private static void FillRightConcaveEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node) { Fill(tcx, node.Next); if (node.Next.Point != edge.P) { // Next above or below edge? if (TriangulationUtil.Orient2d(edge.Q, node.Next.Point, edge.P) == Orientation.CCW) { // Below if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW) { // Next is concave FillRightConcaveEdgeEvent(tcx, edge, node); } else { // Next is convex } } } }
/// <summary> /// Creates a new front triangle and legalize it /// </summary> private static AdvancingFrontNode NewFrontTriangle(DTSweepContext tcx, TriangulationPoint point, AdvancingFrontNode node) { AdvancingFrontNode newNode; DelaunayTriangle triangle; triangle = new DelaunayTriangle(point, node.Point, node.Next.Point); triangle.MarkNeighbor(node.Triangle); tcx.Triangles.Add(triangle); newNode = new AdvancingFrontNode(point); newNode.Next = node.Next; newNode.Prev = node; node.Next.Prev = newNode; node.Next = newNode; tcx.AddNode(newNode); // XXX: BST if (!Legalize(tcx, triangle)) { tcx.MapTriangleToNodes(triangle); } return(newNode); }
private static void FillEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node) { if (tcx.EdgeEvent.Right) { FillRightAboveEdgeEvent(tcx, edge, node); } else { FillLeftAboveEdgeEvent(tcx, edge, node); } }
/// <summary> /// We will traverse the entire advancing front and fill it to form a convex hull. /// </summary> private static void TurnAdvancingFrontConvex(DTSweepContext tcx, AdvancingFrontNode b, AdvancingFrontNode c) { AdvancingFrontNode first = b; while (c != tcx.Front.Tail) { if (TriangulationUtil.Orient2d(b.Point, c.Point, c.Next.Point) == Orientation.CCW) { // [b,c,d] Concave - fill around c Fill(tcx, c); c = c.Next; } else { // [b,c,d] Convex if (b != first && TriangulationUtil.Orient2d(b.Prev.Point, b.Point, c.Point) == Orientation.CCW) { // [a,b,c] Concave - fill around b Fill(tcx, b); b = b.Prev; } else { // [a,b,c] Convex - nothing to fill b = c; c = c.Next; } } } }