/// <summary> /// Rotates a triangle pair one vertex CW /// n2 n2 /// P +-----+ P +-----+ /// | t /| |\ t | /// | / | | \ | /// n1| / |n3 n1| \ |n3 /// | / | after CW | \ | /// |/ oT | | oT \| /// +-----+ oP +-----+ /// n4 n4 /// </summary> private static void RotateTrianglePair(DelaunayTriangle t, TriangulationPoint p, DelaunayTriangle ot, TriangulationPoint op) { DelaunayTriangle n1 = t.NeighborCCW(p); DelaunayTriangle n2 = t.NeighborCW(p); DelaunayTriangle n3 = ot.NeighborCCW(op); DelaunayTriangle n4 = ot.NeighborCW(op); bool ce1 = t.GetConstrainedEdgeCCW(p); bool ce2 = t.GetConstrainedEdgeCW(p); bool ce3 = ot.GetConstrainedEdgeCCW(op); bool ce4 = ot.GetConstrainedEdgeCW(op); bool de1 = t.GetDelaunayEdgeCCW(p); bool de2 = t.GetDelaunayEdgeCW(p); bool de3 = ot.GetDelaunayEdgeCCW(op); bool de4 = ot.GetDelaunayEdgeCW(op); t.Legalize(p, op); ot.Legalize(op, p); // Remap dEdge ot.SetDelaunayEdgeCCW(p, de1); t.SetDelaunayEdgeCW(p, de2); t.SetDelaunayEdgeCCW(op, de3); ot.SetDelaunayEdgeCW(op, de4); // Remap cEdge ot.SetConstrainedEdgeCCW(p, ce1); t.SetConstrainedEdgeCW(p, ce2); t.SetConstrainedEdgeCCW(op, ce3); ot.SetConstrainedEdgeCW(op, ce4); // Remap neighbors // XXX: might optimize the markNeighbor by keeping track of // what side should be assigned to what neighbor after the // rotation. Now mark neighbor does lots of testing to find // the right side. t.Neighbors.Clear(); ot.Neighbors.Clear(); if (n1 != null) { ot.MarkNeighbor(n1); } if (n2 != null) { t.MarkNeighbor(n2); } if (n3 != null) { t.MarkNeighbor(n3); } if (n4 != null) { ot.MarkNeighbor(n4); } t.MarkNeighbor(ot); }