From c0acee6e9d261c2053b53f585154228aeda88a72 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 12:24:32 +0100 Subject: [PATCH 01/44] Add gitignore. --- .gitignore | 398 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 398 insertions(+) create mode 100644 .gitignore diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..8a30d25 --- /dev/null +++ b/.gitignore @@ -0,0 +1,398 @@ +## Ignore Visual Studio temporary files, build results, and +## files generated by popular Visual Studio add-ons. +## +## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore + +# User-specific files +*.rsuser +*.suo +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Mono auto generated files +mono_crash.* + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +[Ww][Ii][Nn]32/ +[Aa][Rr][Mm]/ +[Aa][Rr][Mm]64/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ +[Ll]ogs/ + +# Visual Studio 2015/2017 cache/options directory +.vs/ +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# Visual Studio 2017 auto generated files +Generated\ Files/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUnit +*.VisualState.xml +TestResult.xml +nunit-*.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# Benchmark Results +BenchmarkDotNet.Artifacts/ + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ + +# ASP.NET Scaffolding +ScaffoldingReadMe.txt + +# StyleCop +StyleCopReport.xml + +# Files built by Visual Studio +*_i.c +*_p.c +*_h.h +*.ilk +*.meta +*.obj +*.iobj +*.pch +*.pdb +*.ipdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*_wpftmp.csproj +*.log +*.tlog +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# Visual Studio Trace Files +*.e2e + +# TFS 2012 Local Workspace +$tf/ + +# Guidance Automation Toolkit +*.gpState + +# ReSharper is a .NET coding add-in +_ReSharper*/ +*.[Rr]e[Ss]harper +*.DotSettings.user + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# AxoCover is a Code Coverage Tool +.axoCover/* +!.axoCover/settings.json + +# Coverlet is a free, cross platform Code Coverage Tool +coverage*.json +coverage*.xml +coverage*.info + +# Visual Studio code coverage results +*.coverage +*.coveragexml + +# NCrunch +_NCrunch_* +.*crunch*.local.xml +nCrunchTemp_* + +# MightyMoose +*.mm.* +AutoTest.Net/ + +# Web workbench (sass) +.sass-cache/ + +# Installshield output folder +[Ee]xpress/ + +# DocProject is a documentation generator add-in +DocProject/buildhelp/ +DocProject/Help/*.HxT +DocProject/Help/*.HxC +DocProject/Help/*.hhc +DocProject/Help/*.hhk +DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# Note: Comment the next line if you want to checkin your web deploy settings, +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. Comment the next line if you want to +# checkin your Azure Web App publish settings, but sensitive information contained +# in these scripts will be unencrypted +PublishScripts/ + +# NuGet Packages +*.nupkg +# NuGet Symbol Packages +*.snupkg +# The packages folder can be ignored because of Package Restore +**/[Pp]ackages/* +# except build/, which is used as an MSBuild target. +!**/[Pp]ackages/build/ +# Uncomment if necessary however generally it will be regenerated when needed +#!**/[Pp]ackages/repositories.config +# NuGet v3's project.json files produces more ignorable files +*.nuget.props +*.nuget.targets + +# Microsoft Azure Build Output +csx/ +*.build.csdef + +# Microsoft Azure Emulator +ecf/ +rcf/ + +# Windows Store app package directories and files +AppPackages/ +BundleArtifacts/ +Package.StoreAssociation.xml +_pkginfo.txt +*.appx +*.appxbundle +*.appxupload + +# Visual Studio cache files +# files ending in .cache can be ignored +*.[Cc]ache +# but keep track of directories ending in .cache +!?*.[Cc]ache/ + +# Others +ClientBin/ +~$* +*~ +*.dbmdl +*.dbproj.schemaview +*.jfm +*.pfx +*.publishsettings +orleans.codegen.cs + +# Including strong name files can present a security risk +# (https://github.com/github/gitignore/pull/2483#issue-259490424) +#*.snk + +# Since there are multiple workflows, uncomment next line to ignore bower_components +# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) +#bower_components/ + +# RIA/Silverlight projects +Generated_Code/ + +# Backup & report files from converting an old project file +# to a newer Visual Studio version. Backup files are not needed, +# because we have git ;-) +_UpgradeReport_Files/ +Backup*/ +UpgradeLog*.XML +UpgradeLog*.htm +ServiceFabricBackup/ +*.rptproj.bak + +# SQL Server files +*.mdf +*.ldf +*.ndf + +# Business Intelligence projects +*.rdl.data +*.bim.layout +*.bim_*.settings +*.rptproj.rsuser +*- [Bb]ackup.rdl +*- [Bb]ackup ([0-9]).rdl +*- [Bb]ackup ([0-9][0-9]).rdl + +# Microsoft Fakes +FakesAssemblies/ + +# GhostDoc plugin setting file +*.GhostDoc.xml + +# Node.js Tools for Visual Studio +.ntvs_analysis.dat +node_modules/ + +# Visual Studio 6 build log +*.plg + +# Visual Studio 6 workspace options file +*.opt + +# Visual Studio 6 auto-generated workspace file (contains which files were open etc.) +*.vbw + +# Visual Studio 6 auto-generated project file (contains which files were open etc.) +*.vbp + +# Visual Studio 6 workspace and project file (working project files containing files to include in project) +*.dsw +*.dsp + +# Visual Studio 6 technical files +*.ncb +*.aps + +# Visual Studio LightSwitch build output +**/*.HTMLClient/GeneratedArtifacts +**/*.DesktopClient/GeneratedArtifacts +**/*.DesktopClient/ModelManifest.xml +**/*.Server/GeneratedArtifacts +**/*.Server/ModelManifest.xml +_Pvt_Extensions + +# Paket dependency manager +.paket/paket.exe +paket-files/ + +# FAKE - F# Make +.fake/ + +# CodeRush personal settings +.cr/personal + +# Python Tools for Visual Studio (PTVS) +__pycache__/ +*.pyc + +# Cake - Uncomment if you are using it +# tools/** +# !tools/packages.config + +# Tabs Studio +*.tss + +# Telerik's JustMock configuration file +*.jmconfig + +# BizTalk build output +*.btp.cs +*.btm.cs +*.odx.cs +*.xsd.cs + +# OpenCover UI analysis results +OpenCover/ + +# Azure Stream Analytics local run output +ASALocalRun/ + +# MSBuild Binary and Structured Log +*.binlog + +# NVidia Nsight GPU debugger configuration file +*.nvuser + +# MFractors (Xamarin productivity tool) working folder +.mfractor/ + +# Local History for Visual Studio +.localhistory/ + +# Visual Studio History (VSHistory) files +.vshistory/ + +# BeatPulse healthcheck temp database +healthchecksdb + +# Backup folder for Package Reference Convert tool in Visual Studio 2017 +MigrationBackup/ + +# Ionide (cross platform F# VS Code tools) working folder +.ionide/ + +# Fody - auto-generated XML schema +FodyWeavers.xsd + +# VS Code files for those working on multiple tools +.vscode/* +!.vscode/settings.json +!.vscode/tasks.json +!.vscode/launch.json +!.vscode/extensions.json +*.code-workspace + +# Local History for Visual Studio Code +.history/ + +# Windows Installer files from build outputs +*.cab +*.msi +*.msix +*.msm +*.msp + +# JetBrains Rider +*.sln.iml From d3fff03367c7fdeb742490b0f292f0c7d7f2d8aa Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 12:25:44 +0100 Subject: [PATCH 02/44] Remove vssscc files. --- Triangle.NET/TestApp/Mesh Explorer.csproj.vspscc | 10 ---------- .../Triangle.Rendering.csproj.vspscc | 10 ---------- Triangle.NET/Triangle.vssscc | 10 ---------- Triangle.NET/Triangle/Triangle.csproj.vspscc | 10 ---------- 4 files changed, 40 deletions(-) delete mode 100644 Triangle.NET/TestApp/Mesh Explorer.csproj.vspscc delete mode 100644 Triangle.NET/Triangle.Rendering/Triangle.Rendering.csproj.vspscc delete mode 100644 Triangle.NET/Triangle.vssscc delete mode 100644 Triangle.NET/Triangle/Triangle.csproj.vspscc diff --git a/Triangle.NET/TestApp/Mesh Explorer.csproj.vspscc b/Triangle.NET/TestApp/Mesh Explorer.csproj.vspscc deleted file mode 100644 index feffdec..0000000 --- a/Triangle.NET/TestApp/Mesh Explorer.csproj.vspscc +++ /dev/null @@ -1,10 +0,0 @@ -"" -{ -"FILE_VERSION" = "9237" -"ENLISTMENT_CHOICE" = "NEVER" -"PROJECT_FILE_RELATIVE_PATH" = "" -"NUMBER_OF_EXCLUDED_FILES" = "0" -"ORIGINAL_PROJECT_FILE_PATH" = "" -"NUMBER_OF_NESTED_PROJECTS" = "0" -"SOURCE_CONTROL_SETTINGS_PROVIDER" = "PROVIDER" -} diff --git a/Triangle.NET/Triangle.Rendering/Triangle.Rendering.csproj.vspscc b/Triangle.NET/Triangle.Rendering/Triangle.Rendering.csproj.vspscc deleted file mode 100644 index feffdec..0000000 --- a/Triangle.NET/Triangle.Rendering/Triangle.Rendering.csproj.vspscc +++ /dev/null @@ -1,10 +0,0 @@ -"" -{ -"FILE_VERSION" = "9237" -"ENLISTMENT_CHOICE" = "NEVER" -"PROJECT_FILE_RELATIVE_PATH" = "" -"NUMBER_OF_EXCLUDED_FILES" = "0" -"ORIGINAL_PROJECT_FILE_PATH" = "" -"NUMBER_OF_NESTED_PROJECTS" = "0" -"SOURCE_CONTROL_SETTINGS_PROVIDER" = "PROVIDER" -} diff --git a/Triangle.NET/Triangle.vssscc b/Triangle.NET/Triangle.vssscc deleted file mode 100644 index 794f014..0000000 --- a/Triangle.NET/Triangle.vssscc +++ /dev/null @@ -1,10 +0,0 @@ -"" -{ -"FILE_VERSION" = "9237" -"ENLISTMENT_CHOICE" = "NEVER" -"PROJECT_FILE_RELATIVE_PATH" = "" -"NUMBER_OF_EXCLUDED_FILES" = "0" -"ORIGINAL_PROJECT_FILE_PATH" = "" -"NUMBER_OF_NESTED_PROJECTS" = "0" -"SOURCE_CONTROL_SETTINGS_PROVIDER" = "PROJECT" -} diff --git a/Triangle.NET/Triangle/Triangle.csproj.vspscc b/Triangle.NET/Triangle/Triangle.csproj.vspscc deleted file mode 100644 index feffdec..0000000 --- a/Triangle.NET/Triangle/Triangle.csproj.vspscc +++ /dev/null @@ -1,10 +0,0 @@ -"" -{ -"FILE_VERSION" = "9237" -"ENLISTMENT_CHOICE" = "NEVER" -"PROJECT_FILE_RELATIVE_PATH" = "" -"NUMBER_OF_EXCLUDED_FILES" = "0" -"ORIGINAL_PROJECT_FILE_PATH" = "" -"NUMBER_OF_NESTED_PROJECTS" = "0" -"SOURCE_CONTROL_SETTINGS_PROVIDER" = "PROVIDER" -} From 625be1ab8f38b43c670df7f42c5eb1269306c412 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 12:26:36 +0100 Subject: [PATCH 03/44] Remove BuildProcessTemplates. --- .../DefaultTemplate.11.1.xaml | 543 ------------------ .../LabDefaultTemplate.11.xaml | 208 ------- BuildProcessTemplates/UpgradeTemplate.xaml | 76 --- 3 files changed, 827 deletions(-) delete mode 100644 BuildProcessTemplates/DefaultTemplate.11.1.xaml delete mode 100644 BuildProcessTemplates/LabDefaultTemplate.11.xaml delete mode 100644 BuildProcessTemplates/UpgradeTemplate.xaml diff --git a/BuildProcessTemplates/DefaultTemplate.11.1.xaml b/BuildProcessTemplates/DefaultTemplate.11.1.xaml deleted file mode 100644 index 60eac4b..0000000 --- a/BuildProcessTemplates/DefaultTemplate.11.1.xaml +++ /dev/null @@ -1,543 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - [New Microsoft.TeamFoundation.Build.Workflow.Activities.BuildSettings()] - [False] - [New Microsoft.TeamFoundation.Build.Workflow.Activities.TestSpecList(New Microsoft.TeamFoundation.Build.Workflow.Activities.AgileTestPlatformSpec("**\*test*.dll"))] - ["$(BuildDefinitionName)_$(Date:yyyyMMdd)$(Rev:.r)"] - [False] - [True] - [True] - [Microsoft.TeamFoundation.Build.Workflow.Activities.CleanWorkspaceOption.All] - - - - [Microsoft.TeamFoundation.Build.Workflow.Activities.CodeAnalysisOption.AsConfigured] - [True] - [Microsoft.TeamFoundation.Build.Workflow.Activities.ToolPlatform.Auto] - [True] - [New Microsoft.TeamFoundation.Build.Workflow.Activities.SourceAndSymbolServerSettings(True, Nothing)] - [True] - - - - [New Microsoft.TeamFoundation.Build.Workflow.Activities.AgentSettings() With {.MaxWaitTime = New System.TimeSpan(4, 0, 0), .MaxExecutionTime = New System.TimeSpan(0, 0, 0), .TagComparison = Microsoft.TeamFoundation.Build.Workflow.Activities.TagComparison.MatchExactly }] - [Microsoft.TeamFoundation.Build.Workflow.BuildVerbosity.Normal] - - - - - - - All - 11.0 - Assembly references and imported namespaces serialized as XML namespaces - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/BuildProcessTemplates/LabDefaultTemplate.11.xaml b/BuildProcessTemplates/LabDefaultTemplate.11.xaml deleted file mode 100644 index 542717f..0000000 --- a/BuildProcessTemplates/LabDefaultTemplate.11.xaml +++ /dev/null @@ -1,208 +0,0 @@ - - - - - - - - - - - - - - - 11.0 - - - - - - 920,3702 - Assembly references and imported namespaces serialized as XML namespaces - - - - - - - - - - - - - - - - - - - - - True - - - - - - - [LabWorkflowParameters.BuildDetails.BuildUri] - - - [ChildBuildDetail.Uri] - - - - - - - - - - - - [BuildLocation] - - - [If(LabWorkflowParameters.BuildDetails.Configuration Is Nothing, BuildLocation, If(LabWorkflowParameters.BuildDetails.Configuration.IsEmpty Or (SelectedBuildDetail.Information.GetNodesByType(Microsoft.TeamFoundation.Build.Common.InformationTypes.ConfigurationSummary, True)).Count = 1, BuildLocation, If(LabWorkflowParameters.BuildDetails.Configuration.IsPlatformEmptyOrAnyCpu, BuildLocation + "\" + LabWorkflowParameters.BuildDetails.Configuration.Configuration, BuildLocation + "\" + LabWorkflowParameters.BuildDetails.Configuration.Platform + "\" + LabWorkflowParameters.BuildDetails.Configuration.Configuration)))] - - - - - - - - - - - - [LabEnvironmentUri] - - - [LabWorkflowParameters.EnvironmentDetails.LabEnvironmentUri.ToString()] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [PostDeploymentSnapshotName] - - - [If(LabWorkflowParameters.BuildDetails.IsTeamSystemBuild = True,String.Format("{0}_{1}_{2}", LabWorkflowParameters.DeploymentDetails.PostDeploymentSnapshotName, BuildNumber,BuildDetail.BuildNumber),String.Format("{0}_{1}", LabWorkflowParameters.DeploymentDetails.PostDeploymentSnapshotName, BuildDetail.BuildNumber))] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - [BuildStatus] - - - [Microsoft.TeamFoundation.Build.Client.BuildStatus.PartiallySucceeded] - - - - - - - [BuildStatus] - - - [Microsoft.TeamFoundation.Build.Client.BuildStatus.Failed] - - - - - - - - - - - - \ No newline at end of file diff --git a/BuildProcessTemplates/UpgradeTemplate.xaml b/BuildProcessTemplates/UpgradeTemplate.xaml deleted file mode 100644 index 8ae6923..0000000 --- a/BuildProcessTemplates/UpgradeTemplate.xaml +++ /dev/null @@ -1,76 +0,0 @@ - - - - - - - - - - - - - - - - - - - - [New Microsoft.TeamFoundation.Build.Workflow.Activities.AgentSettings() With {.MaxWaitTime = New System.TimeSpan(4, 0, 0), .MaxExecutionTime = New System.TimeSpan(0, 0, 0), .TagComparison = Microsoft.TeamFoundation.Build.Workflow.Activities.TagComparison.MatchExactly }] - - - - [Microsoft.TeamFoundation.Build.Workflow.Activities.ToolPlatform.Auto] - [False] - [False] - - - - - - - - - - [Microsoft.TeamFoundation.VersionControl.Client.RecursionType.OneLevel] - [Microsoft.TeamFoundation.Build.Workflow.BuildVerbosity.Normal] - - - - All - Assembly references and imported namespaces serialized as XML namespaces - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file From a088a2f8c58961f1eb01d03d228acbcc7cf6417f Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 12:28:55 +0100 Subject: [PATCH 04/44] Rename source folder. --- .../TestApp/Controls/AngleHistogram.cs | 414 +- .../TestApp/Controls/ColorScheme.cs | 76 +- .../TestApp/Controls/DarkButton.cs | 378 +- .../TestApp/Controls/DarkCheckBox.cs | 478 +- .../TestApp/Controls/DarkListBox.cs | 164 +- .../TestApp/Controls/DarkSlider.cs | 906 +- .../TestApp/Controls/DarkTabControl.cs | 380 +- .../TestApp/Controls/DarkTextBox.cs | 418 +- .../TestApp/Controls/DarkToolStripRenderer.cs | 170 +- .../TestApp/DarkMessageBox.cs | 358 +- .../TestApp/FormExport.Designer.cs | 402 +- {Triangle.NET => src}/TestApp/FormExport.cs | 164 +- {Triangle.NET => src}/TestApp/FormExport.resx | 238 +- .../TestApp/FormGenerator.Designer.cs | 482 +- .../TestApp/FormGenerator.cs | 300 +- .../TestApp/FormGenerator.resx | 238 +- .../TestApp/FormLog.Designer.cs | 178 +- {Triangle.NET => src}/TestApp/FormLog.cs | 278 +- {Triangle.NET => src}/TestApp/FormLog.resx | 238 +- .../TestApp/FormMain.Designer.cs | 836 +- {Triangle.NET => src}/TestApp/FormMain.cs | 1590 ++-- {Triangle.NET => src}/TestApp/FormMain.resx | 244 +- .../TestApp/FormTopology.Designer.cs | 222 +- {Triangle.NET => src}/TestApp/FormTopology.cs | 228 +- .../TestApp/FormTopology.resx | 238 +- .../TestApp/Generators/BaseGenerator.cs | 316 +- .../TestApp/Generators/BoxWithHole.cs | 102 +- .../TestApp/Generators/CircleWithHole.cs | 128 +- .../TestApp/Generators/IGenerator.cs | 46 +- .../TestApp/Generators/RandomPoints.cs | 110 +- .../TestApp/Generators/RandomPointsCircle.cs | 200 +- .../TestApp/Generators/RingPolygon.cs | 200 +- .../TestApp/Generators/StarInBox.cs | 126 +- .../TestApp/GenericEventArgs.cs | 38 +- .../TestApp/IO/FileProcessor.cs | 252 +- .../TestApp/IO/Formats/JsonFile.cs | 1146 +-- .../TestApp/IO/Formats/TriangleFile.cs | 166 +- {Triangle.NET => src}/TestApp/IO/IMeshFile.cs | 66 +- .../TestApp/IO/ImageWriter.cs | 176 +- .../TestApp/IO/JsonParser.cs | 816 +- .../TestApp/Mesh Explorer.csproj | 394 +- {Triangle.NET => src}/TestApp/Program.cs | 42 +- .../TestApp/Properties/AssemblyInfo.cs | 72 +- {Triangle.NET => src}/TestApp/Settings.cs | 156 +- .../Topology/TopologyControlView.Designer.cs | 718 +- .../TestApp/Topology/TopologyControlView.cs | 166 +- .../TestApp/Topology/TopologyControlView.resx | 238 +- .../TestApp/Topology/TopologyRenderControl.cs | 298 +- .../TestApp/Topology/TopologyRenderer.cs | 566 +- {Triangle.NET => src}/TestApp/Util.cs | 158 +- .../TestApp/Views/AboutView.Designer.cs | 290 +- .../TestApp/Views/AboutView.cs | 94 +- .../TestApp/Views/AboutView.resx | 238 +- {Triangle.NET => src}/TestApp/Views/IView.cs | 52 +- .../TestApp/Views/MeshControlView.Designer.cs | 578 +- .../TestApp/Views/MeshControlView.cs | 182 +- .../TestApp/Views/MeshControlView.resx | 238 +- .../TestApp/Views/StatisticView.Designer.cs | 966 +- .../TestApp/Views/StatisticView.cs | 218 +- .../TestApp/Views/StatisticView.resx | 238 +- .../Triangle.Rendering/BoundingBox.cs | 136 +- .../Triangle.Rendering/Buffer/BufferBase.cs | 82 +- .../Triangle.Rendering/Buffer/ColorBuffer.cs | 58 +- .../Triangle.Rendering/Buffer/IBuffer.cs | 68 +- .../Triangle.Rendering/Buffer/IndexBuffer.cs | 60 +- .../Triangle.Rendering/Buffer/VertexBuffer.cs | 60 +- .../Triangle.Rendering/ColorManager.cs | 362 +- .../Triangle.Rendering/ExtensionMethods.cs | 52 +- .../GDI/FunctionRenderer.cs | 202 +- .../Triangle.Rendering/GDI/ImageRenderer.cs | 308 +- .../Triangle.Rendering/GDI/LayerRenderer.cs | 236 +- .../Triangle.Rendering/GDI/MeshRenderer.cs | 346 +- .../GDI/Native/GradientFillMode.cs | 70 +- .../GDI/Native/GradientRect.cs | 56 +- .../GDI/Native/GradientTriangle.cs | 64 +- .../GDI/Native/NativeMethods.cs | 178 +- .../GDI/Native/TriVertex.cs | 90 +- .../Triangle.Rendering/GDI/RenderControl.cs | 504 +- .../Triangle.Rendering/IRenderContext.cs | 64 +- .../Triangle.Rendering/IRenderControl.cs | 52 +- .../Triangle.Rendering/IRenderLayer.cs | 88 +- .../Triangle.Rendering/IRenderer.cs | 20 +- .../Triangle.Rendering/Projection.cs | 542 +- .../Properties/AssemblyInfo.cs | 72 +- .../Triangle.Rendering/RenderContext.cs | 324 +- .../Triangle.Rendering/RenderLayer.cs | 376 +- .../Triangle.Rendering/RenderManager.cs | 264 +- .../Triangle.Rendering/Text/EdgeIterator.cs | 116 +- .../Triangle.Rendering/Text/EpsDocument.cs | 416 +- .../Triangle.Rendering/Text/EpsImage.cs | 314 +- .../Text/FormattingStreamWriter.cs | 146 +- .../Triangle.Rendering/Text/PageSize.cs | 162 +- .../Triangle.Rendering/Text/SvgImage.cs | 508 +- .../Triangle.Rendering.csproj | 194 +- .../Triangle.Rendering/Util/BufferHelper.cs | 284 +- .../Triangle.Rendering/Util/ColorMap.cs | 224 +- .../Util/ReflectionHelper.cs | 162 +- {Triangle.NET => src}/Triangle.sln | 138 +- {Triangle.NET => src}/Triangle/Behavior.cs | 496 +- .../Triangle/Configuration.cs | 88 +- {Triangle.NET => src}/Triangle/Enums.cs | 92 +- .../Triangle/Geometry/Contour.cs | 492 +- .../Triangle/Geometry/Edge.cs | 116 +- .../Triangle/Geometry/ExtensionMethods.cs | 286 +- .../Triangle/Geometry/IEdge.cs | 58 +- .../Triangle/Geometry/IPolygon.cs | 186 +- .../Triangle/Geometry/ISegment.cs | 52 +- .../Triangle/Geometry/ITriangle.cs | 138 +- .../Triangle/Geometry/Point.cs | 360 +- .../Triangle/Geometry/Polygon.cs | 366 +- .../Triangle/Geometry/Rectangle.cs | 378 +- .../Triangle/Geometry/RegionPointer.cs | 126 +- .../Triangle/Geometry/Segment.cs | 184 +- .../Triangle/Geometry/Vertex.cs | 250 +- .../Triangle/IO/DebugWriter.cs | 526 +- .../Triangle/IO/FileProcessor.cs | 252 +- .../Triangle/IO/IFileFormat.cs | 26 +- .../Triangle/IO/IMeshFormat.cs | 76 +- .../Triangle/IO/IPolygonFormat.cs | 76 +- .../Triangle/IO/InputTriangle.cs | 170 +- .../Triangle/IO/TriangleFormat.cs | 184 +- .../Triangle/IO/TriangleReader.cs | 1482 +-- .../Triangle/IO/TriangleWriter.cs | 918 +- {Triangle.NET => src}/Triangle/IPredicates.cs | 44 +- {Triangle.NET => src}/Triangle/Log.cs | 168 +- .../Triangle/Logging/ILog.cs | 68 +- .../Triangle/Logging/ILogItem.cs | 42 +- .../Triangle/Logging/LogItem.cs | 106 +- {Triangle.NET => src}/Triangle/Mesh.cs | 3536 +++---- .../Triangle/MeshValidator.cs | 430 +- .../Triangle/Meshing/Algorithm/Dwyer.cs | 1388 +-- .../Triangle/Meshing/Algorithm/Incremental.cs | 382 +- .../Triangle/Meshing/Algorithm/SweepLine.cs | 1616 ++-- .../Triangle/Meshing/ConstraintMesher.cs | 2456 ++--- .../Triangle/Meshing/ConstraintOptions.cs | 80 +- .../Triangle/Meshing/Converter.cs | 974 +- .../Triangle/Meshing/Data/BadSubseg.cs | 72 +- .../Triangle/Meshing/Data/BadTriQueue.cs | 388 +- .../Triangle/Meshing/Data/BadTriangle.cs | 68 +- .../Triangle/Meshing/GenericMesher.cs | 466 +- .../Triangle/Meshing/IConstraintMesher.cs | 52 +- .../Triangle/Meshing/IMesh.cs | 114 +- .../Triangle/Meshing/IQualityMesher.cs | 56 +- .../Triangle/Meshing/ITriangulator.cs | 50 +- .../Meshing/Iterators/EdgeIterator.cs | 202 +- .../Meshing/Iterators/RegionIterator.cs | 270 +- .../Meshing/Iterators/VertexCirculator.cs | 200 +- .../Triangle/Meshing/QualityMesher.cs | 1796 ++-- .../Triangle/Meshing/QualityOptions.cs | 110 +- {Triangle.NET => src}/Triangle/NewLocation.cs | 8228 ++++++++--------- .../Triangle/Properties/AssemblyInfo.cs | 72 +- .../Triangle/RobustPredicates.cs | 2692 +++--- .../Triangle/Smoothing/ISmoother.cs | 36 +- .../Triangle/Smoothing/SimpleSmoother.cs | 340 +- .../Triangle/Smoothing/VoronoiFactory.cs | 402 +- .../Triangle/Tools/AdjacencyMatrix.cs | 570 +- .../Triangle/Tools/CuthillMcKee.cs | 1370 +-- .../Triangle/Tools/Interpolation.cs | 210 +- .../Triangle/Tools/IntersectionHelper.cs | 450 +- .../Triangle/Tools/PolygonValidator.cs | 490 +- .../Triangle/Tools/QualityMeasure.cs | 1082 +-- .../Triangle/Tools/Statistic.cs | 1056 +-- .../Triangle/Tools/TriangleQuadTree.cs | 852 +- .../Triangle/Tools/VertexSorter.cs | 742 +- .../Triangle/Topology/DCEL/DcelMesh.cs | 538 +- .../Triangle/Topology/DCEL/Face.cs | 224 +- .../Triangle/Topology/DCEL/HalfEdge.cs | 202 +- .../Triangle/Topology/DCEL/Vertex.cs | 136 +- .../Triangle/Topology/Osub.cs | 512 +- .../Triangle/Topology/Otri.cs | 962 +- .../Triangle/Topology/SubSegment.cs | 192 +- .../Triangle/Topology/Triangle.cs | 256 +- .../Triangle/Triangle.csproj | 276 +- .../Triangle/TriangleLocator.cs | 726 +- .../Triangle/TrianglePool.cs | 610 +- .../Triangle/TriangleSampler.cs | 170 +- .../Triangle/Voronoi/BoundedVoronoi.cs | 364 +- .../Triangle/Voronoi/DefaultVoronoiFactory.cs | 70 +- .../Triangle/Voronoi/IVoronoiFactory.cs | 36 +- .../Voronoi/Legacy/BoundedVoronoiLegacy.cs | 1384 +-- .../Triangle/Voronoi/Legacy/IVoronoi.cs | 64 +- .../Triangle/Voronoi/Legacy/SimpleVoronoi.cs | 612 +- .../Triangle/Voronoi/Legacy/VoronoiRegion.cs | 222 +- .../Triangle/Voronoi/StandardVoronoi.cs | 132 +- .../Triangle/Voronoi/VoronoiBase.cs | 582 +- 185 files changed, 38090 insertions(+), 38090 deletions(-) rename {Triangle.NET => src}/TestApp/Controls/AngleHistogram.cs (96%) rename {Triangle.NET => src}/TestApp/Controls/ColorScheme.cs (97%) rename {Triangle.NET => src}/TestApp/Controls/DarkButton.cs (97%) rename {Triangle.NET => src}/TestApp/Controls/DarkCheckBox.cs (97%) rename {Triangle.NET => src}/TestApp/Controls/DarkListBox.cs (96%) rename {Triangle.NET => src}/TestApp/Controls/DarkSlider.cs (97%) rename {Triangle.NET => src}/TestApp/Controls/DarkTabControl.cs (96%) rename {Triangle.NET => src}/TestApp/Controls/DarkTextBox.cs (96%) rename {Triangle.NET => src}/TestApp/Controls/DarkToolStripRenderer.cs (97%) rename {Triangle.NET => src}/TestApp/DarkMessageBox.cs (97%) rename {Triangle.NET => src}/TestApp/FormExport.Designer.cs (97%) rename {Triangle.NET => src}/TestApp/FormExport.cs (96%) rename {Triangle.NET => src}/TestApp/FormExport.resx (97%) rename {Triangle.NET => src}/TestApp/FormGenerator.Designer.cs (97%) rename {Triangle.NET => src}/TestApp/FormGenerator.cs (96%) rename {Triangle.NET => src}/TestApp/FormGenerator.resx (97%) rename {Triangle.NET => src}/TestApp/FormLog.Designer.cs (97%) rename {Triangle.NET => src}/TestApp/FormLog.cs (96%) rename {Triangle.NET => src}/TestApp/FormLog.resx (97%) rename {Triangle.NET => src}/TestApp/FormMain.Designer.cs (98%) rename {Triangle.NET => src}/TestApp/FormMain.cs (96%) rename {Triangle.NET => src}/TestApp/FormMain.resx (97%) rename {Triangle.NET => src}/TestApp/FormTopology.Designer.cs (97%) rename {Triangle.NET => src}/TestApp/FormTopology.cs (96%) rename {Triangle.NET => src}/TestApp/FormTopology.resx (97%) rename {Triangle.NET => src}/TestApp/Generators/BaseGenerator.cs (96%) rename {Triangle.NET => src}/TestApp/Generators/BoxWithHole.cs (96%) rename {Triangle.NET => src}/TestApp/Generators/CircleWithHole.cs (96%) rename {Triangle.NET => src}/TestApp/Generators/IGenerator.cs (97%) rename {Triangle.NET => src}/TestApp/Generators/RandomPoints.cs (96%) rename {Triangle.NET => src}/TestApp/Generators/RandomPointsCircle.cs (96%) rename {Triangle.NET => src}/TestApp/Generators/RingPolygon.cs (96%) rename {Triangle.NET => src}/TestApp/Generators/StarInBox.cs (96%) rename {Triangle.NET => src}/TestApp/GenericEventArgs.cs (94%) rename {Triangle.NET => src}/TestApp/IO/FileProcessor.cs (96%) rename {Triangle.NET => src}/TestApp/IO/Formats/JsonFile.cs (96%) rename {Triangle.NET => src}/TestApp/IO/Formats/TriangleFile.cs (96%) rename {Triangle.NET => src}/TestApp/IO/IMeshFile.cs (97%) rename {Triangle.NET => src}/TestApp/IO/ImageWriter.cs (96%) rename {Triangle.NET => src}/TestApp/IO/JsonParser.cs (96%) rename {Triangle.NET => src}/TestApp/Mesh Explorer.csproj (97%) rename {Triangle.NET => src}/TestApp/Program.cs (95%) rename {Triangle.NET => src}/TestApp/Properties/AssemblyInfo.cs (97%) rename {Triangle.NET => src}/TestApp/Settings.cs (97%) rename {Triangle.NET => src}/TestApp/Topology/TopologyControlView.Designer.cs (97%) rename {Triangle.NET => src}/TestApp/Topology/TopologyControlView.cs (96%) rename {Triangle.NET => src}/TestApp/Topology/TopologyControlView.resx (97%) rename {Triangle.NET => src}/TestApp/Topology/TopologyRenderControl.cs (96%) rename {Triangle.NET => src}/TestApp/Topology/TopologyRenderer.cs (96%) rename {Triangle.NET => src}/TestApp/Util.cs (96%) rename {Triangle.NET => src}/TestApp/Views/AboutView.Designer.cs (97%) rename {Triangle.NET => src}/TestApp/Views/AboutView.cs (95%) rename {Triangle.NET => src}/TestApp/Views/AboutView.resx (97%) rename {Triangle.NET => src}/TestApp/Views/IView.cs (96%) rename {Triangle.NET => src}/TestApp/Views/MeshControlView.Designer.cs (97%) rename {Triangle.NET => src}/TestApp/Views/MeshControlView.cs (95%) rename {Triangle.NET => src}/TestApp/Views/MeshControlView.resx (97%) rename {Triangle.NET => src}/TestApp/Views/StatisticView.Designer.cs (97%) rename {Triangle.NET => src}/TestApp/Views/StatisticView.cs (96%) rename {Triangle.NET => src}/TestApp/Views/StatisticView.resx (97%) rename {Triangle.NET => src}/Triangle.Rendering/BoundingBox.cs (95%) rename {Triangle.NET => src}/Triangle.Rendering/Buffer/BufferBase.cs (95%) rename {Triangle.NET => src}/Triangle.Rendering/Buffer/ColorBuffer.cs (95%) rename {Triangle.NET => src}/Triangle.Rendering/Buffer/IBuffer.cs (95%) rename {Triangle.NET => src}/Triangle.Rendering/Buffer/IndexBuffer.cs (95%) rename {Triangle.NET => src}/Triangle.Rendering/Buffer/VertexBuffer.cs (95%) rename {Triangle.NET => src}/Triangle.Rendering/ColorManager.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/ExtensionMethods.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/GDI/FunctionRenderer.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/GDI/ImageRenderer.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/GDI/LayerRenderer.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/GDI/MeshRenderer.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/GDI/Native/GradientFillMode.cs (97%) rename {Triangle.NET => src}/Triangle.Rendering/GDI/Native/GradientRect.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/GDI/Native/GradientTriangle.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/GDI/Native/NativeMethods.cs (98%) rename {Triangle.NET => src}/Triangle.Rendering/GDI/Native/TriVertex.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/GDI/RenderControl.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/IRenderContext.cs (95%) rename {Triangle.NET => src}/Triangle.Rendering/IRenderControl.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/IRenderLayer.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/IRenderer.cs (93%) rename {Triangle.NET => src}/Triangle.Rendering/Projection.