/// <summary> /// Triangulate simple polygon with holes /// </summary> public static void Triangulate(DTSweepContext tcx) { tcx.CreateAdvancingFront(); Sweep(tcx); FixupConstrainedEdges(tcx); // Finalize triangulation if (tcx.TriangulationMode == TriangulationMode.Polygon) { FinalizationPolygon(tcx); } else { FinalizationConvexHull(tcx); if (tcx.TriangulationMode == TriangulationMode.Constrained) { // work in progress. When it's done, call FinalizationConstraints INSTEAD of tcx.FinalizeTriangulation //FinalizationConstraints(tcx); tcx.FinalizeTriangulation(); } else { tcx.FinalizeTriangulation(); } } tcx.Done(); }
/// <summary> /// Triangulate simple polygon with holes /// </summary> public static void Triangulate(DTSweepContext tcx) { tcx.CreateAdvancingFront(); Sweep(tcx); // TODO: remove temporary // Check if the sweep algorithm is legalize robust // By doing a legalize on all triangles and see if anything happens // we know if the sweep algorithm missed some legalizations // Console.WriteLine("============================"); // foreach ( DelaunayTriangle t in tcx.Triangles ) // { // if( Legalize( tcx, t ) ) // { // tcx.getDebugContext().setPrimaryTriangle( t ); // Console.WriteLine("[FIX] Triangle needed legalization after sweep"); // } // } // Finalize triangulation if (tcx.TriangulationMode == TriangulationMode.Polygon) { FinalizationPolygon(tcx); } else { FinalizationConvexHull(tcx); } tcx.Done(); }
/// <summary> /// Triangulate simple polygon with holes /// </summary> public static void Triangulate(DTSweepContext tcx) { tcx.CreateAdvancingFront(); Sweep(tcx); // TODO: remove temporary // Check if the sweep algorithm is legalize robust // By doing a legalize on all triangles and see if anything happens // we know if the sweep algorithm missed some legalizations // Console.WriteLine("============================"); // foreach ( DelaunayTriangle t in tcx.Triangles ) // { // if( Legalize( tcx, t ) ) // { // tcx.getDebugContext().setPrimaryTriangle( t ); // Console.WriteLine("[FIX] Triangle needed legalization after sweep"); // } // } // Finalize triangulation if (tcx.TriangulationMode == TriangulationMode.Polygon) { FinalizationPolygon(tcx); } else { FinalizationConvexHull(tcx); } tcx.Done(); }
/// <summary> /// Triangulate simple polygon with holes /// </summary> public static void Triangulate(DTSweepContext tcx) { tcx.CreateAdvancingFront(); Sweep(tcx); FixupConstrainedEdges(tcx); // Finalize triangulation if (tcx.TriangulationMode == TriangulationMode.Polygon) { FinalizationPolygon(tcx); } else { FinalizationConvexHull(tcx); if (tcx.TriangulationMode == TriangulationMode.Constrained) { // work in progress. When it's done, call FinalizationConstraints INSTEAD of tcx.FinalizeTriangulation //FinalizationConstraints(tcx); tcx.FinalizeTriangulation(); } else { tcx.FinalizeTriangulation(); } } tcx.Done(); }