/// <summary> /// Inserts a vertex at the circumcenter of a triangle. Deletes /// the newly inserted vertex if it encroaches upon a segment. /// </summary> /// <param name="badtri"></param> private void SplitTriangle(BadTriangle badtri) { Otri badotri = default(Otri); Vertex borg, bdest, bapex; Point newloc; // Location of the new vertex double xi = 0, eta = 0; InsertVertexResult success; bool errorflag; badotri = badtri.poortri; borg = badotri.Org(); bdest = badotri.Dest(); bapex = badotri.Apex(); // Make sure that this triangle is still the same triangle it was // when it was tested and determined to be of bad quality. // Subsequent transformations may have made it a different triangle. if (!Otri.IsDead(badotri.triangle) && (borg == badtri.triangorg) && (bdest == badtri.triangdest) && (bapex == badtri.triangapex)) { errorflag = false; // Create a new vertex at the triangle's circumcenter. // Using the original (simpler) Steiner point location method // for mesh refinement. // TODO: NewLocation doesn't work for refinement. Why? Maybe // reset VertexType? if (behavior.fixedArea || behavior.VarArea) { newloc = Primitives.FindCircumcenter(borg, bdest, bapex, ref xi, ref eta, behavior.offconstant); } else { newloc = newLocation.FindLocation(borg, bdest, bapex, ref xi, ref eta, true, badotri); } // Check whether the new vertex lies on a triangle vertex. if (((newloc.x == borg.x) && (newloc.y == borg.y)) || ((newloc.x == bdest.x) && (newloc.y == bdest.y)) || ((newloc.x == bapex.x) && (newloc.y == bapex.y))) { if (Behavior.Verbose) { logger.Warning("New vertex falls on existing vertex.", "Quality.SplitTriangle()"); errorflag = true; } } else { // The new vertex must be in the interior, and therefore is a // free vertex with a marker of zero. Vertex newvertex = new Vertex(newloc.x, newloc.y, 0, mesh.nextras); newvertex.type = VertexType.FreeVertex; for (int i = 0; i < mesh.nextras; i++) { // Interpolate the vertex attributes at the circumcenter. newvertex.attributes[i] = borg.attributes[i] + xi * (bdest.attributes[i] - borg.attributes[i]) + eta * (bapex.attributes[i] - borg.attributes[i]); } // Ensure that the handle 'badotri' does not represent the longest // edge of the triangle. This ensures that the circumcenter must // fall to the left of this edge, so point location will work. // (If the angle org-apex-dest exceeds 90 degrees, then the // circumcenter lies outside the org-dest edge, and eta is // negative. Roundoff error might prevent eta from being // negative when it should be, so I test eta against xi.) if (eta < xi) { badotri.LprevSelf(); } // Insert the circumcenter, searching from the edge of the triangle, // and maintain the Delaunay property of the triangulation. Osub tmp = default(Osub); success = mesh.InsertVertex(newvertex, ref badotri, ref tmp, true, true); if (success == InsertVertexResult.Successful) { newvertex.hash = mesh.hash_vtx++; newvertex.id = newvertex.hash; mesh.vertices.Add(newvertex.hash, newvertex); if (mesh.steinerleft > 0) { mesh.steinerleft--; } } else if (success == InsertVertexResult.Encroaching) { // If the newly inserted vertex encroaches upon a subsegment, // delete the new vertex. mesh.UndoVertex(); } else if (success == InsertVertexResult.Violating) { // Failed to insert the new vertex, but some subsegment was // marked as being encroached. } else { // success == DUPLICATEVERTEX // Couldn't insert the new vertex because a vertex is already there. if (Behavior.Verbose) { logger.Warning("New vertex falls on existing vertex.", "Quality.SplitTriangle()"); errorflag = true; } } } if (errorflag) { logger.Error("The new vertex is at the circumcenter of triangle: This probably " + "means that I am trying to refine triangles to a smaller size than can be " + "accommodated by the finite precision of floating point arithmetic.", "Quality.SplitTriangle()"); throw new Exception("The new vertex is at the circumcenter of triangle."); } } }
