Exemple #1
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        public void CreateSubRegion(int currentDepth)
        {
            BoundingBox boundingBox = new BoundingBox(this.bounds.Xmin, this.bounds.Ymin, this.pivot.X, this.pivot.Y);

            this.regions[0] = new QuadNode(boundingBox, this.tree);
            boundingBox     = new BoundingBox(this.pivot.X, this.bounds.Ymin, this.bounds.Xmax, this.pivot.Y);
            this.regions[1] = new QuadNode(boundingBox, this.tree);
            boundingBox     = new BoundingBox(this.bounds.Xmin, this.pivot.Y, this.pivot.X, this.bounds.Ymax);
            this.regions[2] = new QuadNode(boundingBox, this.tree);
            boundingBox     = new BoundingBox(this.pivot.X, this.pivot.Y, this.bounds.Xmax, this.bounds.Ymax);
            this.regions[3] = new QuadNode(boundingBox, this.tree);
            Point[] vertex = new Point[3];
            foreach (int triangle in this.triangles)
            {
                ITriangle triangle1 = this.tree.triangles[triangle];
                vertex[0] = triangle1.GetVertex(0);
                vertex[1] = triangle1.GetVertex(1);
                vertex[2] = triangle1.GetVertex(2);
                this.AddTriangleToRegion(vertex, triangle1.ID);
            }
            for (int i = 0; i < 4; i++)
            {
                if (this.regions[i].triangles.Count > this.tree.sizeBound && currentDepth < this.tree.maxDepth)
                {
                    this.regions[i].CreateSubRegion(currentDepth + 1);
                }
            }
        }
Exemple #2
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        /// <summary>
        /// Linear interpolation of a scalar value.
        /// </summary>
        /// <param name="p">The interpolation point.</param>
        /// <param name="triangle">The triangle containing the point.</param>
        /// <remarks>
        /// The point is expected to lie inside the triangle.
        /// </remarks>
        public static void InterpolateZ(Point p, ITriangle triangle)
        {
            Vertex org  = triangle.GetVertex(0);
            Vertex dest = triangle.GetVertex(1);
            Vertex apex = triangle.GetVertex(2);

            float xdo, ydo, xao, yao;
            float denominator;
            float dx, dy;
            float xi, eta;

            // Compute the circumcenter of the triangle.
            xdo = dest.x - org.x;
            ydo = dest.y - org.y;
            xao = apex.x - org.x;
            yao = apex.y - org.y;

            denominator = 0.5 / (xdo * yao - xao * ydo);

            //dx = (yao * dodist - ydo * aodist) * denominator;
            //dy = (xdo * aodist - xao * dodist) * denominator;

            dx = p.x - org.x;
            dy = p.y - org.y;

            // To interpolate z value for the given point inserted, define a
            // coordinate system with a xi-axis, directed from the triangle's
            // origin to its destination, and an eta-axis, directed from its
            // origin to its apex.
            xi  = (yao * dx - xao * dy) * (2.0 * denominator);
            eta = (xdo * dy - ydo * dx) * (2.0 * denominator);

            p.z = org.z + xi * (dest.z - org.z) + eta * (apex.z - org.z);
        }
Exemple #3
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        /// <summary>
        /// Linear interpolation of a scalar value.
        /// </summary>
        /// <param name="p">The interpolation point.</param>
        /// <param name="triangle">The triangle containing the point.</param>
        /// <remarks>
        /// The point is expected to lie inside the triangle.
        /// </remarks>
        public static void InterpolateZ(Point p, ITriangle triangle)
        {
            var org  = triangle.GetVertex(0);
            var dest = triangle.GetVertex(1);
            var apex = triangle.GetVertex(2);

            // Compute the circumcenter of the triangle.
            double xdo = dest.x - org.x;
            double ydo = dest.y - org.y;
            double xao = apex.x - org.x;
            double yao = apex.y - org.y;

            double denominator = 0.5 / (xdo * yao - xao * ydo);

            double dx = p.x - org.x;
            double dy = p.y - org.y;

