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//! Based on: https://www.cs.umd.edu/class/spring2020/cmsc754/Lects/lect13-delaun-alg.pdf
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//! Optimizations involved:
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//! - Cached neighbors for traversal.
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//! - Minimal memory footprint.
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//! - Cached circumferences.
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//! - No circumference calculations for new subdivisions, - circumferences of neighbors are used instead.
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//! - Lazy circumference calculation, as some places might not be neighboring new subdivisions.
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//! - Extensive use of vectorization.
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//! - Care given to linear access of memory.
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// todo: This method allows zero area triangles, we need to eliminate them.
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// Points that lie on edges can be detected in pointRelation function by == 0 comparison.
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const std = @import("std");
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// Could be redefined as pleased, but i consider these to be most sensical for given implementation.
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pub const VertexComponent = f32;
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pub const Vertex = @Vector(2, VertexComponent);
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pub const Index = u15;
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pub const Area = GenericArea(VertexComponent);
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pub const Builder = struct {
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triangles: std.ArrayList(Triangle),
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vertices: std.ArrayList(Vertex),
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allocator: std.mem.Allocator,
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// todo: init with expected amount of points to preallocate beforehand.
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pub fn init(allocator: std.mem.Allocator, area: Area) !@This() {
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var triangles = try std.ArrayList(Triangle).initCapacity(allocator, 2);
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errdefer triangles.deinit();
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var vertices = try std.ArrayList(Vertex).initCapacity(allocator, 4);
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errdefer vertices.deinit();
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try vertices.ensureUnusedCapacity(4);
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try triangles.ensureUnusedCapacity(2);
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for (area.corners()) |corner|
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vertices.append(corner) catch unreachable;
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triangles.append(Triangle{
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.points = [3]Index{ 0, 2, 1 },
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.neighbors = [3]?Index{ null, 1, null },
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}) catch unreachable;
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triangles.append(Triangle{
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.points = [3]Index{ 3, 1, 2 },
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.neighbors = [3]?Index{ null, 0, null },
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}) catch unreachable;
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return .{
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.triangles = triangles,
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.vertices = vertices,
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.allocator = allocator,
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};
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}
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pub fn insertAtRandom(self: *@This(), point: Vertex, generator: std.rand.Random) !void {
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// Find a triangle the point lies starting from some random triangle.
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var abc_index: Index = @intCast(generator.int(Index) % self.triangles.items.len);
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var abc = &self.triangles.items[abc_index];
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var relation = abc.pointRelation(self.vertices, point);
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while (relation != .contained) {
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abc_index = abc.neighbors[@intCast(@intFromEnum(relation))].?;
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abc = &self.triangles.items[abc_index];
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relation = abc.pointRelation(self.vertices, point);
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}
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// Allocate two new triangles, as well as new vertex.
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const new_vertex_index: Index = @intCast(self.vertices.items.len);
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try self.vertices.append(point);
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const pbc_index: Index = @intCast(self.triangles.items.len);
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const apc_index: Index = @intCast(self.triangles.items.len + 1);
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try self.triangles.ensureUnusedCapacity(2);
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// Divide the abc triangle into three.
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abc = &self.triangles.items[abc_index];
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// Insert pbc.
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self.triangles.append(Triangle{
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.points = [3]Index{ new_vertex_index, abc.points[1], abc.points[2] },
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.neighbors = [3]?Index{ abc_index, abc.neighbors[1], apc_index },
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}) catch unreachable;
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// Insert apc.
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self.triangles.append(Triangle{
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.points = [3]Index{ abc.points[0], new_vertex_index, abc.points[2] },
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.neighbors = [3]?Index{ abc_index, pbc_index, abc.neighbors[2] },
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}) catch unreachable;
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// Update neighbors to be aware of new triangles.
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inline for (abc.neighbors[1..], [2]Index{ pbc_index, apc_index }) |n, e|
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if (n) |i| {
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const p = &self.triangles.items[i];
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p.neighbors[p.neighborPosition(abc_index)] = e;
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};
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// Existing abc is reused.
