1 | namespace MIConvexHull
|
---|
2 | {
|
---|
3 | using System;
|
---|
4 | using System.Collections.Generic;
|
---|
5 | using System.Linq;
|
---|
6 |
|
---|
7 | internal class ConvexHullInternal
|
---|
8 | {
|
---|
9 | bool Computed;
|
---|
10 | readonly int Dimension;
|
---|
11 |
|
---|
12 | List<VertexWrap> InputVertices;
|
---|
13 | List<VertexWrap> ConvexHull;
|
---|
14 | FaceList UnprocessedFaces;
|
---|
15 | List<ConvexFaceInternal> ConvexFaces;
|
---|
16 |
|
---|
17 | #region "Buffers"
|
---|
18 | VertexWrap CurrentVertex;
|
---|
19 | double MaxDistance;
|
---|
20 | VertexWrap FurthestVertex;
|
---|
21 |
|
---|
22 | /// <summary>
|
---|
23 | /// The centroid of the currently computed hull.
|
---|
24 | /// </summary>
|
---|
25 | double[] Center;
|
---|
26 |
|
---|
27 | // Buffers for normal computation.
|
---|
28 | double[] ntX, ntY, ntZ;
|
---|
29 | double[] nDNormalSolveVector;
|
---|
30 | double[,] nDMatrix;
|
---|
31 | double[][] jaggedNDMatrix;
|
---|
32 |
|
---|
33 | ConvexFaceInternal[] UpdateBuffer;
|
---|
34 | int[] UpdateIndices;
|
---|
35 |
|
---|
36 |
|
---|
37 | Stack<ConvexFaceInternal> TraverseStack;
|
---|
38 | Stack<ConvexFaceInternal> RecycledFaceStack;
|
---|
39 | Stack<FaceConnector> ConnectorStack;
|
---|
40 | Stack<VertexBuffer> EmptyBufferStack;
|
---|
41 | VertexBuffer EmptyBuffer; // this is used for VerticesBeyond for faces that are on the convex hull
|
---|
42 | VertexBuffer BeyondBuffer;
|
---|
43 | List<ConvexFaceInternal> AffectedFaceBuffer;
|
---|
44 | List<DeferredFace> ConeFaceBuffer;
|
---|
45 | Stack<DeferredFace> ConeFaceStack;
|
---|
46 | HashSet<VertexWrap> SingularVertices;
|
---|
47 |
|
---|
48 | const int ConnectorTableSize = 2017;
|
---|
49 | ConnectorList[] ConnectorTable;
|
---|
50 |
|
---|
51 | #endregion
|
---|
52 |
|
---|
53 | /// <summary>
|
---|
54 | /// Initialize buffers and lists.
|
---|
55 | /// </summary>
|
---|
56 | void Initialize()
|
---|
57 | {
|
---|
58 | ConvexHull = new List<VertexWrap>();
|
---|
59 | UnprocessedFaces = new FaceList(); // new LinkedList<ConvexFaceInternal>();
|
---|
60 | ConvexFaces = new List<ConvexFaceInternal>();
|
---|
61 |
|
---|
62 | Center = new double[Dimension];
|
---|
63 | ntX = new double[Dimension];
|
---|
64 | ntY = new double[Dimension];
|
---|
65 | ntZ = new double[Dimension];
|
---|
66 | TraverseStack = new Stack<ConvexFaceInternal>();
|
---|
67 | UpdateBuffer = new ConvexFaceInternal[Dimension];
|
---|
68 | UpdateIndices = new int[Dimension];
|
---|
69 | RecycledFaceStack = new Stack<ConvexFaceInternal>();
|
---|
70 | ConnectorStack = new Stack<FaceConnector>();
|
---|
71 | EmptyBufferStack = new Stack<VertexBuffer>();
|
---|
72 | EmptyBuffer = new VertexBuffer();
|
---|
73 | AffectedFaceBuffer = new List<ConvexFaceInternal>();
|
---|
74 | ConeFaceBuffer = new List<DeferredFace>();
|
---|
75 | ConeFaceStack = new Stack<DeferredFace>();
|
---|
76 | SingularVertices = new HashSet<VertexWrap>();
|
---|
77 | BeyondBuffer = new VertexBuffer();
|
---|
78 |
|
---|
79 | ConnectorTable = Enumerable.Range(0, ConnectorTableSize).Select(_ => new ConnectorList()).ToArray();
|
---|
80 |
|
---|
81 | nDNormalSolveVector = new double[Dimension];
|
---|
82 | jaggedNDMatrix = new double[Dimension][];
|
---|
83 | for (var i = 0; i < Dimension; i++)
|
---|
84 | {
|
---|
85 | nDNormalSolveVector[i] = 1.0;
|
---|
86 | jaggedNDMatrix[i] = new double[Dimension];
|
---|
87 | }
|
---|
88 | nDMatrix = new double[Dimension, Dimension];
|
---|
89 | }
|
---|
90 |
|
---|
91 | /// <summary>
|
---|
92 | /// Check the dimensionality of the input data.
|
---|
93 | /// </summary>
|
---|
94 | int DetermineDimension()
|
---|
95 | {
|
---|
96 | var r = new Random();
|
---|
97 | var VCount = InputVertices.Count;
|
---|
98 | var dimensions = new List<int>();
|
---|
99 | for (var i = 0; i < 10; i++)
|
---|
100 | dimensions.Add(InputVertices[r.Next(VCount)].Vertex.Position.Length);
|
---|
101 | var dimension = dimensions.Min();
|
---|
102 | if (dimension != dimensions.Max()) throw new ArgumentException("Invalid input data (non-uniform dimension).");
|
---|
103 | return dimension;
|
---|
104 | }
|
---|
105 |
|
---|
106 | /// <summary>
|
---|
107 | /// Create the first faces from (dimension + 1) vertices.
|
---|
108 | /// </summary>
|
---|
109 | /// <returns></returns>
|
---|
110 | ConvexFaceInternal[] InitiateFaceDatabase()
|
---|
111 | {
|
---|
112 | var faces = new ConvexFaceInternal[Dimension + 1];
|
---|
113 |
|
---|
114 | for (var i = 0; i < Dimension + 1; i++)
|
---|
115 | {
|
---|
116 | var vertices = ConvexHull.Where((_, j) => i != j).ToArray(); // Skips the i-th vertex
|
---|
117 | var newFace = new ConvexFaceInternal(Dimension, new VertexBuffer());
|
---|
118 | newFace.Vertices = vertices;
|
---|
119 | Array.Sort(vertices, VertexWrapComparer.Instance);
|
---|
120 | CalculateFacePlane(newFace);
|
---|
121 | faces[i] = newFace;
|
---|
122 | }
|
---|
123 |
|
---|
124 | // update the adjacency (check all pairs of faces)
|
---|
125 | for (var i = 0; i < Dimension; i++)
|
---|
126 | {
|
---|
127 | for (var j = i + 1; j < Dimension + 1; j++) UpdateAdjacency(faces[i], faces[j]);
|
---|
128 | }
|
---|
129 |
|
---|
130 | return faces;
|
---|
131 | }
|
---|
132 |
|
---|
133 | /// <summary>
|
---|
134 | /// Calculates the normal and offset of the hyper-plane given by the face's vertices.
