Esempio n. 1
0
        public void TestBond()
        {
            Otri s = default;
            Otri t = default;

            Otri tmp = default;

            s.tri = Helper.CreateTriangle(0, vertices[0], vertices[1], vertices[3]);
            t.tri = Helper.CreateTriangle(1, vertices[1], vertices[4], vertices[3]);

            s.orient = 1; // Edge  1 -> 3.
            t.orient = 2; // Edge  3 -> 1.

            // Make sure we're on the correct edges.
            Assert.AreEqual(1, s.Org().ID);
            Assert.AreEqual(3, s.Dest().ID);
            Assert.AreEqual(3, t.Org().ID);
            Assert.AreEqual(1, t.Dest().ID);

            // Check that the triangles don't have neighbors.
            s.Sym(ref tmp);
            //Assert.AreEqual(-1, tmp.tri.ID);
            Assert.IsNull(tmp.tri);
            t.Sym(ref tmp);
            //Assert.AreEqual(-1, tmp.tri.ID);
            Assert.IsNull(tmp.tri);

            // Bond the two triangles.
            s.Bond(ref t);

            // Check that neighbors are properly set.
            s.Sym(ref tmp);
            Assert.AreEqual(1, tmp.tri.ID);
            t.Sym(ref tmp);
            Assert.AreEqual(0, tmp.tri.ID);
        }
Esempio n. 2
0
        /// <summary>
        /// Recursively form a Delaunay triangulation by the divide-and-conquer method.
        /// </summary>
        /// <param name="left"></param>
        /// <param name="right"></param>
        /// <param name="axis"></param>
        /// <param name="farleft"></param>
        /// <param name="farright"></param>
        /// <remarks>
        /// Recursively breaks down the problem into smaller pieces, which are
        /// knitted together by mergehulls(). The base cases (problems of two or
        /// three vertices) are handled specially here.
        ///
        /// On completion, 'farleft' and 'farright' are bounding triangles such that
        /// the origin of 'farleft' is the leftmost vertex (breaking ties by
        /// choosing the highest leftmost vertex), and the destination of
        /// 'farright' is the rightmost vertex (breaking ties by choosing the
        /// lowest rightmost vertex).
        /// </remarks>
        void DivconqRecurse(int left, int right, int axis,
                            ref Otri farleft, ref Otri farright)
        {
            Otri   midtri = default(Otri);
            Otri   tri1 = default(Otri);
            Otri   tri2 = default(Otri);
            Otri   tri3 = default(Otri);
            Otri   innerleft = default(Otri), innerright = default(Otri);
            double area;
            int    vertices = right - left + 1;
            int    divider;

            if (vertices == 2)
            {
                // The triangulation of two vertices is an edge.  An edge is
                // represented by two bounding triangles.
                mesh.MakeTriangle(ref farleft);
                farleft.SetOrg(sortarray[left]);
                farleft.SetDest(sortarray[left + 1]);
                // The apex is intentionally left NULL.
                mesh.MakeTriangle(ref farright);
                farright.SetOrg(sortarray[left + 1]);
                farright.SetDest(sortarray[left]);
                // The apex is intentionally left NULL.
                farleft.Bond(ref farright);
                farleft.LprevSelf();
                farright.LnextSelf();
                farleft.Bond(ref farright);
                farleft.LprevSelf();
                farright.LnextSelf();
                farleft.Bond(ref farright);

