本文整理汇总了C#中DelaunayTriangle类的典型用法代码示例。如果您正苦于以下问题:C# DelaunayTriangle类的具体用法?C# DelaunayTriangle怎么用?C# DelaunayTriangle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。
DelaunayTriangle类属于命名空间,在下文中一共展示了DelaunayTriangle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: MeshCleanReq
private void MeshCleanReq( DelaunayTriangle triangle ) {
if (triangle != null && !triangle.IsInterior) {
triangle.IsInterior = true;
Triangulatable.AddTriangle(triangle);
for (int i = 0; i < 3; i++)
if (!triangle.EdgeIsConstrained[i])
{
MeshCleanReq(triangle.Neighbors[i]);
}
}
}
示例2: RemoveFromList
public void RemoveFromList( DelaunayTriangle triangle ) {
Triangles.Remove(triangle);
// TODO: remove all neighbor pointers to this triangle
// for( int i=0; i<3; i++ )
// {
// if( triangle.neighbors[i] != null )
// {
// triangle.neighbors[i].clearNeighbor( triangle );
// }
// }
// triangle.clearNeighbors();
}
示例3: FlipEdgeEvent
private static void FlipEdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle t, TriangulationPoint p)
{
DelaunayTriangle ot = t.NeighborAcross(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 (t.GetConstrainedEdgeAcross(p))
{
throw new Exception("Intersecting Constraints");
}
bool inScanArea = TriangulationUtil.InScanArea(p, t.PointCCW(p), t.PointCW(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
{
// 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);
}
}
示例4: Fill
/// <summary>
/// Adds a triangle to the advancing front to fill a hole.
/// </summary>
/// <param name="tcx"></param>
/// <param name="node">middle node, that is the bottom of the hole</param>
private static void Fill(DTSweepContext tcx, AdvancingFrontNode node)
{
DelaunayTriangle triangle = new DelaunayTriangle(node.Prev.Point, node.Point, node.Next.Point);
// TODO: should copy the cEdge value from neighbor triangles
// for now cEdge values are copied during the legalize
triangle.MarkNeighbor(node.Prev.Triangle);
triangle.MarkNeighbor(node.Triangle);
tcx.Triangles.Add(triangle);
// Update the advancing front
node.Prev.Next = node.Next;
node.Next.Prev = node.Prev;
tcx.RemoveNode(node);
// If it was legalized the triangle has already been mapped
if (!Legalize(tcx, triangle))
{
tcx.MapTriangleToNodes(triangle);
}
}
示例5: EdgeEvent
private static void EdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle triangle, TriangulationPoint point)
{
if (IsEdgeSideOfTriangle(triangle, ep, eq))
return;
TriangulationPoint p1 = triangle.PointCCW(point);
Orientation o1 = TriangulationUtil.Orient2d(eq, p1, ep);
if (o1 == Orientation.Collinear)
{
if (triangle.Contains(eq, 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.NeighborAcross(point);
EdgeEvent(tcx, ep, p1, triangle, p1);
}
else
{
throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet");
}
return;
}
TriangulationPoint p2 = triangle.PointCW(point);
Orientation o2 = TriangulationUtil.Orient2d(eq, p2, ep);
if (o2 == Orientation.Collinear)
{
if (triangle.Contains(eq, 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.NeighborAcross(point);
EdgeEvent(tcx, ep, p2, triangle, p2);
}
else
{
throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet");
}
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.NeighborCCW(point);
}
else
{
triangle = triangle.NeighborCW(point);
}
EdgeEvent(tcx, ep, eq, triangle, point);
}
else
{
// This triangle crosses constraint so lets flippin start!
FlipEdgeEvent(tcx, ep, eq, triangle, point);
}
}
示例6: RotateTrianglePair
/// <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);
}
示例7: NewFrontTriangle
/// <summary>
/// Creates a new front triangle and legalize it
/// </summary>
private static AdvancingFrontNode NewFrontTriangle( DTSweepContext tcx, TriangulationPoint point, AdvancingFrontNode node )
{
AdvancingFrontNode newNode;
DelaunayTriangle triangle;
triangle = new DelaunayTriangle(point, node.Point, node.Next.Point);
triangle.MarkNeighbor(node.Triangle);
tcx.Triangles.Add(triangle);
newNode = new AdvancingFrontNode(point) {Next = node.Next, Prev = node};
node.Next.Prev = newNode;
node.Next = newNode;
tcx.AddNode(newNode); // XXX: BST
if (tcx.IsDebugEnabled) tcx.DTDebugContext.ActiveNode = newNode;
if (!Legalize(tcx, triangle)) tcx.MapTriangleToNodes(triangle);
return newNode;
}
示例8: NextFlipPoint
/// <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);
if (o2d == Orientation.CW)
{
// Right
return ot.PointCCW(op);
}
else if (o2d == Orientation.CCW)
{
// Left
return ot.PointCW(op);
}
else
{
// TODO: implement support for point on constraint edge
throw new PointOnEdgeException("Point on constrained edge not supported yet");
}
}
示例9: Legalize
/// <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)
{
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;
}
bool inside = TriangulationUtil.SmartIncircle(p, t.PointCCW(p), t.PointCW(p), op);
if (inside)
{
// 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
bool notLegalized = !Legalize(tcx, t);
if (notLegalized)
{
tcx.MapTriangleToNodes(t);
}
notLegalized = !Legalize(tcx, ot);
if (notLegalized)
{
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;
}
示例10: MeshClean
public void MeshClean(DelaunayTriangle triangle)
{
MeshCleanReq(triangle);
}
示例11: MapTriangleToNodes
/// <summary>
/// Try to map a node to all sides of this triangle that don't have
/// a neighbor.
