private static AdvancingFrontNode PointEvent(DTSweepContext tcx, TriangulationPoint point) { AdvancingFrontNode node = tcx.LocateNode(point); if (tcx.IsDebugEnabled) { tcx.DTDebugContext.ActiveNode = node; } AdvancingFrontNode node2 = NewFrontTriangle(tcx, point, node); if (point.X <= (node.Point.X + TriangulationUtil.EPSILON)) { Fill(tcx, node); } tcx.AddNode(node2); FillAdvancingFront(tcx, node2); return(node2); }
/// <summary> /// Find closes node to the left of the new point and /// create a new triangle. If needed new holes and basins /// will be filled to. /// </summary> private static AdvancingFrontNode PointEvent(DTSweepContext tcx, TriangulationPoint point) { AdvancingFrontNode node, newNode; node = tcx.LocateNode(point); if (tcx.IsDebugEnabled) { tcx.DTDebugContext.ActiveNode = node; } newNode = NewFrontTriangle(tcx, point, node); // Only need to check +epsilon since point never have smaller // x value than node due to how we fetch nodes from the front if (point.X <= node.Point.X + TriangulationUtil.EPSILON) { Fill(tcx, node); } tcx.AddNode(newNode); FillAdvancingFront(tcx, newNode); return(newNode); }
/// <summary> /// Find closes node to the left of the new point and /// create a new triangle. If needed new holes and basins /// will be filled to. /// </summary> private static AdvancingFrontNode PointEvent( DTSweepContext tcx, TriangulationPoint point ) { AdvancingFrontNode node, newNode; node = tcx.LocateNode(point); if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = node; newNode = NewFrontTriangle(tcx, point, node); // Only need to check +epsilon since point never have smaller // x value than node due to how we fetch nodes from the front if (point.X <= node.Point.X + TriangulationUtil.EPSILON) Fill(tcx, node); tcx.AddNode(newNode); FillAdvancingFront(tcx, newNode); return newNode; }