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abc.points[2] = new_vertex_index;
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abc.neighbors[1] = pbc_index;
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abc.neighbors[2] = apc_index;
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abc.circumference = null;
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// Recursively adjust edges of triangles so that circumferences are only encasing 3 points at a time.
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// todo: Try inlining initial calls via @call(.always_inline, ...).
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self.trySwapping(abc_index, 0);
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self.trySwapping(pbc_index, 1);
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self.trySwapping(apc_index, 2);
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}
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fn trySwapping(self: @This(), triangle_index: Index, edge: u2) void {
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// First find opposite to edge point that lies in neighbor.
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const triangle = &self.triangles.items[triangle_index];
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const neighbor_index = triangle.neighbors[edge];
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if (neighbor_index == null)
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return;
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const neighbor = &self.triangles.items[neighbor_index.?];
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if (neighbor.circumference == null)
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neighbor.circumference = Triangle.Circumference.init(neighbor.*, self.vertices);
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// Position of neighbor's point opposide to shared with triangle edge.
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const point_order = neighbor.nextAfter(triangle.points[edge]);
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const point_index = neighbor.points[point_order];
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const prev_edge = if (edge == 0) 2 else edge - 1;
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if (neighbor.doesFailIncircleTest(self.vertices.items[triangle.points[prev_edge]])) {
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// Incircle test failed, swap edges of two triangles and then try swapping newly swapped ones.
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const next_edge = (edge + 1) % 3;
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const next_point_order = (point_order + 1) % 3;
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const prev_point_order = if (point_order == 0) 2 else point_order - 1;
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// Update neighbors of triangles in which edge was swapped.
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if (triangle.neighbors[next_edge]) |i| {
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const n = &self.triangles.items[i];
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n.neighbors[n.neighborPosition(triangle_index)] = neighbor_index.?;
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}
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if (neighbor.neighbors[prev_point_order]) |i| {
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const n = &self.triangles.items[i];
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n.neighbors[n.neighborPosition(neighbor_index.?)] = triangle_index;
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}
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const neighbor_prev_point_order_neighbor_index_cache = neighbor.neighbors[prev_point_order];
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neighbor.points[prev_point_order] = triangle.points[prev_edge];
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neighbor.neighbors[next_point_order] = triangle.neighbors[next_edge];
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neighbor.neighbors[prev_point_order] = triangle_index;
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neighbor.circumference = null;
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triangle.points[next_edge] = point_index;
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triangle.neighbors[next_edge] = neighbor_index.?;
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triangle.neighbors[edge] = neighbor_prev_point_order_neighbor_index_cache;
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triangle.circumference = null;
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self.trySwapping(triangle_index, edge);
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self.trySwapping(neighbor_index.?, point_order);
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}
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}
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};
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const Triangle = struct {
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// References to vertices it's composed of, named abc, in CCW orientation.
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points: [3]Index,
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// References to triangles that are on other side of any edge, if any.
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// Order is: ab, bc, ca
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neighbors: [3]?Index,
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// Lazily calculated and cached for incircle tests.
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circumference: ?Circumference = null,
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pub const Circumference = struct {
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center: Vertex,
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radius_squared: VertexComponent, // todo: Way to get a type capable of holding squared values.
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pub fn init(triangle: Triangle, vertices: std.ArrayList(Vertex)) @This() {
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const a = vertices.items[triangle.points[0]];
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const b = vertices.items[triangle.points[1]];
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const c = vertices.items[triangle.points[2]];
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const ab: Vertex = @splat(magnitudeSquared(a));
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const cd: Vertex = @splat(magnitudeSquared(b));
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const ef: Vertex = @splat(magnitudeSquared(c));
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const cmb = @shuffle(VertexComponent, c - b, undefined, [2]i32{ 1, 0 });
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const amc = @shuffle(VertexComponent, a - c, undefined, [2]i32{ 1, 0 });
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const bma = @shuffle(VertexComponent, b - a, undefined, [2]i32{ 1, 0 });
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const center = ((ab * cmb + cd * amc + ef * bma) / (a * cmb + b * amc + c * bma)) / @as(Vertex, @splat(2));
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return .{
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.center = center,
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.radius_squared = magnitudeSquared(a - center),
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};
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}
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};
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// todo: Try perpendicular dot product approach.
