private void AddTransitionVertexes(AM_Vertex v, List <int> transitionVts) { if ((v.Flag & 0x02) == 0) { v.Flag |= 0x02; transitionVts.Add(v.Index); AM_Edge start_edge = v.Edge; AM_Edge edge = start_edge.Next; while (edge != start_edge) { if ((edge.Flag & 0x04) == 0) { edge.Flag |= 0x04; var dest = edge.Destination(); if ((dest.Flag & 0x01) == 0) { AddTransitionVertexes(dest, transitionVts); } } edge = edge.Next; } } }
internal static void SwapEdge(AM_Edge pedge) { Debug.Assert(pedge.CcwFace().NumEdges == 3); Debug.Assert(pedge.CwFace().NumEdges == 3); AM_Edge pstart = pedge; do { Point2d p1 = pedge.CcwEdge().DestCoord(); Point2d p2 = pedge.OrgCoord(); Point2d p3 = pedge.DestCoord(); Point2d p4 = pedge.Symm().CcwEdge().DestCoord(); //int n1 = pedge.CcwEdge().Destination().Index; //int n2 = pedge.Origin().Index; //int n3 = pedge.Destination().Index; //int n4 = pedge.Symm().CcwEdge().Destination().Index; //int v1 = pedge.CcwEdge().Symm().m_nVertex; //int v2 = pedge.m_nVertex; //int v3 = pedge.Symm().m_nVertex; //int v4 = pedge.Symm().CcwEdge().Symm().m_nVertex; AM_Edge poldPrev = pedge.Prev; AM_Edge poldNext = pedge.Next; AM_Edge pnewNext = pedge.Prev.Symm(); AM_Edge pnewPrev = pnewNext.Prev; AM_Face poldFace = pedge.Face; pedge.Origin().Edge = poldNext; pedge.Vertex = pnewNext.Vertex; // Ripristina l'origine... pedge.Origin().Edge = pedge; // e aggiorna il suo puntatore // ripristina i collegamenti corretti poldPrev.Next = poldNext; poldNext.Prev = poldPrev; pnewPrev.Next = pedge; pnewNext.Prev = pedge; pedge.Next = pnewNext; pedge.Prev = pnewPrev; Debug.Assert(pedge.Origin() != pedge.Destination()); // parte dallo spigolo che definisce la faccia sinistra // e che è precedente in senso antiorario pnewNext = poldNext.Symm(); for (int i = 0; i < 3; i++) { pnewNext.Face = poldFace; poldFace[i] = pnewNext; pnewNext = pnewNext.CcwEdge(); } pedge = pedge.Symm(); } while (pstart != pedge); }
internal AM_Edge FindEdge(AM_Vertex pVertex2) { AM_Edge pNext = m_Edge; do { if (pNext.Destination() == pVertex2) { return(pNext); } pNext = pNext.Next; } while (pNext != m_Edge); return(null); }
void RelaxMesh() { // Esegue la procedura di "Mesh Relaxation" bool bPrev = m_bFlagClassific; m_bFlagClassific = false; for (int DiffDegree = 3; DiffDegree >= 2; DiffDegree--) { for (int i = 0; i < m_ArrayWEdges.Count; i++) { AM_Edge edge = m_ArrayWEdges[i].Edge(); if (edge.CcwFace() != null && edge.CwFace() != null) { AM_Vertex [] Vertex = { edge.Origin(), edge.Destination(), edge.Next.Destination(), edge.Prev.Destination(), }; double [] degree = { 0, 0, 0, 0 }; for (int j = 0; j < degree.Length; j++) { degree[j] = Vertex[j].Degree(); } double R = 0; for (int j = 0; j < 4; j++) { R += (6 - degree[j]) * (6 - degree[j]); } // aggiorna il grado con l'ipotesi do swap degree[0] -= 1; degree[1] -= 1; degree[2] += 1; degree[3] += 1; double R1 = 0; for (int j = 0; j < 4; j++) { R1 += (6 - degree[j]) * (6 - degree[j]); } if (R - R1 >= DiffDegree) { Swap(edge); } } } } m_bFlagClassific = bPrev; }
AM_Edge FindEdge(AM_Vertex org, AM_Vertex dest) { AM_Edge pstart = org.Edge; if (pstart != null) { AM_Edge pnext = pstart; do { if (pnext.Destination() == dest) { return(pnext); // lo spigolo esiste già } pnext = pnext.Next; } while (pnext != pstart); } return(null); }
