Example #1
0
        private static bool Legalize(DTSweepContext tcx, DelaunayTriangle t)
        {
            bool result;

            for (int i = 0; i < 3; i++)
            {
                bool flag = t.EdgeIsDelaunay[i];
                if (!flag)
                {
                    DelaunayTriangle delaunayTriangle = t.Neighbors[i];
                    bool             flag2            = delaunayTriangle != null;
                    if (flag2)
                    {
                        TriangulationPoint triangulationPoint  = t.Points[i];
                        TriangulationPoint triangulationPoint2 = delaunayTriangle.OppositePoint(t, triangulationPoint);
                        int  index = delaunayTriangle.IndexOf(triangulationPoint2);
                        bool flag3 = delaunayTriangle.EdgeIsConstrained[index] || delaunayTriangle.EdgeIsDelaunay[index];
                        if (flag3)
                        {
                            t.EdgeIsConstrained[i] = delaunayTriangle.EdgeIsConstrained[index];
                        }
                        else
                        {
                            bool flag4 = TriangulationUtil.SmartIncircle(triangulationPoint, t.PointCCW(triangulationPoint), t.PointCW(triangulationPoint), triangulationPoint2);
                            bool flag5 = flag4;
                            if (flag5)
                            {
                                t.EdgeIsDelaunay[i] = true;
                                delaunayTriangle.EdgeIsDelaunay[index] = true;
                                DTSweep.RotateTrianglePair(t, triangulationPoint, delaunayTriangle, triangulationPoint2);
                                bool flag6 = !DTSweep.Legalize(tcx, t);
                                bool flag7 = flag6;
                                if (flag7)
                                {
                                    tcx.MapTriangleToNodes(t);
                                }
                                flag6 = !DTSweep.Legalize(tcx, delaunayTriangle);
                                bool flag8 = flag6;
                                if (flag8)
                                {
                                    tcx.MapTriangleToNodes(delaunayTriangle);
                                }
                                t.EdgeIsDelaunay[i] = false;
                                delaunayTriangle.EdgeIsDelaunay[index] = false;
                                result = true;
                                return(result);
                            }
                        }
                    }
                }
            }
            result = false;
            return(result);
        }
Example #2
0
        private static void Fill(DTSweepContext tcx, AdvancingFrontNode node)
        {
            DelaunayTriangle delaunayTriangle = new DelaunayTriangle(node.Prev.Point, node.Point, node.Next.Point);

            delaunayTriangle.MarkNeighbor(node.Prev.Triangle);
            delaunayTriangle.MarkNeighbor(node.Triangle);
            tcx.Triangles.Add(delaunayTriangle);
            node.Prev.Next = node.Next;
            node.Next.Prev = node.Prev;
            tcx.RemoveNode(node);
            bool flag = !DTSweep.Legalize(tcx, delaunayTriangle);

            if (flag)
            {
                tcx.MapTriangleToNodes(delaunayTriangle);
            }
        }
Example #3
0
        /// <summary>
        /// Adds a triangle to the advancing front to fill a hole.
        /// </summary>
        /// <param name="tcx"></param>
        /// <param name="node">middle node, that is the bottom of the hole</param>
        private static void Fill(DTSweepContext tcx, AdvancingFrontNode node)
        {
            DelaunayTriangle triangle = new DelaunayTriangle(node.Prev.Point, node.Point, node.Next.Point);

            // TODO: should copy the cEdge value from neighbor triangles
            //       for now cEdge values are copied during the legalize
            triangle.MarkNeighbor(node.Prev.Triangle);
            triangle.MarkNeighbor(node.Triangle);
            tcx.Triangles.Add(triangle);

            // Update the advancing front
            node.Prev.Next = node.Next;
            node.Next.Prev = node.Prev;
            tcx.RemoveNode(node);

            // If it was legalized the triangle has already been mapped
            if (!Legalize(tcx, triangle))
            {
                tcx.MapTriangleToNodes(triangle);
            }
        }
Example #4
0
        private static AdvancingFrontNode NewFrontTriangle(DTSweepContext tcx, TriangulationPoint point, AdvancingFrontNode node)
        {
            DelaunayTriangle delaunayTriangle = new DelaunayTriangle(point, node.Point, node.Next.Point);

            delaunayTriangle.MarkNeighbor(node.Triangle);
            tcx.Triangles.Add(delaunayTriangle);
            AdvancingFrontNode advancingFrontNode = new AdvancingFrontNode(point);

