FinalizeTriangulation() public method

public FinalizeTriangulation ( ) : void
return void
Example #1
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.aFront.Head.Next;
            AdvancingFrontNode n2 = n1.Next;

            TurnAdvancingFrontConvex(tcx, n1, n2);

            // TODO: implement ConvexHull for lower right and left boundary

            // Lets remove triangles connected to the two "algorithm" points

            // XXX: When the first the 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.aFront.Tail.Prev;
            if (n1.Triangle.Contains(n1.Next.Point) && n1.Triangle.Contains(n1.Prev.Point))
            {
                t1 = n1.Triangle.NeighborAcross(n1.Point);
                RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
                tcx.MapTriangleToNodes(n1.Triangle);
                tcx.MapTriangleToNodes(t1);
            }
            n1 = tcx.aFront.Head.Next;
            if (n1.Triangle.Contains(n1.Prev.Point) && n1.Triangle.Contains(n1.Next.Point))
            {
                t1 = n1.Triangle.NeighborAcross(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.aFront.Head.Point;
            n2 = tcx.aFront.Tail.Prev;
            t1 = n2.Triangle;
            TriangulationPoint p1 = n2.Point;
            n2.Triangle = null;
            do
            {
                tcx.RemoveFromList(t1);
                p1 = t1.PointCCW(p1);
                if (p1 == first) break;
                t2 = t1.NeighborCCW(p1);
                t1.Clear();
                t1 = t2;
            } while (true);

            // Lower left boundary
            first = tcx.aFront.Head.Next.Point;
            p1 = t1.PointCW(tcx.aFront.Head.Point);
            t2 = t1.NeighborCW(tcx.aFront.Head.Point);
            t1.Clear();
            t1 = t2;
            while (p1 != first) //TODO: Port note. This was do while before.
            {
                tcx.RemoveFromList(t1);
                p1 = t1.PointCCW(p1);
                t2 = t1.NeighborCCW(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.aFront.Head = tcx.aFront.Head.Next;
            tcx.aFront.Head.Prev = null;
            tcx.aFront.Tail = tcx.aFront.Tail.Prev;
            tcx.aFront.Tail.Next = null;

            tcx.FinalizeTriangulation();
        }
Example #2
0
        /// <summary>
        /// If this is a Delaunay Triangulation of a pointset we need to fill so the triangle mesh gets a ConvexHull
        /// </summary>
        static void FinalizationConvexHull(DTSweepContext tcx)
        {
            DelaunayTriangle t1, t2;

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

            TurnAdvancingFrontConvex(tcx, n1, n2);

            // TODO: implement ConvexHull for lower right and left boundary

            // Lets remove triangles connected to the two "algorithm" points

            // XXX: When the first the 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.aFront.Tail.Prev;
            if (n1.Triangle.Contains(n1.Next.Point) && n1.Triangle.Contains(n1.Prev.Point))
            {
                t1 = n1.Triangle.NeighborAcross(n1.Point);
                RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
                tcx.MapTriangleToNodes(n1.Triangle);
                tcx.MapTriangleToNodes(t1);
            }
            n1 = tcx.aFront.Head.Next;
            if (n1.Triangle.Contains(n1.Prev.Point) && n1.Triangle.Contains(n1.Next.Point))
            {
                t1 = n1.Triangle.NeighborAcross(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.aFront.Head.Point;

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

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

            // Lower left boundary
            first = tcx.aFront.Head.Next.Point;
            p1    = t1.PointCW(tcx.aFront.Head.Point);
            t2    = t1.NeighborCW(tcx.aFront.Head.Point);
            t1.Clear();
            t1 = t2;
            while (p1 != first)              //TODO: Port note. This was do while before.
            {
                tcx.RemoveFromList(t1);
                p1 = t1.PointCCW(p1);
                t2 = t1.NeighborCCW(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.aFront.Head      = tcx.aFront.Head.Next;
            tcx.aFront.Head.Prev = null;
            tcx.aFront.Tail      = tcx.aFront.Tail.Prev;
            tcx.aFront.Tail.Next = null;

            tcx.FinalizeTriangulation();
        }