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/Properties/AssemblyInfo.cs (97%) rename {Triangle.NET => src}/Triangle.Rendering/RenderContext.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/RenderLayer.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/RenderManager.cs (95%) rename {Triangle.NET => src}/Triangle.Rendering/Text/EdgeIterator.cs (97%) rename {Triangle.NET => src}/Triangle.Rendering/Text/EpsDocument.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/Text/EpsImage.cs (97%) rename {Triangle.NET => src}/Triangle.Rendering/Text/FormattingStreamWriter.cs (97%) rename {Triangle.NET => src}/Triangle.Rendering/Text/PageSize.cs (95%) rename {Triangle.NET => src}/Triangle.Rendering/Text/SvgImage.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/Triangle.Rendering.csproj (97%) rename {Triangle.NET => src}/Triangle.Rendering/Util/BufferHelper.cs (96%) rename {Triangle.NET => src}/Triangle.Rendering/Util/ColorMap.cs (95%) rename {Triangle.NET => src}/Triangle.Rendering/Util/ReflectionHelper.cs (96%) rename {Triangle.NET => src}/Triangle.sln (98%) rename {Triangle.NET => src}/Triangle/Behavior.cs (96%) rename {Triangle.NET => src}/Triangle/Configuration.cs (96%) rename {Triangle.NET => src}/Triangle/Enums.cs (97%) rename {Triangle.NET => src}/Triangle/Geometry/Contour.cs (96%) rename {Triangle.NET => src}/Triangle/Geometry/Edge.cs (96%) rename {Triangle.NET => src}/Triangle/Geometry/ExtensionMethods.cs (97%) rename {Triangle.NET => src}/Triangle/Geometry/IEdge.cs (96%) rename {Triangle.NET => src}/Triangle/Geometry/IPolygon.cs (97%) rename {Triangle.NET => src}/Triangle/Geometry/ISegment.cs (97%) rename {Triangle.NET => src}/Triangle/Geometry/ITriangle.cs (96%) rename {Triangle.NET => src}/Triangle/Geometry/Point.cs (95%) rename {Triangle.NET => src}/Triangle/Geometry/Polygon.cs (96%) rename {Triangle.NET => src}/Triangle/Geometry/Rectangle.cs (96%) rename {Triangle.NET => src}/Triangle/Geometry/RegionPointer.cs (97%) rename {Triangle.NET => src}/Triangle/Geometry/Segment.cs (96%) rename {Triangle.NET => src}/Triangle/Geometry/Vertex.cs (96%) rename {Triangle.NET => src}/Triangle/IO/DebugWriter.cs (96%) rename {Triangle.NET => src}/Triangle/IO/FileProcessor.cs (96%) rename {Triangle.NET => src}/Triangle/IO/IFileFormat.cs (96%) rename {Triangle.NET => src}/Triangle/IO/IMeshFormat.cs (97%) rename {Triangle.NET => src}/Triangle/IO/IPolygonFormat.cs (97%) rename {Triangle.NET => src}/Triangle/IO/InputTriangle.cs (95%) rename {Triangle.NET => src}/Triangle/IO/TriangleFormat.cs (96%) rename {Triangle.NET => src}/Triangle/IO/TriangleReader.cs (97%) rename {Triangle.NET => src}/Triangle/IO/TriangleWriter.cs (97%) rename {Triangle.NET => src}/Triangle/IPredicates.cs (97%) rename {Triangle.NET => src}/Triangle/Log.cs (96%) rename {Triangle.NET => src}/Triangle/Logging/ILog.cs (96%) rename {Triangle.NET => src}/Triangle/Logging/ILogItem.cs (96%) rename {Triangle.NET => src}/Triangle/Logging/LogItem.cs (95%) rename {Triangle.NET => src}/Triangle/Mesh.cs (97%) rename {Triangle.NET => src}/Triangle/MeshValidator.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/Algorithm/Dwyer.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/Algorithm/Incremental.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/Algorithm/SweepLine.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/ConstraintMesher.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/ConstraintOptions.cs (96%) rename {Triangle.NET => src}/Triangle/Meshing/Converter.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/Data/BadSubseg.cs (96%) rename {Triangle.NET => src}/Triangle/Meshing/Data/BadTriQueue.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/Data/BadTriangle.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/GenericMesher.cs (96%) rename {Triangle.NET => src}/Triangle/Meshing/IConstraintMesher.cs (96%) rename {Triangle.NET => src}/Triangle/Meshing/IMesh.cs (96%) rename {Triangle.NET => src}/Triangle/Meshing/IQualityMesher.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/ITriangulator.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/Iterators/EdgeIterator.cs (96%) rename {Triangle.NET => src}/Triangle/Meshing/Iterators/RegionIterator.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/Iterators/VertexCirculator.cs (96%) rename {Triangle.NET => src}/Triangle/Meshing/QualityMesher.cs (97%) rename {Triangle.NET => src}/Triangle/Meshing/QualityOptions.cs (97%) rename {Triangle.NET => src}/Triangle/NewLocation.cs (98%) rename {Triangle.NET => src}/Triangle/Properties/AssemblyInfo.cs (97%) rename {Triangle.NET => src}/Triangle/RobustPredicates.cs (98%) rename {Triangle.NET => src}/Triangle/Smoothing/ISmoother.cs (96%) rename {Triangle.NET => src}/Triangle/Smoothing/SimpleSmoother.cs (96%) rename {Triangle.NET => src}/Triangle/Smoothing/VoronoiFactory.cs (95%) rename {Triangle.NET => src}/Triangle/Tools/AdjacencyMatrix.cs (96%) rename {Triangle.NET => src}/Triangle/Tools/CuthillMcKee.cs (97%) rename {Triangle.NET => src}/Triangle/Tools/Interpolation.cs (97%) rename {Triangle.NET => src}/Triangle/Tools/IntersectionHelper.cs (97%) rename {Triangle.NET => src}/Triangle/Tools/PolygonValidator.cs (96%) rename {Triangle.NET => src}/Triangle/Tools/QualityMeasure.cs (96%) rename {Triangle.NET => src}/Triangle/Tools/Statistic.cs (96%) rename {Triangle.NET => src}/Triangle/Tools/TriangleQuadTree.cs (97%) rename {Triangle.NET => src}/Triangle/Tools/VertexSorter.cs (97%) rename {Triangle.NET => src}/Triangle/Topology/DCEL/DcelMesh.cs (96%) rename {Triangle.NET => src}/Triangle/Topology/DCEL/Face.cs (96%) rename {Triangle.NET => src}/Triangle/Topology/DCEL/HalfEdge.cs (96%) rename {Triangle.NET => src}/Triangle/Topology/DCEL/Vertex.cs (96%) rename {Triangle.NET => src}/Triangle/Topology/Osub.cs (96%) rename {Triangle.NET => src}/Triangle/Topology/Otri.cs (96%) rename {Triangle.NET => src}/Triangle/Topology/SubSegment.cs (96%) rename {Triangle.NET => src}/Triangle/Topology/Triangle.cs (96%) rename {Triangle.NET => src}/Triangle/Triangle.csproj (97%) rename {Triangle.NET => src}/Triangle/TriangleLocator.cs (97%) rename {Triangle.NET => src}/Triangle/TrianglePool.cs (96%) rename {Triangle.NET => src}/Triangle/TriangleSampler.cs (96%) rename {Triangle.NET => src}/Triangle/Voronoi/BoundedVoronoi.cs (96%) rename {Triangle.NET => src}/Triangle/Voronoi/DefaultVoronoiFactory.cs (95%) rename {Triangle.NET => src}/Triangle/Voronoi/IVoronoiFactory.cs (95%) rename {Triangle.NET => src}/Triangle/Voronoi/Legacy/BoundedVoronoiLegacy.cs (97%) rename {Triangle.NET => src}/Triangle/Voronoi/Legacy/IVoronoi.cs (96%) rename {Triangle.NET => src}/Triangle/Voronoi/Legacy/SimpleVoronoi.cs (96%) rename {Triangle.NET => src}/Triangle/Voronoi/Legacy/VoronoiRegion.cs (96%) rename {Triangle.NET => src}/Triangle/Voronoi/StandardVoronoi.cs (97%) rename {Triangle.NET => src}/Triangle/Voronoi/VoronoiBase.cs (97%) diff --git a/Triangle.NET/TestApp/Controls/AngleHistogram.cs b/src/TestApp/Controls/AngleHistogram.cs similarity index 96% rename from Triangle.NET/TestApp/Controls/AngleHistogram.cs rename to src/TestApp/Controls/AngleHistogram.cs index 3837e40..fa50c3f 100644 --- a/Triangle.NET/TestApp/Controls/AngleHistogram.cs +++ b/src/TestApp/Controls/AngleHistogram.cs @@ -1,207 +1,207 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Controls -{ - using System; - using System.Collections.Generic; - using System.Text; - using System.Drawing; - using System.Drawing.Drawing2D; - using System.Windows.Forms; - using System.Drawing.Text; - - /// - /// Displays an angle histogram. - /// - /// - /// The angle histogram is divided into two parts: the minimum angles - /// on the left side (0 to 60 degrees) and the maximum angles on the - /// right (60 to 180 degrees). - /// - public class AngleHistogram : Control - { - #region Designer - - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Component Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - components = new System.ComponentModel.Container(); - } - - #endregion - - #endregion - - int[] maxAngles; - int[] minAngles; - - Brush fillBlue1 = new SolidBrush(Color.FromArgb(60, 100, 140)); - Brush fillBlue2 = new SolidBrush(Color.FromArgb(110, 150, 200)); - - Brush textBack = new SolidBrush(Color.FromArgb(72, 0, 0, 0)); - - // The maximum number of angles - int maxAngleCount = 0; - - /// - /// Initializes a new instance of the control. - /// - public AngleHistogram() - { - this.BackColor = ColorScheme.ColorGray78; - InitializeComponent(); - } - - /// - /// Updates the histogram data and invalidates the control. - /// - public void SetData(int[] dataMin, int[] dataMax) - { - maxAngleCount = 0; - - this.minAngles = dataMin; - this.maxAngles = dataMax; - - ParseData(dataMin); - ParseData(dataMax); - - if (maxAngleCount == 0) - { - this.maxAngles = null; - return; - } - - this.Invalidate(); - } - - private void ParseData(int[] data) - { - if (data != null) - { - for (int i = 0; i < data.Length; i++) - { - if (data[i] > maxAngleCount) - { - maxAngleCount = data[i]; - } - } - } - } - - int padding = 1; - int paddingBottom = 0; - int paddingTop = 15; - - private void DrawHistogram(Graphics g, int offset, int left, int size, int[] data, Brush brush, Brush brushTop) - { - int count = maxAngleCount; - int totalHeight = this.Height - paddingBottom - paddingTop; - - int n = offset == 0 ? data.Length / 3 : data.Length; - float value = 0; - - for (int i = offset; i < n; i++) - { - if (data[i] > 0) - { - // Scale to control height - value = totalHeight * data[i] / count; - - // Fill bar - g.FillRectangle(brush, - left + i * size, this.Height - paddingBottom - value, - size - 1, value); - - // Draw top of bar (just a little effect ...) - if (value > 2) - { - g.FillRectangle(brushTop, - left + i * size, this.Height - paddingBottom - value, - size - 1, 2); - } - } - } - } - - /// - /// Draws the labels on the bottom. - /// - private void DrawStrings(Graphics g, SizeF fSize, int size, int middle) - { - int fHeight = (int)(fSize.Height + 2); - g.FillRectangle(textBack, 0, this.Height - fHeight, this.Width, fHeight); - - g.DrawString("0", this.Font, Brushes.White, padding, this.Height - fSize.Height - 1); - g.DrawString("60", this.Font, Brushes.White, - this.minAngles.Length * size / 3.0f - 2 * fSize.Width, - this.Height - fSize.Height - 1); - - g.DrawString("60", this.Font, Brushes.White, middle, this.Height - fSize.Height - 1); - g.DrawString("180", this.Font, Brushes.White, - this.Width - 3 * fSize.Width, - this.Height - fSize.Height - 1); - } - - protected override void OnPaint(PaintEventArgs e) - { - Graphics g = e.Graphics; - - g.FillRectangle(new SolidBrush(this.BackColor), this.ClientRectangle); - - if (this.minAngles == null || this.maxAngles == null) - { - return; - } - - SizeF fSize = g.MeasureString("0", this.Font, this.Width); - - int n = this.minAngles.Length; - - // Hack --- TODO: Change stats class - if (n != this.maxAngles.Length) - { - n = this.minAngles.Length + this.maxAngles.Length; - } - - // Each bar takes up this space - int size = (this.Width - 2 * padding) / (n + 1); - - // Make pixel align - int middle = this.Width - padding - n * size; - - DrawHistogram(g, 0, padding, size, this.minAngles, Brushes.DarkGreen, Brushes.Green); - DrawHistogram(g, n / 3, middle, size, this.maxAngles, fillBlue1, fillBlue2); - - g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; - - DrawStrings(g, fSize, size, middle + n / 3 * size); - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Controls +{ + using System; + using System.Collections.Generic; + using System.Text; + using System.Drawing; + using System.Drawing.Drawing2D; + using System.Windows.Forms; + using System.Drawing.Text; + + /// + /// Displays an angle histogram. + /// + /// + /// The angle histogram is divided into two parts: the minimum angles + /// on the left side (0 to 60 degrees) and the maximum angles on the + /// right (60 to 180 degrees). + /// + public class AngleHistogram : Control + { + #region Designer + + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Component Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + components = new System.ComponentModel.Container(); + } + + #endregion + + #endregion + + int[] maxAngles; + int[] minAngles; + + Brush fillBlue1 = new SolidBrush(Color.FromArgb(60, 100, 140)); + Brush fillBlue2 = new SolidBrush(Color.FromArgb(110, 150, 200)); + + Brush textBack = new SolidBrush(Color.FromArgb(72, 0, 0, 0)); + + // The maximum number of angles + int maxAngleCount = 0; + + /// + /// Initializes a new instance of the control. + /// + public AngleHistogram() + { + this.BackColor = ColorScheme.ColorGray78; + InitializeComponent(); + } + + /// + /// Updates the histogram data and invalidates the control. + /// + public void SetData(int[] dataMin, int[] dataMax) + { + maxAngleCount = 0; + + this.minAngles = dataMin; + this.maxAngles = dataMax; + + ParseData(dataMin); + ParseData(dataMax); + + if (maxAngleCount == 0) + { + this.maxAngles = null; + return; + } + + this.Invalidate(); + } + + private void ParseData(int[] data) + { + if (data != null) + { + for (int i = 0; i < data.Length; i++) + { + if (data[i] > maxAngleCount) + { + maxAngleCount = data[i]; + } + } + } + } + + int padding = 1; + int paddingBottom = 0; + int paddingTop = 15; + + private void DrawHistogram(Graphics g, int offset, int left, int size, int[] data, Brush brush, Brush brushTop) + { + int count = maxAngleCount; + int totalHeight = this.Height - paddingBottom - paddingTop; + + int n = offset == 0 ? data.Length / 3 : data.Length; + float value = 0; + + for (int i = offset; i < n; i++) + { + if (data[i] > 0) + { + // Scale to control height + value = totalHeight * data[i] / count; + + // Fill bar + g.FillRectangle(brush, + left + i * size, this.Height - paddingBottom - value, + size - 1, value); + + // Draw top of bar (just a little effect ...) + if (value > 2) + { + g.FillRectangle(brushTop, + left + i * size, this.Height - paddingBottom - value, + size - 1, 2); + } + } + } + } + + /// + /// Draws the labels on the bottom. + /// + private void DrawStrings(Graphics g, SizeF fSize, int size, int middle) + { + int fHeight = (int)(fSize.Height + 2); + g.FillRectangle(textBack, 0, this.Height - fHeight, this.Width, fHeight); + + g.DrawString("0", this.Font, Brushes.White, padding, this.Height - fSize.Height - 1); + g.DrawString("60", this.Font, Brushes.White, + this.minAngles.Length * size / 3.0f - 2 * fSize.Width, + this.Height - fSize.Height - 1); + + g.DrawString("60", this.Font, Brushes.White, middle, this.Height - fSize.Height - 1); + g.DrawString("180", this.Font, Brushes.White, + this.Width - 3 * fSize.Width, + this.Height - fSize.Height - 1); + } + + protected override void OnPaint(PaintEventArgs e) + { + Graphics g = e.Graphics; + + g.FillRectangle(new SolidBrush(this.BackColor), this.ClientRectangle); + + if (this.minAngles == null || this.maxAngles == null) + { + return; + } + + SizeF fSize = g.MeasureString("0", this.Font, this.Width); + + int n = this.minAngles.Length; + + // Hack --- TODO: Change stats class + if (n != this.maxAngles.Length) + { + n = this.minAngles.Length + this.maxAngles.Length; + } + + // Each bar takes up this space + int size = (this.Width - 2 * padding) / (n + 1); + + // Make pixel align + int middle = this.Width - padding - n * size; + + DrawHistogram(g, 0, padding, size, this.minAngles, Brushes.DarkGreen, Brushes.Green); + DrawHistogram(g, n / 3, middle, size, this.maxAngles, fillBlue1, fillBlue2); + + g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; + + DrawStrings(g, fSize, size, middle + n / 3 * size); + } + } +} diff --git a/Triangle.NET/TestApp/Controls/ColorScheme.cs b/src/TestApp/Controls/ColorScheme.cs similarity index 97% rename from Triangle.NET/TestApp/Controls/ColorScheme.cs rename to src/TestApp/Controls/ColorScheme.cs index 3486b90..ec6946c 100644 --- a/Triangle.NET/TestApp/Controls/ColorScheme.cs +++ b/src/TestApp/Controls/ColorScheme.cs @@ -1,38 +1,38 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Controls -{ - using System; - using System.Collections.Generic; - using System.Linq; - using System.Text; - using System.Drawing; - - /// - /// Dark user interface color scheme. - /// - public static class ColorScheme - { - public static Color ColorGray13 = Color.FromArgb(13, 13, 13); - public static Color ColorGray46 = Color.FromArgb(46, 46, 46); - public static Color ColorGray64 = Color.FromArgb(64, 64, 64); - public static Color ColorGray68 = Color.FromArgb(68, 68, 68); - public static Color ColorGray78 = Color.FromArgb(78, 78, 78); - public static Color ColorGray89 = Color.FromArgb(89, 89, 89); - public static Color ColorGray98 = Color.FromArgb(98, 98, 98); - public static Color ColorGray107 = Color.FromArgb(107, 107, 107); - public static Color ColorGray110 = Color.FromArgb(110, 110, 110); - public static Color ColorGray122 = Color.FromArgb(122, 122, 122); - - public static Brush BrushGray68 = new SolidBrush(ColorGray68); - public static Brush BrushGray78 = new SolidBrush(ColorGray78); - - // Linear gradient horizontal - public static Brush SliderBorderBrush = new SolidBrush(ColorGray46); - public static Brush SliderFillBrush = new SolidBrush(ColorGray89); - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Controls +{ + using System; + using System.Collections.Generic; + using System.Linq; + using System.Text; + using System.Drawing; + + /// + /// Dark user interface color scheme. + /// + public static class ColorScheme + { + public static Color ColorGray13 = Color.FromArgb(13, 13, 13); + public static Color ColorGray46 = Color.FromArgb(46, 46, 46); + public static Color ColorGray64 = Color.FromArgb(64, 64, 64); + public static Color ColorGray68 = Color.FromArgb(68, 68, 68); + public static Color ColorGray78 = Color.FromArgb(78, 78, 78); + public static Color ColorGray89 = Color.FromArgb(89, 89, 89); + public static Color ColorGray98 = Color.FromArgb(98, 98, 98); + public static Color ColorGray107 = Color.FromArgb(107, 107, 107); + public static Color ColorGray110 = Color.FromArgb(110, 110, 110); + public static Color ColorGray122 = Color.FromArgb(122, 122, 122); + + public static Brush BrushGray68 = new SolidBrush(ColorGray68); + public static Brush BrushGray78 = new SolidBrush(ColorGray78); + + // Linear gradient horizontal + public static Brush SliderBorderBrush = new SolidBrush(ColorGray46); + public static Brush SliderFillBrush = new SolidBrush(ColorGray89); + } +} diff --git a/Triangle.NET/TestApp/Controls/DarkButton.cs b/src/TestApp/Controls/DarkButton.cs similarity index 97% rename from Triangle.NET/TestApp/Controls/DarkButton.cs rename to src/TestApp/Controls/DarkButton.cs index 69d4f07..92d8a8a 100644 --- a/Triangle.NET/TestApp/Controls/DarkButton.cs +++ b/src/TestApp/Controls/DarkButton.cs @@ -1,190 +1,190 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Controls -{ - using System; - using System.Collections.Generic; - using System.ComponentModel; - using System.Drawing; - using System.Drawing.Drawing2D; - using System.Text; - using System.Windows.Forms; - - public class DarkButton : Button - { - #region Designer - - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Component Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - components = new System.ComponentModel.Container(); - } - - #endregion - - #endregion - - enum eButtonState { Normal, MouseOver, Down } - eButtonState m_State = eButtonState.Normal; - - // Make sure the control is invalidated when the text is changed. - public override string Text - { - get { return base.Text; } - set { base.Text = value; this.Invalidate(); } - } - - /// - /// Initializes a new instance of the control. - /// - public DarkButton() - { - InitializeComponent(); - } - - #region Control overrides - - protected override void OnPaint(PaintEventArgs e) - { - e.Graphics.SmoothingMode = SmoothingMode.HighQuality; - e.Graphics.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit; - - float down = 0.0f; - - // Colors and brushes - Pen brushBorder = null; - LinearGradientMode mode = LinearGradientMode.Vertical; - LinearGradientBrush brushOuter = null; - LinearGradientBrush brushInner = null; - - Rectangle newRect = new Rectangle(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width - 1, ClientRectangle.Height - 1); - Color text_color = Color.White; - - if (Enabled) - { - if (base.Focused) - brushBorder = new Pen(Color.FromArgb(24, 24, 24), 1f); - else - brushBorder = new Pen(Color.FromArgb(56, 56, 56), 1f); - - switch (m_State) - { - case eButtonState.Normal: - brushOuter = new LinearGradientBrush(newRect, Color.FromArgb(123, 123, 123), Color.FromArgb(77, 77, 77), mode); - brushInner = new LinearGradientBrush(newRect, Color.FromArgb(104, 104, 104), Color.FromArgb(71, 71, 71), mode); - e.Graphics.FillRectangle(brushOuter, newRect); - newRect.Inflate(-1, -1); - e.Graphics.FillRectangle(brushInner, newRect); - newRect.Inflate(1, 1); - break; - - case eButtonState.MouseOver: - brushOuter = new LinearGradientBrush(newRect, Color.FromArgb(140, 140, 140), Color.FromArgb(87, 87, 87), mode); - brushInner = new LinearGradientBrush(newRect, Color.FromArgb(118, 118, 118), Color.FromArgb(81, 81, 81), mode); - e.Graphics.FillRectangle(brushOuter, newRect); - newRect.Inflate(-1, -1); - e.Graphics.FillRectangle(brushInner, newRect); - newRect.Inflate(1, 1); - break; - - case eButtonState.Down: - down = 1.0f; - brushOuter = new LinearGradientBrush(newRect, Color.FromArgb(108, 108, 108), Color.FromArgb(68, 68, 68), mode); - brushInner = new LinearGradientBrush(newRect, Color.FromArgb(92, 92, 92), Color.FromArgb(62, 62, 62), mode); - e.Graphics.FillRectangle(brushOuter, newRect); - newRect.Inflate(-1, -1); - e.Graphics.FillRectangle(brushInner, newRect); - newRect.Inflate(1, 1); - break; - } - - e.Graphics.DrawRectangle(brushBorder, newRect); - } - else - { - text_color = Color.FromArgb(110, 110, 110); - brushBorder = new Pen(Color.FromArgb(48, 48, 48), 1f); - brushOuter = new LinearGradientBrush(newRect, Color.FromArgb(82, 82, 82), Color.FromArgb(67, 67, 67), mode); - brushInner = new LinearGradientBrush(newRect, Color.FromArgb(76, 76, 76), Color.FromArgb(65, 65, 65), mode); - e.Graphics.FillRectangle(brushOuter, newRect); - newRect.Inflate(-1, -1); - e.Graphics.FillRectangle(brushInner, newRect); - newRect.Inflate(1, 1); - e.Graphics.DrawRectangle(brushBorder, newRect); - } - - - string largetext = this.Text; - - SizeF szL = e.Graphics.MeasureString(this.Text, base.Font, this.Width); - if (Enabled) - { - e.Graphics.DrawString(largetext, base.Font, Brushes.Black, - new RectangleF(new PointF((this.Width - szL.Width) / 2, (this.Height - szL.Height) / 2 + 1 + down), szL)); - } - e.Graphics.DrawString(largetext, base.Font, new SolidBrush(text_color), - new RectangleF(new PointF((this.Width - szL.Width) / 2, (this.Height - szL.Height) / 2 + down), szL)); - - brushOuter.Dispose(); - brushInner.Dispose(); - brushBorder.Dispose(); - } - - protected override void OnMouseLeave(System.EventArgs e) - { - m_State = eButtonState.Normal; - this.Invalidate(); - base.OnMouseLeave(e); - } - - protected override void OnMouseEnter(System.EventArgs e) - { - m_State = eButtonState.MouseOver; - this.Invalidate(); - base.OnMouseEnter(e); - } - - protected override void OnMouseUp(System.Windows.Forms.MouseEventArgs e) - { - m_State = eButtonState.MouseOver; - this.Invalidate(); - base.OnMouseUp(e); - } - - protected override void OnMouseDown(System.Windows.Forms.MouseEventArgs e) - { - m_State = eButtonState.Down; - this.Invalidate(); - base.OnMouseDown(e); - } - - #endregion - } +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Controls +{ + using System; + using System.Collections.Generic; + using System.ComponentModel; + using System.Drawing; + using System.Drawing.Drawing2D; + using System.Text; + using System.Windows.Forms; + + public class DarkButton : Button + { + #region Designer + + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Component Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + components = new System.ComponentModel.Container(); + } + + #endregion + + #endregion + + enum eButtonState { Normal, MouseOver, Down } + eButtonState m_State = eButtonState.Normal; + + // Make sure the control is invalidated when the text is changed. + public override string Text + { + get { return base.Text; } + set { base.Text = value; this.Invalidate(); } + } + + /// + /// Initializes a new instance of the control. + /// + public DarkButton() + { + InitializeComponent(); + } + + #region Control overrides + + protected override void OnPaint(PaintEventArgs e) + { + e.Graphics.SmoothingMode = SmoothingMode.HighQuality; + e.Graphics.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit; + + float down = 0.0f; + + // Colors and brushes + Pen brushBorder = null; + LinearGradientMode mode = LinearGradientMode.Vertical; + LinearGradientBrush brushOuter = null; + LinearGradientBrush brushInner = null; + + Rectangle newRect = new Rectangle(ClientRectangle.X, ClientRectangle.Y, ClientRectangle.Width - 1, ClientRectangle.Height - 1); + Color text_color = Color.White; + + if (Enabled) + { + if (base.Focused) + brushBorder = new Pen(Color.FromArgb(24, 24, 24), 1f); + else + brushBorder = new Pen(Color.FromArgb(56, 56, 56), 1f); + + switch (m_State) + { + case eButtonState.Normal: + brushOuter = new LinearGradientBrush(newRect, Color.FromArgb(123, 123, 123), Color.FromArgb(77, 77, 77), mode); + brushInner = new LinearGradientBrush(newRect, Color.FromArgb(104, 104, 104), Color.FromArgb(71, 71, 71), mode); + e.Graphics.FillRectangle(brushOuter, newRect); + newRect.Inflate(-1, -1); + e.Graphics.FillRectangle(brushInner, newRect); + newRect.Inflate(1, 1); + break; + + case eButtonState.MouseOver: + brushOuter = new LinearGradientBrush(newRect, Color.FromArgb(140, 140, 140), Color.FromArgb(87, 87, 87), mode); + brushInner = new LinearGradientBrush(newRect, Color.FromArgb(118, 118, 118), Color.FromArgb(81, 81, 81), mode); + e.Graphics.FillRectangle(brushOuter, newRect); + newRect.Inflate(-1, -1); + e.Graphics.FillRectangle(brushInner, newRect); + newRect.Inflate(1, 1); + break; + + case eButtonState.Down: + down = 1.0f; + brushOuter = new LinearGradientBrush(newRect, Color.FromArgb(108, 108, 108), Color.FromArgb(68, 68, 68), mode); + brushInner = new LinearGradientBrush(newRect, Color.FromArgb(92, 92, 92), Color.FromArgb(62, 62, 62), mode); + e.Graphics.FillRectangle(brushOuter, newRect); + newRect.Inflate(-1, -1); + e.Graphics.FillRectangle(brushInner, newRect); + newRect.Inflate(1, 1); + break; + } + + e.Graphics.DrawRectangle(brushBorder, newRect); + } + else + { + text_color = Color.FromArgb(110, 110, 110); + brushBorder = new Pen(Color.FromArgb(48, 48, 48), 1f); + brushOuter = new LinearGradientBrush(newRect, Color.FromArgb(82, 82, 82), Color.FromArgb(67, 67, 67), mode); + brushInner = new LinearGradientBrush(newRect, Color.FromArgb(76, 76, 76), Color.FromArgb(65, 65, 65), mode); + e.Graphics.FillRectangle(brushOuter, newRect); + newRect.Inflate(-1, -1); + e.Graphics.FillRectangle(brushInner, newRect); + newRect.Inflate(1, 1); + e.Graphics.DrawRectangle(brushBorder, newRect); + } + + + string largetext = this.Text; + + SizeF szL = e.Graphics.MeasureString(this.Text, base.Font, this.Width); + if (Enabled) + { + e.Graphics.DrawString(largetext, base.Font, Brushes.Black, + new RectangleF(new PointF((this.Width - szL.Width) / 2, (this.Height - szL.Height) / 2 + 1 + down), szL)); + } + e.Graphics.DrawString(largetext, base.Font, new SolidBrush(text_color), + new RectangleF(new PointF((this.Width - szL.Width) / 2, (this.Height - szL.Height) / 2 + down), szL)); + + brushOuter.Dispose(); + brushInner.Dispose(); + brushBorder.Dispose(); + } + + protected override void OnMouseLeave(System.EventArgs e) + { + m_State = eButtonState.Normal; + this.Invalidate(); + base.OnMouseLeave(e); + } + + protected override void OnMouseEnter(System.EventArgs e) + { + m_State = eButtonState.MouseOver; + this.Invalidate(); + base.OnMouseEnter(e); + } + + protected override void OnMouseUp(System.Windows.Forms.MouseEventArgs e) + { + m_State = eButtonState.MouseOver; + this.Invalidate(); + base.OnMouseUp(e); + } + + protected override void OnMouseDown(System.Windows.Forms.MouseEventArgs e) + { + m_State = eButtonState.Down; + this.Invalidate(); + base.OnMouseDown(e); + } + + #endregion + } } \ No newline at end of file diff --git a/Triangle.NET/TestApp/Controls/DarkCheckBox.cs b/src/TestApp/Controls/DarkCheckBox.cs similarity index 97% rename from Triangle.NET/TestApp/Controls/DarkCheckBox.cs rename to src/TestApp/Controls/DarkCheckBox.cs index 726d43d..86dbd73 100644 --- a/Triangle.NET/TestApp/Controls/DarkCheckBox.cs +++ b/src/TestApp/Controls/DarkCheckBox.cs @@ -1,239 +1,239 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Controls -{ - using System; - using System.Collections.Generic; - using System.Text; - using System.Drawing; - using System.Drawing.Drawing2D; - using System.Windows.Forms; - using System.Drawing.Text; - - /// - /// Dark checkbox control. - /// - public class DarkCheckBox : ButtonBase - { - #region Designer - - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Component Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - components = new System.ComponentModel.Container(); - } - - #endregion - - #endregion - - enum eButtonState { Normal, MouseOver, Down } - eButtonState m_State = eButtonState.Normal; - - // Make sure the control is invalidated when the text is changed. - public override string Text - { - get { return base.Text; } - set { base.Text = value; this.Invalidate(); } - } - - int boxSize = 13; - - bool isChecked = false; - public bool Checked - { - get { return isChecked; } - set { isChecked = value; this.Invalidate(); } - } - - /// - /// Initializes a new instance of the control. - /// - public DarkCheckBox() - { - this.BackColor = Color.FromArgb(76, 76, 76); - InitializeComponent(); - } - - private void DrawText(Graphics g, Color forecolor, Point location) - { - if (this.UseCompatibleTextRendering) - { - //using (StringFormat stringFormat = this.CreateStringFormat()) - { - if (this.Enabled) - { - g.DrawString(this.Text, base.Font, new SolidBrush(forecolor), location.X, location.Y); - } - else - { - g.DrawString(this.Text, base.Font, new SolidBrush(forecolor), location.X, location.Y); - } - } - } - else - { - //TextFormatFlags textFormatFlags = this.CreateTextFormatFlags(); - if (this.Enabled) - { - TextRenderer.DrawText((IDeviceContext)g, this.Text, this.Font, location, forecolor); - } - else - { - //forecolor = TextRenderer.DisabledTextColor(this.BackColor); - TextRenderer.DrawText((IDeviceContext)g, this.Text, this.Font, location, forecolor); - } - } - } - - #region Control overrides - - protected override void OnPaint(PaintEventArgs e) - { - //base.OnPaint(e); - e.Graphics.FillRectangle(new SolidBrush(this.BackColor), this.ClientRectangle); - - Pen checkMark = new Pen(Color.White, 1.8f); - checkMark.StartCap = LineCap.Round; - checkMark.EndCap = LineCap.Round; - - // Colors and brushes - Pen brushBorder = null; - LinearGradientMode mode = LinearGradientMode.Vertical; - LinearGradientBrush brushOuter = null; - LinearGradientBrush brushInner = null; - - int y = (this.Height - boxSize) / 2; - - Rectangle newRect = new Rectangle(1, y, boxSize, boxSize); - Color text_color = Color.White; - - brushOuter = new LinearGradientBrush(newRect, ColorScheme.ColorGray107, ColorScheme.ColorGray110, mode); - e.Graphics.FillRectangle(brushOuter, newRect); - - newRect = new Rectangle(2, y + 1, boxSize - 3, boxSize - 3); - - if (Enabled) - { - if (base.Focused) - brushBorder = new Pen(Color.FromArgb(60, 60, 60), 1f); - else - brushBorder = new Pen(Color.FromArgb(38, 38, 38), 1f); - - switch (m_State) - { - case eButtonState.Normal: - brushInner = new LinearGradientBrush(newRect, Color.FromArgb(111, 111, 111), Color.FromArgb(80, 80, 80), mode); - e.Graphics.FillRectangle(brushInner, newRect); - break; - - case eButtonState.MouseOver: - brushInner = new LinearGradientBrush(newRect, Color.FromArgb(118, 118, 118), Color.FromArgb(81, 81, 81), mode); - e.Graphics.FillRectangle(brushInner, newRect); - break; - - case eButtonState.Down: - brushInner = new LinearGradientBrush(newRect, Color.FromArgb(92, 92, 92), Color.FromArgb(62, 62, 62), mode); - e.Graphics.FillRectangle(brushInner, newRect); - break; - } - - e.Graphics.DrawRectangle(brushBorder, newRect); - - } - else - { - brushInner = new LinearGradientBrush(newRect, Color.FromArgb(76, 76, 76), Color.FromArgb(65, 65, 65), mode); - e.Graphics.FillRectangle(brushInner, newRect); - - brushBorder = new Pen(Color.FromArgb(48, 48, 48), 1f); - e.Graphics.DrawRectangle(brushBorder, newRect); - - text_color = Color.FromArgb(160, 160, 160); - checkMark.Color = Color.FromArgb(180, 180, 180); - } - - e.Graphics.