1173 lines
37 KiB
Python
1173 lines
37 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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from . import geom
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import math
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import random
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from math import sqrt, hypot
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# Points are 3-tuples or 2-tuples of reals: (x,y,z) or (x,y)
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# Faces are lists of integers (vertex indices into coord lists)
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# After triangulation/quadrangulation, the tris and quads will
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# be tuples instead of lists.
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# Vmaps are lists taking vertex index -> Point
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TOL = 1e-7 # a tolerance for fuzzy equality
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GTHRESH = 75 # threshold above which use greedy to _Quandrangulate
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ANGFAC = 1.0 # weighting for angles in quad goodness measure
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DEGFAC = 10.0 # weighting for degree in quad goodness measure
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# Angle kind constants
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Ang0 = 1
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Angconvex = 2
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Angreflex = 3
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Angtangential = 4
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Ang360 = 5
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def TriangulateFace(face, points):
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"""Triangulate the given face.
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Uses an easy triangulation first, followed by a constrained delauney
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triangulation to get better shaped triangles.
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Args:
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face: list of int - indices in points, assumed CCW-oriented
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points: geom.Points - holds coordinates for vertices
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Returns:
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list of (int, int, int) - 3-tuples are CCW-oriented vertices of
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triangles making up the triangulation
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"""
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if len(face) <= 3:
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return [tuple(face)]
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tris = EarChopTriFace(face, points)
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bord = _BorderEdges([face])
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triscdt = _CDT(tris, bord, points)
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return triscdt
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def TriangulateFaceWithHoles(face, holes, points):
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"""Like TriangulateFace, but with holes inside the face.
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Works by making one complex polygon that has segments to
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and from the holes ("islands"), and then using the same method
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as TriangulateFace.
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Args:
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face: list of int - indices in points, assumed CCW-oriented
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holes: list of list of int - each sublist is like face
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but CW-oriented and assumed to be inside face
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points: geom.Points - holds coordinates for vertices
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Returns:
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list of (int, int, int) - 3-tuples are CCW-oriented vertices of
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triangles making up the triangulation
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"""
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if len(holes) == 0:
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return TriangulateFace(face, points)
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allfaces = [face] + holes
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sholes = [_SortFace(h, points) for h in holes]
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joinedface = _JoinIslands(face, sholes, points)
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tris = EarChopTriFace(joinedface, points)
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bord = _BorderEdges(allfaces)
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triscdt = _CDT(tris, bord, points)
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return triscdt
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def QuadrangulateFace(face, points):
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"""Quadrangulate the face (subdivide into convex quads and tris).
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Like TriangulateFace, but after triangulating, join as many pairs
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of triangles as possible into convex quadrilaterals.
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Args:
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face: list of int - indices in points, assumed CCW-oriented
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points: geom.Points - holds coordinates for vertices
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Returns:
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list of 3-tuples or 4-tuples of ints - CCW-oriented vertices of
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quadrilaterals and triangles making up the quadrangulation.
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"""
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if len(face) <= 3:
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return [tuple(face)]
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tris = EarChopTriFace(face, points)
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bord = _BorderEdges([face])
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triscdt = _CDT(tris, bord, points)
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qs = _Quandrangulate(triscdt, bord, points)
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return qs
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def QuadrangulateFaceWithHoles(face, holes, points):
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"""Like QuadrangulateFace, but with holes inside the faces.
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Args:
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face: list of int - indices in points, assumed CCW-oriented
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holes: list of list of int - each sublist is like face
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but CW-oriented and assumed to be inside face
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points: geom.Points - holds coordinates for vertices
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Returns:
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list of 3-tuples or 4-tuples of ints - CCW-oriented vertices of
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quadrilaterals and triangles making up the quadrangulation.
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"""
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if len(holes) == 0:
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return QuadrangulateFace(face, points)
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allfaces = [face] + holes
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sholes = [_SortFace(h, points) for h in holes]
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joinedface = _JoinIslands(face, sholes, points)
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tris = EarChopTriFace(joinedface, points)
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bord = _BorderEdges(allfaces)
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triscdt = _CDT(tris, bord, points)
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qs = _Quandrangulate(triscdt, bord, points)
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return qs
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def _SortFace(face, points):
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"""Rotate face so leftmost vertex is first, where face is
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list of indices in points."""
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n = len(face)
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if n <= 1:
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return face
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lefti = 0
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leftv = face[0]
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for i in range(1, n):
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# following comparison is lexicographic on n-tuple
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# so sorts on x first, using lower y as tie breaker.
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if points.pos[face[i]] < points.pos[leftv]:
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lefti = i
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leftv = face[i]
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return face[lefti:] + face[0:lefti]
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def EarChopTriFace(face, points):
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"""Triangulate given face, with coords given by indexing into points.
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Return list of faces, each of which will be a triangle.
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Use the ear-chopping method."""
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# start with lowest coord in 2d space to try
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# to get a pleasing uniform triangulation if starting with
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# a regular structure (like a grid)
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start = _GetLeastIndex(face, points)
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ans = []
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incr = 1
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n = len(face)
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while n > 3:
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i = _FindEar(face, n, start, incr, points)
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vm1 = face[(i - 1) % n]
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v0 = face[i]
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v1 = face[(i + 1) % n]
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face = _ChopEar(face, i)
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n = len(face)
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incr = - incr
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if incr == 1:
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start = i % n
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else:
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start = (i - 1) % n
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ans.append((vm1, v0, v1))
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ans.append(tuple(face))
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return ans
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def _GetLeastIndex(face, points):
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"""Return index of coordinate that is leftmost, lowest in face."""
