public void MeshClean(Triangle triangle) { List <Triangle> triangles = new List <Triangle>(); triangles.Add(triangle); while (triangles.Count != 0) { int last = triangles.Count - 1; Triangle t = triangles[last]; triangles.RemoveAt(last); if (t != null && !t.IsInterior()) { t.IsInterior(true); _triangles.Add(t); for (int i = 0; i < 3; i++) { if (!t.ConstrainedEdge[i]) { triangles.Add(t.GetNeighbor(i)); } } } } }
public void MapTriangleToNodes(Triangle t) { for (int i = 0; i < 3; i++) { if (t.GetNeighbor(i) == null) { Node n = Front.LocatePoint(t.PointCW(t.Points[i])); if (n != null) { n.Triangle = t; } } } }
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); }
private bool Legalize(SweepContext tcx, Triangle t) { // To legalize a triangle we start by finding if any of the three edges // violate the Delaunay condition for (int i = 0; i < 3; i++) { if (t.DelaunayEdge[i]) { continue; } Triangle ot = t.GetNeighbor(i); if (ot != null) { TriPoint p = t.Points[i]; TriPoint op = ot.OppositePoint(t, p); int oi = ot.Index(op); // If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization) // then we should not try to legalize if (ot.ConstrainedEdge[oi] || ot.DelaunayEdge[oi]) { t.ConstrainedEdge[i] = ot.ConstrainedEdge[oi]; continue; } bool inside = Incircle(p, t.PointCCW(p), t.PointCW(p), op); if (inside) { // Lets mark this shared edge as Delaunay t.DelaunayEdge[i] = true; ot.DelaunayEdge[oi] = true; // Lets rotate shared edge one vertex CW to legalize it RotateTrianglePair(t, p, ot, op); // We now got one valid Delaunay Edge shared by two triangles // This gives us 4 new edges to check for Delaunay // Make sure that triangle to node mapping is done only one time for a specific triangle bool not_legalized = !Legalize(tcx, t); if (not_legalized) { tcx.MapTriangleToNodes(t); } not_legalized = !Legalize(tcx, ot); if (not_legalized) { tcx.MapTriangleToNodes(ot); } // Reset the Delaunay edges, since they only are valid Delaunay edges // until we add a new triangle or point. // XXX: need to think about this. Can these edges be tried after we // return to previous recursive level? t.DelaunayEdge[i] = false; ot.DelaunayEdge[oi] = false; // If triangle have been legalized no need to check the other edges since // the recursive legalization will handles those so we can end here. return(true); } } } return(false); }