|
---|
135 | /// </summary>
|
---|
136 | /// <param name="face"></param>
|
---|
137 | /// <returns></returns>
|
---|
138 | private bool CalculateFacePlane(ConvexFaceInternal face)
|
---|
139 | {
|
---|
140 | var vertices = face.Vertices;
|
---|
141 | var normal = face.Normal;
|
---|
142 | FindNormalVector(vertices, normal);
|
---|
143 |
|
---|
144 | if (double.IsNaN(normal[0]))
|
---|
145 | {
|
---|
146 | return false;
|
---|
147 | //ThrowSingular();
|
---|
148 | }
|
---|
149 |
|
---|
150 | double offset = 0.0;
|
---|
151 | double centerDistance = 0.0;
|
---|
152 | var fi = vertices[0].PositionData;
|
---|
153 | for (int i = 0; i < Dimension; i++)
|
---|
154 | {
|
---|
155 | double n = normal[i];
|
---|
156 | offset += n * fi[i];
|
---|
157 | centerDistance += n * Center[i];
|
---|
158 | }
|
---|
159 | face.Offset = -offset;
|
---|
160 | centerDistance -= offset;
|
---|
161 |
|
---|
162 | if (centerDistance > 0)
|
---|
163 | {
|
---|
164 | for (int i = 0; i < Dimension; i++) normal[i] = -normal[i];
|
---|
165 | face.Offset = offset;
|
---|
166 | face.IsNormalFlipped = true;
|
---|
167 | }
|
---|
168 | else face.IsNormalFlipped = false;
|
---|
169 |
|
---|
170 | return true;
|
---|
171 | }
|
---|
172 |
|
---|
173 | /// <summary>
|
---|
174 | /// Check if the vertex is "visible" from the face.
|
---|
175 | /// The vertex is "over face" if the return value is >= 0.
|
---|
176 | /// </summary>
|
---|
177 | /// <param name="v"></param>
|
---|
178 | /// <param name="f"></param>
|
---|
179 | /// <returns>The vertex is "over face" if the result is positive.</returns>
|
---|
180 | double GetVertexDistance(VertexWrap v, ConvexFaceInternal f)
|
---|
181 | {
|
---|
182 | double[] normal = f.Normal;
|
---|
183 | double[] p = v.PositionData;
|
---|
184 | double distance = f.Offset;
|
---|
185 | for (int i = 0; i < Dimension; i++) distance += normal[i] * p[i];
|
---|
186 | return distance;
|
---|
187 | }
|
---|
188 |
|
---|
189 | //unsafe double GetVertexDistance(VertexWrap v, ConvexFaceInternal f)
|
---|
190 | //{
|
---|
191 | // fixed (double* pNormal = f.Normal)
|
---|
192 | // fixed (double* pP = v.PositionData)
|
---|
193 | // {
|
---|
194 | // double* normal = pNormal;
|
---|
195 | // double* p = pP;
|
---|
196 |
|
---|
197 | // double distance = f.Offset;
|
---|
198 | // for (int i = 0; i < Dimension; i++)
|
---|
199 | // {
|
---|
200 | // distance += (*normal) * (*p);
|
---|
201 | // normal++;
|
---|
202 | // p++;
|
---|
203 | // }
|
---|
204 | // return distance;
|
---|
205 | // }
|
---|
206 | //}
|
---|
207 |
|
---|
208 | /// <summary>
|
---|
209 | /// Tags all faces seen from the current vertex with 1.
|
---|
210 | /// </summary>
|
---|
211 | /// <param name="currentFace"></param>
|
---|
212 | void TagAffectedFaces(ConvexFaceInternal currentFace)
|
---|
213 | {
|
---|
214 | AffectedFaceBuffer.Clear();
|
---|
215 | AffectedFaceBuffer.Add(currentFace);
|
---|
216 | TraverseAffectedFaces(currentFace);
|
---|
217 | }
|
---|
218 |
|
---|
219 | /// <summary>
|
---|
220 | /// Recursively traverse all the relevant faces.
|
---|
221 | /// </summary>
|
---|
222 | void TraverseAffectedFaces(ConvexFaceInternal currentFace)
|
---|
223 | {
|
---|
224 | TraverseStack.Clear();
|
---|
225 | TraverseStack.Push(currentFace);
|
---|
226 | currentFace.Tag = 1;
|
---|
227 |
|
---|
228 | while (TraverseStack.Count > 0)
|
---|
229 | {
|
---|
230 | var top = TraverseStack.Pop();
|
---|
231 | for (int i = 0; i < Dimension; i++)
|
---|
232 | {
|
---|
233 | var adjFace = top.AdjacentFaces[i];
|
---|
234 |
|
---|
235 | if (adjFace.Tag == 0 && GetVertexDistance(CurrentVertex, adjFace) >= 0)
|
---|
236 | {
|
---|
237 | AffectedFaceBuffer.Add(adjFace);
|
---|
238 | //TraverseAffectedFaces(adjFace);
|
---|
239 | adjFace.Tag = 1;
|
---|
240 | TraverseStack.Push(adjFace);
|
---|
241 | }
|
---|
242 | }
|
---|
243 | }
|
---|
244 |
|
---|
245 | ////for (int i = 0; i < Dimension; i++)
|
---|
246 | ////{
|
---|
247 | //// var adjFace = currentFace.AdjacentFaces[i];
|
---|
248 |
|
---|
249 | //// if (adjFace.Tag == 0 && GetVertexDistance(CurrentVertex, adjFace) >= 0)
|
---|
250 | //// {
|
---|
251 | //// AffectedFaceBuffer.Add(adjFace);
|
---|
252 | //// TraverseAffectedFaces(adjFace);
|
---|
253 | //// }
|
---|
254 | ////}
|
---|
255 | }
|
---|
256 |
|
---|
257 | /// <summary>
|
---|
258 | /// Check if 2 faces are adjacent and if so, update their AdjacentFaces array.
|
---|
259 | /// </summary>
|
---|
260 | /// <param name="l"></param>
|
---|
261 | /// <param name="r"></param>
|
---|
262 | void UpdateAdjacency(ConvexFaceInternal l, ConvexFaceInternal r)
|
---|
263 | {
|
---|
264 | var lv = l.Vertices;
|
---|
265 | var rv = r.Vertices;
|
---|
266 | int i;
|
---|
267 |
|
---|
268 | // reset marks on the 1st face
|
---|
269 | for (i = 0; i < Dimension; i++) lv[i].Marked = false;
|
---|
270 |
|
---|
271 | // mark all vertices on the 2nd face
|
---|
272 | for (i = 0; i < Dimension; i++) rv[i].Marked = true;
|
---|
273 |
|
---|
274 | // find the 1st false index
|
---|
275 | for (i = 0; i < Dimension; i++) if (!lv[i].Marked) break;
|
---|
276 |
|
---|
277 | // no vertex was marked
|
---|
278 | if (i == Dimension) return;
|
---|
279 |
|
---|
280 | // check if only 1 vertex wasn't marked
|
---|
281 | for (int j = i + 1; j < Dimension; j++) if (!lv[j].Marked) return;
|
---|
282 |
|
---|
283 | // if we are here, the two faces share an edge
|
---|
284 | l.AdjacentFaces[i] = r;
|
---|
285 |
|
---|
286 | // update the adj. face on the other face - find the vertex that remains marked
|
---|
287 | for (i = 0; i < Dimension; i++) lv[i].Marked = false;
|
---|
288 | for (i = 0; i < Dimension; i++)
|
---|
289 | {
|
---|
290 | if (rv[i].Marked) break;
|
---|
291 | }
|
---|
292 | r.AdjacentFaces[i] = l;
|
---|
293 | }
|
---|
294 |
|
---|
295 | #region Memory stuff.