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bestindex = 0
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bestpos = points.pos[face[0]]
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for i in range(1, len(face)):
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pos = points.pos[face[i]]
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if pos[0] < bestpos[0] or \
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(pos[0] == bestpos[0] and pos[1] < bestpos[1]):
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bestindex = i
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bestpos = pos
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return bestindex
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def _FindEar(face, n, start, incr, points):
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"""An ear of a polygon consists of three consecutive vertices
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v(-1), v0, v1 such that v(-1) can connect to v1 without intersecting
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the polygon.
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Finds an ear, starting at index 'start' and moving
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in direction incr. (We attempt to alternate directions, to find
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'nice' triangulations for simple convex polygons.)
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Returns index into faces of v0 (will always find one, because
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uses a desperation mode if fails to find one with above rule)."""
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angk = _ClassifyAngles(face, n, points)
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for mode in range(0, 5):
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i = start
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while True:
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if _IsEar(face, i, n, angk, points, mode):
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return i
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i = (i + incr) % n
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if i == start:
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break # try next higher desperation mode
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def _IsEar(face, i, n, angk, points, mode):
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"""Return true, false depending on ear status of vertices
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with indices i-1, i, i+1.
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mode is amount of desperation: 0 is Normal mode,
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mode 1 allows degenerate triangles (with repeated vertices)
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mode 2 allows local self crossing (folded) ears
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mode 3 allows any convex vertex (should always be one)
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mode 4 allows anything (just to be sure loop terminates!)"""
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k = angk[i]
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vm2 = face[(i - 2) % n]
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vm1 = face[(i - 1) % n]
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v0 = face[i]
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v1 = face[(i + 1) % n]
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v2 = face[(i + 2) % n]
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if vm1 == v0 or v0 == v1:
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return (mode > 0)
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b = (k == Angconvex or k == Angtangential or k == Ang0)
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c = _InCone(vm1, v0, v1, v2, angk[(i + 1) % n], points) and \
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_InCone(v1, vm2, vm1, v0, angk[(i - 1) % n], points)
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if b and c:
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return _EarCheck(face, n, angk, vm1, v0, v1, points)
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if mode < 2:
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return False
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if mode == 3:
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return SegsIntersect(vm2, vm1, v0, v1, points)
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if mode == 4:
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return b
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return True
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def _EarCheck(face, n, angk, vm1, v0, v1, points):
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"""Return True if the successive vertices vm1, v0, v1
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forms an ear. We already know that it is not a reflex
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Angle, and that the local cone containment is ok.
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What remains to check is that the edge vm1-v1 doesn't
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intersect any other edge of the face (besides vm1-v0
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and v0-v1). Equivalently, there can't be a reflex Angle
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inside the triangle vm1-v0-v1. (Well, there are
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messy cases when other points of the face coincide with
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v0 or touch various lines involved in the ear.)"""
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for j in range(0, n):
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fv = face[j]
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k = angk[j]
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b = (k == Angreflex or k == Ang360) \
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and not(fv == vm1 or fv == v0 or fv == v1)
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if b:
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# Is fv inside closure of triangle (vm1,v0,v1)?
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c = not(Ccw(v0, vm1, fv, points) \
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or Ccw(vm1, v1, fv, points) \
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or Ccw(v1, v0, fv, points))
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fvm1 = face[(j - 1) % n]
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fv1 = face[(j + 1) % n]
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# To try to deal with some degenerate cases,
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# also check to see if either segment attached to fv
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# intersects either segment of potential ear.
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d = SegsIntersect(fvm1, fv, vm1, v0, points) or \
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SegsIntersect(fvm1, fv, v0, v1, points) or \
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SegsIntersect(fv, fv1, vm1, v0, points) or \
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SegsIntersect(fv, fv1, v0, v1, points)
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if c or d:
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return False
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return True
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def _ChopEar(face, i):
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"""Return a copy of face (of length n), omitting element i."""
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return face[0:i] + face[i + 1:]
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def _InCone(vtest, a, b, c, bkind, points):
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"""Return true if point with index vtest is in Cone of points with
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indices a, b, c, where Angle ABC has AngleKind Bkind.
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The Cone is the set of points inside the left face defined by
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segments ab and bc, disregarding all other segments of polygon for
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purposes of inside test."""
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if bkind == Angreflex or bkind == Ang360:
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if _InCone(vtest, c, b, a, Angconvex, points):
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return False
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return not((not(Ccw(b, a, vtest, points)) \
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and not(Ccw(b, vtest, a, points)) \
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and Ccw(b, a, vtest, points))
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or
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(not(Ccw(b, c, vtest, points)) \
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and not(Ccw(b, vtest, c, points)) \
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and Ccw(b, a, vtest, points)))
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else:
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return Ccw(a, b, vtest, points) and Ccw(b, c, vtest, points)
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def _JoinIslands(face, holes, points):
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"""face is a CCW face containing the CW faces in the holes list,
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where each hole is sorted so the leftmost-lowest vertex is first.
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faces and holes are given as lists of indices into points.
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The holes should be sorted by softface.
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Add edges to make a new face that includes the holes (a Ccw traversal
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of the new face will have the inside always on the left),
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and return the new face."""
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while len(holes) > 0:
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(hole, holeindex) = _LeftMostFace(holes, points)
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holes = holes[0:holeindex] + holes[holeindex + 1:]
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face = _JoinIsland(face, hole, points)
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return face
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def _JoinIsland(face, hole, points):
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"""Return a modified version of face that splices in the
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vertices of hole (which should be sorted)."""
