/// <summary> /// Creates constraints and populates the context with points /// </summary> /// <param name="tcx">The context</param> public void Prepare(TriangulationContext tcx) { if (mTriangles == null) { mTriangles = new List <DelaunayTriangle> (mPoints.Count); } else { mTriangles.Clear(); } // Outer constraints int pCount = mPoints.Count - 1; for (int i = 0; i < pCount; i++) { //tcx.NewConstraint(mPoints[i], mPoints[i + 1]); tcx.NewConstraint(this [i], this [i + 1]); } tcx.NewConstraint(this [Count - 1], this [0]); // Changed by Kronnect Games // tcx.NewConstraint (this [0], this [Count - 1]); tcx.Points.AddRange(this); // Hole constraints if (mHoles != null) { foreach (Polygon p in mHoles) { int mPointsCount = p.mPoints.Count - 1; for (int i = 0; i < mPointsCount; i++) { tcx.NewConstraint(p [i], p [i + 1]); } tcx.NewConstraint(p [p.Count - 1], p[0]); // Changed by Kronnect Games // tcx.NewConstraint (p [0], p [p.Count - 1]); tcx.Points.AddRange(p); } } if (mSteinerPoints != null) { tcx.Points.AddRange(mSteinerPoints); } }
public override void Prepare(TriangulationContext tcx) { if (!Initialize()) { return; } base.Prepare(tcx); Dictionary <uint, TriangulationConstraint> .Enumerator it = mConstraintMap.GetEnumerator(); while (it.MoveNext()) { TriangulationConstraint tc = it.Current.Value; tcx.NewConstraint(tc.P, tc.Q); } }