            // To interpolate z value for the given point inserted, define a
            // coordinate system with a xi-axis, directed from the triangle's
            // origin to its destination, and an eta-axis, directed from its
            // origin to its apex.
            double xi  = (yao * dx - xao * dy) * (2.0 * denominator);
            double eta = (xdo * dy - ydo * dx) * (2.0 * denominator);

            p.z = org.z + xi * (dest.z - org.z) + eta * (apex.z - org.z);
        }
Exemple #4
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        /// <summary>
        /// Linear interpolation of a point.
        /// </summary>
        /// <param name="tri">The triangle containing the point <paramref name="p"/></param>
        /// <param name="p">The point to interpolate.</param>
        /// <param name="data">The vertex data (z values).</param>
        /// <returns>The linear interpolation value.</returns>
        /// <remarks>
        /// IMPORTANT: this method assumes the mesh vertex ids correspond to the data array indices.
        /// </remarks>
        public static double InterpolatePoint(ITriangle tri, Point p, double[] data)
        {
            var org  = tri.GetVertex(0);
            var dest = tri.GetVertex(1);
            var apex = tri.GetVertex(2);

            double xdo = dest.x - org.x;
            double ydo = dest.y - org.y;
            double xao = apex.x - org.x;
            double yao = apex.y - org.y;

            double denominator = 0.5 / (xdo * yao - xao * ydo);

            double dx = p.x - org.x;
            double dy = p.y - org.y;

            // To interpolate z value for the given point inserted, define a
            // coordinate system with a xi-axis, directed from the triangle's
            // origin to its destination, and an eta-axis, directed from its
            // origin to its apex.
            double xi  = (yao * dx - xao * dy) * (2.0 * denominator);
            double eta = (xdo * dy - ydo * dx) * (2.0 * denominator);

            double orgz = data[org.id];

            return(orgz + xi * (data[dest.id] - orgz) + eta * (data[apex.id] - orgz));
        }
        /// <summary>
        /// Linear interpolation of a scalar value.
        /// </summary>
        /// <param name="p">The interpolation point.</param>
        /// <param name="triangle">The triangle containing the point.</param>
        /// <remarks>
        /// The point is expected to lie inside the triangle.
        /// </remarks>
        public static void InterpolateZ(Point p, ITriangle triangle)
        {
            Vertex org = triangle.GetVertex(0);
            Vertex dest = triangle.GetVertex(1);
            Vertex apex = triangle.GetVertex(2);

            double xdo, ydo, xao, yao;
            double denominator;
            double dx, dy;
            double xi, eta;

            // Compute the circumcenter of the triangle.
            xdo = dest.x - org.x;
            ydo = dest.y - org.y;
            xao = apex.x - org.x;
            yao = apex.y - org.y;

            denominator = 0.5 / (xdo * yao - xao * ydo);

            //dx = (yao * dodist - ydo * aodist) * denominator;
            //dy = (xdo * aodist - xao * dodist) * denominator;

            dx = p.x - org.x;
            dy = p.y - org.y;

            // To interpolate z value for the given point inserted, define a
            // coordinate system with a xi-axis, directed from the triangle's
            // origin to its destination, and an eta-axis, directed from its
            // origin to its apex.
            xi = (yao * dx - xao * dy) * (2.0 * denominator);
            eta = (xdo * dy - ydo * dx) * (2.0 * denominator);

            p.z = org.z + xi * (dest.z - org.z) + eta * (apex.z - org.z);
        }
Exemple #6
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        /// <summary>
        /// Linear interpolation of vertex attributes.
        /// </summary>
        /// <param name="vertex">The interpolation vertex.</param>
        /// <param name="triangle">The triangle containing the vertex.</param>
        /// <param name="n">The number of vertex attributes.</param>
        /// <remarks>
        /// The vertex is expected to lie inside the triangle.
        /// </remarks>
        public static void InterpolateAttributes(Vertex vertex, ITriangle triangle, int n)
        {
            var org  = triangle.GetVertex(0);
            var dest = triangle.GetVertex(1);
            var apex = triangle.GetVertex(2);

