/// <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) { AdvancingFrontNode n1, n2; DelaunayTriangle t1, t2; TriangulationPoint first, p1; n1 = tcx.Front.Head.Next; n2 = n1.Next; first = n1.Point; 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 first = tcx.Front.Head.Point; n2 = tcx.Front.Tail.Prev; t1 = n2.Triangle; p1 = n2.Point; n2.Triangle = null; do { tcx.RemoveFromList(t1); p1 = t1.PointCCWFrom(p1); if (p1 == 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 != 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; }
private static void EdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle triangle, TriangulationPoint point) { TriangulationPoint p1, p2; if (triangle == null) { return; // TODO: Added by Kronnect Games } if (IsEdgeSideOfTriangle(triangle, ep, eq)) { return; } p1 = triangle.PointCCWFrom(point); Orientation o1 = TriangulationUtil.Orient2d(eq, p1, ep); if (o1 == Orientation.Collinear) { if (triangle.Contains(eq) && triangle.Contains(p1)) { triangle.MarkConstrainedEdge(eq, p1); // We are modifying the constraint maybe it would be better to // not change the given constraint and just keep a variable for the new constraint tcx.EdgeEvent.ConstrainedEdge.Q = p1; triangle = triangle.NeighborAcrossFrom(point); EdgeEvent(tcx, ep, p1, triangle, p1); } else { throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet", ep, eq, p1); } return; } p2 = triangle.PointCWFrom(point); Orientation o2 = TriangulationUtil.Orient2d(eq, p2, ep); if (o2 == Orientation.Collinear) { if (triangle.Contains(eq) && triangle.Contains(p2)) { triangle.MarkConstrainedEdge(eq, p2); // We are modifying the constraint maybe it would be better to // not change the given constraint and just keep a variable for the new constraint tcx.EdgeEvent.ConstrainedEdge.Q = p2; triangle = triangle.NeighborAcrossFrom(point); EdgeEvent(tcx, ep, p2, triangle, p2); } else { throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet", ep, eq, p2); } return; } if (o1 == o2) { // Need to decide if we are rotating CW or CCW to get to a triangle // that will cross edge if (o1 == Orientation.CW) { triangle = triangle.NeighborCCWFrom(point); } else { triangle = triangle.NeighborCWFrom(point); } EdgeEvent(tcx, ep, eq, triangle, point); } else { // This triangle crosses constraint so lets flippin start! FlipEdgeEvent(tcx, ep, eq, triangle, point); } }
/// <summary> /// Returns true if triangle was legalized /// </summary> private static bool Legalize(DTSweepContext tcx, DelaunayTriangle t) { // To legalize a triangle we start by finding if any of the three edges // violate the Delaunay condition for (int i = 0; i < 3; i++) { // TODO: fix so that cEdge is always valid when creating new triangles then we can check it here // instead of below with ot if (t.EdgeIsDelaunay [i]) { continue; } DelaunayTriangle ot = t.Neighbors [i]; if (ot == null) { continue; } TriangulationPoint p = t.Points [i]; TriangulationPoint op = ot.OppositePoint(t, p); int oi = ot.IndexOf(op); // If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization) // then we should not try to legalize if (ot.EdgeIsConstrained [oi] || ot.EdgeIsDelaunay [oi]) { t.SetConstrainedEdgeAcross(p, ot.EdgeIsConstrained [oi]); // XXX: have no good way of setting this property when creating new triangles so lets set it here continue; } if (!TriangulationUtil.SmartIncircle(p, t.PointCCWFrom(p), t.PointCWFrom(p), op)) { continue; } // Lets mark this shared edge as Delaunay t.EdgeIsDelaunay [i] = true; ot.EdgeIsDelaunay [oi] = true; // Lets rotate shared edge one vertex CW to legalize it RotateTrianglePair(t, p, ot, op); // We now got one valid Delaunay Edge shared by two triangles // This gives us 4 new edges to check for Delaunay // Make sure that triangle to node mapping is done only one time for a specific triangle if (!Legalize(tcx, t)) { tcx.MapTriangleToNodes(t); } if (!Legalize(tcx, ot)) { tcx.MapTriangleToNodes(ot); } // Reset the Delaunay edges, since they only are valid Delaunay edges // until we add a new triangle or point. // XXX: need to think about this. Can these edges be tried after we // return to previous recursive level? t.EdgeIsDelaunay [i] = false; ot.EdgeIsDelaunay [oi] = false; // If triangle have been legalized no need to check the other edges since // the recursive legalization will handles those so we can end here. return(true); } return(false); }