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