本文整理汇总了C#中ActiveRegion类的典型用法代码示例。如果您正苦于以下问题:C# ActiveRegion类的具体用法?C# ActiveRegion怎么用?C# ActiveRegion使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
ActiveRegion类属于命名空间,在下文中一共展示了ActiveRegion类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: EdgeLeq
/// <summary>
/// Both edges must be directed from right to left (this is the canonical
/// direction for the upper edge of each region).
///
/// The strategy is to evaluate a "t" value for each edge at the
/// current sweep line position, given by tess->event. The calculations
/// are designed to be very stable, but of course they are not perfect.
///
/// Special case: if both edge destinations are at the sweep event,
/// we sort the edges by slope (they would otherwise compare equally).
/// </summary>
private bool EdgeLeq(ActiveRegion reg1, ActiveRegion reg2)
{
var e1 = reg1._eUp;
var e2 = reg2._eUp;
if (e1._Dst == _event)
{
if (e2._Dst == _event)
{
// Two edges right of the sweep line which meet at the sweep event.
// Sort them by slope.
if (Geom.VertLeq(e1._Org, e2._Org))
{
return Geom.EdgeSign(e2._Dst, e1._Org, e2._Org) <= 0.0f;
}
return Geom.EdgeSign(e1._Dst, e2._Org, e1._Org) >= 0.0f;
}
return Geom.EdgeSign(e2._Dst, _event, e2._Org) <= 0.0f;
}
if (e2._Dst == _event)
{
return Geom.EdgeSign(e1._Dst, _event, e1._Org) >= 0.0f;
}
// General case - compute signed distance *from* e1, e2 to event
var t1 = Geom.EdgeEval(e1._Dst, _event, e1._Org);
var t2 = Geom.EdgeEval(e2._Dst, _event, e2._Org);
return (t1 >= t2);
}
示例2: ConnectLeftDegenerate
/// <summary>
/// The event vertex lies exacty on an already-processed edge or vertex.
/// Adding the new vertex involves splicing it into the already-processed
/// part of the mesh.
/// </summary>
private void ConnectLeftDegenerate(ActiveRegion regUp, MeshUtils.Vertex vEvent)
{
var e = regUp._eUp;
if (Geom.VertEq(e._Org, vEvent))
{
// e.Org is an unprocessed vertex - just combine them, and wait
// for e.Org to be pulled from the queue
// C# : in the C version, there is a flag but it was never implemented
// the vertices are before beginning the tesselation
throw new InvalidOperationException("Vertices should have been merged before");
}
if (!Geom.VertEq(e._Dst, vEvent))
{
// General case -- splice vEvent into edge e which passes through it
_mesh.SplitEdge(e._Sym);
if (regUp._fixUpperEdge)
{
// This edge was fixable -- delete unused portion of original edge
_mesh.Delete(e._Onext);
regUp._fixUpperEdge = false;
}
_mesh.Splice(vEvent._anEdge, e);
SweepEvent(vEvent); // recurse
return;
}
// See above
throw new InvalidOperationException("Vertices should have been merged before");
}
示例3: ComputeWinding
private void ComputeWinding(ActiveRegion reg)
{
reg._windingNumber = RegionAbove(reg)._windingNumber + reg._eUp._winding;
reg._inside = Geom.IsWindingInside(_windingRule, reg._windingNumber);
}
示例4: CheckForRightSplice
/// <summary>
/// Check the upper and lower edge of "regUp", to make sure that the
/// eUp->Org is above eLo, or eLo->Org is below eUp (depending on which
/// origin is leftmost).
///
/// The main purpose is to splice right-going edges with the same
/// dest vertex and nearly identical slopes (ie. we can't distinguish
/// the slopes numerically). However the splicing can also help us
/// to recover from numerical errors. For example, suppose at one
/// point we checked eUp and eLo, and decided that eUp->Org is barely
/// above eLo. Then later, we split eLo into two edges (eg. from
/// a splice operation like this one). This can change the result of
/// our test so that now eUp->Org is incident to eLo, or barely below it.
/// We must correct this condition to maintain the dictionary invariants.
///
/// One possibility is to check these edges for intersection again
/// (ie. CheckForIntersect). This is what we do if possible. However
/// CheckForIntersect requires that tess->event lies between eUp and eLo,
/// so that it has something to fall back on when the intersection
/// calculation gives us an unusable answer. So, for those cases where
/// we can't check for intersection, this routine fixes the problem
/// by just splicing the offending vertex into the other edge.
