public static void WriteVoronoi(Mesh mesh, string filename) { Vertex vertex; Vertex vertex1; double x; Otri otri = new Otri(); Otri otri1 = new Otri(); double num = 0; double num1 = 0; int num2 = 0; otri.orient = 0; using (StreamWriter streamWriter = new StreamWriter(new FileStream(filename, FileMode.Create))) { streamWriter.WriteLine("{0} 2 {1} 0", mesh.triangles.Count, mesh.nextras); foreach (Triangle value in mesh.triangles.Values) { otri.triangle = value; vertex = otri.Org(); vertex1 = otri.Dest(); Vertex vertex2 = otri.Apex(); Point point = Primitives.FindCircumcenter(vertex, vertex1, vertex2, ref num, ref num1); object obj = num2; x = point.X; string str = x.ToString(FileWriter.nfi); x = point.Y; streamWriter.Write("{0} {1} {2}", obj, str, x.ToString(FileWriter.nfi)); for (int i = 0; i < mesh.nextras; i++) { streamWriter.Write(" 0"); } streamWriter.WriteLine(); int num3 = num2; num2 = num3 + 1; otri.triangle.id = num3; } streamWriter.WriteLine("{0} 0", mesh.edges); num2 = 0; foreach (Triangle triangle in mesh.triangles.Values) { otri.triangle = triangle; otri.orient = 0; while (otri.orient < 3) { otri.Sym(ref otri1); if (otri.triangle.id < otri1.triangle.id || otri1.triangle == Mesh.dummytri) { int num4 = otri.triangle.id; if (otri1.triangle != Mesh.dummytri) { int num5 = otri1.triangle.id; streamWriter.WriteLine("{0} {1} {2}", num2, num4, num5); } else { vertex = otri.Org(); vertex1 = otri.Dest(); object[] objArray = new object[] { num2, num4, null, null }; x = vertex1[1] - vertex[1]; objArray[2] = x.ToString(FileWriter.nfi); x = vertex[0] - vertex1[0]; objArray[3] = x.ToString(FileWriter.nfi); streamWriter.WriteLine("{0} {1} -1 {2} {3}", objArray); } num2++; } otri.orient = otri.orient + 1; } } } }
/// <summary> /// Test a triangle for quality and size. /// </summary> /// <param name="testtri">Triangle to check.</param> /// <remarks> /// Tests a triangle to see if it satisfies the minimum angle condition and /// the maximum area condition. Triangles that aren't up to spec are added /// to the bad triangle queue. /// </remarks> public void TestTriangle(ref Otri testtri) { Otri tri1 = default(Otri), tri2 = default(Otri); Osub testsub = default(Osub); Vertex torg, tdest, tapex; Vertex base1, base2; Vertex org1, dest1, org2, dest2; Vertex joinvertex; float dxod, dyod, dxda, dyda, dxao, dyao; float dxod2, dyod2, dxda2, dyda2, dxao2, dyao2; float apexlen, orglen, destlen, minedge; float angle; float area; float dist1, dist2; float maxangle; torg = testtri.Org(); tdest = testtri.Dest(); tapex = testtri.Apex(); dxod = torg.x - tdest.x; dyod = torg.y - tdest.y; dxda = tdest.x - tapex.x; dyda = tdest.y - tapex.y; dxao = tapex.x - torg.x; dyao = tapex.y - torg.y; dxod2 = dxod * dxod; dyod2 = dyod * dyod; dxda2 = dxda * dxda; dyda2 = dyda * dyda; dxao2 = dxao * dxao; dyao2 = dyao * dyao; // Find the lengths of the triangle's three edges. apexlen = dxod2 + dyod2; orglen = dxda2 + dyda2; destlen = dxao2 + dyao2; if ((apexlen < orglen) && (apexlen < destlen)) { // The edge opposite the apex is shortest. minedge = apexlen; // Find the square of the cosine of the angle at the apex. angle = dxda * dxao + dyda * dyao; angle = angle * angle / (orglen * destlen); base1 = torg; base2 = tdest; testtri.Copy(ref tri1); } else if (orglen < destlen) { // The edge opposite the origin is shortest. minedge = orglen; // Find the square of the cosine of the angle at the origin. angle = dxod * dxao + dyod * dyao; angle = angle * angle / (apexlen * destlen); base1 = tdest; base2 = tapex; testtri.Lnext(ref tri1); } else { // The edge opposite the destination is shortest. minedge = destlen; // Find the square of the cosine of the angle at the destination. angle = dxod * dxda + dyod * dyda; angle = angle * angle / (apexlen * orglen); base1 = tapex; base2 = torg; testtri.Lprev(ref tri1); } if (behavior.VarArea || behavior.fixedArea || behavior.Usertest) { // Check whether the area is larger than permitted. area = 0.5f * (dxod * dyda - dyod * dxda); if (behavior.fixedArea && (area > behavior.MaxArea)) { // Add this triangle to the list of bad triangles. queue.Enqueue(ref testtri, minedge, tapex, torg, tdest); return; } // Nonpositive area constraints are treated as unconstrained. if ((behavior.VarArea) && (area > testtri.triangle.area) && (testtri.triangle.area > 0.0)) { // Add this triangle to the list of bad triangles. queue.Enqueue(ref testtri, minedge, tapex, torg, tdest); return; } } // find the maximum edge and accordingly the pqr orientation if ((apexlen > orglen) && (apexlen > destlen)) { // The edge opposite the apex is longest. // maxedge = apexlen; // Find the cosine of the angle at the apex. maxangle = (orglen + destlen - apexlen) / (2 * UnityEngine.Mathf.Sqrt(orglen * destlen)); } else if (orglen > destlen) { // The edge opposite the origin is longest. // maxedge = orglen; // Find the cosine of the angle at the origin. maxangle = (apexlen + destlen - orglen) / (2 * UnityEngine.Mathf.Sqrt(apexlen * destlen)); } else { // The edge opposite the destination is longest. // maxedge = destlen; // Find the cosine of the angle at the destination. maxangle = (apexlen + orglen - destlen) / (2 * UnityEngine.Mathf.Sqrt(apexlen * orglen)); } // Check whether the angle is smaller than permitted. if ((angle > behavior.goodAngle) || (maxangle < behavior.maxGoodAngle && behavior.MaxAngle != 0.0)) { // Use the rules of Miller, Pav, and Walkington to decide that certain // triangles should not be split, even if they have bad angles. // A skinny triangle is not split if its shortest edge subtends a // small input angle, and both endpoints of the edge lie on a // concentric circular shell. For convenience, I make a small // adjustment to that rule: I check if the endpoints of the edge // both lie in segment interiors, equidistant from the apex where // the two segments meet. // First, check if both points lie in segment interiors. if ((base1.type == VertexType.SegmentVertex) && (base2.type == VertexType.SegmentVertex)) { // Check if both points lie in a common segment. If they do, the // skinny triangle is enqueued to be split as usual. tri1.SegPivot(ref testsub); if (testsub.seg == Mesh.dummysub) { // No common segment. Find a subsegment that contains 'torg'. tri1.Copy(ref tri2); do { tri1.OprevSelf(); tri1.SegPivot(ref testsub); } while (testsub.seg == Mesh.dummysub); // Find the endpoints of the containing segment. org1 = testsub.SegOrg(); dest1 = testsub.SegDest(); // Find a subsegment that contains 'tdest'. do { tri2.DnextSelf(); tri2.SegPivot(ref testsub); } while (testsub.seg == Mesh.dummysub); // Find the endpoints of the containing segment. org2 = testsub.SegOrg(); dest2 = testsub.SegDest(); // Check if the two containing segments have an endpoint in common. joinvertex = null; if ((dest1.x == org2.x) && (dest1.y == org2.y)) { joinvertex = dest1; } else if ((org1.x == dest2.x) && (org1.y == dest2.y)) { joinvertex = org1; } if (joinvertex != null) { // Compute the distance from the common endpoint (of the two // segments) to each of the endpoints of the shortest edge. dist1 = ((base1.x - joinvertex.x) * (base1.x - joinvertex.x) + (base1.y - joinvertex.y) * (base1.y - joinvertex.y)); dist2 = ((base2.x - joinvertex.x) * (base2.x - joinvertex.x) + (base2.y - joinvertex.y) * (base2.y - joinvertex.y)); // If the two distances are equal, don't split the triangle. if ((dist1 < 1.001 * dist2) && (dist1 > 0.999 * dist2)) { // Return now to avoid enqueueing the bad triangle. return; } } } } // Add this triangle to the list of bad triangles. queue.Enqueue(ref testtri, minedge, tapex, torg, tdest); } }
/// <summary> /// Split all the encroached subsegments. /// </summary> /// <param name="triflaws">A flag that specifies whether one should take /// note of new bad triangles that result from inserting vertices to repair /// encroached subsegments.</param> /// <remarks> /// Each encroached subsegment is repaired by splitting it - inserting a /// vertex at or near its midpoint. Newly inserted vertices may encroach /// upon other subsegments; these are also repaired. /// </remarks> private void SplitEncSegs(bool triflaws) { Otri enctri = default(Otri); Otri testtri = default(Otri); Osub testsh = default(Osub); Osub currentenc = default(Osub); BadSubseg seg; Vertex eorg, edest, eapex; Vertex newvertex; InsertVertexResult success; float segmentlength, nearestpoweroftwo; float split; float multiplier, divisor; bool acuteorg, acuteorg2, acutedest, acutedest2; // Note that steinerleft == -1 if an unlimited number // of Steiner points is allowed. while (badsubsegs.Count > 0) { if (mesh.steinerleft == 0) { break; } seg = badsubsegs.Dequeue(); currentenc = seg.encsubseg; eorg = currentenc.Org(); edest = currentenc.Dest(); // Make sure that this segment is still the same segment it was // when it was determined to be encroached. If the segment was // enqueued multiple times (because several newly inserted // vertices encroached it), it may have already been split. if (!Osub.IsDead(currentenc.seg) && (eorg == seg.subsegorg) && (edest == seg.subsegdest)) { // To decide where to split a segment, we need to know if the // segment shares an endpoint with an adjacent segment. // The concern is that, if we simply split every encroached // segment in its center, two adjacent segments with a small // angle between them might lead to an infinite loop; each // vertex added to split one segment will encroach upon the // other segment, which must then be split with a vertex that // will encroach upon the first segment, and so on forever. // To avoid this, imagine a set of concentric circles, whose // radii are powers of two, about each segment endpoint. // These concentric circles determine where the segment is // split. (If both endpoints are shared with adjacent // segments, split the segment in the middle, and apply the // concentric circles for later splittings.) // Is the origin shared with another segment? currentenc.TriPivot(ref enctri); enctri.Lnext(ref testtri); testtri.SegPivot(ref testsh); acuteorg = testsh.seg != Mesh.dummysub; // Is the destination shared with another segment? testtri.LnextSelf(); testtri.SegPivot(ref testsh); acutedest = testsh.seg != Mesh.dummysub; // If we're using Chew's algorithm (rather than Ruppert's) // to define encroachment, delete free vertices from the // subsegment's diametral circle. if (!behavior.ConformingDelaunay && !acuteorg && !acutedest) { eapex = enctri.Apex(); while ((eapex.type == VertexType.FreeVertex) && ((eorg.x - eapex.x) * (edest.x - eapex.x) + (eorg.y - eapex.y) * (edest.y - eapex.y) < 0.0)) { mesh.DeleteVertex(ref testtri); currentenc.TriPivot(ref enctri); eapex = enctri.Apex(); enctri.Lprev(ref testtri); } } // Now, check the other side of the segment, if there's a triangle there. enctri.Sym(ref testtri); if (testtri.triangle != Mesh.dummytri) { // Is the destination shared with another segment? testtri.LnextSelf(); testtri.SegPivot(ref testsh); acutedest2 = testsh.seg != Mesh.dummysub; acutedest = acutedest || acutedest2; // Is the origin shared with another segment? testtri.LnextSelf(); testtri.SegPivot(ref testsh); acuteorg2 = testsh.seg != Mesh.dummysub; acuteorg = acuteorg || acuteorg2; // Delete free vertices from the subsegment's diametral circle. if (!behavior.ConformingDelaunay && !acuteorg2 && !acutedest2) { eapex = testtri.Org(); while ((eapex.type == VertexType.FreeVertex) && ((eorg.x - eapex.x) * (edest.x - eapex.x) + (eorg.y - eapex.y) * (edest.y - eapex.y) < 0.0)) { mesh.DeleteVertex(ref testtri); enctri.Sym(ref testtri); eapex = testtri.Apex(); testtri.LprevSelf(); } } } // Use the concentric circles if exactly one endpoint is shared // with another adjacent segment. if (acuteorg || acutedest) { segmentlength = UnityEngine.Mathf.Sqrt((edest.x - eorg.x) * (edest.x - eorg.x) + (edest.y - eorg.y) * (edest.y - eorg.y)); // Find the power of two that most evenly splits the segment. // The worst case is a 2:1 ratio between subsegment lengths. nearestpoweroftwo = 1.0f; while (segmentlength > 3.0f * nearestpoweroftwo) { nearestpoweroftwo *= 2.0f; } while (segmentlength < 1.5f * nearestpoweroftwo) { nearestpoweroftwo *= 0.5f; } // Where do we split the segment? split = nearestpoweroftwo / segmentlength; if (acutedest) { split = 1.0f - split; } } else { // If we're not worried about adjacent segments, split // this segment in the middle. split = 0.5f; } // Create the new vertex (interpolate coordinates). newvertex = new Vertex( eorg.x + split * (edest.x - eorg.x), eorg.y + split * (edest.y - eorg.y), currentenc.Mark(), mesh.nextras); newvertex.type = VertexType.SegmentVertex; newvertex.hash = mesh.hash_vtx++; newvertex.id = newvertex.hash; mesh.vertices.Add(newvertex.hash, newvertex); // Interpolate attributes. for (int i = 0; i < mesh.nextras; i++) { newvertex.attributes[i] = eorg.attributes[i] + split * (edest.attributes[i] - eorg.attributes[i]); } if (!Behavior.NoExact) { // Roundoff in the above calculation may yield a 'newvertex' // that is not precisely collinear with 'eorg' and 'edest'. // Improve collinearity by one step of iterative refinement. multiplier = Primitives.CounterClockwise(eorg, edest, newvertex); divisor = ((eorg.x - edest.x) * (eorg.x - edest.x) + (eorg.y - edest.y) * (eorg.y - edest.y)); if ((multiplier != 0.0) && (divisor != 0.0)) { multiplier = multiplier / divisor; // Watch out for NANs. if (!float.IsNaN(multiplier)) { newvertex.x += multiplier * (edest.y - eorg.y); newvertex.y += multiplier * (eorg.x - edest.x); } } } // Check whether the new vertex lies on an endpoint. if (((newvertex.x == eorg.x) && (newvertex.y == eorg.y)) || ((newvertex.x == edest.x) && (newvertex.y == edest.y))) { logger.Error("Ran out of precision: I attempted to split a" + " segment to a smaller size than can be accommodated by" + " the finite precision of floating point arithmetic.", "Quality.SplitEncSegs()"); throw new Exception("Ran out of precision"); } // Insert the splitting vertex. This should always succeed. success = mesh.InsertVertex(newvertex, ref enctri, ref currentenc, true, triflaws); if ((success != InsertVertexResult.Successful) && (success != InsertVertexResult.Encroaching)) { logger.Error("Failure to split a segment.", "Quality.SplitEncSegs()"); throw new Exception("Failure to split a segment."); } if (mesh.steinerleft > 0) { mesh.steinerleft--; } // Check the two new subsegments to see if they're encroached. CheckSeg4Encroach(ref currentenc); currentenc.NextSelf(); CheckSeg4Encroach(ref currentenc); } // Set subsegment's origin to NULL. This makes it possible to detect dead // badsubsegs when traversing the list of all badsubsegs. seg.subsegorg = null; } }
