In case Flash no longer exists; a copy of this site is included in the Flashpoint archive's "ultimate" collection.

Dead Code Preservation :: Archived AS3 works from wonderfl.net

forked from: forked from: delaunay triangulation

@author nicolas barradeau
http://en.nicoptere.net/
/**
 * Copyright Flask ( http://wonderfl.net/user/Flask )
 * MIT License ( http://www.opensource.org/licenses/mit-license.php )
 * Downloaded from: http://wonderfl.net/c/g65H
 */

// forked from makc3d's forked from: delaunay triangulation
// forked from nicoptere's delaunay triangulation
package 
{
    import flash.display.Sprite;
    import flash.events.Event;
    import flash.events.MouseEvent;
    import flash.geom.Point;
    import flash.text.TextField;
    import flash.utils.getTimer;
    /**
     * @author nicolas barradeau
     * http://en.nicoptere.net/
     */
    public class Main extends Sprite 
    {
        private var tf:TextField = new TextField();
        private var delaunay:Delaunay;
        private var indices:Vector.<int>;
        private var points:Vector.<Point> = new Vector.<Point>(250);
        
        public function Main():void 
        {
            delaunay = new Delaunay();
            addChild( tf );
            stage.addEventListener( "enterFrame", onMouseDownHandler );
            reset();
        }
        
        private function onMouseDownHandler(e:*):void 
        {
            reset();
        }
        
        private function reset():void 
        {
            graphics.clear();
            
            graphics.beginFill( 0xCC0000 );
            for (var i:int = 0; i < points.length; i++) 
            {
if (points[i] == null) points[i] = new Point( Math.random() * stage.stageWidth, Math.random() * stage.stageHeight ); else {
    points[i].x += Math.sin(i); points[i].y += Math.cos(i);
    while (points[i].x > stage.stageWidth) points[i].x -= stage.stageWidth;
    while (points[i].x < 0) points[i].x += stage.stageWidth;
    while (points[i].y > stage.stageHeight) points[i].y -= stage.stageHeight;
    while (points[i].y < 0) points[i].y += stage.stageHeight;
    }
                var p:Point = points[i];
                graphics.drawCircle( p.x, p.y, 2 );
            }
            graphics.endFill();
            
            var t:uint = getTimer();
            
            indices = delaunay.compute( points );
            
            tf.text = 'time: ' + ( getTimer() - t ) + ' ms';
            
            graphics.lineStyle( 0, 0x555555 );
            delaunay.render( graphics, points, indices );
            
            /*
            //alternate rendering
            var vertices:Vector.<Number> = new Vector.<Number>();
            for (var i:int = 0; i < points.length; i++) vertices.push( points[ i ].x, points[ i ].y );
            graphics.drawTriangles( vertices, indices );
            **/
            