|
---|
296 |
|
---|
297 | /// <summary>
|
---|
298 | /// Recycle face for future use.
|
---|
299 | /// </summary>
|
---|
300 | void RecycleFace(ConvexFaceInternal face)
|
---|
301 | {
|
---|
302 | for (int i = 0; i < Dimension; i++)
|
---|
303 | {
|
---|
304 | face.AdjacentFaces[i] = null;
|
---|
305 | }
|
---|
306 | }
|
---|
307 |
|
---|
308 | /// <summary>
|
---|
309 | /// Get a fresh face.
|
---|
310 | /// </summary>
|
---|
311 | /// <returns></returns>
|
---|
312 | ConvexFaceInternal GetNewFace()
|
---|
313 | {
|
---|
314 | return RecycledFaceStack.Count != 0
|
---|
315 | ? RecycledFaceStack.Pop()
|
---|
316 | : new ConvexFaceInternal(Dimension, EmptyBufferStack.Count != 0 ? EmptyBufferStack.Pop() : new VertexBuffer());
|
---|
317 | }
|
---|
318 |
|
---|
319 | /// <summary>
|
---|
320 | /// Get a new connector.
|
---|
321 | /// </summary>
|
---|
322 | /// <returns></returns>
|
---|
323 | FaceConnector GetNewConnector()
|
---|
324 | {
|
---|
325 | return ConnectorStack.Count != 0
|
---|
326 | ? ConnectorStack.Pop()
|
---|
327 | : new FaceConnector(Dimension);
|
---|
328 | }
|
---|
329 | #endregion
|
---|
330 |
|
---|
331 | /// <summary>
|
---|
332 | /// Creates a new deferred face.
|
---|
333 | /// </summary>
|
---|
334 | /// <param name="face"></param>
|
---|
335 | /// <param name="faceIndex"></param>
|
---|
336 | /// <param name="pivot"></param>
|
---|
337 | /// <param name="pivotIndex"></param>
|
---|
338 | /// <param name="oldFace"></param>
|
---|
339 | /// <returns></returns>
|
---|
340 | DeferredFace GetDeferredFace(ConvexFaceInternal face, int faceIndex, ConvexFaceInternal pivot, int pivotIndex, ConvexFaceInternal oldFace)
|
---|
341 | {
|
---|
342 | var ret = ConeFaceStack.Count > 0 ? ConeFaceStack.Pop() : new DeferredFace();
|
---|
343 |
|
---|
344 | ret.Face = face;
|
---|
345 | ret.FaceIndex = faceIndex;
|
---|
346 | ret.Pivot = pivot;
|
---|
347 | ret.PivotIndex = pivotIndex;
|
---|
348 | ret.OldFace = oldFace;
|
---|
349 |
|
---|
350 | return ret;
|
---|
351 | }
|
---|
352 |
|
---|
353 | /// <summary>
|
---|
354 | /// Connect faces using a connector.
|
---|
355 | /// </summary>
|
---|
356 | /// <param name="connector"></param>
|
---|
357 | void ConnectFace(FaceConnector connector)
|
---|
358 | {
|
---|
359 | var index = connector.HashCode % ConnectorTableSize;
|
---|
360 | var list = ConnectorTable[index];
|
---|
361 |
|
---|
362 | for (var current = list.First; current != null; current = current.Next)
|
---|
363 | {
|
---|
364 | if (FaceConnector.AreConnectable(connector, current, Dimension))
|
---|
365 | {
|
---|
366 | list.Remove(current);
|
---|
367 | FaceConnector.Connect(current, connector);
|
---|
368 | current.Face = null;
|
---|
369 | connector.Face = null;
|
---|
370 | ConnectorStack.Push(current);
|
---|
371 | ConnectorStack.Push(connector);
|
---|
372 | return;
|
---|
373 | }
|
---|
374 | }
|
---|
375 |
|
---|
376 | list.Add(connector);
|
---|
377 | }
|
---|
378 |
|
---|
379 | /// <summary>
|
---|
380 | /// Removes the faces "covered" by the current vertex and adds the newly created ones.
|
---|
381 | /// </summary>
|
---|
382 | private bool CreateCone()
|
---|
383 | {
|
---|
384 | var currentVertexIndex = CurrentVertex.Index;
|
---|
385 | ConeFaceBuffer.Clear();
|
---|
386 |
|
---|
387 | for (int fIndex = 0; fIndex < AffectedFaceBuffer.Count; fIndex++)
|
---|
388 | {
|
---|
389 | var oldFace = AffectedFaceBuffer[fIndex];
|
---|
390 |
|
---|
391 | // Find the faces that need to be updated
|
---|
392 | int updateCount = 0;
|
---|
393 | for (int i = 0; i < Dimension; i++)
|
---|
394 | {
|
---|
395 | var af = oldFace.AdjacentFaces[i];
|
---|
396 | if (af.Tag == 0) // Tag == 0 when oldFaces does not contain af
|
---|
397 | {
|
---|
398 | UpdateBuffer[updateCount] = af;
|
---|
399 | UpdateIndices[updateCount] = i;
|
---|
400 | ++updateCount;
|
---|
401 | }
|
---|
402 | }
|
---|
403 |
|
---|
404 | for (int i = 0; i < updateCount; i++)
|
---|
405 | {
|
---|
406 | var adjacentFace = UpdateBuffer[i];
|
---|
407 |
|
---|
408 | int oldFaceAdjacentIndex = 0;
|
---|
409 | var adjFaceAdjacency = adjacentFace.AdjacentFaces;
|
---|
410 | for (int j = 0; j < Dimension; j++)
|
---|
411 | {
|
---|
412 | if (object.ReferenceEquals(oldFace, adjFaceAdjacency[j]))
|
---|
413 | {
|
---|
414 | oldFaceAdjacentIndex = j;
|
---|
415 | break;
|
---|
416 | }
|
---|
417 | }
|
---|
418 |
|
---|
419 | var forbidden = UpdateIndices[i]; // Index of the face that corresponds to this adjacent face
|
---|
420 |
|
---|
421 | ConvexFaceInternal newFace;
|
---|
422 |
|
---|
423 | int oldVertexIndex;