            double xdo = dest.x - org.x;
            double ydo = dest.y - org.y;
            double xao = apex.x - org.x;
            double yao = apex.y - org.y;

            double denominator = 0.5 / (xdo * yao - xao * ydo);

            double dx = vertex.x - org.x;
            double dy = vertex.y - org.y;

            // To interpolate vertex attributes for the new vertex, define a
            // coordinate system with a xi-axis directed from the triangle's
            // origin to its destination, and an eta-axis, directed from its
            // origin to its apex.
            double xi  = (yao * dx - xao * dy) * (2.0 * denominator);
            double eta = (xdo * dy - ydo * dx) * (2.0 * denominator);

            for (int i = 0; i < n; i++)
            {
                // Interpolate the vertex attributes.
                vertex.attributes[i] = org.attributes[i]
                                       + xi * (dest.attributes[i] - org.attributes[i])
                                       + eta * (apex.attributes[i] - org.attributes[i]);
            }
        }
Exemple #7
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        private double CalculateSquareOfTriangle(ITriangle triangle)
        {
            Vertex A = triangle.GetVertex(0);
            Vertex B = triangle.GetVertex(1);
            Vertex C = triangle.GetVertex(2);

            return(Math.Abs((A.X * (B.Y - C.Y) + B.X * (C.Y - A.Y) + C.X * (A.Y - B.Y)) / 2));
        }
        private Point GetIncenter(ITriangle triangle)
        {
            Point  incenter = new Point();
            Vertex A = triangle.GetVertex(0), B = triangle.GetVertex(1), C = triangle.GetVertex(2);
            double a = GetLength(B, C), b = GetLength(A, C), c = GetLength(A, B);
            double p = a + b + c;

            incenter.X = (a * A.X + b * B.X + c * C.X) / p;
            incenter.Y = (a * A.Y + b * B.Y + c * C.Y) / p;
            return(incenter);
        }
Exemple #9
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            public void CreateSubRegion(int currentDepth)
            {
                // The four sub regions of the quad tree
                //   +--------------+
                //   | nw 2 | ne 3  |
                //   |------+pivot--|
                //   | sw 0 | se 1  |
                //   +--------------+
                Rectangle box;

                var width  = bounds.Right - pivot.x;
                var height = bounds.Top - pivot.y;

                // 1. region south west
                box        = new Rectangle(bounds.Left, bounds.Bottom, width, height);
                regions[0] = new QuadNode(box, tree);

                // 2. region south east
                box        = new Rectangle(pivot.x, bounds.Bottom, width, height);
                regions[1] = new QuadNode(box, tree);

                // 3. region north west
                box        = new Rectangle(bounds.Left, pivot.y, width, height);
                regions[2] = new QuadNode(box, tree);

                // 4. region north east
                box        = new Rectangle(pivot.x, pivot.y, width, height);
                regions[3] = new QuadNode(box, tree);

                Point[] triangle = new Point[3];

                // Find region for every triangle vertex
                foreach (var index in triangles)
                {
                    ITriangle tri = tree.triangles[index];

                    triangle[0] = tri.GetVertex(0);
                    triangle[1] = tri.GetVertex(1);
                    triangle[2] = tri.GetVertex(2);

