Esempio n. 1
0
        private bool IsEdgeSideOfTriangle(Triangle triangle, TriPoint ep, TriPoint eq)
        {
            int index = triangle.EdgeIndex(ep, eq);

            if (index != -1)
            {
                triangle.MarkConstrainedEdge(index);
                Triangle t = triangle.GetNeighbor(index);
                if (t != null)
                {
                    t.MarkConstrainedEdge(ep, eq);
                }

                return(true);
            }

            return(false);
        }
Esempio n. 2
0
        private void FlipEdgeEvent(SweepContext tcx, TriPoint ep, TriPoint eq, Triangle t, TriPoint p)
        {
            Triangle ot = t.NeighborAcross(p);
            TriPoint op = ot.OppositePoint(t, p);

            if (TriUtil.InScanArea(p, t.PointCCW(p), t.PointCW(p), op))
            {
                // 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)
                    {
                        t.MarkConstrainedEdge(ep, eq);
                        ot.MarkConstrainedEdge(ep, eq);
                        Legalize(tcx, t);
                        Legalize(tcx, ot);
                    }
                    else
                    {
                        // XXX: I think one of the triangles should be legalized here?
                    }
                }
                else
                {
                    Winding o = TriUtil.Orient2d(eq, op, ep);
                    t = NextFlipTriangle(tcx, o, t, ot, p, op);
                    FlipEdgeEvent(tcx, ep, eq, t, p);
                }
            }
            else
            {
                TriPoint newP = NextFlipPoint(ep, eq, ot, op);
                FlipScanEdgeEvent(tcx, ep, eq, t, ot, newP);
                EdgeEvent(tcx, ep, eq, t, p);
            }
        }
Esempio n. 3
0
        private void EdgeEvent(SweepContext tcx, TriPoint ep, TriPoint eq, Triangle triangle, TriPoint point)
        {
            if (IsEdgeSideOfTriangle(triangle, ep, eq))
            {
                return;
            }

            TriPoint p1 = triangle.PointCCW(point);
            Winding  o1 = TriUtil.Orient2d(eq, p1, ep);

            if (o1 == Winding.Collinear)
            {
                if (triangle.Contains(eq, p1))
                {
                    triangle.MarkConstrainedEdge(eq, p1);
                    // We are modifying the constraint maybe it would be better to
                    // not change the given constraint and just keep a variable for the new constraint
                    tcx.EdgeEvent.ConstrainedEdge.Q = p1;
                    triangle = triangle.NeighborAcross(point);
                    EdgeEvent(tcx, ep, p1, triangle, p1);
                }
                else
                {
                    throw new NotSupportedException("EdgeEvent - collinear points not supported");
                }

                return;
            }

            TriPoint p2 = triangle.PointCW(point);
            Winding  o2 = TriUtil.Orient2d(eq, p2, ep);

            if (o2 == Winding.Collinear)
            {
                if (triangle.Contains(eq, p2))
                {
                    triangle.MarkConstrainedEdge(eq, p2);
                    // We are modifying the constraint maybe it would be better to
                    // not change the given constraint and just keep a variable for the new constraint
                    tcx.EdgeEvent.ConstrainedEdge.Q = p2;
                    triangle = triangle.NeighborAcross(point);
                    EdgeEvent(tcx, ep, p2, triangle, p2);
                }
                else
                {
                    throw new NotSupportedException("EdgeEvent - collinear points not supported");
                }

                return;
            }

            if (o1 == o2)
            {
                // Need to decide if we are rotating CW or CCW to get to a triangle
                // that will cross edge
                if (o1 == Winding.CW)
                {
                    triangle = triangle.NeighborCCW(point);
                }
                else
                {
                    triangle = triangle.NeighborCW(point);
                }
                EdgeEvent(tcx, ep, eq, triangle, point);
            }
            else
            {
                // This triangle crosses constraint so lets flippin start!
                FlipEdgeEvent(tcx, ep, eq, triangle, point);
            }
        }