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if len(hole) == 0:
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return face
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hv0 = hole[0]
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d = _FindDiag(face, hv0, points)
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newface = face[0:d + 1] + hole + [hv0] + face[d:]
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return newface
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def _LeftMostFace(holes, points):
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"""Return (hole,index of hole in holes) where hole has
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the leftmost first vertex. To be able to handle empty
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holes gracefully, call an empty hole 'leftmost'.
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Assumes holes are sorted by softface."""
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assert(len(holes) > 0)
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lefti = 0
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lefthole = holes[0]
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if len(lefthole) == 0:
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return (lefthole, lefti)
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leftv = lefthole[0]
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for i in range(1, len(holes)):
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ihole = holes[i]
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if len(ihole) == 0:
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return (ihole, i)
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iv = ihole[0]
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if points.pos[iv] < points.pos[leftv]:
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(lefti, lefthole, leftv) = (i, ihole, iv)
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return (lefthole, lefti)
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def _FindDiag(face, hv, points):
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"""Find a vertex in face that can see vertex hv, if possible,
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and return the index into face of that vertex.
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Should be able to find a diagonal that connects a vertex of face
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left of v to hv without crossing face, but try two
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more desperation passes after that to get SOME diagonal, even if
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it might cross some edge somewhere.
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First desperation pass (mode == 1): allow points right of hv.
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Second desperation pass (mode == 2): allow crossing boundary poly"""
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besti = - 1
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bestdist = 1e30
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for mode in range(0, 3):
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for i in range(0, len(face)):
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v = face[i]
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if mode == 0 and points.pos[v] > points.pos[hv]:
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continue # in mode 0, only want points left of hv
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dist = _DistSq(v, hv, points)
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if dist < bestdist:
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if _IsDiag(i, v, hv, face, points) or mode == 2:
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(besti, bestdist) = (i, dist)
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if besti >= 0:
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break # found one, so don't need other modes
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assert(besti >= 0)
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return besti
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def _IsDiag(i, v, hv, face, points):
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"""Return True if vertex v (at index i in face) can see vertex hv.
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v and hv are indices into points.
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(v, hv) is a diagonal if hv is in the cone of the Angle at index i on face
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and no segment in face intersects (h, hv).
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"""
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n = len(face)
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vm1 = face[(i - 1) % n]
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v1 = face[(i + 1) % n]
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k = _AngleKind(vm1, v, v1, points)
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if not _InCone(hv, vm1, v, v1, k, points):
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return False
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for j in range(0, n):
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vj = face[j]
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vj1 = face[(j + 1) % n]
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if SegsIntersect(v, hv, vj, vj1, points):
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return False
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return True
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def _DistSq(a, b, points):
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"""Return distance squared between coords with indices a and b in points.
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"""
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diff = Sub2(points.pos[a], points.pos[b])
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return Dot2(diff, diff)
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def _BorderEdges(facelist):
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"""Return a set of (u,v) where u and v are successive vertex indices
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in some face in the list in facelist."""
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ans = set()
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for i in range(0, len(facelist)):
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f = facelist[i]
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for j in range(1, len(f)):
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ans.add((f[j - 1], f[j]))
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ans.add((f[-1], f[0]))
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return ans
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def _CDT(tris, bord, points):
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"""Tris is a list of triangles ((a,b,c), CCW-oriented indices into points)
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Bord is a set of border edges (u,v), oriented so that tris
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is a triangulation of the left face of the border(s).
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Make the triangulation "Constrained Delaunay" by flipping "reversed"
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quadrangulaterals until can flip no more.
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Return list of triangles in new triangulation."""
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td = _TriDict(tris)
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re = _ReveresedEdges(tris, td, bord, points)
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ts = set(tris)
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# reverse the reversed edges until done.
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# reversing and edge adds new edges, which may or
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# may not be reversed or border edges, to re for
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# consideration, but the process will stop eventually.
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while len(re) > 0:
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(a, b) = e = re.pop()
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if e in bord or not _IsReversed(e, td, points):
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continue
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# rotate e in quad adbc to get other diagonal
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erev = (b, a)
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tl = td.get(e)
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tr = td.get(erev)
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if not tl or not tr:
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continue # shouldn't happen
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c = _OtherVert(tl, a, b)
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d = _OtherVert(tr, a, b)
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if c is None or d is None:
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continue # shouldn't happen
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newt1 = (c, d, b)
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newt2 = (c, a, d)
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del td[e]
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del td[erev]
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td[(c, d)] = newt1
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td[(d, b)] = newt1
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td[(b, c)] = newt1
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td[(d, c)] = newt2
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td[(c, a)] = newt2
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td[(a, d)] = newt2
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if tl in ts:
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ts.remove(tl)
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if tr in ts:
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ts.remove(tr)
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ts.add(newt1)
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ts.add(newt2)
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re.extend([(d, b), (b, c), (c, a), (a, d)])
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return list(ts)
|
|
|
|
|
|
def _TriDict(tris):
|
|
"""tris is a list of triangles (a,b,c), CCW-oriented indices.
|
|
Return dict mapping all edges in the triangles to the containing
|
|
triangle list."""
|
|
|
|
ans = dict()
|
|
for i in range(0, len(tris)):
|
|
(a, b, c) = t = tris[i]
|
|
ans[(a, b)] = t
|
|
ans[(b, c)] = t
|
|
ans[(c, a)] = t
|
|
return ans
|
|
|
|
|
|
def _ReveresedEdges(tris, td, bord, points):
|
|
"""Return list of reversed edges in tris.
|
|
Only want edges not in bord, and only need one representative
|
|
of (u,v)/(v,u), so choose the one with u < v.
|
|
td is dictionary from _TriDict, and is used to find left and right
|
|
triangles of edges."""
|
|
|
|
ans = []
|
|
for i in range(0, len(tris)):
|
|
(a, b, c) = tris[i]
|
|
for e in [(a, b), (b, c), (c, a)]:
|
|
if e in bord:
|
|
continue
|
|
(u, v) = e
|
|
if u < v:
|
|
if _IsReversed(e, td, points):
|
|
ans.append(e)
|
|
return ans
|
|
|
|
|
|
def _IsReversed(e, td, points):
|
|
"""If e=(a,b) is a non-border edge, with left-face triangle tl and
|
|
right-face triangle tr, then it is 'reversed' if the circle through
|
|
a, b, and (say) the other vertex of tl contains the other vertex of tr.
|
|
td is a _TriDict, for finding triangles containing edges, and points
|
|
gives the coordinates for vertex indices used in edges."""
|
|
|
|
tl = td.get(e)
|
|
if not tl:
|
|
return False
|
|
(a, b) = e
|
|
tr = td.get((b, a))
|
|
if not tr:
|
|
return False
|
|
c = _OtherVert(tl, a, b)
|
|
d = _OtherVert(tr, a, b)
|
|
if c is None or d is None:
|
|
return False
|
|
return InCircle(a, b, c, d, points)
|
|
|
|
|
|
def _OtherVert(tri, a, b):
|
|
"""tri should be a tuple of 3 vertex indices, two of which are a and b.
|
|
Return the third index, or None if all vertices are a or b"""
|
|
|
|
for v in tri:
|
|
if v != a and v != b:
|
|
return v
|
|
return None
|
|
|
|
|
|
def _ClassifyAngles(face, n, points):
|
|
"""Return vector of anglekinds of the Angle around each point in face."""
|
|
|
|
return [_AngleKind(face[(i - 1) % n], face[i], face[(i + 1) % n], points) \
|
|
for i in list(range(0, n))]
|
|
|
|
|
|
def _AngleKind(a, b, c, points):
|
|
"""Return one of the Ang... constants to classify Angle formed by ABC,
|
|
in a counterclockwise traversal of a face,
|
|
where a, b, c are indices into points."""
|
|
|
|
if Ccw(a, b, c, points):
|
|
return Angconvex
|
|
elif Ccw(a, c, b, points):
|
|
return Angreflex
|
|
else:
|
|
vb = points.pos[b]
|
|
udotv = Dot2(Sub2(vb, points.pos[a]), Sub2(points.pos[c], vb))
|
|
if udotv > 0.0:
|
|
return Angtangential
|
|
else:
|
|
return Ang0 # to fix: return Ang360 if "inside" spur
|
|
|
|
|
|
def _Quandrangulate(tris, bord, points):
|
|
"""Tris is list of triangles, forming a triangulation of region whose
|
|
border edges are in set bord.
|
|
Combine adjacent triangles to make quads, trying for "good" quads where
|
|
possible. Some triangles will probably remain uncombined"""
|
|
|
|
(er, td) = _ERGraph(tris, bord, points)
|
|
if len(er) == 0:
|
|
return tris
|
|
if len(er) > GTHRESH:
|
|
match = _GreedyMatch(er)
|
|
else:
|
|
match = _MaxMatch(er)
|
|
return _RemoveEdges(tris, match)
|
|
|
|
|
|
def _RemoveEdges(tris, match):
|
|
"""tris is list of triangles.
|
|
er is as returned from _MaxMatch or _GreedyMatch.
|
|
|
|
Return list of (A,D,B,C) resulting from deleting edge (A,B) causing a merge
|
|
of two triangles; append to that list the remaining unmatched triangles."""
|
|
|
|
ans = []
|
|
triset = set(tris)
|
|
while len(match) > 0:
|
|
(_, e, tl, tr) = match.pop()
|
|
(a, b) = e
|
|
if tl in triset:
|
|
triset.remove(tl)
|
|
if tr in triset:
|
|
triset.remove(tr)
|
|
c = _OtherVert(tl, a, b)
|
|
d = _OtherVert(tr, a, b)
|
|
if c is None or d is None:
|
|
continue
|
|
ans.append((a, d, b, c))
|
|
return ans + list(triset)
|
|
|
|
|
|
def _ERGraph(tris, bord, points):
|
|
"""Make an 'Edge Removal Graph'.
|
|
|
|
Given a list of triangles, the 'Edge Removal Graph' is a graph whose
|
|
nodes are the triangles (think of a point in the center of them),
|
|
and whose edges go between adjacent triangles (they share a non-border
|
|
edge), such that it would be possible to remove the shared edge
|
|
and form a convex quadrilateral. Forming a quadrilateralization
|
|
is then a matter of finding a matching (set of edges that don't
|
|
share a vertex - remember, these are the 'face' vertices).
|
|
For better quadrilaterlization, we'll make the Edge Removal Graph
|
|
edges have weights, with higher weights going to the edges that
|
|
are more desirable to remove. Then we want a maximum weight matching
|
|
in this graph.