                // Ensure that the origin of 'farleft' is sortarray[0].
                farright.Lprev(ref farleft);
                return;
            }
            else if (vertices == 3)
            {
                // The triangulation of three vertices is either a triangle (with
                // three bounding triangles) or two edges (with four bounding
                // triangles).  In either case, four triangles are created.
                mesh.MakeTriangle(ref midtri);
                mesh.MakeTriangle(ref tri1);
                mesh.MakeTriangle(ref tri2);
                mesh.MakeTriangle(ref tri3);
                area = Primitives.CounterClockwise(sortarray[left], sortarray[left + 1], sortarray[left + 2]);
                if (area == 0.0)
                {
                    // Three collinear vertices; the triangulation is two edges.
                    midtri.SetOrg(sortarray[left]);
                    midtri.SetDest(sortarray[left + 1]);
                    tri1.SetOrg(sortarray[left + 1]);
                    tri1.SetDest(sortarray[left]);
                    tri2.SetOrg(sortarray[left + 2]);
                    tri2.SetDest(sortarray[left + 1]);
                    tri3.SetOrg(sortarray[left + 1]);
                    tri3.SetDest(sortarray[left + 2]);
                    // All apices are intentionally left NULL.
                    midtri.Bond(ref tri1);
                    tri2.Bond(ref tri3);
                    midtri.LnextSelf();
                    tri1.LprevSelf();
                    tri2.LnextSelf();
                    tri3.LprevSelf();
                    midtri.Bond(ref tri3);
                    tri1.Bond(ref tri2);
                    midtri.LnextSelf();
                    tri1.LprevSelf();
                    tri2.LnextSelf();
                    tri3.LprevSelf();
                    midtri.Bond(ref tri1);
                    tri2.Bond(ref tri3);
                    // Ensure that the origin of 'farleft' is sortarray[0].
                    tri1.Copy(ref farleft);
                    // Ensure that the destination of 'farright' is sortarray[2].
                    tri2.Copy(ref farright);
                }
                else
                {
                    // The three vertices are not collinear; the triangulation is one
                    // triangle, namely 'midtri'.
                    midtri.SetOrg(sortarray[left]);
                    tri1.SetDest(sortarray[left]);
                    tri3.SetOrg(sortarray[left]);
                    // Apices of tri1, tri2, and tri3 are left NULL.
                    if (area > 0.0)
                    {
                        // The vertices are in counterclockwise order.
                        midtri.SetDest(sortarray[left + 1]);
                        tri1.SetOrg(sortarray[left + 1]);
                        tri2.SetDest(sortarray[left + 1]);
                        midtri.SetApex(sortarray[left + 2]);
                        tri2.SetOrg(sortarray[left + 2]);
                        tri3.SetDest(sortarray[left + 2]);
                    }
                    else
                    {
                        // The vertices are in clockwise order.
                        midtri.SetDest(sortarray[left + 2]);
                        tri1.SetOrg(sortarray[left + 2]);
                        tri2.SetDest(sortarray[left + 2]);
                        midtri.SetApex(sortarray[left + 1]);
                        tri2.SetOrg(sortarray[left + 1]);
                        tri3.SetDest(sortarray[left + 1]);
                    }
                    // The topology does not depend on how the vertices are ordered.
                    midtri.Bond(ref tri1);
                    midtri.LnextSelf();
                    midtri.Bond(ref tri2);
                    midtri.LnextSelf();
                    midtri.Bond(ref tri3);
                    tri1.LprevSelf();
                    tri2.LnextSelf();
                    tri1.Bond(ref tri2);
                    tri1.LprevSelf();
                    tri3.LprevSelf();
                    tri1.Bond(ref tri3);
                    tri2.LnextSelf();
                    tri3.LprevSelf();
                    tri2.Bond(ref tri3);
                    // Ensure that the origin of 'farleft' is sortarray[0].
                    tri1.Copy(ref farleft);
                    // Ensure that the destination of 'farright' is sortarray[2].
                    if (area > 0.0)
                    {
                        tri2.Copy(ref farright);
                    }
                    else
                    {
                        farleft.Lnext(ref farright);
                    }
                }

                return;
            }
            else
            {
                // Split the vertices in half.
                divider = vertices >> 1;
                // Recursively triangulate each half.
                DivconqRecurse(left, left + divider - 1, 1 - axis, ref farleft, ref innerleft);
                //DebugWriter.Session.Write(mesh, true);
                DivconqRecurse(left + divider, right, 1 - axis, ref innerright, ref farright);
                //DebugWriter.Session.Write(mesh, true);

                // Merge the two triangulations into one.
                MergeHulls(ref farleft, ref innerleft, ref innerright, ref farright, axis);
                //DebugWriter.Session.Write(mesh, true);
            }
        }
Esempio n. 3
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();
                }
            }
        }
Esempio n. 4
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);
        }
Esempio n. 5
0
        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);
        }
Esempio n. 6
0
        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));
        }
Esempio n. 7
0
        /// <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);
        }
Esempio n. 8
0
        private void DivconqRecurse(int left, int right, int axis, ref Otri farleft, ref Otri farright)
        {
            Otri otri  = new Otri();
            Otri otri1 = new Otri();
            Otri otri2 = new Otri();
            Otri otri3 = new Otri();
            Otri otri4 = new Otri();
            Otri otri5 = new Otri();
            int  num   = right - left + 1;

