(curEdge);
while(true)
{
var nextEdge = curEdge.nextEdge;
var prevEdge = curEdge.prevEdge;
if (AreLineIntersecting(nextEdge.v.position, prevEdge.v.position, edgeStart, edgeEnd, false))
{
curEdge = nextEdge.oppositeEdge;
}
else if (AreLineIntersecting(prevEdge.v.position, curEdge.v.position, edgeStart, edgeEnd, false))
{
curEdge = prevEdge.oppositeEdge;
}
else // If there's none intersecting edge, then we searched all.
{
break;
}
result.Enqueue(curEdge);
}
return result;
}
public static List<HalfEdge> RemoveIntersectingEdges(HalfEdgeData data,Queue<HalfEdge> intersectingEdges,Vector2 edgeStart, Vector2 edgeEnd)
{
List<HalfEdge> result = new List<HalfEdge>(intersectingEdges.Count);
int safety = 0;
while(intersectingEdges.Count > 0)
{
safety++;
if(safety > 10000)
{
Debug.LogError("Hit infinity while removing intersecting edges");
break;
}
var curEdge = intersectingEdges.Dequeue();
var a = curEdge.v.position;
var b = curEdge.nextEdge.v.position;
var c = curEdge.prevEdge.v.position;
var d = curEdge.oppositeEdge.prevEdge.v.position;
if(!IsQuadrilateralConvex(a,b,c,d))
{
intersectingEdges.Enqueue(curEdge);
continue;
}
else
{
TestFlipEdge(curEdge,ref data);
a = curEdge.v.position;
b = curEdge.nextEdge.v.position;
if(AreLineIntersecting(edgeStart,edgeEnd,a,b,false))
{
intersectingEdges.Enqueue(curEdge);
}
else
{
result.Add(curEdge);
}
}
}
return result;
}
public static void TestFlipEdge(HalfEdge e,ref HalfEdgeData data)
{
var e1 = e;
var e2 = e.nextEdge;
var e3 = e.prevEdge;
HalfEdge e4 = e.oppositeEdge;
var e5 = e4.nextEdge;
var e6 = e4.prevEdge;
// DeleteTriangleFace(e.face, data, false);
// DeleteTriangleFace(e4.face, data, false);
Vector2 aPos = e.v.position;
Vector2 bPos = e.nextEdge.v.position;
Vector2 cPos = e.prevEdge.v.position;
Vector2 dPos = e6.v.position;
var aOld = e1.v;
var aOppositeOld = e5.v;
var bOld = e2.v;
var bOppositeOld = e4.v;
var cOld = e3.v;
var dOld = e6.v;
var d = dOld;
var c = cOld;
var a = aOld;
var dOpposite = aOppositeOld;
dOpposite.position = dPos;
var cOpposite = bOppositeOld;
bOppositeOld.position = cPos;
var b = bOld;
// update half-edge connections.
