/// <summary> /// Find the first triangle on the path from one point to another. /// </summary> /// <param name="searchtri"></param> /// <param name="searchpoint"></param> /// <returns> /// The return value notes whether the destination or apex of the found /// triangle is collinear with the two points in question.</returns> /// <remarks> /// Finds the triangle that intersects a line segment drawn from the /// origin of 'searchtri' to the point 'searchpoint', and returns the result /// in 'searchtri'. The origin of 'searchtri' does not change, even though /// the triangle returned may differ from the one passed in. This routine /// is used to find the direction to move in to get from one point to /// another. /// </remarks> private FindDirectionResult FindDirection(ref Otri searchtri, Vertex searchpoint) { Otri checktri = default(Otri); Vertex startvertex; Vertex leftvertex, rightvertex; double leftccw, rightccw; bool leftflag, rightflag; startvertex = searchtri.Org(); rightvertex = searchtri.Dest(); leftvertex = searchtri.Apex(); // Is 'searchpoint' to the left? leftccw = Primitives.CounterClockwise(searchpoint, startvertex, leftvertex); leftflag = leftccw > 0.0; // Is 'searchpoint' to the right? rightccw = Primitives.CounterClockwise(startvertex, searchpoint, rightvertex); rightflag = rightccw > 0.0; if (leftflag && rightflag) { // 'searchtri' faces directly away from 'searchpoint'. We could go left // or right. Ask whether it's a triangle or a boundary on the left. searchtri.Onext(ref checktri); if (checktri.triangle == Mesh.dummytri) { leftflag = false; } else { rightflag = false; } } while (leftflag) { // Turn left until satisfied. searchtri.OnextSelf(); if (searchtri.triangle == Mesh.dummytri) { logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().1"); throw new Exception("Unable to find a triangle on path."); } leftvertex = searchtri.Apex(); rightccw = leftccw; leftccw = Primitives.CounterClockwise(searchpoint, startvertex, leftvertex); leftflag = leftccw > 0.0; } while (rightflag) { // Turn right until satisfied. searchtri.OprevSelf(); if (searchtri.triangle == Mesh.dummytri) { logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().2"); throw new Exception("Unable to find a triangle on path."); } rightvertex = searchtri.Dest(); leftccw = rightccw; rightccw = Primitives.CounterClockwise(startvertex, searchpoint, rightvertex); rightflag = rightccw > 0.0; } if (leftccw == 0.0) { return FindDirectionResult.Leftcollinear; } else if (rightccw == 0.0) { return FindDirectionResult.Rightcollinear; } else { return FindDirectionResult.Within; } }