Пример #1
0
		/// <summary>
		/// Triangulate simple polygon with holes
		/// </summary>
		public static void Triangulate(DTSweepContext tcx)
		{
			tcx.CreateAdvancingFront();

			Sweep(tcx);

			// TODO: remove temporary
			// Check if the sweep algorithm is legalize robust
			// By doing a legalize on all triangles and see if anything happens
			// we know if the sweep algorithm missed some legalizations
			//        Console.WriteLine("============================");
			//        foreach ( DelaunayTriangle t in tcx.Triangles )
			//        {
			//            if( Legalize( tcx, t ) )
			//            {
			//                tcx.getDebugContext().setPrimaryTriangle( t );
			//                Console.WriteLine("[FIX] Triangle needed legalization after sweep");
			//            }
			//        }

			// Finalize triangulation
			if (tcx.TriangulationMode == TriangulationMode.Polygon)
			{
				FinalizationPolygon(tcx);
			}
			else
			{
				FinalizationConvexHull(tcx);
			}

			tcx.Done();
		}
Пример #2
0
		private static void FlipEdgeEvent(
			DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle t, TriangulationPoint p)
		{
			DelaunayTriangle ot = t.NeighborAcrossFrom(p);
			TriangulationPoint op = ot.OppositePoint(t, p);

			if (ot == null)
			{
				// If we want to integrate the fillEdgeEvent do it here
				// With current implementation we should never get here
				throw new InvalidOperationException("[BUG:FIXME] FLIP failed due to missing triangle");
			}

			if (tcx.IsDebugEnabled)
			{
				tcx.DTDebugContext.PrimaryTriangle = t;
				tcx.DTDebugContext.SecondaryTriangle = ot;
			} // TODO: remove

			bool inScanArea = TriangulationUtil.InScanArea(p, t.PointCCWFrom(p), t.PointCWFrom(p), op);
			if (inScanArea)
			{
				// Lets rotate shared edge one vertex CW
				RotateTrianglePair(t, p, ot, op);
				tcx.MapTriangleToNodes(t);
				tcx.MapTriangleToNodes(ot);

				if (p == eq && op == ep)
				{
					if (eq == tcx.EdgeEvent.ConstrainedEdge.Q && ep == tcx.EdgeEvent.ConstrainedEdge.P)
					{
						if (tcx.IsDebugEnabled)
						{
							Console.WriteLine("[FLIP] - constrained edge done"); // TODO: remove
						}
						t.MarkConstrainedEdge(ep, eq);
						ot.MarkConstrainedEdge(ep, eq);
						Legalize(tcx, t);
						Legalize(tcx, ot);
					}
					else
					{
						if (tcx.IsDebugEnabled)
						{
							Console.WriteLine("[FLIP] - subedge done"); // TODO: remove
						}
						// XXX: I think one of the triangles should be legalized here?
					}
				}
				else
				{
					if (tcx.IsDebugEnabled)
					{
						Console.WriteLine("[FLIP] - flipping and continuing with triangle still crossing edge"); // TODO: remove
					}
					Orientation o = TriangulationUtil.Orient2d(eq, op, ep);
					t = NextFlipTriangle(tcx, o, t, ot, p, op);
					FlipEdgeEvent(tcx, ep, eq, t, p);
				}
			}
			else
			{
				TriangulationPoint newP = NextFlipPoint(ep, eq, ot, op);
				FlipScanEdgeEvent(tcx, ep, eq, t, ot, newP);
				EdgeEvent(tcx, ep, eq, t, p);
			}
		}
Пример #3
0
		private static void FinalizationPolygon(DTSweepContext tcx)
		{
			// Get an Internal triangle to start with
			DelaunayTriangle t = tcx.Front.Head.Next.Triangle;
			TriangulationPoint p = tcx.Front.Head.Next.Point;
			while (!t.GetConstrainedEdgeCW(p))
			{
				t = t.NeighborCCWFrom(p);
			}

			// Collect interior triangles constrained by edges
			tcx.MeshClean(t);
		}
Пример #4
0
		/// <summary>
		/// If this is a Delaunay Triangulation of a pointset we need to fill so the triangle mesh gets a ConvexHull 
		/// </summary>
		private static void FinalizationConvexHull(DTSweepContext tcx)
		{
			AdvancingFrontNode n1, n2, n3;
			DelaunayTriangle t1;
			TriangulationPoint first, p1;

			n1 = tcx.Front.Head.Next;
			n2 = n1.Next;
			n3 = n2.Next;
			first = n1.Point;

