Results 1 to 10 of 14

Thread: BeRoTriangulation - A robust 2D polygon triangulator for simple and complex polygons

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #10
    I've updated the BeRoTriangulation.pas now, so the unit contains three different triangulator implementation variants:

    Code:
    // The flexible semi-robust variant by my own scanline-rasterization-like sweeping algoritm. Algorithm steps:
    // 1. Add edges from input polygons
    // 2. Split intersecting edges
    // 3. Split edges at Y coordinates of all polygon points (including these of intersection edge intersection points)
    // 4. Construct y-monotone quads (with a trapezoid-style shape) with scanline-rasterization-like sweeping from
    //    top to bottom and from left to right with the wished polygon fill rule
    // 5. Optimize and merge these quads from step 4. as far as possible
    // 6. Triangulate these quads and construct the final output triangles
    // This variant is still experimental, so do use this function variant on your own risk! :-)
    // It works for the most all cases, but it outputs more triangles than the both other function variants.
    function TriangulateBeRo(const InputPolygons:TBeRoTriangulationPolygons;var OutputTriangles:TBeRoTriangulationTriangles;InputPolygonFillRule:TBeRoTriangulationPolygonFillRule=btpfrEVENODD):boolean;
    Code:
    // Slow bruteforce-style very robust variant with delaunay algorithm, clipping and earclipping for non-realtime usages
    // A robust 2D polygon triangulator by combining non-constrained delaunay triangulation as first pass with polygon
    // clipping as middle pass and ear clipping as final pass, so it supports even self-intersecting polygon with holes
    // as input. It needs and uses the Clipper library from http://www.angusj.com/delphi/clipper.php for the polygon
    // clipping work.
    // It doesn't support the btpfrABSGEQTWO polygon fill rule
    function TriangulateDelaunayClipping(const InputPolygons:TBeRoTriangulationPolygons;var OutputTriangles:TBeRoTriangulationTriangles;InputPolygonFillRule:TBeRoTriangulationPolygonFillRule=btpfrEVENODD):boolean;
    Code:
    // Faster non-robust variant with seidel algorithm for realtime usages
    // It supports only the even-odd polygon fill rule in this current implementation, and it can handle only simple polygons (with and without holes)
    function TriangulateSeidel(const InputPolygons:TBeRoTriangulationPolygons;var OutputTriangles:TBeRoTriangulationTriangles):boolean;
    with the fill rules:

    Code:
         TBeRoTriangulationPolygonFillRule=(btpfrEVENODD,btpfrNONZERO,btpfrPOSITIVE,btpfrNEGATIVE,btpfrABSGEQTWO);
    The TriangulateBeRo variant does support all from gluTess known polygon fill rules: evenodd, nonzero, positive, negative and abs_geq_two
    Last edited by BeRo; 11-10-2014 at 12:32 AM.

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •