コード例 #1
0
        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);
        }