			TurnAdvancingFrontConvex(tcx, n1, n2);

			n1 = tcx.Front.Tail.Prev;
			if (n1.Triangle.Contains(n1.Next.Point) && n1.Triangle.Contains(n1.Prev.Point))
			{
				t1 = n1.Triangle.NeighborAcrossFrom(n1.Point);
				RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
				tcx.MapTriangleToNodes(n1.Triangle);
				tcx.MapTriangleToNodes(t1);
			}
			n1 = tcx.Front.Head.Next;
			if (n1.Triangle.Contains(n1.Prev.Point) && n1.Triangle.Contains(n1.Next.Point))
			{
				t1 = n1.Triangle.NeighborAcrossFrom(n1.Point);
				RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
				tcx.MapTriangleToNodes(n1.Triangle);
				tcx.MapTriangleToNodes(t1);
			}

			// TODO: implement ConvexHull for lower right and left boundary
			// Lower right boundary 
			first = tcx.Front.Head.Point;
			n2 = tcx.Front.Tail.Prev;
			t1 = n2.Triangle;
			p1 = n2.Point;
			do
			{
				tcx.RemoveFromList(t1);
				p1 = t1.PointCCWFrom(p1);
				if (p1 == first)
				{
					break;
				}
				t1 = t1.NeighborCCWFrom(p1);
			}
			while (true);

			// Lower left boundary
			first = tcx.Front.Head.Next.Point;
			p1 = t1.PointCWFrom(tcx.Front.Head.Point);
			t1 = t1.NeighborCWFrom(tcx.Front.Head.Point);
			do
			{
				tcx.RemoveFromList(t1);
				p1 = t1.PointCCWFrom(p1);
				t1 = t1.NeighborCCWFrom(p1);
			}
			while (p1 != first);

			tcx.FinalizeTriangulation();
		}
Пример #5
0
		/// <summary>
		/// We will traverse the entire advancing front and fill it to form a convex hull.
		/// </summary>
		private static void TurnAdvancingFrontConvex(DTSweepContext tcx, AdvancingFrontNode b, AdvancingFrontNode c)
		{
			AdvancingFrontNode first = b;
			while (c != tcx.Front.Tail)
			{
				if (tcx.IsDebugEnabled)
				{
					tcx.DTDebugContext.ActiveNode = c;
				}

				if (TriangulationUtil.Orient2d(b.Point, c.Point, c.Next.Point) == Orientation.CCW)
				{
					// [b,c,d] Concave - fill around c
					Fill(tcx, c);
					c = c.Next;
				}
				else
				{
					// [b,c,d] Convex
					if (b != first && TriangulationUtil.Orient2d(b.Prev.Point, b.Point, c.Point) == Orientation.CCW)
					{
						// [a,b,c] Concave - fill around b
						Fill(tcx, b);
						b = b.Prev;
					}
					else
					{
						// [a,b,c] Convex - nothing to fill
						b = c;
						c = c.Next;
					}
				}
			}
		}
Пример #6
0
		/// <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;
		}
Пример #7
0
		/// <summary>
		/// After a flip we have two triangles and know that only one will still be
		/// intersecting the edge. So decide which to contiune with and legalize the other
		/// </summary>
		/// <param name="tcx"></param>
		/// <param name="o">should be the result of an TriangulationUtil.orient2d( eq, op, ep )</param>
		/// <param name="t">triangle 1</param>
		/// <param name="ot">triangle 2</param>
		/// <param name="p">a point shared by both triangles</param>
		/// <param name="op">another point shared by both triangles</param>
		/// <returns>returns the triangle still intersecting the edge</returns>
		private static DelaunayTriangle NextFlipTriangle(
			DTSweepContext tcx,
			Orientation o,
			DelaunayTriangle t,
			DelaunayTriangle ot,
			TriangulationPoint p,
			TriangulationPoint op)
		{
			int edgeIndex;
			if (o == Orientation.CCW)
			{
				// ot is not crossing edge after flip
				edgeIndex = ot.EdgeIndex(p, op);
				ot.EdgeIsDelaunay[edgeIndex] = true;
				Legalize(tcx, ot);
				ot.EdgeIsDelaunay.Clear();
				return t;
			}
			// t is not crossing edge after flip
			edgeIndex = t.EdgeIndex(p, op);
			t.EdgeIsDelaunay[edgeIndex] = true;
			Legalize(tcx, t);
			t.EdgeIsDelaunay.Clear();
			return ot;
		}
Пример #8
0
		/// <summary>
		/// Returns true if triangle was legalized
		/// </summary>
		private static bool Legalize(DTSweepContext tcx, DelaunayTriangle t)
		{
			// To legalize a triangle we start by finding if any of the three edges
			// violate the Delaunay condition
			for (int i = 0; i < 3; i++)
			{
				// TODO: fix so that cEdge is always valid when creating new triangles then we can check it here
				//       instead of below with ot
				if (t.EdgeIsDelaunay[i])
				{
					continue;
				}