            advancingFrontNode.Next = node.Next;
            advancingFrontNode.Prev = node;
            node.Next.Prev          = advancingFrontNode;
            node.Next = advancingFrontNode;
            tcx.AddNode(advancingFrontNode);
            bool flag = !DTSweep.Legalize(tcx, delaunayTriangle);

            if (flag)
            {
                tcx.MapTriangleToNodes(delaunayTriangle);
            }
            return(advancingFrontNode);
        }
Example #5
0
        /// <summary>
        /// Creates a new front triangle and legalize it
        /// </summary>
        private static AdvancingFrontNode NewFrontTriangle(DTSweepContext tcx, TriangulationPoint point, AdvancingFrontNode node)
        {
            DelaunayTriangle triangle = new DelaunayTriangle(point, node.Point, node.Next.Point);

            triangle.MarkNeighbor(node.Triangle);
            tcx.Triangles.Add(triangle);

            AdvancingFrontNode newNode = new AdvancingFrontNode(point);

            newNode.Next   = node.Next;
            newNode.Prev   = node;
            node.Next.Prev = newNode;
            node.Next      = newNode;

            tcx.AddNode(newNode); // XXX: BST

            if (!Legalize(tcx, triangle))
            {
                tcx.MapTriangleToNodes(triangle);
            }

            return(newNode);
        }
Example #6
0
        private static void FlipEdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle t, TriangulationPoint p)
        {
            DelaunayTriangle   ot = t.NeighborAcross(p);
            TriangulationPoint op = ot.OppositePoint(t, p);

            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");
            }

            if (t.GetConstrainedEdgeAcross(p))
            {
                throw new Exception("Intersecting Constraints");
            }

            bool inScanArea = TriangulationUtil.InScanArea(p, t.PointCCW(p), t.PointCW(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);
                    FlipEdgeEvent(tcx, ep, eq, t, p);
                }
            }
            else
            {
                TriangulationPoint newP = NextFlipPoint(ep, eq, ot, op);
                FlipScanEdgeEvent(tcx, ep, eq, t, ot, newP);
                EdgeEvent(tcx, ep, eq, t, p);
            }
        }
Example #7
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 #8
0
        /// <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)
                {
                    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.EdgeIsConstrained[i] = ot.EdgeIsConstrained[oi];
                        // XXX: have no good way of setting this property when creating new triangles so lets set it here
                        continue;
                    }

                    bool inside = TriangulationUtil.SmartIncircle(p, t.PointCCW(p), t.PointCW(p), op);

                    if (inside)
                    {
                        // 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
                        bool notLegalized = !Legalize(tcx, t);

                        if (notLegalized)
                        {
                            tcx.MapTriangleToNodes(t);
                        }
                        notLegalized = !Legalize(tcx, ot);
                        if (notLegalized)
                        {
                            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);
        }
Example #9
0
        private static void FinalizationConvexHull(DTSweepContext tcx)
        {
            AdvancingFrontNode advancingFrontNode  = tcx.aFront.Head.Next;
            AdvancingFrontNode advancingFrontNode2 = advancingFrontNode.Next;

            DTSweep.TurnAdvancingFrontConvex(tcx, advancingFrontNode, advancingFrontNode2);
            advancingFrontNode = tcx.aFront.Tail.Prev;
            bool             flag = advancingFrontNode.Triangle.Contains(advancingFrontNode.Next.Point) && advancingFrontNode.Triangle.Contains(advancingFrontNode.Prev.Point);
            DelaunayTriangle delaunayTriangle;

            if (flag)
            {
                delaunayTriangle = advancingFrontNode.Triangle.NeighborAcross(advancingFrontNode.Point);
                DTSweep.RotateTrianglePair(advancingFrontNode.Triangle, advancingFrontNode.Point, delaunayTriangle, delaunayTriangle.OppositePoint(advancingFrontNode.Triangle, advancingFrontNode.Point));
                tcx.MapTriangleToNodes(advancingFrontNode.Triangle);
                tcx.MapTriangleToNodes(delaunayTriangle);
            }
            advancingFrontNode = tcx.aFront.Head.Next;
            bool flag2 = advancingFrontNode.Triangle.Contains(advancingFrontNode.Prev.Point) && advancingFrontNode.Triangle.Contains(advancingFrontNode.Next.Point);

            if (flag2)
            {
                delaunayTriangle = advancingFrontNode.Triangle.NeighborAcross(advancingFrontNode.Point);
                DTSweep.RotateTrianglePair(advancingFrontNode.Triangle, advancingFrontNode.Point, delaunayTriangle, delaunayTriangle.OppositePoint(advancingFrontNode.Triangle, advancingFrontNode.Point));
                tcx.MapTriangleToNodes(advancingFrontNode.Triangle);
                tcx.MapTriangleToNodes(delaunayTriangle);
            }
            TriangulationPoint point = tcx.aFront.Head.Point;