/// <summary> /// Construct Voronoi region for given vertex. /// </summary> /// <param name="region"></param> private void ConstructCell(VoronoiRegion region) { var vertex = region.Generator as Vertex; var vpoints = new List <Point>(); Otri f = default(Otri); Otri f_init = default(Otri); Otri f_next = default(Otri); Otri f_prev = default(Otri); Osub sub = default(Osub); // Call f_init a triangle incident to x vertex.tri.Copy(ref f_init); f_init.Copy(ref f); f_init.Onext(ref f_next); // Check if f_init lies on the boundary of the triangulation. if (f_next.tri.id == Mesh.DUMMY) { f_init.Oprev(ref f_prev); if (f_prev.tri.id != Mesh.DUMMY) { f_init.Copy(ref f_next); // Move one triangle clockwise f_init.Oprev(); f_init.Copy(ref f); } } // Go counterclockwise until we reach the border or the initial triangle. while (f_next.tri.id != Mesh.DUMMY) { // Add circumcenter of current triangle vpoints.Add(points[f.tri.id]); region.AddNeighbor(f.tri.id, regions[f.Apex().id]); if (f_next.Equals(f_init)) { // Voronoi cell is complete (bounded case). region.Add(vpoints); return; } f_next.Copy(ref f); f_next.Onext(); } // Voronoi cell is unbounded region.Bounded = false; Vertex torg, tdest, tapex; Point intersection; int sid, n = mesh.triangles.Count; // Find the boundary segment id (we use this id to number the endpoints of infinit rays). f.Lprev(ref f_next); f_next.Pivot(ref sub); sid = sub.seg.hash; // Last valid f lies at the boundary. Add the circumcenter. vpoints.Add(points[f.tri.id]); region.AddNeighbor(f.tri.id, regions[f.Apex().id]); // Check if the intersection with the bounding box has already been computed. if (!rayPoints.TryGetValue(sid, out intersection)) { torg = f.Org(); tapex = f.Apex(); intersection = IntersectionHelper.BoxRayIntersection(bounds, points[f.tri.id], torg.y - tapex.y, tapex.x - torg.x); // Set the correct id for the vertex intersection.id = n + rayIndex; points[n + rayIndex] = intersection; rayIndex++; rayPoints.Add(sid, intersection); } vpoints.Add(intersection); // Now walk from f_init clockwise till we reach the boundary. vpoints.Reverse(); f_init.Copy(ref f); f.Oprev(ref f_prev); while (f_prev.tri.id != Mesh.DUMMY) { vpoints.Add(points[f_prev.tri.id]); region.AddNeighbor(f_prev.tri.id, regions[f_prev.Apex().id]); f_prev.Copy(ref f); f_prev.Oprev(); } // Find the boundary segment id. f.Pivot(ref sub); sid = sub.seg.hash; if (!rayPoints.TryGetValue(sid, out intersection)) { // Intersection has not been computed yet. torg = f.Org(); tdest = f.Dest(); intersection = IntersectionHelper.BoxRayIntersection(bounds, points[f.tri.id], tdest.y - torg.y, torg.x - tdest.x); // Set the correct id for the vertex intersection.id = n + rayIndex; rayPoints.Add(sid, intersection); points[n + rayIndex] = intersection; rayIndex++; } vpoints.Add(intersection); region.AddNeighbor(intersection.id, regions[f.Dest().id]); // Add the new points to the region (in counter-clockwise order) vpoints.Reverse(); region.Add(vpoints); }
/// <summary> /// Ensure that the mesh is (constrained) Delaunay. /// </summary> public bool CheckDelaunay() { Otri loop = default(Otri); Otri oppotri = default(Otri); Osub opposubseg = default(Osub); Vertex triorg, tridest, triapex; Vertex oppoapex; bool shouldbedelaunay; int horrors; bool saveexact; // Temporarily turn on exact arithmetic if it's off. saveexact = Behavior.NoExact; Behavior.NoExact = false; horrors = 0; // Run through the list of triangles, checking each one. foreach (var tri in mesh.triangles.Values) { loop.triangle = tri; // Check all three edges of the triangle. for (loop.orient = 0; loop.orient < 3; loop.orient++) { triorg = loop.Org(); tridest = loop.Dest(); triapex = loop.Apex(); loop.Sym(ref oppotri); oppoapex = oppotri.Apex(); // Only test that the edge is locally Delaunay if there is an // adjoining triangle whose pointer is larger (to ensure that // each pair isn't tested twice). shouldbedelaunay = (oppotri.triangle != Mesh.dummytri) && !Otri.IsDead(oppotri.triangle) && loop.triangle.id < oppotri.triangle.id && (triorg != mesh.infvertex1) && (triorg != mesh.infvertex2) && (triorg != mesh.infvertex3) && (tridest != mesh.infvertex1) && (tridest != mesh.infvertex2) && (tridest != mesh.infvertex3) && (triapex != mesh.infvertex1) && (triapex != mesh.infvertex2) && (triapex != mesh.infvertex3) && (oppoapex != mesh.infvertex1) && (oppoapex != mesh.infvertex2) && (oppoapex != mesh.infvertex3); if (mesh.checksegments && shouldbedelaunay) { // If a subsegment separates the triangles, then the edge is // constrained, so no local Delaunay test should be done. loop.SegPivot(ref opposubseg); if (opposubseg.seg != Mesh.dummysub) { shouldbedelaunay = false; } } if (shouldbedelaunay) { if (Primitives.NonRegular(triorg, tridest, triapex, oppoapex) > 0.0) { logger.Warning(String.Format("Non-regular pair of triangles found (IDs {0}/{1}).", loop.triangle.id, oppotri.triangle.id), "Quality.CheckDelaunay()"); horrors++; } } } } if (horrors == 0) // && Behavior.Verbose { logger.Info("Mesh is Delaunay."); } // Restore the status of exact arithmetic. Behavior.NoExact = saveexact; return(horrors == 0); }
/// <summary> /// Reconstruct a triangulation from its raw data representation. /// </summary> /// <param name="mesh"></param> /// <param name="input"></param> /// <returns></returns> /// <remarks> /// Reads an .ele file and reconstructs the original mesh. If the -p switch /// is used, this procedure will also read a .poly file and reconstruct the /// subsegments of the original mesh. If the -a switch is used, this /// procedure will also read an .area file and set a maximum area constraint /// on each triangle. /// /// Vertices that are not corners of triangles, such as nodes on edges of /// subparametric elements, are discarded. /// /// This routine finds the adjacencies between triangles (and subsegments) /// by forming one stack of triangles for each vertex. Each triangle is on /// three different stacks simultaneously. Each triangle's subsegment /// pointers are used to link the items in each stack. This memory-saving /// feature makes the code harder to read. The most important thing to keep /// in mind is that each triangle is removed from a stack precisely when /// the corresponding pointer is adjusted to refer to a subsegment rather /// than the next triangle of the stack. /// </remarks> public static int Reconstruct(Mesh mesh, InputGeometry input, ITriangle[] triangles) { int hullsize = 0; Otri tri = default(Otri); Otri triangleleft = default(Otri); Otri checktri = default(Otri); Otri checkleft = default(Otri); Otri checkneighbor = default(Otri); Osub subseg = default(Osub); List <Otri>[] vertexarray; // Triangle Otri prevlink; // Triangle Otri nexttri; // Triangle Vertex tdest, tapex; Vertex checkdest, checkapex; Vertex shorg; Vertex segmentorg, segmentdest; int[] corner = new int[3]; int[] end = new int[2]; //bool segmentmarkers = false; int boundmarker; int aroundvertex; bool notfound; int i = 0; int elements = triangles == null ? 0 : triangles.Length; int numberofsegments = input.segments.Count; mesh.inelements = elements; mesh.regions.AddRange(input.regions); // Create the triangles. for (i = 0; i < mesh.inelements; i++) { mesh.MakeTriangle(ref tri); // Mark the triangle as living. //tri.triangle.neighbors[0].triangle = tri.triangle; } if (mesh.behavior.Poly) { mesh.insegments = numberofsegments; // Create the subsegments. for (i = 0; i < mesh.insegments; i++) { mesh.MakeSegment(ref subseg); // Mark the subsegment as living. //subseg.ss.subsegs[0].ss = subseg.ss; } } // Allocate a temporary array that maps each vertex to some adjacent // triangle. I took care to allocate all the permanent memory for // triangles and subsegments first. vertexarray = new List <Otri> [mesh.vertices.Count]; // Each vertex is initially unrepresented. for (i = 0; i < mesh.vertices.Count; i++) { Otri tmp = default(Otri); tmp.triangle = Mesh.dummytri; vertexarray[i] = new List <Otri>(3); vertexarray[i].Add(tmp); } i = 0; // Read the triangles from the .ele file, and link // together those that share an edge. foreach (var item in mesh.triangles.Values) { tri.triangle = item; corner[0] = triangles[i].P0; corner[1] = triangles[i].P1; corner[2] = triangles[i].P2; // Copy the triangle's three corners. for (int j = 0; j < 3; j++) { if ((corner[j] < 0) || (corner[j] >= mesh.invertices)) { SimpleLog.Instance.Error("Triangle has an invalid vertex index.", "MeshReader.Reconstruct()"); throw new Exception("Triangle has an invalid vertex index."); } } // Read the triangle's attributes. tri.triangle.region = triangles[i].Region; // TODO: VarArea if (mesh.behavior.VarArea) { tri.triangle.area = triangles[i].Area; } // Set the triangle's vertices. tri.orient = 0; tri.SetOrg(mesh.vertices[corner[0]]); tri.SetDest(mesh.vertices[corner[1]]); tri.SetApex(mesh.vertices[corner[2]]); // Try linking the triangle to others that share these vertices. for (tri.orient = 0; tri.orient < 3; tri.orient++) { // Take the number for the origin of triangleloop. aroundvertex = corner[tri.orient]; int index = vertexarray[aroundvertex].Count - 1; // Look for other triangles having this vertex. nexttri = vertexarray[aroundvertex][index]; // Link the current triangle to the next one in the stack. //tri.triangle.neighbors[tri.orient] = nexttri; // Push the current triangle onto the stack. vertexarray[aroundvertex].Add(tri); checktri = nexttri; if (checktri.triangle != Mesh.dummytri) { tdest = tri.Dest(); tapex = tri.Apex(); // Look for other triangles that share an edge. do { checkdest = checktri.Dest(); checkapex = checktri.Apex(); if (tapex == checkdest) { // The two triangles share an edge; bond them together. tri.Lprev(ref triangleleft); triangleleft.Bond(ref checktri); } if (tdest == checkapex) { // The two triangles share an edge; bond them together. checktri.Lprev(ref checkleft); tri.Bond(ref checkleft); } // Find the next triangle in the stack. index--; nexttri = vertexarray[aroundvertex][index]; checktri = nexttri; } while (checktri.triangle != Mesh.dummytri); } } i++; } // Prepare to count the boundary edges. hullsize = 0; if (mesh.behavior.Poly) { // Read the segments from the .poly file, and link them // to their neighboring triangles. boundmarker = 0; i = 0; foreach (var item in mesh.subsegs.Values) { subseg.seg = item; end[0] = input.segments[i].P0; end[1] = input.segments[i].P1; boundmarker = input.segments[i].Boundary; for (int j = 0; j < 2; j++) { if ((end[j] < 0) || (end[j] >= mesh.invertices)) { SimpleLog.Instance.Error("Segment has an invalid vertex index.", "MeshReader.Reconstruct()"); throw new Exception("Segment has an invalid vertex index."); } } // set the subsegment's vertices. subseg.orient = 0; segmentorg = mesh.vertices[end[0]]; segmentdest = mesh.vertices[end[1]]; subseg.SetOrg(segmentorg); subseg.SetDest(segmentdest); subseg.SetSegOrg(segmentorg); subseg.SetSegDest(segmentdest); subseg.seg.boundary = boundmarker; // Try linking the subsegment to triangles that share these vertices. for (subseg.orient = 0; subseg.orient < 2; subseg.orient++) { // Take the number for the destination of subsegloop. aroundvertex = end[1 - subseg.orient]; int index = vertexarray[aroundvertex].Count - 1; // Look for triangles having this vertex. prevlink = vertexarray[aroundvertex][index]; nexttri = vertexarray[aroundvertex][index]; checktri = nexttri; shorg = subseg.Org(); notfound = true; // Look for triangles having this edge. Note that I'm only // comparing each triangle's destination with the subsegment; // each triangle's apex is handled through a different vertex. // Because each triangle appears on three vertices' lists, each // occurrence of a triangle on a list can (and does) represent // an edge. In this way, most edges are represented twice, and // every triangle-subsegment bond is represented once. while (notfound && (checktri.triangle != Mesh.dummytri)) { checkdest = checktri.Dest(); if (shorg == checkdest) { // We have a match. Remove this triangle from the list. //prevlink = vertexarray[aroundvertex][index]; vertexarray[aroundvertex].Remove(prevlink); // Bond the subsegment to the triangle. checktri.SegBond(ref subseg); // Check if this is a boundary edge. checktri.Sym(ref checkneighbor); if (checkneighbor.triangle == Mesh.dummytri) { // The next line doesn't insert a subsegment (because there's // already one there), but it sets the boundary markers of // the existing subsegment and its vertices. mesh.InsertSubseg(ref checktri, 1); hullsize++; } notfound = false; } index--; // Find the next triangle in the stack. prevlink = vertexarray[aroundvertex][index]; nexttri = vertexarray[aroundvertex][index]; checktri = nexttri; } } i++; } } // Mark the remaining edges as not being attached to any subsegment. // Also, count the (yet uncounted) boundary edges. for (i = 0; i < mesh.vertices.Count; i++) { // Search the stack of triangles adjacent to a vertex. int index = vertexarray[i].Count - 1; nexttri = vertexarray[i][index]; checktri = nexttri; while (checktri.triangle != Mesh.dummytri) { // Find the next triangle in the stack before this // information gets overwritten. index--; nexttri = vertexarray[i][index]; // No adjacent subsegment. (This overwrites the stack info.) checktri.SegDissolve(); checktri.Sym(ref checkneighbor); if (checkneighbor.triangle == Mesh.dummytri) { mesh.InsertSubseg(ref checktri, 1); hullsize++; } checktri = nexttri; } } return(hullsize); }