				DelaunayTriangle ot = t.Neighbors[i];
				if (ot == null)
				{
					continue;
				}

				TriangulationPoint p = t.Points[i];
				TriangulationPoint op = ot.OppositePoint(t, p);
				int oi = ot.IndexOf(op);
				// If this is a Constrained Edge or a Delaunay Edge(only during recursive legalization)
				// then we should not try to legalize
				if (ot.EdgeIsConstrained[oi] || ot.EdgeIsDelaunay[oi])
				{
					t.EdgeIsConstrained[i] = ot.EdgeIsConstrained[oi];
					// XXX: have no good way of setting this property when creating new triangles so lets set it here
					continue;
				}

				if (!TriangulationUtil.SmartIncircle(p, t.PointCCWFrom(p), t.PointCWFrom(p), op))
				{
					continue;
				}

				// Lets mark this shared edge as Delaunay 
				t.EdgeIsDelaunay[i] = true;
				ot.EdgeIsDelaunay[oi] = true;

				// Lets rotate shared edge one vertex CW to legalize it
				RotateTrianglePair(t, p, ot, op);

				// We now got one valid Delaunay Edge shared by two triangles
				// This gives us 4 new edges to check for Delaunay

				// Make sure that triangle to node mapping is done only one time for a specific triangle
				if (!Legalize(tcx, t))
				{
					tcx.MapTriangleToNodes(t);
				}
				if (!Legalize(tcx, ot))
				{
					tcx.MapTriangleToNodes(ot);
				}

				// Reset the Delaunay edges, since they only are valid Delaunay edges
				// until we add a new triangle or point.
				// XXX: need to think about this. Can these edges be tried after we 
				//      return to previous recursive level?
				t.EdgeIsDelaunay[i] = false;
				ot.EdgeIsDelaunay[oi] = false;

				// If triangle have been legalized no need to check the other edges since
				// the recursive legalization will handles those so we can end here.
				return true;
			}
			return false;
		}
Пример #9
0
		private static void FillLeftConcaveEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node)
		{
			Fill(tcx, node.Prev);
			if (node.Prev.Point != edge.P)
			{
				// Next above or below edge?
				if (TriangulationUtil.Orient2d(edge.Q, node.Prev.Point, edge.P) == Orientation.CW)
				{
					// Below
					if (TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point) == Orientation.CW)
					{
						// Next is concave
						FillLeftConcaveEdgeEvent(tcx, edge, node);
					}
					else
					{
						// Next is convex
					}
				}
			}
		}
Пример #10
0
		private static void FillEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node)
		{
			if (tcx.EdgeEvent.Right)
			{
				FillRightAboveEdgeEvent(tcx, edge, node);
			}
			else
			{
				FillLeftAboveEdgeEvent(tcx, edge, node);
			}
		}
Пример #11
0
		/// <summary>
		/// Recursive algorithm to fill a Basin with triangles
		/// </summary>
		private static void FillBasinReq(DTSweepContext tcx, AdvancingFrontNode node)
		{
			if (IsShallow(tcx, node))
			{
				return; // if shallow stop filling
			}