                    AddTriangleToRegion(triangle, index);
                }

                for (int i = 0; i < 4; i++)
                {
                    if (regions[i].triangles.Count > tree.sizeBound && currentDepth < tree.maxDepth)
                    {
                        regions[i].CreateSubRegion(currentDepth + 1);
                    }
                }
            }
Exemple #10
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        static bool MaxEdgeLength(ITriangle tri, double area)
        {
            var p0 = tri.GetVertex(0);
            var p1 = tri.GetVertex(1);
            var p2 = tri.GetVertex(2);

            var s1 = DistSqr(p0, p1);
            var s2 = DistSqr(p1, p2);
            var s3 = DistSqr(p2, p0);

            // Comparing against squared max leg length.
            var maxlen = MAX_EDGE_LENGTH * MAX_EDGE_LENGTH;

            return(s1 > maxlen || s2 > maxlen || s3 > maxlen);
        }
Exemple #11
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        private static double GetTriangleSquare(ITriangle triangle)
        {
            var matrixForSquare = new double[3, 3];

            for (var i = 0; i < 3; i++)
            {
                matrixForSquare[i, 0] = 1;
                matrixForSquare[i, 1] = triangle.GetVertex(i).X;
                matrixForSquare[i, 2] = triangle.GetVertex(i).Y;
            }
            var determinant = DenseMatrix.OfArray(matrixForSquare).Determinant();
            var square      = 0.5 * determinant;

            return(square);
        }
Exemple #12
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        public void CreateSubRegion(int currentDepth)
        {
            // The four sub regions of the quad tree
            //   +--------------+
            //   |  nw  |  ne   |
            //   |------+pivot--|
            //   |  sw  |  se   |
            //   +--------------+
            BoundingBox box;

            // 1. region south west
            box        = new BoundingBox(bounds.MinX, bounds.MinY, pivot.X, pivot.Y);
            regions[0] = new QuadNode(box, tree);

            // 2. region south east
            box        = new BoundingBox(pivot.X, bounds.MinY, bounds.MaxX, pivot.Y);
            regions[1] = new QuadNode(box, tree);

            // 3. region north west
            box        = new BoundingBox(bounds.MinX, pivot.Y, pivot.X, bounds.MaxY);
            regions[2] = new QuadNode(box, tree);

            // 4. region north east
            box        = new BoundingBox(pivot.X, pivot.Y, bounds.MaxX, bounds.MaxY);
            regions[3] = new QuadNode(box, tree);

            Point[] triangle = new Point[3];

            // Find region for every triangle vertex
            foreach (var index in triangles)
            {
                ITriangle tri = tree.triangles[index];

                triangle[0] = tri.GetVertex(0);
                triangle[1] = tri.GetVertex(1);
                triangle[2] = tri.GetVertex(2);

                AddTriangleToRegion(triangle, index);
            }

            for (int i = 0; i < 4; i++)
            {
                if (regions[i].triangles.Count > tree.sizeBound && currentDepth < tree.maxDepth)
                {
                    regions[i].CreateSubRegion(currentDepth + 1);
                }
            }
        }
Exemple #13
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        public ITriangle Query(double x, double y)
        {
            Point            point     = new Point(x, y);
            List <int>       nums      = this.root.FindTriangles(point);
            List <ITriangle> triangles = new List <ITriangle>();

            foreach (int num in nums)
            {
                ITriangle triangle = this.triangles[num];
                if (!QuadTree.IsPointInTriangle(point, triangle.GetVertex(0), triangle.GetVertex(1), triangle.GetVertex(2)))
                {
                    continue;
                }
                triangles.Add(triangle);
            }
            return(triangles.FirstOrDefault <ITriangle>());
        }
        /// <summary>
        /// Returns the bounding box of the triangle.
        /// </summary>
        /// <param name="triangle">Triangle instance.</param>
        /// <returns></returns>
        public static Rectangle Bounds(this ITriangle triangle)
        {
            var bounds = new Rectangle();

            for (int i = 0; i < 3; i++)
            {
                bounds.Expand(triangle.GetVertex(i));
            }