internal bool CheckWEdge() { for (int i = 0; i < m_ArrayWEdges.Count; i++) { AM_Edge edge = m_ArrayWEdges[i].Edge(); Debug.Assert(edge.Origin() != edge.Destination()); } for (int i = 0; i < m_ArrayFaces.Count; i++) { AM_Face edge = m_ArrayFaces[i]; double area = AM_Util.TriArea(edge[0].OrgCoord(), edge[1].OrgCoord(), edge[2].OrgCoord()); Debug.Assert(area > 0); } return(true); }
internal bool RecoverGenEdge(AM_Mesh2d mesh, int num, List <Point3d> AddArray, bool bStraight = false) { // se viene inserito un punto per aggiustare la conformità // il flag baddFlag diventa true bool baddFlag = false; if (!m_bFlagHole && num >= m_GenVertexArray.Count) { return(true); } int v1 = m_GenVertexArray[num]; int v2 = m_GenVertexArray[(num + 1) % m_GenVertexArray.Count]; if (v2 < v1) { v2 += GetNumVertex(); } AM_Edge pbase; AM_Edge pprev = pbase = Vertex(v1).Edge; for (int i = v1 + 1; i <= v2; i++) { AM_Vertex pV1 = Vertex((i - 1) % (GetNumVertex())); AM_Vertex pV2 = Vertex((i) % (GetNumVertex())); Point2d orgCoord = pV1.Coord; // si controlla che tutti i vertici siano in sequenza while (true) { Point2d baseCoord = pbase.DestCoord(); Point2d prvCoord = new Point2d(m_ArrayCoord[(i - 1) % (GetNumVertex())]); Point2d destCoord = new Point2d(m_ArrayCoord[i % (GetNumVertex())]); if (baseCoord == destCoord) { // il vertice è in sequenza: si continua con il successivo break; } else { pbase = pbase.Next; if (pbase == pprev) { // il ciclo dell'anello si è chiuso senza trovare il vertice // successivo; è necessario inserire un vertice in mezzeria del // lato mancante if (!bStraight) { // 1. Algoritmo di ripristino del bordo con l'aggiunta del punto medio baddFlag = true; // si segnala l'aggiunta di un vertice Point3d p1 = m_ArrayCoord[i - 1]; Point3d p2 = (m_ArrayCoord[i % (GetNumVertex())]); Point3d mid = 0.5 * (p1 + p2); Point3d insPt = new Point3d(mid.X, mid.Y, 0); // si inserisce un vertice nel mezzo del AM_Vertex pvertex; mesh.InsertPoint(new Point2d(insPt), insPt.Z, out pvertex); if (pvertex == null) { Debug.Assert(false); //throw 6; } InsertVertex(i, pvertex); v2++; AddArray.Add(insPt); // si ricomincia il controllo pbase = Vertex(i - 1).Edge; pprev = pbase; } else { // 2. Algoritmo di ripristino del bordo con swap di spigoli AM_Edge pdest = Vertex(i).Edge; Vector2d dir = destCoord - orgCoord; dir.Unitize(); var m = AM_Util.AffineMatrix(orgCoord, dir); while (pV1.FindEdge(pV2) == null) { bool bCoinc = false; AM_Edge pSearch = pbase; // Si controllano situazioni di appartenenza al lato da ripristinare do { double cosang = Vector2d.Multiply(pSearch.GetVersor(), dir); if (AM_Util.IsEqual(cosang, 1, AM_Util.FLT_EPSILON)) { // Lo spigolo appartiene già al lato da ripristinare InsertVertex(i, pSearch.Destination()); v2++; Point2d dc = pSearch.DestCoord(); AddArray.Add(new Point3d(dc.X, dc.Y, 0)); // si ricomincia il controllo pbase = Vertex(i - 1).Edge; pprev = pbase; bCoinc = true; break; } pSearch = pSearch.Next; } while (pSearch != pbase); if (bCoinc) { break; } // Trova il lato di partenza pSearch = pbase; while (!AM_Util.IsInside(pSearch.GetVector(), pSearch.Next.GetVector(), dir)) { pSearch = pSearch.Next; if (pSearch == pprev) { Debug.Assert(false); //mesh.ExportMesh("RecoverSt7.txt"); return(false); } } AM_Edge pStartEdge = pSearch.CcwEdge(); List <AM_Edge> swapArray = new List <AM_Edge>(); while (pStartEdge.Destination() != pV2) { Point2d o = pStartEdge.OrgCoord(); Point2d d = pStartEdge.DestCoord(); swapArray.Add(pStartEdge); pStartEdge = pStartEdge.Prev; Point2d pt = AM_Util.ToLocal(m, pStartEdge.DestCoord()); if (pt.Y < -AM_Util.FLT_EPSILON) { pStartEdge = pStartEdge.CcwEdge(); Debug.Assert(AM_Util.ToLocal(m, pStartEdge.DestCoord()).Y > 0); } } for (int j = 0; j < swapArray.Count; j++) { AM_Edge pSwapEdge = swapArray[j]; // Vengono ruotati gli spigoli all'interno if (AM_Util.CheckSwapEdge(pSwapEdge)) { Debug.Assert(pSearch.CcwFace() != null && pSearch.Next.CwFace() != null); Debug.Assert(pSwapEdge.CcwFace() != null && pSwapEdge.CwFace() != null); AM_Face.SwapEdge(pSwapEdge); } } } } } } } pbase = Vertex(i % (GetNumVertex())).Edge; pprev = pbase; } return(baddFlag); }
// --- Copia --- AM_Boundary CopyBoundary(AM_Mesh2d source, AM_Mesh2d dest, bool bSameGenVertex = true) { AM_Boundary pCopy = new AM_Boundary(); pCopy.m_LoopIndex = m_LoopIndex; if (bSameGenVertex) { // Il numero dei vertici generati è lo stesso; // viene normalmente usato in caso di 'merge' tra due mesh adiacenti pCopy.m_ArrayCoord.Capacity = m_ArrayCoord.Count; for (int i = 0; i < m_ArrayCoord.Count; i++) { pCopy.m_ArrayCoord[i] = m_ArrayCoord[i]; } pCopy.m_GenVertexArray.Capacity = m_GenVertexArray.Count; for (int i = 0; i < m_GenVertexArray.Count; i++) { pCopy.m_GenVertexArray[i] = m_GenVertexArray[i]; } // Trova il primo vertice int destVertex = dest.ArrayVertexes.Count; int nVertex = dest.AddVertex(new Point2d(m_ArrayCoord[0]), m_ArrayCoord[0].Z); Debug.Assert(nVertex < destVertex); // non vengono aggiunti vertici AM_Vertex pVertex = dest.ArrayVertexes[nVertex]; pVertex.Flag |= 0x01; pCopy.m_ArrayVertex.Add(pVertex); for (int i = 1; i < m_ArrayCoord.Count; i++) { Point2d ptDest = new Point2d(m_ArrayCoord[i]); AM_Edge pEdge = pVertex.Edge; AM_Edge pNextEdge = pEdge.Next; while ((ptDest - pNextEdge.DestCoord()).Length > AM_Util.FLT_EPSILON) { if (pNextEdge == pEdge) { Debug.Assert(false); nVertex = dest.AddVertex(ptDest, 0); Debug.Assert(nVertex < destVertex); pNextEdge = dest.ArrayVertexes[nVertex].Edge.Symm(); break; } pNextEdge = pNextEdge.Next; } pVertex = pNextEdge.Destination(); pVertex.Flag |= 0x01; pCopy.m_ArrayVertex.Add(pVertex); } Debug.Assert(pCopy.m_ArrayVertex.Count == m_ArrayVertex.Count); } else { // Il numero dei vertici generati è diverso; // viene normalmente usato in caso di ricostruzione di contorni pCopy.m_GenVertexArray.Capacity = m_GenVertexArray.Count; for (int i = 1; i < m_GenVertexArray.Count; i++) { Point2d p0 = new Point2d(m_ArrayCoord[m_GenVertexArray[i - 1]]); Point2d p1 = new Point2d(m_ArrayCoord[m_GenVertexArray[i]]); AM_Vertex pV0 = dest.RangeSearch.Search(p0.X, p0.Y); AM_Vertex pV1 = dest.RangeSearch.Search(p1.X, p1.Y); Debug.Assert(pV0 != null && pV1 != null); // La direzione è data dal vettore p0-p1 Vector2d vDir = (p1 - p0); vDir.Unitize(); pCopy.m_GenVertexArray[i - 1] = pCopy.m_ArrayCoord.Count; AM_Vertex pV = pV0; while (pV != pV1) { pCopy.m_ArrayCoord.Add(new Point3d(pV.Coord.X, pV.Coord.Y, 0)); pCopy.m_ArrayVertex.Add(pV); // Trova il vertice successivo double minCos = -double.MaxValue; AM_Edge pEdge = pV.Edge; AM_Edge pDirEdge = null; do { double dirCos = pEdge.GetVersor() * vDir; if (dirCos > minCos) { minCos = dirCos; pDirEdge = pEdge; } pEdge = pEdge.Next; } while (pEdge != pV.Edge); Debug.Assert(AM_Util.IsEqual(minCos, 1)); pV = pDirEdge.Destination(); } } } return(pCopy); }
// --- 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); }