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use crate::MathError;
use crate::predicates::orient2d;
use super::{Cdt, segment_intersection_point, segments_properly_intersect, sorted_pair};
const MAX_SPLIT_DEPTH: usize = 16;
impl Cdt {
/// Recover a constraint edge (v0, v1) by flipping intersecting edges.
///
/// Uses an iterative approach: find edges that cross the constraint
/// segment and flip them until the constraint edge exists.
#[allow(clippy::too_many_lines)]
pub(super) fn recover_edge(&mut self, v0: usize, v1: usize) -> Result<(), MathError> {
self.recover_edge_depth(v0, v1, 0)
}
/// [`Cdt::recover_edge`] with a Steiner-split depth budget.
///
/// Flip recovery can stall without converging: a long constraint whose
/// endpoints carry last-ULP coordinate noise (a 33.5 mm rail tilted by
/// 1.8e-14 from boolean vertex welding) threads a corridor of
/// exactly-degenerate quads that refuse every flip, and the loop spins to
/// `max_iter` with the edge still missing. Returning Ok there poisons the
/// caller: the constraint is recorded but no triangulation edge matches
/// it, so `remove_exterior`'s flood pours through the gap and can erase
/// an entire face (the mixed-socket z=5 floor tessellated to ZERO
/// triangles this way). On non-convergence, split the constraint at its
/// midpoint and recover both halves — each strictly shorter, so the
/// degenerate corridor is bisected until every piece recovers. The
/// sub-pairs are registered as constraints (the original pair never
/// becomes an edge).
#[allow(clippy::too_many_lines)]
fn recover_edge_depth(&mut self, v0: usize, v1: usize, depth: usize) -> Result<(), MathError> {
if v0 == v1 {
return Ok(());
}
let max_iter = self.triangles.len() * 4 + 100;
for _ in 0..max_iter {
if self.edge_exists(v0, v1) {
return Ok(());
}
if let Some((ti, local)) = self.find_intersecting_edge(v0, v1) {
let adj = match self.triangles[ti].adj[local] {
Some(a) => a,
None => continue,
};
let e0 = self.triangles[ti].v[(local + 1) % 3];
let e1 = self.triangles[ti].v[(local + 2) % 3];
// If the intersecting edge is constrained, split both edges
// at their intersection point rather than giving up.
if self.constraints.contains(&sorted_pair(e0, e1)) {
let p0 = self.vertices[v0];
let p1 = self.vertices[v1];
let q0 = self.vertices[e0];
let q1 = self.vertices[e1];
if let Some(mid_pt) = segment_intersection_point(p0, p1, q0, q1) {
// `insert_point` welds onto an existing vertex when the
// intersection lands within snap distance of one, so
// `mid` can come back as any of the four endpoints.
// Recursing with a degenerate pair (v0 == mid) spins
// the flip loop and dead-ends in the bisect backstop
// (its midpoint snaps straight back to the vertex), so
// every recursion and constraint below is guarded.
let mid = self.insert_point(mid_pt)?;
if mid != e0 && mid != e1 {
// Replace old constraint (e0,e1) with two sub-constraints.
self.constraints.remove(&sorted_pair(e0, e1));
self.constraints.insert(sorted_pair(e0, mid));
self.constraints.insert(sorted_pair(mid, e1));
}
if mid == v0 || mid == v1 {
// The crossing degenerated onto one of our own
// endpoints: the crossed constraint (if any) was
// split there, so it no longer properly crosses
// this segment. Retry the flip loop.
continue;
}
// Recover the two halves of the original edge.
self.recover_edge(v0, mid)?;
self.constraints.insert(sorted_pair(v0, mid));
self.recover_edge(mid, v1)?;
self.constraints.insert(sorted_pair(mid, v1));
return Ok(());
}
// Intersection computation failed — give up gracefully.
if std::env::var("BK_CDT").is_ok() {
log::debug!(
"CDT recover_edge: constrained-crossing give-up, edge {v0}->{v1} exists={}",
self.edge_exists(v0, v1)
);
}
return Ok(());
}
let opp_local = self.find_shared_edge_local(adj, e0, e1).unwrap_or(0);
// Check that flipping is valid (the quad is convex).
if self.is_convex_quad(ti, local, adj, opp_local) {
self.flip_edge(ti, local, adj, opp_local);
} else {
// Quad is not convex — try from the other side.
