public void CreateAdvancingFront() { AdvancingFrontNode head, tail, middle; // Initial triangle DelaunayTriangle iTriangle = new DelaunayTriangle(Points[0], Tail, Head); Triangles.Add(iTriangle); head = new AdvancingFrontNode(iTriangle.Points[1]); head.Triangle = iTriangle; middle = new AdvancingFrontNode(iTriangle.Points[0]); middle.Triangle = iTriangle; tail = new AdvancingFrontNode(iTriangle.Points[2]); aFront = new AdvancingFront(head, tail); aFront.AddNode(middle); // TODO: I think it would be more intuitive if head is middles next and not previous // so swap head and tail aFront.Head.Next = middle; middle.Next = aFront.Tail; middle.Prev = aFront.Head; aFront.Tail.Prev = middle; }
public void AddNode(AdvancingFrontNode node) { // Console.WriteLine( "add:" + node.key + ":" + System.identityHashCode(node.key)); // m_nodeTree.put( node.getKey(), node ); Front.AddNode(node); }
public void CreateAdvancingFront() { AdvancingFrontNode head, tail, middle; // Initial triangle DelaunayTriangle iTriangle = new DelaunayTriangle(Points[0], Tail, Head); Triangles.Add(iTriangle); head = new AdvancingFrontNode(iTriangle.Points[1]); head.Triangle = iTriangle; middle = new AdvancingFrontNode(iTriangle.Points[0]); middle.Triangle = iTriangle; tail = new AdvancingFrontNode(iTriangle.Points[2]); aFront = new AdvancingFront(head, tail); aFront.AddNode(middle); // TODO: I think it would be more intuitive if head is middles next and not previous // so swap head and tail aFront.Head.Next = middle; middle.Next = aFront.Tail; middle.Prev = aFront.Head; aFront.Tail.Prev = middle; }
public void AddNode(AdvancingFrontNode node) { Front.AddNode(node); }