private void ConstructBoundaryBvdCell(Vertex vertex) { VoronoiRegion region = new VoronoiRegion(vertex); regions.Add(region); Otri f = default(Otri); Otri f_init = default(Otri); Otri f_next = default(Otri); Otri f_prev = default(Otri); Osub sf = default(Osub); Osub sfn = default(Osub); Vertex torg, tdest, tapex, sorg, sdest; Point cc_f, cc_f_next, p; int n = mesh.triangles.Count; // Call P the polygon (cell) in construction List <Point> vpoints = new List <Point>(); // Call f_init a triangle incident to x vertex.tri.Copy(ref f_init); if (f_init.Org() != vertex) { throw new Exception("ConstructBoundaryBvdCell: inconsistent topology."); } // Let f be initialized to f_init f_init.Copy(ref f); // Call f_next the next triangle counterclockwise around x f_init.Onext(ref f_next); f_init.Oprev(ref f_prev); // Is the border to the left? if (f_prev.triangle != Mesh.dummytri) { // Go clockwise until we reach the border (or the initial triangle) while (f_prev.triangle != Mesh.dummytri && !f_prev.Equal(f_init)) { f_prev.Copy(ref f); f_prev.OprevSelf(); } f.Copy(ref f_init); f.Onext(ref f_next); } if (f_prev.triangle == Mesh.dummytri) { // For vertices on the domain boundaray, add the vertex. For // internal boundaries don't add it. p = new Point(vertex.x, vertex.y); p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } // Add midpoint of start triangles' edge. torg = f.Org(); tdest = f.Dest(); p = new Point((torg.X + tdest.X) / 2, (torg.Y + tdest.Y) / 2); p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); // repeat ... until f = f_init do { // Call Lffnext the line going through the circumcenters of f and f_next cc_f = this.points[f.triangle.id]; if (f_next.triangle == Mesh.dummytri) { if (!f.triangle.infected) { // Add last circumcenter vpoints.Add(cc_f); } // Add midpoint of last triangles' edge (chances are it has already // been added, so post process cell to remove duplicates???) torg = f.Org(); tapex = f.Apex(); p = new Point((torg.X + tapex.X) / 2, (torg.Y + tapex.Y) / 2); p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); break; } cc_f_next = this.points[f_next.triangle.id]; // if f is tagged non-blind then if (!f.triangle.infected) { // Insert the circumcenter of f into P vpoints.Add(cc_f); if (f_next.triangle.infected) { // Call S_fnext the constrained edge blinding f_next sfn.seg = subsegMap[f_next.triangle.hash]; // Insert point Lf,f_next /\ Sf_next into P if (SegmentsIntersect(sfn.SegOrg(), sfn.SegDest(), cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } } } else { // Call Sf the constrained edge blinding f sf.seg = subsegMap[f.triangle.hash]; sorg = sf.SegOrg(); sdest = sf.SegDest(); // if f_next is tagged non-blind then if (!f_next.triangle.infected) { tdest = f.Dest(); tapex = f.Apex(); // Both circumcenters lie on the blinded side, but we // have to add the intersection with the segment. // Center of f edge dest->apex Point bisec = new Point((tdest.X + tapex.X) / 2, (tdest.Y + tapex.Y) / 2); // Find intersection of seg with line through f's bisector and circumcenter if (SegmentsIntersect(sorg, sdest, bisec, cc_f, out p, false)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } // Insert point Lf,f_next /\ Sf into P if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } } else { // Call Sf_next the constrained edge blinding f_next sfn.seg = subsegMap[f_next.triangle.hash]; // if Sf != Sf_next then if (!sf.Equal(sfn)) { // Insert Lf,fnext /\ Sf and Lf,fnext /\ Sfnext into P if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } if (SegmentsIntersect(sfn.SegOrg(), sfn.SegDest(), cc_f, cc_f_next, out p, true)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } } else { // Both circumcenters lie on the blinded side, but we // have to add the intersection with the segment. // Center of f_next edge org->dest Point bisec = new Point((torg.X + tdest.X) / 2, (torg.Y + tdest.Y) / 2); // Find intersection of seg with line through f_next's bisector and circumcenter if (SegmentsIntersect(sorg, sdest, bisec, cc_f_next, out p, false)) { p.id = n + segIndex; points[n + segIndex] = p; segIndex++; vpoints.Add(p); } } } } // f <- f_next f_next.Copy(ref f); // Call f_next the next triangle counterclockwise around x f_next.OnextSelf(); }while (!f.Equal(f_init)); // Output: Bounded Voronoi cell of x in counterclockwise order. region.Add(vpoints); }
/// <summary> /// Find the first triangle on the path from one point to another. /// </summary> /// <param name="searchtri"></param> /// <param name="searchpoint"></param> /// <returns> /// The return value notes whether the destination or apex of the found /// triangle is collinear with the two points in question. /// </returns> /// <remarks> /// Finds the triangle that intersects a line segment drawn from the /// origin of 'searchtri' to the point 'searchpoint', and returns the result /// in 'searchtri'. The origin of 'searchtri' does not change, even though /// the triangle returned may differ from the one passed in. This routine /// is used to find the direction to move in to get from one point to /// another. /// </remarks> private FindDirectionResult FindDirection(ref Otri searchtri, Vertex searchpoint) { Otri checktri = default(Otri); Vertex startvertex; Vertex leftvertex, rightvertex; double leftccw, rightccw; bool leftflag, rightflag; startvertex = searchtri.Org(); rightvertex = searchtri.Dest(); leftvertex = searchtri.Apex(); // Is 'searchpoint' to the left? leftccw = RobustPredicates.CounterClockwise(searchpoint, startvertex, leftvertex); leftflag = leftccw > 0.0; // Is 'searchpoint' to the right? rightccw = RobustPredicates.CounterClockwise(startvertex, searchpoint, rightvertex); rightflag = rightccw > 0.0; if (leftflag && rightflag) { // 'searchtri' faces directly away from 'searchpoint'. We could go left // or right. Ask whether it's a triangle or a boundary on the left. searchtri.Onext(ref checktri); if (checktri.tri.Id == Mesh.DUMMY) { leftflag = false; } else { rightflag = false; } } while (leftflag) { // Turn left until satisfied. searchtri.Onext(); if (searchtri.tri.Id == Mesh.DUMMY) { throw new Exception("Unable to find a triangle on path."); } leftvertex = searchtri.Apex(); rightccw = leftccw; leftccw = RobustPredicates.CounterClockwise(searchpoint, startvertex, leftvertex); leftflag = leftccw > 0.0; } while (rightflag) { // Turn right until satisfied. searchtri.Oprev(); if (searchtri.tri.Id == Mesh.DUMMY) { throw new Exception("Unable to find a triangle on path."); } rightvertex = searchtri.Dest(); leftccw = rightccw; rightccw = RobustPredicates.CounterClockwise(startvertex, searchpoint, rightvertex); rightflag = rightccw > 0.0; } if (leftccw == 0.0) { return(FindDirectionResult.Leftcollinear); } if (rightccw == 0.0) { return(FindDirectionResult.Rightcollinear); } return(FindDirectionResult.Within); }
/// <summary> /// Find the intersection of an existing segment and a segment that is being /// inserted. Insert a vertex at the intersection, splitting an existing subsegment. /// </summary> /// <param name="splittri"></param> /// <param name="splitsubseg"></param> /// <param name="endpoint2"></param> /// <remarks> /// The segment being inserted connects the apex of splittri to endpoint2. /// splitsubseg is the subsegment being split, and MUST adjoin splittri. /// Hence, endpoints of the subsegment being split are the origin and /// destination of splittri. /// On completion, splittri is a handle having the newly inserted /// intersection point as its origin, and endpoint1 as its destination. /// </remarks> private void SegmentIntersection(ref Otri splittri, ref Osub splitsubseg, Vertex endpoint2) { Osub opposubseg = default(Osub); Vertex endpoint1; Vertex torg, tdest; Vertex leftvertex, rightvertex; Vertex newvertex; InsertVertexResult success; var dummysub = mesh.dummysub; double ex, ey; double tx, ty; double etx, ety; double split, denom; // Find the other three segment endpoints. endpoint1 = splittri.Apex(); torg = splittri.Org(); tdest = splittri.Dest(); // Segment intersection formulae; see the Antonio reference. tx = tdest.X - torg.X; ty = tdest.Y - torg.Y; ex = endpoint2.X - endpoint1.X; ey = endpoint2.Y - endpoint1.Y; etx = torg.X - endpoint2.X; ety = torg.Y - endpoint2.Y; denom = ty * ex - tx * ey; if (denom == 0.0) { throw new Exception("Attempt to find intersection of parallel segments."); } split = (ey * etx - ex * ety) / denom; // Create the new vertex. newvertex = new Vertex( torg.X + split * (tdest.X - torg.X), torg.Y + split * (tdest.Y - torg.Y), splitsubseg.seg.boundary); newvertex.Id = mesh.hash_vtx++; mesh.vertices.Add(newvertex.Id, newvertex); // Insert the intersection vertex. This should always succeed. success = mesh.InsertVertex(newvertex, ref splittri, ref splitsubseg, false, false); if (success != InsertVertexResult.Successful) { throw new Exception("Failure to split a segment."); } // Record a triangle whose origin is the new vertex. newvertex.tri = splittri; if (mesh.steinerleft > 0) { mesh.steinerleft--; } // Divide the segment into two, and correct the segment endpoints. splitsubseg.Sym(); splitsubseg.Pivot(ref opposubseg); splitsubseg.Dissolve(dummysub); opposubseg.Dissolve(dummysub); do { splitsubseg.SetSegOrg(newvertex); splitsubseg.Next(); } while (splitsubseg.seg.hash != Mesh.DUMMY); do { opposubseg.SetSegOrg(newvertex); opposubseg.Next(); } while (opposubseg.seg.hash != Mesh.DUMMY); // Inserting the vertex may have caused edge flips. We wish to rediscover // the edge connecting endpoint1 to the new intersection vertex. FindDirection(ref splittri, endpoint1); rightvertex = splittri.Dest(); leftvertex = splittri.Apex(); if ((leftvertex.X == endpoint1.X) && (leftvertex.Y == endpoint1.Y)) { splittri.Onext(); } else if ((rightvertex.X != endpoint1.X) || (rightvertex.Y != endpoint1.Y)) { throw new Exception("Topological inconsistency after splitting a segment."); } // 'splittri' should have destination endpoint1. }
public bool CheckMesh() { Otri otri = new Otri(); Otri otri1 = new Otri(); Otri otri2 = new Otri(); bool noExact = Behavior.NoExact; Behavior.NoExact = false; int num = 0; foreach (Triangle value in this.mesh.triangles.Values) { otri.triangle = value; otri.orient = 0; while (otri.orient < 3) { Vertex vertex = otri.Org(); Vertex vertex1 = otri.Dest(); if (otri.orient == 0 && Primitives.CounterClockwise(vertex, vertex1, otri.Apex()) <= 0) { this.logger.Warning("Triangle is flat or inverted.", "Quality.CheckMesh()"); num++; } otri.Sym(ref otri1); if (otri1.triangle != Mesh.dummytri) { otri1.Sym(ref otri2); if (otri.triangle != otri2.triangle || otri.orient != otri2.orient) { if (otri.triangle == otri2.triangle) { this.logger.Warning("Asymmetric triangle-triangle bond: (Right triangle, wrong orientation)", "Quality.CheckMesh()"); } num++; } Vertex vertex2 = otri1.Org(); if (vertex != otri1.Dest() || vertex1 != vertex2) { this.logger.Warning("Mismatched edge coordinates between two triangles.", "Quality.CheckMesh()"); num++; } } otri.orient = otri.orient + 1; } } this.mesh.MakeVertexMap(); foreach (Vertex value1 in this.mesh.vertices.Values) { if (value1.tri.triangle != null) { continue; } this.logger.Warning(string.Concat("Vertex (ID ", value1.id, ") not connected to mesh (duplicate input vertex?)"), "Quality.CheckMesh()"); } if (num == 0) { this.logger.Info("Mesh topology appears to be consistent."); } Behavior.NoExact = noExact; return(num == 0); }
private void ConstructBoundaryBvdCell(Vertex vertex) { Vertex vertex1; Point point; VoronoiRegion voronoiRegion = new VoronoiRegion(vertex); this.regions.Add(voronoiRegion); Otri otri = new Otri(); Otri otri1 = new Otri(); Otri otri2 = new Otri(); Otri otri3 = new Otri(); Osub item = new Osub(); Osub osub = new Osub(); int count = this.mesh.triangles.Count; List <Point> points = new List <Point>(); vertex.tri.Copy(ref otri1); if (otri1.Org() != vertex) { throw new Exception("ConstructBoundaryBvdCell: inconsistent topology."); } otri1.Copy(ref otri); otri1.Onext(ref otri2); otri1.Oprev(ref otri3); if (otri3.triangle != Mesh.dummytri) { while (otri3.triangle != Mesh.dummytri && !otri3.Equal(otri1)) { otri3.Copy(ref otri); otri3.OprevSelf(); } otri.Copy(ref otri1); otri.Onext(ref otri2); } if (otri3.triangle == Mesh.dummytri) { point = new Point(vertex.x, vertex.y) { id = count + this.segIndex }; this.points[count + this.segIndex] = point; this.segIndex = this.segIndex + 1; points.Add(point); } Vertex vertex2 = otri.Org(); Vertex vertex3 = otri.Dest(); point = new Point((vertex2.X + vertex3.X) / 2, (vertex2.Y + vertex3.Y) / 2) { id = count + this.segIndex }; this.points[count + this.segIndex] = point; this.segIndex = this.segIndex + 1; points.Add(point); do { Point point1 = this.points[otri.triangle.id]; if (otri2.triangle != Mesh.dummytri) { Point point2 = this.points[otri2.triangle.id]; if (otri.triangle.infected) { item.seg = this.subsegMap[otri.triangle.hash]; Vertex vertex4 = item.SegOrg(); Vertex vertex5 = item.SegDest(); if (otri2.triangle.infected) { osub.seg = this.subsegMap[otri2.triangle.hash]; if (!item.Equal(osub)) { if (this.SegmentsIntersect(vertex4, vertex5, point1, point2, out point, true)) { point.id = count + this.segIndex; this.points[count + this.segIndex] = point; this.segIndex = this.segIndex + 1; points.Add(point); } if (this.SegmentsIntersect(osub.SegOrg(), osub.SegDest(), point1, point2, out point, true)) { point.id = count + this.segIndex; this.points[count + this.segIndex] = point; this.segIndex = this.segIndex + 1; points.Add(point); } } else if (this.SegmentsIntersect(vertex4, vertex5, new Point((vertex2.X + vertex3.X) / 2, (vertex2.Y + vertex3.Y) / 2), point2, out point, false)) { point.id = count + this.segIndex; this.points[count + this.segIndex] = point; this.segIndex = this.segIndex + 1; points.Add(point); } } else { vertex3 = otri.Dest(); vertex1 = otri.Apex(); if (this.SegmentsIntersect(vertex4, vertex5, new Point((vertex3.X + vertex1.X) / 2, (vertex3.Y + vertex1.Y) / 2), point1, out point, false)) { point.id = count + this.segIndex; this.points[count + this.segIndex] = point; this.segIndex = this.segIndex + 1; points.Add(point); } if (this.SegmentsIntersect(vertex4, vertex5, point1, point2, out point, true)) { point.id = count + this.segIndex; this.points[count + this.segIndex] = point; this.segIndex = this.segIndex + 1; points.Add(point); } } } else { points.Add(point1); if (otri2.triangle.infected) { osub.seg = this.subsegMap[otri2.triangle.hash]; if (this.SegmentsIntersect(osub.SegOrg(), osub.SegDest(), point1, point2, out point, true)) { point.id = count + this.segIndex; this.points[count + this.segIndex] = point; this.segIndex = this.segIndex + 1; points.Add(point); } } } otri2.Copy(ref otri); otri2.OnextSelf(); } else { if (!otri.triangle.infected) { points.Add(point1); } vertex2 = otri.Org(); vertex1 = otri.Apex(); point = new Point((vertex2.X + vertex1.X) / 2, (vertex2.Y + vertex1.Y) / 2) { id = count + this.segIndex }; this.points[count + this.segIndex] = point; this.segIndex = this.segIndex + 1; points.Add(point); break; } }while (!otri.Equal(otri1)); voronoiRegion.Add(points); }
