public void AddEdge(DTSweepConstraint e) { if (Edges == null) Edges = new List<DTSweepConstraint>(); Edges.Add(e); }
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 } } }
public void MarkConstrainedEdge(DTSweepConstraint edge) { MarkConstrainedEdge(edge.P, edge.Q); }
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); } } }
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; } } }
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 } } } }
private static void FillEdgeEvent( DTSweepContext tcx, DTSweepConstraint edge, AdvancingFrontNode node ) { if (tcx.EdgeEvent.Right) { FillRightAboveEdgeEvent(tcx, edge, node); } else { FillLeftAboveEdgeEvent(tcx, edge, node); } }
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 { //Debug.WriteLine( String.Format( "Warning: Skipping Edge: {0}", e.Message ) ); throw; } }