/// </summary>
public void MapTriangleToNodes(DelaunayTriangle t)
{
AdvancingFrontNode n;
for (int i = 0; i < 3; i++)
{
if (t.Neighbors[i] == null)
{
n = aFront.LocatePoint(t.PointCW(t.Points[i]));
if (n != null)
{
n.Triangle = t;
}
}
}
}
示例12: FlipEdgeEvent
private static void FlipEdgeEvent(DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq,
DelaunayTriangle t, TriangulationPoint p)
{
TriangulationPoint op, newP;
DelaunayTriangle ot;
bool inScanArea;
ot = t.NeighborAcross(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 InvalidOperationException("[BUG:FIXME] FLIP failed due to missing triangle");
}
inScanArea = TriangulationUtil.InScanArea(p, t.PointCCW(p), t.PointCW(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)
{
#if NETFX_CORE
Debug.WriteLine("[FLIP] - constrained edge done");
#else
Console.WriteLine("[FLIP] - constrained edge done"); // TODO: remove
#endif
}
t.MarkConstrainedEdge(ep, eq);
ot.MarkConstrainedEdge(ep, eq);
Legalize(tcx, t);
Legalize(tcx, ot);
}
else
{
if (tcx.IsDebugEnabled)
#if NETFX_CORE
Debug.WriteLine("[FLIP] - subedge done"); // TODO: remove
#else
Console.WriteLine("[FLIP] - subedge done"); // TODO: remove
#endif
// XXX: I think one of the triangles should be legalized here?
}
}
else
{
if (tcx.IsDebugEnabled)
#if NETFX_CORE
Debug.WriteLine("[FLIP] - flipping and continuing with triangle still crossing edge"); // TODO: remove
#else
Console.WriteLine("[FLIP] - flipping and continuing with triangle still crossing edge"); // TODO: remove
#endif
// TODO: remove
Orientation o = TriangulationUtil.Orient2d(eq, op, ep);
t = NextFlipTriangle(tcx, o, t, ot, p, op);
FlipEdgeEvent(tcx, ep, eq, t, p);
}
}
else
{
newP = NextFlipPoint(ep, eq, ot, op);
FlipScanEdgeEvent(tcx, ep, eq, t, ot, newP);
EdgeEvent(tcx, ep, eq, t, p);
}
}
示例13: NextFlipPoint
/// <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");
}
}
示例14: FlipScanEdgeEvent
/// <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 = t.NeighborAcross(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 Exception("[BUG:FIXME] FLIP failed due to missing triangle");
}
bool inScanArea = TriangulationUtil.InScanArea(eq, flipTriangle.PointCCW(eq), flipTriangle.PointCW(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
{
TriangulationPoint newP = NextFlipPoint(ep, eq, ot, op);
FlipScanEdgeEvent(tcx, ep, eq, flipTriangle, ot, newP);
}
}
示例15: CreateAdvancingFront
public void CreateAdvancingFront()
{
AdvancingFrontNode head, tail, middle;
// Initial triangle
DelaunayTriangle iTriangle = new DelaunayTriangle(Points[0], Tail, Head);
Triangles.Add(iTriangle);
head = new AdvancingFrontNode(iTriangle.Points[1]);
head.Triangle = iTriangle;
middle = new AdvancingFrontNode(iTriangle.Points[0]);
middle.Triangle = iTriangle;
tail = new AdvancingFrontNode(iTriangle.Points[2]);
aFront = new AdvancingFront(head, tail);
aFront.AddNode(middle);
// TODO: I think it would be more intuitive if head is middles next and not previous
// so swap head and tail
aFront.Head.Next = middle;
middle.Next = aFront.Tail;
middle.Prev = aFront.Head;
aFront.Tail.Prev = middle;
}