public void TestTriangle(ref Otri testtri) { Vertex vertex; Vertex vertex1; double num; double num1; double num2; Otri otri = new Otri(); Otri otri1 = new Otri(); Osub osub = new Osub(); Vertex vertex2 = testtri.Org(); Vertex vertex3 = testtri.Dest(); Vertex vertex4 = testtri.Apex(); double num3 = vertex2.x - vertex3.x; double num4 = vertex2.y - vertex3.y; double num5 = vertex3.x - vertex4.x; double num6 = vertex3.y - vertex4.y; double num7 = vertex4.x - vertex2.x; double num8 = vertex4.y - vertex2.y; double num9 = num3 * num3; double num10 = num4 * num4; double num11 = num5 * num5; double num12 = num6 * num6; double num13 = num8 * num8; double num14 = num9 + num10; double num15 = num11 + num12; double num16 = num7 * num7 + num13; if (num14 < num15 && num14 < num16) { num = num14; num1 = num5 * num7 + num6 * num8; num1 = num1 * num1 / (num15 * num16); vertex = vertex2; vertex1 = vertex3; testtri.Copy(ref otri); } else if (num15 >= num16) { num = num16; num1 = num3 * num5 + num4 * num6; num1 = num1 * num1 / (num14 * num15); vertex = vertex4; vertex1 = vertex2; testtri.Lprev(ref otri); } else { num = num15; num1 = num3 * num7 + num4 * num8; num1 = num1 * num1 / (num14 * num16); vertex = vertex3; vertex1 = vertex4; testtri.Lnext(ref otri); } if (this.behavior.VarArea || this.behavior.fixedArea || this.behavior.Usertest) { double num17 = 0.5 * (num3 * num6 - num4 * num5); if (this.behavior.fixedArea && num17 > this.behavior.MaxArea) { this.queue.Enqueue(ref testtri, num, vertex4, vertex2, vertex3); return; } if (this.behavior.VarArea && num17 > testtri.triangle.area && testtri.triangle.area > 0) { this.queue.Enqueue(ref testtri, num, vertex4, vertex2, vertex3); return; } if (this.behavior.Usertest && this.userTest != null && this.userTest(vertex2, vertex3, vertex4, num17)) { this.queue.Enqueue(ref testtri, num, vertex4, vertex2, vertex3); return; } } if (num14 <= num15 || num14 <= num16) { num2 = (num15 <= num16 ? (num14 + num15 - num16) / (2 * Math.Sqrt(num14 * num15)) : (num14 + num16 - num15) / (2 * Math.Sqrt(num14 * num16))); } else { num2 = (num15 + num16 - num14) / (2 * Math.Sqrt(num15 * num16)); } if (num1 > this.behavior.goodAngle || num2 < this.behavior.maxGoodAngle && this.behavior.MaxAngle != 0) { if (vertex.type == VertexType.SegmentVertex && vertex1.type == VertexType.SegmentVertex) { otri.SegPivot(ref osub); if (osub.seg == Mesh.dummysub) { otri.Copy(ref otri1); do { otri.OprevSelf(); otri.SegPivot(ref osub); }while (osub.seg == Mesh.dummysub); Vertex vertex5 = osub.SegOrg(); Vertex vertex6 = osub.SegDest(); do { otri1.DnextSelf(); otri1.SegPivot(ref osub); }while (osub.seg == Mesh.dummysub); Vertex vertex7 = osub.SegOrg(); Vertex vertex8 = osub.SegDest(); Vertex vertex9 = null; if (vertex6.x == vertex7.x && vertex6.y == vertex7.y) { vertex9 = vertex6; } else if (vertex5.x == vertex8.x && vertex5.y == vertex8.y) { vertex9 = vertex5; } if (vertex9 != null) { double num18 = (vertex.x - vertex9.x) * (vertex.x - vertex9.x) + (vertex.y - vertex9.y) * (vertex.y - vertex9.y); double num19 = (vertex1.x - vertex9.x) * (vertex1.x - vertex9.x) + (vertex1.y - vertex9.y) * (vertex1.y - vertex9.y); if (num18 < 1.001 * num19 && num18 > 0.999 * num19) { return; } } } } this.queue.Enqueue(ref testtri, num, vertex4, vertex2, vertex3); } }
private void SplitTriangle(BadTriangle badtri) { Point point; Otri otri = new Otri(); double num = 0; double num1 = 0; otri = badtri.poortri; Vertex vertex = otri.Org(); Vertex vertex1 = otri.Dest(); Vertex vertex2 = otri.Apex(); if (!Otri.IsDead(otri.triangle) && vertex == badtri.triangorg && vertex1 == badtri.triangdest && vertex2 == badtri.triangapex) { bool flag = false; point = (this.behavior.fixedArea || this.behavior.VarArea ? Primitives.FindCircumcenter(vertex, vertex1, vertex2, ref num, ref num1, this.behavior.offconstant) : this.newLocation.FindLocation(vertex, vertex1, vertex2, ref num, ref num1, true, otri)); if ((point.x != vertex.x || point.y != vertex.y) && (point.x != vertex1.x || point.y != vertex1.y) && (point.x != vertex2.x || point.y != vertex2.y)) { Vertex vertex3 = new Vertex(point.x, point.y, 0, this.mesh.nextras) { type = VertexType.FreeVertex }; for (int i = 0; i < this.mesh.nextras; i++) { vertex3.attributes[i] = vertex.attributes[i] + num * (vertex1.attributes[i] - vertex.attributes[i]) + num1 * (vertex2.attributes[i] - vertex.attributes[i]); } if (num1 < num) { otri.LprevSelf(); } Osub osub = new Osub(); InsertVertexResult insertVertexResult = this.mesh.InsertVertex(vertex3, ref otri, ref osub, true, true); if (insertVertexResult == InsertVertexResult.Successful) { Mesh mesh = this.mesh; int hashVtx = mesh.hash_vtx; mesh.hash_vtx = hashVtx + 1; vertex3.hash = hashVtx; vertex3.id = vertex3.hash; this.mesh.vertices.Add(vertex3.hash, vertex3); if (this.mesh.steinerleft > 0) { Mesh mesh1 = this.mesh; mesh1.steinerleft = mesh1.steinerleft - 1; } } else if (insertVertexResult == InsertVertexResult.Encroaching) { this.mesh.UndoVertex(); } else if (insertVertexResult != InsertVertexResult.Violating && Behavior.Verbose) { this.logger.Warning("New vertex falls on existing vertex.", "Quality.SplitTriangle()"); flag = true; } } else if (Behavior.Verbose) { this.logger.Warning("New vertex falls on existing vertex.", "Quality.SplitTriangle()"); flag = true; } if (flag) { this.logger.Error("The new vertex is at the circumcenter of triangle: This probably means that I am trying to refine triangles to a smaller size than can be accommodated by the finite precision of floating point arithmetic.", "Quality.SplitTriangle()"); throw new Exception("The new vertex is at the circumcenter of triangle."); } } }
private void SplitEncSegs(bool triflaws) { Vertex vertex; double num; Otri otri = new Otri(); Otri otri1 = new Otri(); Osub osub = new Osub(); Osub osub1 = new Osub(); while (this.badsubsegs.Count > 0 && this.mesh.steinerleft != 0) { BadSubseg badSubseg = this.badsubsegs.Dequeue(); osub1 = badSubseg.encsubseg; Vertex vertex1 = osub1.Org(); Vertex vertex2 = osub1.Dest(); if (!Osub.IsDead(osub1.seg) && vertex1 == badSubseg.subsegorg && vertex2 == badSubseg.subsegdest) { osub1.TriPivot(ref otri); otri.Lnext(ref otri1); otri1.SegPivot(ref osub); bool flag = osub.seg != Mesh.dummysub; otri1.LnextSelf(); otri1.SegPivot(ref osub); bool flag1 = osub.seg != Mesh.dummysub; if (!this.behavior.ConformingDelaunay && !flag && !flag1) { vertex = otri.Apex(); while (vertex.type == VertexType.FreeVertex && (vertex1.x - vertex.x) * (vertex2.x - vertex.x) + (vertex1.y - vertex.y) * (vertex2.y - vertex.y) < 0) { this.mesh.DeleteVertex(ref otri1); osub1.TriPivot(ref otri); vertex = otri.Apex(); otri.Lprev(ref otri1); } } otri.Sym(ref otri1); if (otri1.triangle != Mesh.dummytri) { otri1.LnextSelf(); otri1.SegPivot(ref osub); bool flag2 = osub.seg != Mesh.dummysub; flag1 = flag1 | flag2; otri1.LnextSelf(); otri1.SegPivot(ref osub); bool flag3 = osub.seg != Mesh.dummysub; flag = flag | flag3; if (!this.behavior.ConformingDelaunay && !flag3 && !flag2) { vertex = otri1.Org(); while (vertex.type == VertexType.FreeVertex && (vertex1.x - vertex.x) * (vertex2.x - vertex.x) + (vertex1.y - vertex.y) * (vertex2.y - vertex.y) < 0) { this.mesh.DeleteVertex(ref otri1); otri.Sym(ref otri1); vertex = otri1.Apex(); otri1.LprevSelf(); } } } if (!(flag | flag1)) { num = 0.5; } else { double num1 = Math.Sqrt((vertex2.x - vertex1.x) * (vertex2.x - vertex1.x) + (vertex2.y - vertex1.y) * (vertex2.y - vertex1.y)); double num2 = 1; while (num1 > 3 * num2) { num2 = num2 * 2; } while (num1 < 1.5 * num2) { num2 = num2 * 0.5; } num = num2 / num1; if (flag1) { num = 1 - num; } } Vertex vertex3 = new Vertex(vertex1.x + num * (vertex2.x - vertex1.x), vertex1.y + num * (vertex2.y - vertex1.y), osub1.Mark(), this.mesh.nextras) { type = VertexType.SegmentVertex }; Mesh mesh = this.mesh; int hashVtx = mesh.hash_vtx; mesh.hash_vtx = hashVtx + 1; vertex3.hash = hashVtx; vertex3.id = vertex3.hash; this.mesh.vertices.Add(vertex3.hash, vertex3); for (int i = 0; i < this.mesh.nextras; i++) { vertex3.attributes[i] = vertex1.attributes[i] + num * (vertex2.attributes[i] - vertex1.attributes[i]); } if (!Behavior.NoExact) { double num3 = Primitives.CounterClockwise(vertex1, vertex2, vertex3); double num4 = (vertex1.x - vertex2.x) * (vertex1.x - vertex2.x) + (vertex1.y - vertex2.y) * (vertex1.y - vertex2.y); if (num3 != 0 && num4 != 0) { num3 = num3 / num4; if (!double.IsNaN(num3)) { Vertex vertex4 = vertex3; vertex4.x = vertex4.x + num3 * (vertex2.y - vertex1.y); Vertex vertex5 = vertex3; vertex5.y = vertex5.y + num3 * (vertex1.x - vertex2.x); } } } if (vertex3.x == vertex1.x && vertex3.y == vertex1.y || vertex3.x == vertex2.x && vertex3.y == vertex2.y) { this.logger.Error("Ran out of precision: I attempted to split a segment to a smaller size than can be accommodated by the finite precision of floating point arithmetic.", "Quality.SplitEncSegs()"); throw new Exception("Ran out of precision"); } InsertVertexResult insertVertexResult = this.mesh.InsertVertex(vertex3, ref otri, ref osub1, true, triflaws); if (insertVertexResult != InsertVertexResult.Successful && insertVertexResult != InsertVertexResult.Encroaching) { this.logger.Error("Failure to split a segment.", "Quality.SplitEncSegs()"); throw new Exception("Failure to split a segment."); } if (this.mesh.steinerleft > 0) { Mesh mesh1 = this.mesh; mesh1.steinerleft = mesh1.steinerleft - 1; } this.CheckSeg4Encroach(ref osub1); osub1.NextSelf(); this.CheckSeg4Encroach(ref osub1); } badSubseg.subsegorg = null; } }
/// <summary> /// Find a triangle or edge containing a given point. /// </summary> /// <param name="searchpoint">The point to locate.</param> /// <param name="searchtri">The triangle to start the search at.</param> /// <param name="stopatsubsegment"> If 'stopatsubsegment' is set, the search /// will stop if it tries to walk through a subsegment, and will return OUTSIDE.</param> /// <returns>Location information.</returns> /// <remarks> /// Begins its search from 'searchtri'. It is important that 'searchtri' /// be a handle with the property that 'searchpoint' is strictly to the left /// of the edge denoted by 'searchtri', or is collinear with that edge and /// does not intersect that edge. (In particular, 'searchpoint' should not /// be the origin or destination of that edge.) /// /// These conditions are imposed because preciselocate() is normally used in /// one of two situations: /// /// (1) To try to find the location to insert a new point. Normally, we /// know an edge that the point is strictly to the left of. In the /// incremental Delaunay algorithm, that edge is a bounding box edge. /// In Ruppert's Delaunay refinement algorithm for quality meshing, /// that edge is the shortest edge of the triangle whose circumcenter /// is being inserted. /// /// (2) To try to find an existing point. In this case, any edge on the /// convex hull is a good starting edge. You must screen out the /// possibility that the vertex sought is an endpoint of the starting /// edge before you call preciselocate(). /// /// On completion, 'searchtri' is a triangle that contains 'searchpoint'. /// /// This implementation differs from that given by Guibas and Stolfi. It /// walks from triangle to triangle, crossing an edge only if 'searchpoint' /// is on the other side of the line containing that edge. After entering /// a triangle, there are two edges by which one can leave that triangle. /// If both edges are valid ('searchpoint' is on the other side of both /// edges), one of the two is chosen by drawing a line perpendicular to /// the entry edge (whose endpoints are 'forg' and 'fdest') passing through /// 'fapex'. Depending on which side of this perpendicular 'searchpoint' /// falls on, an exit edge is chosen. /// /// This implementation is empirically faster than the Guibas and Stolfi /// point location routine (which I originally used), which tends to spiral /// in toward its target. /// /// Returns ONVERTEX if the point lies on an existing vertex. 