dust3d/thirdparty/cgal/CGAL-4.13/include/CGAL/Triangulation_hierarchy_2.h

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// Copyright (c) 1998-2010 INRIA Sophia-Antipolis (France).
// All rights reserved.
//
// This file is part of CGAL (www.cgal.org).
// You can redistribute it and/or modify it under the terms of the GNU
// General Public License as published by the Free Software Foundation,
// either version 3 of the License, or (at your option) any later version.
//
// Licensees holding a valid commercial license may use this file in
// accordance with the commercial license agreement provided with the software.
//
// This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
// WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
//
// $URL$
// $Id$
// SPDX-License-Identifier: GPL-3.0+
//
//
// Author(s) : Olivier Devillers <Olivivier.Devillers@sophia.inria.fr>
// Mariette Yvinec <Mariette.Yvinec@sophia.inria.fr>
#ifndef CGAL_TRIANGULATION_HIERARCHY_2_H
#define CGAL_TRIANGULATION_HIERARCHY_2_H
#include <CGAL/license/Triangulation_2.h>
#include <CGAL/disable_warnings.h>
#include <CGAL/basic.h>
#include <CGAL/internal/Has_nested_type_Bare_point.h>
#include <CGAL/Triangulation_hierarchy_vertex_base_2.h>
#include <CGAL/triangulation_assertions.h>
#include <CGAL/spatial_sort.h>
#include <CGAL/Spatial_sort_traits_adapter_2.h>
#include <CGAL/internal/boost/function_property_map.hpp>
#include <boost/mpl/identity.hpp>
#include <boost/mpl/if.hpp>
#include <boost/random/linear_congruential.hpp>
#include <boost/random/geometric_distribution.hpp>
#include <boost/random/variate_generator.hpp>
#include <boost/utility/result_of.hpp>
#include <iostream>
#include <map>
#include <vector>
namespace CGAL {
// parameterization of the hierarchy
//const float Triangulation_hierarchy_2__ratio = 30.0;
const int Triangulation_hierarchy_2__ratio = 30;
const int Triangulation_hierarchy_2__minsize = 20;
const int Triangulation_hierarchy_2__maxlevel = 5;
// maximal number of points is 30^5 = 24 millions !
template < class Tr_>
class Triangulation_hierarchy_2
: public Tr_
{
public:
typedef Tr_ Tr_Base;
typedef typename Tr_Base::Geom_traits Geom_traits;
typedef typename Tr_Base::size_type size_type;
typedef typename Tr_Base::Vertex_handle Vertex_handle;
typedef typename Tr_Base::Face_handle Face_handle;
typedef typename Tr_Base::Vertex Vertex;
typedef typename Tr_Base::Locate_type Locate_type;
typedef typename Tr_Base::Finite_vertices_iterator Finite_vertices_iterator;
// this one may be weighted or not
typedef typename Tr_Base::Point Point;
// If the triangulation has defined the `Bare_point` typename, use it.
typedef typename boost::mpl::eval_if_c<
internal::Has_nested_type_Bare_point<Tr_Base>::value,
typename internal::Bare_point_type<Tr_Base>,
boost::mpl::identity<typename Tr_Base::Point>
>::type Bare_point;
typedef typename Geom_traits::Weighted_point_2 Weighted_point;
typedef typename Tr_Base::Weighted_tag Weighted_tag;
typedef typename Tr_Base::Periodic_tag Periodic_tag;
#ifndef CGAL_CFG_USING_BASE_MEMBER_BUG_2
using Tr_Base::geom_traits;
#endif
private:
// here is the stack of triangulations which form the hierarchy
Tr_Base* hierarchy[Triangulation_hierarchy_2__maxlevel];
boost::rand48 random;
public:
Triangulation_hierarchy_2(const Geom_traits& traits = Geom_traits());
Triangulation_hierarchy_2(const Triangulation_hierarchy_2& tr);
template<class InputIterator>
Triangulation_hierarchy_2(InputIterator first, InputIterator beyond,
const Geom_traits& traits = Geom_traits())
: Tr_Base(traits)
{
hierarchy[0] = this;
