本文整理汇总了Java中org.poly2tri.triangulation.delaunay.DelaunayTriangle.neighborCCW方法的典型用法代码示例。如果您正苦于以下问题:Java DelaunayTriangle.neighborCCW方法的具体用法?Java DelaunayTriangle.neighborCCW怎么用?Java DelaunayTriangle.neighborCCW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org.poly2tri.triangulation.delaunay.DelaunayTriangle
的用法示例。
在下文中一共展示了DelaunayTriangle.neighborCCW方法的7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Java代码示例。
示例1: finalizationPolygon
import org.poly2tri.triangulation.delaunay.DelaunayTriangle; //导入方法依赖的package包/类
private static void finalizationPolygon( DTSweepContext tcx )
{
// Get an Internal triangle to start with
DelaunayTriangle t = tcx.aFront.head.next.triangle;
TriangulationPoint p = tcx.aFront.head.next.point;
while( !t.getConstrainedEdgeCW( p ) )
{
t = t.neighborCCW( p );
}
// Collect interior triangles constrained by edges
tcx.meshClean( t );
}
示例2: finalizationPolygon
import org.poly2tri.triangulation.delaunay.DelaunayTriangle; //导入方法依赖的package包/类
private static void finalizationPolygon( DTSweepContext tcx )
{
// Get an Internal triangle to start with
DelaunayTriangle t = tcx.aFront.head.next.triangle;
TriangulationPoint p = tcx.aFront.head.next.point;
while( !t.getConstrainedEdgeCW( p ) )
{
t = t.neighborCCW( p );
}
// Collect interior triangles constrained by edges
tcx.meshClean( t );
}
示例3: edgeEvent
import org.poly2tri.triangulation.delaunay.DelaunayTriangle; //导入方法依赖的package包/类
private static void edgeEvent( DTSweepContext tcx,
TriangulationPoint ep,
TriangulationPoint eq,
DelaunayTriangle triangle,
TriangulationPoint point )
{
TriangulationPoint p1,p2;
if( tcx.isDebugEnabled() ) { tcx.getDebugContext().setPrimaryTriangle( triangle ); }
if( isEdgeSideOfTriangle( triangle, ep, eq ) )
{
return;
}
p1 = triangle.pointCCW( point );
Orientation o1 = 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" );
}
if( tcx.isDebugEnabled() ) { logger.info( "EdgeEvent - Point on constrained edge" ); }
return;
}
p2 = triangle.pointCW( point );
Orientation o2 = 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" );
}
if( tcx.isDebugEnabled() ) { logger.info( "EdgeEvent - Point on constrained edge" ); }
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4: rotateTrianglePair
import org.poly2tri.triangulation.delaunay.DelaunayTriangle; //导入方法依赖的package包/类
/**
* Rotates a triangle pair one vertex CW
*<pre>
* n2 n2
* P +-----+ P +-----+
* | t /| |\ t |
* | / | | \ |
* n1| / |n3 n1| \ |n3
* | / | after CW | \ |
* |/ oT | | oT \|
* +-----+ oP +-----+
* n4 n4
* </pre>
*/
private static void rotateTrianglePair( DelaunayTriangle t,
TriangulationPoint p,
DelaunayTriangle ot,
TriangulationPoint op )
{
DelaunayTriangle n1,n2,n3,n4;
n1 = t.neighborCCW( p );
n2 = t.neighborCW( p );
n3 = ot.neighborCCW( op );
n4 = ot.neighborCW( op );
boolean ce1,ce2,ce3,ce4;
ce1 = t.getConstrainedEdgeCCW(p);
ce2 = t.getConstrainedEdgeCW(p);
ce3 = ot.getConstrainedEdgeCCW(op);
ce4 = ot.getConstrainedEdgeCW(op);
boolean de1,de2,de3,de4;
de1 = t.getDelunayEdgeCCW(p);
de2 = t.getDelunayEdgeCW(p);
de3 = ot.getDelunayEdgeCCW(op);
de4 = ot.getDelunayEdgeCW(op);
t.legalize( p, op );
ot.legalize( op, p );
// Remap dEdge
ot.setDelunayEdgeCCW( p, de1 );
t.setDelunayEdgeCW( p, de2 );
t.setDelunayEdgeCCW( op, de3 );
ot.setDelunayEdgeCW( op, de4 );
// Remap cEdge
ot.setConstrainedEdgeCCW( p, ce1 );
t.setConstrainedEdgeCW( p, ce2 );
t.setConstrainedEdgeCCW( op, ce3 );
ot.setConstrainedEdgeCW( op, ce4 );
// Remap neighbors
// XXX: might optimize the markNeighbor by keeping track of
// what side should be assigned to what neighbor after the
// rotation. Now mark neighbor does lots of testing to find
// the right side.
