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; } }