示例#1
0
        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);
        }
示例#2
0
        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);
        }
示例#3
0
        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);
        }
示例#4
0
        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);
        }