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123
src/IntelliHelper/IntelliTriangulation.cpp
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123
src/IntelliHelper/IntelliTriangulation.cpp
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#include "IntelliTriangulation.h"
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#include <algorithm>
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#include <queue>
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#include <cmath>
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#define pi 3.1415926535897932384626433832795
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std::vector<Triangle> IntelliTriangulation::calculateTriangles(std::vector<QPoint> polyPoints){
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// helper for managing the triangle vertices and their state
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struct TriangleHelper {
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QPoint vertex;
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float interiorAngle;
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int index;
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bool isTip;
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};
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// calculates the inner angle of 'point'
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auto calculateInner = [](QPoint& point, QPoint& prev, QPoint& post){
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QPoint AP(point.x()-prev.x(), point.y()-prev.y());
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QPoint BP(point.x()-post.x(), point.y()-post.y());
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float topSclar = AP.x()*BP.x()+AP.y()*BP.y();
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float absolute = static_cast<float>(sqrt(pow(AP.x(),2.)+pow(AP.y(),2.))*sqrt(pow(BP.x(),2.)+pow(BP.y(),2.)));
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return acos(topSclar/absolute);
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};
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// gets the first element of vec for which element.isTip == true holds
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auto getTip= [](const std::vector<TriangleHelper>& vec){
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size_t min = 0;
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for(size_t i=0; i<vec.size(); i++) {
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if(vec[i].interiorAngle<vec[min].interiorAngle) {
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min = i;
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}
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}
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return vec[min];
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};
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// get the vertex Index bevor index in relation to the container length
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auto getPrev = [](int index, int length){
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return (index-1)>=0 ? (index-1) : (length-1);
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};
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// get the vertex Index after index in relation to the container lenght
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auto getPost = [](int index, int length){
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return (index+1)%length;
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};
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// return if the vertex is a tip
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auto isTip = [](float angle){
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return static_cast<double>(angle)<(pi/2.);
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};
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std::vector<TriangleHelper> Vertices;
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std::vector<Triangle> Triangles;
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// set up all vertices and calculate intirior angle
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for(int i=0; i<static_cast<int>(polyPoints.size()); i++) {
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TriangleHelper helper;
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int prev = getPrev(i, static_cast<int>(polyPoints.size()));
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int post = getPost(i, static_cast<int>(polyPoints.size()));
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helper.vertex = polyPoints[static_cast<size_t>(i)];
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helper.index = i;
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helper.interiorAngle = calculateInner(polyPoints[static_cast<size_t>(i)],
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polyPoints[static_cast<size_t>(prev)],
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polyPoints[static_cast<size_t>(post)]);
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helper.isTip = isTip(helper.interiorAngle);
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Vertices.push_back(helper);
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}
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// search triangles based on the intirior angles of each vertey
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while(Triangles.size() != polyPoints.size()-2) {
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Triangle tri;
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TriangleHelper smallest = getTip(Vertices);
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int prev = getPrev(smallest.index, static_cast<int>(Vertices.size()));
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int post = getPost(smallest.index, static_cast<int>(Vertices.size()));
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// set triangle and push it
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tri.A = Vertices[static_cast<size_t>(prev)].vertex;
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tri.B = Vertices[static_cast<size_t>(smallest.index)].vertex;
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tri.C = Vertices[static_cast<size_t>(post)].vertex;
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Triangles.push_back(tri);
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// update Vertice array
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Vertices.erase(Vertices.begin()+smallest.index);
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for(size_t i=static_cast<size_t>(smallest.index); i<Vertices.size(); i++) {
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Vertices[i].index-=1;
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}
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// update post und prev index
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post = getPrev(post, Vertices.size());
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prev = prev<smallest.index ? prev : (prev-1);
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// calcultae neighboors of prev and post to calculate new interior angles
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int prevOfPrev = getPrev(prev, static_cast<int>(Vertices.size()));
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int postOfPrev = getPost(prev, static_cast<int>(Vertices.size()));
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int prevOfPost = getPrev(post, static_cast<int>(Vertices.size()));
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int postOfPost = getPost(post, static_cast<int>(Vertices.size()));
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// update vertices with interior angles
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// updtae prev
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Vertices[static_cast<size_t>(prev)].interiorAngle = calculateInner(Vertices[static_cast<size_t>(prev)].vertex,
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Vertices[static_cast<size_t>(prevOfPrev)].vertex,
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Vertices[static_cast<size_t>(postOfPrev)].vertex);
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Vertices[static_cast<size_t>(prev)].isTip = isTip(Vertices[static_cast<size_t>(prev)].interiorAngle);
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// update post
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Vertices[static_cast<size_t>(post)].interiorAngle = calculateInner(Vertices[static_cast<size_t>(post)].vertex,
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Vertices[static_cast<size_t>(prevOfPost)].vertex,
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Vertices[static_cast<size_t>(postOfPost)].vertex);
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Vertices[static_cast<size_t>(post)].isTip = isTip(Vertices[static_cast<size_t>(post)].interiorAngle);
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}
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return Triangles;
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}
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bool IntelliTriangulation::isInPolygon(std::vector<Triangle> &triangles, QPoint &point){
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for(auto triangle : triangles) {
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if(IntelliTriangulation::isInTriangle(triangle, point)) {
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return true;
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}
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}
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return false;
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}
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