コード例 #1
0
        public int CheckSeg4Encroach(ref Osub testsubseg)
        {
            double num;
            Vertex vertex;
            Otri   otri    = new Otri();
            Osub   osub    = new Osub();
            int    num1    = 0;
            int    num2    = 0;
            Vertex vertex1 = testsubseg.Org();
            Vertex vertex2 = testsubseg.Dest();

            testsubseg.TriPivot(ref otri);
            if (otri.triangle != Mesh.dummytri)
            {
                num2++;
                vertex = otri.Apex();
                num    = (vertex1.x - vertex.x) * (vertex2.x - vertex.x) + (vertex1.y - vertex.y) * (vertex2.y - vertex.y);
                if (num < 0 && (this.behavior.ConformingDelaunay || num * num >= (2 * this.behavior.goodAngle - 1) * (2 * this.behavior.goodAngle - 1) * ((vertex1.x - vertex.x) * (vertex1.x - vertex.x) + (vertex1.y - vertex.y) * (vertex1.y - vertex.y)) * ((vertex2.x - vertex.x) * (vertex2.x - vertex.x) + (vertex2.y - vertex.y) * (vertex2.y - vertex.y))))
                {
                    num1 = 1;
                }
            }
            testsubseg.Sym(ref osub);
            osub.TriPivot(ref otri);
            if (otri.triangle != Mesh.dummytri)
            {
                num2++;
                vertex = otri.Apex();
                num    = (vertex1.x - vertex.x) * (vertex2.x - vertex.x) + (vertex1.y - vertex.y) * (vertex2.y - vertex.y);
                if (num < 0 && (this.behavior.ConformingDelaunay || num * num >= (2 * this.behavior.goodAngle - 1) * (2 * this.behavior.goodAngle - 1) * ((vertex1.x - vertex.x) * (vertex1.x - vertex.x) + (vertex1.y - vertex.y) * (vertex1.y - vertex.y)) * ((vertex2.x - vertex.x) * (vertex2.x - vertex.x) + (vertex2.y - vertex.y) * (vertex2.y - vertex.y))))
                {
                    num1 = num1 + 2;
                }
            }
            if (num1 > 0 && (this.behavior.NoBisect == 0 || this.behavior.NoBisect == 1 && num2 == 2))
            {
                BadSubseg badSubseg = new BadSubseg();
                if (num1 != 1)
                {
                    badSubseg.encsubseg  = osub;
                    badSubseg.subsegorg  = vertex2;
                    badSubseg.subsegdest = vertex1;
                }
                else
                {
                    badSubseg.encsubseg  = testsubseg;
                    badSubseg.subsegorg  = vertex1;
                    badSubseg.subsegdest = vertex2;
                }
                this.badsubsegs.Enqueue(badSubseg);
            }
            return(num1);
        }
コード例 #2
0
 /// <summary>
 /// Add a bad subsegment to the queue.
 /// </summary>
 /// <param name="badseg">Bad subsegment.</param>
 public void AddBadSubseg(BadSubseg badseg)
 {
     badsubsegs.Enqueue(badseg);
 }
コード例 #3
0
        /// <summary>
        /// Check a subsegment to see if it is encroached; add it to the list if it is.
        /// </summary>
        /// <param name="testsubseg">The subsegment to check.</param>
        /// <returns>Returns a nonzero value if the subsegment is encroached.</returns>
        /// <remarks>
        /// A subsegment is encroached if there is a vertex in its diametral lens.
        /// For Ruppert's algorithm (-D switch), the "diametral lens" is the
        /// diametral circle. For Chew's algorithm (default), the diametral lens is
        /// just big enough to enclose two isosceles triangles whose bases are the
        /// subsegment. Each of the two isosceles triangles has two angles equal
        /// to 'b.minangle'.
        ///
        /// Chew's algorithm does not require diametral lenses at all--but they save
        /// time. Any vertex inside a subsegment's diametral lens implies that the
        /// triangle adjoining the subsegment will be too skinny, so it's only a
        /// matter of time before the encroaching vertex is deleted by Chew's
        /// algorithm. It's faster to simply not insert the doomed vertex in the
        /// first place, which is why I use diametral lenses with Chew's algorithm.
        /// </remarks>
        public int CheckSeg4Encroach(ref Osub testsubseg)
        {
            Otri      neighbortri = default(Otri);
            Osub      testsym     = default(Osub);
            BadSubseg encroachedseg;
            float     dotproduct;
            int       encroached;
            int       sides;
            Vertex    eorg, edest, eapex;

            encroached = 0;
            sides      = 0;

