本文整理汇总了C#中DelaunayTriangle.PointCWFrom方法的典型用法代码示例。如果您正苦于以下问题:C# DelaunayTriangle.PointCWFrom方法的具体用法?C# DelaunayTriangle.PointCWFrom怎么用?C# DelaunayTriangle.PointCWFrom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.PointCWFrom方法的6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: 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)
{
for (int i = 0; i < 3; i++) {
if (t.Neighbors [i] == null) {
AdvancingFrontNode n = Front.LocatePoint (t.PointCWFrom (t.Points [i]));
if (n != null) {
n.Triangle = t;
}
}
}
}
示例2: 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3: 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) continue;
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;
}
if (!TriangulationUtil.SmartIncircle(p,t.PointCCWFrom(p),t.PointCWFrom(p),op)) continue;
// 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
if (!Legalize(tcx, t)) tcx.MapTriangleToNodes(t);
if (!Legalize(tcx, ot)) 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4: 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;
TriangulationPoint op, newP;
bool inScanArea;
ot = t.NeighborAcrossFrom(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 Exception("[BUG:FIXME] FLIP failed due to missing triangle");
}
if (tcx.IsDebugEnabled) {
Console.WriteLine("[FLIP:SCAN] - scan next point"); // TODO: remove
tcx.DTDebugContext.PrimaryTriangle = t;
tcx.DTDebugContext.SecondaryTriangle = ot;
}
inScanArea = TriangulationUtil.InScanArea(eq, flipTriangle.PointCCWFrom(eq), flipTriangle.PointCWFrom(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 {
newP = NextFlipPoint(ep, eq, ot, op);
FlipScanEdgeEvent(tcx, ep, eq, flipTriangle, ot, newP);
}
}
示例5: FlipEdgeEvent
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");
}
if (tcx.IsDebugEnabled) {
tcx.DTDebugContext.PrimaryTriangle = t;
tcx.DTDebugContext.SecondaryTriangle = ot;
} // TODO: remove
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) {
if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - constrained edge done"); // TODO: remove
t.MarkConstrainedEdge(ep, eq);
ot.MarkConstrainedEdge(ep, eq);
Legalize(tcx, t);
Legalize(tcx, ot);
} else {
if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - subedge done"); // TODO: remove
// XXX: I think one of the triangles should be legalized here?
}
} else {
if (tcx.IsDebugEnabled) Console.WriteLine("[FLIP] - flipping and continuing with triangle still crossing edge"); // 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6: EdgeEvent
private static void EdgeEvent( DTSweepContext tcx, TriangulationPoint ep, TriangulationPoint eq, DelaunayTriangle triangle, TriangulationPoint point )
{
TriangulationPoint p1, p2;
if (tcx.IsDebugEnabled) tcx.DTDebugContext.PrimaryTriangle=triangle;
if (IsEdgeSideOfTriangle(triangle, ep, eq)) return;
p1 = triangle.PointCCWFrom(point);
Orientation o1 = TriangulationUtil.Orient2d(eq, p1, ep);
if (o1 == Orientation.Collinear) {
// TODO: Split edge in two
//// splitEdge( ep, eq, p1 );
// edgeEvent( tcx, p1, eq, triangle, point );
// edgeEvent( tcx, ep, p1, triangle, p1 );
// return;
throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet",eq,p1,ep);
}
p2 = triangle.PointCWFrom(point);
Orientation o2 = TriangulationUtil.Orient2d(eq, p2, ep);
if (o2 == Orientation.Collinear) {
// TODO: Split edge in two
// edgeEvent( tcx, p2, eq, triangle, point );
// edgeEvent( tcx, ep, p2, triangle, p2 );
// return;
throw new PointOnEdgeException("EdgeEvent - Point on constrained edge not supported yet",eq,p2,ep);
}
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);
}
}