private static bool IsEdgeSideOfTriangle(DelaunayTriangle triangle, TriangulationPoint ep, TriangulationPoint eq)
        {
            int index = triangle.EdgeIndex(ep, eq);

            if (index == -1)
            {
                return(false);
            }
            triangle.MarkConstrainedEdge(index);
            triangle = triangle.Neighbors [index];
            if (triangle != null)
            {
                triangle.MarkConstrainedEdge(ep, eq);
            }
            return(true);
        }
        /// <summary>
        /// After a flip we have two triangles and know that only one will still be
        /// intersecting the edge. So decide which to contiune with and legalize the other
        /// </summary>
        /// <param name="tcx"></param>
        /// <param name="o">should be the result of an TriangulationUtil.orient2d( eq, op, ep )</param>
        /// <param name="t">triangle 1</param>
        /// <param name="ot">triangle 2</param>
        /// <param name="p">a point shared by both triangles</param>
        /// <param name="op">another point shared by both triangles</param>
        /// <returns>returns the triangle still intersecting the edge</returns>
        private static DelaunayTriangle NextFlipTriangle(DTSweepContext tcx, Orientation o, DelaunayTriangle t, DelaunayTriangle ot, TriangulationPoint p, TriangulationPoint op)
        {
            int edgeIndex;

            if (o == Orientation.CCW)
            {
                // ot is not crossing edge after flip
                edgeIndex = ot.EdgeIndex(p, op);
                ot.EdgeIsDelaunay [edgeIndex] = true;
                Legalize(tcx, ot);
                ot.EdgeIsDelaunay.Clear();
                return(t);
            }
            // t is not crossing edge after flip
            edgeIndex = t.EdgeIndex(p, op);
            t.EdgeIsDelaunay [edgeIndex] = true;
            Legalize(tcx, t);
            t.EdgeIsDelaunay.Clear();
            return(ot);
        }
Beispiel #3
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		/// <summary>
		/// After a flip we have two triangles and know that only one will still be
		/// intersecting the edge. So decide which to contiune with and legalize the other
		/// </summary>
		/// <param name="tcx"></param>
		/// <param name="o">should be the result of an TriangulationUtil.orient2d( eq, op, ep )</param>
		/// <param name="t">triangle 1</param>
		/// <param name="ot">triangle 2</param>
		/// <param name="p">a point shared by both triangles</param>
		/// <param name="op">another point shared by both triangles</param>
		/// <returns>returns the triangle still intersecting the edge</returns>
		private static DelaunayTriangle NextFlipTriangle(DTSweepContext tcx, Orientation o, DelaunayTriangle t, DelaunayTriangle ot, TriangulationPoint p, TriangulationPoint op)
		{
			int edgeIndex;
			if (o == Orientation.CCW)
			{
				// ot is not crossing edge after flip
				edgeIndex = ot.EdgeIndex(p, op);
				ot.EdgeIsDelaunay[edgeIndex] = true;
				Legalize(tcx, ot);
				ot.EdgeIsDelaunay.Clear();
				return t;
			}
			// t is not crossing edge after flip
			edgeIndex = t.EdgeIndex(p, op);
			t.EdgeIsDelaunay[edgeIndex] = true;
			Legalize(tcx, t);
			t.EdgeIsDelaunay.Clear();
			return ot;
		}
Beispiel #4
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		private static bool IsEdgeSideOfTriangle(DelaunayTriangle triangle, TriangulationPoint ep, TriangulationPoint eq)
		{
			int index = triangle.EdgeIndex(ep, eq);
			if (index == -1) return false;
			triangle.MarkConstrainedEdge(index);
			triangle = triangle.Neighbors[index];
			if (triangle != null) triangle.MarkConstrainedEdge(ep, eq);
			return true;
		}