// Find a different intersecting edge.
if let Some((ti2, local2)) = self.find_other_intersecting_edge(v0, v1, e0, e1) {
let adj2 = match self.triangles[ti2].adj[local2] {
Some(a) => a,
None => continue,
};
let e2a = self.triangles[ti2].v[(local2 + 1) % 3];
let e2b = self.triangles[ti2].v[(local2 + 2) % 3];
if !self.constraints.contains(&sorted_pair(e2a, e2b)) {
let opp2 = self.find_shared_edge_local(adj2, e2a, e2b).unwrap_or(0);
if self.is_convex_quad(ti2, local2, adj2, opp2) {
self.flip_edge(ti2, local2, adj2, opp2);
}
}
}
}
} else {
// No intersecting edge found. If the edge exists the
// recovery is done; if it does NOT, the walk failed to see
// the crossing (near-degenerate geometry) — fall through to
// the Steiner split rather than claiming success.
if self.edge_exists(v0, v1) {
return Ok(());
}
break;
}
}
// Flip recovery did not converge. Bisect: insert the constraint's
// midpoint and recover both (strictly shorter) halves.
if depth >= MAX_SPLIT_DEPTH {
return Err(MathError::ConvergenceFailure {
iterations: max_iter,
});
}
let p0 = self.vertices[v0];
let p1 = self.vertices[v1];
let mid_pt =
crate::vec::Point2::new(f64::midpoint(p0.x(), p1.x()), f64::midpoint(p0.y(), p1.y()));
let mid = self.insert_point(mid_pt)?;
if mid == v0 || mid == v1 {
return Err(MathError::ConvergenceFailure {
iterations: max_iter,
});
}
self.recover_edge_depth(v0, mid, depth + 1)?;
self.constraints.insert(sorted_pair(v0, mid));
self.recover_edge_depth(mid, v1, depth + 1)?;
self.constraints.insert(sorted_pair(mid, v1));
Ok(())
}
/// Check if an edge between v0 and v1 exists in the triangulation.
/// Uses the vertex→triangle hint to walk the fan around v0 in O(degree).
fn edge_exists(&self, v0: usize, v1: usize) -> bool {
// Try fast fan walk first using vertex_tri hint.
if let Some(result) = self.edge_exists_fan(v0, v1) {
return result;
}
// Fallback: linear scan (only if hint is stale).
for tri in &self.triangles {
if tri.removed {
continue;
}
for i in 0..3 {
let a = tri.v[i];
let b = tri.v[(i + 1) % 3];
if (a == v0 && b == v1) || (a == v1 && b == v0) {
return true;
}
}
}
false
}
/// Walk the triangle fan around vertex v0 checking for edge (v0, v1).
/// Returns Some(bool) if successful, None if the hint is stale.
fn edge_exists_fan(&self, v0: usize, v1: usize) -> Option<bool> {
if v0 >= self.vertex_tri.len() {
return None;
}
let start = self.vertex_tri[v0];
if start >= self.triangles.len() || self.triangles[start].removed {
return None;
}
// Verify the hint triangle actually contains v0.
let tri = &self.triangles[start];
let v0_local = tri.v.iter().position(|&v| v == v0)?;
// Walk around v0 in one direction, then the other.
// Check each triangle for the edge (v0, v1).
let check_tri = |tri: &super::CdtTriangle, v0_local: usize| -> bool {
let a = tri.v[(v0_local + 1) % 3];
let b = tri.v[(v0_local + 2) % 3];
a == v1 || b == v1
};
if check_tri(tri, v0_local) {
return Some(true);
}
// Walk clockwise (follow adj to the "left" of v0).
let mut current = start;
let mut cur_v0_local = v0_local;
let max_steps = self.triangles.len();
for _ in 0..max_steps {
// In triangle (v0, a, b) with v0 at position v0_local:
// adj[v0_local] is across edge (a, b) — doesn't touch v0
// adj[(v0_local+1)%3] is across edge (b, v0) — touches v0
// adj[(v0_local+2)%3] is across edge (v0, a) — touches v0
let next = self.triangles[current].adj[(cur_v0_local + 1) % 3];
match next {
Some(ni) if ni != start && !self.triangles[ni].removed => {
current = ni;
let t = &self.triangles[ni];
cur_v0_local = t.v.iter().position(|&v| v == v0)?;
if check_tri(t, cur_v0_local) {
return Some(true);
}
}
_ => break,
}
}
// Walk counter-clockwise.
current = start;
cur_v0_local = v0_local;
for _ in 0..max_steps {
let next = self.triangles[current].adj[(cur_v0_local + 2) % 3];
match next {
Some(ni) if ni != start && !self.triangles[ni].removed => {
current = ni;
let t = &self.triangles[ni];
cur_v0_local = t.v.iter().position(|&v| v == v0)?;
if check_tri(t, cur_v0_local) {
return Some(true);
}
}
_ => break,
}
}
Some(false)
}
/// Find a non-constrained edge that intersects segment (v0, v1).