|
---|
424 | VertexWrap[] vertices;
|
---|
425 |
|
---|
426 | newFace = GetNewFace();
|
---|
427 | vertices = newFace.Vertices;
|
---|
428 | for (int j = 0; j < Dimension; j++) vertices[j] = oldFace.Vertices[j];
|
---|
429 | oldVertexIndex = vertices[forbidden].Index;
|
---|
430 |
|
---|
431 | int orderedPivotIndex;
|
---|
432 |
|
---|
433 | // correct the ordering
|
---|
434 | if (currentVertexIndex < oldVertexIndex)
|
---|
435 | {
|
---|
436 | orderedPivotIndex = 0;
|
---|
437 | for (int j = forbidden - 1; j >= 0; j--)
|
---|
438 | {
|
---|
439 | if (vertices[j].Index > currentVertexIndex) vertices[j + 1] = vertices[j];
|
---|
440 | else
|
---|
441 | {
|
---|
442 | orderedPivotIndex = j + 1;
|
---|
443 | break;
|
---|
444 | }
|
---|
445 | }
|
---|
446 | }
|
---|
447 | else
|
---|
448 | {
|
---|
449 | orderedPivotIndex = Dimension - 1;
|
---|
450 | for (int j = forbidden + 1; j < Dimension; j++)
|
---|
451 | {
|
---|
452 | if (vertices[j].Index < currentVertexIndex) vertices[j - 1] = vertices[j];
|
---|
453 | else
|
---|
454 | {
|
---|
455 | orderedPivotIndex = j - 1;
|
---|
456 | break;
|
---|
457 | }
|
---|
458 | }
|
---|
459 | }
|
---|
460 |
|
---|
461 | vertices[orderedPivotIndex] = CurrentVertex;
|
---|
462 |
|
---|
463 | if (!CalculateFacePlane(newFace))
|
---|
464 | {
|
---|
465 | return false;
|
---|
466 | }
|
---|
467 |
|
---|
468 | ConeFaceBuffer.Add(GetDeferredFace(newFace, orderedPivotIndex, adjacentFace, oldFaceAdjacentIndex, oldFace));
|
---|
469 | }
|
---|
470 | }
|
---|
471 |
|
---|
472 | return true;
|
---|
473 | }
|
---|
474 |
|
---|
475 | /// <summary>
|
---|
476 | /// Commits a cone and adds a vertex to the convex hull.
|
---|
477 | /// </summary>
|
---|
478 | void CommitCone()
|
---|
479 | {
|
---|
480 | // Add the current vertex.
|
---|
481 | ConvexHull.Add(CurrentVertex);
|
---|
482 |
|
---|
483 | // Fill the adjacency.
|
---|
484 | for (int i = 0; i < ConeFaceBuffer.Count; i++)
|
---|
485 | {
|
---|
486 | var face = ConeFaceBuffer[i];
|
---|
487 |
|
---|
488 | var newFace = face.Face;
|
---|
489 | var adjacentFace = face.Pivot;
|
---|
490 | var oldFace = face.OldFace;
|
---|
491 | var orderedPivotIndex = face.FaceIndex;
|
---|
492 |
|
---|
493 | newFace.AdjacentFaces[orderedPivotIndex] = adjacentFace;
|
---|
494 | adjacentFace.AdjacentFaces[face.PivotIndex] = newFace;
|
---|
495 |
|
---|
496 | // let there be a connection.
|
---|
497 | for (int j = 0; j < Dimension; j++)
|
---|
498 | {
|
---|
499 | if (j == orderedPivotIndex) continue;
|
---|
500 | var connector = GetNewConnector();
|
---|
501 | connector.Update(newFace, j, Dimension);
|
---|
502 | ConnectFace(connector);
|
---|
503 | }
|
---|
504 |
|
---|
505 | // This could slightly help...
|
---|
506 | if (adjacentFace.VerticesBeyond.Count < oldFace.VerticesBeyond.Count)
|
---|
507 | {
|
---|
508 | FindBeyondVertices(newFace, adjacentFace.VerticesBeyond, oldFace.VerticesBeyond);
|
---|
509 | }
|
---|
510 | else
|
---|
511 | {
|
---|
512 | FindBeyondVertices(newFace, oldFace.VerticesBeyond, adjacentFace.VerticesBeyond);
|
---|
513 | }
|
---|
514 |
|
---|
515 | // This face will definitely lie on the hull
|
---|
516 | if (newFace.VerticesBeyond.Count == 0)
|
---|
517 | {
|
---|
518 | ConvexFaces.Add(newFace);
|
---|
519 | UnprocessedFaces.Remove(newFace);
|
---|
520 | EmptyBufferStack.Push(newFace.VerticesBeyond);
|
---|
521 | newFace.VerticesBeyond = EmptyBuffer;
|
---|
522 | }
|
---|
523 | else // Add the face to the list
|
---|
524 | {
|
---|
525 | UnprocessedFaces.Add(newFace);
|
---|
526 | }
|
---|
527 |
|
---|
528 | // recycle the object.
|
---|
529 | ConeFaceStack.Push(face);
|
---|
530 | }
|
---|
531 |
|
---|
532 | // Recycle the affected faces.
|
---|
533 | for (int fIndex = 0; fIndex < AffectedFaceBuffer.Count; fIndex++)
|
---|
534 | {
|
---|
535 | var face = AffectedFaceBuffer[fIndex];
|
---|
536 | UnprocessedFaces.Remove(face);
|
---|
537 | RecycleFace(face);
|
---|
538 | RecycledFaceStack.Push(face);
|
---|
539 | }
|
---|
540 | }
|
---|
541 |
|
---|
542 | /// <summary>
|
---|
543 | /// Subtracts vectors x and y and stores the result to target.
|
---|
544 | /// </summary>
|
---|
545 | /// <param name="x"></param>
|
---|
546 | /// <param name="y"></param>
|
---|
547 | /// <param name="target"></param>
|
---|
548 | void SubtractFast(double[] x, double[] y, double[] target)
|
---|
549 | {
|
---|
550 | for (int i = 0; i < Dimension; i++)
|
---|
551 | {
|
---|
552 | target[i] = x[i] - y[i];
|
---|
553 | }
|
---|
554 | }
|
---|
555 |
|
---|
556 | /// <summary>
|
---|
557 | /// Finds 4D normal vector.
