ici_recycle_vr/Assets/LiquidVolumePro/ThirdParty/MIConvexHull/Triangulation.cs
Diaconescu Andrei-Alexandru 19674bfe5d Am adaugat ICI Recycle
2025-05-26 12:54:36 +03:00

181 lines
9.6 KiB
C#

/******************************************************************************
*
* The MIT License (MIT)
*
* LiquidVolumeFX.MIConvexHull, Copyright (c) 2015 David Sehnal, Matthew Campbell
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*****************************************************************************/
using System.Collections.Generic;
using System.Linq;
namespace LiquidVolumeFX.MIConvexHull
{
/// <summary>
/// Simple interface to unify different types of triangulations in the future.
/// </summary>
/// <typeparam name="TVertex">The type of the t vertex.</typeparam>
/// <typeparam name="TCell">The type of the t cell.</typeparam>
public interface ITriangulation<TVertex, TCell>
where TCell : TriangulationCell<TVertex, TCell>, new()
where TVertex : IVertex
{
/// <summary>
/// Triangulation simplexes. For 2D - triangles, 3D - tetrahedrons, etc ...
/// </summary>
/// <value>The cells.</value>
IEnumerable<TCell> Cells { get; }
}
/// <summary>
/// Factory class for creating triangulations.
/// </summary>
public static class Triangulation
{
/// <summary>
/// Creates the Delaunay triangulation of the input data.
/// </summary>
/// <typeparam name="TVertex">The type of the t vertex.</typeparam>
/// <param name="data">The data.</param>
/// <param name="PlaneDistanceTolerance">The plane distance tolerance (default is 1e-10). If too high, points
/// will be missed. If too low, the algorithm may break. Only adjust if you notice problems.</param>
/// <returns>ITriangulation&lt;TVertex, DefaultTriangulationCell&lt;TVertex&gt;&gt;.</returns>
public static ITriangulation<TVertex, DefaultTriangulationCell<TVertex>> CreateDelaunay<TVertex>(
IList<TVertex> data,
double PlaneDistanceTolerance = Constants.DefaultPlaneDistanceTolerance)
where TVertex : IVertex
{
return DelaunayTriangulation<TVertex, DefaultTriangulationCell<TVertex>>.Create(data, PlaneDistanceTolerance);
}
/// <summary>
/// Creates the Delaunay triangulation of the input data.
/// </summary>
/// <param name="data">The data.</param>
/// <param name="PlaneDistanceTolerance">The plane distance tolerance (default is 1e-10). If too high, points
/// will be missed. If too low, the algorithm may break. Only adjust if you notice problems.</param>
/// <returns>ITriangulation&lt;DefaultVertex, DefaultTriangulationCell&lt;DefaultVertex&gt;&gt;.</returns>
public static ITriangulation<DefaultVertex, DefaultTriangulationCell<DefaultVertex>> CreateDelaunay(
IList<double[]> data,
double PlaneDistanceTolerance = Constants.DefaultPlaneDistanceTolerance)
{
var points = data.Select(p => new DefaultVertex { Position = p }).ToList();
return DelaunayTriangulation<DefaultVertex, DefaultTriangulationCell<DefaultVertex>>.Create(points, PlaneDistanceTolerance);
}
/// <summary>
/// Creates the Delaunay triangulation of the input data.
/// </summary>
/// <typeparam name="TVertex">The type of the t vertex.</typeparam>
/// <typeparam name="TFace">The type of the t face.</typeparam>
/// <param name="data">The data.</param>
/// <param name="PlaneDistanceTolerance">The plane distance tolerance (default is 1e-10). If too high, points
/// will be missed. If too low, the algorithm may break. Only adjust if you notice problems.</param>
/// <returns>ITriangulation&lt;TVertex, TFace&gt;.</returns>
public static ITriangulation<TVertex, TFace> CreateDelaunay<TVertex, TFace>(IList<TVertex> data,
double PlaneDistanceTolerance = Constants.DefaultPlaneDistanceTolerance)
where TVertex : IVertex
where TFace : TriangulationCell<TVertex, TFace>, new()
{
return DelaunayTriangulation<TVertex, TFace>.Create(data, PlaneDistanceTolerance);
}
/// <summary>
/// Create the voronoi mesh.
