Esempio n. 1
0
        /// <summary>
        /// NOTE: WORK IN PROGRESS - for now this will just clean out all triangles from
        /// inside the outermost holes without paying attention to holes within holes..
        /// hence the work in progress :)
        ///
        /// Removes triangles inside "holes" (that are not inside of other holes already)
        ///
        /// In the example below, assume that triangle ABC is a user-defined "hole".  Thus
        /// any triangles inside it (that aren't inside yet another user-defined hole inside
        /// triangle ABC) should get removed.  In this case, since there are no user-defined
        /// holes inside ABC, we would remove triangles ADE, BCE, and CDE.  We would also
        /// need to combine the appropriate edges so that we end up with just triangle ABC
        ///
        ///          E
        /// A +------+-----+ B              A +-----------+ B
        ///    \    /|    /                    \         /
        ///     \  / |   /                      \       /
        ///    D +   |  /        ======>         \     /
        ///       \  | /                          \   /
        ///        \ |/                            \ /
        ///          +                              +
        ///          C                              C
        ///
        /// </summary>
        private static void FinalizationConstraints(DTSweepContext tcx)
        {
            // Get an Internal triangle to start with
            DelaunayTriangle   t = tcx.Front.Head.Triangle;
            TriangulationPoint p = tcx.Front.Head.Point;

            while (!t.GetConstrainedEdgeCW(p))
            {
                DelaunayTriangle tTmp = t.NeighborCCWFrom(p);
                if (tTmp == null)
                {
                    break;
                }
                t = tTmp;
            }

            // Collect interior triangles constrained by edges
            tcx.MeshClean(t);
        }
Esempio n. 2
0
        private static void EdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle triangle, TriangulationPoint point)
        {
            TriangulationPoint p1, p2;

//			if (tcx.IsDebugEnabled) {
//				tcx.DTDebugContext.PrimaryTriangle = triangle;
//			}

            if (triangle == null)
            {
                return;                             // Added by Kronnect Games
            }
            if (IsEdgeSideOfTriangle(triangle, ep, eq))
            {
                return;
            }

            p1 = triangle.PointCCWFrom(point);
            Orientation o1 = TriangulationUtil.Orient2d(eq, p1, ep);

            if (o1 == Orientation.Collinear)
            {
                if (triangle.Contains(eq) && triangle.Contains(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.NeighborAcrossFrom(point);
                    EdgeEvent(tcx, ep, p1, triangle, p1);
                }
                else
                {
                    throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet", ep, eq, p1);
                }
//				if (tcx.IsDebugEnabled) {
//					Console.WriteLine ("EdgeEvent - Point on constrained edge");
//				}

                return;
            }

            p2 = triangle.PointCWFrom(point);
            Orientation o2 = TriangulationUtil.Orient2d(eq, p2, ep);

            if (o2 == Orientation.Collinear)
            {
                if (triangle.Contains(eq) && triangle.Contains(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.NeighborAcrossFrom(point);
                    EdgeEvent(tcx, ep, p2, triangle, p2);
                }
                else
                {
                    throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet", ep, eq, p2);
                }
//				if (tcx.IsDebugEnabled) {
//					Console.WriteLine ("EdgeEvent - Point on constrained edge");
//				}

                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 == Orientation.CW)
                {
                    triangle = triangle.NeighborCCWFrom(point);
                }
                else
                {
                    triangle = triangle.NeighborCWFrom(point);
                }
                EdgeEvent(tcx, ep, eq, triangle, point);
            }
            else
            {
                // This triangle crosses constraint so lets flippin start!
                FlipEdgeEvent(tcx, ep, eq, triangle, point);
            }
        }
Esempio n. 3
0
        /// <summary>
        /// Rotates a triangle pair one vertex CW
        ///       n2                    n2
        ///  P +-----+             P +-----+
        ///    | t  /|               |\  t |
        ///    |   / |               | \   |
        ///  n1|  /  |n3           n1|  \  |n3
        ///    | /   |    after CW   |   \ |
        ///    |/ oT |               | oT \|
        ///    +-----+ oP            +-----+
        ///       n4                    n4
        /// </summary>
        private static void RotateTrianglePair(DelaunayTriangle t, TriangulationPoint p, DelaunayTriangle ot, TriangulationPoint op)
        {
            DelaunayTriangle n1, n2, n3, n4;

            n1 = t.NeighborCCWFrom(p);
            n2 = t.NeighborCWFrom(p);
            n3 = ot.NeighborCCWFrom(op);
            n4 = ot.NeighborCWFrom(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 dEdge
            ot.SetDelaunayEdgeCCW(p, de1);
            t.SetDelaunayEdgeCW(p, de2);
            t.SetDelaunayEdgeCCW(op, de3);
            ot.SetDelaunayEdgeCW(op, de4);

            // Remap cEdge
            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.Neighbors.Clear();
            ot.Neighbors.Clear();
            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);
        }