            return(bounds);
        }
        /// <summary>
        /// Linear interpolation of vertex attributes.
        /// </summary>
        /// <param name="vertex">The interpolation vertex.</param>
        /// <param name="triangle">The triangle containing the vertex.</param>
        /// <param name="n">The number of vertex attributes.</param>
        /// <remarks>
        /// The vertex is expected to lie inside the triangle.
        /// </remarks>
        public static void InterpolateAttributes(Vertex vertex, ITriangle triangle, int n)
        {
            Vertex org = triangle.GetVertex(0);
            Vertex dest = triangle.GetVertex(1);
            Vertex apex = triangle.GetVertex(2);

            double xdo, ydo, xao, yao;
            double denominator;
            double dx, dy;
            double xi, eta;

            // Compute the circumcenter of the triangle.
            xdo = dest.x - org.x;
            ydo = dest.y - org.y;
            xao = apex.x - org.x;
            yao = apex.y - org.y;

            denominator = 0.5 / (xdo * yao - xao * ydo);

            //dx = (yao * dodist - ydo * aodist) * denominator;
            //dy = (xdo * aodist - xao * dodist) * denominator;

            dx = vertex.x - org.x;
            dy = vertex.y - org.y;

            // To interpolate vertex attributes for the new vertex inserted at
            // the circumcenter, define a coordinate system with a xi-axis,
            // directed from the triangle's origin to its destination, and
            // an eta-axis, directed from its origin to its apex.
            // Calculate the xi and eta coordinates of the circumcenter.
            xi = (yao * dx - xao * dy) * (2.0 * denominator);
            eta = (xdo * dy - ydo * dx) * (2.0 * denominator);
        
            for (int i = 0; i < n; i++)
            {
                // Interpolate the vertex attributes.
                vertex.attributes[i] = org.attributes[i]
                    + xi * (dest.attributes[i] - org.attributes[i])
                    + eta * (apex.attributes[i] - org.attributes[i]);
            }
        }
        private void DrawTriangle(ITriangle triangle)
        {
            var k = 80.0;

            System.Windows.Point p1 = new System.Windows.Point
            {
                X = k * triangle.GetVertex(0).X + 250.0,
                Y = k * triangle.GetVertex(0).Y + 100.0
            };
            System.Windows.Point p2 = new System.Windows.Point
            {
                X = k * triangle.GetVertex(1).X + 250.0,
                Y = k * triangle.GetVertex(1).Y + 100.0
            };
            System.Windows.Point p3 = new System.Windows.Point
            {
                X = k * triangle.GetVertex(2).X + 250.0,
                Y = k * triangle.GetVertex(2).Y + 100.0
            };
            DrawableTriangle myTriangle = new DrawableTriangle
            {
                Points = new List <System.Windows.Point> {
                    p1, p2, p3
                },
            };

            myTriangle.Stroke          = Brushes.Black;
            myTriangle.StrokeThickness = 0.2;
            MainCanvas.Children.Add(myTriangle);
        }
Exemple #17
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        /// <summary>
        /// Linear interpolation of vertex attributes.
        /// </summary>
        /// <param name="vertex">The interpolation vertex.</param>
        /// <param name="triangle">The triangle containing the vertex.</param>
        /// <param name="n">The number of vertex attributes.</param>
        /// <remarks>
        /// The vertex is expected to lie inside the triangle.
        /// </remarks>
        public static void InterpolateAttributes(Vertex vertex, ITriangle triangle, int n)
        {
            Vertex org  = triangle.GetVertex(0);
            Vertex dest = triangle.GetVertex(1);
            Vertex apex = triangle.GetVertex(2);

            float xdo, ydo, xao, yao;
            float denominator;
            float dx, dy;
            float xi, eta;

            // Compute the circumcenter of the triangle.
            xdo = dest.x - org.x;
            ydo = dest.y - org.y;
            xao = apex.x - org.x;
            yao = apex.y - org.y;

            denominator = 0.5 / (xdo * yao - xao * ydo);