        }
        
    }
    
}
import flash.display.Graphics;
import flash.geom.Point;
class Delaunay    
{
    static public var EPSILON:Number = Number.MIN_VALUE;
    static public var SUPER_TRIANGLE_RADIUS:Number = 1000000000;
    private var indices:Vector.<int>;
    private var circles:Vector.<Number>;
    public function compute( points:Vector.<Point> ):Vector.<int>
    {
        var nv:int = points.length;
        if (nv < 3) return null;
        var d:Number = SUPER_TRIANGLE_RADIUS;
        points.push(     new Point( 0, -d ), new Point( d, d ), new Point( -d, d )    );
        indices = Vector.<int>( [ points.length-3, points.length-2, points.length-1 ] );
        circles = Vector.<Number>( [ 0, 0, d ] );
        var edgeIds:Vector.<int> = new Vector.<int>();
        var i:int, j:int, k:int, id0:int, id1:int, id2:int;
        for ( i = 0; i < nv; i++)
        {
            for ( j = 0; j < indices.length; j+=3 )
            {
                if (     circles[ j + 2 ] > EPSILON         &&         circleContains( j, points[ i ] )    )
                {
                    id0 = indices[ j ];
                    id1 = indices[ j + 1 ];
                    id2 = indices[ j + 2 ];
                    edgeIds.push( id0, id1, id1, id2, id2, id0 );
                    indices.splice( j, 3 );
                    circles.splice( j, 3 );
                    j -= 3;
                }
            }
            for ( j = 0; j < edgeIds.length; j+=2 )
            {
                for ( k = j + 2; k < edgeIds.length; k+=2 )
                {
                    if(    (    edgeIds[ j ] == edgeIds[ k ] && edgeIds[ j + 1 ] == edgeIds[ k + 1 ]    )
                    ||    (    edgeIds[ j + 1 ] == edgeIds[ k ] && edgeIds[ j ] == edgeIds[ k + 1 ]    )    )
                    {
                        edgeIds.splice( k, 2 );
                        edgeIds.splice( j, 2 );
                        j -= 2;
                        k -= 2;
                        if ( j < 0 ) break;
                        if ( k < 0 ) break;
                    }
                }
            }
            for ( j = 0; j < edgeIds.length; j+=2 )
            {
                indices.push( edgeIds[ j ], edgeIds[ j + 1 ], i );
                computeCircle( points, edgeIds[ j ], edgeIds[ j + 1 ], i );
            }
            edgeIds.length = 0;
            
        }
        id0 = points.length - 3;
        id1 = points.length - 2;
        id2 = points.length - 1;
        for ( i = 0; i < indices.length; i+= 3 )
        {
            if ( indices[ i ] == id0 || indices[ i ] == id1 || indices[ i ] == id2 
            ||     indices[ i + 1 ] == id0 || indices[ i + 1 ] == id1 || indices[ i + 1 ] == id2 
            ||     indices[ i + 2 ] == id0 || indices[ i + 2 ] == id1 || indices[ i + 2 ] == id2 )
            {
                indices.splice( i, 3 );
                i-=3;
                continue;
            }
        }
        points.pop();
        points.pop();
        points.pop();
        return indices;
    }
    
    private function circleContains( circleId:int, p:Point ):Boolean 
    {
        var dx:Number = circles[ circleId ] - p.x;
        var dy:Number = circles[ circleId + 1 ] - p.y;
        return circles[ circleId + 2 ] > dx * dx + dy * dy;
    }
    
    private function computeCircle( points:Vector.<Point>, id0:int, id1:int, id2:int ):void
    {
        var p0:Point = points[ id0 ];
        var p1:Point = points[ id1 ];
        var p2:Point = points[ id2 ];
        var A:Number = p1.x - p0.x;
        var B:Number = p1.y - p0.y;
        var C:Number = p2.x - p0.x;
        var D:Number = p2.y - p0.y;
        var E:Number = A * (p0.x + p1.x) + B * (p0.y + p1.y);
        var F:Number = C * (p0.x + p2.x) + D * (p0.y + p2.y);
        var G:Number = 2.0 * (A * (p2.y - p1.y) - B * (p2.x - p1.x));
        var x:Number = (D * E - B * F) / G;
        circles.push( x );
        var y:Number = (A * F - C * E) / G;
        circles.push( y );
        x -= p0.x;
        y -= p0.y;
        circles.push( x * x + y * y );
    }
    
    public function render( graphics:Graphics, points:Vector.<Point>, indices:Vector.<int> ):void
    {
        var id0:uint, id1:uint, id2:uint;
        for ( var i:int = 0; i < indices.length; i+=3 ) 
        {
            id0 = indices[ i ];
            id1 = indices[ i + 1 ];
            id2 = indices[ i + 2 ];
            graphics.moveTo( points[ id0 ].x, points[ id0 ].y );
            graphics.lineTo( points[ id1 ].x, points[ id1 ].y );
            graphics.lineTo( points[ id2 ].x, points[ id2 ].y );
            graphics.lineTo( points[ id0 ].x, points[ id0 ].y );
        }
    }
}