Esempio n. 1
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 public void AddEdge(DTSweepConstraint e)
 {
     if (Edges == null) Edges = new List<DTSweepConstraint>();
     Edges.Add(e);
 }
Esempio n. 2
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        private static void FillRightBelowEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node )
        {
            if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node;

            if (node.Point.X < edge.P.X) { // needed?
                if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) {
                    // Concave
                    FillRightConcaveEdgeEvent(tcx, edge, node);
                } else {
                    // Convex
                    FillRightConvexEdgeEvent(tcx, edge, node);
                    // Retry this one
                    FillRightBelowEdgeEvent(tcx, edge, node);
                }

            }
        }
Esempio n. 3
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 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
         }
     }
 }
Esempio n. 4
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 private static void FillRightAboveEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node )
 {
     while (node.Next.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.Next.Point, edge.P);
         if (o1 == Orientation.CCW) {
             FillRightBelowEdgeEvent(tcx, edge, node);
         } else {
             node = node.Next;
         }
     }
 }
Esempio n. 5
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 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
             }
         }
     }
 }
Esempio n. 6
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 private static void FillEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node )
 {
     if (tcx.EdgeEvent.Right) {
         FillRightAboveEdgeEvent(tcx, edge, node);
     } else {
         FillLeftAboveEdgeEvent(tcx, edge, node);
     }
 }
Esempio n. 7
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        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 e) {
                //Debug.WriteLine( String.Format( "Warning: Skipping Edge: {0}", e.Message ) );
                throw;
            }
        }
Esempio n. 8
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 public void MarkConstrainedEdge(DTSweepConstraint edge)
 {
     MarkConstrainedEdge(edge.P, edge.Q);
 }