for(int i=1;i<Triangulation_hierarchy_2__maxlevel;++i)
hierarchy[i] = new Tr_Base(traits);
insert (first, beyond);
}
Triangulation_hierarchy_2 &operator=(const Triangulation_hierarchy_2& tr);
~Triangulation_hierarchy_2();
//Helping
void copy_triangulation(const Triangulation_hierarchy_2 &tr);
void swap(Triangulation_hierarchy_2 &tr);
void clear();
// CHECKING
bool is_valid(bool verbose = false, int level = 0) const;
// INSERT REMOVE MOVE
Vertex_handle insert(const Point &p, Face_handle start = Face_handle() );
Vertex_handle insert(const Point& p,
Locate_type lt,
Face_handle loc, int li );
Vertex_handle push_back(const Point &p);
template < class InputIterator >
std::ptrdiff_t insert(InputIterator first, InputIterator last)
{
std::ptrdiff_t n = this->number_of_vertices();
std::vector<Point> points (first, last);
// Spatial sort can only be used with Gt::Point_2: we need an adapter
typedef typename Geom_traits::Construct_point_2 Construct_point_2;
typedef typename boost::result_of<const Construct_point_2(const Point&)>::type Ret;
typedef CGAL::internal::boost_::function_property_map<Construct_point_2, Point, Ret> fpmap;
typedef CGAL::Spatial_sort_traits_adapter_2<Geom_traits, fpmap> Search_traits_2;
spatial_sort(points.begin(), points.end(),
Search_traits_2(
CGAL::internal::boost_::make_function_property_map<Point, Ret, Construct_point_2>(
geom_traits().construct_point_2_object()), geom_traits()));
// hints[i] is the face of the previously inserted point in level i.
// Thanks to spatial sort, they are better hints than what the hierarchy
// would give us.
Face_handle hints[Triangulation_hierarchy_2__maxlevel];
for (typename std::vector<Point>::const_iterator p = points.begin(), end = points.end();
p != end; ++p)
{
int vertex_level = random_level();
Vertex_handle v = hierarchy[0]->insert (*p, hints[0]);
hints[0] = v->face();
Vertex_handle prev = v;
for (int level = 1; level <= vertex_level; ++level) {
v = hierarchy[level]->insert (*p, hints[level]);
hints[level] = v->face();
v->set_down (prev);
prev->set_up (v);
prev = v;
}
}
std::ptrdiff_t m = this->number_of_vertices();
return m - n;
}
void remove_degree_3(Vertex_handle v);
void remove_first(Vertex_handle v);
void remove_second(Vertex_handle v);
void remove(Vertex_handle v);
Vertex_handle move_if_no_collision(Vertex_handle v, const Point &p);
Vertex_handle move(Vertex_handle v, const Point &p);
protected: // some internal methods
// INSERT REMOVE DISPLACEMENT
// GIVING NEW FACES
template <class OutputItFaces>
Vertex_handle insert_and_give_new_faces(const Point &p,
OutputItFaces fit,
Face_handle start = Face_handle() );
template <class OutputItFaces>
Vertex_handle insert_and_give_new_faces(const Point& p,
Locate_type lt,
Face_handle loc, int li,
OutputItFaces fit);
template <class OutputItFaces>
void remove_and_give_new_faces(Vertex_handle v,
OutputItFaces fit);
template <class OutputItFaces>
Vertex_handle move_if_no_collision_and_give_new_faces(Vertex_handle v,
const Point &p, OutputItFaces fit);
public:
//LOCATE
Face_handle
locate(const Point& p,
Locate_type& lt,
int& li,
Face_handle start = Face_handle()) const;
Face_handle
locate(const Point&p, Face_handle start = Face_handle()) const;
Vertex_handle
nearest_vertex(const Point& p, Face_handle start = Face_handle()) const
{
return nearest_vertex_dispatch<Tr_Base>(p, start, Weighted_tag());
}
private:
template < typename T >
Vertex_handle
nearest_vertex_dispatch(const Point& p, Face_handle start, Tag_false) const
{
return T::nearest_vertex(p, start != Face_handle() ? start : locate(p));
}
// There is no nearest_vertex() for Regular.
