EuclideanUtils.java
/*
* Licensed to the Apache Software Foundation (ASF) under one or more
* contributor license agreements. See the NOTICE file distributed with
* this work for additional information regarding copyright ownership.
* The ASF licenses this file to You under the Apache License, Version 2.0
* (the "License"); you may not use this file except in compliance with
* the License. You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.apache.commons.geometry.euclidean.internal;
import java.util.ArrayList;
import java.util.Arrays;
import java.util.Collections;
import java.util.Iterator;
import java.util.List;
import java.util.function.Function;
import org.apache.commons.geometry.euclidean.threed.Vector3D;
/** Class containing utilities and algorithms intended to be internal to the library.
* Absolutely no guarantees are made regarding the stability of this API.
*/
public final class EuclideanUtils {
/** Number of vertices in a triangle, i.e. {@code 3}. */
public static final int TRIANGLE_VERTEX_COUNT = 3;
/** Utility class; no instantiation. */
private EuclideanUtils() { }
/** Convert a convex polygon defined by a list of vertices into a triangle fan. The vertex forming the largest
* interior angle in the polygon is selected as the base of the triangle fan. Callers are responsible for
* ensuring that the given list of vertices define a geometrically valid convex polygon; no validation (except
* for a check on the minimum number of vertices) is performed.
* @param <T> triangle result type
* @param vertices vertices defining a convex polygon
* @param fn function accepting the vertices of each triangle as a list and returning the object used
* to represent that triangle in the result; each argument to this function is guaranteed to
* contain 3 vertices
* @return a list containing the return results of the function when passed the vertices for each
* triangle in order
* @throws IllegalArgumentException if fewer than 3 vertices are given
*/
public static <T> List<T> convexPolygonToTriangleFan(final List<Vector3D> vertices,
final Function<List<Vector3D>, T> fn) {
final int size = vertices.size();
if (size < TRIANGLE_VERTEX_COUNT) {
throw new IllegalArgumentException("Cannot create triangle fan: " + TRIANGLE_VERTEX_COUNT +
" or more vertices are required but found only " + vertices.size());
} else if (size == TRIANGLE_VERTEX_COUNT) {
return Collections.singletonList(fn.apply(vertices));
}
final List<T> triangles = new ArrayList<>(size - 2);
final int fanIdx = findBestTriangleFanIndex(vertices);
int vertexIdx = (fanIdx + 1) % size;
final Vector3D fanBase = vertices.get(fanIdx);
Vector3D vertexA = vertices.get(vertexIdx);
Vector3D vertexB;
vertexIdx = (vertexIdx + 1) % size;
while (vertexIdx != fanIdx) {
vertexB = vertices.get(vertexIdx);
triangles.add(fn.apply(Arrays.asList(fanBase, vertexA, vertexB)));
vertexA = vertexB;
vertexIdx = (vertexIdx + 1) % size;
}
return triangles;
}
/** Find the index of the best vertex to use as the base for a triangle fan split of the convex polygon
* defined by the given vertices. The best vertex is the one that forms the largest interior angle in the
* polygon since a split at that point will help prevent the creation of very thin triangles.
* @param vertices vertices defining the convex polygon; must not be empty; no validation is performed
* to ensure that the vertices actually define a convex polygon
* @return the index of the best vertex to use as the base for a triangle fan split of the convex polygon
*/
private static int findBestTriangleFanIndex(final List<Vector3D> vertices) {
final Iterator<Vector3D> it = vertices.iterator();
Vector3D curPt = it.next();
Vector3D nextPt;
final Vector3D lastVec = vertices.get(vertices.size() - 1).directionTo(curPt);
Vector3D incomingVec = lastVec;
Vector3D outgoingVec;
int bestIdx = 0;
double bestDot = -1.0;
int idx = 0;
double dot;
while (it.hasNext()) {
nextPt = it.next();
outgoingVec = curPt.directionTo(nextPt);
dot = incomingVec.dot(outgoingVec);
if (dot > bestDot) {
bestIdx = idx;
bestDot = dot;
}
curPt = nextPt;
incomingVec = outgoingVec;
++idx;
}
// handle the last vertex on its own
dot = incomingVec.dot(lastVec);
if (dot > bestDot) {
bestIdx = idx;
}
return bestIdx;
}
}