|
---|
558 | /// </summary>
|
---|
559 | /// <param name="vertices"></param>
|
---|
560 | /// <param name="normal"></param>
|
---|
561 | void FindNormalVector4D(VertexWrap[] vertices, double[] normal)
|
---|
562 | {
|
---|
563 | SubtractFast(vertices[1].PositionData, vertices[0].PositionData, ntX);
|
---|
564 | SubtractFast(vertices[2].PositionData, vertices[1].PositionData, ntY);
|
---|
565 | SubtractFast(vertices[3].PositionData, vertices[2].PositionData, ntZ);
|
---|
566 |
|
---|
567 | var x = ntX;
|
---|
568 | var y = ntY;
|
---|
569 | var z = ntZ;
|
---|
570 |
|
---|
571 | // This was generated using Mathematica
|
---|
572 | var nx = x[3] * (y[2] * z[1] - y[1] * z[2])
|
---|
573 | + x[2] * (y[1] * z[3] - y[3] * z[1])
|
---|
574 | + x[1] * (y[3] * z[2] - y[2] * z[3]);
|
---|
575 | var ny = x[3] * (y[0] * z[2] - y[2] * z[0])
|
---|
576 | + x[2] * (y[3] * z[0] - y[0] * z[3])
|
---|
577 | + x[0] * (y[2] * z[3] - y[3] * z[2]);
|
---|
578 | var nz = x[3] * (y[1] * z[0] - y[0] * z[1])
|
---|
579 | + x[1] * (y[0] * z[3] - y[3] * z[0])
|
---|
580 | + x[0] * (y[3] * z[1] - y[1] * z[3]);
|
---|
581 | var nw = x[2] * (y[0] * z[1] - y[1] * z[0])
|
---|
582 | + x[1] * (y[2] * z[0] - y[0] * z[2])
|
---|
583 | + x[0] * (y[1] * z[2] - y[2] * z[1]);
|
---|
584 |
|
---|
585 | double norm = System.Math.Sqrt(nx * nx + ny * ny + nz * nz + nw * nw);
|
---|
586 |
|
---|
587 | double f = 1.0 / norm;
|
---|
588 | normal[0] = f * nx;
|
---|
589 | normal[1] = f * ny;
|
---|
590 | normal[2] = f * nz;
|
---|
591 | normal[3] = f * nw;
|
---|
592 | }
|
---|
593 |
|
---|
594 | /// <summary>
|
---|
595 | /// Finds 3D normal vector.
|
---|
596 | /// </summary>
|
---|
597 | /// <param name="vertices"></param>
|
---|
598 | /// <param name="normal"></param>
|
---|
599 | void FindNormalVector3D(VertexWrap[] vertices, double[] normal)
|
---|
600 | {
|
---|
601 | SubtractFast(vertices[1].PositionData, vertices[0].PositionData, ntX);
|
---|
602 | SubtractFast(vertices[2].PositionData, vertices[1].PositionData, ntY);
|
---|
603 |
|
---|
604 | var x = ntX;
|
---|
605 | var y = ntY;
|
---|
606 |
|
---|
607 | var nx = x[1] * y[2] - x[2] * y[1];
|
---|
608 | var ny = x[2] * y[0] - x[0] * y[2];
|
---|
609 | var nz = x[0] * y[1] - x[1] * y[0];
|
---|
610 |
|
---|
611 | double norm = System.Math.Sqrt(nx * nx + ny * ny + nz * nz);
|
---|
612 |
|
---|
613 | double f = 1.0 / norm;
|
---|
614 | normal[0] = f * nx;
|
---|
615 | normal[1] = f * ny;
|
---|
616 | normal[2] = f * nz;
|
---|
617 | }
|
---|
618 |
|
---|
619 | /// <summary>
|
---|
620 | /// Finds 2D normal vector.
|
---|
621 | /// </summary>
|
---|
622 | /// <param name="vertices"></param>
|
---|
623 | /// <param name="normal"></param>
|
---|
624 | void FindNormalVector2D(VertexWrap[] vertices, double[] normal)
|
---|
625 | {
|
---|
626 | SubtractFast(vertices[1].PositionData, vertices[0].PositionData, ntX);
|
---|
627 |
|
---|
628 | var x = ntX;
|
---|
629 |
|
---|
630 | var nx = -x[1];
|
---|
631 | var ny = x[0];
|
---|
632 |
|
---|
633 | double norm = System.Math.Sqrt(nx * nx + ny * ny);
|
---|
634 |
|
---|
635 | double f = 1.0 / norm;
|
---|
636 | normal[0] = f * nx;
|
---|
637 | normal[1] = f * ny;
|
---|
638 | }
|
---|
639 |
|
---|
640 | /// <summary>
|
---|
641 | /// Finds normal vector of a hyper-plane given by vertices.
|
---|
642 | /// Stores the results to normalData.
|
---|
643 | /// </summary>
|
---|
644 | /// <param name="vertices"></param>
|
---|
645 | /// <param name="normalData"></param>
|
---|
646 | private void FindNormalVector(VertexWrap[] vertices, double[] normalData)
|
---|
647 | {
|
---|
648 | switch (Dimension)
|
---|
649 | {
|
---|
650 | case 2: FindNormalVector2D(vertices, normalData); break;
|
---|
651 | case 3: FindNormalVector3D(vertices, normalData); break;
|
---|
652 | case 4: FindNormalVector4D(vertices, normalData); break;
|
---|
653 | default:
|
---|
654 | {
|
---|
655 | for (var i = 0; i < Dimension; i++) nDNormalSolveVector[i] = 1.0;
|
---|
656 | for (var i = 0; i < Dimension; i++)
|
---|
657 | {
|
---|
658 | var row = jaggedNDMatrix[i];
|
---|
659 | var pos = vertices[i].Vertex.Position;
|
---|
660 | for (int j = 0; j < Dimension; j++) row[j] = pos[j];
|
---|
661 | }
|
---|
662 | StarMath.gaussElimination(Dimension, jaggedNDMatrix, nDNormalSolveVector, normalData);
|
---|
663 | StarMath.normalizeInPlace(normalData, Dimension);
|
---|
664 | break;
|
---|
665 | }
|
---|
666 | }
|
---|
667 | }
|
---|
668 |
|
---|
669 | /// <summary>
|
---|
670 | /// Check whether the vertex v is beyond the given face. If so, add it to beyondVertices.
|
---|
671 | /// </summary>
|
---|
672 | /// <param name="face"></param>
|
---|
673 | /// <param name="beyondVertices"></param>
|
---|
674 | /// <param name="v"></param>
|
---|
675 | void IsBeyond(ConvexFaceInternal face, VertexBuffer beyondVertices, VertexWrap v)
|
---|
676 | {
|
---|
677 | double distance = GetVertexDistance(v, face);
|
---|
678 | if (distance >= 0)
|
---|
679 | {
|
---|
680 | if (distance > MaxDistance)
|
---|
681 | {
|
---|
682 | MaxDistance = distance;
|
---|
683 | FurthestVertex = v;
|
---|
684 | }
|
---|
685 | beyondVertices.Add(v);
|
---|
686 | }
|
---|
687 | }
|
---|
688 |
|
---|
689 | /// <summary>
|
---|
690 | /// Used in the "initialization" code.
|
---|
691 | /// </summary>
|
---|
692 | void FindBeyondVertices(ConvexFaceInternal face)
|
---|
693 | {
|
---|
694 | var beyondVertices = face.VerticesBeyond;
|
---|
695 |
|
---|
696 | MaxDistance = double.NegativeInfinity;
|
---|
697 | FurthestVertex = null;
|
---|
698 |
|
---|
699 | int count = InputVertices.Count;
|
---|
700 | for (int i = 0; i < count; i++) IsBeyond(face, beyondVertices, InputVertices[i]);
|
---|
701 |
|
---|
702 | face.FurthestVertex = FurthestVertex;
|
---|
703 | //face.FurthestDistance = MaxDistance;
|
---|
704 | }
|
---|
705 |
|
---|
706 | /// <summary>
|
---|
707 | /// Used by update faces.