/// Walks from v0 toward v1 using triangle adjacency (O(k) where k =
/// number of crossed edges) instead of scanning all triangles.
fn find_intersecting_edge(&self, v0: usize, v1: usize) -> Option<(usize, usize)> {
// Try walking from v0 first (O(degree) amortized).
if let Some(result) = self.walk_for_intersecting_edge(v0, v1, None) {
return Some(result);
}
// Fallback: linear scan (only when walk fails).
let p0 = self.vertices[v0];
let p1 = self.vertices[v1];
for (ti, tri) in self.triangles.iter().enumerate() {
if tri.removed {
continue;
}
for local in 0..3 {
let ea = tri.v[(local + 1) % 3];
let eb = tri.v[(local + 2) % 3];
if ea == v0 || ea == v1 || eb == v0 || eb == v1 {
continue;
}
let pa = self.vertices[ea];
let pb = self.vertices[eb];
if segments_properly_intersect(p0, p1, pa, pb) {
return Some((ti, local));
}
}
}
None
}
/// Walk the triangle fan around `v0` toward `v1`, returning the first
/// intersecting edge. If `skip` is provided, edges matching that pair
/// are ignored.
fn walk_for_intersecting_edge(
&self,
v0: usize,
v1: usize,
skip: Option<(usize, usize)>,
) -> Option<(usize, usize)> {
if v0 >= self.vertex_tri.len() {
return None;
}
let start = self.vertex_tri[v0];
if start >= self.triangles.len() || self.triangles[start].removed {
return None;
}
if !self.triangles[start].v.contains(&v0) {
return None;
}
let p0 = self.vertices[v0];
let p1 = self.vertices[v1];
let mut current = start;
let max_steps = self.triangles.len();
for _ in 0..max_steps {
let t = &self.triangles[current];
if t.removed {
break;
}
let v0_local = match t.v.iter().position(|&v| v == v0) {
Some(l) => l,
None => break,
};
let ea = t.v[(v0_local + 1) % 3];
let eb = t.v[(v0_local + 2) % 3];
let should_skip = skip.is_some_and(|s| sorted_pair(ea, eb) == s);
if ea != v1 && eb != v1 && !should_skip {
let pa = self.vertices[ea];
let pb = self.vertices[eb];
if segments_properly_intersect(p0, p1, pa, pb) {
return Some((current, v0_local));
}
}
// Walk in the direction that the target point lies.
let va = self.vertices[ea];
let side = orient2d(p0, p1, va);
let next_adj = if side >= 0.0 {
t.adj[(v0_local + 2) % 3]
} else {
t.adj[(v0_local + 1) % 3]
};
match next_adj {
Some(ni) if ni != start && !self.triangles[ni].removed => {
current = ni;
}
_ => break,
}
}
None
}
/// Find an intersecting edge different from (skip_e0, skip_e1).
///
/// Tries multiple strategies: walk from v1 (reverse), walk from v0 with
/// skip, then falls back to linear scan.
fn find_other_intersecting_edge(
&self,
v0: usize,
v1: usize,
skip_e0: usize,
skip_e1: usize,
) -> Option<(usize, usize)> {
let skip = sorted_pair(skip_e0, skip_e1);
// Strategy 1: Walk from v1 toward v0 (reverse direction).
if let Some(result) = self.walk_for_intersecting_edge(v1, v0, None) {
let tri = &self.triangles[result.0];
let ea = tri.v[(result.1 + 1) % 3];
let eb = tri.v[(result.1 + 2) % 3];
if sorted_pair(ea, eb) != skip {
return Some(result);
}
}
// Strategy 2: Walk from v0 with skip.
if let Some(result) = self.walk_for_intersecting_edge(v0, v1, Some(skip)) {
return Some(result);
}
// Strategy 3: Linear scan fallback (rare).
let p0 = self.vertices[v0];
let p1 = self.vertices[v1];
for (ti, tri) in self.triangles.iter().enumerate() {
if tri.removed {
continue;
}
for local in 0..3 {
let ea = tri.v[(local + 1) % 3];
let eb = tri.v[(local + 2) % 3];
if ea == v0 || ea == v1 || eb == v0 || eb == v1 {
continue;
}
if sorted_pair(ea, eb) == skip {
continue;
}
let pa = self.vertices[ea];
let pb = self.vertices[eb];
if segments_properly_intersect(p0, p1, pa, pb) {
return Some((ti, local));
}
}
}
None
}
/// Check if the quadrilateral formed by two adjacent triangles is convex.
fn is_convex_quad(&self, tri_a: usize, local_a: usize, tri_b: usize, local_b: usize) -> bool {
let a_opp = self.vertices[self.triangles[tri_a].v[local_a]];
let a_e0 = self.vertices[self.triangles[tri_a].v[(local_a + 1) % 3]];
let a_e1 = self.vertices[self.triangles[tri_a].v[(local_a + 2) % 3]];
let b_opp = self.vertices[self.triangles[tri_b].v[local_b]];
// The quad is (a_opp, a_e0, b_opp, a_e1) — check that the new
// diagonal (a_opp, b_opp) lies inside the quad.
// This is equivalent to checking that a_e0 and a_e1 are on
// opposite sides of (a_opp, b_opp).
let d1 = orient2d(a_opp, b_opp, a_e0);
let d2 = orient2d(a_opp, b_opp, a_e1);
// They must be on strictly opposite sides.
d1 * d2 < 0.0
}
}