            //dx = (yao * dodist - ydo * aodist) * denominator;
            //dy = (xdo * aodist - xao * dodist) * denominator;

            dx = vertex.x - org.x;
            dy = vertex.y - org.y;

            // To interpolate vertex attributes for the new vertex, define a
            // coordinate system with a xi-axis directed from the triangle's
            // origin to its destination, and an eta-axis, directed from its
            // origin to its apex.
            xi  = (yao * dx - xao * dy) * (2.0 * denominator);
            eta = (xdo * dy - ydo * dx) * (2.0 * denominator);

            for (int i = 0; i < n; i++)
            {
                // Interpolate the vertex attributes.
                vertex.attributes[i] = org.attributes[i]
                                       + xi * (dest.attributes[i] - org.attributes[i])
                                       + eta * (apex.attributes[i] - org.attributes[i]);
            }
        }
        /// <summary>
        /// Test whether a given point lies inside a triangle or not.
        /// </summary>
        /// <param name="triangle">Triangle instance.</param>
        /// <param name="x">Point to locate.</param>
        /// <param name="y">Point to locate.</param>
        /// <returns>True, if point is inside or on the edge of this triangle.</returns>
        public static bool Contains(this ITriangle triangle, double x, double y)
        {
            var t0 = triangle.GetVertex(0);
            var t1 = triangle.GetVertex(1);
            var t2 = triangle.GetVertex(2);

            // TODO: no need to create new Point instances here
            Point d0 = new Point(t1.X - t0.X, t1.Y - t0.Y);
            Point d1 = new Point(t2.X - t0.X, t2.Y - t0.Y);
            Point d2 = new Point(x - t0.X, y - t0.Y);

            // crossproduct of (0, 0, 1) and d0
            Point c0 = new Point(-d0.Y, d0.X);

            // crossproduct of (0, 0, 1) and d1
            Point c1 = new Point(-d1.Y, d1.X);

            // Linear combination d2 = s * d0 + v * d1.
            //
            // Multiply both sides of the equation with c0 and c1
            // and solve for s and v respectively
            //
            // s = d2 * c1 / d0 * c1
            // v = d2 * c0 / d1 * c0

            double s = DotProduct(d2, c1) / DotProduct(d0, c1);
            double v = DotProduct(d2, c0) / DotProduct(d1, c0);

            if (s >= 0 && v >= 0 && ((s + v) <= 1))
            {
                // Point is inside or on the edge of this triangle.
                return(true);
            }

            return(false);
        }
Exemple #19
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        private bool TriangleContainsPoint(ITriangle triangle, float x, float y)
        {
            bool t1, t2, t3;

            t1 = Sign(x, y, triangle.GetVertex(0), triangle.GetVertex(1)) < 0.0;
            t2 = Sign(x, y, triangle.GetVertex(1), triangle.GetVertex(2)) < 0.0;
            t3 = Sign(x, y, triangle.GetVertex(2), triangle.GetVertex(0)) < 0.0;

            return((t1 == t2) && (t2 == t3));
        }
Exemple #20
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        private List <Vertex[]> GetOpenEdges(ITriangle triangle)
        {
            List <ITriangle> neighbours = new List <ITriangle>();

            for (int i = 0; i < 3; i++)
            {
                if (triangle.GetNeighbor(i) != null)
                {
                    neighbours.Add(triangle.GetNeighbor(i));
                }
            }

            List <Vertex[]> openEdges = new List <Vertex[]>()
            {
                new Vertex[2] {
                    triangle.GetVertex(0), triangle.GetVertex(1)
                },
                new Vertex[2] {
                    triangle.GetVertex(1), triangle.GetVertex(2)
                },
                new Vertex[2] {
                    triangle.GetVertex(2), triangle.GetVertex(0)
                },
            };

            foreach (var neighbour in neighbours)
            {
                List <Vertex[]> neighbourEdges = new List <Vertex[]>()
                {
                    new Vertex[2] {
                        neighbour.GetVertex(0), neighbour.GetVertex(1)
                    },
                    new Vertex[2] {
                        neighbour.GetVertex(1), neighbour.GetVertex(2)
                    },
                    new Vertex[2] {
                        neighbour.GetVertex(2), neighbour.GetVertex(0)
                    },
                };