/// This is a guaranteed solution, no matter how degenerate things get.
/// Basically this is a combinatorial solution to a numerical problem.
/// </summary>
private bool CheckForRightSplice(ActiveRegion regUp)
{
var regLo = RegionBelow(regUp);
var eUp = regUp._eUp;
var eLo = regLo._eUp;
if (Geom.VertLeq(eUp._Org, eLo._Org))
{
if (Geom.EdgeSign(eLo._Dst, eUp._Org, eLo._Org) > 0.0f)
{
return false;
}
// eUp.Org appears to be below eLo
if (!Geom.VertEq(eUp._Org, eLo._Org))
{
// Splice eUp._Org into eLo
_mesh.SplitEdge(eLo._Sym);
_mesh.Splice(eUp, eLo._Oprev);
regUp._dirty = regLo._dirty = true;
}
else if (eUp._Org != eLo._Org)
{
// merge the two vertices, discarding eUp.Org
_pq.Remove(eUp._Org._pqHandle);
SpliceMergeVertices(eLo._Oprev, eUp);
}
}
else
{
if (Geom.EdgeSign(eUp._Dst, eLo._Org, eUp._Org) < 0.0f)
{
return false;
}
// eLo.Org appears to be above eUp, so splice eLo.Org into eUp
RegionAbove(regUp)._dirty = regUp._dirty = true;
_mesh.SplitEdge(eUp._Sym);
_mesh.Splice(eLo._Oprev, eUp);
}
return true;
}
示例5: AddSentinel
/// <summary>
/// Make the sentinel coordinates big enough that they will never be
/// merged with real input features.
///
/// We add two sentinel edges above and below all other edges,
/// to avoid special cases at the top and bottom.
/// </summary>
private void AddSentinel(float smin, float smax, float t)
{
var e = _mesh.MakeEdge();
e._Org._s = smax;
e._Org._t = t;
e._Dst._s = smin;
e._Dst._t = t;
_event = e._Dst; // initialize it
var reg = new ActiveRegion();
reg._eUp = e;
reg._sentinel = true;
reg._nodeUp = _dict.Insert(reg);
}
示例6: RegionAbove
private ActiveRegion RegionAbove(ActiveRegion reg)
{
return reg._nodeUp._next._key;
}
示例7: FinishRegion
/// <summary>
/// Delete a region from the sweep line. This happens when the upper
/// and lower chains of a region meet (at a vertex on the sweep line).
/// The "inside" flag is copied to the appropriate mesh face (we could
/// not do this before -- since the structure of the mesh is always
/// changing, this face may not have even existed until now).
/// </summary>
private void FinishRegion(ActiveRegion reg)
{
var e = reg._eUp;
var f = e._Lface;
f._inside = reg._inside;
f._anEdge = e;
DeleteRegion(reg);
}
示例8: DeleteRegion
private void DeleteRegion(ActiveRegion reg)
{
if (reg._fixUpperEdge)
{
// It was created with zero winding number, so it better be
// deleted with zero winding number (ie. it better not get merged
// with a real edge).
Debug.Assert(reg._eUp._winding == 0);
}
reg._eUp._activeRegion = null;
_dict.Remove(reg._nodeUp);
}
示例9: WalkDirtyRegions
/// <summary>
/// When the upper or lower edge of any region changes, the region is
/// marked "dirty". This routine walks through all the dirty regions
/// and makes sure that the dictionary invariants are satisfied
/// (see the comments at the beginning of this file). Of course
/// new dirty regions can be created as we make changes to restore
/// the invariants.