'searchtri' /// is a handle whose origin is the existing vertex. /// /// Returns ONEDGE if the point lies on a mesh edge. 'searchtri' is a /// handle whose primary edge is the edge on which the point lies. /// /// Returns INTRIANGLE if the point lies strictly within a triangle. /// 'searchtri' is a handle on the triangle that contains the point. /// /// Returns OUTSIDE if the point lies outside the mesh. 'searchtri' is a /// handle whose primary edge the point is to the right of. This might /// occur when the circumcenter of a triangle falls just slightly outside /// the mesh due to floating-point roundoff error. It also occurs when /// seeking a hole or region point that a foolish user has placed outside /// the mesh. /// /// WARNING: This routine is designed for convex triangulations, and will /// not generally work after the holes and concavities have been carved. /// However, it can still be used to find the circumcenter of a triangle, as /// long as the search is begun from the triangle in question.</remarks> public LocateResult PreciseLocate(Point searchpoint, ref Otri searchtri, bool stopatsubsegment) { Otri backtracktri = default(Otri); Osub checkedge = default(Osub); Vertex forg, fdest, fapex; double orgorient, destorient; bool moveleft; // Where are we? forg = searchtri.Org(); fdest = searchtri.Dest(); fapex = searchtri.Apex(); while (true) { // Check whether the apex is the point we seek. if ((fapex.x == searchpoint.X) && (fapex.y == searchpoint.Y)) { searchtri.LprevSelf(); return(LocateResult.OnVertex); } // Does the point lie on the other side of the line defined by the // triangle edge opposite the triangle's destination? destorient = Primitives.CounterClockwise(forg, fapex, searchpoint); // Does the point lie on the other side of the line defined by the // triangle edge opposite the triangle's origin? orgorient = Primitives.CounterClockwise(fapex, fdest, searchpoint); if (destorient > 0.0) { if (orgorient > 0.0) { // Move left if the inner product of (fapex - searchpoint) and // (fdest - forg) is positive. This is equivalent to drawing // a line perpendicular to the line (forg, fdest) and passing // through 'fapex', and determining which side of this line // 'searchpoint' falls on. moveleft = (fapex.x - searchpoint.X) * (fdest.x - forg.x) + (fapex.y - searchpoint.Y) * (fdest.y - forg.y) > 0.0; } else { moveleft = true; } } else { if (orgorient > 0.0) { moveleft = false; } else { // The point we seek must be on the boundary of or inside this // triangle. if (destorient == 0.0) { searchtri.LprevSelf(); return(LocateResult.OnEdge); } if (orgorient == 0.0) { searchtri.LnextSelf(); return(LocateResult.OnEdge); } return(LocateResult.InTriangle); } } // Move to another triangle. Leave a trace 'backtracktri' in case // floating-point roundoff or some such bogey causes us to walk // off a boundary of the triangulation. if (moveleft) { searchtri.Lprev(ref backtracktri); fdest = fapex; } else { searchtri.Lnext(ref backtracktri); forg = fapex; } backtracktri.Sym(ref searchtri); if (mesh.checksegments && stopatsubsegment) { // Check for walking through a subsegment. backtracktri.SegPivot(ref checkedge); if (checkedge.seg != Mesh.dummysub) { // Go back to the last triangle. backtracktri.Copy(ref searchtri); return(LocateResult.Outside); } } // Check for walking right out of the triangulation. if (searchtri.triangle == Mesh.dummytri) { // Go back to the last triangle. backtracktri.Copy(ref searchtri); return(LocateResult.Outside); } fapex = searchtri.Apex(); } }
/// <summary> /// Enforce the Delaunay condition at an edge, fanning out recursively from /// an existing vertex. Pay special attention to stacking inverted triangles. /// </summary> /// <param name="fixuptri"></param> /// <param name="leftside"> /// Indicates whether or not fixuptri is to the left of /// the segment being inserted. (Imagine that the segment is pointing up from /// endpoint1 to endpoint2.) /// </param> /// <remarks> /// This is a support routine for inserting segments into a constrained /// Delaunay triangulation. /// The origin of fixuptri is treated as if it has just been inserted, and /// the local Delaunay condition needs to be enforced. It is only enforced /// in one sector, however, that being the angular range defined by /// fixuptri. /// This routine also needs to make decisions regarding the "stacking" of /// triangles. (Read the description of ConstrainedEdge() below before /// reading on here, so you understand the algorithm.) If the position of /// the new vertex (the origin of fixuptri) indicates that the vertex before /// it on the polygon is a reflex vertex, then "stack" the triangle by /// doing nothing. (fixuptri is an inverted triangle, which is how stacked /// triangles are identified.) /// Otherwise, check whether the vertex before that was a reflex vertex. /// If so, perform an edge flip, thereby eliminating an inverted triangle /// (popping it off the stack). The edge flip may result in the creation /// of a new inverted triangle, depending on whether or not the new vertex /// is visible to the vertex three edges behind on the polygon. /// If neither of the two vertices behind the new vertex are reflex /// vertices, fixuptri and fartri, the triangle opposite it, are not /// inverted; hence, ensure that the edge between them is locally Delaunay. /// </remarks> private void DelaunayFixup(ref Otri fixuptri, bool leftside) { Otri neartri = default(Otri); Otri fartri = default(Otri); Osub faredge = default(Osub); Vertex nearvertex, leftvertex, rightvertex, farvertex; fixuptri.Lnext(ref neartri); neartri.Sym(ref fartri); // Check if the edge opposite the origin of fixuptri can be flipped. if (fartri.tri.Id == Mesh.DUMMY) { return; } neartri.Pivot(ref faredge); if (faredge.seg.hash != Mesh.DUMMY) { return; } // Find all the relevant vertices. nearvertex = neartri.Apex(); leftvertex = neartri.Org(); rightvertex = neartri.Dest(); farvertex = fartri.Apex(); // Check whether the previous polygon vertex is a reflex vertex. if (leftside) { if (RobustPredicates.CounterClockwise(nearvertex, leftvertex, farvertex) <= 0.0) { // leftvertex is a reflex vertex too. Nothing can // be done until a convex section is found. return; } } else { if (RobustPredicates.CounterClockwise(farvertex, rightvertex, nearvertex) <= 0.0) { // rightvertex is a reflex vertex too. Nothing can // be done until a convex section is found. return; } } if (RobustPredicates.CounterClockwise(rightvertex, leftvertex, farvertex) > 0.0) { // fartri is not an inverted triangle, and farvertex is not a reflex // vertex. As there are no reflex vertices, fixuptri isn't an // inverted triangle, either. Hence, test the edge between the // triangles to ensure it is locally Delaunay. if (RobustPredicates.InCircle(leftvertex, farvertex, rightvertex, nearvertex) <= 0.0) { return; } // Not locally Delaunay; go on to an edge flip. } // else fartri is inverted; remove it from the stack by flipping. mesh.Flip(ref neartri); fixuptri.Lprev(); // Restore the origin of fixuptri after the flip. // Recursively process the two triangles that result from the flip. DelaunayFixup(ref fixuptri, leftside); DelaunayFixup(ref fartri, leftside); }
/// <summary> /// Write the Voronoi diagram to a .voro file. /// </summary> /// <param name="mesh"></param> /// <param name="filename"></param> /// <returns></returns> /// <remarks> /// The Voronoi diagram is the geometric dual of the Delaunay triangulation. /// Hence, the Voronoi vertices are listed by traversing the Delaunay /// triangles, and the Voronoi edges are listed by traversing the Delaunay /// edges. /// /// WARNING: In order to assign numbers to the Voronoi vertices, this /// procedure messes up the subsegments or the extra nodes of every /// element. Hence, you should call this procedure last.</remarks> public static void WriteVoronoi(Mesh mesh, string filename) { Otri tri = default(Otri), trisym = default(Otri); Vertex torg, tdest, tapex; Point circumcenter; double xi = 0, eta = 0; int p1, p2, index = 0; tri.orient = 0; using (StreamWriter writer = new StreamWriter(filename)) { // Number of triangles, two dimensions, number of vertex attributes, no markers. writer.WriteLine("{0} 2 {1} 0", mesh.triangles.Count, mesh.nextras); foreach (var item in mesh.triangles.Values) { tri.triangle = item; torg = tri.Org(); tdest = tri.Dest(); tapex = tri.Apex(); circumcenter = Primitives.FindCircumcenter(torg, tdest, tapex, ref xi, ref eta); // X and y coordinates. writer.Write("{0} {1} {2}", index, circumcenter.X.ToString(nfi), circumcenter.Y.ToString(nfi)); for (int i = 0; i < mesh.nextras; i++) { writer.Write(" 0"); // TODO // Interpolate the vertex attributes at the circumcenter. //writer.Write(" {0}", torg.attribs[i] + xi * (tdes.attribst[i] - torg.attribs[i]) + // eta * (tapex.attribs[i] - torg.attribs[i])); } writer.WriteLine(); tri.triangle.id = index++; } // Number of edges, zero boundary markers. writer.WriteLine("{0} 0", mesh.edges); index = 0; // To loop over the set of edges, loop over all triangles, and look at // the three edges of each triangle. If there isn't another triangle // adjacent to the edge, operate on the edge. If there is another // adjacent triangle, operate on the edge only if the current triangle // has a smaller pointer than its neighbor. This way, each edge is // considered only once. foreach (var item in mesh.triangles.Values) { tri.triangle = item; for (tri.orient = 0; tri.orient < 3; tri.orient++) { tri.Sym(ref trisym); if ((tri.triangle.id < trisym.triangle.id) || (trisym.triangle == Mesh.dummytri)) { // Find the number of this triangle (and Voronoi vertex). p1 = tri.triangle.id; if (trisym.triangle == Mesh.dummytri) { torg = tri.Org(); tdest = tri.Dest(); // Write an infinite ray. Edge number, index of one endpoint, // -1, and x and y coordinates of a vector representing the // direction of the ray. writer.WriteLine("{0} {1} -1 {2} {3}", index, p1, (tdest[1] - torg[1]).ToString(nfi), (torg[0] - tdest[0]).ToString(nfi)); } else { // Find the number of the adjacent triangle (and Voronoi vertex). p2 = trisym.triangle.id; // Finite edge. Write indices of two endpoints. writer.WriteLine("{0} {1} {2}", index, p1, p2); } index++; } } } } }
private void ConstructVoronoiRegion(Vertex vertex) { Vertex vertex1; Vertex vertex2; VoronoiRegion voronoiRegion = new VoronoiRegion(vertex); this.regions.Add(voronoiRegion); List <Point> points = new List <Point>(); Otri otri = new Otri(); Otri otri1 = new Otri(); Otri otri2 = new Otri(); Otri otri3 = new Otri(); Osub osub = new Osub(); vertex.tri.Copy(ref otri1); otri1.Copy(ref otri); otri1.Onext(ref otri2); if (otri2.triangle == Mesh.dummytri) { otri1.Oprev(ref otri3); if (otri3.triangle != Mesh.dummytri) { otri1.Copy(ref otri2); otri1.OprevSelf(); otri1.Copy(ref otri); } } while (otri2.triangle != Mesh.dummytri) { points.Add(this.points[otri.triangle.id]); if (otri2.Equal(otri1)) { voronoiRegion.Add(points); return; } otri2.Copy(ref otri); otri2.OnextSelf(); } voronoiRegion.Bounded = false; int count = this.mesh.triangles.Count; otri.Lprev(ref otri2); otri2.SegPivot(ref osub); int num = osub.seg.hash; points.Add(this.points[otri.triangle.id]); if (!this.rayPoints.ContainsKey(num)) { vertex1 = otri.Org(); Vertex vertex3 = otri.Apex(); this.BoxRayIntersection(this.points[otri.triangle.id], vertex1.y - vertex3.y, vertex3.x - vertex1.x, out vertex2); vertex2.id = count + this.rayIndex; this.points[count + this.rayIndex] = vertex2; this.rayIndex = this.rayIndex + 1; points.Add(vertex2); this.rayPoints.Add(num, vertex2); } else { points.Add(this.rayPoints[num]); } points.Reverse(); otri1.Copy(ref otri); otri.Oprev(ref otri3); while (otri3.triangle != Mesh.dummytri) { points.Add(this.points[otri3.triangle.id]); otri3.Copy(ref otri); otri3.OprevSelf(); } otri.SegPivot(ref osub); num = osub.seg.hash; if (!this.rayPoints.ContainsKey(num)) { vertex1 = otri.Org(); Vertex vertex4 = otri.Dest(); this.BoxRayIntersection(this.points[otri.triangle.id], vertex4.y - vertex1.y, vertex1.x - vertex4.x, out vertex2); vertex2.id = count + this.rayIndex; this.points[count + this.rayIndex] = vertex2; this.rayIndex = this.rayIndex + 1; points.Add(vertex2); this.rayPoints.Add(num, vertex2); } else { points.Add(this.rayPoints[num]); } points.Reverse(); voronoiRegion.Add(points); }