            if (num == 2)
            {
                this.mesh.MakeTriangle(ref farleft);
                farleft.SetOrg(this.sortarray[left]);
                farleft.SetDest(this.sortarray[left + 1]);
                this.mesh.MakeTriangle(ref farright);
                farright.SetOrg(this.sortarray[left + 1]);
                farright.SetDest(this.sortarray[left]);
                farleft.Bond(ref farright);
                farleft.LprevSelf();
                farright.LnextSelf();
                farleft.Bond(ref farright);
                farleft.LprevSelf();
                farright.LnextSelf();
                farleft.Bond(ref farright);
                farright.Lprev(ref farleft);
                return;
            }
            if (num != 3)
            {
                int num1 = num >> 1;
                this.DivconqRecurse(left, left + num1 - 1, 1 - axis, ref farleft, ref otri4);
                this.DivconqRecurse(left + num1, right, 1 - axis, ref otri5, ref farright);
                this.MergeHulls(ref farleft, ref otri4, ref otri5, ref farright, axis);
                return;
            }
            this.mesh.MakeTriangle(ref otri);
            this.mesh.MakeTriangle(ref otri1);
            this.mesh.MakeTriangle(ref otri2);
            this.mesh.MakeTriangle(ref otri3);
            double num2 = Primitives.CounterClockwise(this.sortarray[left], this.sortarray[left + 1], this.sortarray[left + 2]);

            if (num2 == 0)
            {
                otri.SetOrg(this.sortarray[left]);
                otri.SetDest(this.sortarray[left + 1]);
                otri1.SetOrg(this.sortarray[left + 1]);
                otri1.SetDest(this.sortarray[left]);
                otri2.SetOrg(this.sortarray[left + 2]);
                otri2.SetDest(this.sortarray[left + 1]);
                otri3.SetOrg(this.sortarray[left + 1]);
                otri3.SetDest(this.sortarray[left + 2]);
                otri.Bond(ref otri1);
                otri2.Bond(ref otri3);
                otri.LnextSelf();
                otri1.LprevSelf();
                otri2.LnextSelf();
                otri3.LprevSelf();
                otri.Bond(ref otri3);
                otri1.Bond(ref otri2);
                otri.LnextSelf();
                otri1.LprevSelf();
                otri2.LnextSelf();
                otri3.LprevSelf();
                otri.Bond(ref otri1);
                otri2.Bond(ref otri3);
                otri1.Copy(ref farleft);
                otri2.Copy(ref farright);
                return;
            }
            otri.SetOrg(this.sortarray[left]);
            otri1.SetDest(this.sortarray[left]);
            otri3.SetOrg(this.sortarray[left]);
            if (num2 <= 0)
            {
                otri.SetDest(this.sortarray[left + 2]);
                otri1.SetOrg(this.sortarray[left + 2]);
                otri2.SetDest(this.sortarray[left + 2]);
                otri.SetApex(this.sortarray[left + 1]);
                otri2.SetOrg(this.sortarray[left + 1]);
                otri3.SetDest(this.sortarray[left + 1]);
            }
            else
            {
                otri.SetDest(this.sortarray[left + 1]);
                otri1.SetOrg(this.sortarray[left + 1]);
                otri2.SetDest(this.sortarray[left + 1]);
                otri.SetApex(this.sortarray[left + 2]);
                otri2.SetOrg(this.sortarray[left + 2]);
                otri3.SetDest(this.sortarray[left + 2]);
            }
            otri.Bond(ref otri1);
            otri.LnextSelf();
            otri.Bond(ref otri2);
            otri.LnextSelf();
            otri.Bond(ref otri3);
            otri1.LprevSelf();
            otri2.LnextSelf();
            otri1.Bond(ref otri2);
            otri1.LprevSelf();
            otri3.LprevSelf();
            otri1.Bond(ref otri3);
            otri2.LnextSelf();
            otri3.LprevSelf();
            otri2.Bond(ref otri3);
            otri1.Copy(ref farleft);
            if (num2 > 0)
            {
                otri2.Copy(ref farright);
                return;
            }
            farleft.Lnext(ref farright);
        }
Esempio n. 9
0
        private void MergeHulls(ref Otri farleft, ref Otri innerleft, ref Otri innerright, ref Otri farright, int axis)
        {
            Vertex vertex;
            Vertex vertex1;
            Vertex vertex2;
            Vertex vertex3;
            Vertex vertex4;
            Vertex i;
            bool   flag;
            bool   flag1;
            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();
            Otri   otri7   = new Otri();
            Vertex vertex5 = innerleft.Dest();
            Vertex vertex6 = innerleft.Apex();
            Vertex vertex7 = innerright.Org();
            Vertex vertex8 = innerright.Apex();