                List <int> edgesToRemove = new List <int>();

                for (int i = 0; i < openEdges.Count; i++)
                {
                    for (int j = 0; j < neighbourEdges.Count; j++)
                    {
                        if (openEdges[i][0] == neighbourEdges[j][0] && openEdges[i][1] == neighbourEdges[j][1] ||
                            openEdges[i][0] == neighbourEdges[j][1] && openEdges[i][1] == neighbourEdges[j][0])
                        {
                            edgesToRemove.Add(i);
                        }
                    }
                }

                for (int i = 0; i < edgesToRemove.Count; i++)
                {
                    openEdges.RemoveAt(edgesToRemove[i] - i);
                }
            }

            return(openEdges);
        }
        private PointF GetPoint(ITriangle tri, int index)
        {
            var v = tri.GetVertex(index);

            return new PointF((float)v.X, (float)v.Y);
        }
Exemple #22
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        /// <summary>
        /// Compute angle information for given triangle.
        /// </summary>
        /// <param name="triangle">The triangle to check.</param>
        /// <param name="data">Array of doubles (length 6).</param>
        /// <remarks>
        /// On return, the squared cosines of the minimum and maximum angle will
        /// be stored at position data[0] and data[1] respectively.
        /// If the triangle was obtuse, data[2] will be set to -1 and maximum angle
        /// is computed as (pi - acos(sqrt(data[1]))).
        /// </remarks>
        public static void ComputeAngles(ITriangle triangle, double[] data)
        {
            double min = 0.0;
            double max = 1.0;

            var va = triangle.GetVertex(0);
            var vb = triangle.GetVertex(1);
            var vc = triangle.GetVertex(2);

            double dxa  = vb.x - vc.x;
            double dya  = vb.y - vc.y;
            double lena = dxa * dxa + dya * dya;

            double dxb  = vc.x - va.x;
            double dyb  = vc.y - va.y;
            double lenb = dxb * dxb + dyb * dyb;

            double dxc  = va.x - vb.x;
            double dyc  = va.y - vb.y;
            double lenc = dxc * dxc + dyc * dyc;

            // Dot products.
            double dota = data[0] = dxb * dxc + dyb * dyc;
            double dotb = data[1] = dxc * dxa + dyc * dya;
            double dotc = data[2] = dxa * dxb + dya * dyb;

            // Squared cosines.
            data[3] = (dota * dota) / (lenb * lenc);
            data[4] = (dotb * dotb) / (lenc * lena);
            data[5] = (dotc * dotc) / (lena * lenb);

            // The sign of the dot product will tell us, if the angle is
            // acute (value < 0) or obtuse (value > 0).

            bool acute = true;

            double cos, dot;

            for (int i = 0; i < 3; i++)
            {
                dot = data[i];
                cos = data[3 + i];

                if (dot <= 0.0)
                {
                    if (cos > min)
                    {
                        min = cos;
                    }

                    if (acute && (cos < max))
                    {
                        max = cos;
                    }
                }
                else
                {
                    // Update max angle for (possibly non-acute) triangle
                    if (acute || (cos > max))
                    {
                        max   = cos;
                        acute = false;
                    }
                }
            }

            data[0] = min;
            data[1] = max;
            data[2] = acute ? 1.0 : -1.0;
        }
Exemple #23
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        private PointF GetPoint(ITriangle tri, int index)
        {
            var v = tri.GetVertex(index);

            return(new PointF((float)v.X, (float)v.Y));
        }