            eorg  = testsubseg.Org();
            edest = testsubseg.Dest();
            // Check one neighbor of the subsegment.
            testsubseg.TriPivot(ref neighbortri);
            // Does the neighbor exist, or is this a boundary edge?
            if (neighbortri.triangle != Mesh.dummytri)
            {
                sides++;
                // Find a vertex opposite this subsegment.
                eapex = neighbortri.Apex();
                // Check whether the apex is in the diametral lens of the subsegment
                // (the diametral circle if 'conformdel' is set).  A dot product
                // of two sides of the triangle is used to check whether the angle
                // at the apex is greater than (180 - 2 'minangle') degrees (for
                // lenses; 90 degrees for diametral circles).
                dotproduct = (eorg.x - eapex.x) * (edest.x - eapex.x) +
                             (eorg.y - eapex.y) * (edest.y - eapex.y);
                if (dotproduct < 0.0)
                {
                    if (behavior.ConformingDelaunay ||
                        (dotproduct * dotproduct >=
                         (2.0 * behavior.goodAngle - 1.0) * (2.0 * behavior.goodAngle - 1.0) *
                         ((eorg.x - eapex.x) * (eorg.x - eapex.x) +
                          (eorg.y - eapex.y) * (eorg.y - eapex.y)) *
                         ((edest.x - eapex.x) * (edest.x - eapex.x) +
                          (edest.y - eapex.y) * (edest.y - eapex.y))))
                    {
                        encroached = 1;
                    }
                }
            }
            // Check the other neighbor of the subsegment.
            testsubseg.Sym(ref testsym);
            testsym.TriPivot(ref neighbortri);
            // Does the neighbor exist, or is this a boundary edge?
            if (neighbortri.triangle != Mesh.dummytri)
            {
                sides++;
                // Find the other vertex opposite this subsegment.
                eapex = neighbortri.Apex();
                // Check whether the apex is in the diametral lens of the subsegment
                // (or the diametral circle, if 'conformdel' is set).
                dotproduct = (eorg.x - eapex.x) * (edest.x - eapex.x) +
                             (eorg.y - eapex.y) * (edest.y - eapex.y);
                if (dotproduct < 0.0)
                {
                    if (behavior.ConformingDelaunay ||
                        (dotproduct * dotproduct >=
                         (2.0 * behavior.goodAngle - 1.0) * (2.0 * behavior.goodAngle - 1.0) *
                         ((eorg.x - eapex.x) * (eorg.x - eapex.x) +
                          (eorg.y - eapex.y) * (eorg.y - eapex.y)) *
                         ((edest.x - eapex.x) * (edest.x - eapex.x) +
                          (edest.y - eapex.y) * (edest.y - eapex.y))))
                    {
                        encroached += 2;
                    }
                }
            }

            if (encroached > 0 && (behavior.NoBisect == 0 || ((behavior.NoBisect == 1) && (sides == 2))))
            {
                // Add the subsegment to the list of encroached subsegments.
                // Be sure to get the orientation right.
                encroachedseg = new BadSubseg();
                if (encroached == 1)
                {
                    encroachedseg.encsubseg  = testsubseg;
                    encroachedseg.subsegorg  = eorg;
                    encroachedseg.subsegdest = edest;
                }
                else
                {
                    encroachedseg.encsubseg  = testsym;
                    encroachedseg.subsegorg  = edest;
                    encroachedseg.subsegdest = eorg;
                }

                badsubsegs.Enqueue(encroachedseg);
            }

            return(encroached);
        }
コード例 #4
0
        private void SplitEncSegs(bool triflaws)
        {
            Vertex vertex;
            double num;
            Otri   otri  = new Otri();
            Otri   otri1 = new Otri();
            Osub   osub  = new Osub();
            Osub   osub1 = new Osub();

