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HullTriangulation.cpp
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HullTriangulation.cpp
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/**********************************************************************
*
* GEOS - const Geometry* Engine Open Source
* http://geos.osgeo.org
*
* Copyright (C) 2022 Paul Ramsey <pramsey@cleverelephant.ca>
*
* This is free software; you can redistribute and/or modify it under
* the terms of the GNU Lesser General Public Licence as published
* by the Free Software Foundation.
* See the COPYING file for more information.
*
**********************************************************************/
#include <geos/algorithm/hull/HullTriangulation.h>
#include <geos/algorithm/hull/HullTri.h>
#include <geos/triangulate/DelaunayTriangulationBuilder.h>
#include <geos/triangulate/quadedge/QuadEdgeSubdivision.h>
#include <geos/triangulate/quadedge/QuadEdge.h>
#include <geos/triangulate/tri/TriangulationBuilder.h>
#include <geos/operation/overlayng/CoverageUnion.h>
#include <geos/geom/Coordinate.h>
#include <geos/geom/CoordinateList.h>
#include <geos/geom/CoordinateSequence.h>
#include <geos/geom/Geometry.h>
#include <geos/geom/Polygon.h>
#include <geos/geom/Triangle.h>
#include <geos/util/IllegalStateException.h>
#include <geos/util/Assert.h>
using geos::geom::Coordinate;
using geos::geom::CoordinateSequence;
using geos::geom::CoordinateList;
using geos::geom::Geometry;
using geos::geom::GeometryFactory;
using geos::geom::Polygon;
using geos::geom::Triangle;
using geos::triangulate::DelaunayTriangulationBuilder;
using geos::triangulate::tri::TriangulationBuilder;
using geos::operation::overlayng::CoverageUnion;
namespace geos {
namespace algorithm { // geos.algorithm
namespace hull { // geos.algorithm.hulll
/* public static */
void
HullTriangulation::createDelaunayTriangulation(
const Geometry* geom,
TriList<HullTri>& triList)
{
//TODO: implement a DT on Tris directly?
DelaunayTriangulationBuilder dt;
dt.setSites(*geom);
QuadEdgeSubdivision& subdiv = dt.getSubdivision();
toTris(subdiv, triList);
return;
}
/* private static */
void
HullTriangulation::toTris(
QuadEdgeSubdivision& subdiv,
TriList<HullTri>& triList)
{
HullTriVisitor visitor(triList);
subdiv.visitTriangles(&visitor, false);
TriangulationBuilder tb;
for (auto* tri : triList) {
tb.add(static_cast<Tri*>(tri));
}
return;
}
/* private static */
std::unique_ptr<Geometry>
HullTriangulation::geomunion(
TriList<HullTri>& triList,
const GeometryFactory* factory)
{
std::vector<std::unique_ptr<Polygon>> polys;
for (auto* tri : triList) {
std::unique_ptr<Polygon> poly = tri->toPolygon(factory);
polys.emplace_back(poly.release());
}
std::unique_ptr<Geometry> geom = factory->buildGeometry(std::move(polys));
return CoverageUnion::geomunion(geom.get());
}
/* public static */
std::unique_ptr<Geometry>
HullTriangulation::traceBoundaryPolygon(
TriList<HullTri>& triList,
const GeometryFactory* factory)
{
if (triList.size() == 1) {
HullTri* tri = triList[0];
return tri->toPolygon(factory);
}
auto&& pts = traceBoundary(triList);
return factory->createPolygon(std::move(pts));
}
/* private static */
CoordinateSequence
HullTriangulation::traceBoundary(TriList<HullTri>& triList)
{
HullTri* triStart = findBorderTri(triList);
CoordinateSequence coordList;
HullTri* tri = triStart;
do {
TriIndex borderIndex = tri->boundaryIndexCCW();
//-- add border vertex
coordList.add(tri->getCoordinate(borderIndex), false);
TriIndex nextIndex = Tri::next(borderIndex);
//-- if next edge is also border, add it and move to next
if (tri->isBoundary(nextIndex)) {
coordList.add(tri->getCoordinate(nextIndex), false);
borderIndex = nextIndex;
}
//-- find next border tri CCW around non-border edge
tri = nextBorderTri(tri);
} while (tri != triStart);
coordList.closeRing();
return coordList;
}
/* private static */
HullTri*
HullTriangulation::findBorderTri(TriList<HullTri>& triList)
{
for (auto* tri : triList) {
if (tri->isBorder()) return tri;
}
util::Assert::shouldNeverReachHere("No border triangles found");
return nullptr;
}
/* public static */
HullTri*
HullTriangulation::nextBorderTri(HullTri* triStart)
{
HullTri* tri = triStart;
// start at first non-border edge CW
TriIndex index = Tri::next(tri->boundaryIndexCW());
// scan CCW around vertex for next border tri
do {
HullTri* adjTri = static_cast<HullTri*>(tri->getAdjacent(index));
if (adjTri == tri) {
throw util::IllegalStateException("No outgoing border edge found");
}
index = Tri::next(adjTri->getIndex(tri));
tri = adjTri;
}
while (! tri->isBoundary(index));
return (tri);
}
/* HullTriVisitor ------------------------------------------------------------ */
void
HullTriangulation::HullTriVisitor::visit(
std::array<QuadEdge*, 3>& triEdges)
{
const Coordinate& p0 = triEdges[0]->orig().getCoordinate();
const Coordinate& p1 = triEdges[1]->orig().getCoordinate();
const Coordinate& p2 = triEdges[2]->orig().getCoordinate();
if (Triangle::isCCW(p0, p1, p2)) {
triList.add(p0, p2, p1);
}
else {
triList.add(p0, p1, p2);
}
}
} // namespace geos.algorithm.hull
} // namespace geos.algorithm
} // namespace geos