            if (this.useDwyer && axis == 1)
            {
                vertex  = farleft.Org();
                vertex2 = farleft.Apex();
                vertex1 = farright.Dest();
                vertex3 = farright.Apex();
                while (vertex2.y < vertex.y)
                {
                    farleft.LnextSelf();
                    farleft.SymSelf();
                    vertex  = vertex2;
                    vertex2 = farleft.Apex();
                }
                innerleft.Sym(ref otri6);
                for (i = otri6.Apex(); i.y > vertex5.y; i = otri6.Apex())
                {
                    otri6.Lnext(ref innerleft);
                    vertex6 = vertex5;
                    vertex5 = i;
                    innerleft.Sym(ref otri6);
                }
                while (vertex8.y < vertex7.y)
                {
                    innerright.LnextSelf();
                    innerright.SymSelf();
                    vertex7 = vertex8;
                    vertex8 = innerright.Apex();
                }
                farright.Sym(ref otri6);
                for (i = otri6.Apex(); i.y > vertex1.y; i = otri6.Apex())
                {
                    otri6.Lnext(ref farright);
                    vertex3 = vertex1;
                    vertex1 = i;
                    farright.Sym(ref otri6);
                }
            }
            do
            {
                flag = false;
                if (Primitives.CounterClockwise(vertex5, vertex6, vertex7) > 0)
                {
                    innerleft.LprevSelf();
                    innerleft.SymSelf();
                    vertex5 = vertex6;
                    vertex6 = innerleft.Apex();
                    flag    = true;
                }
                if (Primitives.CounterClockwise(vertex8, vertex7, vertex5) <= 0)
                {
                    continue;
                }
                innerright.LnextSelf();
                innerright.SymSelf();
                vertex7 = vertex8;
                vertex8 = innerright.Apex();
                flag    = true;
            }while (flag);
            innerleft.Sym(ref otri);
            innerright.Sym(ref otri1);
            this.mesh.MakeTriangle(ref otri7);
            otri7.Bond(ref innerleft);
            otri7.LnextSelf();
            otri7.Bond(ref innerright);
            otri7.LnextSelf();
            otri7.SetOrg(vertex7);
            otri7.SetDest(vertex5);
            vertex = farleft.Org();
            if (vertex5 == vertex)
            {
                otri7.Lnext(ref farleft);
            }
            vertex1 = farright.Dest();
            if (vertex7 == vertex1)
            {
                otri7.Lprev(ref farright);
            }
            Vertex vertex9  = vertex5;
            Vertex vertex10 = vertex7;
            Vertex vertex11 = otri.Apex();
            Vertex vertex12 = otri1.Apex();