t.clearNeighbors();
ot.clearNeighbors();
if( n1 != null ) ot.markNeighbor( n1 );
if( n2 != null ) t.markNeighbor( n2 );
if( n3 != null ) t.markNeighbor( n3 );
if( n4 != null ) ot.markNeighbor( n4 );
t.markNeighbor( ot );
}
示例5: edgeEvent
import org.poly2tri.triangulation.delaunay.DelaunayTriangle; //导入方法依赖的package包/类
private static void edgeEvent( DTSweepContext tcx,
TriangulationPoint ep,
TriangulationPoint eq,
DelaunayTriangle triangle,
TriangulationPoint point )
{
TriangulationPoint p1,p2;
if( tcx.isDebugEnabled() ) { tcx.getDebugContext().setPrimaryTriangle( triangle ); }
if( isEdgeSideOfTriangle( triangle, ep, eq ) )
{
return;
}
p1 = triangle.pointCCW( point );
Orientation o1 = 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" );
}
if( tcx.isDebugEnabled() ) { LogUtil.info( "EdgeEvent - Point on constrained edge" ); }
return;
}
p2 = triangle.pointCW( point );
Orientation o2 = 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" );
}
if( tcx.isDebugEnabled() ) { LogUtil.info( "EdgeEvent - Point on constrained edge" ); }
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6: rotateTrianglePair
import org.poly2tri.triangulation.delaunay.DelaunayTriangle; //导入方法依赖的package包/类
/**
* Rotates a triangle pair one vertex CW
*<pre>
* n2 n2
* P +-----+ P +-----+
* | t /| |\ t |
* | / | | \ |
* n1| / |n3 n1| \ |n3
* | / | after CW | \ |
* |/ oT | | oT \|
* +-----+ oP +-----+
* n4 n4
* </pre>
*/
private static void rotateTrianglePair( DelaunayTriangle t,
TriangulationPoint p,
DelaunayTriangle ot,
TriangulationPoint op )
{
DelaunayTriangle n1,n2,n3,n4;
n1 = t.neighborCCW( p );
n2 = t.neighborCW( p );
n3 = ot.neighborCCW( op );
n4 = ot.neighborCW( op );
boolean ce1,ce2,ce3,ce4;
ce1 = t.getConstrainedEdgeCCW(p);
ce2 = t.getConstrainedEdgeCW(p);
ce3 = ot.getConstrainedEdgeCCW(op);
ce4 = ot.getConstrainedEdgeCW(op);
boolean de1,de2,de3,de4;
de1 = t.getDelunayEdgeCCW(p);
de2 = t.getDelunayEdgeCW(p);
de3 = ot.getDelunayEdgeCCW(op);
de4 = ot.getDelunayEdgeCW(op);
t.legalize( p, op );
ot.legalize( op, p );
// Remap dEdge
ot.setDelunayEdgeCCW( p, de1 );
t.setDelunayEdgeCW( p, de2 );
t.setDelunayEdgeCCW( op, de3 );
ot.setDelunayEdgeCW( op, de4 );
// Remap cEdge
ot.setConstrainedEdgeCCW( p, ce1 );
t.setConstrainedEdgeCW( p, ce2 );
t.setConstrainedEdgeCCW( op, ce3 );
ot.setConstrainedEdgeCW( op, ce4 );
// Remap neighbors
// XXX: might optimize the markNeighbor by keeping track of
// what side should be assigned to what neighbor after the
// rotation. Now mark neighbor does lots of testing to find
// the right side.
t.clearNeighbors();
ot.clearNeighbors();
if( n1 != null ) ot.markNeighbor( n1 );
if( n2 != null ) t.markNeighbor( n2 );
if( n3 != null ) t.markNeighbor( n3 );
if( n4 != null ) ot.markNeighbor( n4 );
t.markNeighbor( ot );
}
示例7: edgeEvent
import org.poly2tri.triangulation.delaunay.DelaunayTriangle; //导入方法依赖的package包/类
private static void edgeEvent( DTSweepContext tcx,
TriangulationPoint ep,
TriangulationPoint eq,
DelaunayTriangle triangle,
TriangulationPoint point )
{
TriangulationPoint p1,p2;
if( tcx.isDebugEnabled() ) { tcx.getDebugContext().setPrimaryTriangle( triangle ); }
if( isEdgeSideOfTriangle( triangle, ep, eq ) )
{
return;
}
p1 = triangle.pointCCW( point );
Orientation o1 = 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" );
}
if( tcx.isDebugEnabled() ) { }
return;
}
p2 = triangle.pointCW( point );
Orientation o2 = 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 );
}
}