            while (this.badsubsegs.Count > 0 && this.mesh.steinerleft != 0)
            {
                BadSubseg badSubseg = this.badsubsegs.Dequeue();
                osub1 = badSubseg.encsubseg;
                Vertex vertex1 = osub1.Org();
                Vertex vertex2 = osub1.Dest();
                if (!Osub.IsDead(osub1.seg) && vertex1 == badSubseg.subsegorg && vertex2 == badSubseg.subsegdest)
                {
                    osub1.TriPivot(ref otri);
                    otri.Lnext(ref otri1);
                    otri1.SegPivot(ref osub);
                    bool flag = osub.seg != Mesh.dummysub;
                    otri1.LnextSelf();
                    otri1.SegPivot(ref osub);
                    bool flag1 = osub.seg != Mesh.dummysub;
                    if (!this.behavior.ConformingDelaunay && !flag && !flag1)
                    {
                        vertex = otri.Apex();
                        while (vertex.type == VertexType.FreeVertex && (vertex1.x - vertex.x) * (vertex2.x - vertex.x) + (vertex1.y - vertex.y) * (vertex2.y - vertex.y) < 0)
                        {
                            this.mesh.DeleteVertex(ref otri1);
                            osub1.TriPivot(ref otri);
                            vertex = otri.Apex();
                            otri.Lprev(ref otri1);
                        }
                    }
                    otri.Sym(ref otri1);
                    if (otri1.triangle != Mesh.dummytri)
                    {
                        otri1.LnextSelf();
                        otri1.SegPivot(ref osub);
                        bool flag2 = osub.seg != Mesh.dummysub;
                        flag1 = flag1 | flag2;
                        otri1.LnextSelf();
                        otri1.SegPivot(ref osub);
                        bool flag3 = osub.seg != Mesh.dummysub;
                        flag = flag | flag3;
                        if (!this.behavior.ConformingDelaunay && !flag3 && !flag2)
                        {
                            vertex = otri1.Org();
                            while (vertex.type == VertexType.FreeVertex && (vertex1.x - vertex.x) * (vertex2.x - vertex.x) + (vertex1.y - vertex.y) * (vertex2.y - vertex.y) < 0)
                            {
                                this.mesh.DeleteVertex(ref otri1);
                                otri.Sym(ref otri1);
                                vertex = otri1.Apex();
                                otri1.LprevSelf();
                            }
                        }
                    }
                    if (!(flag | flag1))
                    {
                        num = 0.5;
                    }
                    else
                    {
                        double num1 = Math.Sqrt((vertex2.x - vertex1.x) * (vertex2.x - vertex1.x) + (vertex2.y - vertex1.y) * (vertex2.y - vertex1.y));
                        double num2 = 1;
                        while (num1 > 3 * num2)
                        {
                            num2 = num2 * 2;
                        }
                        while (num1 < 1.5 * num2)
                        {
                            num2 = num2 * 0.5;
                        }
                        num = num2 / num1;
                        if (flag1)
                        {
                            num = 1 - num;
                        }
                    }
                    Vertex vertex3 = new Vertex(vertex1.x + num * (vertex2.x - vertex1.x), vertex1.y + num * (vertex2.y - vertex1.y), osub1.Mark(), this.mesh.nextras)
                    {
                        type = VertexType.SegmentVertex
                    };
                    Mesh mesh    = this.mesh;
                    int  hashVtx = mesh.hash_vtx;
                    mesh.hash_vtx = hashVtx + 1;
                    vertex3.hash  = hashVtx;
                    vertex3.id    = vertex3.hash;
                    this.mesh.vertices.Add(vertex3.hash, vertex3);
                    for (int i = 0; i < this.mesh.nextras; i++)
                    {
                        vertex3.attributes[i] = vertex1.attributes[i] + num * (vertex2.attributes[i] - vertex1.attributes[i]);
                    }
                    if (!Behavior.NoExact)
                    {
                        double num3 = Primitives.CounterClockwise(vertex1, vertex2, vertex3);
                        double num4 = (vertex1.x - vertex2.x) * (vertex1.x - vertex2.x) + (vertex1.y - vertex2.y) * (vertex1.y - vertex2.y);
                        if (num3 != 0 && num4 != 0)
                        {
                            num3 = num3 / num4;
                            if (!double.IsNaN(num3))
                            {
                                Vertex vertex4 = vertex3;
                                vertex4.x = vertex4.x + num3 * (vertex2.y - vertex1.y);
                                Vertex vertex5 = vertex3;
                                vertex5.y = vertex5.y + num3 * (vertex1.x - vertex2.x);
                            }
                        }
                    }
                    if (vertex3.x == vertex1.x && vertex3.y == vertex1.y || vertex3.x == vertex2.x && vertex3.y == vertex2.y)
                    {
                        this.logger.Error("Ran out of precision: I attempted to split a segment to a smaller size than can be accommodated by the finite precision of floating point arithmetic.", "Quality.SplitEncSegs()");
                        throw new Exception("Ran out of precision");
                    }
                    InsertVertexResult insertVertexResult = this.mesh.InsertVertex(vertex3, ref otri, ref osub1, true, triflaws);
                    if (insertVertexResult != InsertVertexResult.Successful && insertVertexResult != InsertVertexResult.Encroaching)
                    {
                        this.logger.Error("Failure to split a segment.", "Quality.SplitEncSegs()");
                        throw new Exception("Failure to split a segment.");
                    }
                    if (this.mesh.steinerleft > 0)
                    {
                        Mesh mesh1 = this.mesh;
                        mesh1.steinerleft = mesh1.steinerleft - 1;
                    }
                    this.CheckSeg4Encroach(ref osub1);
                    osub1.NextSelf();
                    this.CheckSeg4Encroach(ref osub1);
                }
                badSubseg.subsegorg = null;
            }
        }