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use std::collections::BTreeSet;
use point::Point;
use edge::Edge;
use triangle::Triangle;
pub fn triangulate(seed: &[Point]) -> Vec<Triangle> {
let mut points: Vec<Point> = seed.to_owned();
points.sort();
let xmin = points[0].x;
let ymin = points[0].y;
let xmax = points[points.len() - 1].x;
let ymax = points[points.len() - 1].y;
let dx = xmax - xmin;
let dy = ymax - ymin;
let dmax = if dx > dy { dx } else { dy };
let xmid = (xmax - xmin) / 2.0;
let ymid = (ymax - ymin) / 2.0;
let p1 = Point::new(xmid - 2.0 * dmax, ymid - dmax);
let p2 = Point::new(xmid + 2.0 * dmax, ymid - dmax);
let p3 = Point::new(xmid, ymid + 2.0 * dmax);
let supertriangle = Triangle::new(p1, p2, p3);
let mut triangles: BTreeSet<Triangle> = BTreeSet::new();
triangles.insert(supertriangle.clone());
for point in &points {
let mut bad_triangles: BTreeSet<Triangle> = BTreeSet::new();
for triangle in triangles.clone() {
if triangle.contains(point.to_owned()) {
bad_triangles.insert(triangle.clone());
}
}
let mut polygon: BTreeSet<Edge> = BTreeSet::new();
for triangle in &bad_triangles {
let mut bad_edges: BTreeSet<Edge> = BTreeSet::new();
for other_triangle in &bad_triangles {
if !(triangle == other_triangle) {
bad_edges = bad_edges
.union(&other_triangle.edges)
.cloned()
.collect();
}
}
for edge in &triangle.edges {
if bad_edges.contains(edge) {}
else {
polygon.insert(edge.clone());
}
}
}
triangles = triangles
.clone()
.into_iter()
.filter(|triangle| !bad_triangles.contains(triangle))
.collect();
for edge in &polygon {
let new_triangle = Triangle::new(
edge.p1,
edge.p2,
point.clone()
);
triangles.insert(new_triangle);
}
}
let mut result: Vec<_> = triangles
.clone()
.into_iter()
.filter(|triangle| !triangle.shares_points(&supertriangle))
.collect();
result.dedup();
result
}
#[cfg(test)]
mod test {
use delaunay;
use point::Point;
#[test]
fn triangulate_4_points() {
let p1 = Point::new(0.0, 0.0);
let p2 = Point::new(0.0, 1.0);
let p3 = Point::new(1.0, 0.0);
let p4 = Point::new(1.0, 1.0);
let triangles = delaunay::triangulate(&[p1, p2, p3, p4]);
assert_eq!(triangles.len(), 2);
}
}