template < typename T >
Vertex_handle
nearest_vertex_dispatch(const Point&, Face_handle, Tag_true) const
{
CGAL_triangulation_assertion(false);
return Vertex_handle();
}
void locate_in_all(const Point& p,
Locate_type& lt,
int& li,
Face_handle loc,
Face_handle
pos[Triangulation_hierarchy_2__maxlevel]) const;
int random_level();
// helping function to copy_triangulation
// the version to be used with Tag_true is templated to avoid
// systematique instanciation
template <class Tag>
void add_hidden_vertices_into_map(Tag,
std::map<Vertex_handle,Vertex_handle >& V)
{
for (typename Tr_Base::Hidden_vertices_iterator
it=hierarchy[0]->hidden_vertices_begin();
it != hierarchy[0]->hidden_vertices_end(); ++it) {
if (it->up() != Vertex_handle()) V[ it->up()->down() ] = it;
}
}
void add_hidden_vertices_into_map(Tag_false ,
std::map<Vertex_handle,Vertex_handle >& )
{return;}
};
template <class Tr >
Triangulation_hierarchy_2<Tr>::
Triangulation_hierarchy_2(const Geom_traits& traits)
: Tr_Base(traits)
{
hierarchy[0] = this;
for(int i=1;i<Triangulation_hierarchy_2__maxlevel;++i)
hierarchy[i] = new Tr_Base(traits);
}
// copy constructor duplicates vertices and faces
template <class Tr>
Triangulation_hierarchy_2<Tr>::
Triangulation_hierarchy_2(const Triangulation_hierarchy_2<Tr> &tr)
: Tr_Base()
{
// create an empty triangulation to be able to delete it !
hierarchy[0] = this;
for(int i=1;i<Triangulation_hierarchy_2__maxlevel;++i)
hierarchy[i] = new Tr_Base(tr.geom_traits());
copy_triangulation(tr);
}
//Assignement
template <class Tr>
Triangulation_hierarchy_2<Tr> &
Triangulation_hierarchy_2<Tr>::
operator=(const Triangulation_hierarchy_2<Tr> &tr)
{
copy_triangulation(tr);
return *this;
}
template <class Tr>
void
Triangulation_hierarchy_2<Tr>::
copy_triangulation(const Triangulation_hierarchy_2<Tr> &tr)
{
{
for(int i=0;i<Triangulation_hierarchy_2__maxlevel;++i)
hierarchy[i]->copy_triangulation(*tr.hierarchy[i]);
}
//up and down have been copied in straightforward way
// compute a map at lower level
std::map<Vertex_handle, Vertex_handle > V;
{
for( Finite_vertices_iterator it=hierarchy[0]->finite_vertices_begin();
it != hierarchy[0]->finite_vertices_end(); ++it) {
if (it->up() != Vertex_handle()) V[ it->up()->down() ] = it;
}
}
add_hidden_vertices_into_map(Weighted_tag(), V);
{
for(int i=1;i<Triangulation_hierarchy_2__maxlevel;++i) {
for( Finite_vertices_iterator it=hierarchy[i]->finite_vertices_begin();
it != hierarchy[i]->finite_vertices_end(); ++it) {
// down pointer goes in original instead in copied triangulation
it->set_down(V[it->down()]);
// make reverse link
it->down()->set_up(it);
// I think the next line is unnecessary (my)
// make map for next level
if (it->up()!= Vertex_handle() ) V[ it->up()->down() ] = it;
}
}
}
}
/* template <class Tr> */
/* void */
/* Triangulation_hierarchy_2<Tr>:: */
/* add_hidden_vertices_into_map(Tag_false, */
/* std::map<Vertex_handle,Vertex_handle >& V) { */
/* return; */
/* } */
/* template <class Tr> */
/* void */
/* Triangulation_hierarchy_2<Tr>:: */
/* add_hidden_vertices_into_map(Tag_true, */
/* std::map<Vertex_handle,Vertex_handle >& V) */
/* { */
/* for (typename Tr_Base::Hidden_vertices_iterator */
/* it=hierarchy[0]->hidden_vertices_begin(); */
/* it != hierarchy[0]->hidden_vertices_end(); ++it) { */
/* if (it->up() != Vertex_handle()) V[ it->up()->down() ] = it; */
/* } */
/* } */
template <class Tr>
void
Triangulation_hierarchy_2<Tr>::
swap(Triangulation_hierarchy_2<Tr> &tr)
