本文整理汇总了C#中TriangleNet.Data.Otri.SetDest方法的典型用法代码示例。如果您正苦于以下问题:C# Otri.SetDest方法的具体用法?C# Otri.SetDest怎么用?C# Otri.SetDest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TriangleNet.Data.Otri
的用法示例。
在下文中一共展示了Otri.SetDest方法的3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: Unflip
/// <summary>
/// Transform two triangles to two different triangles by flipping an edge
/// clockwise within a quadrilateral. Reverses the flip() operation so that
/// the data structures representing the triangles are back where they were
/// before the flip().
/// </summary>
/// <param name="flipedge"></param>
/// <remarks>
/// See above Flip() remarks for more information.
///
/// Upon completion of this routine, the 'flipedge' handle holds the edge
/// cd of triangle cdb, and is directed up, from vertex c to vertex d.
/// (Hence, the two triangles have rotated clockwise.)
/// </remarks>
internal void Unflip(ref Otri flipedge)
{
Otri botleft = default(Otri), botright = default(Otri);
Otri topleft = default(Otri), topright = default(Otri);
Otri top = default(Otri);
Otri botlcasing = default(Otri), botrcasing = default(Otri);
Otri toplcasing = default(Otri), toprcasing = default(Otri);
Osub botlsubseg = default(Osub), botrsubseg = default(Osub);
Osub toplsubseg = default(Osub), toprsubseg = default(Osub);
Vertex leftvertex, rightvertex, botvertex;
Vertex farvertex;
// Identify the vertices of the quadrilateral.
rightvertex = flipedge.Org();
leftvertex = flipedge.Dest();
botvertex = flipedge.Apex();
flipedge.Sym(ref top);
farvertex = top.Apex();
// Identify the casing of the quadrilateral.
top.Lprev(ref topleft);
topleft.Sym(ref toplcasing);
top.Lnext(ref topright);
topright.Sym(ref toprcasing);
flipedge.Lnext(ref botleft);
botleft.Sym(ref botlcasing);
flipedge.Lprev(ref botright);
botright.Sym(ref botrcasing);
// Rotate the quadrilateral one-quarter turn clockwise.
topleft.Bond(ref toprcasing);
botleft.Bond(ref toplcasing);
botright.Bond(ref botlcasing);
topright.Bond(ref botrcasing);
if (checksegments)
{
// Check for subsegments and rebond them to the quadrilateral.
topleft.SegPivot(ref toplsubseg);
botleft.SegPivot(ref botlsubseg);
botright.SegPivot(ref botrsubseg);
topright.SegPivot(ref toprsubseg);
if (toplsubseg.seg == Mesh.dummysub)
{
botleft.SegDissolve();
}
else
{
botleft.SegBond(ref toplsubseg);
}
if (botlsubseg.seg == Mesh.dummysub)
{
botright.SegDissolve();
}
else
{
botright.SegBond(ref botlsubseg);
}
if (botrsubseg.seg == Mesh.dummysub)
{
topright.SegDissolve();
}
else
{
topright.SegBond(ref botrsubseg);
}
if (toprsubseg.seg == Mesh.dummysub)
{
topleft.SegDissolve();
}
else
{
topleft.SegBond(ref toprsubseg);
}
}
// New vertex assignments for the rotated quadrilateral.
flipedge.SetOrg(botvertex);
flipedge.SetDest(farvertex);
flipedge.SetApex(leftvertex);
top.SetOrg(farvertex);
top.SetDest(botvertex);
top.SetApex(rightvertex);
}
示例2: Flip
//.........这里部分代码省略.........
Osub toplsubseg = default(Osub), toprsubseg = default(Osub);
Vertex leftvertex, rightvertex, botvertex;
Vertex farvertex;
// Identify the vertices of the quadrilateral.
rightvertex = flipedge.Org();
leftvertex = flipedge.Dest();
botvertex = flipedge.Apex();
flipedge.Sym(ref top);
// SELF CHECK
//if (top.triangle == dummytri)
//{
// logger.Error("Attempt to flip on boundary.", "Mesh.Flip()");
// flipedge.LnextSelf();
// return;
//}
//if (checksegments)
//{
// flipedge.SegPivot(ref toplsubseg);
// if (toplsubseg.ss != dummysub)
// {
// logger.Error("Attempt to flip a segment.", "Mesh.Flip()");
// flipedge.LnextSelf();
// return;
// }
//}
farvertex = top.Apex();
// Identify the casing of the quadrilateral.
top.Lprev(ref topleft);
topleft.Sym(ref toplcasing);
top.Lnext(ref topright);
topright.Sym(ref toprcasing);
flipedge.Lnext(ref botleft);
botleft.Sym(ref botlcasing);
flipedge.Lprev(ref botright);
botright.Sym(ref botrcasing);
// Rotate the quadrilateral one-quarter turn counterclockwise.
topleft.Bond(ref botlcasing);
botleft.Bond(ref botrcasing);
botright.Bond(ref toprcasing);
topright.Bond(ref toplcasing);
if (checksegments)
{
// Check for subsegments and rebond them to the quadrilateral.