			Fill(tcx, node);
			if (node.Prev == tcx.Basin.leftNode && node.Next == tcx.Basin.rightNode)
			{
				return;
			}
			else if (node.Prev == tcx.Basin.leftNode)
			{
				Orientation o = TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point);
				if (o == Orientation.CW)
				{
					return;
				}
				node = node.Next;
			}
			else if (node.Next == tcx.Basin.rightNode)
			{
				Orientation o = TriangulationUtil.Orient2d(node.Point, node.Prev.Point, node.Prev.Prev.Point);
				if (o == Orientation.CCW)
				{
					return;
				}
				node = node.Prev;
			}
			else
			{
				// Continue with the neighbor node with lowest Y value
				if (node.Prev.Point.Y < node.Next.Point.Y)
				{
					node = node.Prev;
				}
				else
				{
					node = node.Next;
				}
			}
			FillBasinReq(tcx, node);
		}
Пример #12
0
		/// <summary>
		/// Fills a basin that has formed on the Advancing Front to the right
		/// of given node.<br>
		/// First we decide a left,bottom and right node that forms the 
		/// boundaries of the basin. Then we do a reqursive fill.
		/// </summary>
		/// <param name="tcx"></param>
		/// <param name="node">starting node, this or next node will be left node</param>
		private static void FillBasin(DTSweepContext tcx, AdvancingFrontNode node)
		{
			if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW)
			{
				// tcx.basin.leftNode = node.next.next;
				tcx.Basin.leftNode = node;
			}
			else
			{
				tcx.Basin.leftNode = node.Next;
			}

			// Find the bottom and right node
			tcx.Basin.bottomNode = tcx.Basin.leftNode;
			while (tcx.Basin.bottomNode.HasNext && tcx.Basin.bottomNode.Point.Y >= tcx.Basin.bottomNode.Next.Point.Y)
			{
				tcx.Basin.bottomNode = tcx.Basin.bottomNode.Next;
			}

			if (tcx.Basin.bottomNode == tcx.Basin.leftNode)
			{
				return; // No valid basin
			}

			tcx.Basin.rightNode = tcx.Basin.bottomNode;
			while (tcx.Basin.rightNode.HasNext && tcx.Basin.rightNode.Point.Y < tcx.Basin.rightNode.Next.Point.Y)
			{
				tcx.Basin.rightNode = tcx.Basin.rightNode.Next;
			}

			if (tcx.Basin.rightNode == tcx.Basin.bottomNode)
			{
				return; // No valid basins
			}

			tcx.Basin.width = tcx.Basin.rightNode.Point.X - tcx.Basin.leftNode.Point.X;
			tcx.Basin.leftHighest = tcx.Basin.leftNode.Point.Y > tcx.Basin.rightNode.Point.Y;

			FillBasinReq(tcx, tcx.Basin.bottomNode);
		}
Пример #13
0
		/// <summary>
		/// Fills holes in the Advancing Front
		/// </summary>
		private static void FillAdvancingFront(DTSweepContext tcx, AdvancingFrontNode n)
		{
			AdvancingFrontNode node;
			double angle;

			// Fill right holes
			node = n.Next;
			while (node.HasNext)
			{
				angle = HoleAngle(node);
				if (angle > PI_div2 || angle < -PI_div2)
				{
					break;
				}
				Fill(tcx, node);
				node = node.Next;
			}

			// Fill left holes
			node = n.Prev;
			while (node.HasPrev)
			{
				angle = HoleAngle(node);
				if (angle > PI_div2 || angle < -PI_div2)
				{
					break;
				}
				Fill(tcx, node);
				node = node.Prev;
			}

			// Fill right basins
			if (n.HasNext && n.Next.HasNext)
			{
				angle = BasinAngle(n);
				if (angle < PI_3div4)
				{
					FillBasin(tcx, n);
				}
			}
		}
Пример #14
0
		/// <summary>
		/// Adds a triangle to the advancing front to fill a hole.
		/// </summary>
		/// <param name="tcx"></param>
		/// <param name="node">middle node, that is the bottom of the hole</param>
		private static void Fill(DTSweepContext tcx, AdvancingFrontNode node)
		{
			DelaunayTriangle triangle = new DelaunayTriangle(node.Prev.Point, node.Point, node.Next.Point);
			// TODO: should copy the cEdge value from neighbor triangles
			//       for now cEdge values are copied during the legalize 
			triangle.MarkNeighbor(node.Prev.Triangle);
			triangle.MarkNeighbor(node.Triangle);
			tcx.Triangles.Add(triangle);

			// Update the advancing front
			node.Prev.Next = node.Next;
			node.Next.Prev = node.Prev;
			tcx.RemoveNode(node);