{
Tr_Base* temp;
Tr_Base::swap(tr);
for(int i= 1; i<Triangulation_hierarchy_2__maxlevel; ++i){
temp = hierarchy[i];
hierarchy[i] = tr.hierarchy[i];
tr.hierarchy[i]= temp;
}
}
template <class Tr>
Triangulation_hierarchy_2<Tr>::
~Triangulation_hierarchy_2()
{
clear();
for(int i= 1; i<Triangulation_hierarchy_2__maxlevel; ++i){
delete hierarchy[i];
}
}
template <class Tr>
void
Triangulation_hierarchy_2<Tr>::
clear()
{
for(int i=0;i<Triangulation_hierarchy_2__maxlevel;++i)
hierarchy[i]->clear();
}
template <class Tr>
bool
Triangulation_hierarchy_2<Tr>::
is_valid(bool verbose, int level) const
{
bool result = true;
int i;
Finite_vertices_iterator it;
//verify correctness of triangulation at all levels
for(i=0;i<Triangulation_hierarchy_2__maxlevel;++i) {
if(verbose) // pirnt number of vertices at each level
std::cout << "number_of_vertices "
<< hierarchy[i]->number_of_vertices() << std::endl;
result = result && hierarchy[i]->is_valid(verbose,level);
}
//verify that lower level has no down pointers
for( it = hierarchy[0]->finite_vertices_begin();
it != hierarchy[0]->finite_vertices_end(); ++it)
result = result && ( it->down() == Vertex_handle());
//verify that other levels have down pointer and reciprocal link is fine
for(i=1;i<Triangulation_hierarchy_2__maxlevel;++i)
for( it = hierarchy[i]->finite_vertices_begin();
it != hierarchy[i]->finite_vertices_end(); ++it)
result = result &&
( &*(it->down()->up()) == &*(it) );
//verify that levels have up pointer and reciprocal link is fine
for(i=0;i<Triangulation_hierarchy_2__maxlevel-1;++i)
for( it = hierarchy[i]->finite_vertices_begin();
it != hierarchy[i]->finite_vertices_end(); ++it)
result = result && ( it->up() == Vertex_handle() ||
&*it == &*(it->up())->down() );
return result;
}
template <class Tr>
typename Triangulation_hierarchy_2<Tr>::Vertex_handle
Triangulation_hierarchy_2<Tr>::
insert(const Point &p, Face_handle loc)
{
int vertex_level = random_level();
Locate_type lt;
int i;
// locate using hierarchy
Face_handle positions[Triangulation_hierarchy_2__maxlevel];
locate_in_all(p,lt,i,loc,positions);
Vertex_handle vertex=hierarchy[0]->Tr_Base::insert(p,lt,positions[0],i);
Vertex_handle previous=vertex;
Vertex_handle first = vertex;
int level = 1;
while (level <= vertex_level ){
vertex=hierarchy[level]->Tr_Base::insert(p,positions[level]);
vertex->set_down(previous);// link with level above
previous->set_up(vertex);
previous=vertex;
level++;
}
return first;
}
template <class Tr>
typename Triangulation_hierarchy_2<Tr>::Vertex_handle
Triangulation_hierarchy_2<Tr>::
insert(const Point& p,
Locate_type lt,
Face_handle loc,
int li )
{
int vertex_level = random_level();
//insert at level 0
Vertex_handle vertex=hierarchy[0]->Tr_Base::insert(p,lt,loc,li);
Vertex_handle previous=vertex;
Vertex_handle first = vertex;
if (vertex_level > 0) {
// locate using hierarchy
Locate_type ltt;
int lii;
Face_handle positions[Triangulation_hierarchy_2__maxlevel];
locate_in_all(p,ltt,lii,loc,positions);
//insert in higher levels
int level = 1;
while (level <= vertex_level ){
vertex=hierarchy[level]->Tr_Base::insert(p,positions[level]);
vertex->set_down(previous);// link with level above
previous->set_up(vertex);
previous=vertex;
level++;
}
}
return first;
}
template <class Tr>
inline
typename Triangulation_hierarchy_2<Tr>::Vertex_handle
Triangulation_hierarchy_2<Tr>::
push_back(const Point &p)
{
return insert(p);
}
template <class Tr>
void
Triangulation_hierarchy_2<Tr>::
