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"); } 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) { t.MarkConstrainedEdge(ep, eq); ot.MarkConstrainedEdge(ep, eq); Legalize(tcx, t); Legalize(tcx, ot); } else { // XXX: I think one of the triangles should be legalized here? } } else { Orientation o = TriangulationUtil.Orient2d(eq, op, ep); t = NextFlipTriangle(tcx, o, t, ot, p, op); FlipEdgeEvent(tcx, ep, eq, t, p); } } else { TriangulationPoint newP = null; if (NextFlipPoint(ep, eq, ot, op, out newP)) { 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 (triangle == null) { return; // TODO: Added by Kronnect Games } if (IsEdgeSideOfTriangle(triangle, ep, eq)) { return; } p1 = triangle.PointCCWFrom(point); Orientation o1 = TriangulationUtil.Orient2d(eq, p1, ep); if (o1 == Orientation.Collinear) { if (triangle.Contains(eq) && triangle.Contains(p1)) { triangle.MarkConstrainedEdge(eq, p1); // We are modifying the constraint maybe it would be better to // not change the given constraint and just keep a variable for the new constraint tcx.EdgeEvent.ConstrainedEdge.Q = p1; triangle = triangle.NeighborAcrossFrom(point); EdgeEvent(tcx, ep, p1, triangle, p1); } else { throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet", ep, eq, p1); } return; } p2 = triangle.PointCWFrom(point); Orientation o2 = TriangulationUtil.Orient2d(eq, p2, ep); if (o2 == Orientation.Collinear) { if (triangle.Contains(eq) && triangle.Contains(p2)) { triangle.MarkConstrainedEdge(eq, p2); // We are modifying the constraint maybe it would be better to // not change the given constraint and just keep a variable for the new constraint tcx.EdgeEvent.ConstrainedEdge.Q = p2; triangle = triangle.NeighborAcrossFrom(point); EdgeEvent(tcx, ep, p2, triangle, p2); } else { throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet", ep, eq, p2); } return; } 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); } }