Beispiel #1
0
        private static bool IsEdgeSideOfTriangle(DelaunayTriangle triangle, TriangulationPoint ep, TriangulationPoint eq)
        {
            int index = triangle.EdgeIndex(ep, eq);

            if (index != -1)
            {
                triangle.MarkConstrainedEdge(index);
                triangle = triangle.Neighbors[index];
                if (triangle != null)
                {
                    triangle.MarkConstrainedEdge(ep, eq);
                }
                return(true);
            }
            return(false);
        }
Beispiel #2
0
        /// <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);
        }