var ef = e1.face;
var of = e4.face;
e1.face = ef;
e3.face = ef;
e5.face = ef;
e2.face = of;
e4.face = of;
e6.face = of;
ef.edge = e1;
of.edge = e4;
e1.nextEdge = e3;
e1.prevEdge = e5;
e2.nextEdge = e4;
e2.prevEdge = e6;
e3.nextEdge = e5;
e3.prevEdge = e1;
e4.nextEdge = e6;
e4.prevEdge = e2;
e5.nextEdge = e1;
e5.prevEdge = e3;
e6.nextEdge = e2;
e6.prevEdge = e4;
// update half edge vertex
e1.v = d;
e3.v = c;
e5.v = a;
e2.v = b;
e4.v = cOpposite;
e6.v = dOpposite;
e1.v.edge = e3;
e3.v.edge = e5;
e5.v.edge = e1;
e2.v.edge = e4;
e4.v.edge = e6;
e6.v.edge = e2;
d.edge = e1;
c.edge = e3;
a.edge = e5;
cOpposite.edge = e4;
dOpposite.edge = e6;
b.edge = e2;
// update Face
}
public static HalfEdge GetEdge(List<HalfEdgeFace> faces, Vector2 point)
{
HalfEdge result = null;
foreach(var face in faces)
{
var curEdge = face.edge;
var nextEdge = curEdge.nextEdge;
var prevEdge = curEdge.prevEdge;
if (isSame(curEdge.v.position, point))
{
result = curEdge;
break;
}
else if (isSame(nextEdge.v.position, point))
{
result = nextEdge;
break;
}
else if (isSame(prevEdge.v.position, point))
{
result = prevEdge;
break;
}
}
return result;
}
static void OnInsertPoint(Vector2 point,HalfEdgeData triangulationData)
{
List<HalfEdgeFace> badTriangles = new List<HalfEdgeFace>();
foreach (var triangle in triangulationData.faces)
{
if (isPointInsideCircumCircle(triangle, point))
{
badTriangles.Add(triangle);
}
}
List<HalfEdge> NotSharedEdges = new List<HalfEdge>();
foreach (var triangle in badTriangles)
{
var e1 = triangle.edge;
var e2 = triangle.edge.nextEdge;
var e3 = triangle.edge.prevEdge;
if (!isEdgeSharedByOtherTriangles(e1, badTriangles))
{
NotSharedEdges.Add(e1);
}
if (!isEdgeSharedByOtherTriangles(e2, badTriangles))
{
NotSharedEdges.Add(e2);
}
if (!isEdgeSharedByOtherTriangles(e3, badTriangles))
{
NotSharedEdges.Add(e3);
}
}
foreach (var triangle in badTriangles)
{
DeleteTriangleFace(triangle, triangulationData, false);
}
foreach (var halfedge in NotSharedEdges)
{
CreateNewFace(halfedge, point, triangulationData);
}
foreach (var e in triangulationData.edges)
{
if(e.oppositeEdge != null)
{
continue;
}
var curEdgeVertex = e.v;
var nextEdgeVertex = e.nextEdge.v;
foreach (HalfEdge other in triangulationData.edges)
{
if (e == other || other.oppositeEdge != null)
{
continue;
}
if (curEdgeVertex.position.Equals(other.nextEdge.v.position) && nextEdgeVertex.position.Equals(other.v.position))
{
e.oppositeEdge = other;
other.oppositeEdge = e;
break;
}
}
}
}
static void RemoveSuperTriangle(Triangle superTriangle, HalfEdgeData data)
{
HashSet<HalfEdgeFace> trianglesToDelete = new HashSet<HalfEdgeFace>();
foreach (var v in data.vertices)
{
if (trianglesToDelete.Contains(v.edge.face))
{
continue;
}
var vPos = v.position;
if (vPos.Equals(superTriangle.v1) || vPos.Equals(superTriangle.v2) || vPos.Equals(superTriangle.v3))
{
trianglesToDelete.Add(v.edge.face);
}
}
foreach (var face in trianglesToDelete)
{
DeleteTriangleFace(face, data, shouldSetOppositeNull: true);
}
}
static void CreateNewFace(HalfEdge eOld, Vector2 point, HalfEdgeData data)
{
// fix this face
var vOrigin = new HalfEdgeVertex(eOld.v.position);
var vNext = new HalfEdgeVertex(eOld.nextEdge.v.position);
var vPrev = new HalfEdgeVertex(point);
HalfEdge e1 = new HalfEdge(vOrigin);
HalfEdge e2 = new HalfEdge(vNext);
HalfEdge e3 = new HalfEdge(vPrev);
// create Connection
// Update new Edge connection.