|
---|
708 | /// </summary>
|
---|
709 | void FindBeyondVertices(ConvexFaceInternal face, VertexBuffer beyond, VertexBuffer beyond1)
|
---|
710 | {
|
---|
711 | var beyondVertices = BeyondBuffer;
|
---|
712 |
|
---|
713 | MaxDistance = double.NegativeInfinity;
|
---|
714 | FurthestVertex = null;
|
---|
715 | VertexWrap v;
|
---|
716 |
|
---|
717 | int count = beyond1.Count;
|
---|
718 | for (int i = 0; i < count; i++) beyond1[i].Marked = true;
|
---|
719 | CurrentVertex.Marked = false;
|
---|
720 | count = beyond.Count;
|
---|
721 | for (int i = 0; i < count; i++)
|
---|
722 | {
|
---|
723 | v = beyond[i];
|
---|
724 | if (object.ReferenceEquals(v, CurrentVertex)) continue;
|
---|
725 | v.Marked = false;
|
---|
726 | IsBeyond(face, beyondVertices, v);
|
---|
727 | }
|
---|
728 |
|
---|
729 | count = beyond1.Count;
|
---|
730 | for (int i = 0; i < count; i++)
|
---|
731 | {
|
---|
732 | v = beyond1[i];
|
---|
733 | if (v.Marked) IsBeyond(face, beyondVertices, v);
|
---|
734 | }
|
---|
735 |
|
---|
736 | face.FurthestVertex = FurthestVertex;
|
---|
737 | //face.FurthestDistance = MaxDistance;
|
---|
738 |
|
---|
739 | // Pull the old switch a roo
|
---|
740 | var temp = face.VerticesBeyond;
|
---|
741 | face.VerticesBeyond = beyondVertices;
|
---|
742 | if (temp.Count > 0) temp.Clear();
|
---|
743 | BeyondBuffer = temp;
|
---|
744 | }
|
---|
745 |
|
---|
746 | /// <summary>
|
---|
747 | /// Recalculates the centroid of the current hull.
|
---|
748 | /// </summary>
|
---|
749 | void UpdateCenter()
|
---|
750 | {
|
---|
751 | var count = ConvexHull.Count + 1;
|
---|
752 | for (int i = 0; i < Dimension; i++) Center[i] *= (count - 1);
|
---|
753 | double f = 1.0 / count;
|
---|
754 | for (int i = 0; i < Dimension; i++) Center[i] = f * (Center[i] + CurrentVertex.PositionData[i]);
|
---|
755 | }
|
---|
756 |
|
---|
757 | /// <summary>
|
---|
758 | /// Removes the last vertex from the center.
|
---|
759 | /// </summary>
|
---|
760 | void RollbackCenter()
|
---|
761 | {
|
---|
762 | var count = ConvexHull.Count + 1;
|
---|
763 | for (int i = 0; i < Dimension; i++) Center[i] *= count;
|
---|
764 | double f = 1.0 / (count - 1);
|
---|
765 | for (int i = 0; i < Dimension; i++) Center[i] = f * (Center[i] - CurrentVertex.PositionData[i]);
|
---|
766 | }
|
---|
767 |
|
---|
768 | /// <summary>
|
---|
769 | /// Find the (dimension+1) initial points and create the simplexes.
|
---|
770 | /// </summary>
|
---|
771 | void InitConvexHull()
|
---|
772 | {
|
---|
773 | var extremes = FindExtremes();
|
---|
774 | var initialPoints = FindInitialPoints(extremes);
|
---|
775 |
|
---|
776 | // Add the initial points to the convex hull.
|
---|
777 | foreach (var vertex in initialPoints)
|
---|
778 | {
|
---|
779 | CurrentVertex = vertex;
|
---|
780 | // update center must be called before adding the vertex.
|
---|
781 | UpdateCenter();
|
---|
782 | ConvexHull.Add(CurrentVertex);
|
---|
783 | InputVertices.Remove(vertex);
|
---|
784 |
|
---|
785 | // Because of the AklTou heuristic.
|
---|
786 | extremes.Remove(vertex);
|
---|
787 | }
|
---|
788 |
|
---|
789 | // Create the initial simplexes.
|
---|
790 | var faces = InitiateFaceDatabase();
|
---|
791 |
|
---|
792 | // Init the vertex beyond buffers.
|
---|
793 | foreach (var face in faces)
|
---|
794 | {
|
---|
795 | FindBeyondVertices(face);
|
---|
796 | if (face.VerticesBeyond.Count == 0) ConvexFaces.Add(face); // The face is on the hull
|
---|
797 | else UnprocessedFaces.Add(face);
|
---|
798 | }
|
---|
799 | }
|
---|
800 |
|
---|
801 | /// <summary>
|
---|
802 | /// Finds (dimension + 1) initial points.
|
---|
803 | /// </summary>
|
---|
804 | /// <param name="extremes"></param>
|
---|
805 | /// <returns></returns>
|
---|
806 | private List<VertexWrap> FindInitialPoints(List<VertexWrap> extremes)
|
---|
807 | {
|
---|
808 | List<VertexWrap> initialPoints = new List<VertexWrap>();// { extremes[0], extremes[1] };
|
---|
809 |
|
---|
810 | VertexWrap first = null, second = null;
|
---|
811 | double maxDist = 0;
|
---|
812 | for (int i = 0; i < extremes.Count - 1; i++)
|
---|
813 | {
|
---|
814 | var a = extremes[i];
|
---|
815 | for (int j = i + 1; j < extremes.Count; j++)
|
---|
816 | {
|
---|
817 | var b = extremes[j];
|
---|
818 | var dist = StarMath.norm2(StarMath.subtract(a.PositionData, b.PositionData, Dimension), Dimension, true);
|
---|
819 | if (dist > maxDist)
|
---|
820 | {
|
---|
821 | first = a;
|
---|
822 | second = b;
|
---|
823 | maxDist = dist;
|
---|
824 | }
|
---|
825 | }
|
---|
826 | }
|
---|
827 |
|
---|
828 | initialPoints.Add(first);
|
---|
829 | initialPoints.Add(second);
|
---|
830 |
|
---|
831 | for (int i = 2; i <= Dimension; i++)
|
---|
832 | {
|
---|
833 | double maximum = 0.000001;
|
---|
834 | VertexWrap maxPoint = null;
|
---|
835 | for (int j = 0; j < extremes.Count; j++)
|
---|
836 | {
|
---|
837 | var extreme = extremes[j];
|
---|
838 | if (initialPoints.Contains(extreme)) continue;
|
---|
839 |
|
---|
840 | var val = GetSimplexVolume(extreme, initialPoints);
|
---|
841 |
|
---|
842 | if (val > maximum)
|
---|
843 | {
|
---|
844 | maximum = val;
|
---|
845 | maxPoint = extreme;
|
---|
846 | }
|
---|
847 | }
|
---|
848 | if (maxPoint != null) initialPoints.Add(maxPoint);
|
---|
849 | else
|
---|
850 | {
|
---|
851 | int vCount = InputVertices.Count;
|
---|
852 | for (int j = 0; j < vCount; j++)
|
---|
853 | {
|
---|
854 | var point = InputVertices[j];
|
---|
855 | if (initialPoints.Contains(point)) continue;
|
---|
856 |
|
---|
857 | var val = GetSimplexVolume(point, initialPoints);
|
---|
858 |
|
---|
859 | if (val > maximum)
|
---|
860 | {
|
---|
861 | maximum = val;
|
---|
862 | maxPoint = point;
|
---|
863 | }
|
---|
864 | }
|
---|
865 |
|
---|
866 | if (maxPoint != null) initialPoints.Add(maxPoint);
|
---|
867 | else ThrowSingular();
|
---|
868 | }
|
---|
869 | }
|
---|
870 | return initialPoints;
|
---|
871 | }
|
---|
872 |
|
---|
873 | /// <summary>
|
---|
874 | /// Computes the volume of the (n=initialPoints.Count)D simplex defined by the
|
---|
875 | /// pivot and initialPoints.