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pub fn pointRelation(self: @This(), vertices: std.ArrayList(Vertex), point: Vertex) enum(u2) {
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outside_ab = 0,
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outside_bc = 1,
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outside_ca = 2,
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contained = 3,
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} {
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const a = vertices.items[self.points[0]];
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const b = vertices.items[self.points[1]];
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const c = vertices.items[self.points[2]];
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// https://stackoverflow.com/questions/1560492/how-to-tell-whether-a-point-is-to-the-right-or-left-side-of-a-line
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const p = point;
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// Calculate cross products for all edges at once.
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const q = @Vector(12, VertexComponent){ b[0], b[1], c[0], c[1], a[0], a[1], p[1], p[0], p[1], p[0], p[1], p[0] };
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const w = @Vector(12, VertexComponent){ a[0], a[1], b[0], b[1], c[0], c[1], a[1], a[0], b[1], b[0], c[1], c[0] };
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const e = q - w;
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const r = @shuffle(VertexComponent, e, undefined, [6]i32{ 0, 1, 2, 3, 4, 5 });
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const t = @shuffle(VertexComponent, e, undefined, [6]i32{ 6, 7, 8, 9, 10, 11 });
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const y = r * t;
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const u = @shuffle(VertexComponent, y, undefined, [3]i32{ 0, 2, 4 });
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const i = @shuffle(VertexComponent, y, undefined, [3]i32{ 1, 3, 5 });
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const o = (u - i) > @Vector(3, VertexComponent){ 0, 0, 0 };
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// const o = (u - i) <= @Vector(3, VertexComponent){ 0, 0, 0 };
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// if (@reduce(.And, o))
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// return .contained
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// else if (!o[0])
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// return .outside_ab
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// else if (!o[1])
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// return .outside_bc
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// else
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// return .outside_ca;
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const mask = @as(u3, @intFromBool(o[0])) << 2 | @as(u3, @intFromBool(o[1])) << 1 | @as(u3, @intFromBool(o[2]));
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return @enumFromInt(@clz(mask));
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}
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pub inline fn doesFailIncircleTest(self: @This(), point: Vertex) bool {
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return magnitudeSquared(self.circumference.?.center - point) < self.circumference.?.radius_squared;
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}
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// todo: Shouldn't be here.
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pub inline fn magnitudeSquared(p: Vertex) VertexComponent {
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return @reduce(.Add, p * p);
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}
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// Finds which point comes after given one, by index, CCW.
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// Used to translate point names when traveling between neighbors.
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pub inline fn nextAfter(self: @This(), point_index: Index) u2 {
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inline for (self.points, 0..) |p, i|
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if (point_index == p)
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return @intCast((i + 1) % 3);
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unreachable;
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}
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pub inline fn neighborPosition(self: @This(), triangle_index: Index) usize {
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inline for (self.neighbors, 0..) |n, i|
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if (triangle_index == n)
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return i;
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unreachable;
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}
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};
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pub fn GenericArea(comptime T: type) type {
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return struct {
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// note: Upper-left origin is assumed, if second point lies left or up of first it willn't work.
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xyxy: @Vector(4, T),
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/// Order: Upperleft, upperright, bottomleft, bottomright.
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pub fn corners(self: @This()) [4]@Vector(2, T) {
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return [4]@Vector(2, T){
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@Vector(2, T){ self.xyxy[0], self.xyxy[1] },
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@Vector(2, T){ self.xyxy[2], self.xyxy[1] },
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@Vector(2, T){ self.xyxy[0], self.xyxy[3] },
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@Vector(2, T){ self.xyxy[2], self.xyxy[3] },
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};
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}
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};
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}
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