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; - - SizeF szL = e.Graphics.MeasureString(this.Text, base.Font, this.Width); - DrawText(e.Graphics, text_color, new Point(boxSize + 4, (int)((this.Height - szL.Height) / 2) + 1)); - - if (this.isChecked) - { - e.Graphics.SmoothingMode = SmoothingMode.HighQuality; - - e.Graphics.DrawLine(checkMark, 4, newRect.Bottom - boxSize / 2, newRect.Left + boxSize / 2.5f, newRect.Bottom - 2); - e.Graphics.DrawLine(checkMark, newRect.Left + boxSize / 2.6f, newRect.Bottom - 2, newRect.Right, newRect.Top); - } - - if (brushOuter != null) brushOuter.Dispose(); - if (brushInner != null) brushInner.Dispose(); - if (brushBorder != null) brushBorder.Dispose(); - if (checkMark != null) checkMark.Dispose(); - } - - protected override void OnMouseLeave(System.EventArgs e) - { - m_State = eButtonState.Normal; - this.Invalidate(); - base.OnMouseLeave(e); - } - - protected override void OnMouseEnter(System.EventArgs e) - { - m_State = eButtonState.MouseOver; - this.Invalidate(); - base.OnMouseEnter(e); - } - - protected override void OnMouseUp(System.Windows.Forms.MouseEventArgs e) - { - m_State = eButtonState.MouseOver; - this.Invalidate(); - base.OnMouseUp(e); - } - - protected override void OnMouseDown(System.Windows.Forms.MouseEventArgs e) - { - m_State = eButtonState.Down; - this.Invalidate(); - base.OnMouseDown(e); - } - - protected override void OnClick(EventArgs e) - { - this.isChecked = !this.isChecked; - this.Invalidate(); - base.OnClick(e); - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Controls +{ + using System; + using System.Collections.Generic; + using System.Text; + using System.Drawing; + using System.Drawing.Drawing2D; + using System.Windows.Forms; + using System.Drawing.Text; + + /// + /// Dark checkbox control. + /// + public class DarkCheckBox : ButtonBase + { + #region Designer + + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Component Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + components = new System.ComponentModel.Container(); + } + + #endregion + + #endregion + + enum eButtonState { Normal, MouseOver, Down } + eButtonState m_State = eButtonState.Normal; + + // Make sure the control is invalidated when the text is changed. + public override string Text + { + get { return base.Text; } + set { base.Text = value; this.Invalidate(); } + } + + int boxSize = 13; + + bool isChecked = false; + public bool Checked + { + get { return isChecked; } + set { isChecked = value; this.Invalidate(); } + } + + /// + /// Initializes a new instance of the control. + /// + public DarkCheckBox() + { + this.BackColor = Color.FromArgb(76, 76, 76); + InitializeComponent(); + } + + private void DrawText(Graphics g, Color forecolor, Point location) + { + if (this.UseCompatibleTextRendering) + { + //using (StringFormat stringFormat = this.CreateStringFormat()) + { + if (this.Enabled) + { + g.DrawString(this.Text, base.Font, new SolidBrush(forecolor), location.X, location.Y); + } + else + { + g.DrawString(this.Text, base.Font, new SolidBrush(forecolor), location.X, location.Y); + } + } + } + else + { + //TextFormatFlags textFormatFlags = this.CreateTextFormatFlags(); + if (this.Enabled) + { + TextRenderer.DrawText((IDeviceContext)g, this.Text, this.Font, location, forecolor); + } + else + { + //forecolor = TextRenderer.DisabledTextColor(this.BackColor); + TextRenderer.DrawText((IDeviceContext)g, this.Text, this.Font, location, forecolor); + } + } + } + + #region Control overrides + + protected override void OnPaint(PaintEventArgs e) + { + //base.OnPaint(e); + e.Graphics.FillRectangle(new SolidBrush(this.BackColor), this.ClientRectangle); + + Pen checkMark = new Pen(Color.White, 1.8f); + checkMark.StartCap = LineCap.Round; + checkMark.EndCap = LineCap.Round; + + // Colors and brushes + Pen brushBorder = null; + LinearGradientMode mode = LinearGradientMode.Vertical; + LinearGradientBrush brushOuter = null; + LinearGradientBrush brushInner = null; + + int y = (this.Height - boxSize) / 2; + + Rectangle newRect = new Rectangle(1, y, boxSize, boxSize); + Color text_color = Color.White; + + brushOuter = new LinearGradientBrush(newRect, ColorScheme.ColorGray107, ColorScheme.ColorGray110, mode); + e.Graphics.FillRectangle(brushOuter, newRect); + + newRect = new Rectangle(2, y + 1, boxSize - 3, boxSize - 3); + + if (Enabled) + { + if (base.Focused) + brushBorder = new Pen(Color.FromArgb(60, 60, 60), 1f); + else + brushBorder = new Pen(Color.FromArgb(38, 38, 38), 1f); + + switch (m_State) + { + case eButtonState.Normal: + brushInner = new LinearGradientBrush(newRect, Color.FromArgb(111, 111, 111), Color.FromArgb(80, 80, 80), mode); + e.Graphics.FillRectangle(brushInner, newRect); + break; + + case eButtonState.MouseOver: + brushInner = new LinearGradientBrush(newRect, Color.FromArgb(118, 118, 118), Color.FromArgb(81, 81, 81), mode); + e.Graphics.FillRectangle(brushInner, newRect); + break; + + case eButtonState.Down: + brushInner = new LinearGradientBrush(newRect, Color.FromArgb(92, 92, 92), Color.FromArgb(62, 62, 62), mode); + e.Graphics.FillRectangle(brushInner, newRect); + break; + } + + e.Graphics.DrawRectangle(brushBorder, newRect); + + } + else + { + brushInner = new LinearGradientBrush(newRect, Color.FromArgb(76, 76, 76), Color.FromArgb(65, 65, 65), mode); + e.Graphics.FillRectangle(brushInner, newRect); + + brushBorder = new Pen(Color.FromArgb(48, 48, 48), 1f); + e.Graphics.DrawRectangle(brushBorder, newRect); + + text_color = Color.FromArgb(160, 160, 160); + checkMark.Color = Color.FromArgb(180, 180, 180); + } + + e.Graphics.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; + + SizeF szL = e.Graphics.MeasureString(this.Text, base.Font, this.Width); + DrawText(e.Graphics, text_color, new Point(boxSize + 4, (int)((this.Height - szL.Height) / 2) + 1)); + + if (this.isChecked) + { + e.Graphics.SmoothingMode = SmoothingMode.HighQuality; + + e.Graphics.DrawLine(checkMark, 4, newRect.Bottom - boxSize / 2, newRect.Left + boxSize / 2.5f, newRect.Bottom - 2); + e.Graphics.DrawLine(checkMark, newRect.Left + boxSize / 2.6f, newRect.Bottom - 2, newRect.Right, newRect.Top); + } + + if (brushOuter != null) brushOuter.Dispose(); + if (brushInner != null) brushInner.Dispose(); + if (brushBorder != null) brushBorder.Dispose(); + if (checkMark != null) checkMark.Dispose(); + } + + protected override void OnMouseLeave(System.EventArgs e) + { + m_State = eButtonState.Normal; + this.Invalidate(); + base.OnMouseLeave(e); + } + + protected override void OnMouseEnter(System.EventArgs e) + { + m_State = eButtonState.MouseOver; + this.Invalidate(); + base.OnMouseEnter(e); + } + + protected override void OnMouseUp(System.Windows.Forms.MouseEventArgs e) + { + m_State = eButtonState.MouseOver; + this.Invalidate(); + base.OnMouseUp(e); + } + + protected override void OnMouseDown(System.Windows.Forms.MouseEventArgs e) + { + m_State = eButtonState.Down; + this.Invalidate(); + base.OnMouseDown(e); + } + + protected override void OnClick(EventArgs e) + { + this.isChecked = !this.isChecked; + this.Invalidate(); + base.OnClick(e); + } + + #endregion + } +} diff --git a/Triangle.NET/TestApp/Controls/DarkListBox.cs b/src/TestApp/Controls/DarkListBox.cs similarity index 96% rename from Triangle.NET/TestApp/Controls/DarkListBox.cs rename to src/TestApp/Controls/DarkListBox.cs index a927deb..12de603 100644 --- a/Triangle.NET/TestApp/Controls/DarkListBox.cs +++ b/src/TestApp/Controls/DarkListBox.cs @@ -1,82 +1,82 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Controls -{ - using System; - using System.Collections.Generic; - using System.Text; - using System.Windows.Forms; - using System.Drawing; - - /// - /// Dark listbox control. - /// - public class DarkListBox : ListBox - { - Font _boldFont; - - /// - /// Initializes a new instance of the control. - /// - public DarkListBox() - { - _boldFont = new Font(base.Font.FontFamily, base.Font.Size, FontStyle.Bold); - - this.DrawMode = DrawMode.OwnerDrawVariable; - this.ItemHeight = 22; - this.FontChanged += new EventHandler(ListBoxFontChanged); - this.BackColor = Color.FromArgb(96, 96, 96); - } - - void ListBoxFontChanged(object sender, EventArgs e) - { - _boldFont = new Font(base.Font.FontFamily, base.Font.Size, FontStyle.Bold); - } - - protected override void OnMeasureItem(MeasureItemEventArgs e) - { - e.ItemHeight = 22; - } - - protected override void OnDrawItem(DrawItemEventArgs e) - { - if (this.Items.Count == 0) - { - return; - } - - e.Graphics.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit; - - int index = e.Index; - - string content = "[Error]"; - - if (index < this.Items.Count && index >= 0) - { - content = this.Items[index].ToString(); - } - - Color color = (e.Index % 2) == 0 ? Color.FromArgb(85, 85, 85) : Color.FromArgb(90, 90, 90); - - if ((e.State & DrawItemState.Selected) == DrawItemState.Selected) - { - color = Color.FromArgb(100, 105, 110); - } - - using (SolidBrush background = new SolidBrush(color)) - { - e.Graphics.FillRectangle(background, e.Bounds); - } - - using (SolidBrush pen = new SolidBrush(Color.White)) - { - e.Graphics.DrawString(content, this.Font, pen, - new PointF(10, e.Bounds.Y + 3), StringFormat.GenericDefault); - } - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Controls +{ + using System; + using System.Collections.Generic; + using System.Text; + using System.Windows.Forms; + using System.Drawing; + + /// + /// Dark listbox control. + /// + public class DarkListBox : ListBox + { + Font _boldFont; + + /// + /// Initializes a new instance of the control. + /// + public DarkListBox() + { + _boldFont = new Font(base.Font.FontFamily, base.Font.Size, FontStyle.Bold); + + this.DrawMode = DrawMode.OwnerDrawVariable; + this.ItemHeight = 22; + this.FontChanged += new EventHandler(ListBoxFontChanged); + this.BackColor = Color.FromArgb(96, 96, 96); + } + + void ListBoxFontChanged(object sender, EventArgs e) + { + _boldFont = new Font(base.Font.FontFamily, base.Font.Size, FontStyle.Bold); + } + + protected override void OnMeasureItem(MeasureItemEventArgs e) + { + e.ItemHeight = 22; + } + + protected override void OnDrawItem(DrawItemEventArgs e) + { + if (this.Items.Count == 0) + { + return; + } + + e.Graphics.TextRenderingHint = System.Drawing.Text.TextRenderingHint.ClearTypeGridFit; + + int index = e.Index; + + string content = "[Error]"; + + if (index < this.Items.Count && index >= 0) + { + content = this.Items[index].ToString(); + } + + Color color = (e.Index % 2) == 0 ? Color.FromArgb(85, 85, 85) : Color.FromArgb(90, 90, 90); + + if ((e.State & DrawItemState.Selected) == DrawItemState.Selected) + { + color = Color.FromArgb(100, 105, 110); + } + + using (SolidBrush background = new SolidBrush(color)) + { + e.Graphics.FillRectangle(background, e.Bounds); + } + + using (SolidBrush pen = new SolidBrush(Color.White)) + { + e.Graphics.DrawString(content, this.Font, pen, + new PointF(10, e.Bounds.Y + 3), StringFormat.GenericDefault); + } + } + } +} diff --git a/Triangle.NET/TestApp/Controls/DarkSlider.cs b/src/TestApp/Controls/DarkSlider.cs similarity index 97% rename from Triangle.NET/TestApp/Controls/DarkSlider.cs rename to src/TestApp/Controls/DarkSlider.cs index d2f67ac..03004a3 100644 --- a/Triangle.NET/TestApp/Controls/DarkSlider.cs +++ b/src/TestApp/Controls/DarkSlider.cs @@ -1,453 +1,453 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// Original code on CodeProject: Owner-drawn trackbar (slider), Michal Brylka -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Controls -{ - using System; - using System.Collections.Generic; - using System.Linq; - using System.Text; - using System.Windows.Forms; - using System.Drawing; - using System.Drawing.Drawing2D; - - /// - /// Encapsulates control that visualy displays certain integer value and allows user to change - /// it within desired range. It imitates as far as - /// mouse usage is concerned. - /// - public class DarkSlider : Control - { - #region Designer - - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Component Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - components = new System.ComponentModel.Container(); - } - - #endregion - - #endregion - - #region Events - - /// - /// Fires when Slider position has changed - /// - public event EventHandler ValueChanging; - - private void OnValueChanging() - { - var evt = ValueChanging; - - if (evt != null) - { - evt(this, EventArgs.Empty); - } - } - - /// - /// Fires when Slider position has changed - /// - public event EventHandler ValueChanged; - - private void OnValueChanged() - { - var evt = ValueChanged; - - if (evt != null) - { - evt(this, EventArgs.Empty); - } - } - - #endregion - - #region Properties - - int thumbSize = 7; - private Rectangle thumbRect; //bounding rectangle of thumb area - private Rectangle barRect; //bounding rectangle of bar area - private bool mouseInThumbRegion = false; - - private int trackerValue = 50; - /// - /// Gets or sets the value of Slider. - /// - /// The value. - public int Value - { - get { return trackerValue; } - set - { - if (value >= barMinimum & value <= barMaximum) - { - trackerValue = value; - if (ValueChanged != null) ValueChanged(this, new EventArgs()); - Invalidate(); - } - // ArgumentOutOfRangeException("Value is outside appropriate range (min, max)"); - } - } - - - private int barMinimum = 0; - /// - /// Gets or sets the minimum value. - /// - /// The minimum value. - public int Minimum - { - get { return barMinimum; } - set - { - if (value < barMaximum) - { - barMinimum = value; - if (trackerValue < barMinimum) - { - trackerValue = barMinimum; - if (ValueChanged != null) ValueChanged(this, new EventArgs()); - } - Invalidate(); - } - // ArgumentOutOfRangeException("Minimal value is greather than maximal one"); - } - } - - - private int barMaximum = 100; - /// - /// Gets or sets the maximum value. - /// - /// The maximum value. - public int Maximum - { - get { return barMaximum; } - set - { - if (value > barMinimum) - { - barMaximum = value; - if (trackerValue > barMaximum) - { - trackerValue = barMaximum; - if (ValueChanged != null) ValueChanged(this, new EventArgs()); - } - Invalidate(); - } - // ArgumentOutOfRangeException("Maximal value is lower than minimal one"); - } - } - - private uint criticalPercent = 0; - /// - /// Gets or sets trackbar's small change. It affects how to behave when directional keys are pressed - /// - /// The small change value. - public uint CriticalPercent - { - get { return criticalPercent; } - set { criticalPercent = value; } - } - - private Color thumbOuterColor = Color.White; - private Color thumbInnerColor = Color.Gainsboro; - private Color thumbPenColor = Color.Silver; - private Color barOuterColor = Color.SkyBlue; - private Color barInnerColor = Color.DarkSlateBlue; - private Color barPenColor = Color.Gainsboro; - private Color elapsedOuterColor = Color.DarkGreen; - private Color elapsedInnerColor = Color.Chartreuse; - - #endregion - - #region Constructors - - /// - /// Initializes a new instance of the control. - /// - public DarkSlider() - { - InitializeComponent(); - SetStyle(ControlStyles.AllPaintingInWmPaint - | ControlStyles.OptimizedDoubleBuffer - | ControlStyles.ResizeRedraw - | ControlStyles.Selectable - | ControlStyles.SupportsTransparentBackColor - | ControlStyles.UserMouse - | ControlStyles.UserPaint, true); - - BackColor = Color.Transparent; - - Minimum = 0; - Maximum = 100; - Value = 50; - } - - #endregion - - #region Paint - - /// - /// Raises the event. - /// - /// A that contains the event data. - protected override void OnPaint(PaintEventArgs e) - { - if (!Enabled) - { - DrawDisabledSlider(e.Graphics); - } - else - { - //if (mouseEffects && mouseInRegion) - //{ - // Color[] lightenedColors = LightenColors(thumbOuterColor, thumbInnerColor, thumbPenColor, - // barOuterColor, barInnerColor, barPenColor, - // elapsedOuterColor, elapsedInnerColor); - // DrawColorSlider(e, lightenedColors[0], lightenedColors[1], lightenedColors[2], lightenedColors[3], - // lightenedColors[4], lightenedColors[5], lightenedColors[6], lightenedColors[7]); - //} - //else - { - DrawColorSlider(e.Graphics); - } - } - } - - private void DrawDisabledSlider(Graphics g) - { - try - { - //adjust drawing rects - barRect = new Rectangle(1, this.Height / 2, this.Width - 2, 5); - - Brush sliderLGBrushH = new LinearGradientBrush(barRect, ColorScheme.ColorGray122, - ColorScheme.ColorGray107, LinearGradientMode.Horizontal); - - //draw bar - { - // Background gradient - g.FillRectangle(sliderLGBrushH, barRect); - // Background fill - g.FillRectangle(ColorScheme.SliderBorderBrush, - barRect.Left + 1, barRect.Top, barRect.Width - 2, barRect.Height - 1); - // Bar fill - g.FillRectangle(ColorScheme.SliderFillBrush, - barRect.Left + 2, barRect.Top + 1, barRect.Width - 4, barRect.Height - 3); - } - - sliderLGBrushH.Dispose(); - } - catch (Exception) - { } - finally - { } - } - - /// - /// Draws the colorslider control using passed colors. - /// - private void DrawColorSlider(Graphics g) - { - try - { - //set up thumbRect aproprietly - int track = (((trackerValue - barMinimum) * (ClientRectangle.Width - thumbSize)) / (barMaximum - barMinimum)); - thumbRect = new Rectangle(track, this.Height / 2 - 3, thumbSize - 1, 10); - - //adjust drawing rects - barRect = new Rectangle(1, this.Height / 2, this.Width - 2, 5); - - //get thumb shape path - GraphicsPath thumbPath = new GraphicsPath(); - thumbPath.AddPolygon(new Point[] { - new Point(thumbRect.Left, thumbRect.Top), - new Point(thumbRect.Right, thumbRect.Top), - new Point(thumbRect.Right, thumbRect.Bottom - 4), - new Point(thumbRect.Left + thumbRect.Width / 2, thumbRect.Bottom), - new Point(thumbRect.Left, thumbRect.Bottom - 4) - }); - - Brush sliderLGBrushH = new LinearGradientBrush(barRect, ColorScheme.ColorGray122, - ColorScheme.ColorGray107, LinearGradientMode.Horizontal); - - Brush barFill = (criticalPercent > 0 && trackerValue > criticalPercent) ? Brushes.Peru : Brushes.Green; - - //draw bar - { - // Background gradient - g.FillRectangle(sliderLGBrushH, barRect); - // Background fill - g.FillRectangle(ColorScheme.SliderBorderBrush, - barRect.Left + 1, barRect.Top, barRect.Width - 2, barRect.Height - 1); - // Bar fill - g.FillRectangle(ColorScheme.SliderFillBrush, - barRect.Left + 2, barRect.Top + 1, barRect.Width - 4, barRect.Height - 3); - // Elapsed bar fill - - g.FillRectangle(barFill, - barRect.Left + 2, barRect.Top + 1, thumbRect.Left + thumbSize / 2 - 2, barRect.Height - 3); - - //draw bar band - //g.DrawRectangle(barPen, barRect); - } - - sliderLGBrushH.Dispose(); - - //draw thumb - Brush brushInner = new LinearGradientBrush(thumbRect, - Color.FromArgb(111, 111, 111), Color.FromArgb(80, 80, 80), - LinearGradientMode.Vertical); - - g.SmoothingMode = SmoothingMode.AntiAlias; - g.FillPath(brushInner, thumbPath); - g.DrawPath(Pens.Black, thumbPath); - - brushInner.Dispose(); - //draw thumb band - //Color newThumbPenColor = thumbPenColorPaint; - //if (mouseEffects && (Capture || mouseInThumbRegion)) - // newThumbPenColor = ControlPaint.Dark(newThumbPenColor); - //g.DrawPath(thumbPen, thumbPath); - } - catch (Exception) - { } - finally - { } - } - - #endregion - - #region Overided events - - /// - /// Raises the event. - /// - /// An that contains the event data. - protected override void OnEnabledChanged(EventArgs e) - { - base.OnEnabledChanged(e); - Invalidate(); - } - - /// - /// Raises the event. - /// - /// An that contains the event data. - protected override void OnMouseLeave(EventArgs e) - { - base.OnMouseLeave(e); - mouseInThumbRegion = false; - } - - /// - /// Raises the event. - /// - /// A that contains the event data. - protected override void OnMouseDown(MouseEventArgs e) - { - base.OnMouseDown(e); - if (e.Button == MouseButtons.Left && this.Enabled) - { - this.Capture = true; - OnValueChanging(); - OnMouseMove(e); - } - } - - /// - /// Raises the event. - /// - /// A that contains the event data. - protected override void OnMouseMove(MouseEventArgs e) - { - base.OnMouseMove(e); - mouseInThumbRegion = thumbRect.Contains(e.Location); - if (Capture & e.Button == MouseButtons.Left) - { - Point pt = e.Location; - int p = pt.X; - int margin = thumbSize >> 1; - p -= margin; - float coef = (float)(barMaximum - barMinimum) / - (float)(ClientSize.Width - 2 * margin); - trackerValue = (int)(p * coef + barMinimum); - - if (trackerValue <= barMinimum) - { - trackerValue = barMinimum; - } - else if (trackerValue >= barMaximum) - { - trackerValue = barMaximum; - } - - OnValueChanging(); - } - Invalidate(); - } - - /// - /// Raises the event. - /// - /// A that contains the event data. - protected override void OnMouseUp(MouseEventArgs e) - { - if (this.Enabled) - { - base.OnMouseUp(e); - this.Capture = false; - mouseInThumbRegion = thumbRect.Contains(e.Location); - OnValueChanged(); - Invalidate(); - } - } - - #endregion - - #region Help routines - - /// - /// Sets the trackbar value so that it wont exceed allowed range. - /// - /// The value. - private void SetProperValue(int val) - { - if (val < barMinimum) Value = barMinimum; - else if (val > barMaximum) Value = barMaximum; - else Value = val; - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// Original code on CodeProject: Owner-drawn trackbar (slider), Michal Brylka +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Controls +{ + using System; + using System.Collections.Generic; + using System.Linq; + using System.Text; + using System.Windows.Forms; + using System.Drawing; + using System.Drawing.Drawing2D; + + /// + /// Encapsulates control that visualy displays certain integer value and allows user to change + /// it within desired range. It imitates as far as + /// mouse usage is concerned. + /// + public class DarkSlider : Control + { + #region Designer + + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Component Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + components = new System.ComponentModel.Container(); + } + + #endregion + + #endregion + + #region Events + + /// + /// Fires when Slider position has changed + /// + public event EventHandler ValueChanging; + + private void OnValueChanging() + { + var evt = ValueChanging; + + if (evt != null) + { + evt(this, EventArgs.Empty); + } + } + + /// + /// Fires when Slider position has changed + /// + public event EventHandler ValueChanged; + + private void OnValueChanged() + { + var evt = ValueChanged; + + if (evt != null) + { + evt(this, EventArgs.Empty); + } + } + + #endregion + + #region Properties + + int thumbSize = 7; + private Rectangle thumbRect; //bounding rectangle of thumb area + private Rectangle barRect; //bounding rectangle of bar area + private bool mouseInThumbRegion = false; + + private int trackerValue = 50; + /// + /// Gets or sets the value of Slider. + /// + /// The value. + public int Value + { + get { return trackerValue; } + set + { + if (value >= barMinimum & value <= barMaximum) + { + trackerValue = value; + if (ValueChanged != null) ValueChanged(this, new EventArgs()); + Invalidate(); + } + // ArgumentOutOfRangeException("Value is outside appropriate range (min, max)"); + } + } + + + private int barMinimum = 0; + /// + /// Gets or sets the minimum value. + /// + /// The minimum value. + public int Minimum + { + get { return barMinimum; } + set + { + if (value < barMaximum) + { + barMinimum = value; + if (trackerValue < barMinimum) + { + trackerValue = barMinimum; + if (ValueChanged != null) ValueChanged(this, new EventArgs()); + } + Invalidate(); + } + // ArgumentOutOfRangeException("Minimal value is greather than maximal one"); + } + } + + + private int barMaximum = 100; + /// + /// Gets or sets the maximum value. + /// + /// The maximum value. + public int Maximum + { + get { return barMaximum; } + set + { + if (value > barMinimum) + { + barMaximum = value; + if (trackerValue > barMaximum) + { + trackerValue = barMaximum; + if (ValueChanged != null) ValueChanged(this, new EventArgs()); + } + Invalidate(); + } + // ArgumentOutOfRangeException("Maximal value is lower than minimal one"); + } + } + + private uint criticalPercent = 0; + /// + /// Gets or sets trackbar's small change. It affects how to behave when directional keys are pressed + /// + /// The small change value. + public uint CriticalPercent + { + get { return criticalPercent; } + set { criticalPercent = value; } + } + + private Color thumbOuterColor = Color.White; + private Color thumbInnerColor = Color.Gainsboro; + private Color thumbPenColor = Color.Silver; + private Color barOuterColor = Color.SkyBlue; + private Color barInnerColor = Color.DarkSlateBlue; + private Color barPenColor = Color.Gainsboro; + private Color elapsedOuterColor = Color.DarkGreen; + private Color elapsedInnerColor = Color.Chartreuse; + + #endregion + + #region Constructors + + /// + /// Initializes a new instance of the control. + /// + public DarkSlider() + { + InitializeComponent(); + SetStyle(ControlStyles.AllPaintingInWmPaint + | ControlStyles.OptimizedDoubleBuffer + | ControlStyles.ResizeRedraw + | ControlStyles.Selectable + | ControlStyles.SupportsTransparentBackColor + | ControlStyles.UserMouse + | ControlStyles.UserPaint, true); + + BackColor = Color.Transparent; + + Minimum = 0; + Maximum = 100; + Value = 50; + } + + #endregion + + #region Paint + + /// + /// Raises the event. + /// + /// A that contains the event data. + protected override void OnPaint(PaintEventArgs e) + { + if (!Enabled) + { + DrawDisabledSlider(e.Graphics); + } + else + { + //if (mouseEffects && mouseInRegion) + //{ + // Color[] lightenedColors = LightenColors(thumbOuterColor, thumbInnerColor, thumbPenColor, + // barOuterColor, barInnerColor, barPenColor, + // elapsedOuterColor, elapsedInnerColor); + // DrawColorSlider(e, lightenedColors[0], lightenedColors[1], lightenedColors[2], lightenedColors[3], + // lightenedColors[4], lightenedColors[5], lightenedColors[6], lightenedColors[7]); + //} + //else + { + DrawColorSlider(e.Graphics); + } + } + } + + private void DrawDisabledSlider(Graphics g) + { + try + { + //adjust drawing rects + barRect = new Rectangle(1, this.Height / 2, this.Width - 2, 5); + + Brush sliderLGBrushH = new LinearGradientBrush(barRect, ColorScheme.ColorGray122, + ColorScheme.ColorGray107, LinearGradientMode.Horizontal); + + //draw bar + { + // Background gradient + g.FillRectangle(sliderLGBrushH, barRect); + // Background fill + g.FillRectangle(ColorScheme.SliderBorderBrush, + barRect.Left + 1, barRect.Top, barRect.Width - 2, barRect.Height - 1); + // Bar fill + g.FillRectangle(ColorScheme.SliderFillBrush, + barRect.Left + 2, barRect.Top + 1, barRect.Width - 4, barRect.Height - 3); + } + + sliderLGBrushH.Dispose(); + } + catch (Exception) + { } + finally + { } + } + + /// + /// Draws the colorslider control using passed colors. + /// + private void DrawColorSlider(Graphics g) + { + try + { + //set up thumbRect aproprietly + int track = (((trackerValue - barMinimum) * (ClientRectangle.Width - thumbSize)) / (barMaximum - barMinimum)); + thumbRect = new Rectangle(track, this.Height / 2 - 3, thumbSize - 1, 10); + + //adjust drawing rects + barRect = new Rectangle(1, this.Height / 2, this.Width - 2, 5); + + //get thumb shape path + GraphicsPath thumbPath = new GraphicsPath(); + thumbPath.AddPolygon(new Point[] { + new Point(thumbRect.Left, thumbRect.Top), + new Point(thumbRect.Right, thumbRect.Top), + new Point(thumbRect.Right, thumbRect.Bottom - 4), + new Point(thumbRect.Left + thumbRect.Width / 2, thumbRect.Bottom), + new Point(thumbRect.Left, thumbRect.Bottom - 4) + }); + + Brush sliderLGBrushH = new LinearGradientBrush(barRect, ColorScheme.ColorGray122, + ColorScheme.ColorGray107, LinearGradientMode.Horizontal); + + Brush barFill = (criticalPercent > 0 && trackerValue > criticalPercent) ? Brushes.Peru : Brushes.Green; + + //draw bar + { + // Background gradient + g.FillRectangle(sliderLGBrushH, barRect); + // Background fill + g.FillRectangle(ColorScheme.SliderBorderBrush, + barRect.Left + 1, barRect.Top, barRect.Width - 2, barRect.Height - 1); + // Bar fill + g.FillRectangle(ColorScheme.SliderFillBrush, + barRect.Left + 2, barRect.Top + 1, barRect.Width - 4, barRect.Height - 3); + // Elapsed bar fill + + g.FillRectangle(barFill, + barRect.Left + 2, barRect.Top + 1, thumbRect.Left + thumbSize / 2 - 2, barRect.Height - 3); + + //draw bar band + //g.DrawRectangle(barPen, barRect); + } + + sliderLGBrushH.Dispose(); + + //draw thumb + Brush brushInner = new LinearGradientBrush(thumbRect, + Color.FromArgb(111, 111, 111), Color.FromArgb(80, 80, 80), + LinearGradientMode.Vertical); + + g.SmoothingMode = SmoothingMode.AntiAlias; + g.FillPath(brushInner, thumbPath); + g.DrawPath(Pens.Black, thumbPath); + + brushInner.Dispose(); + //draw thumb band + //Color newThumbPenColor = thumbPenColorPaint; + //if (mouseEffects && (Capture || mouseInThumbRegion)) + // newThumbPenColor = ControlPaint.Dark(newThumbPenColor); + //g.DrawPath(thumbPen, thumbPath); + } + catch (Exception) + { } + finally + { } + } + + #endregion + + #region Overided events + + /// + /// Raises the event. + /// + /// An that contains the event data. + protected override void OnEnabledChanged(EventArgs e) + { + base.OnEnabledChanged(e); + Invalidate(); + } + + /// + /// Raises the event. + /// + /// An that contains the event data. + protected override void OnMouseLeave(EventArgs e) + { + base.OnMouseLeave(e); + mouseInThumbRegion = false; + } + + /// + /// Raises the event. + /// + /// A that contains the event data. + protected override void OnMouseDown(MouseEventArgs e) + { + base.OnMouseDown(e); + if (e.Button == MouseButtons.Left && this.Enabled) + { + this.Capture = true; + OnValueChanging(); + OnMouseMove(e); + } + } + + /// + /// Raises the event. + /// + /// A that contains the event data. + protected override void OnMouseMove(MouseEventArgs e) + { + base.OnMouseMove(e); + mouseInThumbRegion = thumbRect.Contains(e.Location); + if (Capture & e.Button == MouseButtons.Left) + { + Point pt = e.Location; + int p = pt.X; + int margin = thumbSize >> 1; + p -= margin; + float coef = (float)(barMaximum - barMinimum) / + (float)(ClientSize.Width - 2 * margin); + trackerValue = (int)(p * coef + barMinimum); + + if (trackerValue <= barMinimum) + { + trackerValue = barMinimum; + } + else if (trackerValue >= barMaximum) + { + trackerValue = barMaximum; + } + + OnValueChanging(); + } + Invalidate(); + } + + /// + /// Raises the event. + /// + /// A that contains the event data. + protected override void OnMouseUp(MouseEventArgs e) + { + if (this.Enabled) + { + base.OnMouseUp(e); + this.Capture = false; + mouseInThumbRegion = thumbRect.Contains(e.Location); + OnValueChanged(); + Invalidate(); + } + } + + #endregion + + #region Help routines + + /// + /// Sets the trackbar value so that it wont exceed allowed range. + /// + /// The value. + private void SetProperValue(int val) + { + if (val < barMinimum) Value = barMinimum; + else if (val > barMaximum) Value = barMaximum; + else Value = val; + } + + #endregion + } +} diff --git a/Triangle.NET/TestApp/Controls/DarkTabControl.cs b/src/TestApp/Controls/DarkTabControl.cs similarity index 96% rename from Triangle.NET/TestApp/Controls/DarkTabControl.cs rename to src/TestApp/Controls/DarkTabControl.cs index 831ee07..ce10728 100644 --- a/Triangle.NET/TestApp/Controls/DarkTabControl.cs +++ b/src/TestApp/Controls/DarkTabControl.cs @@ -1,190 +1,190 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// Original code on CodeProject: A .NET Flat TabControl (CustomDraw), Oscar Londono -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Controls -{ - using System; - using System.ComponentModel; - using System.Drawing; - using System.Windows.Forms; - using System.Drawing.Text; - - /// - /// Summary description for FlatTabControl. - /// - public class DarkTabControl : System.Windows.Forms.TabControl - { - #region Designer - - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Component Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - components = new System.ComponentModel.Container(); - } - - #endregion - - #endregion - - private const int margin = 5; - private Color backColor = ColorScheme.ColorGray68; - - /// - /// Initializes a new instance of the control. - /// - public DarkTabControl() - { - // This call is required by the Windows.Forms Form Designer. - InitializeComponent(); - - base.Multiline = false; - - // double buffering - this.SetStyle(ControlStyles.UserPaint, true); - this.SetStyle(ControlStyles.AllPaintingInWmPaint, true); - this.SetStyle(ControlStyles.DoubleBuffer, true); - this.SetStyle(ControlStyles.ResizeRedraw, true); - this.SetStyle(ControlStyles.SupportsTransparentBackColor, true); - - this.SelectedIndexChanged += (obj, evt) => { Invalidate(); }; - } - - #region Properties - - new public TabAlignment Alignment - { - get { return base.Alignment; } - set - { - TabAlignment ta = value; - if ((ta != TabAlignment.Top) && (ta != TabAlignment.Bottom)) - { - ta = TabAlignment.Top; - } - - base.Alignment = ta; - } - } - - public override Color BackColor - { - get - { - return backColor; - } - set - { - base.BackColor = backColor; - } - } - - #endregion - - protected override void OnPaint(PaintEventArgs e) - { - base.OnPaint(e); - - DrawControl(e.Graphics); - } - - private void DrawControl(Graphics g) - { - if (!Visible) - { - return; - } - - Rectangle controlBounds = this.ClientRectangle; - Rectangle tabBounds = this.DisplayRectangle; - - // Fill client area - Brush br = new SolidBrush(this.BackColor); - g.FillRectangle(br, controlBounds); - br.Dispose(); - - int width = tabBounds.Width + margin; - - // Clip region for drawing tabs - Region clip = g.Clip; - Rectangle region = new Rectangle(tabBounds.Left, controlBounds.Top, width - margin, controlBounds.Height); - - g.SetClip(region); - - // Draw tabs - for (int i = 0; i < this.TabCount; i++) - { - DrawTab(g, this.TabPages[i], i); - } - - g.Clip = clip; - } - - private void DrawTab(Graphics g, TabPage tabPage, int index) - { - Rectangle tabBounds = this.GetTabRect(index); - - bool selected = (this.SelectedIndex == index); - - // Fill this tab with background color - g.FillRectangle(selected ? Brushes.DimGray : ColorScheme.BrushGray68, tabBounds); - - if (selected) - { - // Clear bottom lines - Pen pen = new Pen(tabPage.BackColor); - - switch (this.Alignment) - { - case TabAlignment.Top: - g.DrawLine(pen, tabBounds.Left, tabBounds.Bottom, tabBounds.Right - 1, tabBounds.Bottom); - g.DrawLine(pen, tabBounds.Left, tabBounds.Bottom + 1, tabBounds.Right - 1, tabBounds.Bottom + 1); - break; - - case TabAlignment.Bottom: - g.DrawLine(pen, tabBounds.Left, tabBounds.Top, tabBounds.Right - 1, tabBounds.Top); - g.DrawLine(pen, tabBounds.Left, tabBounds.Top - 1, tabBounds.Right - 1, tabBounds.Top - 1); - g.DrawLine(pen, tabBounds.Left, tabBounds.Top - 2, tabBounds.Right - 1, tabBounds.Top - 2); - break; - } - - pen.Dispose(); - } - - // Draw string - StringFormat stringFormat = new StringFormat(); - stringFormat.Alignment = StringAlignment.Center; - stringFormat.LineAlignment = StringAlignment.Center; - - g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; - - g.DrawString(tabPage.Text, Font, Brushes.White, tabBounds, stringFormat); - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// Original code on CodeProject: A .NET Flat TabControl (CustomDraw), Oscar Londono +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Controls +{ + using System; + using System.ComponentModel; + using System.Drawing; + using System.Windows.Forms; + using System.Drawing.Text; + + /// + /// Summary description for FlatTabControl. + /// + public class DarkTabControl : System.Windows.Forms.TabControl + { + #region Designer + + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Component Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + components = new System.ComponentModel.Container(); + } + + #endregion + + #endregion + + private const int margin = 5; + private Color backColor = ColorScheme.ColorGray68; + + /// + /// Initializes a new instance of the control. + /// + public DarkTabControl() + { + // This call is required by the Windows.Forms Form Designer. + InitializeComponent(); + + base.Multiline = false; + + // double buffering + this.SetStyle(ControlStyles.UserPaint, true); + this.SetStyle(ControlStyles.AllPaintingInWmPaint, true); + this.SetStyle(ControlStyles.DoubleBuffer, true); + this.SetStyle(ControlStyles.ResizeRedraw, true); + this.SetStyle(ControlStyles.SupportsTransparentBackColor, true); + + this.SelectedIndexChanged += (obj, evt) => { Invalidate(); }; + } + + #region Properties + + new public TabAlignment Alignment + { + get { return base.Alignment; } + set + { + TabAlignment ta = value; + if ((ta != TabAlignment.Top) && (ta != TabAlignment.Bottom)) + { + ta = TabAlignment.Top; + } + + base.Alignment = ta; + } + } + + public override Color BackColor + { + get + { + return backColor; + } + set + { + base.BackColor = backColor; + } + } + + #endregion + + protected override void OnPaint(PaintEventArgs e) + { + base.OnPaint(e); + + DrawControl(e.Graphics); + } + + private void DrawControl(Graphics g) + { + if (!Visible) + { + return; + } + + Rectangle controlBounds = this.ClientRectangle; + Rectangle tabBounds = this.DisplayRectangle; + + // Fill client area + Brush br = new SolidBrush(this.BackColor); + g.FillRectangle(br, controlBounds); + br.Dispose(); + + int width = tabBounds.Width + margin; + + // Clip region for drawing tabs + Region clip = g.Clip; + Rectangle region = new Rectangle(tabBounds.Left, controlBounds.Top, width - margin, controlBounds.Height); + + g.SetClip(region); + + // Draw tabs + for (int i = 0; i < this.TabCount; i++) + { + DrawTab(g, this.TabPages[i], i); + } + + g.Clip = clip; + } + + private void DrawTab(Graphics g, TabPage tabPage, int index) + { + Rectangle tabBounds = this.GetTabRect(index); + + bool selected = (this.SelectedIndex == index); + + // Fill this tab with background color + g.FillRectangle(selected ? Brushes.DimGray : ColorScheme.BrushGray68, tabBounds); + + if (selected) + { + // Clear bottom lines + Pen pen = new Pen(tabPage.BackColor); + + switch (this.Alignment) + { + case TabAlignment.Top: + g.DrawLine(pen, tabBounds.Left, tabBounds.Bottom, tabBounds.Right - 1, tabBounds.Bottom); + g.DrawLine(pen, tabBounds.Left, tabBounds.Bottom + 1, tabBounds.Right - 1, tabBounds.Bottom + 1); + break; + + case TabAlignment.Bottom: + g.DrawLine(pen, tabBounds.Left, tabBounds.Top, tabBounds.Right - 1, tabBounds.Top); + g.DrawLine(pen, tabBounds.Left, tabBounds.Top - 1, tabBounds.Right - 1, tabBounds.Top - 1); + g.DrawLine(pen, tabBounds.Left, tabBounds.Top - 2, tabBounds.Right - 1, tabBounds.Top - 2); + break; + } + + pen.Dispose(); + } + + // Draw string + StringFormat stringFormat = new StringFormat(); + stringFormat.Alignment = StringAlignment.Center; + stringFormat.LineAlignment = StringAlignment.Center; + + g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; + + g.DrawString(tabPage.Text, Font, Brushes.White, tabBounds, stringFormat); + } + } +} diff --git a/Triangle.NET/TestApp/Controls/DarkTextBox.cs b/src/TestApp/Controls/DarkTextBox.cs similarity index 96% rename from Triangle.NET/TestApp/Controls/DarkTextBox.cs rename to src/TestApp/Controls/DarkTextBox.cs index bfd759b..d876316 100644 --- a/Triangle.NET/TestApp/Controls/DarkTextBox.cs +++ b/src/TestApp/Controls/DarkTextBox.cs @@ -1,209 +1,209 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Controls -{ - using System; - using System.Collections.Generic; - using System.Text; - using System.Drawing; - using System.Drawing.Drawing2D; - using System.Windows.Forms; - - /// - /// Dark textbox control. - /// - public class DarkTextBox : Control - { - #region Designer - - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Component Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - components = new System.ComponentModel.Container(); - - this.textBox = new System.Windows.Forms.TextBox(); - this.SuspendLayout(); - // - // textBox - // - this.textBox.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Left | System.Windows.Forms.AnchorStyles.Right))); - this.textBox.BorderStyle = System.Windows.Forms.BorderStyle.None; - this.textBox.Location = new System.Drawing.Point(4, 2); - this.textBox.Name = "textBox"; - this.textBox.TabIndex = 0; - // - // DarkTextBox - // - this.BackColor = System.Drawing.Color.White; - this.Controls.Add(this.textBox); - this.Cursor = Cursors.IBeam; - this.Size = new System.Drawing.Size(150, 22); - this.ResumeLayout(false); - this.PerformLayout(); - } - - #endregion - - #endregion - - TextBox textBox; - - /// - /// Initializes a new instance of the control. - /// - public DarkTextBox() - { - InitializeComponent(); - - this.MouseClick += delegate(object sender, MouseEventArgs e) - { - if (e.Button == MouseButtons.Left) textBox.Focus(); - }; - - textBox.Font = this.Font; - textBox.Location = new Point(4, (this.Height - textBox.Height) / 2); - textBox.Width = this.Width - 8; - textBox.TextAlign = HorizontalAlignment.Left; - textBox.ForeColor = this.ForeColor; - //textBox.MaxLength = 6; - - textBox.GotFocus += delegate(object sender, EventArgs e) - { - textBox.ForeColor = this.ForeColor; - }; - - textBox.LostFocus += delegate(object sender, EventArgs e) - { - textBox.ForeColor = ColorScheme.ColorGray68; - }; - } - - protected override void OnPaint(PaintEventArgs e) - { - Graphics g = e.Graphics; - - Rectangle rect = this.ClientRectangle; - - //Brush brushOuter = new LinearGradientBrush(rect, Color.FromArgb(82, 82, 82), - // Color.FromArgb(96, 96, 96), LinearGradientMode.Vertical); - - Pen borderTop = new Pen(Color.FromArgb(76, 76, 76), 1f); - Pen borderBottom = new Pen(Color.FromArgb(128, 128, 128), 1f); - - //e.Graphics.FillRectangle(brushOuter, rect); - - rect = new Rectangle(1, 1, this.Width - 3, this.Height - 3); - g.FillRectangle(new SolidBrush(this.BackColor), rect); - - g.DrawLine(borderTop, 0, 0, this.Width - 1, 0); - g.DrawLine(borderTop, 0, 0, 0, this.Height - 1); - g.DrawLine(borderBottom, 1, this.Height - 1, this.Width - 1, this.Height - 1); - g.DrawLine(borderBottom, this.Width - 1, this.Height - 1, this.Width - 1, this.Height - 1); - - - //brushOuter.Dispose(); - borderTop.Dispose(); - borderBottom.Dispose(); - - base.OnPaint(e); - } - - #region Property overrides - - public override Font Font - { - get - { - return base.Font; - } - set - { - textBox.Font = value; - base.Font = value; - } - } - - public override String Text - { - get - { - return textBox.Text; - } - set - { - textBox.Text = value; - } - } - - public override Color ForeColor - { - get - { - return base.ForeColor; - } - set - { - textBox.ForeColor = value; - base.ForeColor = value; - } - } - - public override Color BackColor - { - get - { - return base.BackColor; - } - set - { - textBox.BackColor = value; - base.BackColor = value; - } - } - - #endregion - - #region Textbox properties - - public HorizontalAlignment TextAlign - { - get - { - return textBox.TextAlign; - } - set - { - textBox.TextAlign = value; - } - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Controls +{ + using System; + using System.Collections.Generic; + using System.Text; + using System.Drawing; + using System.Drawing.Drawing2D; + using System.Windows.Forms; + + /// + /// Dark textbox control. + /// + public class DarkTextBox : Control + { + #region Designer + + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Component Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + components = new System.ComponentModel.Container(); + + this.textBox = new System.Windows.Forms.TextBox(); + this.SuspendLayout(); + // + // textBox + // + this.textBox.Anchor = ((System.Windows.Forms.AnchorStyles)((System.Windows.Forms.AnchorStyles.Left | System.Windows.Forms.AnchorStyles.Right))); + this.textBox.BorderStyle = System.Windows.Forms.BorderStyle.None; + this.textBox.Location = new System.Drawing.Point(4, 2); + this.textBox.Name = "textBox"; + this.textBox.TabIndex = 0; + // + // DarkTextBox + // + this.BackColor = System.Drawing.Color.White; + this.Controls.Add(this.textBox); + this.Cursor = Cursors.IBeam; + this.Size = new System.Drawing.Size(150, 22); + this.ResumeLayout(false); + this.PerformLayout(); + } + + #endregion + + #endregion + + TextBox textBox; + + /// + /// Initializes a new instance of the control. + /// + public DarkTextBox() + { + InitializeComponent(); + + this.MouseClick += delegate(object sender, MouseEventArgs e) + { + if (e.Button == MouseButtons.Left) textBox.Focus(); + }; + + textBox.Font = this.Font; + textBox.Location = new Point(4, (this.Height - textBox.Height) / 2); + textBox.Width = this.Width - 8; + textBox.TextAlign = HorizontalAlignment.Left; + textBox.ForeColor = this.ForeColor; + //textBox.MaxLength = 6; + + textBox.GotFocus += delegate(object sender, EventArgs e) + { + textBox.ForeColor = this.ForeColor; + }; + + textBox.LostFocus += delegate(object sender, EventArgs e) + { + textBox.ForeColor = ColorScheme.ColorGray68; + }; + } + + protected override void OnPaint(PaintEventArgs e) + { + Graphics g = e.Graphics; + + Rectangle rect = this.ClientRectangle; + + //Brush brushOuter = new LinearGradientBrush(rect, Color.FromArgb(82, 82, 82), + // Color.FromArgb(96, 96, 96), LinearGradientMode.Vertical); + + Pen borderTop = new Pen(Color.FromArgb(76, 76, 76), 1f); + Pen borderBottom = new Pen(Color.FromArgb(128, 128, 128), 1f); + + //e.Graphics.FillRectangle(brushOuter, rect); + + rect = new Rectangle(1, 1, this.Width - 3, this.Height - 3); + g.FillRectangle(new SolidBrush(this.BackColor), rect); + + g.DrawLine(borderTop, 0, 0, this.Width - 1, 0); + g.DrawLine(borderTop, 0, 0, 0, this.Height - 1); + g.DrawLine(borderBottom, 1, this.Height - 1, this.Width - 1, this.Height - 1); + g.DrawLine(borderBottom, this.Width - 1, this.Height - 1, this.Width - 1, this.Height - 1); + + + //brushOuter.Dispose(); + borderTop.Dispose(); + borderBottom.Dispose(); + + base.OnPaint(e); + } + + #region Property overrides + + public override Font Font + { + get + { + return base.Font; + } + set + { + textBox.Font = value; + base.Font = value; + } + } + + public override String Text + { + get + { + return textBox.Text; + } + set + { + textBox.Text = value; + } + } + + public override Color ForeColor + { + get + { + return base.ForeColor; + } + set + { + textBox.ForeColor = value; + base.ForeColor = value; + } + } + + public override Color BackColor + { + get + { + return base.BackColor; + } + set + { + textBox.BackColor = value; + base.BackColor = value; + } + } + + #endregion + + #region Textbox properties + + public HorizontalAlignment TextAlign + { + get + { + return textBox.TextAlign; + } + set + { + textBox.TextAlign = value; + } + } + + #endregion + } +} diff --git a/Triangle.NET/TestApp/Controls/DarkToolStripRenderer.cs b/src/TestApp/Controls/DarkToolStripRenderer.cs similarity index 97% rename from Triangle.NET/TestApp/Controls/DarkToolStripRenderer.cs rename to src/TestApp/Controls/DarkToolStripRenderer.cs index c0ce39e..502e87b 100644 --- a/Triangle.NET/TestApp/Controls/DarkToolStripRenderer.cs +++ b/src/TestApp/Controls/DarkToolStripRenderer.cs @@ -1,85 +1,85 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Controls -{ - using System; - using System.Collections.Generic; - using System.Linq; - using System.Text; - using System.Windows.Forms; - using System.Drawing; - using System.Drawing.Drawing2D; - - /// - /// Toolstrip render for dark menu. - /// - public class DarkToolStripRenderer : ToolStripRenderer - { - protected override void OnRenderItemText(ToolStripItemTextRenderEventArgs e) - { - e.TextColor = e.Item.Enabled ? Color.White : Color.Gray; - - base.OnRenderItemText(e); - } - - protected override void OnRenderItemCheck(ToolStripItemImageRenderEventArgs e) - { - int h = e.Item.Height; - int size = h / 2 - 2; // Box size - Rectangle rect = new Rectangle(10, (h - size) / 2, size - 2, size); - - var mode = e.Graphics.SmoothingMode; - - using (Pen pen = new Pen(Color.White, 1.6f)) - { - e.Graphics.SmoothingMode = SmoothingMode.AntiAlias; - e.Graphics.DrawLine(pen, rect.Left, rect.Bottom - size / 2, rect.Left + size / 2.5f, rect.Bottom - 2); - e.Graphics.DrawLine(pen, rect.Left + size / 2.6f, rect.Bottom - 2, rect.Right, rect.Top); - } - - e.Graphics.SmoothingMode = mode; - } - - protected override void OnRenderArrow(ToolStripArrowRenderEventArgs e) - { - if (!e.Item.Selected && !e.Item.Pressed) - { - e.ArrowColor = ColorScheme.ColorGray89; - } - - base.OnRenderArrow(e); - } - - protected override void OnRenderSeparator(ToolStripSeparatorRenderEventArgs e) - { - e.Graphics.FillRectangle(ColorScheme.BrushGray78, 0, 2, e.Item.Width, 1); - } - - protected override void OnRenderMenuItemBackground(ToolStripItemRenderEventArgs e) - { - if (e.Item.Enabled) - { - if (e.Item.Selected || e.Item.Pressed) - { - e.Graphics.FillRectangle(Brushes.DimGray, 0, 0, e.Item.Width, e.Item.Height); - } - else - { - e.Graphics.FillRectangle(ColorScheme.BrushGray68, 0, 0, e.Item.Width, e.Item.Height); - } - } - - //base.OnRenderMenuItemBackground(e); - } - - protected override void OnRenderToolStripBackground(ToolStripRenderEventArgs e) - { - e.Graphics.FillRectangle(ColorScheme.BrushGray68, e.AffectedBounds); - //base.OnRenderToolStripBackground(e); - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Controls +{ + using System; + using System.Collections.Generic; + using System.Linq; + using System.Text; + using System.Windows.Forms; + using System.Drawing; + using System.Drawing.Drawing2D; + + /// + /// Toolstrip render for dark menu. + /// + public class DarkToolStripRenderer : ToolStripRenderer + { + protected override void OnRenderItemText(ToolStripItemTextRenderEventArgs e) + { + e.TextColor = e.Item.Enabled ? Color.White : Color.Gray; + + base.OnRenderItemText(e); + } + + protected override void OnRenderItemCheck(ToolStripItemImageRenderEventArgs e) + { + int h = e.Item.Height; + int size = h / 2 - 2; // Box size + Rectangle rect = new Rectangle(10, (h - size) / 2, size - 2, size); + + var mode = e.Graphics.SmoothingMode; + + using (Pen pen = new Pen(Color.White, 1.6f)) + { + e.Graphics.SmoothingMode = SmoothingMode.AntiAlias; + e.Graphics.DrawLine(pen, rect.Left, rect.Bottom - size / 2, rect.Left + size / 2.5f, rect.Bottom - 2); + e.Graphics.DrawLine(pen, rect.Left + size / 2.6f, rect.Bottom - 2, rect.Right, rect.Top); + } + + e.Graphics.SmoothingMode = mode; + } + + protected override void OnRenderArrow(ToolStripArrowRenderEventArgs e) + { + if (!e.Item.Selected && !e.Item.Pressed) + { + e.ArrowColor = ColorScheme.ColorGray89; + } + + base.OnRenderArrow(e); + } + + protected override void OnRenderSeparator(ToolStripSeparatorRenderEventArgs e) + { + e.Graphics.FillRectangle(ColorScheme.BrushGray78, 0, 2, e.Item.Width, 1); + } + + protected override void OnRenderMenuItemBackground(ToolStripItemRenderEventArgs e) + { + if (e.Item.Enabled) + { + if (e.Item.Selected || e.Item.Pressed) + { + e.Graphics.FillRectangle(Brushes.DimGray, 0, 0, e.Item.Width, e.Item.Height); + } + else + { + e.Graphics.FillRectangle(ColorScheme.BrushGray68, 0, 0, e.Item.Width, e.Item.Height); + } + } + + //base.OnRenderMenuItemBackground(e); + } + + protected override void OnRenderToolStripBackground(ToolStripRenderEventArgs e) + { + e.Graphics.FillRectangle(ColorScheme.BrushGray68, e.AffectedBounds); + //base.OnRenderToolStripBackground(e); + } + } +} diff --git a/Triangle.NET/TestApp/DarkMessageBox.cs b/src/TestApp/DarkMessageBox.cs similarity index 97% rename from Triangle.NET/TestApp/DarkMessageBox.cs rename to src/TestApp/DarkMessageBox.cs index b1ad107..2c65c20 100644 --- a/Triangle.NET/TestApp/DarkMessageBox.cs +++ b/src/TestApp/DarkMessageBox.cs @@ -1,179 +1,179 @@ -using System.Drawing; -using System.Windows.Forms; - -namespace MeshExplorer -{ - class DarkMessageBox : Form - { - #region Designer - - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Windows Form Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - this.btnCancel = new MeshExplorer.Controls.DarkButton(); - this.btnOk = new MeshExplorer.Controls.DarkButton(); - this.lbMessage = new System.Windows.Forms.Label(); - this.lbInfo = new System.Windows.Forms.Label(); - this.SuspendLayout(); - // - // btnCancel - // - this.btnCancel.DialogResult = System.Windows.Forms.DialogResult.Cancel; - this.btnCancel.Location = new System.Drawing.Point(336, 87); - this.btnCancel.Name = "btnCancel"; - this.btnCancel.Size = new System.Drawing.Size(92, 23); - this.btnCancel.TabIndex = 0; - this.btnCancel.Text = "Cancel"; - this.btnCancel.UseVisualStyleBackColor = true; - // - // btnOk - // - this.btnOk.DialogResult = System.Windows.Forms.DialogResult.OK; - this.btnOk.Location = new System.Drawing.Point(234, 87); - this.btnOk.Name = "btnOk"; - this.btnOk.Size = new System.Drawing.Size(92, 23); - this.btnOk.TabIndex = 1; - this.btnOk.Text = "Ok"; - this.btnOk.UseVisualStyleBackColor = true; - // - // lbMessage - // - this.lbMessage.BackColor = System.Drawing.Color.Transparent; - this.lbMessage.ForeColor = System.Drawing.Color.White; - this.lbMessage.Location = new System.Drawing.Point(12, 9); - this.lbMessage.Name = "lbMessage"; - this.lbMessage.Size = new System.Drawing.Size(412, 30); - this.lbMessage.TabIndex = 2; - this.lbMessage.Text = "Message"; - // - // lbInfo - // - this.lbInfo.AutoSize = true; - this.lbInfo.BackColor = System.Drawing.Color.Transparent; - this.lbInfo.ForeColor = System.Drawing.Color.White; - this.lbInfo.Location = new System.Drawing.Point(12, 47); - this.lbInfo.Name = "lbInfo"; - this.lbInfo.Size = new System.Drawing.Size(28, 13); - this.lbInfo.TabIndex = 3; - this.lbInfo.Text = "Info"; - // - // DarkMessageBox - // - this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); - this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; - this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); - this.ClientSize = new System.Drawing.Size(436, 118); - this.Controls.Add(this.lbInfo); - this.Controls.Add(this.lbMessage); - this.Controls.Add(this.btnOk); - this.Controls.Add(this.btnCancel); - this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; - this.MaximizeBox = false; - this.MinimizeBox = false; - this.Name = "DarkMessageBox"; - this.ShowInTaskbar = false; - this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent; - this.Text = "Message Box"; - this.ResumeLayout(false); - this.PerformLayout(); - - } - - #endregion - - private Controls.DarkButton btnCancel; - private Label lbMessage; - private Label lbInfo; - private Controls.DarkButton btnOk; - - #endregion - - public DarkMessageBox() - { - InitializeComponent(); - } - - protected override void OnPaint(PaintEventArgs e) - { - base.OnPaint(e); - - var rect = this.ClientRectangle; - rect.Height -= 