コード例 #1
0
ファイル: quadedge.C プロジェクト: JoyDraw/GraphicsGems
Subdivision::Subdivision(const Point2d& a, const Point2d& b, const Point2d& c)
// Initialize a subdivision to the triangle defined by the points a, b, c.
{
	Point2d *da, *db, *dc;
	da = new Point2d(a), db = new Point2d(b), dc = new Point2d(c);
	Edge* ea = MakeEdge();
	ea->EndPoints(da, db);
	Edge* eb = MakeEdge();
	Splice(ea->Sym(), eb);
	eb->EndPoints(db, dc);
	Edge* ec = MakeEdge();
	Splice(eb->Sym(), ec);
	ec->EndPoints(dc, da);
	Splice(ec->Sym(), ea);
	startingEdge = ea;
}
コード例 #2
0
ファイル: subdivision.cpp プロジェクト: derkreature/img2sky
Edge *Subdivision::connect(Edge *a, Edge *b)
{
    Edge *e = makeEdge();
    splice(e, a->Lnext());
    splice(e->Sym(), b);
    e->EndPoints(a->Dest(), b->Org());

    return e;
}
コード例 #3
0
ファイル: quadedge.C プロジェクト: JoyDraw/GraphicsGems
Edge* Connect(Edge* a, Edge* b)
// Add a new edge e connecting the destination of a to the
// origin of b, in such a way that all three have the same
// left face after the connection is complete.
// Additionally, the data pointers of the new edge are set.
{
	Edge* e = MakeEdge();
	Splice(e, a->Lnext());
	Splice(e->Sym(), b);
	e->EndPoints(a->Dest(), b->Org());
	return e;
}
コード例 #4
0
ファイル: subdivision.cpp プロジェクト: derkreature/img2sky
void Subdivision::initMesh(const Vec2& A,const Vec2& B,
			   const Vec2& C,const Vec2& D)
{
    Vec2& a = A.clone();
    Vec2& b = B.clone();
    Vec2& c = C.clone();
    Vec2& d = D.clone();

    Edge *ea = makeEdge();
    ea->EndPoints(a, b);

    Edge *eb = makeEdge();
    splice(ea->Sym(), eb);
    eb->EndPoints(b, c);

    Edge *ec = makeEdge();
    splice(eb->Sym(), ec);
    ec->EndPoints(c, d);

    Edge *ed = makeEdge();
    splice(ec->Sym(), ed);
    ed->EndPoints(d, a);
    splice(ed->Sym(), ea);

    Edge *diag = makeEdge();
    splice(ed->Sym(),diag);
    splice(eb->Sym(),diag->Sym());
    diag->EndPoints(a,c);

    startingEdge = ea;

    first_face = NULL;

    makeFace(ea->Sym()).update(*this);
    makeFace(ec->Sym()).update(*this);

}
コード例 #5
0
ファイル: quadedge.C プロジェクト: JoyDraw/GraphicsGems
void Subdivision::InsertSite(const Point2d& x)
// Inserts a new point into a subdivision representing a Delaunay
// triangulation, and fixes the affected edges so that the result
// is still a Delaunay triangulation. This is based on the
// pseudocode from Guibas and Stolfi (1985) p.120, with slight
// modifications and a bug fix.
{
	Edge* e = Locate(x);
	if ((x == e->Org2d()) || (x == e->Dest2d()))  // point is already in
	    return;
	else if (OnEdge(x, e)) {
		e = e->Oprev();
		DeleteEdge(e->Onext());
	}

	// Connect the new point to the vertices of the containing
	// triangle (or quadrilateral, if the new point fell on an
	// existing edge.)
	Edge* base = MakeEdge();
	base->EndPoints(e->Org(), new Point2d(x));
	Splice(base, e);
	startingEdge = base;
	do {
		base = Connect(e, base->Sym());
		e = base->Oprev();
	} while (e->Lnext() != startingEdge);

	// Examine suspect edges to ensure that the Delaunay condition
	// is satisfied.
	do {
		Edge* t = e->Oprev();
		if (RightOf(t->Dest2d(), e) &&
			InCircle(e->Org2d(), t->Dest2d(), e->Dest2d(), x)) {
				Swap(e);
				e = e->Oprev();
		}
		else if (e->Onext() == startingEdge)  // no more suspect edges
			return;
		else  // pop a suspect edge
		    e = e->Onext()->Lprev();
	} while (TRUE);
}
コード例 #6
0
ファイル: subdivision.cpp プロジェクト: derkreature/img2sky
Edge *Subdivision::makeEdge(Vec2& org, Vec2& dest)
{
    Edge *e = new Edge();
    e->EndPoints(org, dest);
    return e;
}