remove(Vertex_handle v )
{
Vertex_handle u=v->up();
int l = 0 ;
while(1){
hierarchy[l++]->remove(v);
if (u == Vertex_handle()) break;
if (l >= Triangulation_hierarchy_2__maxlevel) break;
v=u; u=v->up();
}
}
template <class Tr>
template <class OutputItFaces>
void
Triangulation_hierarchy_2<Tr>::
remove_and_give_new_faces(Vertex_handle v, OutputItFaces fit)
{
Vertex_handle u=v->up();
int l = 0 ;
while(1){
if(l==0) hierarchy[l++]->remove_and_give_new_faces(v, fit);
else hierarchy[l++]->remove(v);
if (u == Vertex_handle()) break;
if (l >= Triangulation_hierarchy_2__maxlevel) break;
v=u; u=v->up();
}
}
template <class Tr>
inline void
Triangulation_hierarchy_2<Tr>::
remove_degree_3(Vertex_handle v )
{
remove(v);
}
template <class Tr>
inline void
Triangulation_hierarchy_2<Tr>::
remove_first(Vertex_handle v )
{
remove(v);
}
template <class Tr>
inline void
Triangulation_hierarchy_2<Tr>::
remove_second(Vertex_handle v )
{
remove(v);
}
template <class Tr>
typename Triangulation_hierarchy_2<Tr>::Vertex_handle
Triangulation_hierarchy_2<Tr>::
move_if_no_collision(Vertex_handle v, const Point &p) {
Vertex_handle u=v->up(), norm = v;
int l = 0 ;
while(1) {
Vertex_handle w = hierarchy[l++]->move_if_no_collision(v, p);
if(w != v) return w;
if (u == Vertex_handle()) break;
if (l >= Triangulation_hierarchy_2__maxlevel) break;
v=u; u=v->up();
}
return norm;
}
template <class Tr>
typename Triangulation_hierarchy_2<Tr>::Vertex_handle
Triangulation_hierarchy_2<Tr>::
move(Vertex_handle v, const Point &p) {
CGAL_triangulation_precondition(!this->is_infinite(v));
Vertex_handle w = move_if_no_collision(v,p);
if(w != v) {
remove(v);
return w;
}
return v;
}
template <class Tr>
template <class OutputItFaces>
typename Triangulation_hierarchy_2<Tr>::Vertex_handle
Triangulation_hierarchy_2<Tr>::
move_if_no_collision_and_give_new_faces(Vertex_handle v, const Point &p,
OutputItFaces oif)
{
Vertex_handle u=v->up(), norm = v;
int l = 0 ;
while(1){
Vertex_handle w;
if(l == 0)
w =
hierarchy[l++]->move_if_no_collision_and_give_new_faces(v, p, oif);
else w = hierarchy[l++]->move_if_no_collision(v, p);
if(w != v) return w;
if (u == Vertex_handle()) break;
if (l >= Triangulation_hierarchy_2__maxlevel) break;
v=u; u=v->up();
}
return norm;
}
template < class Tr >
template < class OutputItFaces >
inline
typename Triangulation_hierarchy_2<Tr>::Vertex_handle
Triangulation_hierarchy_2<Tr>::insert_and_give_new_faces(const Point &p,
OutputItFaces oif,
Face_handle loc)
{
int vertex_level = random_level();
Locate_type lt;
int i;
// locate using hierarchy
Face_handle positions[Triangulation_hierarchy_2__maxlevel];
locate_in_all(p,lt,i,loc,positions);
Vertex_handle vertex=
hierarchy[0]->Tr_Base::insert_and_give_new_faces(p,lt,positions[0],i,oif);
Vertex_handle previous=vertex;
Vertex_handle first = vertex;
int level = 1;
while (level <= vertex_level ){
vertex=hierarchy[level]->Tr_Base::insert(p,positions[level]);
vertex->set_down(previous);// link with level above
previous->set_up(vertex);
previous=vertex;
level++;
}
return first;
}
template < class Tr >
template < class OutputItFaces >
inline
typename Triangulation_hierarchy_2<Tr>::Vertex_handle
Triangulation_hierarchy_2<Tr>::
insert_and_give_new_faces(const Point &p,
Locate_type lt,
Face_handle loc,
int li,
OutputItFaces oif)
{
int vertex_level = random_level();
//insert at level 0
Vertex_handle vertex=hierarchy[0]->Tr_Base::insert(p,lt,loc,li,oif);
Vertex_handle previous=vertex;
Vertex_handle first = vertex;