/// </summary>
/// <typeparam name="TVertex">The type of the t vertex.</typeparam>
/// <typeparam name="TCell">The type of the t cell.</typeparam>
/// <typeparam name="TEdge">The type of the t edge.</typeparam>
/// <param name="data">The data.</param>
/// <param name="PlaneDistanceTolerance">The plane distance tolerance (default is 1e-10). If too high, points
/// will be missed. If too low, the algorithm may break. Only adjust if you notice problems.</param>
/// <returns>VoronoiMesh&lt;TVertex, TCell, TEdge&gt;.</returns>
public static VoronoiMesh<TVertex, TCell, TEdge> CreateVoronoi<TVertex, TCell, TEdge>(IList<TVertex> data,
double PlaneDistanceTolerance = Constants.DefaultPlaneDistanceTolerance)
where TCell : TriangulationCell<TVertex, TCell>, new()
where TVertex : IVertex
where TEdge : VoronoiEdge<TVertex, TCell>, new()
{
return VoronoiMesh<TVertex, TCell, TEdge>.Create(data, PlaneDistanceTolerance);
}
/// <summary>
/// Create the voronoi mesh.
/// </summary>
/// <typeparam name="TVertex">The type of the t vertex.</typeparam>
/// <param name="data">The data.</param>
/// <param name="PlaneDistanceTolerance">The plane distance tolerance (default is 1e-10). If too high, points
/// will be missed. If too low, the algorithm may break. Only adjust if you notice problems.</param>
/// <returns>VoronoiMesh&lt;TVertex, DefaultTriangulationCell&lt;TVertex&gt;, VoronoiEdge&lt;TVertex, DefaultTriangulationCell&lt;TVertex&gt;&gt;&gt;.</returns>
public static
VoronoiMesh
<TVertex, DefaultTriangulationCell<TVertex>, VoronoiEdge<TVertex, DefaultTriangulationCell<TVertex>>>
CreateVoronoi<TVertex>(IList<TVertex> data,
double PlaneDistanceTolerance = Constants.DefaultPlaneDistanceTolerance)
where TVertex : IVertex
{
return
VoronoiMesh
<TVertex, DefaultTriangulationCell<TVertex>, VoronoiEdge<TVertex, DefaultTriangulationCell<TVertex>>
>.Create(data, PlaneDistanceTolerance);
}
/// <summary>
/// Create the voronoi mesh.
/// </summary>
/// <param name="data">The data.</param>
/// <param name="PlaneDistanceTolerance">The plane distance tolerance (default is 1e-10). If too high, points
/// will be missed. If too low, the algorithm may break. Only adjust if you notice problems.</param>
/// <returns>VoronoiMesh&lt;DefaultVertex, DefaultTriangulationCell&lt;DefaultVertex&gt;, VoronoiEdge&lt;DefaultVertex, DefaultTriangulationCell&lt;DefaultVertex&gt;&gt;&gt;.</returns>
public static
VoronoiMesh
<DefaultVertex, DefaultTriangulationCell<DefaultVertex>,
VoronoiEdge<DefaultVertex, DefaultTriangulationCell<DefaultVertex>>>
CreateVoronoi(IList<double[]> data,
double PlaneDistanceTolerance = Constants.DefaultPlaneDistanceTolerance)
{
var points = data.Select(p => new DefaultVertex { Position = p.ToArray() }).ToList();
return
VoronoiMesh
<DefaultVertex, DefaultTriangulationCell<DefaultVertex>,
VoronoiEdge<DefaultVertex, DefaultTriangulationCell<DefaultVertex>>>.Create(points, PlaneDistanceTolerance);
}
/// <summary>
/// Create the voronoi mesh.
/// </summary>
/// <typeparam name="TVertex">The type of the t vertex.</typeparam>
/// <typeparam name="TCell">The type of the t cell.</typeparam>
/// <param name="data">The data.</param>
/// <param name="PlaneDistanceTolerance">The plane distance tolerance (default is 1e-10). If too high, points
/// will be missed. If too low, the algorithm may break. Only adjust if you notice problems.</param>
/// <returns>VoronoiMesh&lt;TVertex, TCell, VoronoiEdge&lt;TVertex, TCell&gt;&gt;.</returns>
public static VoronoiMesh<TVertex, TCell, VoronoiEdge<TVertex, TCell>> CreateVoronoi<TVertex, TCell>(
IList<TVertex> data,
double PlaneDistanceTolerance = Constants.DefaultPlaneDistanceTolerance)
where TVertex : IVertex
where TCell : TriangulationCell<TVertex, TCell>, new()
{
return VoronoiMesh<TVertex, TCell, VoronoiEdge<TVertex, TCell>>.Create(data, PlaneDistanceTolerance);
}
}
}