本文整理汇总了C#中Poly2Tri.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, 这里精选的类代码示例或许可以为您提供帮助。
DelaunayTriangle类属于Poly2Tri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: GetCircumcenter
public static Vector2 GetCircumcenter(DelaunayTriangle triangle)
{
Vector2 a = triangle.Points[0].ToVector2();
Vector2 b = triangle.Points[1].ToVector2();
Vector2 c = triangle.Points[2].ToVector2();
return GetCircumcenter(a, b, c);
}
示例2: GetCircumradius
public static float GetCircumradius(DelaunayTriangle triangle)
{
Vector2 a = triangle.Points[0].ToVector2();
Vector2 b = triangle.Points[1].ToVector2();
Vector2 c = triangle.Points[2].ToVector2();
return GetCircumradius(a, b, c);
}
示例3: MarkNeighbor
/// <summary>
/// Exhaustive search to update neighbor pointers
/// </summary>
public void MarkNeighbor( DelaunayTriangle t ) {
// Points of this triangle also belonging to t
bool a = t.Contains(Points[0]);
bool b = t.Contains(Points[1]);
bool c = t.Contains(Points[2]);
if (b&&c) { Neighbors[0]=t; t.MarkNeighbor(Points[1],Points[2],this); }
else if (a&&c) { Neighbors[1]=t; t.MarkNeighbor(Points[0],Points[2],this); }
else if (a&&b) { Neighbors[2]=t; t.MarkNeighbor(Points[0],Points[1],this); }
else throw new Exception( "Failed to mark neighbor, doesn't share an edge!");
}
示例4: MarkNeighbor
/// <summary>
/// Update neighbor pointers
/// </summary>
/// <param name="p1">Point 1 of the shared edge</param>
/// <param name="p2">Point 2 of the shared edge</param>
/// <param name="t">This triangle's new neighbor</param>
private void MarkNeighbor(TriangulationPoint p1, TriangulationPoint p2, DelaunayTriangle t)
{
int i = EdgeIndex(p1, p2);
if (i == -1)
{
throw new Exception("Error marking neighbors -- t doesn't contain edge p1-p2!");
}
Neighbors[i] = t;
}
示例5: OppositePoint
/// <param name="t">Opposite triangle</param>
/// <param name="p">The point in t that isn't shared between the triangles</param>
public TriangulationPoint OppositePoint(DelaunayTriangle t, TriangulationPoint p)
{
Debug.Assert(t != this, "self-pointer error");
return PointCWFrom(t.PointCWFrom(p));
}
示例6: GetRectangle
private static Rectangle GetRectangle(DelaunayTriangle triangle)
{
return GetBoundingRectangle(triangle.Points);
}
示例7: 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8: 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9: 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10: 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);
}
}
示例11: AddTriangle
public override void AddTriangle(DelaunayTriangle t)
{
Triangles.Add(t);
}
示例12: DrawDelaunayCircumcircles
private static void DrawDelaunayCircumcircles(DelaunayTriangle triangle, Vector2 circumcenter, Graphics graphics)
{
float circumradius = VoronoiHelper.GetCircumradius(triangle);
graphics.DrawEllipse(Pens.Green,
circumcenter.X - circumradius, circumcenter.Y - circumradius,
2 * circumradius, 2 * circumradius);
}
示例13: GetSurroundingTriangles
public static IList<DelaunayTriangle> GetSurroundingTriangles(
DelaunayTriangle triangle,
TriangulationPoint point)
{
IList<DelaunayTriangle> surroundingTriangles = new List<DelaunayTriangle>();
DelaunayTriangle startTriangle = triangle;
DelaunayTriangle currentTriangle = triangle;
do
{
surroundingTriangles.Add(currentTriangle);
currentTriangle = currentTriangle.NeighborCWFrom(point);
} while ((currentTriangle != null) && (currentTriangle != startTriangle));
return surroundingTriangles;
}
示例14: UnpackTriangle
private IReadOnlyList<TriangulationPoint> UnpackTriangle(DelaunayTriangle t)
{
return new[] {
t.Points[0],
t.Points[1],
t.Points[2]
};
}
示例15: 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);
newNode.Next = node.Next;
newNode.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;
}