40; - - e.Graphics.FillRectangle(Brushes.DimGray, rect); - } - - public static DialogResult Show(string title, string message, string info, MessageBoxButtons buttons) - { - DarkMessageBox dialog = new DarkMessageBox(); - - SetButtonsText(dialog, buttons); - - dialog.Text = title; - - dialog.lbInfo.Text = info; - dialog.lbMessage.Text = message; - - return dialog.ShowDialog(); - } - - public static DialogResult Show(string title, string message, string info) - { - return Show(title, message, info, MessageBoxButtons.OKCancel); - } - - public static DialogResult Show(string title, string message, MessageBoxButtons buttons) - { - return Show(title, message, "", buttons); - } - - public static DialogResult Show(string title, string message) - { - return Show(title, message, "", MessageBoxButtons.OKCancel); - } - - private static void SetButtonsText(DarkMessageBox dialog, MessageBoxButtons buttons) - { - if (buttons == MessageBoxButtons.OKCancel) - { - dialog.btnOk.Text = "OK"; - dialog.btnCancel.Text = "Cancel"; - } - else if (buttons == MessageBoxButtons.YesNo) - { - dialog.btnOk.Text = "Yes"; - dialog.btnCancel.Text = "No"; - } - else - { - dialog.btnCancel.Text = "Close"; - dialog.btnOk.Visible = false; - dialog.btnOk.Enabled = false; - } - } - } -} +using System.Drawing; +using System.Windows.Forms; + +namespace MeshExplorer +{ + class DarkMessageBox : Form + { + #region Designer + + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Windows Form Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + this.btnCancel = new MeshExplorer.Controls.DarkButton(); + this.btnOk = new MeshExplorer.Controls.DarkButton(); + this.lbMessage = new System.Windows.Forms.Label(); + this.lbInfo = new System.Windows.Forms.Label(); + this.SuspendLayout(); + // + // btnCancel + // + this.btnCancel.DialogResult = System.Windows.Forms.DialogResult.Cancel; + this.btnCancel.Location = new System.Drawing.Point(336, 87); + this.btnCancel.Name = "btnCancel"; + this.btnCancel.Size = new System.Drawing.Size(92, 23); + this.btnCancel.TabIndex = 0; + this.btnCancel.Text = "Cancel"; + this.btnCancel.UseVisualStyleBackColor = true; + // + // btnOk + // + this.btnOk.DialogResult = System.Windows.Forms.DialogResult.OK; + this.btnOk.Location = new System.Drawing.Point(234, 87); + this.btnOk.Name = "btnOk"; + this.btnOk.Size = new System.Drawing.Size(92, 23); + this.btnOk.TabIndex = 1; + this.btnOk.Text = "Ok"; + this.btnOk.UseVisualStyleBackColor = true; + // + // lbMessage + // + this.lbMessage.BackColor = System.Drawing.Color.Transparent; + this.lbMessage.ForeColor = System.Drawing.Color.White; + this.lbMessage.Location = new System.Drawing.Point(12, 9); + this.lbMessage.Name = "lbMessage"; + this.lbMessage.Size = new System.Drawing.Size(412, 30); + this.lbMessage.TabIndex = 2; + this.lbMessage.Text = "Message"; + // + // lbInfo + // + this.lbInfo.AutoSize = true; + this.lbInfo.BackColor = System.Drawing.Color.Transparent; + this.lbInfo.ForeColor = System.Drawing.Color.White; + this.lbInfo.Location = new System.Drawing.Point(12, 47); + this.lbInfo.Name = "lbInfo"; + this.lbInfo.Size = new System.Drawing.Size(28, 13); + this.lbInfo.TabIndex = 3; + this.lbInfo.Text = "Info"; + // + // DarkMessageBox + // + this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); + this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; + this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); + this.ClientSize = new System.Drawing.Size(436, 118); + this.Controls.Add(this.lbInfo); + this.Controls.Add(this.lbMessage); + this.Controls.Add(this.btnOk); + this.Controls.Add(this.btnCancel); + this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; + this.MaximizeBox = false; + this.MinimizeBox = false; + this.Name = "DarkMessageBox"; + this.ShowInTaskbar = false; + this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent; + this.Text = "Message Box"; + this.ResumeLayout(false); + this.PerformLayout(); + + } + + #endregion + + private Controls.DarkButton btnCancel; + private Label lbMessage; + private Label lbInfo; + private Controls.DarkButton btnOk; + + #endregion + + public DarkMessageBox() + { + InitializeComponent(); + } + + protected override void OnPaint(PaintEventArgs e) + { + base.OnPaint(e); + + var rect = this.ClientRectangle; + rect.Height -= 40; + + e.Graphics.FillRectangle(Brushes.DimGray, rect); + } + + public static DialogResult Show(string title, string message, string info, MessageBoxButtons buttons) + { + DarkMessageBox dialog = new DarkMessageBox(); + + SetButtonsText(dialog, buttons); + + dialog.Text = title; + + dialog.lbInfo.Text = info; + dialog.lbMessage.Text = message; + + return dialog.ShowDialog(); + } + + public static DialogResult Show(string title, string message, string info) + { + return Show(title, message, info, MessageBoxButtons.OKCancel); + } + + public static DialogResult Show(string title, string message, MessageBoxButtons buttons) + { + return Show(title, message, "", buttons); + } + + public static DialogResult Show(string title, string message) + { + return Show(title, message, "", MessageBoxButtons.OKCancel); + } + + private static void SetButtonsText(DarkMessageBox dialog, MessageBoxButtons buttons) + { + if (buttons == MessageBoxButtons.OKCancel) + { + dialog.btnOk.Text = "OK"; + dialog.btnCancel.Text = "Cancel"; + } + else if (buttons == MessageBoxButtons.YesNo) + { + dialog.btnOk.Text = "Yes"; + dialog.btnCancel.Text = "No"; + } + else + { + dialog.btnCancel.Text = "Close"; + dialog.btnOk.Visible = false; + dialog.btnOk.Enabled = false; + } + } + } +} diff --git a/Triangle.NET/TestApp/FormExport.Designer.cs b/src/TestApp/FormExport.Designer.cs similarity index 97% rename from Triangle.NET/TestApp/FormExport.Designer.cs rename to src/TestApp/FormExport.Designer.cs index eba850d..0a12657 100644 --- a/Triangle.NET/TestApp/FormExport.Designer.cs +++ b/src/TestApp/FormExport.Designer.cs @@ -1,202 +1,202 @@ -namespace MeshExplorer -{ - partial class FormExport - { - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Windows Form Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - this.label2 = new System.Windows.Forms.Label(); - this.label3 = new System.Windows.Forms.Label(); - this.label1 = new System.Windows.Forms.Label(); - this.lbSize = new System.Windows.Forms.Label(); - this.cbUseCompression = new MeshExplorer.Controls.DarkCheckBox(); - this.darkSlider1 = new MeshExplorer.Controls.DarkSlider(); - this.darkTextBox1 = new MeshExplorer.Controls.DarkTextBox(); - this.darkListBox1 = new MeshExplorer.Controls.DarkListBox(); - this.darkButton1 = new MeshExplorer.Controls.DarkButton(); - this.btnExport = new MeshExplorer.Controls.DarkButton(); - this.SuspendLayout(); - // - // label2 - // - this.label2.AutoSize = true; - this.label2.BackColor = System.Drawing.Color.Transparent; - this.label2.Location = new System.Drawing.Point(12, 9); - this.label2.Name = "label2"; - this.label2.Size = new System.Drawing.Size(65, 13); - this.label2.TabIndex = 2; - this.label2.Text = "File fromat:\r\n"; - // - // label3 - // - this.label3.AutoSize = true; - this.label3.BackColor = System.Drawing.Color.Transparent; - this.label3.Location = new System.Drawing.Point(12, 190); - this.label3.Name = "label3"; - this.label3.Size = new System.Drawing.Size(59, 13); - this.label3.TabIndex = 2; - this.label3.Text = "File name:"; - // - // label1 - // - this.label1.AutoSize = true; - this.label1.BackColor = System.Drawing.Color.Transparent; - this.label1.Location = new System.Drawing.Point(12, 148); - this.label1.Name = "label1"; - this.label1.Size = new System.Drawing.Size(74, 13); - this.label1.TabIndex = 2; - this.label1.Text = "Image width:"; - // - // lbSize - // - this.lbSize.AutoSize = true; - this.lbSize.BackColor = System.Drawing.Color.Transparent; - this.lbSize.ForeColor = System.Drawing.Color.Gray; - this.lbSize.Location = new System.Drawing.Point(272, 148); - this.lbSize.Name = "lbSize"; - this.lbSize.Size = new System.Drawing.Size(40, 13); - this.lbSize.TabIndex = 2; - this.lbSize.Text = "800 px"; - // - // cbUseCompression - // - this.cbUseCompression.BackColor = System.Drawing.Color.DimGray; - this.cbUseCompression.Checked = false; - this.cbUseCompression.Enabled = false; - this.cbUseCompression.Location = new System.Drawing.Point(15, 231); - this.cbUseCompression.Name = "cbUseCompression"; - this.cbUseCompression.Size = new System.Drawing.Size(297, 23); - this.cbUseCompression.TabIndex = 6; - this.cbUseCompression.Text = "Use GZip compression"; - this.cbUseCompression.UseVisualStyleBackColor = false; - // - // darkSlider1 - // - this.darkSlider1.BackColor = System.Drawing.Color.Transparent; - this.darkSlider1.CriticalPercent = ((uint)(0u)); - this.darkSlider1.Location = new System.Drawing.Point(15, 161); - this.darkSlider1.Maximum = 100; - this.darkSlider1.Minimum = 0; - this.darkSlider1.Name = "darkSlider1"; - this.darkSlider1.Size = new System.Drawing.Size(297, 17); - this.darkSlider1.TabIndex = 5; - this.darkSlider1.Text = "darkSlider1"; - this.darkSlider1.Value = 35; - this.darkSlider1.ValueChanging += new System.EventHandler(this.darkSlider1_ValueChanging); - // - // darkTextBox1 - // - this.darkTextBox1.BackColor = System.Drawing.Color.White; - this.darkTextBox1.Cursor = System.Windows.Forms.Cursors.IBeam; - this.darkTextBox1.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.darkTextBox1.ForeColor = System.Drawing.Color.Black; - this.darkTextBox1.Location = new System.Drawing.Point(12, 206); - this.darkTextBox1.Name = "darkTextBox1"; - this.darkTextBox1.Size = new System.Drawing.Size(300, 21); - this.darkTextBox1.TabIndex = 4; - this.darkTextBox1.TextAlign = System.Windows.Forms.HorizontalAlignment.Left; - // - // darkListBox1 - // - this.darkListBox1.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(96)))), ((int)(((byte)(96)))), ((int)(((byte)(96))))); - this.darkListBox1.BorderStyle = System.Windows.Forms.BorderStyle.None; - this.darkListBox1.DrawMode = System.Windows.Forms.DrawMode.OwnerDrawVariable; - this.darkListBox1.FormattingEnabled = true; - this.darkListBox1.ItemHeight = 22; - this.darkListBox1.Items.AddRange(new object[] { - "Portable Network Graphics (*.png)", - "Encapsulated PostScript (*.eps)", - "Scalable Vector Graphics (*.svg)"}); - this.darkListBox1.Location = new System.Drawing.Point(12, 25); - this.darkListBox1.Name = "darkListBox1"; - this.darkListBox1.Size = new System.Drawing.Size(302, 110); - this.darkListBox1.TabIndex = 3; - this.darkListBox1.SelectedIndexChanged += new System.EventHandler(this.darkListBox1_SelectedIndexChanged); - // - // darkButton1 - // - this.darkButton1.DialogResult = System.Windows.Forms.DialogResult.Cancel; - this.darkButton1.Location = new System.Drawing.Point(144, 270); - this.darkButton1.Name = "darkButton1"; - this.darkButton1.Size = new System.Drawing.Size(82, 23); - this.darkButton1.TabIndex = 1; - this.darkButton1.Text = "Cancel"; - this.darkButton1.UseVisualStyleBackColor = true; - // - // btnExport - // - this.btnExport.DialogResult = System.Windows.Forms.DialogResult.OK; - this.btnExport.Location = new System.Drawing.Point(232, 270); - this.btnExport.Name = "btnExport"; - this.btnExport.Size = new System.Drawing.Size(82, 23); - this.btnExport.TabIndex = 0; - this.btnExport.Text = "Save"; - this.btnExport.UseVisualStyleBackColor = true; - // - // FormExport - // - this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); - this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; - this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); - this.ClientSize = new System.Drawing.Size(324, 299); - this.Controls.Add(this.cbUseCompression); - this.Controls.Add(this.darkSlider1); - this.Controls.Add(this.darkTextBox1); - this.Controls.Add(this.darkListBox1); - this.Controls.Add(this.label2); - this.Controls.Add(this.lbSize); - this.Controls.Add(this.label1); - this.Controls.Add(this.label3); - this.Controls.Add(this.darkButton1); - this.Controls.Add(this.btnExport); - this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.ForeColor = System.Drawing.Color.White; - this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; - this.MaximizeBox = false; - this.MinimizeBox = false; - this.Name = "FormExport"; - this.ShowInTaskbar = false; - this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent; - this.Text = "Export Image"; - this.ResumeLayout(false); - this.PerformLayout(); - - } - - #endregion - - private Controls.DarkButton btnExport; - private Controls.DarkButton darkButton1; - private Controls.DarkListBox darkListBox1; - private System.Windows.Forms.Label label2; - private Controls.DarkTextBox darkTextBox1; - private System.Windows.Forms.Label label3; - private System.Windows.Forms.Label label1; - private Controls.DarkSlider darkSlider1; - private System.Windows.Forms.Label lbSize; - private Controls.DarkCheckBox cbUseCompression; - } +namespace MeshExplorer +{ + partial class FormExport + { + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Windows Form Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + this.label2 = new System.Windows.Forms.Label(); + this.label3 = new System.Windows.Forms.Label(); + this.label1 = new System.Windows.Forms.Label(); + this.lbSize = new System.Windows.Forms.Label(); + this.cbUseCompression = new MeshExplorer.Controls.DarkCheckBox(); + this.darkSlider1 = new MeshExplorer.Controls.DarkSlider(); + this.darkTextBox1 = new MeshExplorer.Controls.DarkTextBox(); + this.darkListBox1 = new MeshExplorer.Controls.DarkListBox(); + this.darkButton1 = new MeshExplorer.Controls.DarkButton(); + this.btnExport = new MeshExplorer.Controls.DarkButton(); + this.SuspendLayout(); + // + // label2 + // + this.label2.AutoSize = true; + this.label2.BackColor = System.Drawing.Color.Transparent; + this.label2.Location = new System.Drawing.Point(12, 9); + this.label2.Name = "label2"; + this.label2.Size = new System.Drawing.Size(65, 13); + this.label2.TabIndex = 2; + this.label2.Text = "File fromat:\r\n"; + // + // label3 + // + this.label3.AutoSize = true; + this.label3.BackColor = System.Drawing.Color.Transparent; + this.label3.Location = new System.Drawing.Point(12, 190); + this.label3.Name = "label3"; + this.label3.Size = new System.Drawing.Size(59, 13); + this.label3.TabIndex = 2; + this.label3.Text = "File name:"; + // + // label1 + // + this.label1.AutoSize = true; + this.label1.BackColor = System.Drawing.Color.Transparent; + this.label1.Location = new System.Drawing.Point(12, 148); + this.label1.Name = "label1"; + this.label1.Size = new System.Drawing.Size(74, 13); + this.label1.TabIndex = 2; + this.label1.Text = "Image width:"; + // + // lbSize + // + this.lbSize.AutoSize = true; + this.lbSize.BackColor = System.Drawing.Color.Transparent; + this.lbSize.ForeColor = System.Drawing.Color.Gray; + this.lbSize.Location = new System.Drawing.Point(272, 148); + this.lbSize.Name = "lbSize"; + this.lbSize.Size = new System.Drawing.Size(40, 13); + this.lbSize.TabIndex = 2; + this.lbSize.Text = "800 px"; + // + // cbUseCompression + // + this.cbUseCompression.BackColor = System.Drawing.Color.DimGray; + this.cbUseCompression.Checked = false; + this.cbUseCompression.Enabled = false; + this.cbUseCompression.Location = new System.Drawing.Point(15, 231); + this.cbUseCompression.Name = "cbUseCompression"; + this.cbUseCompression.Size = new System.Drawing.Size(297, 23); + this.cbUseCompression.TabIndex = 6; + this.cbUseCompression.Text = "Use GZip compression"; + this.cbUseCompression.UseVisualStyleBackColor = false; + // + // darkSlider1 + // + this.darkSlider1.BackColor = System.Drawing.Color.Transparent; + this.darkSlider1.CriticalPercent = ((uint)(0u)); + this.darkSlider1.Location = new System.Drawing.Point(15, 161); + this.darkSlider1.Maximum = 100; + this.darkSlider1.Minimum = 0; + this.darkSlider1.Name = "darkSlider1"; + this.darkSlider1.Size = new System.Drawing.Size(297, 17); + this.darkSlider1.TabIndex = 5; + this.darkSlider1.Text = "darkSlider1"; + this.darkSlider1.Value = 35; + this.darkSlider1.ValueChanging += new System.EventHandler(this.darkSlider1_ValueChanging); + // + // darkTextBox1 + // + this.darkTextBox1.BackColor = System.Drawing.Color.White; + this.darkTextBox1.Cursor = System.Windows.Forms.Cursors.IBeam; + this.darkTextBox1.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.darkTextBox1.ForeColor = System.Drawing.Color.Black; + this.darkTextBox1.Location = new System.Drawing.Point(12, 206); + this.darkTextBox1.Name = "darkTextBox1"; + this.darkTextBox1.Size = new System.Drawing.Size(300, 21); + this.darkTextBox1.TabIndex = 4; + this.darkTextBox1.TextAlign = System.Windows.Forms.HorizontalAlignment.Left; + // + // darkListBox1 + // + this.darkListBox1.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(96)))), ((int)(((byte)(96)))), ((int)(((byte)(96))))); + this.darkListBox1.BorderStyle = System.Windows.Forms.BorderStyle.None; + this.darkListBox1.DrawMode = System.Windows.Forms.DrawMode.OwnerDrawVariable; + this.darkListBox1.FormattingEnabled = true; + this.darkListBox1.ItemHeight = 22; + this.darkListBox1.Items.AddRange(new object[] { + "Portable Network Graphics (*.png)", + "Encapsulated PostScript (*.eps)", + "Scalable Vector Graphics (*.svg)"}); + this.darkListBox1.Location = new System.Drawing.Point(12, 25); + this.darkListBox1.Name = "darkListBox1"; + this.darkListBox1.Size = new System.Drawing.Size(302, 110); + this.darkListBox1.TabIndex = 3; + this.darkListBox1.SelectedIndexChanged += new System.EventHandler(this.darkListBox1_SelectedIndexChanged); + // + // darkButton1 + // + this.darkButton1.DialogResult = System.Windows.Forms.DialogResult.Cancel; + this.darkButton1.Location = new System.Drawing.Point(144, 270); + this.darkButton1.Name = "darkButton1"; + this.darkButton1.Size = new System.Drawing.Size(82, 23); + this.darkButton1.TabIndex = 1; + this.darkButton1.Text = "Cancel"; + this.darkButton1.UseVisualStyleBackColor = true; + // + // btnExport + // + this.btnExport.DialogResult = System.Windows.Forms.DialogResult.OK; + this.btnExport.Location = new System.Drawing.Point(232, 270); + this.btnExport.Name = "btnExport"; + this.btnExport.Size = new System.Drawing.Size(82, 23); + this.btnExport.TabIndex = 0; + this.btnExport.Text = "Save"; + this.btnExport.UseVisualStyleBackColor = true; + // + // FormExport + // + this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); + this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; + this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); + this.ClientSize = new System.Drawing.Size(324, 299); + this.Controls.Add(this.cbUseCompression); + this.Controls.Add(this.darkSlider1); + this.Controls.Add(this.darkTextBox1); + this.Controls.Add(this.darkListBox1); + this.Controls.Add(this.label2); + this.Controls.Add(this.lbSize); + this.Controls.Add(this.label1); + this.Controls.Add(this.label3); + this.Controls.Add(this.darkButton1); + this.Controls.Add(this.btnExport); + this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.ForeColor = System.Drawing.Color.White; + this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; + this.MaximizeBox = false; + this.MinimizeBox = false; + this.Name = "FormExport"; + this.ShowInTaskbar = false; + this.StartPosition = System.Windows.Forms.FormStartPosition.CenterParent; + this.Text = "Export Image"; + this.ResumeLayout(false); + this.PerformLayout(); + + } + + #endregion + + private Controls.DarkButton btnExport; + private Controls.DarkButton darkButton1; + private Controls.DarkListBox darkListBox1; + private System.Windows.Forms.Label label2; + private Controls.DarkTextBox darkTextBox1; + private System.Windows.Forms.Label label3; + private System.Windows.Forms.Label label1; + private Controls.DarkSlider darkSlider1; + private System.Windows.Forms.Label lbSize; + private Controls.DarkCheckBox cbUseCompression; + } } \ No newline at end of file diff --git a/Triangle.NET/TestApp/FormExport.cs b/src/TestApp/FormExport.cs similarity index 96% rename from Triangle.NET/TestApp/FormExport.cs rename to src/TestApp/FormExport.cs index 58ad249..8d8fad1 100644 --- a/Triangle.NET/TestApp/FormExport.cs +++ b/src/TestApp/FormExport.cs @@ -1,82 +1,82 @@ -using System; -using System.Drawing; -using System.IO; -using System.Windows.Forms; - -namespace MeshExplorer -{ - public partial class FormExport : Form - { - public FormExport() - { - InitializeComponent(); - } - - public int ImageFormat - { - get { return darkListBox1.SelectedIndex; } - } - - public int ImageSize - { - get - { - int size = (int)((2000.0 - 200.0) / 100.0 * darkSlider1.Value + 200.0); - return size - (size % 50); - } - } - - public string ImageName - { - get { return darkTextBox1.Text; } - set { darkTextBox1.Text = value; } - } - - public bool UseCompression - { - get { return cbUseCompression.Enabled && cbUseCompression.Checked; } - } - - protected override void OnPaint(PaintEventArgs e) - { - base.OnPaint(e); - - var rect = this.ClientRectangle; - rect.Height -= 40; - - e.Graphics.FillRectangle(Brushes.DimGray, rect); - } - - private void darkListBox1_SelectedIndexChanged(object sender, EventArgs e) - { - string filename = darkTextBox1.Text; - - if (!String.IsNullOrWhiteSpace(filename)) - { - string ext = ".png"; - - cbUseCompression.Enabled = darkListBox1.SelectedIndex > 0; - - if (darkListBox1.SelectedIndex == 1) - { - ext = ".eps"; - } - else if (darkListBox1.SelectedIndex == 2) - { - ext = ".svg"; - } - - darkTextBox1.Text = Path.ChangeExtension(filename, ext); - } - } - - private void darkSlider1_ValueChanging(object sender, EventArgs e) - { - int size = (int)((2000.0 - 200.0) / 100.0 * darkSlider1.Value + 200.0); - - size = size - (size % 50); - - lbSize.Text = size + " px"; - } - } -} +using System; +using System.Drawing; +using System.IO; +using System.Windows.Forms; + +namespace MeshExplorer +{ + public partial class FormExport : Form + { + public FormExport() + { + InitializeComponent(); + } + + public int ImageFormat + { + get { return darkListBox1.SelectedIndex; } + } + + public int ImageSize + { + get + { + int size = (int)((2000.0 - 200.0) / 100.0 * darkSlider1.Value + 200.0); + return size - (size % 50); + } + } + + public string ImageName + { + get { return darkTextBox1.Text; } + set { darkTextBox1.Text = value; } + } + + public bool UseCompression + { + get { return cbUseCompression.Enabled && cbUseCompression.Checked; } + } + + protected override void OnPaint(PaintEventArgs e) + { + base.OnPaint(e); + + var rect = this.ClientRectangle; + rect.Height -= 40; + + e.Graphics.FillRectangle(Brushes.DimGray, rect); + } + + private void darkListBox1_SelectedIndexChanged(object sender, EventArgs e) + { + string filename = darkTextBox1.Text; + + if (!String.IsNullOrWhiteSpace(filename)) + { + string ext = ".png"; + + cbUseCompression.Enabled = darkListBox1.SelectedIndex > 0; + + if (darkListBox1.SelectedIndex == 1) + { + ext = ".eps"; + } + else if (darkListBox1.SelectedIndex == 2) + { + ext = ".svg"; + } + + darkTextBox1.Text = Path.ChangeExtension(filename, ext); + } + } + + private void darkSlider1_ValueChanging(object sender, EventArgs e) + { + int size = (int)((2000.0 - 200.0) / 100.0 * darkSlider1.Value + 200.0); + + size = size - (size % 50); + + lbSize.Text = size + " px"; + } + } +} diff --git a/Triangle.NET/TestApp/FormExport.resx b/src/TestApp/FormExport.resx similarity index 97% rename from Triangle.NET/TestApp/FormExport.resx rename to src/TestApp/FormExport.resx index 29dcb1b..1af7de1 100644 --- a/Triangle.NET/TestApp/FormExport.resx +++ b/src/TestApp/FormExport.resx @@ -1,120 +1,120 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - text/microsoft-resx - - - 2.0 - - - System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + text/microsoft-resx + + + 2.0 + + + System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + + + System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + \ No newline at end of file diff --git a/Triangle.NET/TestApp/FormGenerator.Designer.cs b/src/TestApp/FormGenerator.Designer.cs similarity index 97% rename from Triangle.NET/TestApp/FormGenerator.Designer.cs rename to src/TestApp/FormGenerator.Designer.cs index efc2b44..ae1855c 100644 --- a/Triangle.NET/TestApp/FormGenerator.Designer.cs +++ b/src/TestApp/FormGenerator.Designer.cs @@ -1,242 +1,242 @@ -namespace MeshExplorer -{ - partial class FormGenerator - { - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Windows Form Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - this.lbParam1 = new System.Windows.Forms.Label(); - this.lbParam2 = new System.Windows.Forms.Label(); - this.lbParam3 = new System.Windows.Forms.Label(); - this.lbParam1Val = new System.Windows.Forms.Label(); - this.lbParam2Val = new System.Windows.Forms.Label(); - this.lbParam3Val = new System.Windows.Forms.Label(); - this.lbDescription = new System.Windows.Forms.Label(); - this.sliderParam3 = new MeshExplorer.Controls.DarkSlider(); - this.sliderParam2 = new MeshExplorer.Controls.DarkSlider(); - this.sliderParam1 = new MeshExplorer.Controls.DarkSlider(); - this.darkListBox1 = new MeshExplorer.Controls.DarkListBox(); - this.btnClose = new MeshExplorer.Controls.DarkButton(); - this.btnGenerate = new MeshExplorer.Controls.DarkButton(); - this.SuspendLayout(); - // - // lbParam1 - // - this.lbParam1.BackColor = System.Drawing.Color.DimGray; - this.lbParam1.ForeColor = System.Drawing.Color.White; - this.lbParam1.Location = new System.Drawing.Point(171, 24); - this.lbParam1.Name = "lbParam1"; - this.lbParam1.Size = new System.Drawing.Size(114, 13); - this.lbParam1.TabIndex = 4; - this.lbParam1.Text = "Param 1:"; - // - // lbParam2 - // - this.lbParam2.BackColor = System.Drawing.Color.DimGray; - this.lbParam2.ForeColor = System.Drawing.Color.White; - this.lbParam2.Location = new System.Drawing.Point(171, 47); - this.lbParam2.Name = "lbParam2"; - this.lbParam2.Size = new System.Drawing.Size(114, 13); - this.lbParam2.TabIndex = 4; - this.lbParam2.Text = "Param 2:"; - // - // lbParam3 - // - this.lbParam3.BackColor = System.Drawing.Color.DimGray; - this.lbParam3.ForeColor = System.Drawing.Color.White; - this.lbParam3.Location = new System.Drawing.Point(171, 70); - this.lbParam3.Name = "lbParam3"; - this.lbParam3.Size = new System.Drawing.Size(114, 13); - this.lbParam3.TabIndex = 4; - this.lbParam3.Text = "Param 3:"; - // - // lbParam1Val - // - this.lbParam1Val.BackColor = System.Drawing.Color.DimGray; - this.lbParam1Val.ForeColor = System.Drawing.Color.White; - this.lbParam1Val.Location = new System.Drawing.Point(436, 24); - this.lbParam1Val.Name = "lbParam1Val"; - this.lbParam1Val.Size = new System.Drawing.Size(40, 13); - this.lbParam1Val.TabIndex = 4; - this.lbParam1Val.Text = "-"; - // - // lbParam2Val - // - this.lbParam2Val.BackColor = System.Drawing.Color.DimGray; - this.lbParam2Val.ForeColor = System.Drawing.Color.White; - this.lbParam2Val.Location = new System.Drawing.Point(436, 47); - this.lbParam2Val.Name = "lbParam2Val"; - this.lbParam2Val.Size = new System.Drawing.Size(40, 13); - this.lbParam2Val.TabIndex = 4; - this.lbParam2Val.Text = "-"; - // - // lbParam3Val - // - this.lbParam3Val.BackColor = System.Drawing.Color.DimGray; - this.lbParam3Val.ForeColor = System.Drawing.Color.White; - this.lbParam3Val.Location = new System.Drawing.Point(436, 70); - this.lbParam3Val.Name = "lbParam3Val"; - this.lbParam3Val.Size = new System.Drawing.Size(40, 13); - this.lbParam3Val.TabIndex = 4; - this.lbParam3Val.Text = "-"; - // - // lbDescription - // - this.lbDescription.BackColor = System.Drawing.Color.DimGray; - this.lbDescription.ForeColor = System.Drawing.Color.White; - this.lbDescription.Location = new System.Drawing.Point(171, 104); - this.lbDescription.Name = "lbDescription"; - this.lbDescription.Size = new System.Drawing.Size(94, 13); - this.lbDescription.TabIndex = 4; - this.lbDescription.Text = "Description"; - // - // sliderParam3 - // - this.sliderParam3.BackColor = System.Drawing.Color.Transparent; - this.sliderParam3.CriticalPercent = ((uint)(0u)); - this.sliderParam3.Enabled = false; - this.sliderParam3.Location = new System.Drawing.Point(291, 64); - this.sliderParam3.Maximum = 100; - this.sliderParam3.Minimum = 0; - this.sliderParam3.Name = "sliderParam3"; - this.sliderParam3.Size = new System.Drawing.Size(138, 23); - this.sliderParam3.TabIndex = 3; - this.sliderParam3.Text = "sliderParam3"; - this.sliderParam3.Value = 50; - this.sliderParam3.ValueChanging += new System.EventHandler(this.sliderParam3_ValueChanging); - // - // sliderParam2 - // - this.sliderParam2.BackColor = System.Drawing.Color.Transparent; - this.sliderParam2.CriticalPercent = ((uint)(0u)); - this.sliderParam2.Enabled = false; - this.sliderParam2.Location = new System.Drawing.Point(291, 41); - this.sliderParam2.Maximum = 100; - this.sliderParam2.Minimum = 0; - this.sliderParam2.Name = "sliderParam2"; - this.sliderParam2.Size = new System.Drawing.Size(138, 23); - this.sliderParam2.TabIndex = 3; - this.sliderParam2.Text = "sliderParam2"; - this.sliderParam2.Value = 50; - this.sliderParam2.ValueChanging += new System.EventHandler(this.sliderParam2_ValueChanging); - // - // sliderParam1 - // - this.sliderParam1.BackColor = System.Drawing.Color.Transparent; - this.sliderParam1.CriticalPercent = ((uint)(0u)); - this.sliderParam1.Enabled = false; - this.sliderParam1.Location = new System.Drawing.Point(291, 18); - this.sliderParam1.Maximum = 100; - this.sliderParam1.Minimum = 0; - this.sliderParam1.Name = "sliderParam1"; - this.sliderParam1.Size = new System.Drawing.Size(138, 23); - this.sliderParam1.TabIndex = 3; - this.sliderParam1.Text = "sliderParam1"; - this.sliderParam1.Value = 50; - this.sliderParam1.ValueChanging += new System.EventHandler(this.sliderParam1_ValueChanging); - // - // darkListBox1 - // - this.darkListBox1.