if (vertex_level > 0) {
// locate using hierarchy
Locate_type ltt;
int lii;
Face_handle positions[Triangulation_hierarchy_2__maxlevel];
locate_in_all(p,ltt,lii,loc,positions);
//insert in higher levels
int level = 1;
while (level <= vertex_level ){
vertex=hierarchy[level]->Tr_Base::insert(p,positions[level]);
vertex->set_down(previous);// link with level above
previous->set_up(vertex);
previous=vertex;
level++;
}
}
return first;
}
template <class Tr>
typename Triangulation_hierarchy_2<Tr>::Face_handle
Triangulation_hierarchy_2<Tr>::
locate(const Point& p, Locate_type& lt, int& li, Face_handle loc) const
{
Face_handle positions[Triangulation_hierarchy_2__maxlevel];
locate_in_all(p,lt,li,loc,positions);
return positions[0];
}
template <class Tr>
typename Triangulation_hierarchy_2<Tr>::Face_handle
Triangulation_hierarchy_2<Tr>::
locate(const Point& p, Face_handle loc ) const
{
Locate_type lt;
int li;
return locate(p, lt, li, loc);
}
template <class Tr>
void
Triangulation_hierarchy_2<Tr>::
locate_in_all(const Point& p,
Locate_type& lt,
int& li,
Face_handle loc,
Face_handle pos[Triangulation_hierarchy_2__maxlevel]) const
{
Face_handle position;
Vertex_handle nearest;
int level = Triangulation_hierarchy_2__maxlevel;
typename Geom_traits::Compare_distance_2
closer = this->geom_traits().compare_distance_2_object();
typename Geom_traits::Construct_point_2
construct_point = this->geom_traits().construct_point_2_object();
// find the highest level with enough vertices that is at the same time 2D
while ( (hierarchy[--level]->number_of_vertices()
< static_cast<size_type> (Triangulation_hierarchy_2__minsize ))
|| (hierarchy[level]->dimension()<2) ){
if ( ! level) break; // do not go below 0
}
if((level>0) && (hierarchy[level]->dimension()<2)){
level--;
}
for (int i=level+1; i<Triangulation_hierarchy_2__maxlevel;++i) pos[i]=0;
while(level > 0) {
pos[level]=position=hierarchy[level]->locate(p, position);
// locate at that level from "position"
// result is stored in "position" for the next level
// find the nearest between vertices 0 and 1
if (hierarchy[level]->is_infinite(position->vertex(0))){
nearest = position->vertex(1);
}
else if (hierarchy[level]->is_infinite(position->vertex(1))){
nearest = position->vertex(0);
} else if ( closer(construct_point(p),
construct_point(position->vertex(0)->point()),
construct_point(position->vertex(1)->point())) == SMALLER){
nearest = position->vertex(0);
}
else{
nearest = position->vertex(1);
}
// compare to vertex 2, but only if the triangulation is 2D, because otherwise vertex(2) is NULL
if ( (hierarchy[level]->dimension()==2) && (! hierarchy[level]->is_infinite(position->vertex(2)))){
if ( closer( construct_point(p),
construct_point(position->vertex(2)->point()),
construct_point(nearest->point())) == SMALLER ){
nearest = position->vertex(2);
}
}
// go at the same vertex on level below
nearest = nearest->down();
position = nearest->face(); // incident face
--level;
}
pos[0]=hierarchy[0]->locate(p,lt,li,loc == Face_handle() ? position : loc); // at level 0
}
template <class Tr>
int
Triangulation_hierarchy_2<Tr>::
random_level()
{
boost::geometric_distribution<> proba(1.0/Triangulation_hierarchy_2__ratio);
boost::variate_generator<boost::rand48&, boost::geometric_distribution<> > die(random, proba);
return (std::min)(die(), Triangulation_hierarchy_2__maxlevel)-1;
}
} //namespace CGAL
#include <CGAL/enable_warnings.h>
#endif // CGAL_TRIANGULATION_HIERARCHY_2_H