|
---|
876 | /// This is computed as the determinant of the matrix | initialPoints[i] - pivot |
|
---|
877 | /// </summary>
|
---|
878 | /// <param name="pivot"></param>
|
---|
879 | /// <param name="initialPoints"></param>
|
---|
880 | /// <returns></returns>
|
---|
881 | double GetSimplexVolume(VertexWrap pivot, List<VertexWrap> initialPoints)
|
---|
882 | {
|
---|
883 | var initPtsNum = initialPoints.Count;
|
---|
884 | //var m = nDMatrix;
|
---|
885 | var sum = 0.0;
|
---|
886 |
|
---|
887 | for (int i = 0; i < initPtsNum; i++)
|
---|
888 | {
|
---|
889 | var initPt = initialPoints[i];
|
---|
890 | for (int j = 0; j < Dimension; j++)
|
---|
891 | sum += (initPt.PositionData[j] - pivot.PositionData[j])
|
---|
892 | * (initPt.PositionData[j] - pivot.PositionData[j]);
|
---|
893 | }
|
---|
894 |
|
---|
895 | return sum;
|
---|
896 | }
|
---|
897 |
|
---|
898 | /// <summary>
|
---|
899 | /// Finds the extremes in all dimensions.
|
---|
900 | /// </summary>
|
---|
901 | /// <returns></returns>
|
---|
902 | private List<VertexWrap> FindExtremes()
|
---|
903 | {
|
---|
904 | var extremes = new List<VertexWrap>(2 * Dimension);
|
---|
905 |
|
---|
906 | int vCount = InputVertices.Count;
|
---|
907 | for (int i = 0; i < Dimension; i++)
|
---|
908 | {
|
---|
909 | double min = double.MaxValue, max = double.MinValue;
|
---|
910 | int minInd = 0, maxInd = 0;
|
---|
911 | for (int j = 0; j < vCount; j++)
|
---|
912 | {
|
---|
913 | var v = InputVertices[j].PositionData[i];
|
---|
914 | if (v < min)
|
---|
915 | {
|
---|
916 | min = v;
|
---|
917 | minInd = j;
|
---|
918 | }
|
---|
919 | if (v > max)
|
---|
920 | {
|
---|
921 | max = v;
|
---|
922 | maxInd = j;
|
---|
923 | }
|
---|
924 | }
|
---|
925 |
|
---|
926 | if (minInd != maxInd)
|
---|
927 | {
|
---|
928 | extremes.Add(InputVertices[minInd]);
|
---|
929 | extremes.Add(InputVertices[maxInd]);
|
---|
930 | }
|
---|
931 | else extremes.Add(InputVertices[minInd]);
|
---|
932 | }
|
---|
933 | return extremes;
|
---|
934 | }
|
---|
935 |
|
---|
936 | /// <summary>
|
---|
937 | /// The exception thrown if singular input data detected.
|
---|
938 | /// </summary>
|
---|
939 | void ThrowSingular()
|
---|
940 | {
|
---|
941 | throw new InvalidOperationException(
|
---|
942 | "ConvexHull: Singular input data (i.e. trying to triangulate a data that contain a regular lattice of points).\n"
|
---|
943 | + "Introducing some noise to the data might resolve the issue.");
|
---|
944 | }
|
---|
945 |
|
---|
946 | /// <summary>
|
---|
947 | /// Handles singular vertex.
|
---|
948 | /// </summary>
|
---|
949 | void HandleSingular()
|
---|
950 | {
|
---|
951 | RollbackCenter();
|
---|
952 | SingularVertices.Add(CurrentVertex);
|
---|
953 |
|
---|
954 | // This means that all the affected faces must be on the hull and that all their "vertices beyond" are singular.
|
---|
955 | for (int fIndex = 0; fIndex < AffectedFaceBuffer.Count; fIndex++)
|
---|
956 | {
|
---|
957 | var face = AffectedFaceBuffer[fIndex];
|
---|
958 | var vb = face.VerticesBeyond;
|
---|
959 | for (int i = 0; i < vb.Count; i++)
|
---|
960 | {
|
---|
961 | SingularVertices.Add(vb[i]);
|
---|
962 | }
|
---|
963 |
|
---|
964 | ConvexFaces.Add(face);
|
---|
965 | UnprocessedFaces.Remove(face);
|
---|
966 | EmptyBufferStack.Push(face.VerticesBeyond);
|
---|
967 | face.VerticesBeyond = EmptyBuffer;
|
---|
968 | }
|
---|
969 | }
|
---|
970 |
|
---|
971 | /// <summary>
|
---|
972 | /// Fins the convex hull.
|
---|
973 | /// </summary>
|
---|
974 | void FindConvexHull()
|
---|
975 | {
|
---|
976 | // Find the (dimension+1) initial points and create the simplexes.
|
---|
977 | InitConvexHull();
|
---|
978 |
|
---|
979 | // Expand the convex hull and faces.
|
---|
980 | while (UnprocessedFaces.First != null)
|
---|
981 | {
|
---|
982 | var currentFace = UnprocessedFaces.First;
|
---|
983 | CurrentVertex = currentFace.FurthestVertex;
|
---|
984 |
|
---|
985 | UpdateCenter();
|
---|
986 |
|
---|
987 | // The affected faces get tagged
|
---|
988 | TagAffectedFaces(currentFace);
|
---|
989 |
|
---|
990 | // Create the cone from the currentVertex and the affected faces horizon.
|
---|
991 | if (!SingularVertices.Contains(CurrentVertex) && CreateCone()) CommitCone();
|
---|
992 | else HandleSingular();
|
---|
993 |
|
---|
994 | // Need to reset the tags
|
---|
995 | int count = AffectedFaceBuffer.Count;
|
---|
996 | for (int i = 0; i < count; i++) AffectedFaceBuffer[i].Tag = 0;
|
---|
997 | }
|
---|
998 | }
|
---|
999 |
|
---|
1000 | /// <summary>
|
---|
1001 | /// Wraps the vertices and determines the dimension if it's unknown.
