Example #1
0
        /// <summary>
        /// Scan part of the FlipScan algorithm<br>
        /// When a triangle pair isn't flippable we will scan for the next
        /// point that is inside the flip triangle scan area. When found
        /// we generate a new flipEdgeEvent
        /// </summary>
        /// <param name="tcx"></param>
        /// <param name="ep">last point on the edge we are traversing</param>
        /// <param name="eq">first point on the edge we are traversing</param>
        /// <param name="flipTriangle">the current triangle sharing the point eq with edge</param>
        /// <param name="t"></param>
        /// <param name="p"></param>
        private static bool FlipScanEdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle flipTriangle, DelaunayTriangle t, TriangulationPoint p)
        {
            DelaunayTriangle   ot;
            TriangulationPoint op, newP;
            bool inScanArea;

            ot = t.NeighborAcrossFrom(p);
            op = ot != null?ot.OppositePoint(t, p) : null;

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

            if (tcx.IsDebugEnabled)
            {
                Console.WriteLine("[FLIP:SCAN] - scan next point");                 // TODO: remove
                tcx.DTDebugContext.PrimaryTriangle   = t;
                tcx.DTDebugContext.SecondaryTriangle = ot;
            }

            inScanArea = TriangulationUtil.InScanArea(eq, flipTriangle.PointCCWFrom(eq), flipTriangle.PointCWFrom(eq), op);
            if (inScanArea)
            {
                // flip with new edge op->eq
                return(false);
                //if(eq != ep || eq != op)
                //    return FlipEdgeEvent(tcx, eq, op, ot, op);
                // TODO: Actually I just figured out that it should be possible to
                //       improve this by getting the next ot and op before the the above
                //       flip and continue the flipScanEdgeEvent here
                // set new ot and op here and loop back to inScanArea test
                // also need to set a new flipTriangle first
                // Turns out at first glance that this is somewhat complicated
                // so it will have to wait.
            }
            else
            {
                newP = NextFlipPoint(ep, eq, ot, op);
                if (newP != null)
                {
                    return(FlipScanEdgeEvent(tcx, ep, eq, flipTriangle, ot, newP));
                }
            }
            return(true);
        }
Example #2
0
        private static bool FlipEdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle t, TriangulationPoint p)
        {
            DelaunayTriangle   ot = t.NeighborAcrossFrom(p);
            TriangulationPoint op = ot != null?ot.OppositePoint(t, p) : null;

            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");
                return(false);
            }

            if (tcx.IsDebugEnabled)
            {
                tcx.DTDebugContext.PrimaryTriangle   = t;
                tcx.DTDebugContext.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 == eq && op == ep)
                {
                    if (eq == tcx.EdgeEvent.ConstrainedEdge.Q &&
                        ep == 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);
                    return(FlipEdgeEvent(tcx, ep, eq, t, p));
                }
            }
            else
            {
                TriangulationPoint newP = NextFlipPoint(ep, eq, ot, op);
                var v_sucess            = FlipScanEdgeEvent(tcx, ep, eq, t, ot, newP);
                if (v_sucess)
                {
                    v_sucess = EdgeEvent(tcx, ep, eq, t, p);
                }
                return(v_sucess);
            }
            return(true);
        }