Beispiel #1
0
        /// <summary>
        /// Find the holes and infect them. Find the area constraints and infect
        /// them. Infect the convex hull. Spread the infection and kill triangles.
        /// Spread the area constraints.
        /// </summary>
        public void CarveHoles()
        {
            Otri         searchtri = default(Otri);
            Vertex       searchorg, searchdest;
            LocateResult intersect;

            Triangle[] regionTris = null;

            if (!mesh.behavior.Convex)
            {
                // Mark as infected any unprotected triangles on the boundary.
                // This is one way by which concavities are created.
                InfectHull();
            }

            if (!mesh.behavior.NoHoles)
            {
                // Infect each triangle in which a hole lies.
                foreach (var hole in mesh.holes)
                {
                    // Ignore holes that aren't within the bounds of the mesh.
                    if (mesh.bounds.Contains(hole))
                    {
                        // Start searching from some triangle on the outer boundary.
                        searchtri.triangle = Mesh.dummytri;
                        searchtri.orient   = 0;
                        searchtri.SymSelf();
                        // Ensure that the hole is to the left of this boundary edge;
                        // otherwise, locate() will falsely report that the hole
                        // falls within the starting triangle.
                        searchorg  = searchtri.Org();
                        searchdest = searchtri.Dest();
                        if (Primitives.CounterClockwise(searchorg, searchdest, hole) > 0.0)
                        {
                            // Find a triangle that contains the hole.
                            intersect = mesh.locator.Locate(hole, ref searchtri);
                            if ((intersect != LocateResult.Outside) && (!searchtri.IsInfected()))
                            {
                                // Infect the triangle. This is done by marking the triangle
                                // as infected and including the triangle in the virus pool.
                                searchtri.Infect();
                                viri.Add(searchtri.triangle);
                            }
                        }
                    }
                }
            }

            // Now, we have to find all the regions BEFORE we carve the holes, because locate() won't
            // work when the triangulation is no longer convex. (Incidentally, this is the reason why
            // regional attributes and area constraints can't be used when refining a preexisting mesh,
            // which might not be convex; they can only be used with a freshly triangulated PSLG.)
            if (mesh.regions.Count > 0)
            {
                int i = 0;

                regionTris = new Triangle[mesh.regions.Count];

                // Find the starting triangle for each region.
                foreach (var region in mesh.regions)
                {
                    regionTris[i] = Mesh.dummytri;
                    // Ignore region points that aren't within the bounds of the mesh.
                    if (mesh.bounds.Contains(region.point))
                    {
                        // Start searching from some triangle on the outer boundary.
                        searchtri.triangle = Mesh.dummytri;
                        searchtri.orient   = 0;
                        searchtri.SymSelf();
                        // Ensure that the region point is to the left of this boundary
                        // edge; otherwise, locate() will falsely report that the
                        // region point falls within the starting triangle.
                        searchorg  = searchtri.Org();
                        searchdest = searchtri.Dest();
                        if (Primitives.CounterClockwise(searchorg, searchdest, region.point) > 0.0)
                        {
                            // Find a triangle that contains the region point.
                            intersect = mesh.locator.Locate(region.point, ref searchtri);
                            if ((intersect != LocateResult.Outside) && (!searchtri.IsInfected()))
                            {
                                // Record the triangle for processing after the
                                // holes have been carved.
                                regionTris[i]        = searchtri.triangle;
                                regionTris[i].region = region.id;
                            }
                        }
                    }

                    i++;
                }
            }

            if (viri.Count > 0)
            {
                // Carve the holes and concavities.
                Plague();
            }

            if (regionTris != null)
            {
                var iterator = new RegionIterator(mesh);

                for (int i = 0; i < regionTris.Length; i++)
                {
                    if (regionTris[i] != Mesh.dummytri)
                    {
                        // Make sure the triangle under consideration still exists.
                        // It may have been eaten by the virus.
                        if (!Otri.IsDead(regionTris[i]))
                        {
                            // Apply one region's attribute and/or area constraint.
                            iterator.Process(regionTris[i]);
                        }
                    }
                }
            }

            // Free up memory (virus pool should be empty anyway).
            viri.Clear();
        }
Beispiel #2
0
        public void CarveHoles()
        {
            Otri otri = new Otri();

            Triangle[] triangleArray = null;
            if (!this.mesh.behavior.Convex)
            {
                this.InfectHull();
            }
            if (!this.mesh.behavior.NoHoles)
            {
                foreach (Point hole in this.mesh.holes)
                {
                    if (!this.mesh.bounds.Contains(hole))
                    {
                        continue;
                    }
                    otri.triangle = Mesh.dummytri;
                    otri.orient   = 0;
                    otri.SymSelf();
                    if (Primitives.CounterClockwise(otri.Org(), otri.Dest(), hole) <= 0 || this.mesh.locator.Locate(hole, ref otri) == LocateResult.Outside || otri.IsInfected())
                    {
                        continue;
                    }
                    otri.Infect();
                    this.viri.Add(otri.triangle);
                }
            }
            if (this.mesh.regions.Count > 0)
            {
                int num = 0;
                triangleArray = new Triangle[this.mesh.regions.Count];
                foreach (RegionPointer region in this.mesh.regions)
                {
                    triangleArray[num] = Mesh.dummytri;
                    if (this.mesh.bounds.Contains(region.point))
                    {
                        otri.triangle = Mesh.dummytri;
                        otri.orient   = 0;
                        otri.SymSelf();
                        if (Primitives.CounterClockwise(otri.Org(), otri.Dest(), region.point) > 0 && this.mesh.locator.Locate(region.point, ref otri) != LocateResult.Outside && !otri.IsInfected())
                        {
                            triangleArray[num]        = otri.triangle;
                            triangleArray[num].region = region.id;
                        }
                    }
                    num++;
                }
            }
            if (this.viri.Count > 0)
            {
                this.Plague();
            }
            if (triangleArray != null)
            {
                RegionIterator regionIterator = new RegionIterator(this.mesh);
                for (int i = 0; i < (int)triangleArray.Length; i++)
                {
                    if (triangleArray[i] != Mesh.dummytri && !Otri.IsDead(triangleArray[i]))
                    {
                        regionIterator.Process(triangleArray[i]);
                    }
                }
            }
            this.viri.Clear();
        }