/// <summary> /// Test the mesh for topological consistency. /// </summary> public bool CheckMesh() { Otri tri = default(Otri); Otri oppotri = default(Otri), oppooppotri = default(Otri); Vertex triorg, tridest, triapex; Vertex oppoorg, oppodest; int horrors; bool saveexact; // Temporarily turn on exact arithmetic if it's off. saveexact = Behavior.NoExact; Behavior.NoExact = false; horrors = 0; // Run through the list of triangles, checking each one. foreach (var t in mesh.triangles.Values) { tri.triangle = t; // Check all three edges of the triangle. for (tri.orient = 0; tri.orient < 3; tri.orient++) { triorg = tri.Org(); tridest = tri.Dest(); if (tri.orient == 0) { // Only test for inversion once. // Test if the triangle is flat or inverted. triapex = tri.Apex(); if (Primitives.CounterClockwise(triorg, tridest, triapex) <= 0.0) { logger.Warning("Triangle is flat or inverted.", "Quality.CheckMesh()"); horrors++; } } // Find the neighboring triangle on this edge. tri.Sym(ref oppotri); if (oppotri.triangle != Mesh.dummytri) { // Check that the triangle's neighbor knows it's a neighbor. oppotri.Sym(ref oppooppotri); if ((tri.triangle != oppooppotri.triangle) || (tri.orient != oppooppotri.orient)) { if (tri.triangle == oppooppotri.triangle) { logger.Warning("Asymmetric triangle-triangle bond: (Right triangle, wrong orientation)", "Quality.CheckMesh()"); } horrors++; } // Check that both triangles agree on the identities // of their shared vertices. oppoorg = oppotri.Org(); oppodest = oppotri.Dest(); if ((triorg != oppodest) || (tridest != oppoorg)) { logger.Warning("Mismatched edge coordinates between two triangles.", "Quality.CheckMesh()"); horrors++; } } } } // Check for unconnected vertices mesh.MakeVertexMap(); foreach (var v in mesh.vertices.Values) { if (v.tri.triangle == null) { logger.Warning("Vertex (ID " + v.id + ") not connected to mesh (duplicate input vertex?)", "Quality.CheckMesh()"); } } if (horrors == 0) // && Behavior.Verbose { logger.Info("Mesh topology appears to be consistent."); } // Restore the status of exact arithmetic. Behavior.NoExact = saveexact; return(horrors == 0); }
/// <summary> /// Ensure that the mesh is (constrained) Delaunay. /// </summary> public bool CheckDelaunay() { Otri loop = default(Otri); Otri oppotri = default(Otri); Osub opposubseg = default(Osub); Vertex triorg, tridest, triapex; Vertex oppoapex; bool shouldbedelaunay; int horrors; bool saveexact; // Temporarily turn on exact arithmetic if it's off. saveexact = Behavior.NoExact; Behavior.NoExact = false; horrors = 0; // Run through the list of triangles, checking each one. foreach (var tri in mesh.triangles.Values) { loop.triangle = tri; // Check all three edges of the triangle. for (loop.orient = 0; loop.orient < 3; loop.orient++) { triorg = loop.Org(); tridest = loop.Dest(); triapex = loop.Apex(); loop.Sym(ref oppotri); oppoapex = oppotri.Apex(); // Only test that the edge is locally Delaunay if there is an // adjoining triangle whose pointer is larger (to ensure that // each pair isn't tested twice). shouldbedelaunay = (oppotri.triangle != Mesh.dummytri) && !Otri.IsDead(oppotri.triangle) && loop.triangle.id < oppotri.triangle.id && (triorg != mesh.infvertex1) && (triorg != mesh.infvertex2) && (triorg != mesh.infvertex3) && (tridest != mesh.infvertex1) && (tridest != mesh.infvertex2) && (tridest != mesh.infvertex3) && (triapex != mesh.infvertex1) && (triapex != mesh.infvertex2) && (triapex != mesh.infvertex3) && (oppoapex != mesh.infvertex1) && (oppoapex != mesh.infvertex2) && (oppoapex != mesh.infvertex3); if (mesh.checksegments && shouldbedelaunay) { // If a subsegment separates the triangles, then the edge is // constrained, so no local Delaunay test should be done. loop.SegPivot(ref opposubseg); if (opposubseg.seg != Mesh.dummysub) { shouldbedelaunay = false; } } if (shouldbedelaunay) { if (Primitives.NonRegular(triorg, tridest, triapex, oppoapex) > 0.0) { logger.Warning(String.Format("Non-regular pair of triangles found (IDs {0}/{1}).", loop.triangle.id, oppotri.triangle.id), "Quality.CheckDelaunay()"); horrors++; } } } } if (horrors == 0) // && Behavior.Verbose { logger.Info("Mesh is Delaunay."); } // Restore the status of exact arithmetic. Behavior.NoExact = saveexact; return(horrors == 0); }
/// <summary> /// Split all the encroached subsegments. /// </summary> /// <param name="triflaws">A flag that specifies whether one should take /// note of new bad triangles that result from inserting vertices to repair /// encroached subsegments.</param> /// <remarks> /// Each encroached subsegment is repaired by splitting it - inserting a /// vertex at or near its midpoint. Newly inserted vertices may encroach /// upon other subsegments; these are also repaired. /// </remarks> private void SplitEncSegs(bool triflaws) { Otri enctri = default(Otri); Otri testtri = default(Otri); Osub testsh = default(Osub); Osub currentenc = default(Osub); BadSubseg seg; Vertex eorg, edest, eapex; Vertex newvertex; InsertVertexResult success; double segmentlength, nearestpoweroftwo; double split; double multiplier, divisor; bool acuteorg, acuteorg2, acutedest, acutedest2; // Note that steinerleft == -1 if an unlimited number // of Steiner points is allowed. while (badsubsegs.Count > 0) { if (mesh.steinerleft == 0) { break; } seg = badsubsegs.Dequeue(); currentenc = seg.encsubseg; eorg = currentenc.Org(); edest = currentenc.Dest(); // Make sure that this segment is still the same segment it was // when it was determined to be encroached. If the segment was // enqueued multiple times (because several newly inserted // vertices encroached it), it may have already been split. if (!Osub.IsDead(currentenc.seg) && (eorg == seg.subsegorg) && (edest == seg.subsegdest)) { // To decide where to split a segment, we need to know if the // segment shares an endpoint with an adjacent segment. // The concern is that, if we simply split every encroached // segment in its center, two adjacent segments with a small // angle between them might lead to an infinite loop; each // vertex added to split one segment will encroach upon the // other segment, which must then be split with a vertex that // will encroach upon the first segment, and so on forever. // To avoid this, imagine a set of concentric circles, whose // radii are powers of two, about each segment endpoint. // These concentric circles determine where the segment is // split. (If both endpoints are shared with adjacent // segments, split the segment in the middle, and apply the // concentric circles for later splittings.) // Is the origin shared with another segment? currentenc.TriPivot(ref enctri); enctri.Lnext(ref testtri); testtri.SegPivot(ref testsh); acuteorg = testsh.seg != Mesh.dummysub; // Is the destination shared with another segment? testtri.LnextSelf(); testtri.SegPivot(ref testsh); acutedest = testsh.seg != Mesh.dummysub; // If we're using Chew's algorithm (rather than Ruppert's) // to define encroachment, delete free vertices from the // subsegment's diametral circle. if (!behavior.ConformingDelaunay && !acuteorg && !acutedest) { eapex = enctri.Apex(); while ((eapex.type == VertexType.FreeVertex) && ((eorg.x - eapex.x) * (edest.x - eapex.x) + (eorg.y - eapex.y) * (edest.y - eapex.y) < 0.0)) { mesh.DeleteVertex(ref testtri); currentenc.TriPivot(ref enctri); eapex = enctri.Apex(); enctri.Lprev(ref testtri); } } // Now, check the other side of the segment, if there's a triangle there. enctri.Sym(ref testtri); if (testtri.triangle != Mesh.dummytri) { // Is the destination shared with another segment? testtri.LnextSelf(); testtri.SegPivot(ref testsh); acutedest2 = testsh.seg != Mesh.dummysub; acutedest = acutedest || acutedest2; // Is the origin shared with another segment? testtri.LnextSelf(); testtri.SegPivot(ref testsh); acuteorg2 = testsh.seg != Mesh.dummysub; acuteorg = acuteorg || acuteorg2; // Delete free vertices from the subsegment's diametral circle. if (!behavior.ConformingDelaunay && !acuteorg2 && !acutedest2) { eapex = testtri.Org(); while ((eapex.type == VertexType.FreeVertex) && ((eorg.x - eapex.x) * (edest.x - eapex.x) + (eorg.y - eapex.y) * (edest.y - eapex.y) < 0.0)) { mesh.DeleteVertex(ref testtri); enctri.Sym(ref testtri); eapex = testtri.Apex(); testtri.LprevSelf(); } } } // Use the concentric circles if exactly one endpoint is shared // with another adjacent segment. if (acuteorg || acutedest) { segmentlength = Math.Sqrt((edest.x - eorg.x) * (edest.x - eorg.x) + (edest.y - eorg.y) * (edest.y - eorg.y)); // Find the power of two that most evenly splits the segment. // The worst case is a 2:1 ratio between subsegment lengths. nearestpoweroftwo = 1.0; while (segmentlength > 3.0 * nearestpoweroftwo) { nearestpoweroftwo *= 2.0; } while (segmentlength < 1.5 * nearestpoweroftwo) { nearestpoweroftwo *= 0.5; } // Where do we split the segment? split = nearestpoweroftwo / segmentlength; if (acutedest) { split = 1.0 - split; } } else { // If we're not worried about adjacent segments, split // this segment in the middle. split = 0.5; } // Create the new vertex (interpolate coordinates). newvertex = new Vertex( eorg.x + split * (edest.x - eorg.x), eorg.y + split * (edest.y - eorg.y), currentenc.Mark(), mesh.nextras); newvertex.type = VertexType.SegmentVertex; newvertex.hash = mesh.hash_vtx++; newvertex.id = newvertex.hash; mesh.vertices.Add(newvertex.hash, newvertex); // Interpolate attributes. for (int i = 0; i < mesh.nextras; i++) { newvertex.attributes[i] = eorg.attributes[i] + split * (edest.attributes[i] - eorg.attributes[i]); } if (!Behavior.NoExact) { // Roundoff in the above calculation may yield a 'newvertex' // that is not precisely collinear with 'eorg' and 'edest'. // Improve collinearity by one step of iterative refinement. multiplier = Primitives.CounterClockwise(eorg, edest, newvertex); divisor = ((eorg.x - edest.x) * (eorg.x - edest.x) + (eorg.y - edest.y) * (eorg.y - edest.y)); if ((multiplier != 0.0) && (divisor != 0.0)) { multiplier = multiplier / divisor; // Watch out for NANs. if (!double.IsNaN(multiplier)) { newvertex.x += multiplier * (edest.y - eorg.y); newvertex.y += multiplier * (eorg.x - edest.x); } } } // Check whether the new vertex lies on an endpoint. if (((newvertex.x == eorg.x) && (newvertex.y == eorg.y)) || ((newvertex.x == edest.x) && (newvertex.y == edest.y))) { 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"); } // Insert the splitting vertex. This should always succeed. success = mesh.InsertVertex(newvertex, ref enctri, ref currentenc, true, triflaws); if ((success != InsertVertexResult.Successful) && (success != InsertVertexResult.Encroaching)) { logger.Error("Failure to split a segment.", "Quality.SplitEncSegs()"); throw new Exception("Failure to split a segment."); } if (mesh.steinerleft > 0) { mesh.steinerleft--; } // Check the two new subsegments to see if they're encroached. CheckSeg4Encroach(ref currentenc); currentenc.NextSelf(); CheckSeg4Encroach(ref currentenc); } // Set subsegment's origin to NULL. This makes it possible to detect dead // badsubsegs when traversing the list of all badsubsegs. seg.subsegorg = null; } }