			// If it was legalized the triangle has already been mapped
			if (!Legalize(tcx, triangle))
			{
				tcx.MapTriangleToNodes(triangle);
			}
		}
Пример #15
0
		private static void EdgeEvent(
			DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle triangle, TriangulationPoint point)
		{
			TriangulationPoint p1, p2;

			if (tcx.IsDebugEnabled)
			{
				tcx.DTDebugContext.PrimaryTriangle = triangle;
			}

			if (IsEdgeSideOfTriangle(triangle, ep, eq))
			{
				return;
			}

			p1 = triangle.PointCCWFrom(point);
			Orientation o1 = TriangulationUtil.Orient2d(eq, p1, ep);
			if (o1 == Orientation.Collinear)
			{
				// TODO: Split edge in two
				////            splitEdge( ep, eq, p1 );
				//            edgeEvent( tcx, p1, eq, triangle, point );
				//            edgeEvent( tcx, ep, p1, triangle, p1 );
				//            return;
				throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet", eq, p1, ep);
			}

			p2 = triangle.PointCWFrom(point);
			Orientation o2 = TriangulationUtil.Orient2d(eq, p2, ep);
			if (o2 == Orientation.Collinear)
			{
				// TODO: Split edge in two
				//            edgeEvent( tcx, p2, eq, triangle, point );
				//            edgeEvent( tcx, ep, p2, triangle, p2 );
				//            return;
				throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet", eq, p2, ep);
			}

			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.NeighborCCWFrom(point);
				}
				else
				{
					triangle = triangle.NeighborCWFrom(point);
				}
				EdgeEvent(tcx, ep, eq, triangle, point);
			}
			else
			{
				// This triangle crosses constraint so lets flippin start!
				FlipEdgeEvent(tcx, ep, eq, triangle, point);
			}
		}
Пример #16
0
		/// <summary>
		/// Scan part of the FlipScan algorithm<br>
		/// When a triangle pair isn't flippable we will scan for the next 
		/// point that is inside the flip triangle scan area. When found 
		/// we generate a new flipEdgeEvent
		/// </summary>
		/// <param name="tcx"></param>
		/// <param name="ep">last point on the edge we are traversing</param>
		/// <param name="eq">first point on the edge we are traversing</param>
		/// <param name="flipTriangle">the current triangle sharing the point eq with edge</param>
		/// <param name="t"></param>
		/// <param name="p"></param>
		private static void FlipScanEdgeEvent(
			DTSweepContext tcx,
			TriangulationPoint ep,
			TriangulationPoint eq,
			DelaunayTriangle flipTriangle,
			DelaunayTriangle t,
			TriangulationPoint p)
		{
			DelaunayTriangle ot;
			TriangulationPoint op, newP;
			bool inScanArea;

			ot = t.NeighborAcrossFrom(p);
			op = ot.OppositePoint(t, p);

			if (ot == null)
			{
				// If we want to integrate the fillEdgeEvent do it here
				// With current implementation we should never get here
				throw new Exception("[BUG:FIXME] FLIP failed due to missing triangle");
			}

			if (tcx.IsDebugEnabled)
			{
				Console.WriteLine("[FLIP:SCAN] - scan next point"); // TODO: remove
				tcx.DTDebugContext.PrimaryTriangle = t;
				tcx.DTDebugContext.SecondaryTriangle = ot;
			}

			inScanArea = TriangulationUtil.InScanArea(eq, flipTriangle.PointCCWFrom(eq), flipTriangle.PointCWFrom(eq), op);
			if (inScanArea)
			{
				// flip with new edge op->eq
				FlipEdgeEvent(tcx, eq, op, ot, op);
				// TODO: Actually I just figured out that it should be possible to 
				//       improve this by getting the next ot and op before the the above 
				//       flip and continue the flipScanEdgeEvent here
				// set new ot and op here and loop back to inScanArea test
				// also need to set a new flipTriangle first
				// Turns out at first glance that this is somewhat complicated
				// so it will have to wait.
			}
			else
			{
				newP = NextFlipPoint(ep, eq, ot, op);
				FlipScanEdgeEvent(tcx, ep, eq, flipTriangle, ot, newP);
			}
		}
Пример #17
0
		private static bool IsShallow(DTSweepContext tcx, AdvancingFrontNode node)
		{
			double height;

			if (tcx.Basin.leftHighest)
			{
				height = tcx.Basin.leftNode.Point.Y - node.Point.Y;
			}
			else
			{
				height = tcx.Basin.rightNode.Point.Y - node.Point.Y;
			}
			if (tcx.Basin.width > height)
			{
				return true;
			}
			return false;
		}
Пример #18
0
		private static void FillRightAboveEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node)
		{
			while (node.Next.Point.X < edge.P.X)
			{
				if (tcx.IsDebugEnabled)
				{
					tcx.DTDebugContext.ActiveNode = node;
				}
				// Check if next node is below the edge
				Orientation o1 = TriangulationUtil.Orient2d(edge.Q, node.Next.Point, edge.P);
				if (o1 == Orientation.CCW)
				{
					FillRightBelowEdgeEvent(tcx, edge, node);
				}
				else
				{
					node = node.Next;
				}
			}
		}
Пример #19
0
		/// <summary>
		/// Creates a new front triangle and legalize it
		/// </summary>
		private static AdvancingFrontNode NewFrontTriangle(
			DTSweepContext tcx, TriangulationPoint point, AdvancingFrontNode node)
		{
			AdvancingFrontNode newNode;
			DelaunayTriangle triangle;

