Esempio n. 1
0
        /**
         * Rotates a triangle pair one vertex CW
         *<pre>
         *       n2                    n2
         *  P +-----+             P +-----+
         *    | t  /|               |\  t |
         *    |   / |               | \   |
         *  n1|  /  |n3           n1|  \  |n3
         *    | /   |    after CW   |   \ |
         *    |/ oT |               | oT \|
         *    +-----+ oP            +-----+
         *       n4                    n4
         * </pre>
         */
        private void RotateTrianglePair(Triangle t, TriPoint p, Triangle ot, TriPoint op)
        {
            Triangle n1, n2, n3, n4;

            n1 = t.NeighborCCW(p);
            n2 = t.NeighborCW(p);
            n3 = ot.NeighborCCW(op);
            n4 = ot.NeighborCW(op);

            bool ce1, ce2, ce3, ce4;

            ce1 = t.GetConstrainedEdgeCCW(p);
            ce2 = t.GetConstrainedEdgeCW(p);
            ce3 = ot.GetConstrainedEdgeCCW(op);
            ce4 = ot.GetConstrainedEdgeCW(op);

            bool de1, de2, de3, de4;

            de1 = t.GetDelaunayEdgeCCW(p);
            de2 = t.GetDelaunayEdgeCW(p);
            de3 = ot.GetDelaunayEdgeCCW(op);
            de4 = ot.GetDelaunayEdgeCW(op);

            t.Legalize(p, op);
            ot.Legalize(op, p);

            // Remap delaunay_edge
            ot.SetDelunayEdgeCCW(p, de1);
            t.SetDelunayEdgeCW(p, de2);
            t.SetDelunayEdgeCCW(op, de3);
            ot.SetDelunayEdgeCW(op, de4);

            // Remap constrained_edge
            ot.SetConstrainedEdgeCCW(p, ce1);
            t.SetConstrainedEdgeCW(p, ce2);
            t.SetConstrainedEdgeCCW(op, ce3);
            ot.SetConstrainedEdgeCW(op, ce4);

            // Remap neighbors
            // XXX: might optimize the markNeighbor by keeping track of
            //      what side should be assigned to what neighbor after the
            //      rotation. Now mark neighbor does lots of testing to find
            //      the right side.
            t.ClearNeighbors();
            ot.ClearNeighbors();
            if (n1 != null)
            {
                ot.MarkNeighbor(n1);
            }
            if (n2 != null)
            {
                t.MarkNeighbor(n2);
            }
            if (n3 != null)
            {
                t.MarkNeighbor(n3);
            }
            if (n4 != null)
            {
                ot.MarkNeighbor(n4);
            }
            t.MarkNeighbor(ot);
        }