|
|
|
|
We'll return the graph in a kind of implicit form, using edges of
|
|
the original triangles as a proxy for the edges between the faces
|
|
(i.e., the edge of the triangle is the shared edge). We'll arbitrarily
|
|
pick the triangle graph edge with lower-index start vertex.
|
|
Also, to aid in traversing the implicit graph, we'll keep the left
|
|
and right triangle triples with edge 'ER edge'.
|
|
Finally, since we calculate it anyway, we'll return a dictionary
|
|
mapping edges of the triangles to the triangle triples they're in.
|
|
|
|
Args:
|
|
tris: list of (int, int, int) giving a triple of vertex indices for
|
|
triangles, assumed CCW oriented
|
|
bord: set of (int, int) giving vertex indices for border edges
|
|
points: geom.Points - for mapping vertex indices to coords
|
|
Returns:
|
|
(list of (weight,e,tl,tr), dict)
|
|
where edge e=(a,b) is non-border edge
|
|
with left face tl and right face tr (each a triple (i,j,k)),
|
|
where removing the edge would form an "OK" quad (no concave angles),
|
|
with weight representing the desirability of removing the edge
|
|
The dict maps int pairs (a,b) to int triples (i,j,k), that is,
|
|
mapping edges to their containing triangles.
|
|
"""
|
|
|
|
td = _TriDict(tris)
|
|
dd = _DegreeDict(tris)
|
|
ans = []
|
|
ctris = tris[:] # copy, so argument not affected
|
|
while len(ctris) > 0:
|
|
(i, j, k) = tl = ctris.pop()
|
|
for e in [(i, j), (j, k), (k, i)]:
|
|
if e in bord:
|
|
continue
|
|
(a, b) = e
|
|
# just consider one of (a,b) and (b,a), to avoid dups
|
|
if a > b:
|
|
continue
|
|
erev = (b, a)
|
|
tr = td.get(erev)
|
|
if not tr:
|
|
continue
|
|
c = _OtherVert(tl, a, b)
|
|
d = _OtherVert(tr, a, b)
|
|
if c is None or d is None:
|
|
continue
|
|
# calculate amax, the max of the new angles that would
|
|
# be formed at a and b if tl and tr were combined
|
|
amax = max(Angle(c, a, b, points) + Angle(d, a, b, points),
|
|
Angle(c, b, a, points) + Angle(d, b, a, points))
|
|
if amax > 180.0:
|
|
continue
|
|
weight = ANGFAC * (180.0 - amax) + DEGFAC * (dd[a] + dd[b])
|
|
ans.append((weight, e, tl, tr))
|
|
return (ans, td)
|
|
|
|
|
|
def _GreedyMatch(er):
|
|
"""er is list of (weight,e,tl,tr).
|
|
|
|
Find maximal set so that each triangle appears in at most
|
|
one member of set"""
|
|
|
|
# sort in order of decreasing weight
|
|
er.sort(key=lambda v: v[0], reverse=True)
|
|
match = set()
|
|
ans = []
|
|
while len(er) > 0:
|
|
(_, _, tl, tr) = q = er.pop()
|
|
if tl not in match and tr not in match:
|
|
match.add(tl)
|
|
match.add(tr)
|
|
ans.append(q)
|
|
return ans
|
|
|
|
|
|
def _MaxMatch(er):
|
|
"""Like _GreedyMatch, but use divide and conquer to find best possible set.
|
|
|
|
Args:
|
|
er: list of (weight,e,tl,tr) - see _ERGraph
|
|
Returns:
|
|
list that is a subset of er giving a maximum weight match
|
|
"""
|
|
|
|
(ans, _) = _DCMatch(er)
|
|
return ans
|
|
|
|
|
|
def _DCMatch(er):
|
|
"""Recursive helper for _MaxMatch.
|
|
|
|
Divide and Conquer approach to finding max weight matching.
|
|
If we're lucky, there's an edge in er that separates the edge removal
|
|
graph into (at least) two separate components. Then the max weight
|
|
is either one that includes that edge or excludes it - and we can
|
|
use a recursive call to _DCMatch to handle each component separately
|
|
on what remains of the graph after including/excluding the separating edge.
|
|
If we're not lucky, we fall back on _EMatch (see below).
|
|
|
|
Args:
|
|
er: list of (weight, e, tl, tr) (see _ERGraph)
|
|
Returns:
|
|
(list of (weight, e, tl, tr), float) - the subset forming a maximum
|
|
matching, and the total weight of the match.
|
|
"""
|
|
|
|
if not er:
|
|
return ([], 0.0)
|
|
if len(er) == 1:
|
|
return (er, er[0][0])
|
|
match = []
|
|
matchw = 0.0
|
|
for i in range(0, len(er)):
|
|
(nc, comp) = _FindComponents(er, i)
|
|
if nc == 1:
|
|
# er[i] doesn't separate er
|
|
continue
|
|
(wi, _, tl, tr) = er[i]
|
|
if comp[tl] != comp[tr]:
|
|
# case 1: er separates graph
|
|
# compare the matches that include er[i] versus
|
|
# those that exclude it
|
|
(a, b) = _PartitionComps(er, comp, i, comp[tl], comp[tr])
|
|
ax = _CopyExcluding(a, tl, tr)
|
|
bx = _CopyExcluding(b, tl, tr)
|
|
(axmatch, wax) = _DCMatch(ax)
|
|
(bxmatch, wbx) = _DCMatch(bx)
|
|
if len(ax) == len(a):
|
|
wa = wax
|
|
amatch = axmatch
|
|
else:
|
|
(amatch, wa) = _DCMatch(a)
|
|
if len(bx) == len(b):
|
|
wb = wbx
|
|
bmatch = bxmatch
|
|
else:
|
|
(bmatch, wb) = _DCMatch(b)
|
|
w = wa + wb
|
|
wx = wax + wbx + wi
|
|
if w > wx:
|
|
match = amatch + bmatch
|
|
matchw = w
|
|
else:
|
|
match = [er[i]] + axmatch + bxmatch
|
|
matchw = wx
|
|
else:
|
|
# case 2: er not needed to separate graph
|
|
(a, b) = _PartitionComps(er, comp, -1, 0, 0)
|
|
(amatch, wa) = _DCMatch(a)
|
|
(bmatch, wb) = _DCMatch(b)
|
|
match = amatch + bmatch
|
|
matchw = wa + wb
|
|
if match:
|
|
break
|
|
if not match:
|
|
return _EMatch(er)
|
|
return (match, matchw)
|
|
|
|
|
|
def _EMatch(er):
|
|
"""Exhaustive match helper for _MaxMatch.
