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behaviorBuilder.cpp
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behaviorBuilder.cpp
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#include "behaviorBuilder.h"
#include <cmath>
namespace pathfinder {
BehaviorBuilder::BehaviorBuilder() {
// Set a bunch of default behavior
// do want a PSLG triangulation
behavior_.poly = 1;
// not refining
behavior_.refine = 0;
// no quality mesh generation
// i think this adds extra points
behavior_.quality = 0;
// no triangle area constraints
behavior_.vararea = 0;
behavior_.fixedarea = 0;
behavior_.usertest = 0;
// no attributed
behavior_.regionattrib = 0;
// enclose in convex hull
behavior_.convex = 1;
// TODO: Figure out what weighted means
behavior_.weighted = 0;
// Jettisons vertices that are not part of the final triangulation from the output .node file (including duplicate input vertices and vertices ``eaten'' by holes).
// jettison == yeet
behavior_.jettison = 0;
// 0-based indexing
behavior_.firstnumber = 0;
// Voronoi disabled for now
behavior_.voronoi = 0;
// TODO: I dont think we care about triangle neighbors (maybe in the future for graph building?)
behavior_.neighbors = 0;
// TODO: Do we care about boundary information? I dont think so
behavior_.nobound = 0;
// no holes at the moment
behavior_.noholes = 0;
// allow "exact arithmetic"
behavior_.noexact = 0;
// dont want a true Delaunay triangulation
behavior_.conformdel = 0;
// use divide and conquer algorithm
behavior_.incremental = 0;
behavior_.sweepline = 0;
// default for type of cuts
behavior_.dwyer = 1;
// dont want to split segments
behavior_.splitseg = 0;
// want to use segments
behavior_.usesegments = 1;
// dont want 6 points per triangle
behavior_.order = 1;
// TODO: Figure out if we want to supress boundary segment splitting
behavior_.nobisect = 0;
// dont insert Steiner points
behavior_.steiner = -1;
// no boundary on the minimum angle
behavior_.minangle = 0.0;
// Remaining:
// goodangle
// offconstant
// maxarea
// maxangle
// maxgoodangle
//=====================Quick overrides=====================
// Max area
// behavior_.quality = 1;
// behavior_.fixedarea = 1;
// behavior_.maxarea = 1000.0;
// behavior_.usesegments = 1;
// behavior_.weighted = 0;
// Conforming Delaunay
// behavior_.quality = 1;
// behavior_.conformdel = 1;
// Minimum angle
// behavior_.quality = 1;
// behavior_.minangle = 20.0;
// behavior_.goodangle = cos(behavior_.minangle * PI / 180.0);
// if (behavior_.goodangle == 1.0) {
// behavior_.offconstant = 0.0;
// } else {
// behavior_.offconstant = 0.475 * sqrt((1.0 + behavior_.goodangle) / (1.0 - behavior_.goodangle));
// }
// behavior_.goodangle *= behavior_.goodangle;
// behavior_.usesegments = 1;
// behavior_.weighted = 0;
}
triangle::behavior BehaviorBuilder::getBehavior() const {
return behavior_;
}
void BehaviorBuilder::setConformingDelaunay(bool val) {
if (val) {
behavior_.quality = 1;
behavior_.conformdel = 1;
} else {
behavior_.quality = 0;
behavior_.conformdel = 0;
}
}
void BehaviorBuilder::setEnforceMinimumAngle(bool val, float angle) {
if (val) {
behavior_.quality = 1;
behavior_.minangle = angle;
behavior_.goodangle = cos(behavior_.minangle * PI / 180.0);
if (behavior_.goodangle == 1.0) {
behavior_.offconstant = 0.0;
} else {
behavior_.offconstant = 0.475 * sqrt((1.0 + behavior_.goodangle) / (1.0 - behavior_.goodangle));
}
behavior_.goodangle *= behavior_.goodangle;
behavior_.usesegments = 1;
behavior_.weighted = 0;
} else {
behavior_.quality = 0;
}
}
void BehaviorBuilder::setMinimumAngle(float angle) {
behavior_.minangle = angle;
behavior_.goodangle = cos(behavior_.minangle * PI / 180.0);
if (behavior_.goodangle == 1.0) {
behavior_.offconstant = 0.0;
} else {
behavior_.offconstant = 0.475 * sqrt((1.0 + behavior_.goodangle) / (1.0 - behavior_.goodangle));
}
behavior_.goodangle *= behavior_.goodangle;
}
void BehaviorBuilder::setEnforceMinimumArea(bool val, float area) {
if (val) {
behavior_.quality = 1;
behavior_.fixedarea = 1;
behavior_.maxarea = area;
behavior_.usesegments = 1;
behavior_.weighted = 0;
// } else {
// behavior_.fixedarea = 0;
}
}
void BehaviorBuilder::setMinimumArea(float area) {
behavior_.maxarea = area;
}
} // namespace pathfinder