/// </summary>
private void WalkDirtyRegions(ActiveRegion regUp)
{
var regLo = RegionBelow(regUp);
MeshUtils.Edge eUp, eLo;
while (true)
{
// Find the lowest dirty region (we walk from the bottom up).
while (regLo._dirty)
{
regUp = regLo;
regLo = RegionBelow(regLo);
}
if (!regUp._dirty)
{
regLo = regUp;
regUp = RegionAbove( regUp );
if(regUp == null || !regUp._dirty)
{
// We've walked all the dirty regions
return;
}
}
regUp._dirty = false;
eUp = regUp._eUp;
eLo = regLo._eUp;
if (eUp._Dst != eLo._Dst)
{
// Check that the edge ordering is obeyed at the Dst vertices.
if (CheckForLeftSplice(regUp))
{
// If the upper or lower edge was marked fixUpperEdge, then
// we no longer need it (since these edges are needed only for
// vertices which otherwise have no right-going edges).
if (regLo._fixUpperEdge)
{
DeleteRegion(regLo);
_mesh.Delete(eLo);
regLo = RegionBelow(regUp);
eLo = regLo._eUp;
}
else if( regUp._fixUpperEdge )
{
DeleteRegion(regUp);
_mesh.Delete(eUp);
regUp = RegionAbove(regLo);
eUp = regUp._eUp;
}
}
}
if (eUp._Org != eLo._Org)
{
if( eUp._Dst != eLo._Dst
&& ! regUp._fixUpperEdge && ! regLo._fixUpperEdge
&& (eUp._Dst == _event || eLo._Dst == _event) )
{
// When all else fails in CheckForIntersect(), it uses tess._event
// as the intersection location. To make this possible, it requires
// that tess._event lie between the upper and lower edges, and also
// that neither of these is marked fixUpperEdge (since in the worst
// case it might splice one of these edges into tess.event, and
// violate the invariant that fixable edges are the only right-going
// edge from their associated vertex).
if (CheckForIntersect(regUp))
{
// WalkDirtyRegions() was called recursively; we're done
return;
}
}
else
{
// Even though we can't use CheckForIntersect(), the Org vertices
// may violate the dictionary edge ordering. Check and correct this.
CheckForRightSplice(regUp);
}
}
if (eUp._Org == eLo._Org && eUp._Dst == eLo._Dst)
{
// A degenerate loop consisting of only two edges -- delete it.
Geom.AddWinding(eLo, eUp);
DeleteRegion(regUp);
_mesh.Delete(eUp);
regUp = RegionAbove(regLo);
}
}
}
示例10: TopRightRegion
private ActiveRegion TopRightRegion(ActiveRegion reg)
{
var dst = reg._eUp._Dst;
// Find the region above the uppermost edge with the same destination
do {
reg = RegionAbove(reg);
} while (reg._eUp._Dst == dst);
return reg;
}
示例11: TopLeftRegion
private ActiveRegion TopLeftRegion(ActiveRegion reg)
{
var org = reg._eUp._Org;
// Find the region above the uppermost edge with the same origin
do {
reg = RegionAbove(reg);
} while (reg._eUp._Org == org);
// If the edge above was a temporary edge introduced by ConnectRightVertex,
// now is the time to fix it.
if (reg._fixUpperEdge)
{
var e = _mesh.Connect(RegionBelow(reg)._eUp._Sym, reg._eUp._Lnext);
FixUpperEdge(reg, e);
reg = RegionAbove(reg);
}
return reg;
}
示例12: AddRegionBelow
/// <summary>
/// Add a new active region to the sweep line, *somewhere* below "regAbove"
/// (according to where the new edge belongs in the sweep-line dictionary).
/// The upper edge of the new region will be "eNewUp".
/// Winding number and "inside" flag are not updated.
/// </summary>
private ActiveRegion AddRegionBelow(ActiveRegion regAbove, MeshUtils.Edge eNewUp)
{
var regNew = new ActiveRegion();
regNew._eUp = eNewUp;
regNew._nodeUp = _dict.InsertBefore(regAbove._nodeUp, regNew);
regNew._fixUpperEdge = false;
regNew._sentinel = false;
regNew._dirty = false;
eNewUp._activeRegion = regNew;
return regNew;
}
示例13: RegionBelow
private ActiveRegion RegionBelow(ActiveRegion reg)
{
return reg._nodeUp.Prev.Key;
}
示例14: ConnectLeftVertex
/// <summary>
/// Purpose: connect a "left" vertex (one where both edges go right)
/// to the processed portion of the mesh. Let R be the active region
/// containing vEvent, and let U and L be the upper and lower edge
/// chains of R. There are two possibilities:
///
/// - the normal case: split R into two regions, by connecting vEvent to
/// the rightmost vertex of U or L lying to the left of the sweep line
///
/// - the degenerate case: if vEvent is close enough to U or L, we
/// merge vEvent into that edge chain. The subcases are:
/// - merging with the rightmost vertex of U or L
/// - merging with the active edge of U or L
/// - merging with an already-processed portion of U or L
/// </summary>
private void ConnectLeftVertex(MeshUtils.Vertex vEvent)
{
var tmp = new ActiveRegion();
// Get a pointer to the active region containing vEvent
tmp._eUp = vEvent._anEdge._Sym;
var regUp = _dict.Find(tmp).Key;
var regLo = RegionBelow(regUp);
if (regLo == null)
{
// This may happen if the input polygon is coplanar.