|
|
|
|
This is the case when we were unable to find a single edge
|
|
separating the edge removal graph into two components.
|
|
So pick a single edge and try _DCMatch on the two cases of
|
|
including or excluding that edge. We may be lucky in these
|
|
subcases (say, if the graph is currently a simple cycle, so
|
|
only needs one more edge after the one we pick here to separate
|
|
it into components). Otherwise, we'll end up back in _EMatch
|
|
again, and the worse case will be exponential.
|
|
|
|
Pick a random edge rather than say, the first, to hopefully
|
|
avoid some pathological cases.
|
|
|
|
Args:
|
|
er: list of (weight, el, tl, tr) (see _ERGraph)
|
|
Returns:
|
|
(list of (weight, e, tl, tr), float) - the subset forming a maximum
|
|
matching, and the total weight of the match.
|
|
"""
|
|
|
|
if not er:
|
|
return ([], 0.0)
|
|
if len(er) == 1:
|
|
return (er, er[1][1])
|
|
i = random.randint(0, len(er) - 1)
|
|
eri = (wi, _, tl, tr) = er[i]
|
|
# case a: include eri. exclude other edges that touch tl or tr
|
|
a = _CopyExcluding(er, tl, tr)
|
|
a.append(eri)
|
|
(amatch, wa) = _DCMatch(a)
|
|
wa += wi
|
|
if len(a) == len(er) - 1:
|
|
# if a excludes only eri, then er didn't touch anything else
|
|
# in the graph, and the best match will always include er
|
|
# and we can skip the call for case b
|
|
wb = -1.0
|
|
bmatch = []
|
|
else:
|
|
b = er[:i] + er[i + 1:]
|
|
(bmatch, wb) = _DCMatch(b)
|
|
if wa > wb:
|
|
match = amatch
|
|
match.append(eri)
|
|
matchw = wa
|
|
else:
|
|
match = bmatch
|
|
matchw = wb
|
|
return (match, matchw)
|
|
|
|
|
|
def _FindComponents(er, excepti):
|
|
"""Find connected components induced by edges, excluding one edge.
|
|
|
|
Args:
|
|
er: list of (weight, el, tl, tr) (see _ERGraph)
|
|
excepti: index in er of edge to be excluded
|
|
Returns:
|
|
(int, dict): int is number of connected components found,
|
|
dict maps triangle triple ->
|
|
connected component index (starting at 1)
|
|
"""
|
|
|
|
ncomps = 0
|
|
comp = dict()
|
|
for i in range(0, len(er)):
|
|
(_, _, tl, tr) = er[i]
|
|
for t in [tl, tr]:
|
|
if t not in comp:
|
|
ncomps += 1
|
|
_FCVisit(er, excepti, comp, t, ncomps)
|
|
return (ncomps, comp)
|
|
|
|
|
|
def _FCVisit(er, excepti, comp, t, compnum):
|
|
"""Helper for _FindComponents depth-first-search."""
|
|
|
|
comp[t] = compnum
|
|
for i in range(0, len(er)):
|
|
if i == excepti:
|
|
continue
|
|
(_, _, tl, tr) = er[i]
|
|
if tl == t or tr == t:
|
|
s = tl
|
|
if s == t:
|
|
s = tr
|
|
if s not in comp:
|
|
_FCVisit(er, excepti, comp, s, compnum)
|
|
|
|
|
|
def _PartitionComps(er, comp, excepti, compa, compb):
|
|
"""Partition the edges of er by component number, into two lists.
|
|
|
|
Generally, put odd components into first list and even into second,
|
|
except that component compa goes in the first and compb goes in the second,
|
|
and we ignore edge er[excepti].
|
|
|
|
Args:
|
|
er: list of (weight, el, tl, tr) (see _ERGraph)
|
|
comp: dict - mapping triangle triple -> connected component index
|
|
excepti: int - index in er to ignore (unless excepti==-1)
|
|
compa: int - component to go in first list of answer (unless 0)
|
|
compb: int - component to go in second list of answer (unless 0)
|
|
Returns:
|
|
(list, list) - a partition of er according to above rules
|
|
"""
|
|
|
|
parta = []
|
|
partb = []
|
|
for i in range(0, len(er)):
|
|
|
|
if i == excepti:
|
|
continue
|
|
tl = er[i][2]
|
|
c = comp[tl]
|
|
if c == compa or (c != compb and (c & 1) == 1):
|
|
parta.append(er[i])
|
|
else:
|
|
partb.append(er[i])
|
|
return (parta, partb)
|
|
|
|
|
|
def _CopyExcluding(er, s, t):
|
|
"""Return a copy of er, excluding all those involving triangles s and t.
