internal bool GetCoordZ(Point2d p, ref double Z) { // Localizza uno spigolo vicino AM_Edge edge = Locate(p); if (edge == null) { return(false); } AM_Face face = null; if (AM_Edge.LeftOf(p, edge)) { face = edge.CcwFace(); } else { face = edge.CwFace(); } Z = 0; if (face == null) { return(false); } Point2d p0 = face.Vertex(0).Coord; Point2d p1 = face.Vertex(1).Coord; Point2d p2 = face.Vertex(2).Coord; double det = AM_Util.TriArea(p0, p1, p2); Debug.Assert(det != 00); double alfa = AM_Util.TriArea(p0, p, p2) / det; double beta = AM_Util.TriArea(p0, p1, p) / det; double f0 = face.Vertex(0).Z; double f1 = face.Vertex(1).Z; double f2 = face.Vertex(2).Z; Z = f0 + alfa * (f1 - f0) + beta * (f2 - f0); return(true); }
// --- Impostazioni --- internal Point2d InsertPoint(AM_Mesh2d pSpaceFunction) { AM_Edge pRif = null; for (int i = 0; i < 3; i++) { if (GetNearTriangle(i) == null) { pRif = m_pEdges[i]; break; } if (GetNearTriangle(i).m_FaceType == EFaceType.FT_ACCEPTED) { pRif = m_pEdges[i]; } } if (pRif == null) { return(Vertex(0).Coord); } Point2d thirdPoint = Point2d.Origin; Point2d midPoint = 0.5 * (pRif.OrgCoord() + pRif.DestCoord()); Point2d directionPoint = m_CircumCenter; for (int i = 0; i < 3; i++) { if (Vertex(i) != pRif.Origin() && Vertex(i) != pRif.Destination()) { thirdPoint = Vertex(i).Coord; break; } } if (m_CircumCenter == midPoint) //triangolo rettangolo { directionPoint = thirdPoint; } double radius = TeoricRadius(midPoint, pSpaceFunction); double p = (pRif.OrgCoord() - pRif.DestCoord()).Length / 2; double q = (midPoint - m_CircumCenter).Length; if (radius < p) { radius = p; } if (q != 0) { double tmp = (p * p + q * q) / (2 * q); if (radius > tmp) { radius = tmp; } } Vector2d versor; if (AM_Edge.LeftOf(directionPoint, pRif) && AM_Edge.RightOf(thirdPoint, pRif) || AM_Edge.LeftOf(thirdPoint, pRif) && AM_Edge.RightOf(directionPoint, pRif)) { versor = midPoint - directionPoint; } else { versor = directionPoint - midPoint; } versor.Unitize(); double d = radius + Math.Sqrt(radius * radius - p * p); Point2d point = midPoint + d * versor; return(point); }
internal bool InsertPoint(Point2d x, double space, out AM_Vertex pvertex) { pvertex = null; AM_Face face = null; // Localizza uno spigolo vicino AM_Edge edge = Locate(x); if (edge == null) { return(false); } // Localizza il triangolo che contiene il punto x // e imposta 'm_pStartingEdge', primo spigolo del triangolo o del quadrilatero // che deve essere riconnesso al punto x if (AM_Edge.LeftOf(x, edge)) { face = (AM_Face)(edge.CcwFace()); m_StartingEdge = edge.CcwEdge(); } else { face = (AM_Face)(edge.CwFace()); m_StartingEdge = edge.Symm().CcwEdge(); } if (face == null) { return(false); } // Verifica dell'eventuale esistenza del punto if (x == edge.OrgCoord()) { pvertex = edge.Origin(); return(false); } if (x == edge.DestCoord()) { pvertex = edge.Destination(); return(false); } Point2d[] v1 = { face.Vertex(0).Coord, face.Vertex(1).Coord, face.Vertex(2).Coord, }; //isOnEdge = OnEdge(x, edge); AM_Edge pOnEdge = OnFaceEdge(x, face); if (pOnEdge != null) { m_StartingEdge = pOnEdge.CcwEdge(); // il punto si trova su un contorno! AM_Face pCwFace = pOnEdge.CwFace(); AM_Face pCcwFace = pOnEdge.CcwFace(); if (pCwFace == null || pCcwFace == null) { return(false); } } // Il punto è all'interno di un triangolo o su uno spigolo if (face.FaceType == AM_Face.EFaceType.FT_ACTIVE) { DeleteActiveFace(face); } DeleteFace(face); if (pOnEdge != null) { // Cancella lo spigolo su cui si appoggia e // conseguentemente anche l'altro spigolo AM_Face pCwFace = pOnEdge.CwFace(); AM_Face pCcwFace = pOnEdge.CcwFace(); if (pCwFace != null && pCwFace.FaceType == AM_Face.EFaceType.FT_ACTIVE) { DeleteActiveFace(pCwFace); } if (pCcwFace != null && pCcwFace.FaceType == AM_Face.EFaceType.FT_ACTIVE) { DeleteActiveFace(pCcwFace); } DeleteEdge(pOnEdge); } // Inserisce il nuovo vertice nell'array globale pvertex = new AM_Vertex(x, 0, space); if (pvertex == null) { Debug.Assert(false); //throw -1; } int m_nVertex = m_ArrayVertexes.Count; pvertex.Index = m_ArrayVertexes.Count; m_ArrayVertexes.Add(pvertex); // Inserisce i nuovi triangoli (facce) edge = m_StartingEdge.CcwEdge(); int numEdge = (pOnEdge != null? 4 : 3); for (int ne = 0; ne < numEdge; ne++) { AM_Face new_face = new AM_Face(); if (new_face == null) { Debug.Assert(false); //throw -1; } AM_Edge actEdge = edge; edge = edge.CcwEdge(); int [] nCoord = { m_nVertex, actEdge.Vertex.Index, actEdge.DestVertex().Index }; AddFace(new_face, nCoord); if (m_bFlagClassific) { new_face.SetTriangleParameter(m_pSpaceFunction); Classific(new_face); } } // Esamina gli spigoli per assicurare che la condizione di // Delaunay sia soddisfatta edge = m_StartingEdge; m_StartingEdge = m_StartingEdge.CcwEdge(); do { //TRACE_EDGE(edge); AM_Edge t = edge.Prev; if (edge.CwFace() != null && AM_Edge.RightOf(t.DestCoord(), edge) && AM_Util.InCircle(edge.OrgCoord(), t.DestCoord(), edge.DestCoord(), x)) { //TRACE0("Faccia swap: "); //TRACE_EDGE(edge); Swap(edge); edge = edge.Prev; } else if (edge.Next == m_StartingEdge) { // Non ci sono più spigoli break; } else { // Recupera un altro spigolo sospetto edge = edge.Next.CwEdge(); } } while (true); return(true); }