Beispiel #1
0
        /// <summary>
        /// This implementation will use simple node traversal algorithm to find a point on the front
        /// </summary>
        public AdvancingFrontNode LocatePoint(TriangulationPoint point)
        {
            double             px   = point.X;
            AdvancingFrontNode node = _search;
            double             nx   = node.Point.X;

// ReSharper disable CompareOfFloatsByEqualityOperator
            if (px == nx)
// ReSharper restore CompareOfFloatsByEqualityOperator
            {
                if (!point.Equals(node.Point))
                {
                    // We might have two nodes with same x value for a short time
                    if (point.Equals(node.Prev.Point))
                    {
                        node = node.Prev;
                    }
                    else if (point.Equals(node.Next.Point))
                    {
                        node = node.Next;
                    }
                    else
                    {
                        throw new Exception("Failed to find Node for given afront point");
                    }
                }
            }
            else if (px < nx)
            {
                while ((node = node.Prev) != null)
                {
                    if (point.Equals(node.Point))
                    {
                        break;
                    }
                }
            }
            else
            {
                while ((node = node.Next) != null)
                {
                    if (point.Equals(node.Point))
                    {
                        break;
                    }
                }
            }
            _search = node;

            return(node);
        }
Beispiel #2
0
        private static void FlipEdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle t, TriangulationPoint p)
        {
            DelaunayTriangle   ot = t.NeighborAcrossFrom(p);
            TriangulationPoint op = ot.OppositePoint(t, p);

            if (ot == null)
            {
                // If we want to integrate the fillEdgeEvent do it here
                // With current implementation we should never get here
                throw new InvalidOperationException("[BUG:FIXME] FLIP failed due to missing triangle");
            }

            if (tcx.IsDebugEnabled)
            {
                tcx.DebugContext.PrimaryTriangle   = t;
                tcx.DebugContext.SecondaryTriangle = ot;
            } // TODO: remove

            bool inScanArea = TriangulationUtil.InScanArea(p, t.PointCCWFrom(p), t.PointCWFrom(p), op);

            if (inScanArea)
            {
                // Lets rotate shared edge one vertex CW
                RotateTrianglePair(t, p, ot, op);
                tcx.MapTriangleToNodes(t);
                tcx.MapTriangleToNodes(ot);

                if (p.Equals(eq) && op.Equals(ep))
                {
                    if (eq.Equals(tcx.EdgeEvent.ConstrainedEdge.Q) && ep.Equals(tcx.EdgeEvent.ConstrainedEdge.P))
                    {
                        if (tcx.IsDebugEnabled)
                        {
                            Console.WriteLine("[FLIP] - constrained edge done"); // TODO: remove
                        }
                        t.MarkConstrainedEdge(ep, eq);
                        ot.MarkConstrainedEdge(ep, eq);
                        Legalize(tcx, t);
                        Legalize(tcx, ot);
                    }
                    else
                    {
                        if (tcx.IsDebugEnabled)
                        {
                            Console.WriteLine("[FLIP] - subedge done"); // TODO: remove
                        }
                        // XXX: I think one of the triangles should be legalized here?
                    }
                }
                else
                {
                    if (tcx.IsDebugEnabled)
                    {
                        Console.WriteLine("[FLIP] - flipping and continuing with triangle still crossing edge"); // TODO: remove
                    }
                    Orientation o = TriangulationUtil.Orient2d(eq, op, ep);
                    t = NextFlipTriangle(tcx, o, t, ot, p, op);
                    FlipEdgeEvent(tcx, ep, eq, t, p);
                }
            }
            else
            {
                TriangulationPoint newP;
                if (NextFlipPoint(ep, eq, ot, op, out newP))
                {
                    FlipScanEdgeEvent(tcx, ep, eq, t, ot, newP);
                    EdgeEvent(tcx, ep, eq, t, p);
                }
            }
        }
Beispiel #3
0
        /// <summary>
        /// If this is a Delaunay Triangulation of a pointset we need to fill so the triangle mesh gets a ConvexHull
        /// </summary>
        private static void FinalizationConvexHull(DTSweepContext tcx)
        {
            DelaunayTriangle t1, t2;

            AdvancingFrontNode n1 = tcx.Front.Head.Next;
            AdvancingFrontNode n2 = n1.Next;

            TurnAdvancingFrontConvex(tcx, n1, n2);

            // Lets remove triangles connected to the two "algorithm" points
            // XXX: When the first three nodes are points in a triangle we need to do a flip before
            // removing triangles or we will lose a valid triangle.
            // Same for last three nodes!
            // !!! If I implement ConvexHull for lower right and left boundary this fix should not be
            // needed and the removed triangles will be added again by default

            n1 = tcx.Front.Tail.Prev;
            if (n1.Triangle.Contains(n1.Next.Point) && n1.Triangle.Contains(n1.Prev.Point))
            {
                t1 = n1.Triangle.NeighborAcrossFrom(n1.Point);
                RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
                tcx.MapTriangleToNodes(n1.Triangle);
                tcx.MapTriangleToNodes(t1);
            }
            n1 = tcx.Front.Head.Next;
            if (n1.Triangle.Contains(n1.Prev.Point) && n1.Triangle.Contains(n1.Next.Point))
            {
                t1 = n1.Triangle.NeighborAcrossFrom(n1.Point);
                RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
                tcx.MapTriangleToNodes(n1.Triangle);
                tcx.MapTriangleToNodes(t1);
            }

            // Lower right boundary
            TriangulationPoint first = tcx.Front.Head.Point;

            n2 = tcx.Front.Tail.Prev;
            t1 = n2.Triangle;
            TriangulationPoint p1 = n2.Point;

            n2.Triangle = null;
            do
            {
                tcx.RemoveFromList(t1);
                p1 = t1.PointCCWFrom(p1);
                if (p1.Equals(first))
                {
                    break;
                }
                t2 = t1.NeighborCCWFrom(p1);
                t1.Clear();
                t1 = t2;
            } while (true);

            // Lower left boundary
            first = tcx.Front.Head.Next.Point;
            p1    = t1.PointCWFrom(tcx.Front.Head.Point);
            t2    = t1.NeighborCWFrom(tcx.Front.Head.Point);
            t1.Clear();
            t1 = t2;
            while (p1.Equals(first))
            {
                tcx.RemoveFromList(t1);
                p1 = t1.PointCCWFrom(p1);
                t2 = t1.NeighborCCWFrom(p1);
                t1.Clear();
                t1 = t2;
            }

            // Remove current head and tail node now that we have removed all triangles attached
            // to them. Then set new head and tail node points
            tcx.Front.Head      = tcx.Front.Head.Next;
            tcx.Front.Head.Prev = null;
            tcx.Front.Tail      = tcx.Front.Tail.Prev;
            tcx.Front.Tail.Next = null;
        }