            advancingFrontNode2 = tcx.aFront.Tail.Prev;
            delaunayTriangle    = advancingFrontNode2.Triangle;
            TriangulationPoint triangulationPoint = advancingFrontNode2.Point;

            advancingFrontNode2.Triangle = null;
            DelaunayTriangle delaunayTriangle2;

            while (true)
            {
                tcx.RemoveFromList(delaunayTriangle);
                triangulationPoint = delaunayTriangle.PointCCW(triangulationPoint);
                bool flag3 = triangulationPoint == point;
                if (flag3)
                {
                    break;
                }
                delaunayTriangle2 = delaunayTriangle.NeighborCCW(triangulationPoint);
                delaunayTriangle.Clear();
                delaunayTriangle = delaunayTriangle2;
            }
            point = tcx.aFront.Head.Next.Point;
            triangulationPoint = delaunayTriangle.PointCW(tcx.aFront.Head.Point);
            delaunayTriangle2  = delaunayTriangle.NeighborCW(tcx.aFront.Head.Point);
            delaunayTriangle.Clear();
            delaunayTriangle = delaunayTriangle2;
            while (triangulationPoint != point)
            {
                tcx.RemoveFromList(delaunayTriangle);
                triangulationPoint = delaunayTriangle.PointCCW(triangulationPoint);
                delaunayTriangle2  = delaunayTriangle.NeighborCCW(triangulationPoint);
                delaunayTriangle.Clear();
                delaunayTriangle = delaunayTriangle2;
            }
            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 #10
0
        private static void FlipEdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle t, TriangulationPoint p)
        {
            DelaunayTriangle   delaunayTriangle   = t.NeighborAcross(p);
            TriangulationPoint triangulationPoint = delaunayTriangle.OppositePoint(t, p);
            bool flag = delaunayTriangle == null;

            if (flag)
            {
                throw new InvalidOperationException("[BUG:FIXME] FLIP failed due to missing triangle");
            }
            bool constrainedEdgeAcross = t.GetConstrainedEdgeAcross(p);

            if (constrainedEdgeAcross)
            {
                throw new Exception("Intersecting Constraints");
            }
            bool flag2 = TriangulationUtil.InScanArea(p, t.PointCCW(p), t.PointCW(p), triangulationPoint);
            bool flag3 = flag2;

            if (flag3)
            {
                DTSweep.RotateTrianglePair(t, p, delaunayTriangle, triangulationPoint);
                tcx.MapTriangleToNodes(t);
                tcx.MapTriangleToNodes(delaunayTriangle);
                bool flag4 = p == eq && triangulationPoint == ep;
                if (flag4)
                {
                    bool flag5 = eq == tcx.EdgeEvent.ConstrainedEdge.Q && ep == tcx.EdgeEvent.ConstrainedEdge.P;
                    if (flag5)
                    {
                        bool isDebugEnabled = tcx.IsDebugEnabled;
                        if (isDebugEnabled)
                        {
                            Console.WriteLine("[FLIP] - constrained edge done");
                        }
                        t.MarkConstrainedEdge(ep, eq);
                        delaunayTriangle.MarkConstrainedEdge(ep, eq);
                        DTSweep.Legalize(tcx, t);
                        DTSweep.Legalize(tcx, delaunayTriangle);
                    }
                    else
                    {
                        bool isDebugEnabled2 = tcx.IsDebugEnabled;
                        if (isDebugEnabled2)
                        {
                            Console.WriteLine("[FLIP] - subedge done");
                        }
                    }
                }
                else
                {
                    bool isDebugEnabled3 = tcx.IsDebugEnabled;
                    if (isDebugEnabled3)
                    {
                        Console.WriteLine("[FLIP] - flipping and continuing with triangle still crossing edge");
                    }
                    Orientation o = TriangulationUtil.Orient2d(eq, triangulationPoint, ep);
                    t = DTSweep.NextFlipTriangle(tcx, o, t, delaunayTriangle, p, triangulationPoint);
                    DTSweep.FlipEdgeEvent(tcx, ep, eq, t, p);
                }
            }
            else
            {
                TriangulationPoint p2 = DTSweep.NextFlipPoint(ep, eq, delaunayTriangle, triangulationPoint);
                DTSweep.FlipScanEdgeEvent(tcx, ep, eq, t, delaunayTriangle, p2);
                DTSweep.EdgeEvent(tcx, ep, eq, t, p);
            }
        }