|
---|
1002 | /// </summary>
|
---|
1003 | /// <param name="vertices"></param>
|
---|
1004 | /// <param name="dim"></param>
|
---|
1005 | private ConvexHullInternal(IEnumerable<IVertex> vertices)
|
---|
1006 | {
|
---|
1007 | InputVertices = new List<VertexWrap>(vertices.Select((v, i) => new VertexWrap { Vertex = v, PositionData = v.Position, Index = i }));
|
---|
1008 | Dimension = DetermineDimension();
|
---|
1009 | Initialize();
|
---|
1010 | }
|
---|
1011 |
|
---|
1012 | /// <summary>
|
---|
1013 | /// Finds the vertices on the convex hull and optionally converts them to the TVertex array.
|
---|
1014 | /// </summary>
|
---|
1015 | /// <typeparam name="TVertex"></typeparam>
|
---|
1016 | /// <param name="onlyCompute"></param>
|
---|
1017 | /// <returns></returns>
|
---|
1018 | private IEnumerable<TVertex> GetConvexHullInternal<TVertex>(bool onlyCompute = false) where TVertex : IVertex
|
---|
1019 | {
|
---|
1020 | if (Computed) return onlyCompute ? null : ConvexHull.Select(v => (TVertex)v.Vertex).ToArray();
|
---|
1021 |
|
---|
1022 | if (Dimension < 2) throw new ArgumentException("Dimension of the input must be 2 or greater.");
|
---|
1023 |
|
---|
1024 | FindConvexHull();
|
---|
1025 | Computed = true;
|
---|
1026 | return onlyCompute ? null : ConvexHull.Select(v => (TVertex)v.Vertex).ToArray();
|
---|
1027 | }
|
---|
1028 |
|
---|
1029 | /// <summary>
|
---|
1030 | /// Finds the convex hull and creates the TFace objects.
|
---|
1031 | /// </summary>
|
---|
1032 | /// <typeparam name="TVertex"></typeparam>
|
---|
1033 | /// <typeparam name="TFace"></typeparam>
|
---|
1034 | /// <returns></returns>
|
---|
1035 | private IEnumerable<TFace> GetConvexFacesInternal<TVertex, TFace>()
|
---|
1036 | where TFace : ConvexFace<TVertex, TFace>, new()
|
---|
1037 | where TVertex : IVertex
|
---|
1038 | {
|
---|
1039 | if (!Computed) GetConvexHullInternal<TVertex>(true);
|
---|
1040 |
|
---|
1041 | var faces = ConvexFaces;
|
---|
1042 | int cellCount = faces.Count;
|
---|
1043 | var cells = new TFace[cellCount];
|
---|
1044 |
|
---|
1045 | for (int i = 0; i < cellCount; i++)
|
---|
1046 | {
|
---|
1047 | var face = faces[i];
|
---|
1048 | var vertices = new TVertex[Dimension];
|
---|
1049 | for (int j = 0; j < Dimension; j++) vertices[j] = (TVertex)face.Vertices[j].Vertex;
|
---|
1050 | cells[i] = new TFace
|
---|
1051 | {
|
---|
1052 | Vertices = vertices,
|
---|
1053 | Adjacency = new TFace[Dimension],
|
---|
1054 | Normal = face.Normal
|
---|
1055 | };
|
---|
1056 | face.Tag = i;
|
---|
1057 | }
|
---|
1058 |
|
---|
1059 | for (int i = 0; i < cellCount; i++)
|
---|
1060 | {
|
---|
1061 | var face = faces[i];
|
---|
1062 | var cell = cells[i];
|
---|
1063 | for (int j = 0; j < Dimension; j++)
|
---|
1064 | {
|
---|
1065 | if (face.AdjacentFaces[j] == null) continue;
|
---|
1066 | cell.Adjacency[j] = cells[face.AdjacentFaces[j].Tag];
|
---|
1067 | }
|
---|
1068 |
|
---|
1069 | // Fix the vertex orientation.
|
---|
1070 | if (face.IsNormalFlipped)
|
---|
1071 | {
|
---|
1072 | var tempVert = cell.Vertices[0];
|
---|
1073 | cell.Vertices[0] = cell.Vertices[Dimension - 1];
|
---|
1074 | cell.Vertices[Dimension - 1] = tempVert;
|
---|
1075 |
|
---|
1076 | var tempAdj = cell.Adjacency[0];
|
---|
1077 | cell.Adjacency[0] = cell.Adjacency[Dimension - 1];
|
---|
1078 | cell.Adjacency[Dimension - 1] = tempAdj;
|
---|
1079 | }
|
---|
1080 | }
|
---|
1081 |
|
---|
1082 | return cells;
|
---|
1083 | }
|
---|
1084 |
|
---|
1085 | /// <summary>
|
---|
1086 | /// This is used by the Delaunay triangulation code.
|
---|
1087 | /// </summary>
|
---|
1088 | /// <typeparam name="TVertex"></typeparam>
|
---|
1089 | /// <typeparam name="TFace"></typeparam>
|
---|
1090 | /// <param name="data"></param>
|
---|
1091 | /// <returns></returns>
|
---|
1092 | internal static List<ConvexFaceInternal> GetConvexFacesInternal<TVertex, TFace>(IEnumerable<TVertex> data)
|
---|
1093 | where TFace : ConvexFace<TVertex, TFace>, new()
|
---|
1094 | where TVertex : IVertex
|
---|
1095 | {
|
---|
1096 | ConvexHullInternal ch = new ConvexHullInternal(data.Cast<IVertex>());
|
---|
1097 | ch.GetConvexHullInternal<TVertex>(true);
|
---|
1098 | return ch.ConvexFaces;
|
---|
1099 | }
|
---|
1100 |
|
---|
1101 | /// <summary>
|
---|
1102 | /// This is called by the "ConvexHull" class.
|
---|
1103 | /// </summary>
|
---|
1104 | /// <typeparam name="TVertex"></typeparam>
|
---|
1105 | /// <typeparam name="TFace"></typeparam>
|
---|
1106 | /// <param name="data"></param>
|
---|
1107 | /// <returns></returns>
|
---|
1108 | internal static Tuple<IEnumerable<TVertex>, IEnumerable<TFace>> GetConvexHullAndFaces<TVertex, TFace>(IEnumerable<IVertex> data)
|
---|
1109 | where TFace : ConvexFace<TVertex, TFace>, new()
|
---|
1110 | where TVertex : IVertex
|
---|
1111 | {
|
---|
1112 | ConvexHullInternal ch = new ConvexHullInternal(data);
|
---|
1113 | return Tuple.Create(
|
---|
1114 | ch.GetConvexHullInternal<TVertex>(),
|
---|
1115 | ch.GetConvexFacesInternal<TVertex, TFace>());
|
---|
1116 | }
|
---|
1117 | }
|
---|
1118 | }
|
---|