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); } }
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); } }
public void MapTriangleToNodes(DelaunayTriangle t) { for (int i = 0; i < 3; i++) { if (t.Neighbors[i] == null) { AdvancingFrontNode node = this.Front.LocatePoint(t.PointCWFrom(t.Points[i])); if (node != null) { node.Triangle = t; } } } }
private static TriangulationPoint NextFlipPoint(TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle ot, TriangulationPoint op) { switch (TriangulationUtil.Orient2d(eq, op, ep)) { case Orientation.CW: return(ot.PointCCWFrom(op)); case Orientation.CCW: return(ot.PointCWFrom(op)); case Orientation.Collinear: throw new PointOnEdgeException("Point on constrained edge not supported yet", eq, op, ep); } throw new NotImplementedException("Orientation not handled"); }
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); } }
private static void EdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle triangle, TriangulationPoint point) { if (tcx.IsDebugEnabled) { tcx.DTDebugContext.PrimaryTriangle = triangle; } if (!IsEdgeSideOfTriangle(triangle, ep, eq)) { TriangulationPoint pb = triangle.PointCCWFrom(point); Orientation orientation = TriangulationUtil.Orient2d(eq, pb, ep); if (orientation == Orientation.Collinear) { throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet", eq, pb, ep); } TriangulationPoint point3 = triangle.PointCWFrom(point); Orientation orientation2 = TriangulationUtil.Orient2d(eq, point3, ep); if (orientation2 == Orientation.Collinear) { throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet", eq, point3, ep); } if (orientation == orientation2) { if (orientation == Orientation.CW) { triangle = triangle.NeighborCCWFrom(point); } else { triangle = triangle.NeighborCWFrom(point); } EdgeEvent(tcx, ep, eq, triangle, point); } else { FlipEdgeEvent(tcx, ep, eq, triangle, point); } } }
private static void FlipScanEdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle flipTriangle, DelaunayTriangle t, TriangulationPoint p) { DelaunayTriangle triangle = t.NeighborAcrossFrom(p); TriangulationPoint pd = triangle.OppositePoint(t, p); if (triangle == null) { throw new Exception("[BUG:FIXME] FLIP failed due to missing triangle"); } if (tcx.IsDebugEnabled) { tcx.DTDebugContext.PrimaryTriangle = t; tcx.DTDebugContext.SecondaryTriangle = triangle; } if (TriangulationUtil.InScanArea(eq, flipTriangle.PointCCWFrom(eq), flipTriangle.PointCWFrom(eq), pd)) { FlipEdgeEvent(tcx, eq, pd, triangle, pd); } else { TriangulationPoint point2 = NextFlipPoint(ep, eq, triangle, pd); FlipScanEdgeEvent(tcx, ep, eq, flipTriangle, triangle, point2); } }
/// <param name="t">Opposite triangle</param> /// <param name="p">The point in t that isn't shared between the triangles</param> public TriangulationPoint OppositePoint(DelaunayTriangle t, TriangulationPoint p) { Debug.Assert(t != this, "self-pointer error"); return PointCWFrom(t.PointCWFrom(p)); }
/// <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); } }
/// <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); }
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); } }
/// <summary> /// When we need to traverse from one triangle to the next we need /// the point in current triangle that is the opposite point to the next /// triangle. /// </summary> private static TriangulationPoint NextFlipPoint( TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle ot, TriangulationPoint op ) { Orientation o2d = TriangulationUtil.Orient2d(eq, op, ep); switch ( o2d ) { case Orientation.CW: return ot.PointCCWFrom(op); case Orientation.CCW: return ot.PointCWFrom(op); case Orientation.Collinear: // TODO: implement support for point on constraint edge throw new PointOnEdgeException("Point on constrained edge not supported yet",eq,op,ep); default: throw new NotImplementedException("Orientation not handled"); } }
/// <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; }
/// <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); } }
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); } }
/// <param name="t">Opposite triangle</param> /// <param name="p">The point in t that isn't shared between the triangles</param> public TriangulationPoint OppositePoint(DelaunayTriangle t, TriangulationPoint p) { Debug.Assert(t != this, "self-pointer error"); return(PointCWFrom(t.PointCWFrom(p))); }
public TriangulationPoint OppositePoint(DelaunayTriangle t, TriangulationPoint p) { return(this.PointCWFrom(t.PointCWFrom(p))); }
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); }