/// <summary> /// Find the holes and infect them. Find the area constraints and infect /// them. Infect the convex hull. Spread the infection and kill triangles. /// Spread the area constraints. /// </summary> public void CarveHoles() { Otri searchtri = default(Otri); Vertex searchorg, searchdest; LocateResult intersect; Triangle[] regionTris = null; if (!mesh.behavior.Convex) { // Mark as infected any unprotected triangles on the boundary. // This is one way by which concavities are created. InfectHull(); } if (!mesh.behavior.NoHoles) { // Infect each triangle in which a hole lies. foreach (var hole in mesh.holes) { // Ignore holes that aren't within the bounds of the mesh. if (mesh.bounds.Contains(hole)) { // Start searching from some triangle on the outer boundary. searchtri.triangle = Mesh.dummytri; searchtri.orient = 0; searchtri.SymSelf(); // Ensure that the hole is to the left of this boundary edge; // otherwise, locate() will falsely report that the hole // falls within the starting triangle. searchorg = searchtri.Org(); searchdest = searchtri.Dest(); if (Primitives.CounterClockwise(searchorg, searchdest, hole) > 0.0) { // Find a triangle that contains the hole. intersect = mesh.locator.Locate(hole, ref searchtri); if ((intersect != LocateResult.Outside) && (!searchtri.IsInfected())) { // Infect the triangle. This is done by marking the triangle // as infected and including the triangle in the virus pool. searchtri.Infect(); viri.Add(searchtri.triangle); } } } } } // Now, we have to find all the regions BEFORE we carve the holes, because locate() won't // work when the triangulation is no longer convex. (Incidentally, this is the reason why // regional attributes and area constraints can't be used when refining a preexisting mesh, // which might not be convex; they can only be used with a freshly triangulated PSLG.) if (mesh.regions.Count > 0) { int i = 0; regionTris = new Triangle[mesh.regions.Count]; // Find the starting triangle for each region. foreach (var region in mesh.regions) { regionTris[i] = Mesh.dummytri; // Ignore region points that aren't within the bounds of the mesh. if (mesh.bounds.Contains(region.point)) { // Start searching from some triangle on the outer boundary. searchtri.triangle = Mesh.dummytri; searchtri.orient = 0; searchtri.SymSelf(); // Ensure that the region point is to the left of this boundary // edge; otherwise, locate() will falsely report that the // region point falls within the starting triangle. searchorg = searchtri.Org(); searchdest = searchtri.Dest(); if (Primitives.CounterClockwise(searchorg, searchdest, region.point) > 0.0) { // Find a triangle that contains the region point. intersect = mesh.locator.Locate(region.point, ref searchtri); if ((intersect != LocateResult.Outside) && (!searchtri.IsInfected())) { // Record the triangle for processing after the // holes have been carved. regionTris[i] = searchtri.triangle; regionTris[i].region = region.id; } } } i++; } } if (viri.Count > 0) { // Carve the holes and concavities. Plague(); } if (regionTris != null) { var iterator = new RegionIterator(mesh); for (int i = 0; i < regionTris.Length; i++) { if (regionTris[i] != Mesh.dummytri) { // Make sure the triangle under consideration still exists. // It may have been eaten by the virus. if (!Otri.IsDead(regionTris[i])) { // Apply one region's attribute and/or area constraint. iterator.Process(regionTris[i]); } } } } // Free up memory (virus pool should be empty anyway). viri.Clear(); }