예제 #1
0
파일: Mesh.cs 프로젝트: JackTing/PathCAM
        /// <summary>
        /// Create a new subsegment and inserts it between two triangles. Its 
        /// vertices are properly initialized.
        /// </summary>
        /// <param name="tri">The new subsegment is inserted at the edge 
        /// described by this handle.</param>
        /// <param name="subsegmark">The marker 'subsegmark' is applied to the 
        /// subsegment and, if appropriate, its vertices.</param>
        internal void InsertSubseg(ref Otri tri, int subsegmark)
        {
            Otri oppotri = default(Otri);
            Osub newsubseg = default(Osub);
            Vertex triorg, tridest;

            triorg = tri.Org();
            tridest = tri.Dest();
            // Mark vertices if possible.
            if (triorg.mark == 0)
            {
                triorg.mark = subsegmark;
            }
            if (tridest.mark == 0)
            {
                tridest.mark = subsegmark;
            }
            // Check if there's already a subsegment here.
            tri.SegPivot(ref newsubseg);
            if (newsubseg.seg == dummysub)
            {
                // Make new subsegment and initialize its vertices.
                MakeSegment(ref newsubseg);
                newsubseg.SetOrg(tridest);
                newsubseg.SetDest(triorg);
                newsubseg.SetSegOrg(tridest);
                newsubseg.SetSegDest(triorg);
                // Bond new subsegment to the two triangles it is sandwiched between.
                // Note that the facing triangle 'oppotri' might be equal to 'dummytri'
                // (outer space), but the new subsegment is bonded to it all the same.
                tri.SegBond(ref newsubseg);
                tri.Sym(ref oppotri);
                newsubseg.SymSelf();
                oppotri.SegBond(ref newsubseg);
                newsubseg.seg.boundary = subsegmark;
            }
            else
            {
                if (newsubseg.seg.boundary == 0)
                {
                    newsubseg.seg.boundary = subsegmark;
                }
            }
        }
예제 #2
0
파일: Mesh.cs 프로젝트: JackTing/PathCAM
        /// <summary>
        /// Delete a vertex from a Delaunay triangulation, ensuring that the 
        /// triangulation remains Delaunay.
        /// </summary>
        /// <param name="deltri"></param>
        /// <remarks>The origin of 'deltri' is deleted. The union of the triangles 
        /// adjacent to this vertex is a polygon, for which the Delaunay triangulation 
        /// is found. Two triangles are removed from the mesh.
        ///
        /// Only interior vertices that do not lie on segments or boundaries 
        /// may be deleted.
        /// </remarks>
        internal void DeleteVertex(ref Otri deltri)
        {
            Otri countingtri = default(Otri);
            Otri firstedge = default(Otri), lastedge = default(Otri);
            Otri deltriright = default(Otri);
            Otri lefttri = default(Otri), righttri = default(Otri);
            Otri leftcasing = default(Otri), rightcasing = default(Otri);
            Osub leftsubseg = default(Osub), rightsubseg = default(Osub);
            Vertex delvertex;
            Vertex neworg;
            int edgecount;

            delvertex = deltri.Org();

            VertexDealloc(delvertex);

            // Count the degree of the vertex being deleted.
            deltri.Onext(ref countingtri);
            edgecount = 1;
            while (!deltri.Equal(countingtri))
            {
                edgecount++;
                countingtri.OnextSelf();
            }

            if (edgecount > 3)
            {
                // Triangulate the polygon defined by the union of all triangles
                // adjacent to the vertex being deleted.  Check the quality of
                // the resulting triangles.
                deltri.Onext(ref firstedge);
                deltri.Oprev(ref lastedge);
                TriangulatePolygon(firstedge, lastedge, edgecount, false, behavior.NoBisect == 0);
            }
            // Splice out two triangles.
            deltri.Lprev(ref deltriright);
            deltri.Dnext(ref lefttri);
            lefttri.Sym(ref leftcasing);
            deltriright.Oprev(ref righttri);
            righttri.Sym(ref rightcasing);
            deltri.Bond(ref leftcasing);
            deltriright.Bond(ref rightcasing);
            lefttri.SegPivot(ref leftsubseg);
            if (leftsubseg.seg != Mesh.dummysub)
            {
                deltri.SegBond(ref leftsubseg);
            }
            righttri.SegPivot(ref rightsubseg);
            if (rightsubseg.seg != Mesh.dummysub)
            {
                deltriright.SegBond(ref rightsubseg);
            }

            // Set the new origin of 'deltri' and check its quality.
            neworg = lefttri.Org();
            deltri.SetOrg(neworg);
            if (behavior.NoBisect == 0)
            {
                quality.TestTriangle(ref deltri);
            }

            // Delete the two spliced-out triangles.
            TriangleDealloc(lefttri.triangle);
            TriangleDealloc(righttri.triangle);
        }