-
Notifications
You must be signed in to change notification settings - Fork 9
/
GS.Geometry.Triangulation.pas
232 lines (196 loc) · 5.81 KB
/
GS.Geometry.Triangulation.pas
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
unit GS.Geometry.Triangulation;
interface
uses Classes, SysUtils,
Math.Vectors,
GS.Geometry,
GS.Geometry.Mesh2D,
GS.Geometry.Mesh2D.Tools,
Delaunay,
BeRoTriangulation;
Type
TGSCustomTriangulation = Class
public
Mesh : TGSRawMesh2D;
procedure AddPoint(x,y : single); virtual; abstract;
procedure Process; virtual; abstract;
Constructor Create; Virtual;
Destructor Destroy; override;
End;
//Used that for repetitive usage (See demo MiniDelau)
TGSTriangulationDelaunay = class(TGSCustomTriangulation)
protected
Engine : TDelaunay;
public
Constructor Create; override;
Destructor Destroy; override;
procedure AddPoint(x,y : single); override;
procedure Process; override;
end;
Type TTiangulationMethod = (tmDelaunay, tmSeibel, tmBeRo);
//Use that for "One time call".
TGSTriangulationPortal = class
class function Delaunay(var cloudPoint : array of vec2; var resultMesh : TGSRawMesh2D) : UInt32;
// class function PolygoneTriangulation(var orderedCloudPoint : array of vec2; resultMesh : TGSRawMesh2D;Const TriangulationMethod : TTiangulationMethod = tmBeRo) : UInt32; Overload;
class function PolygoneTriangulation(var orderedCloudPoint : array of vec2s; resultMesh : TGSRawMesh2D;Const TriangulationMethod : TTiangulationMethod = tmBeRo) : UInt32; Overload;
//class function Delaunay(cloudPoint : array of vec2; var resultMesh : TGSRawMesh2D) : boolean;
end;
implementation
{ TGSTriangulationPortal }
class function TGSTriangulationPortal.Delaunay(var cloudPoint: array of vec2;
var resultMesh: TGSRawMesh2D): Uint32;
var l : TDelaunay; //Direct by delaunay, to avoid uselsee copy.
i : integer;
a,b,c : vec2;
begin
result := 0;
l := TDelaunay.Create;
try
if Not Assigned(resultMesh) then
begin
resultMesh := TGSRawMesh2D.Create;
end;
for I := 0 to Length(cloudPoint) do
l.AddPoint(cloudPoint[i].x,cloudPoint[i].y);
l.Mesh;
for i:= 1 to l.HowMany do
begin
a.x := Round(l.Vertex^[l.Triangle^[i].vv0].x);
a.y := Round(l.Vertex^[l.Triangle^[i].vv0].y);
b.x := Round(l.Vertex^[l.Triangle^[i].vv1].x);
b.y := Round(l.Vertex^[l.Triangle^[i].vv1].y);
c.x := Round(l.Vertex^[l.Triangle^[i].vv2].x);
c.y := Round(l.Vertex^[l.Triangle^[i].vv2].y);
resultMesh.addTriangle(a,b,c);
end;
result := resultMesh.getTriangleCount;
finally
FreeandNil(l);
end;
end;
{
class function TGSTriangulationPortal.PolygoneTriangulation(var
orderedCloudPoint: array of vec2; resultMesh: TGSRawMesh2D; Const TriangulationMethod : TTiangulationMethod): UInt32;
var
pb : TBeRoTriangulationPolygons;
outpb : TBeRoTriangulationTriangles;
res : boolean;
a,b,c : vec2;
i : integer;
begin
assert(assigned(resultMesh));
resultMesh.reset;
//Only one poly here.
SetLength(pb,1);
SetLength(pb[0],length(orderedCloudPoint));
for i := 0 to length(orderedCloudPoint)-1 do
begin
pb[0][i].X := Trunc(orderedCloudPoint[i].x);
pb[0][i].Y := Trunc(orderedCloudPoint[i].y);
end;
case TriangulationMethod of
tmDelaunay: res := TriangulateDelaunayClipping(pb,outpb);
tmSeibel: res := TriangulateSeidel(pb,outpb);
tmBeRo: res := TriangulateBeRo(pb,outpb);
end;
if res then
begin
for i := 0 to length(outpb)-1 do
begin
a.x := outpb[i][0].x;
a.y := outpb[i][0].y;
b.x := outpb[i][1].x;
b.y := outpb[i][1].y;
c.x := outpb[i][2].x;
c.y := outpb[i][2].y;
resultMesh.addTriangle(a,b,c);
end;
end;
result := resultMesh.getTriangleCount;
end;
}
class function TGSTriangulationPortal.PolygoneTriangulation(
var orderedCloudPoint: array of vec2s; resultMesh: TGSRawMesh2D;
const TriangulationMethod: TTiangulationMethod): UInt32;
var
pb : TBeRoTriangulationPolygons;
outpb : TBeRoTriangulationTriangles;
res : boolean;
a,b,c : vec2;
i,j : integer;
begin
assert(assigned(resultMesh));
resultMesh.reset;
SetLength(pb,Length(orderedCloudPoint));
for j := 0 to length(orderedCloudPoint)-1 do begin
SetLength(pb[j],length(orderedCloudPoint[j]));
for i := 0 to length(orderedCloudPoint[j])-1 do
begin
pb[j][i].X := Trunc(orderedCloudPoint[j][i].x);
pb[j][i].Y := Trunc(orderedCloudPoint[j][i].y);
end;
end;
case TriangulationMethod of
tmDelaunay: res := TriangulateDelaunayClipping(pb,outpb);
tmSeibel: res := TriangulateSeidel(pb,outpb);
tmBeRo: res := TriangulateBeRo(pb,outpb);
end;
if res then
begin
for i := 0 to length(outpb)-1 do
begin
a.x := outpb[i][0].x;
a.y := outpb[i][0].y;
b.x := outpb[i][1].x;
b.y := outpb[i][1].y;
c.x := outpb[i][2].x;
c.y := outpb[i][2].y;
resultMesh.addTriangle(a,b,c);
end;
end;
result := resultMesh.getTriangleCount;
end;
{ TGSCustomTriangulation }
constructor TGSCustomTriangulation.Create;
begin
Inherited;
Mesh := TGSRawMesh2D.Create;
Mesh.reset;
end;
destructor TGSCustomTriangulation.Destroy;
begin
FreeAndNil(Mesh);
inherited;
end;
{ TGSTriangulationDelaunay }
procedure TGSTriangulationDelaunay.AddPoint(x, y: single);
begin
Engine.AddPoint(x,y);
end;
constructor TGSTriangulationDelaunay.Create;
begin
inherited Create;
Engine := TDelaunay.Create;
end;
destructor TGSTriangulationDelaunay.Destroy;
begin
FreeAndNil(Engine);
inherited;
end;
procedure TGSTriangulationDelaunay.Process;
var i : integer;
a,b,c : vec2;
begin
Engine.Mesh;
Mesh.reset;
for i:= 1 to Engine.HowMany do
begin
a.x := Round(Engine.Vertex^[Engine.Triangle^[i].vv0].x);
a.y := Round(Engine.Vertex^[Engine.Triangle^[i].vv0].y);
b.x := Round(Engine.Vertex^[Engine.Triangle^[i].vv1].x);
b.y := Round(Engine.Vertex^[Engine.Triangle^[i].vv1].y);
c.x := Round(Engine.Vertex^[Engine.Triangle^[i].vv2].x);
c.y := Round(Engine.Vertex^[Engine.Triangle^[i].vv2].y);
Mesh.addTriangle(a,b,c);
end;
end;
end.