public int Triangulate(Mesh mesh) { SweepLine.SweepEvent[] sweepEventArray; SweepLine.SweepEvent sweepEvent; Vertex vertex; Vertex vertex1; Vertex vertex2; Vertex vertex3; this.mesh = mesh; this.xminextreme = 10 * mesh.bounds.Xmin - 9 * mesh.bounds.Xmax; Otri otri = new Otri(); Otri otri1 = new Otri(); Otri otri2 = new Otri(); Otri otri3 = new Otri(); Otri otri4 = new Otri(); Otri otri5 = new Otri(); Otri otri6 = new Otri(); bool i = false; this.splaynodes = new List <SweepLine.SplayNode>(); SweepLine.SplayNode splayNode = null; this.CreateHeap(out sweepEventArray); int num = mesh.invertices; mesh.MakeTriangle(ref otri2); mesh.MakeTriangle(ref otri3); otri2.Bond(ref otri3); otri2.LnextSelf(); otri3.LprevSelf(); otri2.Bond(ref otri3); otri2.LnextSelf(); otri3.LprevSelf(); otri2.Bond(ref otri3); Vertex vertex4 = sweepEventArray[0].vertexEvent; this.HeapDelete(sweepEventArray, num, 0); num--; do { if (num == 0) { SimpleLog.Instance.Error("Input vertices are all identical.", "SweepLine.SweepLineDelaunay()"); throw new Exception("Input vertices are all identical."); } vertex = sweepEventArray[0].vertexEvent; this.HeapDelete(sweepEventArray, num, 0); num--; if (vertex4.x != vertex.x || vertex4.y != vertex.y) { continue; } if (Behavior.Verbose) { SimpleLog.Instance.Warning("A duplicate vertex appeared and was ignored.", "SweepLine.SweepLineDelaunay().1"); } vertex.type = VertexType.UndeadVertex; Mesh mesh1 = mesh; mesh1.undeads = mesh1.undeads + 1; }while (vertex4.x == vertex.x && vertex4.y == vertex.y); otri2.SetOrg(vertex4); otri2.SetDest(vertex); otri3.SetOrg(vertex); otri3.SetDest(vertex4); otri2.Lprev(ref otri); Vertex vertex5 = vertex; while (num > 0) { SweepLine.SweepEvent sweepEvent1 = sweepEventArray[0]; this.HeapDelete(sweepEventArray, num, 0); num--; bool flag = true; if (sweepEvent1.xkey >= mesh.bounds.Xmin) { Vertex vertex6 = sweepEvent1.vertexEvent; if (vertex6.x != vertex5.x || vertex6.y != vertex5.y) { vertex5 = vertex6; splayNode = this.FrontLocate(splayNode, otri, vertex6, ref otri1, ref i); otri.Copy(ref otri1); for (i = false; !i && this.RightOfHyperbola(ref otri1, vertex6); i = otri1.Equal(otri)) { otri1.OnextSelf(); } this.Check4DeadEvent(ref otri1, sweepEventArray, ref num); otri1.Copy(ref otri5); otri1.Sym(ref otri4); mesh.MakeTriangle(ref otri2); mesh.MakeTriangle(ref otri3); Vertex vertex7 = otri5.Dest(); otri2.SetOrg(vertex7); otri2.SetDest(vertex6); otri3.SetOrg(vertex6); otri3.SetDest(vertex7); otri2.Bond(ref otri3); otri2.LnextSelf(); otri3.LprevSelf(); otri2.Bond(ref otri3); otri2.LnextSelf(); otri3.LprevSelf(); otri2.Bond(ref otri4); otri3.Bond(ref otri5); if (!i && otri5.Equal(otri)) { otri2.Copy(ref otri); } if (this.randomnation(SweepLine.SAMPLERATE) == 0) { splayNode = this.SplayInsert(splayNode, otri2, vertex6); } else if (this.randomnation(SweepLine.SAMPLERATE) == 0) { otri3.Lnext(ref otri6); splayNode = this.SplayInsert(splayNode, otri6, vertex6); } } else { if (Behavior.Verbose) { SimpleLog.Instance.Warning("A duplicate vertex appeared and was ignored.", "SweepLine.SweepLineDelaunay().2"); } vertex6.type = VertexType.UndeadVertex; Mesh mesh2 = mesh; mesh2.undeads = mesh2.undeads + 1; flag = false; } } else { Otri otri7 = sweepEvent1.otriEvent; otri7.Oprev(ref otri4); this.Check4DeadEvent(ref otri4, sweepEventArray, ref num); otri7.Onext(ref otri5); this.Check4DeadEvent(ref otri5, sweepEventArray, ref num); if (otri4.Equal(otri)) { otri7.Lprev(ref otri); } mesh.Flip(ref otri7); otri7.SetApex(null); otri7.Lprev(ref otri2); otri7.Lnext(ref otri3); otri2.Sym(ref otri4); if (this.randomnation(SweepLine.SAMPLERATE) == 0) { otri7.SymSelf(); vertex1 = otri7.Dest(); vertex2 = otri7.Apex(); vertex3 = otri7.Org(); splayNode = this.CircleTopInsert(splayNode, otri2, vertex1, vertex2, vertex3, sweepEvent1.ykey); } } if (!flag) { continue; } vertex1 = otri4.Apex(); vertex2 = otri2.Dest(); vertex3 = otri2.Apex(); double num1 = Primitives.CounterClockwise(vertex1, vertex2, vertex3); if (num1 > 0) { sweepEvent = new SweepLine.SweepEvent() { xkey = this.xminextreme, ykey = this.CircleTop(vertex1, vertex2, vertex3, num1), otriEvent = otri2 }; this.HeapInsert(sweepEventArray, num, sweepEvent); num++; otri2.SetOrg(new SweepLine.SweepEventVertex(sweepEvent)); } vertex1 = otri3.Apex(); vertex2 = otri3.Org(); vertex3 = otri5.Apex(); double num2 = Primitives.CounterClockwise(vertex1, vertex2, vertex3); if (num2 <= 0) { continue; } sweepEvent = new SweepLine.SweepEvent() { xkey = this.xminextreme, ykey = this.CircleTop(vertex1, vertex2, vertex3, num2), otriEvent = otri5 }; this.HeapInsert(sweepEventArray, num, sweepEvent); num++; otri5.SetOrg(new SweepLine.SweepEventVertex(sweepEvent)); } this.splaynodes.Clear(); otri.LprevSelf(); return(this.RemoveGhosts(ref otri)); }
private void GetAspectHistogram(Mesh mesh) { int[] aspecttable; double[] ratiotable; aspecttable = new int[16]; ratiotable = new double[] { 1.5, 2.0, 2.5, 3.0, 4.0, 6.0, 10.0, 15.0, 25.0, 50.0, 100.0, 300.0, 1000.0, 10000.0, 100000.0, 0.0 }; Otri tri = default(Otri); Vertex[] p = new Vertex[3]; double[] dx = new double[3], dy = new double[3]; double[] edgelength = new double[3]; double triarea; double trilongest2; double triminaltitude2; double triaspect2; int aspectindex; int i, j, k; tri.orient = 0; foreach (var t in mesh.triangles.Values) { tri.triangle = t; p[0] = tri.Org(); p[1] = tri.Dest(); p[2] = tri.Apex(); trilongest2 = 0.0; for (i = 0; i < 3; i++) { j = plus1Mod3[i]; k = minus1Mod3[i]; dx[i] = p[j].x - p[k].x; dy[i] = p[j].y - p[k].y; edgelength[i] = dx[i] * dx[i] + dy[i] * dy[i]; if (edgelength[i] > trilongest2) { trilongest2 = edgelength[i]; } } //triarea = Primitives.CounterClockwise(p[0], p[1], p[2]); triarea = Math.Abs((p[2].x - p[0].x) * (p[1].y - p[0].y) - (p[1].x - p[0].x) * (p[2].y - p[0].y)) / 2.0; triminaltitude2 = triarea * triarea / trilongest2; triaspect2 = trilongest2 / triminaltitude2; aspectindex = 0; while ((triaspect2 > ratiotable[aspectindex] * ratiotable[aspectindex]) && (aspectindex < 15)) { aspectindex++; } aspecttable[aspectindex]++; } }
public IMesh Triangulate(IList <Vertex> points, Configuration config) { this.predicates = config.Predicates(); this.mesh = new Mesh(config); this.mesh.TransferNodes(points); // Nonexistent x value used as a flag to mark circle events in sweepline // Delaunay algorithm. xminextreme = 10 * mesh.bounds.Left - 9 * mesh.bounds.Right; SweepEvent[] eventheap; SweepEvent nextevent; SweepEvent newevent; SplayNode splayroot; Otri bottommost = default(Otri); Otri searchtri = default(Otri); Otri fliptri; Otri lefttri = default(Otri); Otri righttri = default(Otri); Otri farlefttri = default(Otri); Otri farrighttri = default(Otri); Otri inserttri = default(Otri); Vertex firstvertex, secondvertex; Vertex nextvertex, lastvertex; Vertex connectvertex; Vertex leftvertex, midvertex, rightvertex; double lefttest, righttest; int heapsize; bool check4events, farrightflag = false; splaynodes = new List <SplayNode>(); splayroot = null; heapsize = points.Count; CreateHeap(out eventheap, heapsize);//, out events, out freeevents); mesh.MakeTriangle(ref lefttri); mesh.MakeTriangle(ref righttri); lefttri.Bond(ref righttri); lefttri.Lnext(); righttri.Lprev(); lefttri.Bond(ref righttri); lefttri.Lnext(); righttri.Lprev(); lefttri.Bond(ref righttri); firstvertex = eventheap[0].vertexEvent; HeapDelete(eventheap, heapsize, 0); heapsize--; do { if (heapsize == 0) { Log.Instance.Error("Input vertices are all identical.", "SweepLine.Triangulate()"); throw new Exception("Input vertices are all identical."); } secondvertex = eventheap[0].vertexEvent; HeapDelete(eventheap, heapsize, 0); heapsize--; if ((firstvertex.x == secondvertex.x) && (firstvertex.y == secondvertex.y)) { if (Log.Verbose) { Log.Instance.Warning("A duplicate vertex appeared and was ignored (ID " + secondvertex.id + ").", "SweepLine.Triangulate().1"); } secondvertex.type = VertexType.UndeadVertex; mesh.undeads++; } } while ((firstvertex.x == secondvertex.x) && (firstvertex.y == secondvertex.y)); lefttri.SetOrg(firstvertex); lefttri.SetDest(secondvertex); righttri.SetOrg(secondvertex); righttri.SetDest(firstvertex); lefttri.Lprev(ref bottommost); lastvertex = secondvertex; while (heapsize > 0) { nextevent = eventheap[0]; HeapDelete(eventheap, heapsize, 0); heapsize--; check4events = true; if (nextevent.xkey < mesh.bounds.Left) { fliptri = nextevent.otriEvent; fliptri.Oprev(ref farlefttri); Check4DeadEvent(ref farlefttri, eventheap, ref heapsize); fliptri.Onext(ref farrighttri); Check4DeadEvent(ref farrighttri, eventheap, ref heapsize); if (farlefttri.Equals(bottommost)) { fliptri.Lprev(ref bottommost); } mesh.Flip(ref fliptri); fliptri.SetApex(null); fliptri.Lprev(ref lefttri); fliptri.Lnext(ref righttri); lefttri.Sym(ref farlefttri); if (randomnation(SAMPLERATE) == 0) { fliptri.Sym(); leftvertex = fliptri.Dest(); midvertex = fliptri.Apex(); rightvertex = fliptri.Org(); splayroot = CircleTopInsert(splayroot, lefttri, leftvertex, midvertex, rightvertex, nextevent.ykey); } } else { nextvertex = nextevent.vertexEvent; if ((nextvertex.x == lastvertex.x) && (nextvertex.y == lastvertex.y)) { if (Log.Verbose) { Log.Instance.Warning("A duplicate vertex appeared and was ignored (ID " + nextvertex.id + ").", "SweepLine.Triangulate().2"); } nextvertex.type = VertexType.UndeadVertex; mesh.undeads++; check4events = false; } else { lastvertex = nextvertex; splayroot = FrontLocate(splayroot, bottommost, nextvertex, ref searchtri, ref farrightflag); //bottommost.Copy(ref searchtri); //farrightflag = false; //while (!farrightflag && RightOfHyperbola(ref searchtri, nextvertex)) //{ // searchtri.OnextSelf(); // farrightflag = searchtri.Equal(bottommost); //} Check4DeadEvent(ref searchtri, eventheap, ref heapsize); searchtri.Copy(ref farrighttri); searchtri.Sym(ref farlefttri); mesh.MakeTriangle(ref lefttri); mesh.MakeTriangle(ref righttri); connectvertex = farrighttri.Dest(); lefttri.SetOrg(connectvertex); lefttri.SetDest(nextvertex); righttri.SetOrg(nextvertex); righttri.SetDest(connectvertex); lefttri.Bond(ref righttri); lefttri.Lnext(); righttri.Lprev(); lefttri.Bond(ref righttri); lefttri.Lnext(); righttri.Lprev(); lefttri.Bond(ref farlefttri); righttri.Bond(ref farrighttri); if (!farrightflag && farrighttri.Equals(bottommost)) { lefttri.Copy(ref bottommost); } if (randomnation(SAMPLERATE) == 0) { splayroot = SplayInsert(splayroot, lefttri, nextvertex); } else if (randomnation(SAMPLERATE) == 0) { righttri.Lnext(ref inserttri); splayroot = SplayInsert(splayroot, inserttri, nextvertex); } } } if (check4events) { leftvertex = farlefttri.Apex(); midvertex = lefttri.Dest(); rightvertex = lefttri.Apex(); lefttest = predicates.CounterClockwise(leftvertex, midvertex, rightvertex); if (lefttest > 0.0) { newevent = new SweepEvent(); newevent.xkey = xminextreme; newevent.ykey = CircleTop(leftvertex, midvertex, rightvertex, lefttest); newevent.otriEvent = lefttri; HeapInsert(eventheap, heapsize, newevent); heapsize++; lefttri.SetOrg(new SweepEventVertex(newevent)); } leftvertex = righttri.Apex(); midvertex = righttri.Org(); rightvertex = farrighttri.Apex(); righttest = predicates.CounterClockwise(leftvertex, midvertex, rightvertex); if (righttest > 0.0) { newevent = new SweepEvent(); newevent.xkey = xminextreme; newevent.ykey = CircleTop(leftvertex, midvertex, rightvertex, righttest); newevent.otriEvent = farrighttri; HeapInsert(eventheap, heapsize, newevent); heapsize++; farrighttri.SetOrg(new SweepEventVertex(newevent)); } } } splaynodes.Clear(); bottommost.Lprev(); this.mesh.hullsize = RemoveGhosts(ref bottommost); return(this.mesh); }
/// <summary> /// Ensure that the mesh is (constrained) Delaunay. /// </summary> private static bool IsDelaunay(Mesh mesh, bool constrained) { Otri loop = default(Otri); Otri oppotri = default(Otri); Osub opposubseg = default(Osub); Vertex org, dest, apex; Vertex oppoapex; bool shouldbedelaunay; var logger = Log.Instance; // Temporarily turn on exact arithmetic if it's off. bool saveexact = Behavior.NoExact; Behavior.NoExact = false; int horrors = 0; var inf1 = mesh.infvertex1; var inf2 = mesh.infvertex2; var inf3 = mesh.infvertex3; // Run through the list of triangles, checking each one. foreach (var tri in mesh.triangles) { loop.tri = tri; // Check all three edges of the triangle. for (loop.orient = 0; loop.orient < 3; loop.orient++) { org = loop.Org(); dest = loop.Dest(); apex = loop.Apex(); loop.Sym(ref oppotri); oppoapex = oppotri.Apex(); // Only test that the edge is locally Delaunay if there is an // adjoining triangle whose pointer is larger (to ensure that // each pair isn't tested twice). shouldbedelaunay = (loop.tri.id < oppotri.tri.id) && !Otri.IsDead(oppotri.tri) && (oppotri.tri.id != Mesh.DUMMY) && (org != inf1) && (org != inf2) && (org != inf3) && (dest != inf1) && (dest != inf2) && (dest != inf3) && (apex != inf1) && (apex != inf2) && (apex != inf3) && (oppoapex != inf1) && (oppoapex != inf2) && (oppoapex != inf3); if (constrained && mesh.checksegments && shouldbedelaunay) { // If a subsegment separates the triangles, then the edge is // constrained, so no local Delaunay test should be done. loop.Pivot(ref opposubseg); if (opposubseg.seg.hash != Mesh.DUMMY) { shouldbedelaunay = false; } } if (shouldbedelaunay) { if (predicates.NonRegular(org, dest, apex, oppoapex) > 0.0) { if (Log.Verbose) { logger.Warning(String.Format("Non-regular pair of triangles found (IDs {0}/{1}).", loop.tri.id, oppotri.tri.id), "MeshValidator.IsDelaunay()"); } horrors++; } } } } // Restore the status of exact arithmetic. Behavior.NoExact = saveexact; return(horrors == 0); }
private void WriteMesh(TriangleNetMesh triangleNetMesh, bool skip) { // Mesh may have changed, but we choose to skip if (triangles == triangleNetMesh.triangles.Count && skip) { return; } // Header line stream.WriteLine("#!M{0}", iteration++); Vertex p1, p2, p3; if (VerticesChanged(triangleNetMesh)) { HashVertices(triangleNetMesh); // Number of vertices. stream.WriteLine("{0}", triangleNetMesh.vertices.Count); foreach (var v in triangleNetMesh.vertices.Values) { // Vertex number, x and y coordinates and marker. stream.WriteLine("{0} {1} {2} {3}", v.id, v.x.ToString(nfi), v.y.ToString(nfi), v.label); } } else { stream.WriteLine("0"); } // Number of segments. stream.WriteLine("{0}", triangleNetMesh.subsegs.Count); Osub subseg = default(Osub); subseg.orient = 0; foreach (var item in triangleNetMesh.subsegs.Values) { if (item.hash <= 0) { continue; } subseg.seg = item; p1 = subseg.Org(); p2 = subseg.Dest(); // Segment number, indices of its two endpoints, and marker. stream.WriteLine("{0} {1} {2} {3}", subseg.seg.hash, p1.id, p2.id, subseg.seg.boundary); } Otri tri = default(Otri), trisym = default(Otri); tri.orient = 0; int n1, n2, n3, h1, h2, h3; // Number of triangles. stream.WriteLine("{0}", triangleNetMesh.triangles.Count); foreach (var item in triangleNetMesh.triangles) { tri.tri = item; p1 = tri.Org(); p2 = tri.Dest(); p3 = tri.Apex(); h1 = (p1 == null) ? -1 : p1.id; h2 = (p2 == null) ? -1 : p2.id; h3 = (p3 == null) ? -1 : p3.id; // Triangle number, indices for three vertices. stream.Write("{0} {1} {2} {3}", tri.tri.hash, h1, h2, h3); tri.orient = 1; tri.Sym(ref trisym); n1 = trisym.tri.hash; tri.orient = 2; tri.Sym(ref trisym); n2 = trisym.tri.hash; tri.orient = 0; tri.Sym(ref trisym); n3 = trisym.tri.hash; // Neighboring triangle numbers. stream.WriteLine(" {0} {1} {2}", n1, n2, n3); } }
