FindCircumcenter() public static method

Find the circumcenter of a triangle.
The result is returned both in terms of x-y coordinates and xi-eta (barycentric) coordinates. The xi-eta coordinate system is defined in terms of the triangle: the origin of the triangle is the origin of the coordinate system; the destination of the triangle is one unit along the xi axis; and the apex of the triangle is one unit along the eta axis. This procedure also returns the square of the length of the triangle's shortest edge.
public static FindCircumcenter ( System.Point torg, System.Point tdest, System.Point tapex, double &xi, double &eta ) : System.Point
torg System.Point Triangle point.
tdest System.Point Triangle point.
tapex System.Point Triangle point.
xi double Relative coordinate of new location.
eta double Relative coordinate of new location.
return System.Point
        /// <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.");
                }
            }
        }
Example #2
0
        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.");
                }
            }
        }