/* Triangulate Efficient Triangulation Algorithm Suitable for Terrain Modelling or An Algorithm for Interpolating Irregularly-Spaced Data with Applications in Terrain Modelling Written by Paul Bourke Presented at Pan Pacific Computer Conference, Beijing, China. January 1989 Abstract A discussion of a method that has been used with success in terrain modelling to estimate the height at any point on the land surface from irregularly distributed samples. The special requirements of terrain modelling are discussed as well as a detailed description of the algorithm and an example of its application. http://paulbourke.net/papers/triangulate/ http://paulbourke.net/papers/triangulate/triangulate.c */ #include #include #include "delaunay.h" typedef struct { int p1,p2; } IEDGE; #define TRUE 1 #define FALSE 0 #define EPSILON 0.000001 /* Return TRUE if a point (xp,yp) is inside the circumcircle made up of the points (x1,y1), (x2,y2), (x3,y3) The circumcircle centre is returned in (xc,yc) and the radius r NOTE: A point on the edge is inside the circumcircle */ static int circumcircle (double xp,double yp, double x1,double y1,double x2,double y2,double x3,double y3, double *xc,double *yc,double *rsqr) { double m1,m2,mx1,mx2,my1,my2; double dx,dy,drsqr; double fabsy1y2 = fabs(y1-y2); double fabsy2y3 = fabs(y2-y3); /* Check for coincident points */ if (fabsy1y2 < EPSILON && fabsy2y3 < EPSILON) return(FALSE); if (fabsy1y2 < EPSILON) { m2 = - (x3-x2) / (y3-y2); mx2 = (x2 + x3) / 2.0; my2 = (y2 + y3) / 2.0; *xc = (x2 + x1) / 2.0; *yc = m2 * (*xc - mx2) + my2; } else if (fabsy2y3 < EPSILON) { m1 = - (x2-x1) / (y2-y1); mx1 = (x1 + x2) / 2.0; my1 = (y1 + y2) / 2.0; *xc = (x3 + x2) / 2.0; *yc = m1 * (*xc - mx1) + my1; } else { m1 = - (x2-x1) / (y2-y1); m2 = - (x3-x2) / (y3-y2); mx1 = (x1 + x2) / 2.0; mx2 = (x2 + x3) / 2.0; my1 = (y1 + y2) / 2.0; my2 = (y2 + y3) / 2.0; *xc = (m1 * mx1 - m2 * mx2 + my2 - my1) / (m1 - m2); if (fabsy1y2 > fabsy2y3) { *yc = m1 * (*xc - mx1) + my1; } else { *yc = m2 * (*xc - mx2) + my2; } } dx = x2 - *xc; dy = y2 - *yc; *rsqr = dx*dx + dy*dy; dx = xp - *xc; dy = yp - *yc; drsqr = dx*dx + dy*dy; /* Original return((drsqr <= *rsqr) ? TRUE : FALSE); Proposed by Chuck Morris */ return((drsqr - *rsqr) <= EPSILON ? TRUE : FALSE); } /* Triangulation subroutine Takes as input NV vertices in array pxyz Returned is a list of ntri triangular faces in the array v These triangles are arranged in a consistent clockwise order. The triangle array 'v' should be malloced to 3 * nv The vertex array pxyz must be big enough to hold 3 more points The vertex array must be sorted in increasing x values say qsort(p,nv,sizeof(XYZ),XYZCompare); */ int delaunay (int nv,XYZ *pxyz,ITRIANGLE *v,int *ntri) { int *complete = NULL; IEDGE *edges = NULL; int nedge = 0; int trimax,emax = 200; int status = 0; int inside; int i,j,k; double xp,yp,x1,y1,x2,y2,x3,y3,xc=0,yc=0,r=0; double xmin,xmax,ymin,ymax,xmid,ymid; double dx,dy,dmax; /* Allocate memory for the completeness list, flag for each triangle */ trimax = 4 * nv; if ((complete = malloc(trimax*sizeof(int))) == NULL) { status = 1; goto skip; } /* Allocate memory for the edge list */ if ((edges = malloc(emax*(long)sizeof(IEDGE))) == NULL) { status = 2; goto skip; } /* Find the maximum and minimum vertex bounds. This is to allow calculation of the bounding triangle */ xmin = pxyz[0].x; ymin = pxyz[0].y; xmax = xmin; ymax = ymin; for (i=1;i xmax) xmax = pxyz[i].x; if (pxyz[i].y < ymin) ymin = pxyz[i].y; if (pxyz[i].y > ymax) ymax = pxyz[i].y; } dx = xmax - xmin; dy = ymax - ymin; dmax = (dx > dy) ? dx : dy; xmid = (xmax + xmin) / 2.0; ymid = (ymax + ymin) / 2.0; /* Set up the supertriangle This is a triangle which encompasses all the sample points. The supertriangle coordinates are added to the end of the vertex list. The supertriangle is the first triangle in the triangle list. */ pxyz[nv+0].x = xmid - 20 * dmax; pxyz[nv+0].y = ymid - dmax; pxyz[nv+0].z = 0.0; pxyz[nv+1].x = xmid; pxyz[nv+1].y = ymid + 20 * dmax; pxyz[nv+1].z = 0.0; pxyz[nv+2].x = xmid + 20 * dmax; pxyz[nv+2].y = ymid - dmax; pxyz[nv+2].z = 0.0; v[0].p1 = nv; v[0].p2 = nv+1; v[0].p3 = nv+2; complete[0] = FALSE; *ntri = 1; /* Include each point one at a time into the existing mesh */ for (i=0;i r) complete[j] = TRUE; if (inside) { /* Check that we haven't exceeded the edge list size */ if (nedge+3 >= emax) { emax += 100; if ((edges = realloc(edges,emax*(long)sizeof(IEDGE))) == NULL) { status = 3; goto skip; } } edges[nedge+0].p1 = v[j].p1; edges[nedge+0].p2 = v[j].p2; edges[nedge+1].p1 = v[j].p2; edges[nedge+1].p2 = v[j].p3; edges[nedge+2].p1 = v[j].p3; edges[nedge+2].p2 = v[j].p1; nedge += 3; v[j] = v[(*ntri)-1]; complete[j] = complete[(*ntri)-1]; (*ntri)--; j--; } } /* Tag multiple edges Note: if all triangles are specified anticlockwise then all interior edges are opposite pointing in direction. */ for (j=0;j= trimax) { status = 4; goto skip; } v[*ntri].p1 = edges[j].p1; v[*ntri].p2 = edges[j].p2; v[*ntri].p3 = i; complete[*ntri] = FALSE; (*ntri)++; } } /* Remove triangles with supertriangle vertices These are triangles which have a vertex number greater than nv */ for (i=0;i<(*ntri);i++) { if (v[i].p1 >= nv || v[i].p2 >= nv || v[i].p3 >= nv) { v[i] = v[(*ntri)-1]; (*ntri)--; i--; } } skip: free(edges); free(complete); return(status); } int delaunay_xyzcompare (const void *v1, const void *v2) { const XYZ *p1,*p2; p1 = v1; p2 = v2; if (p1->x < p2->x) return(-1); else if (p1->x > p2->x) return(1); else return(0); }