/// <summary>
 /// Exhaustive search to update neighbor pointers
 /// </summary>
 public void MarkNeighbor(DelaunayTriangle t)
 {
     if (t.Contains(Points[1], Points[2]))
     {
         Neighbors[0] = t;
         t.MarkNeighbor(Points[1], Points[2], this);
     }
     else if (t.Contains(Points[0], Points[2]))
     {
         Neighbors[1] = t;
         t.MarkNeighbor(Points[0], Points[2], this);
     }
     else if (t.Contains(Points[0], Points[1]))
     {
         Neighbors[2] = t;
         t.MarkNeighbor(Points[0], Points[1], this);
     }
     else
     {
         Debug.WriteLine("markNeighbor failed");
     }
 }
Exemplo n.º 2
0
        private static void EdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle triangle, TriangulationPoint point)
        {
            if (IsEdgeSideOfTriangle(triangle, ep, eq))
            {
                return;
            }

            TriangulationPoint p1 = triangle.PointCCW(point);
            Orientation        o1 = TriangulationUtil.Orient2d(eq, p1, ep);

            if (o1 == Orientation.Collinear)
            {
                if (triangle.Contains(eq, p1))
                {
                    triangle.MarkConstrainedEdge(eq, p1);
                    // We are modifying the constraint maybe it would be better to
                    // not change the given constraint and just keep a variable for the new constraint
                    tcx.EdgeEvent.ConstrainedEdge.Q = p1;
                    triangle = triangle.NeighborAcross(point);
                    EdgeEvent(tcx, ep, p1, triangle, p1);
                }
                else
                {
                    throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet");
                }
                if (tcx.IsDebugEnabled)
                {
                    Debug.WriteLine("EdgeEvent - Point on constrained edge");
                }
                return;
            }

            TriangulationPoint p2 = triangle.PointCW(point);
            Orientation        o2 = TriangulationUtil.Orient2d(eq, p2, ep);

            if (o2 == Orientation.Collinear)
            {
                if (triangle.Contains(eq, p2))
                {
                    triangle.MarkConstrainedEdge(eq, p2);
                    // We are modifying the constraint maybe it would be better to
                    // not change the given constraint and just keep a variable for the new constraint
                    tcx.EdgeEvent.ConstrainedEdge.Q = p2;
                    triangle = triangle.NeighborAcross(point);
                    EdgeEvent(tcx, ep, p2, triangle, p2);
                }
                else
                {
                    throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet");
                }
                if (tcx.IsDebugEnabled)
                {
                    Debug.WriteLine("EdgeEvent - Point on constrained edge");
                }
                return;
            }

            if (o1 == o2)
            {
                // Need to decide if we are rotating CW or CCW to get to a triangle
                // that will cross edge
                if (o1 == Orientation.CW)
                {
                    triangle = triangle.NeighborCCW(point);
                }
                else
                {
                    triangle = triangle.NeighborCW(point);
                }
                EdgeEvent(tcx, ep, eq, triangle, point);
            }
            else
            {
                // This triangle crosses constraint so lets flippin start!
                FlipEdgeEvent(tcx, ep, eq, triangle, point);
            }
        }