            while (true)
            {
                bool flag2 = Primitives.CounterClockwise(vertex11, vertex9, vertex10) <= 0;
                bool flag3 = Primitives.CounterClockwise(vertex12, vertex9, vertex10) <= 0;
                if (flag2 & flag3)
                {
                    break;
                }
                if (!flag2)
                {
                    otri.Lprev(ref otri2);
                    otri2.SymSelf();
                    vertex4 = otri2.Apex();
                    if (vertex4 != null)
                    {
                        flag1 = Primitives.InCircle(vertex9, vertex10, vertex11, vertex4) > 0;
                        while (flag1)
                        {
                            otri2.LnextSelf();
                            otri2.Sym(ref otri4);
                            otri2.LnextSelf();
                            otri2.Sym(ref otri3);
                            otri2.Bond(ref otri4);
                            otri.Bond(ref otri3);
                            otri.LnextSelf();
                            otri.Sym(ref otri5);
                            otri2.LprevSelf();
                            otri2.Bond(ref otri5);
                            otri.SetOrg(vertex9);
                            otri.SetDest(null);
                            otri.SetApex(vertex4);
                            otri2.SetOrg(null);
                            otri2.SetDest(vertex11);
                            otri2.SetApex(vertex4);
                            vertex11 = vertex4;
                            otri3.Copy(ref otri2);
                            vertex4 = otri2.Apex();
                            flag1   = (vertex4 == null ? false : Primitives.InCircle(vertex9, vertex10, vertex11, vertex4) > 0);
                        }
                    }
                }
                if (!flag3)
                {
                    otri1.Lnext(ref otri2);
                    otri2.SymSelf();
                    vertex4 = otri2.Apex();
                    if (vertex4 != null)
                    {
                        flag1 = Primitives.InCircle(vertex9, vertex10, vertex12, vertex4) > 0;
                        while (flag1)
                        {
                            otri2.LprevSelf();
                            otri2.Sym(ref otri4);
                            otri2.LprevSelf();
                            otri2.Sym(ref otri3);
                            otri2.Bond(ref otri4);
                            otri1.Bond(ref otri3);
                            otri1.LprevSelf();
                            otri1.Sym(ref otri5);
                            otri2.LnextSelf();
                            otri2.Bond(ref otri5);
                            otri1.SetOrg(null);
                            otri1.SetDest(vertex10);
                            otri1.SetApex(vertex4);
                            otri2.SetOrg(vertex12);
                            otri2.SetDest(null);
                            otri2.SetApex(vertex4);
                            vertex12 = vertex4;
                            otri3.Copy(ref otri2);
                            vertex4 = otri2.Apex();
                            flag1   = (vertex4 == null ? false : Primitives.InCircle(vertex9, vertex10, vertex12, vertex4) > 0);
                        }
                    }
                }
                if (flag2 || !flag3 && Primitives.InCircle(vertex11, vertex9, vertex10, vertex12) > 0)
                {
                    otri7.Bond(ref otri1);
                    otri1.Lprev(ref otri7);
                    otri7.SetDest(vertex9);
                    vertex10 = vertex12;
                    otri7.Sym(ref otri1);
                    vertex12 = otri1.Apex();
                }
                else
                {
                    otri7.Bond(ref otri);
                    otri.Lnext(ref otri7);
                    otri7.SetOrg(vertex10);
                    vertex9 = vertex11;
                    otri7.Sym(ref otri);
                    vertex11 = otri.Apex();
                }
            }
            this.mesh.MakeTriangle(ref otri2);
            otri2.SetOrg(vertex9);
            otri2.SetDest(vertex10);
            otri2.Bond(ref otri7);
            otri2.LnextSelf();
            otri2.Bond(ref otri1);
            otri2.LnextSelf();
            otri2.Bond(ref otri);
            if (this.useDwyer && axis == 1)
            {
                vertex  = farleft.Org();
                vertex2 = farleft.Apex();
                vertex1 = farright.Dest();
                vertex3 = farright.Apex();
                farleft.Sym(ref otri6);
                for (i = otri6.Apex(); i.x < vertex.x; i = otri6.Apex())
                {
                    otri6.Lprev(ref farleft);
                    vertex2 = vertex;
                    vertex  = i;
                    farleft.Sym(ref otri6);
                }
                while (vertex3.x > vertex1.x)
                {
                    farright.LprevSelf();
                    farright.SymSelf();
                    vertex1 = vertex3;
                    vertex3 = farright.Apex();
                }
            }
        }
Esempio n. 10
0
        public static int Reconstruct(Mesh mesh, InputGeometry input, ITriangle[] triangles)
        {
            Otri item;
            int  num;
            int  num1   = 0;
            Otri region = new Otri();
            Otri otri   = new Otri();
            Otri l      = new Otri();
            Otri otri1  = new Otri();
            Otri otri2  = new Otri();
            Osub osub   = new Osub();

            int[] p0    = new int[3];
            int[] p1    = new int[2];
            int   i     = 0;
            int   num2  = (triangles == null ? 0 : (int)triangles.Length);
            int   count = input.segments.Count;

