Python 3.7.2, though I doubt that piece of information would be very useful.
Pygame 1.7.2. I'm using this mainly to draw the triangulation. All calculations are done with plain formulas.
The pseudocode for the Bowyer-Watson algorithm is as shown, according to Wikipedia:
function BowyerWatson (pointList)
// pointList is a set of coordinates defining the points to be triangulated
triangulation := empty triangle mesh data structure
add super-triangle to triangulation // must be large enough to completely contain all the points in pointList
for each point in pointList do // add all the points one at a time to the triangulation
badTriangles := empty set
for each triangle in triangulation do // first find all the triangles that are no longer valid due to the insertion
if point is inside circumcircle of triangle
add triangle to badTriangles
polygon := empty set
for each triangle in badTriangles do // find the boundary of the polygonal hole
for each edge in triangle do
if edge is not shared by any other triangles in badTriangles
add edge to polygon
for each triangle in badTriangles do // remove them from the data structure
remove triangle from triangulation
for each edge in polygon do // re-triangulate the polygonal hole
newTri := form a triangle from edge to point
add newTri to triangulation
for each triangle in triangulation // done inserting points, now clean up
if triangle contains a vertex from original super-triangle
remove triangle from triangulation
return triangulation
However, when I run my code, while it removes some triangles that have a vertex of the super-triangle from the final triangulation, it doesn't remove all of them.
Here's my code:
import pygame
import pygame.gfxdraw
import math
import random
pygame.init()
def circumcenter(a, b, c):
ad = a[0] * a[0] + a[1] * a[1]
bd = b[0] * b[0] + b[1] * b[1]
cd = c[0] * c[0] + c[1] * c[1]
D = 2 * (a[0] * (b[1] - c[1]) + b[0] * (c[1] - a[1]) + c[0] * (a[1] - b[1]))
return pygame.Vector2((1 / D * (ad * (b[1] - c[1]) + bd * (c[1] - a[1]) + cd * (a[1] - b[1])),
1 / D * (ad * (c[0] - b[0]) + bd * (a[0] - c[0]) + cd * (b[0] - a[0]))))
def LineIsEqual(line1,line2):
if (line1[0] == line2[0] and line1[1] == line2[1]) or (line1[0] == line2[1] and line1[1] == line2[0]):
return True
return False
def distance(point1,point2):
return math.sqrt((point1[0]-point2[0])**2 + (point1[1]-point2[1])**2)
class Triangle:
def __init__(self,a,b,c):
self.a = a
self.b = b
self.c = c
self.edges = [[self.a,self.b],
[self.b,self.c],
[self.c,self.a]]
self.circumcenter = circumcenter(a,b,c)
def IsPointInCircumcircle(self,point):
if (self.a.distance_to(self.circumcenter) > point.distance_to(self.circumcenter)):
return True
return False
def HasVertex(self,point):
if (self.a == point) or (self.b == point) or (self.c == point):
return True
return False
def Show(self,screen,colour):
for edge in self.edges:
pygame.draw.aaline(screen,colour,edge[0],edge[1])
def DelaunayTriangulation(points,width,height):
triangulation = []
superTriangleA = pygame.Vector2(-100,-100)
superTriangleB = pygame.Vector2(2*width+100,-100)
superTriangleC = pygame.Vector2(-100,2*height+100)
superTriangle = Triangle(superTriangleA,superTriangleB,superTriangleC)
triangulation.append(superTriangle)
for point in points:
badTriangles = []
for triangle in triangulation:
if triangle.IsPointInCircumcircle(point):
badTriangles.append(triangle)
polygon = []
for triangle in badTriangles:
for triangleEdge in triangle.edges:
isShared = False
for other in badTriangles:
if triangle == other:
continue
for otherEdge in other.edges:
if LineIsEqual(triangleEdge,otherEdge):
isShared = True
if isShared == False:
polygon.append(triangleEdge)
for badTriangle in badTriangles:
triangulation.remove(badTriangle)
for edge in polygon:
newTriangle = Triangle(edge[0],edge[1],point)
triangulation.append(newTriangle)
for triangle in triangulation:
if triangle.HasVertex(superTriangleA) and triangle in triangulation:
triangulation.remove(triangle)
if triangle.HasVertex(superTriangleB) and triangle in triangulation:
triangulation.remove(triangle)
if triangle.HasVertex(superTriangleC) and triangle in triangulation:
triangulation.remove(triangle)
return triangulation
background = 20,40,100
white = 255,255,255
width = int(500)
height = int(500)
amount = int(100)
screen = pygame.display.set_mode((width,height))
screen.fill(background)
points = []
for i in range(amount):
x = random.randint(1,width-1)
y = random.randint(1,height-1)
points.append(pygame.Vector2(x,y))
delaunay = DelaunayTriangulation(points,width,height)
for triangle in delaunay:
triangle.Show(screen,white)
pygame.display.update()
You can't .remove()
elements from a list while the same list is iterated. When an item is removed, then the list changes:
for triangle in triangulation: if triangle.HasVertex(superTriangleA) and triangle in triangulation: triangulation.remove(triangle)
There are some solutions to solve the issue.
One solution is to create a shallow copy of the list by triangulation[:]
:
onSuper = lambda triangle : triangle.HasVertex(superTriangleA) or triangle.HasVertex(superTriangleB) or triangle.HasVertex(superTriangleC)
for triangle in triangulation[:]:
if onSuper(triangle):
triangulation.remove(triangle)
Or create a list of the triangles to be removed (to_be_removed
) and remove them from the list:
to_be_removed = []
for triangle in triangulation:
if onSuper(triangle):
to_be_removed.append(triangle)
for triangle in to_be_removed:
triangulation.remove(triangle)
Or create an eitire new list:
triangulation = [triangle for triangle in triangulation if not onSuper(triangle)]
All the above solutions lead to the same triangulation.
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