/// <summary>
        /// Remove all the encroached subsegments and bad triangles from the triangulation.
        /// </summary>
        private void EnforceQuality()
        {
            BadTriangle badtri;

            // Test all segments to see if they're encroached.
            TallyEncs();

            // Fix encroached subsegments without noting bad triangles.
            // DO I NEED IT?
            //SplitEncSegs(false);


            // At this point, if we haven't run out of Steiner points, the
            // triangulation should be (conforming) Delaunay.

            // Next, we worry about enforcing triangle quality.
            if ((behavior.MinAngle > 0.0) || behavior.VarArea || behavior.fixedArea || behavior.UserTest != null)
            {
                // TODO: Reset queue? (Or is it always empty at this point)

                // Test all triangles to see if they're bad.
                TallyFaces();

                mesh.checkquality = true;
                while ((queue.Count > 0) && (mesh.steinerleft != 0))
                {
                    // Fix one bad triangle by inserting a vertex at its circumcenter.
                    badtri = queue.Dequeue();
                    SplitTriangle(badtri);

                    if (badsubsegs.Count > 0)
                    {
                        // Put bad triangle back in queue for another try later.
                        queue.Enqueue(badtri);
                        // Fix any encroached subsegments that resulted.
                        // Record any new bad triangles that result.
                        SplitEncSegs(true);
                    }
                }
            }

            // At this point, if the "-D" switch was selected and we haven't run out
            // of Steiner points, the triangulation should be (conforming) Delaunay
            // and have no low-quality triangles.

            // Might we have run out of Steiner points too soon?
            if (Log.Verbose && behavior.ConformingDelaunay && (badsubsegs.Count > 0) && (mesh.steinerleft == 0))
            {
                logger.Warning("I ran out of Steiner points, but the mesh has encroached subsegments, "
                               + "and therefore might not be truly Delaunay. If the Delaunay property is important "
                               + "to you, try increasing the number of Steiner points.",
                               "Quality.EnforceQuality()");
            }
        }
Example #2
0
        /// <summary>
        ///     Remove all the encroached subsegments and bad triangles from the triangulation.
        /// </summary>
        public void EnforceQuality()
        {
            BadTriangle badtri;

            // Test all segments to see if they're encroached.
            TallyEncs();

            // Fix encroached subsegments without noting bad triangles.
            SplitEncSegs(false);
            // At this point, if we haven't run out of Steiner points, the
            // triangulation should be (conforming) Delaunay.

            // Next, we worry about enforcing triangle quality.
            if ((behavior.MinAngle > 0.0) || behavior.VarArea || behavior.fixedArea || behavior.UserTest != null)
            {
                // TODO: Reset queue? (Or is it always empty at this point)

                // Test all triangles to see if they're bad.
                TallyFaces();

                mesh.checkquality = true;
                while ((queue.Count > 0) && (mesh.steinerleft != 0))
                {
                    // Fix one bad triangle by inserting a vertex at its circumcenter.
                    badtri = queue.Dequeue();
                    SplitTriangle(badtri);

                    if (badsubsegs.Count > 0)
                    {
                        // Put bad triangle back in queue for another try later.
                        queue.Enqueue(badtri);
                        // Fix any encroached subsegments that resulted.
                        // Record any new bad triangles that result.
                        SplitEncSegs(true);
                    }
                    else
                    {
                        TrianglePool.FreeBadTri(badtri);
                    }
                }
            }

            // At this point, if the "-D" switch was selected and we haven't run out
            // of Steiner points, the triangulation should be (conforming) Delaunay
            // and have no low-quality triangles.

            // Might we have run out of Steiner points too soon?
            if (behavior.ConformingDelaunay && (badsubsegs.Count > 0) && (mesh.steinerleft == 0))
            {
            }
        }