예제 #1
0
 /// <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);
     }
 }
예제 #2
0
        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);
            }
        }
예제 #3
0
        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);
        }
예제 #4
0
        /**
         * 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);
        }