internal bool InsertIntoMesh(AM_Mesh2d pmesh) { AM_Vertex pvertex = null; for (int i = 0; i < m_ArrayCoord.Count; i++) { Point3d pt = m_ArrayCoord[i]; if (pmesh.InsertPoint(new Point2d(pt), pt.Z, out pvertex)) { pvertex.Flag = 0x01; m_ArrayVertex.Add(pvertex); } else { /* * Debug.Assert(false); * throw 2; */ pvertex.Flag = 0x01; m_ArrayVertex.Add(pvertex); // Il vertice esiste già: viene eliminato dalla sequenza //m_ArrayCoord.RemoveAt(i); } } return(true); }
internal bool InsertVertex(AM_Mesh2d mesh, Point3d pt, int numGenVertex = 0) { while (numGenVertex < m_GenVertexArray.Count) { int v1 = m_GenVertexArray[numGenVertex]; int v2 = m_GenVertexArray[(numGenVertex + 1) % m_GenVertexArray.Count]; if (v2 < v1) { v2 += m_GenVertexArray.Count; } Point2d p = new Point2d(pt); Point2d p1 = new Point2d(m_ArrayCoord[v1]); Point2d p2 = new Point2d(m_ArrayCoord[v2]); Vector2d vec1 = (p2 - p1); Vector2d vec2 = (p - p1); vec1.Unitize(); vec2.Unitize(); if (AM_Util.IsEqual(vec2.Length, 0)) { double t = (p - p1).Length; for (int i = v1 + 1; i <= v2; i++) { Point2d pv = new Point2d(m_ArrayCoord[i % m_ArrayCoord.Count]); if ((pv - p1).Length > t) { AM_Vertex pVertex = null; if (mesh.InsertPoint(p, pt.Z, out pVertex)) { InsertVertex(i, pVertex); return(true); } else { return(false); } } } } numGenVertex++; } return(false); }
bool BuildBoundary() { m_Mesh2D = new AM_Mesh2d(); BoundingBox maxRect = new BoundingBox(); if (!BuildMeshBoundary(ref maxRect)) { return(false); } // Inserisce i contorni m_Mesh2D.Init(maxRect); int numBoundary = m_ArrayMeshBoundary.Count; for (int i = 0; i < numBoundary; i++) { m_ArrayMeshBoundary[i].InsertIntoMesh(m_Mesh2D); } //// Inserisce i vertici isolati for (int i = 0; i < m_ArrayInnerVertex.Count; i++) { var vertex = m_ArrayInnerVertex[i]; AM_Vertex pvertex = null; Point2d pt = vertex.Location; if (m_Mesh2D.InsertPoint(new Point2d(pt), vertex.Space, out pvertex)) { pvertex.Flag = 0x01; vertex.MeshVertex = pvertex; } } 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); }