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(96)))), ((int)(((byte)(96)))), ((int)(((byte)(96))))); - this.darkListBox1.BorderStyle = System.Windows.Forms.BorderStyle.None; - this.darkListBox1.DrawMode = System.Windows.Forms.DrawMode.OwnerDrawVariable; - this.darkListBox1.FormattingEnabled = true; - this.darkListBox1.ItemHeight = 22; - this.darkListBox1.Location = new System.Drawing.Point(5, 5); - this.darkListBox1.Name = "darkListBox1"; - this.darkListBox1.Size = new System.Drawing.Size(160, 228); - this.darkListBox1.TabIndex = 2; - this.darkListBox1.SelectedIndexChanged += new System.EventHandler(this.darkListBox1_SelectedIndexChanged); - // - // btnClose - // - this.btnClose.Location = new System.Drawing.Point(291, 247); - this.btnClose.Name = "btnClose"; - this.btnClose.Size = new System.Drawing.Size(94, 23); - this.btnClose.TabIndex = 1; - this.btnClose.Text = "Close"; - this.btnClose.UseVisualStyleBackColor = true; - this.btnClose.Click += new System.EventHandler(this.btnClose_Click); - // - // btnGenerate - // - this.btnGenerate.Location = new System.Drawing.Point(391, 247); - this.btnGenerate.Name = "btnGenerate"; - this.btnGenerate.Size = new System.Drawing.Size(94, 23); - this.btnGenerate.TabIndex = 0; - this.btnGenerate.Text = "Generate"; - this.btnGenerate.UseVisualStyleBackColor = true; - this.btnGenerate.Click += new System.EventHandler(this.btnGenerate_Click); - // - // FormGenerator - // - this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); - this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; - this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); - this.ClientSize = new System.Drawing.Size(495, 278); - this.Controls.Add(this.lbParam3Val); - this.Controls.Add(this.lbDescription); - this.Controls.Add(this.lbParam3); - this.Controls.Add(this.lbParam2Val); - this.Controls.Add(this.lbParam2); - this.Controls.Add(this.lbParam1Val); - this.Controls.Add(this.lbParam1); - this.Controls.Add(this.sliderParam3); - this.Controls.Add(this.sliderParam2); - this.Controls.Add(this.sliderParam1); - this.Controls.Add(this.darkListBox1); - this.Controls.Add(this.btnClose); - this.Controls.Add(this.btnGenerate); - this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; - this.MaximizeBox = false; - this.MinimizeBox = false; - this.Name = "FormGenerator"; - this.ShowInTaskbar = false; - this.Text = "Input Generator"; - this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.FormGenerator_FormClosing); - this.Load += new System.EventHandler(this.FormGenerator_Load); - this.ResumeLayout(false); - - } - - #endregion - - private Controls.DarkButton btnGenerate; - private Controls.DarkButton btnClose; - private Controls.DarkListBox darkListBox1; - private Controls.DarkSlider sliderParam1; - private Controls.DarkSlider sliderParam2; - private Controls.DarkSlider sliderParam3; - private System.Windows.Forms.Label lbParam1; - private System.Windows.Forms.Label lbParam2; - private System.Windows.Forms.Label lbParam3; - private System.Windows.Forms.Label lbParam1Val; - private System.Windows.Forms.Label lbParam2Val; - private System.Windows.Forms.Label lbParam3Val; - private System.Windows.Forms.Label lbDescription; - } +namespace MeshExplorer +{ + partial class FormGenerator + { + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Windows Form Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + this.lbParam1 = new System.Windows.Forms.Label(); + this.lbParam2 = new System.Windows.Forms.Label(); + this.lbParam3 = new System.Windows.Forms.Label(); + this.lbParam1Val = new System.Windows.Forms.Label(); + this.lbParam2Val = new System.Windows.Forms.Label(); + this.lbParam3Val = new System.Windows.Forms.Label(); + this.lbDescription = new System.Windows.Forms.Label(); + this.sliderParam3 = new MeshExplorer.Controls.DarkSlider(); + this.sliderParam2 = new MeshExplorer.Controls.DarkSlider(); + this.sliderParam1 = new MeshExplorer.Controls.DarkSlider(); + this.darkListBox1 = new MeshExplorer.Controls.DarkListBox(); + this.btnClose = new MeshExplorer.Controls.DarkButton(); + this.btnGenerate = new MeshExplorer.Controls.DarkButton(); + this.SuspendLayout(); + // + // lbParam1 + // + this.lbParam1.BackColor = System.Drawing.Color.DimGray; + this.lbParam1.ForeColor = System.Drawing.Color.White; + this.lbParam1.Location = new System.Drawing.Point(171, 24); + this.lbParam1.Name = "lbParam1"; + this.lbParam1.Size = new System.Drawing.Size(114, 13); + this.lbParam1.TabIndex = 4; + this.lbParam1.Text = "Param 1:"; + // + // lbParam2 + // + this.lbParam2.BackColor = System.Drawing.Color.DimGray; + this.lbParam2.ForeColor = System.Drawing.Color.White; + this.lbParam2.Location = new System.Drawing.Point(171, 47); + this.lbParam2.Name = "lbParam2"; + this.lbParam2.Size = new System.Drawing.Size(114, 13); + this.lbParam2.TabIndex = 4; + this.lbParam2.Text = "Param 2:"; + // + // lbParam3 + // + this.lbParam3.BackColor = System.Drawing.Color.DimGray; + this.lbParam3.ForeColor = System.Drawing.Color.White; + this.lbParam3.Location = new System.Drawing.Point(171, 70); + this.lbParam3.Name = "lbParam3"; + this.lbParam3.Size = new System.Drawing.Size(114, 13); + this.lbParam3.TabIndex = 4; + this.lbParam3.Text = "Param 3:"; + // + // lbParam1Val + // + this.lbParam1Val.BackColor = System.Drawing.Color.DimGray; + this.lbParam1Val.ForeColor = System.Drawing.Color.White; + this.lbParam1Val.Location = new System.Drawing.Point(436, 24); + this.lbParam1Val.Name = "lbParam1Val"; + this.lbParam1Val.Size = new System.Drawing.Size(40, 13); + this.lbParam1Val.TabIndex = 4; + this.lbParam1Val.Text = "-"; + // + // lbParam2Val + // + this.lbParam2Val.BackColor = System.Drawing.Color.DimGray; + this.lbParam2Val.ForeColor = System.Drawing.Color.White; + this.lbParam2Val.Location = new System.Drawing.Point(436, 47); + this.lbParam2Val.Name = "lbParam2Val"; + this.lbParam2Val.Size = new System.Drawing.Size(40, 13); + this.lbParam2Val.TabIndex = 4; + this.lbParam2Val.Text = "-"; + // + // lbParam3Val + // + this.lbParam3Val.BackColor = System.Drawing.Color.DimGray; + this.lbParam3Val.ForeColor = System.Drawing.Color.White; + this.lbParam3Val.Location = new System.Drawing.Point(436, 70); + this.lbParam3Val.Name = "lbParam3Val"; + this.lbParam3Val.Size = new System.Drawing.Size(40, 13); + this.lbParam3Val.TabIndex = 4; + this.lbParam3Val.Text = "-"; + // + // lbDescription + // + this.lbDescription.BackColor = System.Drawing.Color.DimGray; + this.lbDescription.ForeColor = System.Drawing.Color.White; + this.lbDescription.Location = new System.Drawing.Point(171, 104); + this.lbDescription.Name = "lbDescription"; + this.lbDescription.Size = new System.Drawing.Size(94, 13); + this.lbDescription.TabIndex = 4; + this.lbDescription.Text = "Description"; + // + // sliderParam3 + // + this.sliderParam3.BackColor = System.Drawing.Color.Transparent; + this.sliderParam3.CriticalPercent = ((uint)(0u)); + this.sliderParam3.Enabled = false; + this.sliderParam3.Location = new System.Drawing.Point(291, 64); + this.sliderParam3.Maximum = 100; + this.sliderParam3.Minimum = 0; + this.sliderParam3.Name = "sliderParam3"; + this.sliderParam3.Size = new System.Drawing.Size(138, 23); + this.sliderParam3.TabIndex = 3; + this.sliderParam3.Text = "sliderParam3"; + this.sliderParam3.Value = 50; + this.sliderParam3.ValueChanging += new System.EventHandler(this.sliderParam3_ValueChanging); + // + // sliderParam2 + // + this.sliderParam2.BackColor = System.Drawing.Color.Transparent; + this.sliderParam2.CriticalPercent = ((uint)(0u)); + this.sliderParam2.Enabled = false; + this.sliderParam2.Location = new System.Drawing.Point(291, 41); + this.sliderParam2.Maximum = 100; + this.sliderParam2.Minimum = 0; + this.sliderParam2.Name = "sliderParam2"; + this.sliderParam2.Size = new System.Drawing.Size(138, 23); + this.sliderParam2.TabIndex = 3; + this.sliderParam2.Text = "sliderParam2"; + this.sliderParam2.Value = 50; + this.sliderParam2.ValueChanging += new System.EventHandler(this.sliderParam2_ValueChanging); + // + // sliderParam1 + // + this.sliderParam1.BackColor = System.Drawing.Color.Transparent; + this.sliderParam1.CriticalPercent = ((uint)(0u)); + this.sliderParam1.Enabled = false; + this.sliderParam1.Location = new System.Drawing.Point(291, 18); + this.sliderParam1.Maximum = 100; + this.sliderParam1.Minimum = 0; + this.sliderParam1.Name = "sliderParam1"; + this.sliderParam1.Size = new System.Drawing.Size(138, 23); + this.sliderParam1.TabIndex = 3; + this.sliderParam1.Text = "sliderParam1"; + this.sliderParam1.Value = 50; + this.sliderParam1.ValueChanging += new System.EventHandler(this.sliderParam1_ValueChanging); + // + // darkListBox1 + // + this.darkListBox1.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(96)))), ((int)(((byte)(96)))), ((int)(((byte)(96))))); + this.darkListBox1.BorderStyle = System.Windows.Forms.BorderStyle.None; + this.darkListBox1.DrawMode = System.Windows.Forms.DrawMode.OwnerDrawVariable; + this.darkListBox1.FormattingEnabled = true; + this.darkListBox1.ItemHeight = 22; + this.darkListBox1.Location = new System.Drawing.Point(5, 5); + this.darkListBox1.Name = "darkListBox1"; + this.darkListBox1.Size = new System.Drawing.Size(160, 228); + this.darkListBox1.TabIndex = 2; + this.darkListBox1.SelectedIndexChanged += new System.EventHandler(this.darkListBox1_SelectedIndexChanged); + // + // btnClose + // + this.btnClose.Location = new System.Drawing.Point(291, 247); + this.btnClose.Name = "btnClose"; + this.btnClose.Size = new System.Drawing.Size(94, 23); + this.btnClose.TabIndex = 1; + this.btnClose.Text = "Close"; + this.btnClose.UseVisualStyleBackColor = true; + this.btnClose.Click += new System.EventHandler(this.btnClose_Click); + // + // btnGenerate + // + this.btnGenerate.Location = new System.Drawing.Point(391, 247); + this.btnGenerate.Name = "btnGenerate"; + this.btnGenerate.Size = new System.Drawing.Size(94, 23); + this.btnGenerate.TabIndex = 0; + this.btnGenerate.Text = "Generate"; + this.btnGenerate.UseVisualStyleBackColor = true; + this.btnGenerate.Click += new System.EventHandler(this.btnGenerate_Click); + // + // FormGenerator + // + this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); + this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; + this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); + this.ClientSize = new System.Drawing.Size(495, 278); + this.Controls.Add(this.lbParam3Val); + this.Controls.Add(this.lbDescription); + this.Controls.Add(this.lbParam3); + this.Controls.Add(this.lbParam2Val); + this.Controls.Add(this.lbParam2); + this.Controls.Add(this.lbParam1Val); + this.Controls.Add(this.lbParam1); + this.Controls.Add(this.sliderParam3); + this.Controls.Add(this.sliderParam2); + this.Controls.Add(this.sliderParam1); + this.Controls.Add(this.darkListBox1); + this.Controls.Add(this.btnClose); + this.Controls.Add(this.btnGenerate); + this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; + this.MaximizeBox = false; + this.MinimizeBox = false; + this.Name = "FormGenerator"; + this.ShowInTaskbar = false; + this.Text = "Input Generator"; + this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.FormGenerator_FormClosing); + this.Load += new System.EventHandler(this.FormGenerator_Load); + this.ResumeLayout(false); + + } + + #endregion + + private Controls.DarkButton btnGenerate; + private Controls.DarkButton btnClose; + private Controls.DarkListBox darkListBox1; + private Controls.DarkSlider sliderParam1; + private Controls.DarkSlider sliderParam2; + private Controls.DarkSlider sliderParam3; + private System.Windows.Forms.Label lbParam1; + private System.Windows.Forms.Label lbParam2; + private System.Windows.Forms.Label lbParam3; + private System.Windows.Forms.Label lbParam1Val; + private System.Windows.Forms.Label lbParam2Val; + private System.Windows.Forms.Label lbParam3Val; + private System.Windows.Forms.Label lbDescription; + } } \ No newline at end of file diff --git a/Triangle.NET/TestApp/FormGenerator.cs b/src/TestApp/FormGenerator.cs similarity index 96% rename from Triangle.NET/TestApp/FormGenerator.cs rename to src/TestApp/FormGenerator.cs index e88145e..61776f3 100644 --- a/Triangle.NET/TestApp/FormGenerator.cs +++ b/src/TestApp/FormGenerator.cs @@ -1,150 +1,150 @@ -using System; -using System.Drawing; -using System.Windows.Forms; -using MeshExplorer.Generators; -using TriangleNet.Geometry; - -namespace MeshExplorer -{ - public partial class FormGenerator : Form - { - public event EventHandler InputGenerated; - - IGenerator currentGenerator; - - public FormGenerator() - { - InitializeComponent(); - } - - private void UpdateControls() - { - if (currentGenerator.ParameterCount > 0) - { - sliderParam1.Enabled = true; - lbParam1.Text = currentGenerator.ParameterDescription(0); - lbParam1Val.Text = currentGenerator.ParameterDescription(0, sliderParam1.Value); - } - else - { - sliderParam1.Enabled = false; - lbParam1.Text = ""; - lbParam1Val.Text = ""; - } - - if (currentGenerator.ParameterCount > 1) - { - sliderParam2.Enabled = true; - lbParam2.Text = currentGenerator.ParameterDescription(1); - lbParam2Val.Text = currentGenerator.ParameterDescription(1, sliderParam2.Value); - } - else - { - sliderParam2.Enabled = false; - lbParam2.Text = ""; - lbParam2Val.Text = ""; - } - - if (currentGenerator.ParameterCount > 2) - { - sliderParam3.Enabled = true; - lbParam3.Text = currentGenerator.ParameterDescription(2); - lbParam3Val.Text = currentGenerator.ParameterDescription(2, sliderParam3.Value); - } - else - { - sliderParam3.Enabled = false; - lbParam3.Text = ""; - lbParam3Val.Text = ""; - } - } - - private void btnGenerate_Click(object sender, EventArgs e) - { - if (currentGenerator != null && InputGenerated != null) - { - try - { - var input = currentGenerator.Generate(sliderParam1.Value, - sliderParam2.Value, sliderParam3.Value); - - InputGenerated(input, EventArgs.Empty); - } - catch (Exception ex) - { - DarkMessageBox.Show("Exception", ex.Message); - } - } - } - - private void btnClose_Click(object sender, EventArgs e) - { - this.Hide(); - } - - private void FormGenerator_FormClosing(object sender, FormClosingEventArgs e) - { - if (e.CloseReason == CloseReason.UserClosing) - { - e.Cancel = true; - this.Hide(); - } - } - - protected override void OnPaint(PaintEventArgs e) - { - base.OnPaint(e); - - var rect = this.ClientRectangle; - rect.Height -= 40; - - e.Graphics.FillRectangle(Brushes.DimGray, rect); - } - - private void darkListBox1_SelectedIndexChanged(object sender, EventArgs e) - { - currentGenerator = darkListBox1.SelectedItem as IGenerator; - - if (currentGenerator != null) - { - UpdateControls(); - } - } - - private void sliderParam1_ValueChanging(object sender, EventArgs e) - { - if (currentGenerator != null) - { - lbParam1Val.Text = currentGenerator.ParameterDescription(0, sliderParam1.Value); - } - } - - private void sliderParam2_ValueChanging(object sender, EventArgs e) - { - if (currentGenerator != null) - { - lbParam2Val.Text = currentGenerator.ParameterDescription(1, sliderParam2.Value); - } - } - - private void sliderParam3_ValueChanging(object sender, EventArgs e) - { - if (currentGenerator != null) - { - lbParam3Val.Text = currentGenerator.ParameterDescription(2, sliderParam3.Value); - } - } - - private void FormGenerator_Load(object sender, EventArgs e) - { - darkListBox1.Items.Add(new RandomPoints()); - darkListBox1.Items.Add(new RandomPointsCircle()); - darkListBox1.Items.Add(new StarInBox()); - darkListBox1.Items.Add(new RingPolygon()); - darkListBox1.Items.Add(new BoxWithHole()); - darkListBox1.Items.Add(new CircleWithHole()); - - darkListBox1.SelectedIndex = 0; - } - } -} +using System; +using System.Drawing; +using System.Windows.Forms; +using MeshExplorer.Generators; +using TriangleNet.Geometry; + +namespace MeshExplorer +{ + public partial class FormGenerator : Form + { + public event EventHandler InputGenerated; + + IGenerator currentGenerator; + + public FormGenerator() + { + InitializeComponent(); + } + + private void UpdateControls() + { + if (currentGenerator.ParameterCount > 0) + { + sliderParam1.Enabled = true; + lbParam1.Text = currentGenerator.ParameterDescription(0); + lbParam1Val.Text = currentGenerator.ParameterDescription(0, sliderParam1.Value); + } + else + { + sliderParam1.Enabled = false; + lbParam1.Text = ""; + lbParam1Val.Text = ""; + } + + if (currentGenerator.ParameterCount > 1) + { + sliderParam2.Enabled = true; + lbParam2.Text = currentGenerator.ParameterDescription(1); + lbParam2Val.Text = currentGenerator.ParameterDescription(1, sliderParam2.Value); + } + else + { + sliderParam2.Enabled = false; + lbParam2.Text = ""; + lbParam2Val.Text = ""; + } + + if (currentGenerator.ParameterCount > 2) + { + sliderParam3.Enabled = true; + lbParam3.Text = currentGenerator.ParameterDescription(2); + lbParam3Val.Text = currentGenerator.ParameterDescription(2, sliderParam3.Value); + } + else + { + sliderParam3.Enabled = false; + lbParam3.Text = ""; + lbParam3Val.Text = ""; + } + } + + private void btnGenerate_Click(object sender, EventArgs e) + { + if (currentGenerator != null && InputGenerated != null) + { + try + { + var input = currentGenerator.Generate(sliderParam1.Value, + sliderParam2.Value, sliderParam3.Value); + + InputGenerated(input, EventArgs.Empty); + } + catch (Exception ex) + { + DarkMessageBox.Show("Exception", ex.Message); + } + } + } + + private void btnClose_Click(object sender, EventArgs e) + { + this.Hide(); + } + + private void FormGenerator_FormClosing(object sender, FormClosingEventArgs e) + { + if (e.CloseReason == CloseReason.UserClosing) + { + e.Cancel = true; + this.Hide(); + } + } + + protected override void OnPaint(PaintEventArgs e) + { + base.OnPaint(e); + + var rect = this.ClientRectangle; + rect.Height -= 40; + + e.Graphics.FillRectangle(Brushes.DimGray, rect); + } + + private void darkListBox1_SelectedIndexChanged(object sender, EventArgs e) + { + currentGenerator = darkListBox1.SelectedItem as IGenerator; + + if (currentGenerator != null) + { + UpdateControls(); + } + } + + private void sliderParam1_ValueChanging(object sender, EventArgs e) + { + if (currentGenerator != null) + { + lbParam1Val.Text = currentGenerator.ParameterDescription(0, sliderParam1.Value); + } + } + + private void sliderParam2_ValueChanging(object sender, EventArgs e) + { + if (currentGenerator != null) + { + lbParam2Val.Text = currentGenerator.ParameterDescription(1, sliderParam2.Value); + } + } + + private void sliderParam3_ValueChanging(object sender, EventArgs e) + { + if (currentGenerator != null) + { + lbParam3Val.Text = currentGenerator.ParameterDescription(2, sliderParam3.Value); + } + } + + private void FormGenerator_Load(object sender, EventArgs e) + { + darkListBox1.Items.Add(new RandomPoints()); + darkListBox1.Items.Add(new RandomPointsCircle()); + darkListBox1.Items.Add(new StarInBox()); + darkListBox1.Items.Add(new RingPolygon()); + darkListBox1.Items.Add(new BoxWithHole()); + darkListBox1.Items.Add(new CircleWithHole()); + + darkListBox1.SelectedIndex = 0; + } + } +} diff --git a/Triangle.NET/TestApp/FormGenerator.resx b/src/TestApp/FormGenerator.resx similarity index 97% rename from Triangle.NET/TestApp/FormGenerator.resx rename to src/TestApp/FormGenerator.resx index 29dcb1b..1af7de1 100644 --- a/Triangle.NET/TestApp/FormGenerator.resx +++ b/src/TestApp/FormGenerator.resx @@ -1,120 +1,120 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - text/microsoft-resx - - - 2.0 - - - System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + text/microsoft-resx + + + 2.0 + + + System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + + + System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + \ No newline at end of file diff --git a/Triangle.NET/TestApp/FormLog.Designer.cs b/src/TestApp/FormLog.Designer.cs similarity index 97% rename from Triangle.NET/TestApp/FormLog.Designer.cs rename to src/TestApp/FormLog.Designer.cs index f680174..bf0cf74 100644 --- a/Triangle.NET/TestApp/FormLog.Designer.cs +++ b/src/TestApp/FormLog.Designer.cs @@ -1,90 +1,90 @@ -namespace MeshExplorer -{ - partial class FormLog - { - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Windows Form Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - this.listLog = new System.Windows.Forms.ListView(); - this.colMessage = ((System.Windows.Forms.ColumnHeader)(new System.Windows.Forms.ColumnHeader())); - this.colInfo = ((System.Windows.Forms.ColumnHeader)(new System.Windows.Forms.ColumnHeader())); - this.SuspendLayout(); - // - // listLog - // - this.listLog.BackColor = System.Drawing.Color.White; - this.listLog.BorderStyle = System.Windows.Forms.BorderStyle.None; - this.listLog.Columns.AddRange(new System.Windows.Forms.ColumnHeader[] { - this.colMessage, - this.colInfo}); - this.listLog.Dock = System.Windows.Forms.DockStyle.Fill; - this.listLog.ForeColor = System.Drawing.Color.White; - this.listLog.FullRowSelect = true; - this.listLog.HeaderStyle = System.Windows.Forms.ColumnHeaderStyle.Nonclickable; - this.listLog.Location = new System.Drawing.Point(0, 0); - this.listLog.Name = "listLog"; - this.listLog.Size = new System.Drawing.Size(584, 262); - this.listLog.TabIndex = 2; - this.listLog.UseCompatibleStateImageBehavior = false; - this.listLog.View = System.Windows.Forms.View.Details; - this.listLog.DoubleClick += new System.EventHandler(this.listLog_DoubleClick); - this.listLog.KeyDown += new System.Windows.Forms.KeyEventHandler(this.listLog_KeyDown); - // - // colMessage - // - this.colMessage.Text = "Message"; - this.colMessage.Width = 350; - // - // colInfo - // - this.colInfo.Text = "Info"; - this.colInfo.Width = 200; - // - // FormLog - // - this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); - this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; - this.ClientSize = new System.Drawing.Size(584, 262); - this.Controls.Add(this.listLog); - this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.MaximizeBox = false; - this.MinimizeBox = false; - this.Name = "FormLog"; - this.ShowIcon = false; - this.ShowInTaskbar = false; - this.Text = "Log"; - this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.FormLog_FormClosing); - this.ResumeLayout(false); - - } - - #endregion - - private System.Windows.Forms.ListView listLog; - private System.Windows.Forms.ColumnHeader colMessage; - private System.Windows.Forms.ColumnHeader colInfo; - } +namespace MeshExplorer +{ + partial class FormLog + { + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Windows Form Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + this.listLog = new System.Windows.Forms.ListView(); + this.colMessage = ((System.Windows.Forms.ColumnHeader)(new System.Windows.Forms.ColumnHeader())); + this.colInfo = ((System.Windows.Forms.ColumnHeader)(new System.Windows.Forms.ColumnHeader())); + this.SuspendLayout(); + // + // listLog + // + this.listLog.BackColor = System.Drawing.Color.White; + this.listLog.BorderStyle = System.Windows.Forms.BorderStyle.None; + this.listLog.Columns.AddRange(new System.Windows.Forms.ColumnHeader[] { + this.colMessage, + this.colInfo}); + this.listLog.Dock = System.Windows.Forms.DockStyle.Fill; + this.listLog.ForeColor = System.Drawing.Color.White; + this.listLog.FullRowSelect = true; + this.listLog.HeaderStyle = System.Windows.Forms.ColumnHeaderStyle.Nonclickable; + this.listLog.Location = new System.Drawing.Point(0, 0); + this.listLog.Name = "listLog"; + this.listLog.Size = new System.Drawing.Size(584, 262); + this.listLog.TabIndex = 2; + this.listLog.UseCompatibleStateImageBehavior = false; + this.listLog.View = System.Windows.Forms.View.Details; + this.listLog.DoubleClick += new System.EventHandler(this.listLog_DoubleClick); + this.listLog.KeyDown += new System.Windows.Forms.KeyEventHandler(this.listLog_KeyDown); + // + // colMessage + // + this.colMessage.Text = "Message"; + this.colMessage.Width = 350; + // + // colInfo + // + this.colInfo.Text = "Info"; + this.colInfo.Width = 200; + // + // FormLog + // + this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); + this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; + this.ClientSize = new System.Drawing.Size(584, 262); + this.Controls.Add(this.listLog); + this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.MaximizeBox = false; + this.MinimizeBox = false; + this.Name = "FormLog"; + this.ShowIcon = false; + this.ShowInTaskbar = false; + this.Text = "Log"; + this.FormClosing += new System.Windows.Forms.FormClosingEventHandler(this.FormLog_FormClosing); + this.ResumeLayout(false); + + } + + #endregion + + private System.Windows.Forms.ListView listLog; + private System.Windows.Forms.ColumnHeader colMessage; + private System.Windows.Forms.ColumnHeader colInfo; + } } \ No newline at end of file diff --git a/Triangle.NET/TestApp/FormLog.cs b/src/TestApp/FormLog.cs similarity index 96% rename from Triangle.NET/TestApp/FormLog.cs rename to src/TestApp/FormLog.cs index 1d2677b..6797065 100644 --- a/Triangle.NET/TestApp/FormLog.cs +++ b/src/TestApp/FormLog.cs @@ -1,139 +1,139 @@ -using System; -using System.Drawing; -using System.Text; -using System.Windows.Forms; -using TriangleNet; -using TriangleNet.Logging; - -namespace MeshExplorer -{ - public partial class FormLog : Form - { - public FormLog() - { - InitializeComponent(); - } - - public void AddItem(string message, bool warning) - { - var log = Log.Instance; - - if (warning) - { - log.Warning(message, "Mesh Explorer"); - } - else - { - log.Info(message); - } - } - - public void UpdateItems() - { - listLog.Items.Clear(); - - var log = Log.Instance; - - foreach (var item in log.Data) - { - listLog.Items.Add(CreateListViewItem(item)); - } - } - - private ListViewItem CreateListViewItem(LogItem item) - { - ListViewItem lvi = new ListViewItem(new string[] { item.Message, item.Info }); - - if (item.Level == LogLevel.Error) - { - lvi.ForeColor = Color.DarkRed; - } - else if (item.Level == LogLevel.Warning) - { - lvi.ForeColor = Color.Peru; - } - else - { - lvi.ForeColor = Color.Black; - } - - lvi.UseItemStyleForSubItems = true; - - return lvi; - } - - private void FormLog_FormClosing(object sender, FormClosingEventArgs e) - { - if (e.CloseReason == CloseReason.UserClosing) - { - e.Cancel = true; - this.Hide(); - } - } - - private void listLog_KeyDown(object sender, KeyEventArgs e) - { - if (e.KeyCode == Keys.C) - { - if (ModifierKeys == Keys.Control) - { - var selection = listLog.SelectedItems; - - if (selection != null && selection.Count > 0) - { - StringBuilder sb = new StringBuilder(); - - foreach (var item in selection) - { - GetRowText(sb, item); - } - - Clipboard.SetText(sb.ToString()); - } - } - } - else if (e.KeyCode == Keys.Delete) - { - if (ModifierKeys == Keys.Control) - { - listLog.Items.Clear(); - Log.Instance.Clear(); - } - } - } - - private void listLog_DoubleClick(object sender, EventArgs e) - { - StringBuilder sb = new StringBuilder(); - - foreach (var item in listLog.SelectedItems) - { - GetRowText(sb, item); - } - - if (sb.Length > 0) - { - Clipboard.SetText(sb.ToString()); - } - } - - private void GetRowText(StringBuilder sb, object item) - { - var row = item as ListViewItem; - - if (row != null) - { - foreach (var col in row.SubItems) - { - var lvi = col as ListViewItem.ListViewSubItem; - - if (lvi != null) - { - sb.Append(lvi.Text); - sb.Append("; "); - } - } - } - } - } -} +using System; +using System.Drawing; +using System.Text; +using System.Windows.Forms; +using TriangleNet; +using TriangleNet.Logging; + +namespace MeshExplorer +{ + public partial class FormLog : Form + { + public FormLog() + { + InitializeComponent(); + } + + public void AddItem(string message, bool warning) + { + var log = Log.Instance; + + if (warning) + { + log.Warning(message, "Mesh Explorer"); + } + else + { + log.Info(message); + } + } + + public void UpdateItems() + { + listLog.Items.Clear(); + + var log = Log.Instance; + + foreach (var item in log.Data) + { + listLog.Items.Add(CreateListViewItem(item)); + } + } + + private ListViewItem CreateListViewItem(LogItem item) + { + ListViewItem lvi = new ListViewItem(new string[] { item.Message, item.Info }); + + if (item.Level == LogLevel.Error) + { + lvi.ForeColor = Color.DarkRed; + } + else if (item.Level == LogLevel.Warning) + { + lvi.ForeColor = Color.Peru; + } + else + { + lvi.ForeColor = Color.Black; + } + + lvi.UseItemStyleForSubItems = true; + + return lvi; + } + + private void FormLog_FormClosing(object sender, FormClosingEventArgs e) + { + if (e.CloseReason == CloseReason.UserClosing) + { + e.Cancel = true; + this.Hide(); + } + } + + private void listLog_KeyDown(object sender, KeyEventArgs e) + { + if (e.KeyCode == Keys.C) + { + if (ModifierKeys == Keys.Control) + { + var selection = listLog.SelectedItems; + + if (selection != null && selection.Count > 0) + { + StringBuilder sb = new StringBuilder(); + + foreach (var item in selection) + { + GetRowText(sb, item); + } + + Clipboard.SetText(sb.ToString()); + } + } + } + else if (e.KeyCode == Keys.Delete) + { + if (ModifierKeys == Keys.Control) + { + listLog.Items.Clear(); + Log.Instance.Clear(); + } + } + } + + private void listLog_DoubleClick(object sender, EventArgs e) + { + StringBuilder sb = new StringBuilder(); + + foreach (var item in listLog.SelectedItems) + { + GetRowText(sb, item); + } + + if (sb.Length > 0) + { + Clipboard.SetText(sb.ToString()); + } + } + + private void GetRowText(StringBuilder sb, object item) + { + var row = item as ListViewItem; + + if (row != null) + { + foreach (var col in row.SubItems) + { + var lvi = col as ListViewItem.ListViewSubItem; + + if (lvi != null) + { + sb.Append(lvi.Text); + sb.Append("; "); + } + } + } + } + } +} diff --git a/Triangle.NET/TestApp/FormLog.resx b/src/TestApp/FormLog.resx similarity index 97% rename from Triangle.NET/TestApp/FormLog.resx rename to src/TestApp/FormLog.resx index 29dcb1b..1af7de1 100644 --- a/Triangle.NET/TestApp/FormLog.resx +++ b/src/TestApp/FormLog.resx @@ -1,120 +1,120 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - text/microsoft-resx - - - 2.0 - - - System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + text/microsoft-resx + + + 2.0 + + + System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + + + System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + \ No newline at end of file diff --git a/Triangle.NET/TestApp/FormMain.Designer.cs b/src/TestApp/FormMain.Designer.cs similarity index 98% rename from Triangle.NET/TestApp/FormMain.Designer.cs rename to src/TestApp/FormMain.Designer.cs index ac0e044..f76312c 100644 --- a/Triangle.NET/TestApp/FormMain.Designer.cs +++ b/src/TestApp/FormMain.Designer.cs @@ -1,418 +1,418 @@ -namespace MeshExplorer -{ - partial class FormMain - { - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Windows Form Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - this.splitContainer = new System.Windows.Forms.SplitContainer(); - this.btnSmooth = new MeshExplorer.Controls.DarkButton(); - this.flatTabControl1 = new MeshExplorer.Controls.DarkTabControl(); - this.tabPage1 = new System.Windows.Forms.TabPage(); - this.meshControlView = new MeshExplorer.Views.MeshControlView(); - this.tabPage2 = new System.Windows.Forms.TabPage(); - this.statisticView = new MeshExplorer.Views.StatisticView(); - this.tabPage3 = new System.Windows.Forms.TabPage(); - this.aboutView = new MeshExplorer.Views.AboutView(); - this.menuStrip1 = new System.Windows.Forms.MenuStrip(); - this.menuFile = new System.Windows.Forms.ToolStripMenuItem(); - this.menuFileOpen = new System.Windows.Forms.ToolStripMenuItem(); - this.menuFileSave = new System.Windows.Forms.ToolStripMenuItem(); - this.toolStripSeparator3 = new System.Windows.Forms.ToolStripSeparator(); - this.menuFileExport = new System.Windows.Forms.ToolStripMenuItem(); - this.toolStripSeparator2 = new System.Windows.Forms.ToolStripSeparator(); - this.menuFileQuit = new System.Windows.Forms.ToolStripMenuItem(); - this.menuView = new System.Windows.Forms.ToolStripMenuItem(); - this.menuViewVoronoi = new System.Windows.Forms.ToolStripMenuItem(); - this.toolStripSeparator1 = new System.Windows.Forms.ToolStripSeparator(); - this.menuViewLog = new System.Windows.Forms.ToolStripMenuItem(); - this.menuTools = new System.Windows.Forms.ToolStripMenuItem(); - this.menuToolsGen = new System.Windows.Forms.ToolStripMenuItem(); - this.menuToolsCheck = new System.Windows.Forms.ToolStripMenuItem(); - this.toolStripSeparator5 = new System.Windows.Forms.ToolStripSeparator(); - this.menuToolsTopology = new System.Windows.Forms.ToolStripMenuItem(); - this.toolStripSeparator4 = new System.Windows.Forms.ToolStripSeparator(); - this.menuToolsRcm = new System.Windows.Forms.ToolStripMenuItem(); - this.btnMesh = new MeshExplorer.Controls.DarkButton(); - ((System.ComponentModel.ISupportInitialize)(this.splitContainer)).BeginInit(); - this.splitContainer.Panel1.SuspendLayout(); - this.splitContainer.SuspendLayout(); - this.flatTabControl1.SuspendLayout(); - this.tabPage1.SuspendLayout(); - this.tabPage2.SuspendLayout(); - this.tabPage3.SuspendLayout(); - this.menuStrip1.SuspendLayout(); - this.SuspendLayout(); - // - // splitContainer - // - this.splitContainer.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(68)))), ((int)(((byte)(68)))), ((int)(((byte)(68))))); - this.splitContainer.Dock = System.Windows.Forms.DockStyle.Fill; - this.splitContainer.FixedPanel = System.Windows.Forms.FixedPanel.Panel1; - this.splitContainer.IsSplitterFixed = true; - this.splitContainer.Location = new System.Drawing.Point(0, 0); - this.splitContainer.Name = "splitContainer"; - // - // splitContainer.Panel1 - // - this.splitContainer.Panel1.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); - this.splitContainer.Panel1.Controls.Add(this.btnSmooth); - this.splitContainer.Panel1.Controls.Add(this.flatTabControl1); - this.splitContainer.Panel1.Controls.Add(this.menuStrip1); - this.splitContainer.Panel1.Controls.Add(this.btnMesh); - // - // splitContainer.Panel2 - // - this.splitContainer.Panel2.BackColor = System.Drawing.Color.Black; - this.splitContainer.Size = new System.Drawing.Size(992, 623); - this.splitContainer.SplitterDistance = 280; - this.splitContainer.SplitterWidth = 1; - this.splitContainer.TabIndex = 0; - // - // btnSmooth - // - this.btnSmooth.Enabled = false; - this.btnSmooth.Location = new System.Drawing.Point(146, 44); - this.btnSmooth.Name = "btnSmooth"; - this.btnSmooth.Size = new System.Drawing.Size(130, 23); - this.btnSmooth.TabIndex = 12; - this.btnSmooth.Text = "Smooth"; - this.btnSmooth.UseVisualStyleBackColor = true; - this.btnSmooth.Click += new System.EventHandler(this.btnSmooth_Click); - // - // flatTabControl1 - // - this.flatTabControl1.Alignment = System.Windows.Forms.TabAlignment.Bottom; - this.flatTabControl1.Controls.Add(this.tabPage1); - this.flatTabControl1.Controls.Add(this.tabPage2); - this.flatTabControl1.Controls.Add(this.tabPage3); - this.flatTabControl1.Location = new System.Drawing.Point(0, 73); - this.flatTabControl1.Name = "flatTabControl1"; - this.flatTabControl1.SelectedIndex = 0; - this.flatTabControl1.Size = new System.Drawing.Size(280, 538); - this.flatTabControl1.TabIndex = 1; - // - // tabPage1 - // - this.tabPage1.BackColor = System.Drawing.Color.DimGray; - this.tabPage1.Controls.Add(this.meshControlView); - this.tabPage1.ForeColor = System.Drawing.Color.DarkGray; - this.tabPage1.Location = new System.Drawing.Point(4, 4); - this.tabPage1.Name = "tabPage1"; - this.tabPage1.Size = new System.Drawing.Size(272, 509); - this.tabPage1.TabIndex = 0; - this.tabPage1.Text = "Mesh Control"; - // - // meshControlView - // - this.meshControlView.BackColor = System.Drawing.Color.DimGray; - this.meshControlView.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.meshControlView.ForeColor = System.Drawing.Color.DarkGray; - this.meshControlView.Location = new System.Drawing.Point(0, 0); - this.meshControlView.Name = "meshControlView"; - this.meshControlView.Size = new System.Drawing.Size(272, 509); - this.meshControlView.TabIndex = 0; - // - // tabPage2 - // - this.tabPage2.BackColor = System.Drawing.Color.DimGray; - this.tabPage2.Controls.Add(this.statisticView); - this.tabPage2.ForeColor = System.Drawing.Color.White; - this.tabPage2.Location = new System.Drawing.Point(4, 4); - this.tabPage2.Name = "tabPage2"; - this.tabPage2.Padding = new System.Windows.Forms.Padding(3); - this.tabPage2.Size = new System.Drawing.Size(272, 509); - this.tabPage2.TabIndex = 1; - this.tabPage2.Text = "Statistic"; - // - // statisticView - // - this.statisticView.BackColor = System.Drawing.Color.DimGray; - this.statisticView.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.statisticView.ForeColor = System.Drawing.Color.DarkGray; - this.statisticView.Location = new System.Drawing.Point(0, 0); - this.statisticView.Name = "statisticView"; - this.statisticView.Size = new System.Drawing.Size(272, 509); - this.statisticView.TabIndex = 0; - // - // tabPage3 - // - this.tabPage3.BackColor = System.Drawing.Color.DimGray; - this.tabPage3.Controls.Add(this.aboutView); - this.tabPage3.Location = new System.Drawing.Point(4, 4); - this.tabPage3.Name = "tabPage3"; - this.tabPage3.Padding = new System.Windows.Forms.Padding(3); - this.tabPage3.Size = new System.Drawing.Size(272, 509); - this.tabPage3.TabIndex = 2; - this.tabPage3.Text = "About"; - // - // aboutView - // - this.aboutView.BackColor = System.Drawing.Color.DimGray; - this.aboutView.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.aboutView.ForeColor = System.Drawing.Color.DarkGray; - this.aboutView.Location = new System.Drawing.Point(0, 0); - this.aboutView.Name = "aboutView"; - this.aboutView.Size = new System.Drawing.Size(272, 509); - this.aboutView.TabIndex = 0; - // - // menuStrip1 - // - this.menuStrip1.BackgroundImageLayout = System.Windows.Forms.ImageLayout.None; - this.menuStrip1.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.menuStrip1.GripMargin = new System.Windows.Forms.Padding(0); - this.menuStrip1.Items.AddRange(new System.Windows.Forms.ToolStripItem[] { - this.menuFile, - this.menuView, - this.menuTools}); - this.menuStrip1.Location = new System.Drawing.Point(0, 0); - this.menuStrip1.Name = "menuStrip1"; - this.menuStrip1.Padding = new System.Windows.Forms.Padding(0); - this.menuStrip1.Size = new System.Drawing.Size(280, 24); - this.menuStrip1.TabIndex = 0; - this.menuStrip1.Text = "menuStrip1"; - // - // menuFile - // - this.menuFile.BackgroundImageLayout = System.Windows.Forms.ImageLayout.None; - this.menuFile.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Text; - this.menuFile.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] { - this.menuFileOpen, - this.menuFileSave, - this.toolStripSeparator3, - this.menuFileExport, - this.toolStripSeparator2, - this.menuFileQuit}); - this.menuFile.Name = "menuFile"; - this.menuFile.Size = new System.Drawing.Size(37, 24); - this.menuFile.Text = "File"; - // - // menuFileOpen - // - this.menuFileOpen.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Text; - this.menuFileOpen.Name = "menuFileOpen"; - this.menuFileOpen.Size = new System.Drawing.Size(141, 22); - this.menuFileOpen.Text = "Open"; - this.menuFileOpen.Click += new System.EventHandler(this.menuFileOpen_Click); - // - // menuFileSave - // - this.menuFileSave.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Text; - this.menuFileSave.Enabled = false; - this.menuFileSave.Name = "menuFileSave"; - this.menuFileSave.Size = new System.Drawing.Size(141, 22); - this.menuFileSave.Text = "Save"; - this.menuFileSave.Click += new System.EventHandler(this.menuFileSave_Click); - // - // toolStripSeparator3 - // - this.toolStripSeparator3.Name = "toolStripSeparator3"; - this.toolStripSeparator3.Size = new System.Drawing.Size(138, 6); - // - // menuFileExport - // - this.menuFileExport.Enabled = false; - this.menuFileExport.Name = "menuFileExport"; - this.menuFileExport.Size = new System.Drawing.Size(141, 22); - this.menuFileExport.Text = "Export Image"; - this.menuFileExport.Click += new System.EventHandler(this.menuFileExport_Click); - // - // toolStripSeparator2 - // - this.toolStripSeparator2.Name = "toolStripSeparator2"; - this.toolStripSeparator2.Size = new System.Drawing.Size(138, 6); - // - // menuFileQuit - // - this.menuFileQuit.Name = "menuFileQuit"; - this.menuFileQuit.Size = new System.Drawing.Size(141, 22); - this.menuFileQuit.Text = "Quit"; - this.menuFileQuit.Click += new System.EventHandler(this.menuFileQuit_Click); - // - // menuView - // - this.menuView.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] { - this.menuViewVoronoi, - this.toolStripSeparator1, - this.menuViewLog}); - this.menuView.Name = "menuView"; - this.menuView.Size = new System.Drawing.Size(44, 24); - this.menuView.Text = "View"; - // - // menuViewVoronoi - // - this.menuViewVoronoi.Enabled = false; - this.menuViewVoronoi.Name = "menuViewVoronoi"; - this.menuViewVoronoi.Size = new System.Drawing.Size(162, 22); - this.menuViewVoronoi.Text = "Voronoi Diagram"; - this.menuViewVoronoi.Click += new System.EventHandler(this.menuViewVoronoi_Click); - // - // toolStripSeparator1 - // - this.toolStripSeparator1.Name = "toolStripSeparator1"; - this.toolStripSeparator1.Size = new System.Drawing.Size(159, 6); - // - // menuViewLog - // - this.menuViewLog.Name = "menuViewLog"; - this.menuViewLog.Size = new System.Drawing.Size(162, 22); - this.menuViewLog.Text = "Show Log"; - this.menuViewLog.Click += new System.EventHandler(this.menuViewLog_Click); - // - // menuTools - // - this.menuTools.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] { - this.menuToolsGen, - this.menuToolsCheck, - this.toolStripSeparator5, - this.menuToolsTopology, - this.toolStripSeparator4, - this.menuToolsRcm}); - this.menuTools.Name = "menuTools"; - this.menuTools.Size = new System.Drawing.Size(46, 24); - this.menuTools.Text = "Tools"; - // - // menuToolsGen - // - this.menuToolsGen.Name = "menuToolsGen"; - this.menuToolsGen.Size = new System.Drawing.Size(195, 22); - this.menuToolsGen.Text = "Input Generator"; - this.menuToolsGen.Click += new System.EventHandler(this.menuToolsGenerator_Click); - // - // menuToolsCheck - // - this.menuToolsCheck.Enabled = false; - this.menuToolsCheck.Name = "menuToolsCheck"; - this.menuToolsCheck.Size = new System.Drawing.Size(195, 22); - this.menuToolsCheck.Text = "Check Mesh"; - this.menuToolsCheck.Click += new System.EventHandler(this.menuToolsCheck_Click); - // - // toolStripSeparator5 - // - this.toolStripSeparator5.Name = "toolStripSeparator5"; - this.toolStripSeparator5.Size = new System.Drawing.Size(192, 6); - // - // menuToolsTopology - // - this.menuToolsTopology.Name = "menuToolsTopology"; - this.menuToolsTopology.Size = new System.Drawing.Size(195, 22); - this.menuToolsTopology.Text = "Topology Explorer"; - this.menuToolsTopology.Click += new System.EventHandler(this.menuToolsTopology_Click); - // - // toolStripSeparator4 - // - this.toolStripSeparator4.Name = "toolStripSeparator4"; - this.toolStripSeparator4.Size = new System.Drawing.Size(192, 6); - // - // menuToolsRcm - // - this.menuToolsRcm.Enabled = false; - this.menuToolsRcm.Name = "menuToolsRcm"; - this.menuToolsRcm.Size = new System.Drawing.Size(195, 22); - this.menuToolsRcm.Text = "Renumber nodes (RCM)"; - this.menuToolsRcm.Click += new System.EventHandler(this.menuToolsRcm_Click); - // - // btnMesh - // - this.btnMesh.Enabled = false; - this.btnMesh.Location = new System.Drawing.Point(4, 44); - this.btnMesh.Name = "btnMesh"; - this.btnMesh.Size = new System.Drawing.Size(130, 23); - this.btnMesh.TabIndex = 12; - this.btnMesh.Text = "Triangulate"; - this.btnMesh.UseVisualStyleBackColor = true; - this.btnMesh.Click += new System.EventHandler(this.btnMesh_Click); - // - // FormMain - // - this.AllowDrop = true; - this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); - this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; - this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); - this.ClientSize = new System.Drawing.Size(992, 623); - this.Controls.Add(this.splitContainer); - this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.KeyPreview = true; - this.MainMenuStrip = this.menuStrip1; - this.MinimumSize = new System.Drawing.Size(1000, 650); - this.Name = "FormMain"; - this.Text = "Triangle.NET - Mesh Explorer"; - this.Load += new System.EventHandler(this.Form1_Load); - this.ResizeBegin += new System.EventHandler(this.ResizeBeginHandler); - this.ResizeEnd += new System.EventHandler(this.ResizeEndHandler); - this.DragDrop += new System.Windows.Forms.DragEventHandler(this.frmDragDrop); - this.DragOver += new System.Windows.Forms.DragEventHandler(this.frmDragOver); - this.KeyUp += new System.Windows.Forms.KeyEventHandler(this.Form1_KeyUp); - this.Resize += new System.EventHandler(this.ResizeHandler); - this.splitContainer.Panel1.ResumeLayout(false); - this.splitContainer.Panel1.PerformLayout(); - ((System.ComponentModel.ISupportInitialize)(this.splitContainer)).EndInit(); - this.splitContainer.ResumeLayout(false); - this.flatTabControl1.ResumeLayout(false); - this.tabPage1.ResumeLayout(false); - this.tabPage2.ResumeLayout(false); - this.tabPage3.ResumeLayout(false); - this.menuStrip1.ResumeLayout(false); - this.menuStrip1.PerformLayout(); - this.ResumeLayout(false); - - } - - #endregion - - private System.Windows.Forms.SplitContainer splitContainer; - private System.Windows.Forms.MenuStrip menuStrip1; - private System.Windows.Forms.ToolStripMenuItem menuFile; - private System.Windows.Forms.ToolStripMenuItem menuFileOpen; - private System.Windows.Forms.ToolStripMenuItem menuFileSave; - private Controls.DarkTabControl flatTabControl1; - private System.Windows.Forms.TabPage tabPage1; - private System.Windows.Forms.TabPage tabPage2; - private Controls.DarkButton btnSmooth; - private Controls.DarkButton btnMesh; - private System.Windows.Forms.TabPage tabPage3; - private System.Windows.Forms.ToolStripMenuItem menuView; - private System.Windows.Forms.ToolStripMenuItem menuViewVoronoi; - private System.Windows.Forms.ToolStripSeparator toolStripSeparator1; - private System.Windows.Forms.ToolStripMenuItem menuViewLog; - private System.Windows.Forms.ToolStripMenuItem menuTools; - private System.Windows.Forms.ToolStripMenuItem menuToolsGen; - private System.Windows.Forms.ToolStripMenuItem menuToolsCheck; - private System.Windows.Forms.ToolStripSeparator toolStripSeparator2; - private System.Windows.Forms.ToolStripMenuItem menuFileQuit; - private System.Windows.Forms.ToolStripSeparator toolStripSeparator3; - private System.Windows.Forms.ToolStripMenuItem menuFileExport; - private System.Windows.Forms.ToolStripSeparator toolStripSeparator4; - private System.Windows.Forms.ToolStripMenuItem menuToolsRcm; - private Views.MeshControlView meshControlView; - private Views.StatisticView statisticView; - private Views.AboutView aboutView; - private System.Windows.Forms.ToolStripSeparator toolStripSeparator5; - private System.Windows.Forms.ToolStripMenuItem menuToolsTopology; - - } -} - +namespace MeshExplorer +{ + partial class FormMain + { + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Windows Form Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + this.splitContainer = new System.Windows.Forms.SplitContainer(); + this.btnSmooth = new MeshExplorer.Controls.DarkButton(); + this.flatTabControl1 = new MeshExplorer.Controls.DarkTabControl(); + this.tabPage1 = new System.Windows.Forms.TabPage(); + this.meshControlView = new MeshExplorer.Views.MeshControlView(); + this.tabPage2 = new System.Windows.Forms.TabPage(); + this.statisticView = new MeshExplorer.Views.StatisticView(); + this.tabPage3 = new System.Windows.Forms.TabPage(); + this.aboutView = new MeshExplorer.Views.AboutView(); + this.menuStrip1 = new System.Windows.Forms.MenuStrip(); + this.menuFile = new System.Windows.Forms.ToolStripMenuItem(); + this.menuFileOpen = new System.Windows.Forms.ToolStripMenuItem(); + this.menuFileSave = new System.Windows.Forms.ToolStripMenuItem(); + this.toolStripSeparator3 = new System.Windows.Forms.ToolStripSeparator(); + this.menuFileExport = new System.Windows.Forms.ToolStripMenuItem(); + this.toolStripSeparator2 = new System.Windows.Forms.ToolStripSeparator(); + this.menuFileQuit = new System.Windows.Forms.ToolStripMenuItem(); + this.menuView = new System.Windows.Forms.ToolStripMenuItem(); + this.menuViewVoronoi = new System.Windows.Forms.ToolStripMenuItem(); + this.toolStripSeparator1 = new System.Windows.Forms.ToolStripSeparator(); + this.menuViewLog = new System.Windows.Forms.ToolStripMenuItem(); + this.menuTools = new System.Windows.Forms.ToolStripMenuItem(); + this.menuToolsGen = new System.Windows.Forms.ToolStripMenuItem(); + this.menuToolsCheck = new System.Windows.Forms.ToolStripMenuItem(); + this.toolStripSeparator5 = new System.Windows.Forms.ToolStripSeparator(); + this.menuToolsTopology = new System.Windows.Forms.ToolStripMenuItem(); + this.toolStripSeparator4 = new System.Windows.Forms.ToolStripSeparator(); + this.menuToolsRcm = new System.Windows.Forms.ToolStripMenuItem(); + this.btnMesh = new MeshExplorer.Controls.DarkButton(); + ((System.ComponentModel.ISupportInitialize)(this.splitContainer)).BeginInit(); + this.splitContainer.Panel1.SuspendLayout(); + this.splitContainer.SuspendLayout(); + this.flatTabControl1.SuspendLayout(); + this.tabPage1.SuspendLayout(); + this.tabPage2.SuspendLayout(); + this.tabPage3.SuspendLayout(); + this.menuStrip1.SuspendLayout(); + this.SuspendLayout(); + // + // splitContainer + // + this.splitContainer.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(68)))), ((int)(((byte)(68)))), ((int)(((byte)(68))))); + this.splitContainer.Dock = System.Windows.Forms.DockStyle.Fill; + this.splitContainer.FixedPanel = System.Windows.Forms.FixedPanel.Panel1; + this.splitContainer.IsSplitterFixed = true; + this.splitContainer.Location = new System.Drawing.Point(0, 0); + this.splitContainer.Name = "splitContainer"; + // + // splitContainer.Panel1 + // + this.splitContainer.Panel1.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); + this.splitContainer.Panel1.Controls.Add(this.btnSmooth); + this.splitContainer.Panel1.Controls.Add(this.flatTabControl1); + this.splitContainer.Panel1.Controls.Add(this.menuStrip1); + this.splitContainer.Panel1.Controls.Add(this.btnMesh); + // + // splitContainer.Panel2 + // + this.splitContainer.Panel2.BackColor = System.Drawing.Color.Black; + this.splitContainer.Size = new System.Drawing.Size(992, 623); + this.splitContainer.SplitterDistance = 280; + this.splitContainer.SplitterWidth = 1; + this.splitContainer.TabIndex = 0; + // + // btnSmooth + // + this.btnSmooth.Enabled = false; + this.btnSmooth.Location = new System.Drawing.Point(146, 44); + this.btnSmooth.Name = "btnSmooth"; + this.btnSmooth.Size = new System.Drawing.Size(130, 23); + this.btnSmooth.TabIndex = 12; + this.btnSmooth.Text = "Smooth"; + this.btnSmooth.UseVisualStyleBackColor = true; + this.btnSmooth.Click += new System.EventHandler(this.btnSmooth_Click); + // + // flatTabControl1 + // + this.flatTabControl1.Alignment = System.Windows.Forms.TabAlignment.Bottom; + this.flatTabControl1.Controls.Add(this.tabPage1); + this.flatTabControl1.Controls.Add(this.tabPage2); + this.flatTabControl1.Controls.Add(this.tabPage3); + this.flatTabControl1.Location = new System.Drawing.Point(0, 73); + this.flatTabControl1.Name = "flatTabControl1"; + this.flatTabControl1.SelectedIndex = 0; + this.flatTabControl1.Size = new System.Drawing.Size(280, 538); + this.flatTabControl1.TabIndex = 1; + // + // tabPage1 + // + this.tabPage1.BackColor = System.Drawing.Color.DimGray; + this.tabPage1.Controls.Add(this.meshControlView); + this.tabPage1.ForeColor = System.Drawing.Color.DarkGray; + this.tabPage1.Location = new System.Drawing.Point(4, 4); + this.tabPage1.Name = "tabPage1"; + this.tabPage1.Size = new System.Drawing.Size(272, 509); + this.tabPage1.TabIndex = 0; + this.tabPage1.Text = "Mesh Control"; + // + // meshControlView + // + this.meshControlView.BackColor = System.Drawing.Color.DimGray; + this.meshControlView.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.meshControlView.ForeColor = System.Drawing.Color.DarkGray; + this.meshControlView.Location = new System.Drawing.Point(0, 0); + this.meshControlView.Name = "meshControlView"; + this.meshControlView.Size = new System.Drawing.Size(272, 509); + this.meshControlView.TabIndex = 0; + // + // tabPage2 + // + this.tabPage2.BackColor = System.Drawing.Color.DimGray; + this.tabPage2.Controls.Add(this.statisticView); + this.tabPage2.ForeColor = System.Drawing.Color.White; + this.tabPage2.Location = new System.Drawing.Point(4, 4); + this.tabPage2.Name = "tabPage2"; + this.tabPage2.Padding = new System.Windows.Forms.Padding(3); + this.tabPage2.Size = new System.Drawing.Size(272, 509); + this.tabPage2.TabIndex = 1; + this.tabPage2.Text = "Statistic"; + // + // statisticView + // + this.statisticView.BackColor = System.Drawing.Color.DimGray; + this.statisticView.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.statisticView.ForeColor = System.Drawing.Color.DarkGray; + this.statisticView.Location = new System.Drawing.Point(0, 0); + this.statisticView.Name = "statisticView"; + this.statisticView.Size = new System.Drawing.Size(272, 509); + this.statisticView.TabIndex = 0; + // + // tabPage3 + // + this.tabPage3.BackColor = System.Drawing.Color.DimGray; + this.tabPage3.Controls.Add(this.aboutView); + this.tabPage3.Location = new System.Drawing.Point(4, 4); + this.tabPage3.Name = "tabPage3"; + this.tabPage3.Padding = new System.Windows.Forms.Padding(3); + this.tabPage3.Size = new System.Drawing.Size(272, 509); + this.tabPage3.TabIndex = 2; + this.tabPage3.Text = "About"; + // + // aboutView + // + this.aboutView.BackColor = System.Drawing.Color.DimGray; + this.aboutView.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.aboutView.ForeColor = System.Drawing.Color.DarkGray; + this.aboutView.Location = new System.Drawing.Point(0, 0); + this.aboutView.Name = "aboutView"; + this.aboutView.Size = new System.Drawing.Size(272, 509); + this.aboutView.TabIndex = 0; + // + // menuStrip1 + // + this.menuStrip1.BackgroundImageLayout = System.Windows.Forms.ImageLayout.None; + this.menuStrip1.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.menuStrip1.GripMargin = new System.Windows.Forms.Padding(0); + this.menuStrip1.Items.AddRange(new System.Windows.Forms.ToolStripItem[] { + this.menuFile, + this.menuView, + this.menuTools}); + this.menuStrip1.Location = new System.Drawing.Point(0, 0); + this.menuStrip1.Name = "menuStrip1"; + this.menuStrip1.Padding = new System.Windows.Forms.Padding(0); + this.menuStrip1.Size = new System.Drawing.Size(280, 24); + this.menuStrip1.TabIndex = 0; + this.menuStrip1.Text = "menuStrip1"; + // + // menuFile + // + this.menuFile.BackgroundImageLayout = System.Windows.Forms.ImageLayout.None; + this.menuFile.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Text; + this.menuFile.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] { + this.menuFileOpen, + this.menuFileSave, + this.toolStripSeparator3, + this.menuFileExport, + this.toolStripSeparator2, + this.menuFileQuit}); + this.menuFile.Name = "menuFile"; + this.menuFile.Size = new System.Drawing.Size(37, 24); + this.menuFile.Text = "File"; + // + // menuFileOpen + // + this.menuFileOpen.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Text; + this.menuFileOpen.Name = "menuFileOpen"; + this.menuFileOpen.Size = new System.Drawing.Size(141, 22); + this.menuFileOpen.Text = "Open"; + this.menuFileOpen.Click += new System.EventHandler(this.menuFileOpen_Click); + // + // menuFileSave + // + this.menuFileSave.DisplayStyle = System.Windows.Forms.ToolStripItemDisplayStyle.Text; + this.menuFileSave.Enabled = false; + this.menuFileSave.Name = "menuFileSave"; + this.menuFileSave.Size = new System.Drawing.Size(141, 22); + this.menuFileSave.Text = "Save"; + this.menuFileSave.Click += new System.EventHandler(this.menuFileSave_Click); + // + // toolStripSeparator3 + // + this.toolStripSeparator3.Name = "toolStripSeparator3"; + this.toolStripSeparator3.Size = new System.Drawing.Size(138, 6); + // + // menuFileExport + // + this.menuFileExport.Enabled = false; + this.menuFileExport.Name = "menuFileExport"; + this.menuFileExport.Size = new System.Drawing.Size(141, 22); + this.menuFileExport.Text = "Export Image"; + this.menuFileExport.Click += new System.EventHandler(this.menuFileExport_Click); + // + // toolStripSeparator2 + // + this.toolStripSeparator2.Name = "toolStripSeparator2"; + this.toolStripSeparator2.Size = new System.Drawing.Size(138, 6); + // + // menuFileQuit + // + this.menuFileQuit.Name = "menuFileQuit"; + this.menuFileQuit.Size = new System.Drawing.Size(141, 22); + this.menuFileQuit.Text = "Quit"; + this.menuFileQuit.Click += new System.EventHandler(this.menuFileQuit_Click); + // + // menuView + // + this.menuView.