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++ /*
++ * Poly2Tri Copyright (c) 2009-2010, Poly2Tri Contributors
++ *
++ * All rights reserved.
++ *
++ * Redistribution and use in source and binary forms, with or without modification,
++ * are permitted provided that the following conditions are met:
++ *
++ * * Redistributions of source code must retain the above copyright notice,
++ * this list of conditions and the following disclaimer.
++ * * Redistributions in binary form must reproduce the above copyright notice,
++ * this list of conditions and the following disclaimer in the documentation
++ * and/or other materials provided with the distribution.
++ * * Neither the name of Poly2Tri nor the names of its contributors may be
++ * used to endorse or promote products derived from this software without specific
++ * prior written permission.
++ *
++ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
++ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
++ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
++ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
++ * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
++ * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
++ * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
++ * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
++ * LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
++ * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
++ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
++ */
++ #include "shapes.h"
++ #include <iostream>
++
++ namespace p2t {
++
++ Triangle::Triangle(Point& a, Point& b, Point& c)
++ {
++ points_[0] = &a; points_[1] = &b; points_[2] = &c;
++ neighbors_[0] = NULL; neighbors_[1] = NULL; neighbors_[2] = NULL;
++ constrained_edge[0] = constrained_edge[1] = constrained_edge[2] = false;
++ delaunay_edge[0] = delaunay_edge[1] = delaunay_edge[2] = false;
++ interior_ = false;
++ }
++
++ // Update neighbor pointers
++ void Triangle::MarkNeighbor(Point* p1, Point* p2, Triangle* t)
++ {
++ if ((p1 == points_[2] && p2 == points_[1]) || (p1 == points_[1] && p2 == points_[2]))
++ neighbors_[0] = t;
++ else if ((p1 == points_[0] && p2 == points_[2]) || (p1 == points_[2] && p2 == points_[0]))
++ neighbors_[1] = t;
++ else if ((p1 == points_[0] && p2 == points_[1]) || (p1 == points_[1] && p2 == points_[0]))
++ neighbors_[2] = t;
++ else
++ assert(0);
++ }
++
++ // Exhaustive search to update neighbor pointers
++ void Triangle::MarkNeighbor(Triangle& t)
++ {
++ if (t.Contains(points_[1], points_[2])) {
++ neighbors_[0] = &t;
++ t.MarkNeighbor(points_[1], points_[2], this);
++ } else if (t.Contains(points_[0], points_[2])) {
++ neighbors_[1] = &t;
++ t.MarkNeighbor(points_[0], points_[2], this);
++ } else if (t.Contains(points_[0], points_[1])) {
++ neighbors_[2] = &t;
++ t.MarkNeighbor(points_[0], points_[1], this);
++ }
++ }
++
++ /**
++ * Clears all references to all other triangles and points
++ */
++ void Triangle::Clear()
++ {
++ Triangle *t;
++ for (int i=0; i<3; i++)
++ {
++ t = neighbors_[i];
++ if (t != NULL)
++ {
++ t->ClearNeighbor( this );
++ }
++ }
++ ClearNeighbors();
++ points_[0]=points_[1]=points_[2] = NULL;
++ }
++
++ void Triangle::ClearNeighbor(Triangle *triangle )
++ {
++ if (neighbors_[0] == triangle)
++ {
++ neighbors_[0] = NULL;
++ }
++ else if (neighbors_[1] == triangle)
++ {
++ neighbors_[1] = NULL;
++ }
++ else
++ {
++ neighbors_[2] = NULL;
++ }
++ }
++
++ void Triangle::ClearNeighbors()
++ {
++ neighbors_[0] = NULL;
++ neighbors_[1] = NULL;
++ neighbors_[2] = NULL;
++ }
++
++ void Triangle::ClearDelunayEdges()
++ {
++ delaunay_edge[0] = delaunay_edge[1] = delaunay_edge[2] = false;
++ }
++
++ Point* Triangle::OppositePoint(Triangle& t, Point& p)
++ {
++ Point *cw = t.PointCW(p);
++ return PointCW(*cw);
++ }
++
++ // Legalized triangle by rotating clockwise around point(0)
++ void Triangle::Legalize(Point& point)
++ {
++ points_[1] = points_[0];
++ points_[0] = points_[2];
++ points_[2] = &point;
++ }
++
++ // Legalize triagnle by rotating clockwise around oPoint
++ void Triangle::Legalize(Point& opoint, Point& npoint)
++ {
++ if (&opoint == points_[0]) {
++ points_[1] = points_[0];
++ points_[0] = points_[2];
++ points_[2] = &npoint;
++ } else if (&opoint == points_[1]) {
++ points_[2] = points_[1];
++ points_[1] = points_[0];
++ points_[0] = &npoint;
++ } else if (&opoint == points_[2]) {
++ points_[0] = points_[2];
++ points_[2] = points_[1];
++ points_[1] = &npoint;
++ } else {
++ assert(0);
++ }
++ }
++
++ int Triangle::Index(const Point* p)
++ {
++ if (p == points_[0]) {
++ return 0;
++ } else if (p == points_[1]) {