            mesh.inelements = num2;
            mesh.regions.AddRange(input.regions);
            for (i = 0; i < mesh.inelements; i++)
            {
                mesh.MakeTriangle(ref region);
            }
            if (mesh.behavior.Poly)
            {
                mesh.insegments = count;
                for (i = 0; i < mesh.insegments; i++)
                {
                    mesh.MakeSegment(ref osub);
                }
            }
            List <Otri>[] otris = new List <Otri> [mesh.vertices.Count];
            for (i = 0; i < mesh.vertices.Count; i++)
            {
                Otri otri3 = new Otri()
                {
                    triangle = Mesh.dummytri
                };
                otris[i] = new List <Otri>(3);
                otris[i].Add(otri3);
            }
            i = 0;
            foreach (Triangle value in mesh.triangles.Values)
            {
                region.triangle = value;
                p0[0]           = triangles[i].P0;
                p0[1]           = triangles[i].P1;
                p0[2]           = triangles[i].P2;
                for (int j = 0; j < 3; j++)
                {
                    if (p0[j] < 0 || p0[j] >= mesh.invertices)
                    {
                        SimpleLog.Instance.Error("Triangle has an invalid vertex index.", "MeshReader.Reconstruct()");
                        throw new Exception("Triangle has an invalid vertex index.");
                    }
                }
                region.triangle.region = triangles[i].Region;
                if (mesh.behavior.VarArea)
                {
                    region.triangle.area = triangles[i].Area;
                }
                region.orient = 0;
                region.SetOrg(mesh.vertices[p0[0]]);
                region.SetDest(mesh.vertices[p0[1]]);
                region.SetApex(mesh.vertices[p0[2]]);
                region.orient = 0;
                while (region.orient < 3)
                {
                    num = p0[region.orient];
                    int count1 = otris[num].Count - 1;
                    item = otris[num][count1];
                    otris[num].Add(region);
                    l = item;
                    if (l.triangle != Mesh.dummytri)
                    {
                        Vertex vertex  = region.Dest();
                        Vertex vertex1 = region.Apex();
                        do
                        {
                            Vertex vertex2 = l.Dest();
                            Vertex vertex3 = l.Apex();
                            if (vertex1 == vertex2)
                            {
                                region.Lprev(ref otri);
                                otri.Bond(ref l);
                            }
                            if (vertex == vertex3)
                            {
                                l.Lprev(ref otri1);
                                region.Bond(ref otri1);
                            }
                            count1--;
                            item = otris[num][count1];
                            l    = item;
                        }while (l.triangle != Mesh.dummytri);
                    }
                    region.orient = region.orient + 1;
                }
                i++;
            }
            num1 = 0;
            if (mesh.behavior.Poly)
            {
                int boundary = 0;
                i = 0;
                foreach (Segment segment in mesh.subsegs.Values)
                {
                    osub.seg = segment;
                    p1[0]    = input.segments[i].P0;
                    p1[1]    = input.segments[i].P1;
                    boundary = input.segments[i].Boundary;
                    for (int k = 0; k < 2; k++)
                    {
                        if (p1[k] < 0 || p1[k] >= mesh.invertices)
                        {
                            SimpleLog.Instance.Error("Segment has an invalid vertex index.", "MeshReader.Reconstruct()");
                            throw new Exception("Segment has an invalid vertex index.");
                        }
                    }
                    osub.orient = 0;
                    Vertex item1 = mesh.vertices[p1[0]];
                    Vertex item2 = mesh.vertices[p1[1]];
                    osub.SetOrg(item1);
                    osub.SetDest(item2);
                    osub.SetSegOrg(item1);
                    osub.SetSegDest(item2);
                    osub.seg.boundary = boundary;
                    osub.orient       = 0;
                    while (osub.orient < 2)
                    {
                        num = p1[1 - osub.orient];
                        int  count2 = otris[num].Count - 1;
                        Otri item3  = otris[num][count2];
                        item = otris[num][count2];
                        l    = item;
                        Vertex vertex4 = osub.Org();
                        bool   flag    = true;
                        while (flag && l.triangle != Mesh.dummytri)
                        {
                            if (vertex4 == l.Dest())
                            {
                                otris[num].Remove(item3);
                                l.SegBond(ref osub);
                                l.Sym(ref otri2);
                                if (otri2.triangle == Mesh.dummytri)
                                {
                                    mesh.InsertSubseg(ref l, 1);
                                    num1++;
                                }
                                flag = false;
                            }
                            count2--;
                            item3 = otris[num][count2];
                            item  = otris[num][count2];
                            l     = item;
                        }
                        osub.orient = osub.orient + 1;
                    }
                    i++;
                }
            }
            for (i = 0; i < mesh.vertices.Count; i++)
            {
                int count3 = otris[i].Count - 1;
                item = otris[i][count3];
                for (l = item; l.triangle != Mesh.dummytri; l = item)
                {
                    count3--;
                    item = otris[i][count3];
                    l.SegDissolve();
                    l.Sym(ref otri2);
                    if (otri2.triangle == Mesh.dummytri)
                    {
                        mesh.InsertSubseg(ref l, 1);
                        num1++;
                    }
                }
            }
            return(num1);
        }