本文整理汇总了C#中DelaunayTriangle.MarkConstrainedEdge方法的典型用法代码示例。如果您正苦于以下问题:C# DelaunayTriangle.MarkConstrainedEdge方法的具体用法?C# DelaunayTriangle.MarkConstrainedEdge怎么用?C# DelaunayTriangle.MarkConstrainedEdge使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类DelaunayTriangle
的用法示例。
在下文中一共展示了DelaunayTriangle.MarkConstrainedEdge方法的4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: IsEdgeSideOfTriangle
private static bool IsEdgeSideOfTriangle(DelaunayTriangle triangle, TriangulationPoint ep, TriangulationPoint eq)
{
int index = triangle.EdgeIndex(ep, eq);
if (index != -1)
{
triangle.MarkConstrainedEdge(index);
triangle = triangle.Neighbors[index];
if (triangle != null)
{
triangle.MarkConstrainedEdge(ep, eq);
}
return true;
}
return false;
}
示例2: 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: 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);
}
}