return;
}
var eUp = regUp._eUp;
var eLo = regLo._eUp;
// Try merging with U or L first
if (Geom.EdgeSign(eUp._Dst, vEvent, eUp._Org) == 0.0f)
{
ConnectLeftDegenerate(regUp, vEvent);
return;
}
// Connect vEvent to rightmost processed vertex of either chain.
// e._Dst is the vertex that we will connect to vEvent.
var reg = Geom.VertLeq(eLo._Dst, eUp._Dst) ? regUp : regLo;
if (regUp._inside || reg._fixUpperEdge)
{
MeshUtils.Edge eNew;
if (reg == regUp)
{
eNew = _mesh.Connect(vEvent._anEdge._Sym, eUp._Lnext);
}
else
{
eNew = _mesh.Connect(eLo._Dnext, vEvent._anEdge)._Sym;
}
if (reg._fixUpperEdge)
{
FixUpperEdge(reg, eNew);
}
else
{
ComputeWinding(AddRegionBelow(regUp, eNew));
}
SweepEvent(vEvent);
}
else
{
// The new vertex is in a region which does not belong to the polygon.
// We don't need to connect this vertex to the rest of the mesh.
AddRightEdges(regUp, vEvent._anEdge, vEvent._anEdge, null, true);
}
}
示例15: AddRightEdges
/// <summary>
/// Purpose: insert right-going edges into the edge dictionary, and update
/// winding numbers and mesh connectivity appropriately. All right-going
/// edges share a common origin vOrg. Edges are inserted CCW starting at
/// eFirst; the last edge inserted is eLast.Oprev. If vOrg has any
/// left-going edges already processed, then eTopLeft must be the edge
/// such that an imaginary upward vertical segment from vOrg would be
/// contained between eTopLeft.Oprev and eTopLeft; otherwise eTopLeft
/// should be null.
/// </summary>
private void AddRightEdges(ActiveRegion regUp, MeshUtils.Edge eFirst, MeshUtils.Edge eLast, MeshUtils.Edge eTopLeft, bool cleanUp)
{
bool firstTime = true;
var e = eFirst; do
{
Debug.Assert(Geom.VertLeq(e._Org, e._Dst));
AddRegionBelow(regUp, e._Sym);
e = e._Onext;
} while (e != eLast);
// Walk *all* right-going edges from e.Org, in the dictionary order,
// updating the winding numbers of each region, and re-linking the mesh
// edges to match the dictionary ordering (if necessary).
if (eTopLeft == null)
{
eTopLeft = RegionBelow(regUp)._eUp._Rprev;
}
ActiveRegion regPrev = regUp, reg;
var ePrev = eTopLeft;
while (true)
{
reg = RegionBelow(regPrev);
e = reg._eUp._Sym;
if (e._Org != ePrev._Org) break;
if (e._Onext != ePrev)
{
// Unlink e from its current position, and relink below ePrev
_mesh.Splice(e._Oprev, e);
_mesh.Splice(ePrev._Oprev, e);
}
// Compute the winding number and "inside" flag for the new regions
reg._windingNumber = regPrev._windingNumber - e._winding;
reg._inside = Geom.IsWindingInside(_windingRule, reg._windingNumber);
// Check for two outgoing edges with same slope -- process these
// before any intersection tests (see example in tessComputeInterior).
regPrev._dirty = true;
if (!firstTime && CheckForRightSplice(regPrev))
{
Geom.AddWinding(e, ePrev);
DeleteRegion(regPrev);
_mesh.Delete(ePrev);
}
firstTime = false;
regPrev = reg;
ePrev = e;
}
regPrev._dirty = true;
Debug.Assert(regPrev._windingNumber - e._winding == reg._windingNumber);
if (cleanUp)
{
// Check for intersections between newly adjacent edges.
WalkDirtyRegions(regPrev);
}
}