// But if opposite edge needs a new reference to this edge if it's not a border
e1.oppositeEdge = eOld.oppositeEdge;
if (e1.oppositeEdge != null)
{
eOld.oppositeEdge.oppositeEdge = e1;
}
// Creating connection each other
e1.nextEdge = e2;
e1.prevEdge = e3;
e2.nextEdge = e3;
e2.prevEdge = e1;
e3.nextEdge = e1;
e3.prevEdge = e2;
// Update face
// add Edge to vertex
HalfEdgeFace f = new HalfEdgeFace(e1);
e1.face = f;
e2.face = f;
e3.face = f;
vPrev.edge = e1;
vNext.edge = e3;
vOrigin.edge = e2;
data.faces.Add(f);
data.edges.Add(e1);
data.edges.Add(e2);
data.edges.Add(e3);
data.vertices.Add(vOrigin);
data.vertices.Add(vNext);
data.vertices.Add(vPrev);
}
static void CreateNewFace(HalfEdgeFace completedFace, HalfEdgeData data)
{
var e1 = completedFace.edge;
var e2 = e1.nextEdge;
var e3 = e1.prevEdge;
data.faces.Add(completedFace);
data.edges.Add(e1);
data.edges.Add(e2);
data.edges.Add(e3);
data.vertices.Add(e1.v);
data.vertices.Add(e2.v);
data.vertices.Add(e3.v);
}
public static void DeleteTriangleFace(HalfEdgeFace face, HalfEdgeData data, bool shouldSetOppositeNull)
{
var e1 = face.edge;
var e2 = e1.nextEdge;
var e3 = e1.prevEdge;
if (shouldSetOppositeNull)
{
if (e1.oppositeEdge != null)
{
e1.oppositeEdge.oppositeEdge = null;
}
if (e2.oppositeEdge != null)
{
e2.oppositeEdge.oppositeEdge = null;
}
if (e3.oppositeEdge != null)
{
e3.oppositeEdge.oppositeEdge = null;
}
}
data.faces.Remove(face);
data.edges.Remove(e1);
data.edges.Remove(e2);
data.edges.Remove(e3);
data.vertices.Remove(e1.v);
data.vertices.Remove(e2.v);
data.vertices.Remove(e3.v);
}
static bool isEdgeSharedByOtherTriangles(HalfEdge edge,List<HalfEdgeFace> badTriangles)
{
foreach(var triangle in badTriangles)
{
var otherEdge = triangle.edge;
if(isEdgeOpposite(edge,otherEdge))
{
return true;
}
if(isEdgeOpposite(edge, otherEdge.nextEdge))
{
return true;
}
if(isEdgeOpposite(edge, otherEdge.prevEdge))
{
return true;
}
}
return false;
}
static bool isEdgeOpposite(HalfEdge edge,HalfEdge otherEdge)
{
return edge.v.position.Equals(otherEdge.nextEdge.v.position) && edge.nextEdge.v.position.Equals(otherEdge.v.position);
}
public static bool isPointInsideCircumCircle(HalfEdgeFace face,Vector2 point)
{
float dist = Vector2.Distance(point, face.circumCenter);
if(dist < face.circumRadius)
{
return true;
}
return false;
}
public static bool ShouldFlipEdge(HalfEdgeFace face, Vector2 point)
{
bool shouldFlipEdge = false;
if(isPointInsideCircumCircle(face,point))
{
var curEdge = face.edge;
var a = curEdge.v.position;
var b = curEdge.nextEdge.v.position;
var c = curEdge.prevEdge.v.position;
if(IsQuadrilateralConvex(a,b,c,point))
{
shouldFlipEdge = true;
}
}
return shouldFlipEdge;
}
/// <summary>
/// IsQuadrilateralConvex? from
/// https://www.newcastle.edu.au/__data/assets/pdf_file/0019/22519/23_A-fast-algortithm-for-generating-constrained-Delaunay-triangulations.pdf
///
/// 'stable' mean it's numerically stable. get more info from the above link
///
/// v1,v2,v3 is counter-clockwise
/// v1,v2 is edge that we want to flip.
/// so,
/// </summary>
/// <param name="flipEdgeV1"></param>
/// <param name="flipEdgeV2"></param>
/// <param name="v3"></param>
/// <param name="point"></param>
/// <returns></returns>
public static bool ShouldFlipEdgesStable(Vector2 flipEdgeV1, Vector2 flipEdgeV2, Vector2 v3, Vector2 point)
{
float x13 = flipEdgeV1.x - v3.x;
float x23 = flipEdgeV2.x - v3.x;
float x1p = flipEdgeV1.x - point.x;
float x2p = flipEdgeV2.x - point.x;
float y13 = flipEdgeV1.y - v3.y;
float y23 = flipEdgeV2.y - v3.y;
float y1p = flipEdgeV1.y - point.y;
float y2p = flipEdgeV2.y - point.y;
float cosA = x13 * x23 + y13 * y23;
float cosB = x2p * x1p + y2p * y1p;
if (cosA >= 0f && cosB >= 0f)
{
return false;
}
if (cosA < 0f && cosB < 0)
{
return true;
}
float sinAB = (x13 * y23 - x23 * y13) * cosB + (x2p * y1p - x1p * y2p) * cosA;
if (sinAB < 0)
{
return true;
}
return false;
}
static List<Vector2> NormalizePoints(List<Vector2> points, Bounds bound)
{
List<Vector2> result = new List<Vector2>(points.Count);
float dMax = CalculateDMax(bound);
for (int i = 0; i < points.Count; i++)
{
var p = points[i];
float x = (p.x - bound.min.x) / dMax;
float y = (p.y - bound.min.y) / dMax;
result.Add(new Vector2(x, y));
}
return result;
}
static void UnNormalizePoints(HalfEdgeData data, Bounds bound)
{
float dMax = CalculateDMax(bound);
foreach (var v in data.vertices)
{
float x = (v.position.x * dMax) + bound.min.x;
float y = (v.position.y * dMax) + bound.min.y;
v.position = new Vector2(x, y);
}
foreach(var face in data.faces)
{
face.RecalculateCircums();
}
}
static float EPSILON = 0.00001f;
/// <summary>
/// if a is start, b is end line
/// negative = point at South and West /
/// positive = point at North and East
///
/// + -
/// a ----------> b a <--------- b
/// - +
///
/// </summary>
/// <param name="a"></param>
/// <param name="b"></param>
/// <param name="point"></param>
/// <returns></returns>
public static int IsPointAtRightOfLine(Vector3 a, Vector3 b, Vector3 point)
{
var relationValue = MathUtility.GetPointInRelationToVector(a, b, point);
if (relationValue > EPSILON)
{
return 1;
}
else if (relationValue < -EPSILON)
{
return -1;
}
else
{
return 0;
}
}
/// <summary>
/// http://thirdpartyninjas.com/blog/2008/10/07/line-segment-intersection/
/// </summary>
/// <param name="p1v1"></param>
/// <param name="p1v2"></param>
/// <param name="p2v1"></param>
/// <param name="p2v2"></param>
/// <param name="includeEndPoints"></param>
/// <returns></returns>
public static bool AreLineIntersecting(Vector2 p1v1, Vector2 p1v2, Vector2 p2v1, Vector2 p2v2, bool includeEndPoints)
{
bool result = false;
if(isSame(p1v1,p2v1) || isSame(p1v1,p2v2) || isSame(p1v2,p2v1) || isSame(p1v2,p2v2))
{
return false;
}
float denominator = (p2v2.y - p2v1.y) * (p1v2.x - p1v1.x) - (p2v2.x - p2v1.x) * (p1v2.y - p1v1.y);
if (denominator != 0f)
{
float a = ((p2v2.x - p2v1.x) * (p1v1.y - p2v1.y) - (p2v2.y - p2v1.y) * (p1v1.x - p2v1.x)) / denominator;