			triangle = new DelaunayTriangle(point, node.Point, node.Next.Point);
			triangle.MarkNeighbor(node.Triangle);
			tcx.Triangles.Add(triangle);

			newNode = new AdvancingFrontNode(point);
			newNode.Next = node.Next;
			newNode.Prev = node;
			node.Next.Prev = newNode;
			node.Next = newNode;

			tcx.AddNode(newNode); // XXX: BST

			if (tcx.IsDebugEnabled)
			{
				tcx.DTDebugContext.ActiveNode = newNode;
			}

			if (!Legalize(tcx, triangle))
			{
				tcx.MapTriangleToNodes(triangle);
			}

			return newNode;
		}
Пример #20
0
		private static void FillRightBelowEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node)
		{
			if (tcx.IsDebugEnabled)
			{
				tcx.DTDebugContext.ActiveNode = node;
			}

			if (node.Point.X < edge.P.X)
			{
				// needed?
				if (TriangulationUtil.Orient2d(node.Point, node.Next.Point, node.Next.Next.Point) == Orientation.CCW)
				{
					// Concave 
					FillRightConcaveEdgeEvent(tcx, edge, node);
				}
				else
				{
					// Convex
					FillRightConvexEdgeEvent(tcx, edge, node);
					// Retry this one
					FillRightBelowEdgeEvent(tcx, edge, node);
				}
			}
		}
Пример #21
0
		private static void EdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node)
		{
			try
			{
				tcx.EdgeEvent.ConstrainedEdge = edge;
				tcx.EdgeEvent.Right = edge.P.X > edge.Q.X;

				if (tcx.IsDebugEnabled)
				{
					tcx.DTDebugContext.PrimaryTriangle = node.Triangle;
				}

				if (IsEdgeSideOfTriangle(node.Triangle, edge.P, edge.Q))
				{
					return;
				}

				// For now we will do all needed filling
				// TODO: integrate with flip process might give some better performance 
				//       but for now this avoid the issue with cases that needs both flips and fills
				FillEdgeEvent(tcx, edge, node);

				EdgeEvent(tcx, edge.P, edge.Q, node.Triangle, edge.Q);
			}
			catch (PointOnEdgeException e)
			{
				//Debug.WriteLine( String.Format( "Warning: Skipping Edge: {0}", e.Message ) );
				throw;
			}
		}
Пример #22
0
		private static void FillRightConvexEdgeEvent(DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node)
		{
			// Next concave or convex?
			if (TriangulationUtil.Orient2d(node.Next.Point, node.Next.Next.Point, node.Next.Next.Next.Point) == Orientation.CCW)
			{
				// Concave
				FillRightConcaveEdgeEvent(tcx, edge, node.Next);
			}
			else
			{
				// Convex
				// Next above or below edge?
				if (TriangulationUtil.Orient2d(edge.Q, node.Next.Next.Point, edge.P) == Orientation.CCW)
				{
					// Below
					FillRightConvexEdgeEvent(tcx, edge, node.Next);
				}
				else
				{
					// Above
				}
			}
		}
Пример #23
0
		public DTSweepDebugContext(DTSweepContext tcx)
			: base(tcx)
		{
		}
Пример #24
0
		/// <summary>
		/// Start sweeping the Y-sorted point set from bottom to top
		/// </summary>
		private static void Sweep(DTSweepContext tcx)
		{
			var points = tcx.Points;
			TriangulationPoint point;
			AdvancingFrontNode node;

			for (int i = 1; i < points.Count; i++)
			{
				point = points[i];

				node = PointEvent(tcx, point);

				if (point.HasEdges)
				{
					foreach (DTSweepConstraint e in point.Edges)
					{
						if (tcx.IsDebugEnabled)
						{
							tcx.DTDebugContext.ActiveConstraint = e;
						}
						EdgeEvent(tcx, e, node);
					}
				}
				tcx.Update(null);
			}
		}