本文整理汇总了C#中Poly2Tri.Triangulation.Delaunay.Sweep.DTSweepContext.MapTriangleToNodes方法的典型用法代码示例。如果您正苦于以下问题:C# DTSweepContext.MapTriangleToNodes方法的具体用法?C# DTSweepContext.MapTriangleToNodes怎么用?C# DTSweepContext.MapTriangleToNodes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Poly2Tri.Triangulation.Delaunay.Sweep.DTSweepContext
的用法示例。
在下文中一共展示了DTSweepContext.MapTriangleToNodes方法的5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: Legalize
/// <summary>
/// Returns true if triangle was legalized
/// </summary>
private static bool Legalize(DTSweepContext tcx, DelaunayTriangle t)
{
int oi;
bool inside;
TriangulationPoint p, op;
DelaunayTriangle ot;
// 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;
}
ot = t.Neighbors[i];
if (ot != null)
{
p = t.Points[i];
op = ot.OppositePoint(t, p);
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;
}
inside = TriangulationUtil.SmartIncircle(p,
t.PointCCW(p),
t.PointCW(p),
op);
if (inside)
{
bool notLegalized;
// 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
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2: 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3: 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 (!Legalize(tcx, triangle))
{
tcx.MapTriangleToNodes(triangle);
}
return newNode;
}
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) 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
{
newP = NextFlipPoint(ep, eq, ot, op);
FlipScanEdgeEvent(tcx, ep, eq, t, ot, newP);
EdgeEvent(tcx, ep, eq, t, p);
}
}
示例5: FinalizationConvexHull
/// <summary>
/// If this is a Delaunay Triangulation of a pointset we need to fill so the triangle mesh gets a ConvexHull
/// </summary>
private static void FinalizationConvexHull(DTSweepContext tcx)
{
AdvancingFrontNode n1, n2;
DelaunayTriangle t1, t2;
TriangulationPoint first, p1;
n1 = tcx.aFront.Head.Next;
n2 = n1.Next;
first = n1.Point;
TurnAdvancingFrontConvex(tcx, n1, n2);
// TODO: implement ConvexHull for lower right and left boundary
// Lets remove triangles connected to the two "algorithm" points
// XXX: When the first the nodes are points in a triangle we need to do a flip before
// removing triangles or we will lose a valid triangle.
// Same for last three nodes!
// !!! If I implement ConvexHull for lower right and left boundary this fix should not be
// needed and the removed triangles will be added again by default
n1 = tcx.aFront.Tail.Prev;
if (n1.Triangle.Contains(n1.Next.Point) && n1.Triangle.Contains(n1.Prev.Point))
{
t1 = n1.Triangle.NeighborAcross(n1.Point);
RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
tcx.MapTriangleToNodes(n1.Triangle);
tcx.MapTriangleToNodes(t1);
}
n1 = tcx.aFront.Head.Next;
if (n1.Triangle.Contains(n1.Prev.Point) && n1.Triangle.Contains(n1.Next.Point))
{
t1 = n1.Triangle.NeighborAcross(n1.Point);
RotateTrianglePair(n1.Triangle, n1.Point, t1, t1.OppositePoint(n1.Triangle, n1.Point));
tcx.MapTriangleToNodes(n1.Triangle);
tcx.MapTriangleToNodes(t1);
}
// Lower right boundary
first = tcx.aFront.Head.Point;
n2 = tcx.aFront.Tail.Prev;
t1 = n2.Triangle;
p1 = n2.Point;
n2.Triangle = null;
do
{
tcx.RemoveFromList(t1);
p1 = t1.PointCCW(p1);
if (p1 == first) break;
t2 = t1.NeighborCCW(p1);
t1.Clear();
t1 = t2;
} while (true);
// Lower left boundary
first = tcx.aFront.Head.Next.Point;
p1 = t1.PointCW(tcx.aFront.Head.Point);
t2 = t1.NeighborCW(tcx.aFront.Head.Point);
t1.Clear();
t1 = t2;
while (p1 != first) //TODO: Port note. This was do while before.
{
tcx.RemoveFromList(t1);
p1 = t1.PointCCW(p1);
t2 = t1.NeighborCCW(p1);
t1.Clear();
t1 = t2;
}
// Remove current head and tail node now that we have removed all triangles attached
// to them. Then set new head and tail node points
tcx.aFront.Head = tcx.aFront.Head.Next;
tcx.aFront.Head.Prev = null;
tcx.aFront.Tail = tcx.aFront.Tail.Prev;
tcx.aFront.Tail.Next = null;
tcx.FinalizeTriangulation();
}