|
|
|
|
Args:
|
|
er: list of (weight, e, tl, tr) - see _ERGraph
|
|
s: 3-tuple of int - a triangle
|
|
t: 3-tuple of int - a triangle
|
|
Returns:
|
|
Copy of er excluding those with tl or tr == s or t
|
|
"""
|
|
|
|
ans = []
|
|
for e in er:
|
|
(_, _, tl, tr) = e
|
|
if tl == s or tr == s or tl == t or tr == t:
|
|
continue
|
|
ans.append(e)
|
|
return ans
|
|
|
|
|
|
def _DegreeDict(tris):
|
|
"""Return a dictionary mapping vertices in tris to the number of triangles
|
|
that they are touch."""
|
|
|
|
ans = dict()
|
|
for t in tris:
|
|
for v in t:
|
|
if v in ans:
|
|
ans[v] = ans[v] + 1
|
|
else:
|
|
ans[v] = 1
|
|
return ans
|
|
|
|
|
|
def PolygonPlane(face, points):
|
|
"""Return a Normal vector for the face with 3d coords given by indexing
|
|
into points."""
|
|
|
|
if len(face) < 3:
|
|
return (0.0, 0.0, 1.0) # arbitrary, we really have no idea
|
|
else:
|
|
coords = [points.pos[i] for i in face]
|
|
return Normal(coords)
|
|
|
|
|
|
# This Normal appears to be on the CCW-traversing side of a polygon
|
|
def Normal(coords):
|
|
"""Return an average Normal vector for the point list, 3d coords."""
|
|
|
|
if len(coords) < 3:
|
|
return (0.0, 0.0, 1.0) # arbitrary
|
|
|
|
(ax, ay, az) = coords[0]
|
|
(bx, by, bz) = coords[1]
|
|
(cx, cy, cz) = coords[2]
|
|
|
|
if len(coords) == 3:
|
|
sx = (ay - by) * (az + bz) + \
|
|
(by - cy) * (bz + cz) + \
|
|
(cy - ay) * (cz + az)
|
|
sy = (az - bz) * (ax + bx) + \
|
|
(bz - cz) * (bx + cx) + \
|
|
(cz - az) * (cx + ax)
|
|
sz = (ax - bx) * (by + by) + \
|
|
(bx - cx) * (by + cy) + \
|
|
(cx - ax) * (cy + ay)
|
|
return Norm3(sx, sy, sz)
|
|
else:
|
|
sx = (ay - by) * (az + bz) + (by - cy) * (bz + cz)
|
|
sy = (az - bz) * (ax + bx) + (bz - cz) * (bx + cx)
|
|
sz = (ax - bx) * (ay + by) + (bx - cx) * (by + cy)
|
|
return _NormalAux(coords[3:], coords[0], sx, sy, sz)
|
|
|
|
|
|
def _NormalAux(rest, first, sx, sy, sz):
|
|
(ax, ay, az) = rest[0]
|
|
if len(rest) == 1:
|
|
(bx, by, bz) = first
|
|
else:
|
|
(bx, by, bz) = rest[1]
|
|
nx = sx + (ay - by) * (az + bz)
|
|
ny = sy + (az - bz) * (ax + bx)
|
|
nz = sz + (ax - bx) * (ay + by)
|
|
if len(rest) == 1:
|
|
return Norm3(nx, ny, nz)
|
|
else:
|
|
return _NormalAux(rest[1:], first, nx, ny, nz)
|
|
|
|
|
|
def Norm3(x, y, z):
|
|
"""Return vector (x,y,z) normalized by dividing by squared length.
|
|
Return (0.0, 0.0, 1.0) if the result is undefined."""
|
|
sqrlen = x * x + y * y + z * z
|
|
if sqrlen < 1e-100:
|
|
return (0.0, 0.0, 1.0)
|
|
else:
|
|
try:
|
|
d = sqrt(sqrlen)
|
|
return (x / d, y / d, z / d)
|
|
except:
|
|
return (0.0, 0.0, 1.0)
|
|
|
|
|
|
# We're using right-hand coord system, where
|
|
# forefinger=x, middle=y, thumb=z on right hand.
|
|
# Then, e.g., (1,0,0) x (0,1,0) = (0,0,1)
|
|
def Cross3(a, b):
|
|
"""Return the cross product of two vectors, a x b."""
|
|
|
|
(ax, ay, az) = a
|
|
(bx, by, bz) = b
|
|
return (ay * bz - az * by, az * bx - ax * bz, ax * by - ay * bx)
|
|
|
|
|
|
def Dot2(a, b):
|
|
"""Return the dot product of two 2d vectors, a . b."""
|
|
|
|
return a[0] * b[0] + a[1] * b[1]
|
|
|
|
|
|
def Perp2(a, b):
|
|
"""Return a sort of 2d cross product."""
|
|
|
|
return a[0] * b[1] - a[1] * b[0]
|
|
|
|
|
|
def Sub2(a, b):
|
|
"""Return difference of 2d vectors, a-b."""
|
|
|
|
return (a[0] - b[0], a[1] - b[1])
|
|
|
|
|
|
def Add2(a, b):
|
|
"""Return the sum of 2d vectors, a+b."""