++ return 1;
++ } else if (p == points_[2]) {
++ return 2;
++ }
++ assert(0);
++ }
++
++ int Triangle::EdgeIndex(const Point* p1, const Point* p2)
++ {
++ if (points_[0] == p1) {
++ if (points_[1] == p2) {
++ return 2;
++ } else if (points_[2] == p2) {
++ return 1;
++ }
++ } else if (points_[1] == p1) {
++ if (points_[2] == p2) {
++ return 0;
++ } else if (points_[0] == p2) {
++ return 2;
++ }
++ } else if (points_[2] == p1) {
++ if (points_[0] == p2) {
++ return 1;
++ } else if (points_[1] == p2) {
++ return 0;
++ }
++ }
++ return -1;
++ }
++
++ void Triangle::MarkConstrainedEdge(const int index)
++ {
++ constrained_edge[index] = true;
++ }
++
++ void Triangle::MarkConstrainedEdge(Edge& edge)
++ {
++ MarkConstrainedEdge(edge.p, edge.q);
++ }
++
++ // Mark edge as constrained
++ void Triangle::MarkConstrainedEdge(Point* p, Point* q)
++ {
++ if ((q == points_[0] && p == points_[1]) || (q == points_[1] && p == points_[0])) {
++ constrained_edge[2] = true;
++ } else if ((q == points_[0] && p == points_[2]) || (q == points_[2] && p == points_[0])) {
++ constrained_edge[1] = true;
++ } else if ((q == points_[1] && p == points_[2]) || (q == points_[2] && p == points_[1])) {
++ constrained_edge[0] = true;
++ }
++ }
++
++ // The point counter-clockwise to given point
++ Point* Triangle::PointCW(Point& point)
++ {
++ if (&point == points_[0]) {
++ return points_[2];
++ } else if (&point == points_[1]) {
++ return points_[0];
++ } else if (&point == points_[2]) {
++ return points_[1];
++ }
++ assert(0);
++ }
++
++ // The point counter-clockwise to given point
++ Point* Triangle::PointCCW(Point& point)
++ {
++ if (&point == points_[0]) {
++ return points_[1];
++ } else if (&point == points_[1]) {
++ return points_[2];
++ } else if (&point == points_[2]) {
++ return points_[0];
++ }
++ assert(0);
++ }
++
++ // The neighbor clockwise to given point
++ Triangle* Triangle::NeighborCW(Point& point)
++ {
++ if (&point == points_[0]) {
++ return neighbors_[1];
++ } else if (&point == points_[1]) {
++ return neighbors_[2];
++ }
++ return neighbors_[0];
++ }
++
++ // The neighbor counter-clockwise to given point
++ Triangle* Triangle::NeighborCCW(Point& point)
++ {
++ if (&point == points_[0]) {
++ return neighbors_[2];
++ } else if (&point == points_[1]) {
++ return neighbors_[0];
++ }
++ return neighbors_[1];
++ }
++
++ bool Triangle::GetConstrainedEdgeCCW(Point& p)
++ {
++ if (&p == points_[0]) {
++ return constrained_edge[2];
++ } else if (&p == points_[1]) {
++ return constrained_edge[0];
++ }
++ return constrained_edge[1];
++ }
++
++ bool Triangle::GetConstrainedEdgeCW(Point& p)
++ {
++ if (&p == points_[0]) {
++ return constrained_edge[1];
++ } else if (&p == points_[1]) {
++ return constrained_edge[2];
++ }
++ return constrained_edge[0];
++ }
++
++ void Triangle::SetConstrainedEdgeCCW(Point& p, bool ce)
++ {
++ if (&p == points_[0]) {
++ constrained_edge[2] = ce;
++ } else if (&p == points_[1]) {
++ constrained_edge[0] = ce;
++ } else {
++ constrained_edge[1] = ce;
++ }
++ }
++
++ void Triangle::SetConstrainedEdgeCW(Point& p, bool ce)
++ {
++ if (&p == points_[0]) {
++ constrained_edge[1] = ce;
++ } else if (&p == points_[1]) {
++ constrained_edge[2] = ce;
++ } else {
++ constrained_edge[0] = ce;
++ }
++ }
++
++ bool Triangle::GetDelunayEdgeCCW(Point& p)
++ {
++ if (&p == points_[0]) {
++ return delaunay_edge[2];
++ } else if (&p == points_[1]) {
++ return delaunay_edge[0];
++ }
++ return delaunay_edge[1];
++ }
++
++ bool Triangle::GetDelunayEdgeCW(Point& p)
++ {
++ if (&p == points_[0]) {
++ return delaunay_edge[1];
++ } else if (&p == points_[1]) {
++ return delaunay_edge[2];
++ }
++ return delaunay_edge[0];
++ }
++
++ void Triangle::SetDelunayEdgeCCW(Point& p, bool e)
++ {
++ if (&p == points_[0]) {
++ delaunay_edge[2] = e;
++ } else if (&p == points_[1]) {
++ delaunay_edge[0] = e;
++ } else {
++ delaunay_edge[1] = e;
++ }
++ }
++
++ void Triangle::SetDelunayEdgeCW(Point& p, bool e)
++ {
++ if (&p == points_[0]) {
++ delaunay_edge[1] = e;
++ } else if (&p == points_[1]) {
++ delaunay_edge[2] = e;
++ } else {
++ delaunay_edge[0] = e;
++ }
++ }
++
++ // The neighbor across to given point
++ Triangle& Triangle::NeighborAcross(Point& opoint)
++ {
++ if (&opoint == points_[0]) {
++ return *neighbors_[0];
++ } else if (&opoint == points_[1]) {
++ return *neighbors_[1];
++ }
++ return *neighbors_[2];
++ }
++
++ void Triangle::DebugPrint()
++ {
++ using namespace std;
++ cout << points_[0]->x << "," << points_[0]->y << " ";
++ cout << points_[1]->x << "," << points_[1]->y << " ";
++ cout << points_[2]->x << "," << points_[2]->y << endl;
++ }
++
++ }
++