/// <summary> /// Exhaustive search to update neighbor pointers /// </summary> /// <param name="t"></param> public void MarkNeighbor(Triangle t) { if (t.Contains(Points[1], Points[2])) { _neighbours[0] = t; t.MarkNeighbor(Points[1], Points[2], this); } else if (t.Contains(Points[0], Points[2])) { _neighbours[1] = t; t.MarkNeighbor(Points[0], Points[2], this); } else if (t.Contains(Points[0], Points[1])) { _neighbours[2] = t; t.MarkNeighbor(Points[0], Points[1], this); } }
private void Fill(SweepContext tcx, Node node) { Triangle triangle = new Triangle(node.Prev.Point, node.Point, node.Next.Point); triangle.MarkNeighbor(node.Prev.Triangle); triangle.MarkNeighbor(node.Triangle); tcx.AddToMap(triangle); // Update the advancing front node.Prev.Next = node.Next; node.Next.Prev = node.Prev; // If it was legalized the triangle has already been mapped if (!Legalize(tcx, triangle)) { tcx.MapTriangleToNodes(triangle); } }
private Node NewFrontTriangle(SweepContext tcx, TriPoint point, Node node) { Triangle triangle = new Triangle(point, node.Point, node.Next.Point); triangle.MarkNeighbor(node.Triangle); tcx.AddToMap(triangle); Node new_node = new Node(point); _nodes.Add(new_node); new_node.Next = node.Next; new_node.Prev = node; node.Next.Prev = new_node; node.Next = new_node; if (!Legalize(tcx, triangle)) { tcx.MapTriangleToNodes(triangle); } return(new_node); }
/** * 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); }