topleft.SegPivot(ref toplsubseg);
botleft.SegPivot(ref botlsubseg);
botright.SegPivot(ref botrsubseg);
topright.SegPivot(ref toprsubseg);
if (toplsubseg.seg == Mesh.dummysub)
{
topright.SegDissolve();
}
else
{
topright.SegBond(ref toplsubseg);
}
if (botlsubseg.seg == Mesh.dummysub)
{
topleft.SegDissolve();
}
else
{
topleft.SegBond(ref botlsubseg);
}
if (botrsubseg.seg == Mesh.dummysub)
{
botleft.SegDissolve();
}
else
{
botleft.SegBond(ref botrsubseg);
}
if (toprsubseg.seg == Mesh.dummysub)
{
botright.SegDissolve();
}
else
{
botright.SegBond(ref toprsubseg);
}
}
// New vertex assignments for the rotated quadrilateral.
flipedge.SetOrg(farvertex);
flipedge.SetDest(botvertex);
flipedge.SetApex(rightvertex);
top.SetOrg(botvertex);
top.SetDest(farvertex);
top.SetApex(leftvertex);
}
示例3: DivconqRecurse
/// <summary>
/// Recursively form a Delaunay triangulation by the divide-and-conquer method.
/// </summary>
/// <param name="left"></param>
/// <param name="right"></param>
/// <param name="axis"></param>
/// <param name="farleft"></param>
/// <param name="farright"></param>
/// <remarks>
/// Recursively breaks down the problem into smaller pieces, which are
/// knitted together by mergehulls(). The base cases (problems of two or
/// three vertices) are handled specially here.
///
/// On completion, 'farleft' and 'farright' are bounding triangles such that
/// the origin of 'farleft' is the leftmost vertex (breaking ties by
/// choosing the highest leftmost vertex), and the destination of
/// 'farright' is the rightmost vertex (breaking ties by choosing the
/// lowest rightmost vertex).
/// </remarks>
void DivconqRecurse(int left, int right, int axis,
ref Otri farleft, ref Otri farright)
{
Otri midtri = default(Otri);
Otri tri1 = default(Otri);
Otri tri2 = default(Otri);
Otri tri3 = default(Otri);
Otri innerleft = default(Otri), innerright = default(Otri);
double area;
int vertices = right - left + 1;
int divider;
if (vertices == 2)
{
// The triangulation of two vertices is an edge. An edge is
// represented by two bounding triangles.
mesh.MakeTriangle(ref farleft);
farleft.SetOrg(sortarray[left]);
farleft.SetDest(sortarray[left + 1]);
// The apex is intentionally left NULL.
mesh.MakeTriangle(ref farright);
farright.SetOrg(sortarray[left + 1]);
farright.SetDest(sortarray[left]);
// The apex is intentionally left NULL.
farleft.Bond(ref farright);
farleft.LprevSelf();
farright.LnextSelf();
farleft.Bond(ref farright);
farleft.LprevSelf();
farright.LnextSelf();
farleft.Bond(ref farright);
// Ensure that the origin of 'farleft' is sortarray[0].
farright.Lprev(ref farleft);
return;
}
else if (vertices == 3)
{
// The triangulation of three vertices is either a triangle (with
// three bounding triangles) or two edges (with four bounding
// triangles). In either case, four triangles are created.
mesh.MakeTriangle(ref midtri);
mesh.MakeTriangle(ref tri1);
mesh.MakeTriangle(ref tri2);
mesh.MakeTriangle(ref tri3);
area = Primitives.CounterClockwise(sortarray[left], sortarray[left + 1], sortarray[left + 2]);
if (area == 0.0)
{
// Three collinear vertices; the triangulation is two edges.
midtri.SetOrg(sortarray[left]);
midtri.SetDest(sortarray[left + 1]);
tri1.SetOrg(sortarray[left + 1]);
tri1.SetDest(sortarray[left]);
tri2.SetOrg(sortarray[left + 2]);
tri2.SetDest(sortarray[left + 1]);
tri3.SetOrg(sortarray[left + 1]);
tri3.SetDest(sortarray[left + 2]);
// All apices are intentionally left NULL.
midtri.Bond(ref tri1);
tri2.Bond(ref tri3);
midtri.LnextSelf();
tri1.LprevSelf();
tri2.LnextSelf();
tri3.LprevSelf();
midtri.Bond(ref tri3);
tri1.Bond(ref tri2);
midtri.LnextSelf();
tri1.LprevSelf();
tri2.LnextSelf();
tri3.LprevSelf();
midtri.Bond(ref tri1);
tri2.Bond(ref tri3);
// Ensure that the origin of 'farleft' is sortarray[0].
tri1.Copy(ref farleft);
// Ensure that the destination of 'farright' is sortarray[2].
tri2.Copy(ref farright);
}
else
{
// The three vertices are not collinear; the triangulation is one
// triangle, namely 'midtri'.
//.........这里部分代码省略.........