private static AdvancingFrontNode PointEvent(DTSweepContext tcx, TriangulationPoint point) { AdvancingFrontNode advancingFrontNode = tcx.LocateNode(point); AdvancingFrontNode advancingFrontNode2 = DTSweep.NewFrontTriangle(tcx, point, advancingFrontNode); bool flag = point.X <= advancingFrontNode.Point.X + TriangulationUtil.EPSILON; if (flag) { DTSweep.Fill(tcx, advancingFrontNode); } tcx.AddNode(advancingFrontNode2); DTSweep.FillAdvancingFront(tcx, advancingFrontNode2); return(advancingFrontNode2); }
/// <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 = tcx.LocateNode(point); AdvancingFrontNode 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); }
private static AdvancingFrontNode NewFrontTriangle(DTSweepContext tcx, TriangulationPoint point, AdvancingFrontNode node) { DelaunayTriangle delaunayTriangle = new DelaunayTriangle(point, node.Point, node.Next.Point); delaunayTriangle.MarkNeighbor(node.Triangle); tcx.Triangles.Add(delaunayTriangle); AdvancingFrontNode advancingFrontNode = new AdvancingFrontNode(point); advancingFrontNode.Next = node.Next; advancingFrontNode.Prev = node; node.Next.Prev = advancingFrontNode; node.Next = advancingFrontNode; tcx.AddNode(advancingFrontNode); bool flag = !DTSweep.Legalize(tcx, delaunayTriangle); if (flag) { tcx.MapTriangleToNodes(delaunayTriangle); } return(advancingFrontNode); }
/// <summary> /// Creates a new front triangle and legalize it /// </summary> private static AdvancingFrontNode NewFrontTriangle(DTSweepContext tcx, TriangulationPoint point, AdvancingFrontNode node) { DelaunayTriangle triangle = new DelaunayTriangle(point, node.Point, node.Next.Point); triangle.MarkNeighbor(node.Triangle); tcx.Triangles.Add(triangle); AdvancingFrontNode 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); }