コード例 #1
0
        private static void Delaunay2DCreateSuperTriangle(List <Vertex> vertices, Adjacency adjacency,
                                                          out int stIdx1, out int stIdx2, out int stIdx3)
        {
            // Calculate super triangle

            Bounds2D bounds = new Bounds2D();

            for (int i = 0; i < vertices.Count; i++)
            {
                bounds.AddPoint(vertices[i]);
            }

            Vertex center;
            float  radius;

            bounds.BoundingCircunference(out center, out radius);

            Vertex st1 = new Vertex();
            Vertex st2 = new Vertex();
            Vertex st3 = new Vertex();

            const float DEG2RAD = (float)Math.PI / 180.0f;

            st1.x = center.x + 2.0f * radius * (float)Math.Cos(0.0f * DEG2RAD);
            st1.y = center.y + 2.0f * radius * (float)Math.Sin(0.0f * DEG2RAD);
            st2.x = center.x + 2.0f * radius * (float)Math.Cos(120.0f * DEG2RAD);
            st2.y = center.y + 2.0f * radius * (float)Math.Sin(120.0f * DEG2RAD);
            st3.x = center.x + 2.0f * radius * (float)Math.Cos(240.0f * DEG2RAD);
            st3.y = center.y + 2.0f * radius * (float)Math.Sin(240.0f * DEG2RAD);

            adjacency.vertices.Add(st1);
            adjacency.vertices.Add(st2);
            adjacency.vertices.Add(st3);

            stIdx1 = adjacency.vertices.Count - 3;
            stIdx2 = adjacency.vertices.Count - 2;
            stIdx3 = adjacency.vertices.Count - 1;

            adjacency.CreateTriangle(stIdx1, stIdx2, stIdx3);
        }
コード例 #2
0
ファイル: Delaunay.cs プロジェクト: beaver999/mygoodjob
        private static void Delaunay2DCreateSuperTriangle(List<Vertex> vertices, Adjacency adjacency,
                                            out int stIdx1, out int stIdx2, out int stIdx3)
        {
            // Calculate super triangle

            Bounds2D bounds = new Bounds2D();
            for (int i = 0; i < vertices.Count; i++)
            {
                bounds.AddPoint(vertices[i]);
            }

            Vertex center;
            float radius;
            bounds.BoundingCircunference(out center, out radius);

            Vertex st1 = new Vertex();
            Vertex st2 = new Vertex();
            Vertex st3 = new Vertex();

            const float DEG2RAD = (float)Math.PI / 180.0f;

            st1.x = center.x + 2.0f * radius * (float)Math.Cos(0.0f * DEG2RAD);
            st1.y = center.y + 2.0f * radius * (float)Math.Sin(0.0f * DEG2RAD);
            st2.x = center.x + 2.0f * radius * (float)Math.Cos(120.0f * DEG2RAD);
            st2.y = center.y + 2.0f * radius * (float)Math.Sin(120.0f * DEG2RAD);
            st3.x = center.x + 2.0f * radius * (float)Math.Cos(240.0f * DEG2RAD);
            st3.y = center.y + 2.0f * radius * (float)Math.Sin(240.0f * DEG2RAD);

            adjacency.vertices.Add(st1);
            adjacency.vertices.Add(st2);
            adjacency.vertices.Add(st3);

            stIdx1 = adjacency.vertices.Count - 3;
            stIdx2 = adjacency.vertices.Count - 2;
            stIdx3 = adjacency.vertices.Count - 1;

            adjacency.CreateTriangle(stIdx1, stIdx2, stIdx3);
        }