示例#1
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();
        }
示例#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);
            }
        }
示例#3
0
        private static void FinalizationConvexHull(DTSweepContext tcx)
        {
            DelaunayTriangle   triangle;
            AdvancingFrontNode next  = tcx.Front.Head.Next;
            AdvancingFrontNode c     = next.Next;
            AdvancingFrontNode node3 = c.Next;
            TriangulationPoint point = next.Point;

            TurnAdvancingFrontConvex(tcx, next, c);
            next = tcx.Front.Tail.Prev;
            if (next.Triangle.Contains(next.Next.Point) && next.Triangle.Contains(next.Prev.Point))
            {
                triangle = next.Triangle.NeighborAcrossFrom(next.Point);
                RotateTrianglePair(next.Triangle, next.Point, triangle, triangle.OppositePoint(next.Triangle, next.Point));
                tcx.MapTriangleToNodes(next.Triangle);
                tcx.MapTriangleToNodes(triangle);
            }
            next = tcx.Front.Head.Next;
            if (next.Triangle.Contains(next.Prev.Point) && next.Triangle.Contains(next.Next.Point))
            {
                triangle = next.Triangle.NeighborAcrossFrom(next.Point);
                RotateTrianglePair(next.Triangle, next.Point, triangle, triangle.OppositePoint(next.Triangle, next.Point));
                tcx.MapTriangleToNodes(next.Triangle);
                tcx.MapTriangleToNodes(triangle);
            }
            point    = tcx.Front.Head.Point;
            c        = tcx.Front.Tail.Prev;
            triangle = c.Triangle;
            TriangulationPoint point2 = c.Point;

            while (true)
            {
                tcx.RemoveFromList(triangle);
                point2 = triangle.PointCCWFrom(point2);
                if (point2 == point)
                {
                    break;
                }
                triangle = triangle.NeighborCCWFrom(point2);
            }
            point    = tcx.Front.Head.Next.Point;
            point2   = triangle.PointCWFrom(tcx.Front.Head.Point);
            triangle = triangle.NeighborCWFrom(tcx.Front.Head.Point);
            do
            {
                tcx.RemoveFromList(triangle);
                point2   = triangle.PointCCWFrom(point2);
                triangle = triangle.NeighborCCWFrom(point2);
            }while (point2 != point);
            tcx.FinalizeTriangulation();
        }
示例#4
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);
        }
示例#5
0
        private static AdvancingFrontNode NewFrontTriangle(DTSweepContext tcx, TriangulationPoint point, AdvancingFrontNode node)
        {
            DelaunayTriangle item = new DelaunayTriangle(point, node.Point, node.Next.Point);

            item.MarkNeighbor(node.Triangle);
            tcx.Triangles.Add(item);
            AdvancingFrontNode node2 = new AdvancingFrontNode(point)
            {
                Next = node.Next,
                Prev = node
            };

            node.Next.Prev = node2;
            node.Next      = node2;
            tcx.AddNode(node2);
            if (tcx.IsDebugEnabled)
            {
                tcx.DTDebugContext.ActiveNode = node2;
            }
            if (!Legalize(tcx, item))
            {
                tcx.MapTriangleToNodes(item);
            }
            return(node2);
        }
示例#6
0
        private static void FlipEdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle t, TriangulationPoint p)
        {
            DelaunayTriangle   ot = t.NeighborAcrossFrom(p);
            TriangulationPoint pd = ot.OppositePoint(t, p);

            if (ot == null)
            {
                throw new InvalidOperationException("[BUG:FIXME] FLIP failed due to missing triangle");
            }
            if (tcx.IsDebugEnabled)
            {
                tcx.DTDebugContext.PrimaryTriangle   = t;
                tcx.DTDebugContext.SecondaryTriangle = ot;
            }
            if (TriangulationUtil.InScanArea(p, t.PointCCWFrom(p), t.PointCWFrom(p), pd))
            {
                RotateTrianglePair(t, p, ot, pd);
                tcx.MapTriangleToNodes(t);
                tcx.MapTriangleToNodes(ot);
                if ((p == eq) && (pd == ep))
                {
                    if ((eq == tcx.EdgeEvent.ConstrainedEdge.Q) && (ep == tcx.EdgeEvent.ConstrainedEdge.P))
                    {
                        t.MarkConstrainedEdge(ep, eq);
                        ot.MarkConstrainedEdge(ep, eq);
                        Legalize(tcx, t);
                        Legalize(tcx, ot);
                    }
                }
                else
                {
                    Orientation o = TriangulationUtil.Orient2d(eq, pd, ep);
                    t = NextFlipTriangle(tcx, o, t, ot, p, pd);
                    FlipEdgeEvent(tcx, ep, eq, t, p);
                }
            }
            else
            {
                TriangulationPoint point2 = NextFlipPoint(ep, eq, ot, pd);
                FlipScanEdgeEvent(tcx, ep, eq, t, ot, point2);
                EdgeEvent(tcx, ep, eq, t, p);
            }
        }
示例#7
0
 private static bool Legalize(DTSweepContext tcx, DelaunayTriangle t)
 {
     for (int i = 0; i < 3; i++)
     {
         if (!t.EdgeIsDelaunay[i])
         {
             DelaunayTriangle ot = t.Neighbors[i];
             if (ot != null)
             {
                 TriangulationPoint p      = t.Points[i];
                 TriangulationPoint point2 = ot.OppositePoint(t, p);
                 int index = ot.IndexOf(point2);
                 if (ot.EdgeIsConstrained[index] || ot.EdgeIsDelaunay[index])
                 {
                     t.EdgeIsConstrained[i] = ot.EdgeIsConstrained[index];
                 }
                 else if (TriangulationUtil.SmartIncircle(p, t.PointCCWFrom(p), t.PointCWFrom(p), point2))
                 {
                     t.EdgeIsDelaunay[i]      = true;
                     ot.EdgeIsDelaunay[index] = true;
                     RotateTrianglePair(t, p, ot, point2);
                     if (!Legalize(tcx, t))
                     {
                         tcx.MapTriangleToNodes(t);
                     }
                     if (!Legalize(tcx, ot))
                     {
                         tcx.MapTriangleToNodes(ot);
                     }
                     t.EdgeIsDelaunay[i]      = false;
                     ot.EdgeIsDelaunay[index] = false;
                     return(true);
                 }
             }
         }
     }
     return(false);
 }
示例#8
0
        private static void Fill(DTSweepContext tcx, AdvancingFrontNode node)
        {
            DelaunayTriangle item = new DelaunayTriangle(node.Prev.Point, node.Point, node.Next.Point);

            item.MarkNeighbor(node.Prev.Triangle);
            item.MarkNeighbor(node.Triangle);
            tcx.Triangles.Add(item);
            node.Prev.Next = node.Next;
            node.Next.Prev = node.Prev;
            tcx.RemoveNode(node);
            if (!Legalize(tcx, item))
            {
                tcx.MapTriangleToNodes(item);
            }
        }
示例#9
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);
            }
        }
示例#10
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);
        }
示例#11
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;
        }
示例#12
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;
        }
示例#13
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);
            }
        }
示例#14
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;
            DelaunayTriangle t1;
            TriangulationPoint first, p1;

            n1 = tcx.Front.Head.Next;
            n2 = n1.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();
        }
示例#15
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);
        }