|
|
|
|
return (a[0] + b[0], a[1] + b[1])
|
|
|
|
|
|
def Length2(v):
|
|
"""Return length of vector v=(x,y)."""
|
|
|
|
return hypot(v[0], v[1])
|
|
|
|
|
|
def LinInterp2(a, b, alpha):
|
|
"""Return the point alpha of the way from a to b."""
|
|
|
|
beta = 1 - alpha
|
|
return (beta * a[0] + alpha * b[0], beta * a[1] + alpha * b[1])
|
|
|
|
|
|
def Normalized2(p):
|
|
"""Return vector p normlized by dividing by its squared length.
|
|
Return (0.0, 1.0) if the result is undefined."""
|
|
|
|
(x, y) = p
|
|
sqrlen = x * x + y * y
|
|
if sqrlen < 1e-100:
|
|
return (0.0, 1.0)
|
|
else:
|
|
try:
|
|
d = sqrt(sqrlen)
|
|
return (x / d, y / d)
|
|
except:
|
|
return (0.0, 1.0)
|
|
|
|
|
|
def Angle(a, b, c, points):
|
|
"""Return Angle abc in degrees, in range [0,180),
|
|
where a,b,c are indices into points."""
|
|
|
|
u = Sub2(points.pos[c], points.pos[b])
|
|
v = Sub2(points.pos[a], points.pos[b])
|
|
n1 = Length2(u)
|
|
n2 = Length2(v)
|
|
if n1 == 0.0 or n2 == 0.0:
|
|
return 0.0
|
|
else:
|
|
costheta = Dot2(u, v) / (n1 * n2)
|
|
if costheta > 1.0:
|
|
costheta = 1.0
|
|
if costheta < - 1.0:
|
|
costheta = - 1.0
|
|
return math.acos(costheta) * 180.0 / math.pi
|
|
|
|
|
|
def SegsIntersect(ixa, ixb, ixc, ixd, points):
|
|
"""Return true if segment AB intersects CD,
|
|
false if they just touch. ixa, ixb, ixc, ixd are indices
|
|
into points."""
|
|
|
|
a = points.pos[ixa]
|
|
b = points.pos[ixb]
|
|
c = points.pos[ixc]
|
|
d = points.pos[ixd]
|
|
u = Sub2(b, a)
|
|
v = Sub2(d, c)
|
|
w = Sub2(a, c)
|
|
pp = Perp2(u, v)
|
|
if abs(pp) > TOL:
|
|
si = Perp2(v, w) / pp
|
|
ti = Perp2(u, w) / pp
|
|
return 0.0 < si < 1.0 and 0.0 < ti < 1.0
|
|
else:
|
|
# parallel or overlapping
|
|
if Dot2(u, u) == 0.0 or Dot2(v, v) == 0.0:
|
|
return False
|
|
else:
|
|
pp2 = Perp2(w, v)
|
|
if abs(pp2) > TOL:
|
|
return False # parallel, not collinear
|
|
z = Sub2(b, c)
|
|
(vx, vy) = v
|
|
(wx, wy) = w
|
|
(zx, zy) = z
|
|
if vx == 0.0:
|
|
(t0, t1) = (wy / vy, zy / vy)
|
|
else:
|
|
(t0, t1) = (wx / vx, zx / vx)
|
|
return 0.0 < t0 < 1.0 and 0.0 < t1 < 1.0
|
|
|
|
|
|
def Ccw(a, b, c, points):
|
|
"""Return true if ABC is a counterclockwise-oriented triangle,
|
|
where a, b, and c are indices into points.
|
|
Returns false if not, or if colinear within TOL."""
|
|
|
|
(ax, ay) = (points.pos[a][0], points.pos[a][1])
|
|
(bx, by) = (points.pos[b][0], points.pos[b][1])
|
|
(cx, cy) = (points.pos[c][0], points.pos[c][1])
|
|
d = ax * by - bx * ay - ax * cy + cx * ay + bx * cy - cx * by
|
|
return d > TOL
|
|
|
|
|
|
def InCircle(a, b, c, d, points):
|
|
"""Return true if circle through points with indices a, b, c
|
|
contains point with index d (indices into points).
|
|
Except: if ABC forms a counterclockwise oriented triangle
|
|
then the test is reversed: return true if d is outside the circle.
|
|
Will get false, no matter what orientation, if d is cocircular, with TOL^2.
|
|
| xa ya xa^2+ya^2 1 |
|
|
| xb yb xb^2+yb^2 1 | > 0
|
|
| xc yc xc^2+yc^2 1 |
|
|
| xd yd xd^2+yd^2 1 |
|
|
"""
|
|
|
|
(xa, ya, za) = _Icc(points.pos[a])
|
|
(xb, yb, zb) = _Icc(points.pos[b])
|
|
(xc, yc, zc) = _Icc(points.pos[c])
|
|
(xd, yd, zd) = _Icc(points.pos[d])
|
|
det = xa * (yb * zc - yc * zb - yb * zd + yd * zb + yc * zd - yd * zc) \
|
|
- xb * (ya * zc - yc * za - ya * zd + yd * za + yc * zd - yd * zc) \
|
|
+ xc * (ya * zb - yb * za - ya * zd + yd * za + yb * zd - yd * zb) \
|
|
- xd * (ya * zb - yb * za - ya * zc + yc * za + yb * zc - yc * zb)
|
|
return det > TOL * TOL
|
|
|
|
|
|
def _Icc(p):
|
|
(x, y) = (p[0], p[1])
|
|
return (x, y, x * x + y * y)
|