/// <summary> /// Test the mesh for topological consistency. /// </summary> public static bool IsConsistent(Mesh mesh) { Otri tri = default(Otri); Otri oppotri = default(Otri), oppooppotri = default(Otri); Vertex org, dest, apex; Vertex oppoorg, oppodest; var logger = Log.Instance; // Temporarily turn on exact arithmetic if it's off. bool saveexact = Behavior.NoExact; Behavior.NoExact = false; int horrors = 0; // Run through the list of triangles, checking each one. foreach (var t in mesh.triangles) { tri.tri = t; // Check all three edges of the triangle. for (tri.orient = 0; tri.orient < 3; tri.orient++) { org = tri.Org(); dest = tri.Dest(); if (tri.orient == 0) { // Only test for inversion once. // Test if the triangle is flat or inverted. apex = tri.Apex(); if (predicates.CounterClockwise(org, dest, apex) <= 0.0) { if (Log.Verbose) { logger.Warning(String.Format("Triangle is flat or inverted (ID {0}).", t.id), "MeshValidator.IsConsistent()"); } horrors++; } } // Find the neighboring triangle on this edge. tri.Sym(ref oppotri); if (oppotri.tri.id != Mesh.DUMMY) { // Check that the triangle's neighbor knows it's a neighbor. oppotri.Sym(ref oppooppotri); if ((tri.tri != oppooppotri.tri) || (tri.orient != oppooppotri.orient)) { if (tri.tri == oppooppotri.tri && Log.Verbose) { logger.Warning("Asymmetric triangle-triangle bond: (Right triangle, wrong orientation)", "MeshValidator.IsConsistent()"); } horrors++; } // Check that both triangles agree on the identities // of their shared vertices. oppoorg = oppotri.Org(); oppodest = oppotri.Dest(); if ((org != oppodest) || (dest != oppoorg)) { if (Log.Verbose) { logger.Warning("Mismatched edge coordinates between two triangles.", "MeshValidator.IsConsistent()"); } horrors++; } } } } // Check for unconnected vertices mesh.MakeVertexMap(); foreach (var v in mesh.vertices.Values) { if (v.tri.tri == null && Log.Verbose) { logger.Warning("Vertex (ID " + v.id + ") not connected to mesh (duplicate input vertex?)", "MeshValidator.IsConsistent()"); } } // Restore the status of exact arithmetic. Behavior.NoExact = saveexact; return(horrors == 0); }
/// <summary> /// Check a subsegment to see if it is encroached; add it to the list if it is. /// </summary> /// <param name="testsubseg">The subsegment to check.</param> /// <returns>Returns a nonzero value if the subsegment is encroached.</returns> /// <remarks> /// A subsegment is encroached if there is a vertex in its diametral lens. /// For Ruppert's algorithm (-D switch), the "diametral lens" is the /// diametral circle. For Chew's algorithm (default), the diametral lens is /// just big enough to enclose two isosceles triangles whose bases are the /// subsegment. Each of the two isosceles triangles has two angles equal /// to 'b.minangle'. /// /// Chew's algorithm does not require diametral lenses at all--but they save /// time. Any vertex inside a subsegment's diametral lens implies that the /// triangle adjoining the subsegment will be too skinny, so it's only a /// matter of time before the encroaching vertex is deleted by Chew's /// algorithm. It's faster to simply not insert the doomed vertex in the /// first place, which is why I use diametral lenses with Chew's algorithm. /// </remarks> public int CheckSeg4Encroach(ref Osub testsubseg) { Otri neighbortri = default(Otri); Osub testsym = default(Osub); BadSubseg encroachedseg; float dotproduct; int encroached; int sides; Vertex eorg, edest, eapex; encroached = 0; sides = 0; eorg = testsubseg.Org(); edest = testsubseg.Dest(); // Check one neighbor of the subsegment. testsubseg.TriPivot(ref neighbortri); // Does the neighbor exist, or is this a boundary edge? if (neighbortri.triangle != Mesh.dummytri) { sides++; // Find a vertex opposite this subsegment. eapex = neighbortri.Apex(); // Check whether the apex is in the diametral lens of the subsegment // (the diametral circle if 'conformdel' is set). A dot product // of two sides of the triangle is used to check whether the angle // at the apex is greater than (180 - 2 'minangle') degrees (for // lenses; 90 degrees for diametral circles). dotproduct = (eorg.x - eapex.x) * (edest.x - eapex.x) + (eorg.y - eapex.y) * (edest.y - eapex.y); if (dotproduct < 0.0) { if (behavior.ConformingDelaunay || (dotproduct * dotproduct >= (2.0 * behavior.goodAngle - 1.0) * (2.0 * behavior.goodAngle - 1.0) * ((eorg.x - eapex.x) * (eorg.x - eapex.x) + (eorg.y - eapex.y) * (eorg.y - eapex.y)) * ((edest.x - eapex.x) * (edest.x - eapex.x) + (edest.y - eapex.y) * (edest.y - eapex.y)))) { encroached = 1; } } } // Check the other neighbor of the subsegment. testsubseg.Sym(ref testsym); testsym.TriPivot(ref neighbortri); // Does the neighbor exist, or is this a boundary edge? if (neighbortri.triangle != Mesh.dummytri) { sides++; // Find the other vertex opposite this subsegment. eapex = neighbortri.Apex(); // Check whether the apex is in the diametral lens of the subsegment // (or the diametral circle, if 'conformdel' is set). dotproduct = (eorg.x - eapex.x) * (edest.x - eapex.x) + (eorg.y - eapex.y) * (edest.y - eapex.y); if (dotproduct < 0.0) { if (behavior.ConformingDelaunay || (dotproduct * dotproduct >= (2.0 * behavior.goodAngle - 1.0) * (2.0 * behavior.goodAngle - 1.0) * ((eorg.x - eapex.x) * (eorg.x - eapex.x) + (eorg.y - eapex.y) * (eorg.y - eapex.y)) * ((edest.x - eapex.x) * (edest.x - eapex.x) + (edest.y - eapex.y) * (edest.y - eapex.y)))) { encroached += 2; } } } if (encroached > 0 && (behavior.NoBisect == 0 || ((behavior.NoBisect == 1) && (sides == 2)))) { // Add the subsegment to the list of encroached subsegments. // Be sure to get the orientation right. encroachedseg = new BadSubseg(); if (encroached == 1) { encroachedseg.encsubseg = testsubseg; encroachedseg.subsegorg = eorg; encroachedseg.subsegdest = edest; } else { encroachedseg.encsubseg = testsym; encroachedseg.subsegorg = edest; encroachedseg.subsegdest = eorg; } badsubsegs.Enqueue(encroachedseg); } return(encroached); }
private void WriteMesh(Mesh mesh, bool skip) { Vertex vertex; Vertex vertex1; if (this.triangles == mesh.triangles.Count & skip) { return; } StreamWriter streamWriter = this.stream; int num = this.iteration; this.iteration = num + 1; streamWriter.WriteLine("#!M{0}", num); if (!this.VerticesChanged(mesh)) { this.stream.WriteLine("0"); } else { this.HashVertices(mesh); this.stream.WriteLine("{0}", mesh.vertices.Count); foreach (Vertex value in mesh.vertices.Values) { this.stream.WriteLine("{0} {1} {2} {3}", new object[] { value.hash, value.x.ToString(DebugWriter.nfi), value.y.ToString(DebugWriter.nfi), value.mark }); } } this.stream.WriteLine("{0}", mesh.subsegs.Count); Osub osub = new Osub() { orient = 0 }; foreach (Segment segment in mesh.subsegs.Values) { if (segment.hash <= 0) { continue; } osub.seg = segment; vertex = osub.Org(); vertex1 = osub.Dest(); this.stream.WriteLine("{0} {1} {2} {3}", new object[] { osub.seg.hash, vertex.hash, vertex1.hash, osub.seg.boundary }); } Otri otri = new Otri(); Otri otri1 = new Otri(); otri.orient = 0; this.stream.WriteLine("{0}", mesh.triangles.Count); foreach (Triangle triangle in mesh.triangles.Values) { otri.triangle = triangle; vertex = otri.Org(); vertex1 = otri.Dest(); Vertex vertex2 = otri.Apex(); int num1 = (vertex == null ? -1 : vertex.hash); int num2 = (vertex1 == null ? -1 : vertex1.hash); int num3 = (vertex2 == null ? -1 : vertex2.hash); this.stream.Write("{0} {1} {2} {3}", new object[] { otri.triangle.hash, num1, num2, num3 }); otri.orient = 1; otri.Sym(ref otri1); int num4 = otri1.triangle.hash; otri.orient = 2; otri.Sym(ref otri1); int num5 = otri1.triangle.hash; otri.orient = 0; otri.Sym(ref otri1); int num6 = otri1.triangle.hash; this.stream.WriteLine(" {0} {1} {2}", num4, num5, num6); } }
/// <summary> /// Test the mesh for topological consistency. /// </summary> public bool CheckMesh() { Otri tri = default(Otri); Otri oppotri = default(Otri), oppooppotri = default(Otri); Vertex triorg, tridest, triapex; Vertex oppoorg, oppodest; int horrors; bool saveexact; // Temporarily turn on exact arithmetic if it's off. saveexact = Behavior.NoExact; Behavior.NoExact = false; horrors = 0; // Run through the list of triangles, checking each one. foreach (var t in mesh.triangles.Values) { tri.triangle = t; // Check all three edges of the triangle. for (tri.orient = 0; tri.orient < 3; tri.orient++) { triorg = tri.Org(); tridest = tri.Dest(); if (tri.orient == 0) { // Only test for inversion once. // Test if the triangle is flat or inverted. triapex = tri.Apex(); if (Primitives.CounterClockwise(triorg, tridest, triapex) <= 0.0) { logger.Warning("Triangle is flat or inverted.", "Quality.CheckMesh()"); horrors++; } } // Find the neighboring triangle on this edge. tri.Sym(ref oppotri); if (oppotri.triangle != Mesh.dummytri) { // Check that the triangle's neighbor knows it's a neighbor. oppotri.Sym(ref oppooppotri); if ((tri.triangle != oppooppotri.triangle) || (tri.orient != oppooppotri.orient)) { if (tri.triangle == oppooppotri.triangle) { logger.Warning("Asymmetric triangle-triangle bond: (Right triangle, wrong orientation)", "Quality.CheckMesh()"); } horrors++; } // Check that both triangles agree on the identities // of their shared vertices. oppoorg = oppotri.Org(); oppodest = oppotri.Dest(); if ((triorg != oppodest) || (tridest != oppoorg)) { logger.Warning("Mismatched edge coordinates between two triangles.", "Quality.CheckMesh()"); horrors++; } } } } // Check for unconnected vertices mesh.MakeVertexMap(); foreach (var v in mesh.vertices.Values) { if (v.tri.triangle == null) { logger.Warning("Vertex (ID " + v.id + ") not connected to mesh (duplicate input vertex?)", "Quality.CheckMesh()"); } } if (horrors == 0) // && Behavior.Verbose { logger.Info("Mesh topology appears to be consistent."); } // Restore the status of exact arithmetic. Behavior.NoExact = saveexact; return(horrors == 0); }
/// <summary> /// Merge two adjacent Delaunay triangulations into a single Delaunay triangulation. /// </summary> /// <param name="farleft">Bounding triangles of the left triangulation.</param> /// <param name="innerleft">Bounding triangles of the left triangulation.</param> /// <param name="innerright">Bounding triangles of the right triangulation.</param> /// <param name="farright">Bounding triangles of the right triangulation.</param> /// <param name="axis"></param> /// <remarks> /// This is similar to the algorithm given by Guibas and Stolfi, but uses /// a triangle-based, rather than edge-based, data structure. /// /// The algorithm walks up the gap between the two triangulations, knitting /// them together. As they are merged, some of their bounding triangles /// are converted into real triangles of the triangulation. The procedure /// pulls each hull's bounding triangles apart, then knits them together /// like the teeth of two gears. The Delaunay property determines, at each /// step, whether the next "tooth" is a bounding triangle of the left hull /// or the right. When a bounding triangle becomes real, its apex is /// changed from NULL to a real vertex. /// /// Only two new triangles need to be allocated. These become new bounding /// triangles at the top and bottom of the seam. They are used to connect /// the remaining bounding triangles (those that have not been converted /// into real triangles) into a single fan. /// /// On entry, 'farleft' and 'innerleft' are bounding triangles of the left /// triangulation. The origin of 'farleft' is the leftmost vertex, and /// the destination of 'innerleft' is the rightmost vertex of the /// triangulation. Similarly, 'innerright' and 'farright' are bounding /// triangles of the right triangulation. The origin of 'innerright' and /// destination of 'farright' are the leftmost and rightmost vertices. /// /// On completion, the origin of 'farleft' is the leftmost vertex of the /// merged triangulation, and the destination of 'farright' is the rightmost /// vertex. /// </remarks> void MergeHulls(ref Otri farleft, ref Otri innerleft, ref Otri innerright, ref Otri farright, int axis) { Otri leftcand = default(Otri), rightcand = default(Otri); Otri nextedge = default(Otri); Otri sidecasing = default(Otri), topcasing = default(Otri), outercasing = default(Otri); Otri checkedge = default(Otri); Otri baseedge = default(Otri); Vertex innerleftdest; Vertex innerrightorg; Vertex innerleftapex, innerrightapex; Vertex farleftpt, farrightpt; Vertex farleftapex, farrightapex; Vertex lowerleft, lowerright; Vertex upperleft, upperright; Vertex nextapex; Vertex checkvertex; bool changemade; bool badedge; bool leftfinished, rightfinished; innerleftdest = innerleft.Dest(); innerleftapex = innerleft.Apex(); innerrightorg = innerright.Org(); innerrightapex = innerright.Apex(); // Special treatment for horizontal cuts. if (useDwyer && (axis == 1)) { farleftpt = farleft.Org(); farleftapex = farleft.Apex(); farrightpt = farright.Dest(); farrightapex = farright.Apex(); // The pointers to the extremal vertices are shifted to point to the // topmost and bottommost vertex of each hull, rather than the // leftmost and rightmost vertices. while (farleftapex.y < farleftpt.y) { farleft.LnextSelf(); farleft.SymSelf(); farleftpt = farleftapex; farleftapex = farleft.Apex(); } innerleft.Sym(ref checkedge); checkvertex = checkedge.Apex(); while (checkvertex.y > innerleftdest.y) { checkedge.Lnext(ref innerleft); innerleftapex = innerleftdest; innerleftdest = checkvertex; innerleft.Sym(ref checkedge); checkvertex = checkedge.Apex(); } while (innerrightapex.y < innerrightorg.y) { innerright.LnextSelf(); innerright.SymSelf(); innerrightorg = innerrightapex; innerrightapex = innerright.Apex(); } farright.Sym(ref checkedge); checkvertex = checkedge.Apex(); while (checkvertex.y > farrightpt.y) { checkedge.Lnext(ref farright); farrightapex = farrightpt; farrightpt = checkvertex; farright.Sym(ref checkedge); checkvertex = checkedge.Apex(); } } // Find a line tangent to and below both hulls. do { changemade = false; // Make innerleftdest the "bottommost" vertex of the left hull. if (Primitives.CounterClockwise(innerleftdest, innerleftapex, innerrightorg) > 0.0) { innerleft.LprevSelf(); innerleft.SymSelf(); innerleftdest = innerleftapex; innerleftapex = innerleft.Apex(); changemade = true; } // Make innerrightorg the "bottommost" vertex of the right hull. if (Primitives.CounterClockwise(innerrightapex, innerrightorg, innerleftdest) > 0.0) { innerright.LnextSelf(); innerright.SymSelf(); innerrightorg = innerrightapex; innerrightapex = innerright.Apex(); changemade = true; } } while (changemade); // Find the two candidates to be the next "gear tooth." innerleft.Sym(ref leftcand); innerright.Sym(ref rightcand); // Create the bottom new bounding triangle. mesh.MakeTriangle(ref baseedge); // Connect it to the bounding boxes of the left and right triangulations. baseedge.Bond(ref innerleft); baseedge.LnextSelf(); baseedge.Bond(ref innerright); baseedge.LnextSelf(); baseedge.SetOrg(innerrightorg); baseedge.SetDest(innerleftdest); // Apex is intentionally left NULL. // Fix the extreme triangles if necessary. farleftpt = farleft.Org(); if (innerleftdest == farleftpt) { baseedge.Lnext(ref farleft); } farrightpt = farright.Dest(); if (innerrightorg == farrightpt) { baseedge.Lprev(ref farright); } // The vertices of the current knitting edge. lowerleft = innerleftdest; lowerright = innerrightorg; // The candidate vertices for knitting. upperleft = leftcand.Apex(); upperright = rightcand.Apex(); // Walk up the gap between the two triangulations, knitting them together. while (true) { // Have we reached the top? (This isn't quite the right question, // because even though the left triangulation might seem finished now, // moving up on the right triangulation might reveal a new vertex of // the left triangulation. And vice-versa.) leftfinished = Primitives.CounterClockwise(upperleft, lowerleft, lowerright) <= 0.0; rightfinished = Primitives.CounterClockwise(upperright, lowerleft, lowerright) <= 0.0; if (leftfinished && rightfinished) { // Create the top new bounding triangle. mesh.MakeTriangle(ref nextedge); nextedge.SetOrg(lowerleft); nextedge.SetDest(lowerright); // Apex is intentionally left NULL. // Connect it to the bounding boxes of the two triangulations. nextedge.Bond(ref baseedge); nextedge.LnextSelf(); nextedge.Bond(ref rightcand); nextedge.LnextSelf(); nextedge.Bond(ref leftcand); // Special treatment for horizontal cuts. if (useDwyer && (axis == 1)) { farleftpt = farleft.Org(); farleftapex = farleft.Apex(); farrightpt = farright.Dest(); farrightapex = farright.Apex(); farleft.Sym(ref checkedge); checkvertex = checkedge.Apex(); // The pointers to the extremal vertices are restored to the // leftmost and rightmost vertices (rather than topmost and // bottommost). while (checkvertex.x < farleftpt.x) { checkedge.Lprev(ref farleft); farleftapex = farleftpt; farleftpt = checkvertex; farleft.Sym(ref checkedge); checkvertex = checkedge.Apex(); } while (farrightapex.x > farrightpt.x) { farright.LprevSelf(); farright.SymSelf(); farrightpt = farrightapex; farrightapex = farright.Apex(); } } return; } // Consider eliminating edges from the left triangulation. if (!leftfinished) { // What vertex would be exposed if an edge were deleted? leftcand.Lprev(ref nextedge); nextedge.SymSelf(); nextapex = nextedge.Apex(); // If nextapex is NULL, then no vertex would be exposed; the // triangulation would have been eaten right through. if (nextapex != null) { // Check whether the edge is Delaunay. badedge = Primitives.InCircle(lowerleft, lowerright, upperleft, nextapex) > 0.0; while (badedge) { // Eliminate the edge with an edge flip. As a result, the // left triangulation will have one more boundary triangle. nextedge.LnextSelf(); nextedge.Sym(ref topcasing); nextedge.LnextSelf(); nextedge.Sym(ref sidecasing); nextedge.Bond(ref topcasing); leftcand.Bond(ref sidecasing); leftcand.LnextSelf(); leftcand.Sym(ref outercasing); nextedge.LprevSelf(); nextedge.Bond(ref outercasing); // Correct the vertices to reflect the edge flip. leftcand.SetOrg(lowerleft); leftcand.SetDest(null); leftcand.SetApex(nextapex); nextedge.SetOrg(null); nextedge.SetDest(upperleft); nextedge.SetApex(nextapex); // Consider the newly exposed vertex. upperleft = nextapex; // What vertex would be exposed if another edge were deleted? sidecasing.Copy(ref nextedge); nextapex = nextedge.Apex(); if (nextapex != null) { // Check whether the edge is Delaunay. badedge = Primitives.InCircle(lowerleft, lowerright, upperleft, nextapex) > 0.0; } else { // Avoid eating right through the triangulation. badedge = false; } } } } // Consider eliminating edges from the right triangulation. if (!rightfinished) { // What vertex would be exposed if an edge were deleted? rightcand.Lnext(ref nextedge); nextedge.SymSelf(); nextapex = nextedge.Apex(); // If nextapex is NULL, then no vertex would be exposed; the // triangulation would have been eaten right through. if (nextapex != null) { // Check whether the edge is Delaunay. badedge = Primitives.InCircle(lowerleft, lowerright, upperright, nextapex) > 0.0; while (badedge) { // Eliminate the edge with an edge flip. As a result, the // right triangulation will have one more boundary triangle. nextedge.LprevSelf(); nextedge.Sym(ref topcasing); nextedge.LprevSelf(); nextedge.Sym(ref sidecasing); nextedge.Bond(ref topcasing); rightcand.Bond(ref sidecasing); rightcand.LprevSelf(); rightcand.Sym(ref outercasing); nextedge.LnextSelf(); nextedge.Bond(ref outercasing); // Correct the vertices to reflect the edge flip. rightcand.SetOrg(null); rightcand.SetDest(lowerright); rightcand.SetApex(nextapex); nextedge.SetOrg(upperright); nextedge.SetDest(null); nextedge.SetApex(nextapex); // Consider the newly exposed vertex. upperright = nextapex; // What vertex would be exposed if another edge were deleted? sidecasing.Copy(ref nextedge); nextapex = nextedge.Apex(); if (nextapex != null) { // Check whether the edge is Delaunay. badedge = Primitives.InCircle(lowerleft, lowerright, upperright, nextapex) > 0.0; } else { // Avoid eating right through the triangulation. badedge = false; } } } } if (leftfinished || (!rightfinished && (Primitives.InCircle(upperleft, lowerleft, lowerright, upperright) > 0.0))) { // Knit the triangulations, adding an edge from 'lowerleft' // to 'upperright'. baseedge.Bond(ref rightcand); rightcand.Lprev(ref baseedge); baseedge.SetDest(lowerleft); lowerright = upperright; baseedge.Sym(ref rightcand); upperright = rightcand.Apex(); } else { // Knit the triangulations, adding an edge from 'upperleft' // to 'lowerright'. baseedge.Bond(ref leftcand); leftcand.Lnext(ref baseedge); baseedge.SetOrg(lowerright); lowerleft = upperleft; baseedge.Sym(ref leftcand); upperleft = leftcand.Apex(); } } }
/// <summary> /// Inserts a vertex at the circumcenter of a triangle. Deletes /// the newly inserted vertex if it encroaches upon a segment. /// </summary> /// <param name="badtri"></param> private void SplitTriangle(BadTriangle badtri) { Otri badotri = default(Otri); Vertex borg, bdest, bapex; Point newloc; // Location of the new vertex float xi = 0, eta = 0; InsertVertexResult success; bool errorflag; badotri = badtri.poortri; borg = badotri.Org(); bdest = badotri.Dest(); bapex = badotri.Apex(); // Make sure that this triangle is still the same triangle it was // when it was tested and determined to be of bad quality. // Subsequent transformations may have made it a different triangle. if (!Otri.IsDead(badotri.triangle) && (borg == badtri.triangorg) && (bdest == badtri.triangdest) && (bapex == badtri.triangapex)) { errorflag = false; // Create a new vertex at the triangle's circumcenter. // Using the original (simpler) Steiner point location method // for mesh refinement. // TODO: NewLocation doesn't work for refinement. Why? Maybe // reset VertexType? if (behavior.fixedArea || behavior.VarArea) { newloc = Primitives.FindCircumcenter(borg, bdest, bapex, ref xi, ref eta, behavior.offconstant); } else { newloc = newLocation.FindLocation(borg, bdest, bapex, ref xi, ref eta, true, badotri); } // Check whether the new vertex lies on a triangle vertex. if (((newloc.x == borg.x) && (newloc.y == borg.y)) || ((newloc.x == bdest.x) && (newloc.y == bdest.y)) || ((newloc.x == bapex.x) && (newloc.y == bapex.y))) { if (Behavior.Verbose) { logger.Warning("New vertex falls on existing vertex.", "Quality.SplitTriangle()"); errorflag = true; } } else { // The new vertex must be in the interior, and therefore is a // free vertex with a marker of zero. Vertex newvertex = new Vertex(newloc.x, newloc.y, 0, mesh.nextras); newvertex.type = VertexType.FreeVertex; for (int i = 0; i < mesh.nextras; i++) { // Interpolate the vertex attributes at the circumcenter. newvertex.attributes[i] = borg.attributes[i] + xi * (bdest.attributes[i] - borg.attributes[i]) + eta * (bapex.attributes[i] - borg.attributes[i]); } // Ensure that the handle 'badotri' does not represent the longest // edge of the triangle. This ensures that the circumcenter must // fall to the left of this edge, so point location will work. // (If the angle org-apex-dest exceeds 90 degrees, then the // circumcenter lies outside the org-dest edge, and eta is // negative. Roundoff error might prevent eta from being // negative when it should be, so I test eta against xi.) if (eta < xi) { badotri.LprevSelf(); } // Insert the circumcenter, searching from the edge of the triangle, // and maintain the Delaunay property of the triangulation. Osub tmp = default(Osub); success = mesh.InsertVertex(newvertex, ref badotri, ref tmp, true, true); if (success == InsertVertexResult.Successful) { newvertex.hash = mesh.hash_vtx++; newvertex.id = newvertex.hash; mesh.vertices.Add(newvertex.hash, newvertex); if (mesh.steinerleft > 0) { mesh.steinerleft--; } } else if (success == InsertVertexResult.Encroaching) { // If the newly inserted vertex encroaches upon a subsegment, // delete the new vertex. mesh.UndoVertex(); } else if (success == InsertVertexResult.Violating) { // Failed to insert the new vertex, but some subsegment was // marked as being encroached. } else { // success == DUPLICATEVERTEX // Couldn't insert the new vertex because a vertex is already there. if (Behavior.Verbose) { logger.Warning("New vertex falls on existing vertex.", "Quality.SplitTriangle()"); errorflag = true; } } } if (errorflag) { logger.Error("The new vertex is at the circumcenter of triangle: This probably " + "means that I am trying to refine triangles to a smaller size than can be " + "accommodated by the finite precision of floating point arithmetic.", "Quality.SplitTriangle()"); throw new Exception("The new vertex is at the circumcenter of triangle."); } } }
/// <summary> /// Finds the adjacencies between triangles by forming a stack of triangles for /// each vertex. Each triangle is on three different stacks simultaneously. /// </summary> private static List <Otri>[] SetNeighbors(Mesh mesh, ITriangle[] triangles) { Otri tri = default(Otri); Otri triangleleft = default(Otri); Otri checktri = default(Otri); Otri checkleft = default(Otri); Otri nexttri; TVertex tdest, tapex; TVertex checkdest, checkapex; int[] corner = new int[3]; int aroundvertex; int i; // Allocate a temporary array that maps each vertex to some adjacent triangle. var vertexarray = new List <Otri> [mesh.vertices.Count]; // Each vertex is initially unrepresented. for (i = 0; i < mesh.vertices.Count; i++) { Otri tmp = default(Otri); tmp.tri = mesh.dummytri; vertexarray[i] = new List <Otri>(3); vertexarray[i].Add(tmp); } i = 0; // Read the triangles from the .ele file, and link // together those that share an edge. foreach (var item in mesh.triangles) { tri.tri = item; // Copy the triangle's three corners. for (int j = 0; j < 3; j++) { corner[j] = triangles[i].GetVertexID(j); if ((corner[j] < 0) || (corner[j] >= mesh.invertices)) { Log.Instance.Error("Triangle has an invalid vertex index.", "MeshReader.Reconstruct()"); throw new Exception("Triangle has an invalid vertex index."); } } // Read the triangle's attributes. tri.tri.label = triangles[i].Label; // TODO: VarArea if (mesh.behavior.VarArea) { tri.tri.area = triangles[i].Area; } // Set the triangle's vertices. tri.orient = 0; tri.SetOrg(mesh.vertices[corner[0]]); tri.SetDest(mesh.vertices[corner[1]]); tri.SetApex(mesh.vertices[corner[2]]); // Try linking the triangle to others that share these vertices. for (tri.orient = 0; tri.orient < 3; tri.orient++) { // Take the number for the origin of triangleloop. aroundvertex = corner[tri.orient]; int index = vertexarray[aroundvertex].Count - 1; // Look for other triangles having this vertex. nexttri = vertexarray[aroundvertex][index]; // Push the current triangle onto the stack. vertexarray[aroundvertex].Add(tri); checktri = nexttri; if (checktri.tri.id != Mesh.DUMMY) { tdest = tri.Dest(); tapex = tri.Apex(); // Look for other triangles that share an edge. do { checkdest = checktri.Dest(); checkapex = checktri.Apex(); if (tapex == checkdest) { // The two triangles share an edge; bond them together. tri.Lprev(ref triangleleft); triangleleft.Bond(ref checktri); } if (tdest == checkapex) { // The two triangles share an edge; bond them together. checktri.Lprev(ref checkleft); tri.Bond(ref checkleft); } // Find the next triangle in the stack. index--; nexttri = vertexarray[aroundvertex][index]; checktri = nexttri; }while (checktri.tri.id != Mesh.DUMMY); } } i++; } return(vertexarray); }