private static void FillLeftBelowEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node) { if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node; if (node.Point.X > edge.P.X) { if (TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point) == Orientation.CW) { // Concave FillLeftConcaveEdgeEvent(tcx, edge, node); } else { // Convex FillLeftConvexEdgeEvent(tcx, edge, node); // Retry this one FillLeftBelowEdgeEvent(tcx, edge, node); } } }
private static void FillLeftAboveEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node) { while (node.Prev.Point.X > edge.P.X) { if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node; // Check if next node is below the edge Orientation o1 = TriangulationUtil.Orient2d(edge.Q, node.Prev.Point, edge.P); if (o1 == Orientation.CW) { FillLeftBelowEdgeEvent(tcx, edge, node); } else { node = node.Prev; } } }
private static void FillRightConvexEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node) { // Next concave or convex? if (TriangulationUtil.Orient2d(node.Next.Point, node.Next.Next.Point, node.Next.Next.Next.Point) == Orientation.CCW) { // Concave FillRightConcaveEdgeEvent(tcx, edge, node.Next); } else { // Convex // Next above or below edge? if (TriangulationUtil.Orient2d(edge.Q, node.Next.Next.Point, edge.P) == Orientation.CCW) { // Below FillRightConvexEdgeEvent(tcx, edge, node.Next); } else { // Above } } }
private static void FillLeftConcaveEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node) { Fill(tcx, node.Prev); if (node.Prev.Point != edge.P) { // Next above or below edge? if (TriangulationUtil.Orient2d(edge.Q, node.Prev.Point, edge.P) == Orientation.CW) { // Below if (TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point) == Orientation.CW) { // Next is concave FillLeftConcaveEdgeEvent(tcx, edge, node); } else { // Next is convex } } } }
private static void EdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node) { try { tcx.EdgeEvent.ConstrainedEdge = edge; tcx.EdgeEvent.Right = edge.P.X > edge.Q.X; if (tcx.IsDebugEnabled) { tcx.DTDebugContext.PrimaryTriangle = node.Triangle; } if (IsEdgeSideOfTriangle(node.Triangle, edge.P, edge.Q)) return; // For now we will do all needed filling // TODO: integrate with flip process might give some better performance // but for now this avoid the issue with cases that needs both flips and fills FillEdgeEvent(tcx, edge, node); EdgeEvent(tcx, edge.P, edge.Q, node.Triangle, edge.Q); } catch (PointOnEdgeException) { //Debug.WriteLine( String.Format( "Warning: Skipping Edge: {0}", e.Message ) ); throw; } }
private static void FillEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node) { if (tcx.EdgeEvent.Right) { FillRightAboveEdgeEvent(tcx, edge, node); } else { FillLeftAboveEdgeEvent(tcx, edge, node); } }
public bool GetEdgeCW(TriangulationPoint p, out DTSweepConstraint edge) { int pointIndex = IndexOf(p); int edgeIdx = (pointIndex + 1) % 3; return GetEdge(edgeIdx, out edge); }
public void MarkConstrainedEdge(DTSweepConstraint edge) { MarkConstrainedEdge(edge.P, edge.Q); }
public bool GetEdgeAcross(TriangulationPoint p, out DTSweepConstraint edge) { int pointIndex = IndexOf(p); int edgeIdx = pointIndex; return GetEdge(edgeIdx, out edge); }
public bool GetEdge(int idx, out DTSweepConstraint edge) { edge = null; if (idx < 0 || idx > 2) { return false; } TriangulationPoint p1 = Points[(idx + 1) % 3]; TriangulationPoint p2 = Points[(idx + 2) % 3]; if (p1.GetEdge(p2, out edge)) { return true; } else if (p2.GetEdge(p1, out edge)) { return true; } return false; }
public void AddEdge(DTSweepConstraint e) { if (Edges == null) Edges = new List<DTSweepConstraint>(); Edges.Add(e); }
public bool contains(DTSweepConstraint e) { return(contains(e.getP()) && contains(e.getQ())); }