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] { + this.menuViewVoronoi, + this.toolStripSeparator1, + this.menuViewLog}); + this.menuView.Name = "menuView"; + this.menuView.Size = new System.Drawing.Size(44, 24); + this.menuView.Text = "View"; + // + // menuViewVoronoi + // + this.menuViewVoronoi.Enabled = false; + this.menuViewVoronoi.Name = "menuViewVoronoi"; + this.menuViewVoronoi.Size = new System.Drawing.Size(162, 22); + this.menuViewVoronoi.Text = "Voronoi Diagram"; + this.menuViewVoronoi.Click += new System.EventHandler(this.menuViewVoronoi_Click); + // + // toolStripSeparator1 + // + this.toolStripSeparator1.Name = "toolStripSeparator1"; + this.toolStripSeparator1.Size = new System.Drawing.Size(159, 6); + // + // menuViewLog + // + this.menuViewLog.Name = "menuViewLog"; + this.menuViewLog.Size = new System.Drawing.Size(162, 22); + this.menuViewLog.Text = "Show Log"; + this.menuViewLog.Click += new System.EventHandler(this.menuViewLog_Click); + // + // menuTools + // + this.menuTools.DropDownItems.AddRange(new System.Windows.Forms.ToolStripItem[] { + this.menuToolsGen, + this.menuToolsCheck, + this.toolStripSeparator5, + this.menuToolsTopology, + this.toolStripSeparator4, + this.menuToolsRcm}); + this.menuTools.Name = "menuTools"; + this.menuTools.Size = new System.Drawing.Size(46, 24); + this.menuTools.Text = "Tools"; + // + // menuToolsGen + // + this.menuToolsGen.Name = "menuToolsGen"; + this.menuToolsGen.Size = new System.Drawing.Size(195, 22); + this.menuToolsGen.Text = "Input Generator"; + this.menuToolsGen.Click += new System.EventHandler(this.menuToolsGenerator_Click); + // + // menuToolsCheck + // + this.menuToolsCheck.Enabled = false; + this.menuToolsCheck.Name = "menuToolsCheck"; + this.menuToolsCheck.Size = new System.Drawing.Size(195, 22); + this.menuToolsCheck.Text = "Check Mesh"; + this.menuToolsCheck.Click += new System.EventHandler(this.menuToolsCheck_Click); + // + // toolStripSeparator5 + // + this.toolStripSeparator5.Name = "toolStripSeparator5"; + this.toolStripSeparator5.Size = new System.Drawing.Size(192, 6); + // + // menuToolsTopology + // + this.menuToolsTopology.Name = "menuToolsTopology"; + this.menuToolsTopology.Size = new System.Drawing.Size(195, 22); + this.menuToolsTopology.Text = "Topology Explorer"; + this.menuToolsTopology.Click += new System.EventHandler(this.menuToolsTopology_Click); + // + // toolStripSeparator4 + // + this.toolStripSeparator4.Name = "toolStripSeparator4"; + this.toolStripSeparator4.Size = new System.Drawing.Size(192, 6); + // + // menuToolsRcm + // + this.menuToolsRcm.Enabled = false; + this.menuToolsRcm.Name = "menuToolsRcm"; + this.menuToolsRcm.Size = new System.Drawing.Size(195, 22); + this.menuToolsRcm.Text = "Renumber nodes (RCM)"; + this.menuToolsRcm.Click += new System.EventHandler(this.menuToolsRcm_Click); + // + // btnMesh + // + this.btnMesh.Enabled = false; + this.btnMesh.Location = new System.Drawing.Point(4, 44); + this.btnMesh.Name = "btnMesh"; + this.btnMesh.Size = new System.Drawing.Size(130, 23); + this.btnMesh.TabIndex = 12; + this.btnMesh.Text = "Triangulate"; + this.btnMesh.UseVisualStyleBackColor = true; + this.btnMesh.Click += new System.EventHandler(this.btnMesh_Click); + // + // FormMain + // + this.AllowDrop = true; + this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); + this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; + this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); + this.ClientSize = new System.Drawing.Size(992, 623); + this.Controls.Add(this.splitContainer); + this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.KeyPreview = true; + this.MainMenuStrip = this.menuStrip1; + this.MinimumSize = new System.Drawing.Size(1000, 650); + this.Name = "FormMain"; + this.Text = "Triangle.NET - Mesh Explorer"; + this.Load += new System.EventHandler(this.Form1_Load); + this.ResizeBegin += new System.EventHandler(this.ResizeBeginHandler); + this.ResizeEnd += new System.EventHandler(this.ResizeEndHandler); + this.DragDrop += new System.Windows.Forms.DragEventHandler(this.frmDragDrop); + this.DragOver += new System.Windows.Forms.DragEventHandler(this.frmDragOver); + this.KeyUp += new System.Windows.Forms.KeyEventHandler(this.Form1_KeyUp); + this.Resize += new System.EventHandler(this.ResizeHandler); + this.splitContainer.Panel1.ResumeLayout(false); + this.splitContainer.Panel1.PerformLayout(); + ((System.ComponentModel.ISupportInitialize)(this.splitContainer)).EndInit(); + this.splitContainer.ResumeLayout(false); + this.flatTabControl1.ResumeLayout(false); + this.tabPage1.ResumeLayout(false); + this.tabPage2.ResumeLayout(false); + this.tabPage3.ResumeLayout(false); + this.menuStrip1.ResumeLayout(false); + this.menuStrip1.PerformLayout(); + this.ResumeLayout(false); + + } + + #endregion + + private System.Windows.Forms.SplitContainer splitContainer; + private System.Windows.Forms.MenuStrip menuStrip1; + private System.Windows.Forms.ToolStripMenuItem menuFile; + private System.Windows.Forms.ToolStripMenuItem menuFileOpen; + private System.Windows.Forms.ToolStripMenuItem menuFileSave; + private Controls.DarkTabControl flatTabControl1; + private System.Windows.Forms.TabPage tabPage1; + private System.Windows.Forms.TabPage tabPage2; + private Controls.DarkButton btnSmooth; + private Controls.DarkButton btnMesh; + private System.Windows.Forms.TabPage tabPage3; + private System.Windows.Forms.ToolStripMenuItem menuView; + private System.Windows.Forms.ToolStripMenuItem menuViewVoronoi; + private System.Windows.Forms.ToolStripSeparator toolStripSeparator1; + private System.Windows.Forms.ToolStripMenuItem menuViewLog; + private System.Windows.Forms.ToolStripMenuItem menuTools; + private System.Windows.Forms.ToolStripMenuItem menuToolsGen; + private System.Windows.Forms.ToolStripMenuItem menuToolsCheck; + private System.Windows.Forms.ToolStripSeparator toolStripSeparator2; + private System.Windows.Forms.ToolStripMenuItem menuFileQuit; + private System.Windows.Forms.ToolStripSeparator toolStripSeparator3; + private System.Windows.Forms.ToolStripMenuItem menuFileExport; + private System.Windows.Forms.ToolStripSeparator toolStripSeparator4; + private System.Windows.Forms.ToolStripMenuItem menuToolsRcm; + private Views.MeshControlView meshControlView; + private Views.StatisticView statisticView; + private Views.AboutView aboutView; + private System.Windows.Forms.ToolStripSeparator toolStripSeparator5; + private System.Windows.Forms.ToolStripMenuItem menuToolsTopology; + + } +} + diff --git a/Triangle.NET/TestApp/FormMain.cs b/src/TestApp/FormMain.cs similarity index 96% rename from Triangle.NET/TestApp/FormMain.cs rename to src/TestApp/FormMain.cs index 93d652d..1d149bf 100644 --- a/Triangle.NET/TestApp/FormMain.cs +++ b/src/TestApp/FormMain.cs @@ -1,795 +1,795 @@ -using System; -using System.Drawing; -using System.IO; -using System.Windows.Forms; -using MeshExplorer.Controls; -using MeshExplorer.IO; -using TriangleNet; -using TriangleNet.Geometry; -using TriangleNet.Meshing; -using TriangleNet.Meshing.Algorithm; -using TriangleNet.Rendering; -using TriangleNet.Smoothing; -using TriangleNet.Voronoi; - -namespace MeshExplorer -{ - public partial class FormMain : Form - { - Settings settings; - - Mesh mesh; - IPolygon input; - VoronoiBase voronoi; - - FormLog frmLog; - FormGenerator frmGenerator; - - RenderManager renderManager; - - public FormMain() - { - InitializeComponent(); - - ToolStripManager.Renderer = new DarkToolStripRenderer(); - } - - private void Form1_Load(object sender, EventArgs e) - { - oldClientSize = this.ClientSize; - - settings = new Settings(); - - renderManager = new RenderManager(); - - IRenderControl control = new TriangleNet.Rendering.GDI.RenderControl(); - - /* - if (!renderManager.TryCreateControl("Triangle.Rendering.SharpGL.dll", - new string[] { "SharpGL.dll" }, out control)) - { - control = new TriangleNet.Rendering.GDI.RenderControl(); - - if (frmLog == null) - { - frmLog = new FormLog(); - } - - frmLog.AddItem("Failed to initialize OpenGL.", true); - } - //*/ - - if (control != null) - { - InitializeRenderControl((Control)control); - renderManager.Initialize(control); - } - else - { - DarkMessageBox.Show("Ooops ...", "Failed to initialize renderer."); - } - } - - private void InitializeRenderControl(Control control) - { - this.splitContainer.SuspendLayout(); - this.splitContainer.Panel2.Controls.Add(control); - - var size = this.splitContainer.Panel2.ClientRectangle; - - // Initialize control - control.BackColor = Color.Black; - control.Dock = DockStyle.Fill; - control.Font = new Font("Consolas", 8.25F, FontStyle.Regular, GraphicsUnit.Point, ((byte)(0))); - control.Location = new System.Drawing.Point(0, 0); - control.Name = "renderControl1"; - control.Size = new Size(size.Width, size.Height); - control.TabIndex = 0; - control.Text = "renderControl1"; - - this.splitContainer.ResumeLayout(); - } - - protected override void OnMouseWheel(MouseEventArgs e) - { - if (splitContainer.Panel2.Bounds.Contains(e.Location)) - { - var control = renderManager.Control as Control; - - // Set focus on the render control. - if (control != null && !control.Focused) - { - control.Focus(); - } - } - } - - private void Form1_KeyUp(object sender, KeyEventArgs e) - { - switch (e.KeyCode) - { - case Keys.F3: - OpenWithDialog(); - break; - case Keys.F4: - Save(); - break; - case Keys.F5: - Reload(); - break; - case Keys.F8: - TriangulateOrRefine(); - break; - case Keys.F9: - Smooth(); - break; - case Keys.F12: - ShowLog(); - break; - } - } - - void frmGenerator_InputGenerated(object sender, EventArgs e) - { - this.input = sender as IPolygon; - - if (input != null) - { - settings.CurrentFile = "tmp-" + DateTime.Now.ToString("HH-mm-ss"); - HandleNewInput(); - } - } - - private void btnMesh_Click(object sender, EventArgs e) - { - TriangulateOrRefine(); - } - - private void btnSmooth_Click(object sender, EventArgs e) - { - Smooth(); - } - - #region Drag and drop - - private void frmDragDrop(object sender, DragEventArgs e) - { - if (e.Data.GetDataPresent(DataFormats.FileDrop)) - { - string[] args = (string[])e.Data.GetData(DataFormats.FileDrop); - - Open(args[0]); - } - } - - private void frmDragOver(object sender, DragEventArgs e) - { - if (e.Data.GetDataPresent(DataFormats.FileDrop)) - { - string[] args = (string[])e.Data.GetData(DataFormats.FileDrop); - - if (args.Length > 1) - { - e.Effect = DragDropEffects.None; - return; - } - - string file = args[0].ToLower(); - - // Check if file extension is known - if (FileProcessor.CanHandleFile(file)) - { - e.Effect = DragDropEffects.Copy; - } - } - else - { - e.Effect = DragDropEffects.None; - } - } - - #endregion - - #region Resize event handler - - bool isResizing = false; - Size oldClientSize; - - private void ResizeHandler(object sender, EventArgs e) - { - // Handle window minimize and maximize - if (!isResizing) - { - renderManager.Resize(); - } - } - - private void ResizeEndHandler(object sender, EventArgs e) - { - isResizing = false; - - if (this.ClientSize != this.oldClientSize) - { - this.oldClientSize = this.ClientSize; - renderManager.Resize(); - } - } - - private void ResizeBeginHandler(object sender, EventArgs e) - { - isResizing = true; - } - - #endregion - - #region State changes - - private void LockOnException() - { - btnMesh.Enabled = false; - btnSmooth.Enabled = false; - - //menuFileSave.Enabled = false; - //menuFileExport.Enabled = false; - menuViewVoronoi.Enabled = false; - menuToolsCheck.Enabled = false; - menuToolsRcm.Enabled = false; - - settings.ExceptionThrown = true; - } - - private void HandleNewInput() - { - // Reset mesh - mesh = null; - voronoi = null; - - // Reset state - settings.RefineMode = false; - settings.ExceptionThrown = false; - - // Reset buttons - btnMesh.Enabled = true; - btnMesh.Text = "Triangulate"; - btnSmooth.Enabled = false; - - // Update Statistic view - statisticView.HandleNewInput(input); - - // Clear voronoi - menuViewVoronoi.Checked = false; - - // Disable menu items - menuFileSave.Enabled = false; - menuFileExport.Enabled = false; - menuViewVoronoi.Enabled = false; - menuToolsCheck.Enabled = false; - menuToolsRcm.Enabled = false; - - // Render input - renderManager.Set(input); - - // Update window caption - this.Text = "Triangle.NET - Mesh Explorer - " + settings.CurrentFile; - } - - private void HandleMeshImport() - { - voronoi = null; - - // Render mesh - renderManager.Set(mesh, true); - - // Update window caption - this.Text = "Triangle.NET - Mesh Explorer - " + settings.CurrentFile; - - // Update Statistic view - statisticView.HandleMeshImport(input, mesh); - - // Set refine mode - btnMesh.Enabled = true; - btnMesh.Text = "Refine"; - - settings.RefineMode = true; - - HandleMeshChange(); - } - - private void HandleMeshUpdate() - { - // Render mesh - renderManager.Set(mesh, false); - - // Update Statistic view - statisticView.HandleMeshUpdate(mesh); - - HandleMeshChange(); - } - - private void HandleMeshChange() - { - // Update Statistic view - statisticView.HandleMeshChange(mesh); - - // TODO: Should the Voronoi diagram automatically update? - voronoi = null; - menuViewVoronoi.Checked = false; - - // Enable menu items - menuFileSave.Enabled = true; - menuFileExport.Enabled = true; - menuViewVoronoi.Enabled = true; - menuToolsCheck.Enabled = true; - menuToolsRcm.Enabled = true; - } - - #endregion - - #region Commands - - private void OpenWithDialog() - { - OpenFileDialog ofd = new OpenFileDialog(); - - ofd.Filter = settings.OfdFilter; - ofd.FilterIndex = settings.OfdFilterIndex; - ofd.InitialDirectory = settings.OfdDirectory; - ofd.FileName = ""; - - if (ofd.ShowDialog() == DialogResult.OK) - { - if (Open(ofd.FileName)) - { - // Update folder settings - settings.OfdFilterIndex = ofd.FilterIndex; - settings.OfdDirectory = Path.GetDirectoryName(ofd.FileName); - } - } - } - - private bool Open(string filename) - { - if (!FileProcessor.CanHandleFile(filename)) - { - // TODO: show message. - } - else - { - if (FileProcessor.ContainsMeshData(filename)) - { - if (filename.EndsWith(".ele") || DarkMessageBox.Show("Import mesh", Settings.ImportString, - "Do you want to import the mesh?", MessageBoxButtons.YesNo) == DialogResult.OK) - { - input = null; - - try - { - mesh = FileProcessor.Import(filename); - } - catch (Exception e) - { - DarkMessageBox.Show("Import mesh error", e.Message, MessageBoxButtons.OK); - return false; - } - - if (mesh != null) - { - statisticView.UpdateStatistic(mesh); - - // Update settings - settings.CurrentFile = Path.GetFileName(filename); - - HandleMeshImport(); - btnSmooth.Enabled = true; // TODO: Remove - } - // else Message - - return true; - } - } - - input = FileProcessor.Read(filename); - } - - if (input != null) - { - // Update settings - settings.CurrentFile = Path.GetFileName(filename); - - HandleNewInput(); - } - // else Message - - return true; - } - - private void Save() - { - SaveFileDialog sfd = new SaveFileDialog(); - - sfd.Filter = settings.SfdFilter; - sfd.FilterIndex = settings.SfdFilterIndex; - sfd.InitialDirectory = settings.SfdDirectory; - sfd.FileName = ""; - - if (sfd.ShowDialog() == DialogResult.OK) - { - FileProcessor.Save(sfd.FileName, mesh); - } - } - - private void Reload() - { - if (input != null) - { - mesh = null; - settings.RefineMode = false; - settings.ExceptionThrown = false; - - HandleNewInput(); - } - } - - private void TriangulateOrRefine() - { - if ((input == null && !settings.RefineMode) || settings.ExceptionThrown) - { - return; - } - - if (settings.RefineMode == false) - { - Triangulate(); - - if (meshControlView.ParamQualityChecked) - { - btnMesh.Text = "Refine"; - btnSmooth.Enabled = mesh.IsPolygon; - } - } - else if (meshControlView.ParamQualityChecked) - { - Refine(); - } - } - - private void Triangulate() - { - if (input == null) return; - - var options = new ConstraintOptions(); - var quality = new QualityOptions(); - - if (meshControlView.ParamConformDelChecked) - { - options.ConformingDelaunay = true; - } - - if (meshControlView.ParamQualityChecked) - { - quality.MinimumAngle = meshControlView.ParamMinAngleValue; - - double maxAngle = meshControlView.ParamMaxAngleValue; - - if (maxAngle < 180) - { - quality.MaximumAngle = maxAngle; - } - - // Ignore area constraints on initial triangulation. - - //double area = slMaxArea.Value * 0.01; - //if (area > 0 && area < 1) - //{ - // var size = input.Bounds; - // double min = Math.Min(size.Width, size.Height); - // mesh.SetOption(Options.MaxArea, area * min); - //} - } - - if (meshControlView.ParamConvexChecked) - { - options.Convex = true; - } - - try - { - if (meshControlView.ParamSweeplineChecked) - { - mesh = (Mesh)input.Triangulate(options, quality, new SweepLine()); - } - else - { - mesh = (Mesh)input.Triangulate(options, quality); - } - - statisticView.UpdateStatistic(mesh); - - HandleMeshUpdate(); - - if (meshControlView.ParamQualityChecked) - { - settings.RefineMode = true; - } - } - catch (Exception ex) - { - LockOnException(); - DarkMessageBox.Show("Exception - Triangulate", ex.Message, MessageBoxButtons.OK); - } - - UpdateLog(); - } - - private void Refine() - { - if (mesh == null) return; - - double area = meshControlView.ParamMaxAreaValue; - - var quality = new QualityOptions(); - - if (area > 0 && area < 1) - { - quality.MaximumArea = area * statisticView.Statistic.LargestArea; - } - - quality.MinimumAngle = meshControlView.ParamMinAngleValue; - - double maxAngle = meshControlView.ParamMaxAngleValue; - - if (maxAngle < 180) - { - quality.MaximumAngle = maxAngle; - } - - try - { - mesh.Refine(quality, meshControlView.ParamConformDelChecked); - - statisticView.UpdateStatistic(mesh); - - HandleMeshUpdate(); - } - catch (Exception ex) - { - LockOnException(); - DarkMessageBox.Show("Exception - Refine", ex.Message, MessageBoxButtons.OK); - } - - UpdateLog(); - } - - private void Renumber() - { - if (mesh == null || settings.ExceptionThrown) return; - - bool tmp = Log.Verbose; - Log.Verbose = true; - - mesh.Renumber(NodeNumbering.CuthillMcKee); - ShowLog(); - - Log.Verbose = tmp; - } - - private void Smooth() - { - if (mesh == null || settings.ExceptionThrown) return; - - if (!mesh.IsPolygon) - { - return; - } - - var smoother = new SimpleSmoother(); - - try - { - smoother.Smooth(this.mesh); - - statisticView.UpdateStatistic(mesh); - - HandleMeshUpdate(); - } - catch (Exception ex) - { - LockOnException(); - DarkMessageBox.Show("Exception - Smooth", ex.Message, MessageBoxButtons.OK); - } - - UpdateLog(); - } - - private bool CreateVoronoi() - { - if (mesh == null) - { - return false; - } - - if (mesh.IsPolygon) - { - try - { - this.voronoi = new BoundedVoronoi(mesh); - } - catch (Exception ex) - { - if (!meshControlView.ParamConformDelChecked) - { - DarkMessageBox.Show("Exception - Bounded Voronoi", Settings.VoronoiString, MessageBoxButtons.OK); - } - else - { - DarkMessageBox.Show("Exception - Bounded Voronoi", ex.Message, MessageBoxButtons.OK); - } - - return false; - } - } - else - { - this.voronoi = new StandardVoronoi(mesh); - } - - // HACK: List -> ICollection ? Nope, no way. - // Vertex[] -> ICollection ? Well, ok. - renderManager.Set(voronoi.Vertices.ToArray(), voronoi.Edges, false); - - return true; - } - - private void ShowLog() - { - if (frmLog == null) - { - frmLog = new FormLog(); - } - - UpdateLog(); - - if (!frmLog.Visible) - { - frmLog.Show(this); - } - } - - private void UpdateLog() - { - if (frmLog != null) - { - frmLog.UpdateItems(); - } - } - - #endregion - - #region Menu Handler - - private void menuFileOpen_Click(object sender, EventArgs e) - { - OpenWithDialog(); - } - - private void menuFileSave_Click(object sender, EventArgs ev) - { - if (mesh != null) - { - Save(); - } - } - - private void menuFileExport_Click(object sender, EventArgs e) - { - if (mesh != null) - { - FormExport export = new FormExport(); - - string file = settings.OfdDirectory; - - if (!file.EndsWith("\\")) - { - file += "\\"; - } - - file += settings.CurrentFile; - - export.ImageName = Path.ChangeExtension(file, ".png"); - - if (export.ShowDialog() == DialogResult.OK) - { - int format = export.ImageFormat; - int size = export.ImageSize; - bool compress = export.UseCompression; - - var writer = new ImageWriter(); - - writer.Export(this.mesh, export.ImageName, format, size, compress); - } - } - } - - private void menuFileQuit_Click(object sender, EventArgs e) - { - this.Close(); - } - - private void menuViewVoronoi_Click(object sender, EventArgs e) - { - if (this.voronoi == null) - { - menuViewVoronoi.Checked = CreateVoronoi(); - } - else - { - bool visible = menuViewVoronoi.Checked; - - renderManager.Enable(4, !visible); - menuViewVoronoi.Checked = !visible; - } - } - - private void menuViewLog_Click(object sender, EventArgs e) - { - ShowLog(); - } - - private void menuToolsGenerator_Click(object sender, EventArgs e) - { - if (frmGenerator == null || frmGenerator.IsDisposed) - { - frmGenerator = new FormGenerator(); - frmGenerator.InputGenerated += new EventHandler(frmGenerator_InputGenerated); - } - - if (!frmGenerator.Visible) - { - frmGenerator.Show(); - } - else - { - frmGenerator.Activate(); - } - } - - private void menuToolsCheck_Click(object sender, EventArgs e) - { - if (mesh != null) - { - bool save = Log.Verbose; - - Log.Verbose = true; - - bool isConsistent = MeshValidator.IsConsistent(mesh); - bool isDelaunay = MeshValidator.IsDelaunay(mesh); - - Log.Verbose = save; - - if (isConsistent) - { - Log.Instance.Info("Mesh topology appears to be consistent."); - } - - if (isDelaunay) - { - Log.Instance.Info("Mesh is (conforming) Delaunay."); - } - - ShowLog(); - } - } - - private void menuToolsTopology_Click(object sender, EventArgs e) - { - (new FormTopology()).ShowDialog(this); - } - - private void menuToolsRcm_Click(object sender, EventArgs e) - { - Renumber(); - } - - #endregion - } -} +using System; +using System.Drawing; +using System.IO; +using System.Windows.Forms; +using MeshExplorer.Controls; +using MeshExplorer.IO; +using TriangleNet; +using TriangleNet.Geometry; +using TriangleNet.Meshing; +using TriangleNet.Meshing.Algorithm; +using TriangleNet.Rendering; +using TriangleNet.Smoothing; +using TriangleNet.Voronoi; + +namespace MeshExplorer +{ + public partial class FormMain : Form + { + Settings settings; + + Mesh mesh; + IPolygon input; + VoronoiBase voronoi; + + FormLog frmLog; + FormGenerator frmGenerator; + + RenderManager renderManager; + + public FormMain() + { + InitializeComponent(); + + ToolStripManager.Renderer = new DarkToolStripRenderer(); + } + + private void Form1_Load(object sender, EventArgs e) + { + oldClientSize = this.ClientSize; + + settings = new Settings(); + + renderManager = new RenderManager(); + + IRenderControl control = new TriangleNet.Rendering.GDI.RenderControl(); + + /* + if (!renderManager.TryCreateControl("Triangle.Rendering.SharpGL.dll", + new string[] { "SharpGL.dll" }, out control)) + { + control = new TriangleNet.Rendering.GDI.RenderControl(); + + if (frmLog == null) + { + frmLog = new FormLog(); + } + + frmLog.AddItem("Failed to initialize OpenGL.", true); + } + //*/ + + if (control != null) + { + InitializeRenderControl((Control)control); + renderManager.Initialize(control); + } + else + { + DarkMessageBox.Show("Ooops ...", "Failed to initialize renderer."); + } + } + + private void InitializeRenderControl(Control control) + { + this.splitContainer.SuspendLayout(); + this.splitContainer.Panel2.Controls.Add(control); + + var size = this.splitContainer.Panel2.ClientRectangle; + + // Initialize control + control.BackColor = Color.Black; + control.Dock = DockStyle.Fill; + control.Font = new Font("Consolas", 8.25F, FontStyle.Regular, GraphicsUnit.Point, ((byte)(0))); + control.Location = new System.Drawing.Point(0, 0); + control.Name = "renderControl1"; + control.Size = new Size(size.Width, size.Height); + control.TabIndex = 0; + control.Text = "renderControl1"; + + this.splitContainer.ResumeLayout(); + } + + protected override void OnMouseWheel(MouseEventArgs e) + { + if (splitContainer.Panel2.Bounds.Contains(e.Location)) + { + var control = renderManager.Control as Control; + + // Set focus on the render control. + if (control != null && !control.Focused) + { + control.Focus(); + } + } + } + + private void Form1_KeyUp(object sender, KeyEventArgs e) + { + switch (e.KeyCode) + { + case Keys.F3: + OpenWithDialog(); + break; + case Keys.F4: + Save(); + break; + case Keys.F5: + Reload(); + break; + case Keys.F8: + TriangulateOrRefine(); + break; + case Keys.F9: + Smooth(); + break; + case Keys.F12: + ShowLog(); + break; + } + } + + void frmGenerator_InputGenerated(object sender, EventArgs e) + { + this.input = sender as IPolygon; + + if (input != null) + { + settings.CurrentFile = "tmp-" + DateTime.Now.ToString("HH-mm-ss"); + HandleNewInput(); + } + } + + private void btnMesh_Click(object sender, EventArgs e) + { + TriangulateOrRefine(); + } + + private void btnSmooth_Click(object sender, EventArgs e) + { + Smooth(); + } + + #region Drag and drop + + private void frmDragDrop(object sender, DragEventArgs e) + { + if (e.Data.GetDataPresent(DataFormats.FileDrop)) + { + string[] args = (string[])e.Data.GetData(DataFormats.FileDrop); + + Open(args[0]); + } + } + + private void frmDragOver(object sender, DragEventArgs e) + { + if (e.Data.GetDataPresent(DataFormats.FileDrop)) + { + string[] args = (string[])e.Data.GetData(DataFormats.FileDrop); + + if (args.Length > 1) + { + e.Effect = DragDropEffects.None; + return; + } + + string file = args[0].ToLower(); + + // Check if file extension is known + if (FileProcessor.CanHandleFile(file)) + { + e.Effect = DragDropEffects.Copy; + } + } + else + { + e.Effect = DragDropEffects.None; + } + } + + #endregion + + #region Resize event handler + + bool isResizing = false; + Size oldClientSize; + + private void ResizeHandler(object sender, EventArgs e) + { + // Handle window minimize and maximize + if (!isResizing) + { + renderManager.Resize(); + } + } + + private void ResizeEndHandler(object sender, EventArgs e) + { + isResizing = false; + + if (this.ClientSize != this.oldClientSize) + { + this.oldClientSize = this.ClientSize; + renderManager.Resize(); + } + } + + private void ResizeBeginHandler(object sender, EventArgs e) + { + isResizing = true; + } + + #endregion + + #region State changes + + private void LockOnException() + { + btnMesh.Enabled = false; + btnSmooth.Enabled = false; + + //menuFileSave.Enabled = false; + //menuFileExport.Enabled = false; + menuViewVoronoi.Enabled = false; + menuToolsCheck.Enabled = false; + menuToolsRcm.Enabled = false; + + settings.ExceptionThrown = true; + } + + private void HandleNewInput() + { + // Reset mesh + mesh = null; + voronoi = null; + + // Reset state + settings.RefineMode = false; + settings.ExceptionThrown = false; + + // Reset buttons + btnMesh.Enabled = true; + btnMesh.Text = "Triangulate"; + btnSmooth.Enabled = false; + + // Update Statistic view + statisticView.HandleNewInput(input); + + // Clear voronoi + menuViewVoronoi.Checked = false; + + // Disable menu items + menuFileSave.Enabled = false; + menuFileExport.Enabled = false; + menuViewVoronoi.Enabled = false; + menuToolsCheck.Enabled = false; + menuToolsRcm.Enabled = false; + + // Render input + renderManager.Set(input); + + // Update window caption + this.Text = "Triangle.NET - Mesh Explorer - " + settings.CurrentFile; + } + + private void HandleMeshImport() + { + voronoi = null; + + // Render mesh + renderManager.Set(mesh, true); + + // Update window caption + this.Text = "Triangle.NET - Mesh Explorer - " + settings.CurrentFile; + + // Update Statistic view + statisticView.HandleMeshImport(input, mesh); + + // Set refine mode + btnMesh.Enabled = true; + btnMesh.Text = "Refine"; + + settings.RefineMode = true; + + HandleMeshChange(); + } + + private void HandleMeshUpdate() + { + // Render mesh + renderManager.Set(mesh, false); + + // Update Statistic view + statisticView.HandleMeshUpdate(mesh); + + HandleMeshChange(); + } + + private void HandleMeshChange() + { + // Update Statistic view + statisticView.HandleMeshChange(mesh); + + // TODO: Should the Voronoi diagram automatically update? + voronoi = null; + menuViewVoronoi.Checked = false; + + // Enable menu items + menuFileSave.Enabled = true; + menuFileExport.Enabled = true; + menuViewVoronoi.Enabled = true; + menuToolsCheck.Enabled = true; + menuToolsRcm.Enabled = true; + } + + #endregion + + #region Commands + + private void OpenWithDialog() + { + OpenFileDialog ofd = new OpenFileDialog(); + + ofd.Filter = settings.OfdFilter; + ofd.FilterIndex = settings.OfdFilterIndex; + ofd.InitialDirectory = settings.OfdDirectory; + ofd.FileName = ""; + + if (ofd.ShowDialog() == DialogResult.OK) + { + if (Open(ofd.FileName)) + { + // Update folder settings + settings.OfdFilterIndex = ofd.FilterIndex; + settings.OfdDirectory = Path.GetDirectoryName(ofd.FileName); + } + } + } + + private bool Open(string filename) + { + if (!FileProcessor.CanHandleFile(filename)) + { + // TODO: show message. + } + else + { + if (FileProcessor.ContainsMeshData(filename)) + { + if (filename.EndsWith(".ele") || DarkMessageBox.Show("Import mesh", Settings.ImportString, + "Do you want to import the mesh?", MessageBoxButtons.YesNo) == DialogResult.OK) + { + input = null; + + try + { + mesh = FileProcessor.Import(filename); + } + catch (Exception e) + { + DarkMessageBox.Show("Import mesh error", e.Message, MessageBoxButtons.OK); + return false; + } + + if (mesh != null) + { + statisticView.UpdateStatistic(mesh); + + // Update settings + settings.CurrentFile = Path.GetFileName(filename); + + HandleMeshImport(); + btnSmooth.Enabled = true; // TODO: Remove + } + // else Message + + return true; + } + } + + input = FileProcessor.Read(filename); + } + + if (input != null) + { + // Update settings + settings.CurrentFile = Path.GetFileName(filename); + + HandleNewInput(); + } + // else Message + + return true; + } + + private void Save() + { + SaveFileDialog sfd = new SaveFileDialog(); + + sfd.Filter = settings.SfdFilter; + sfd.FilterIndex = settings.SfdFilterIndex; + sfd.InitialDirectory = settings.SfdDirectory; + sfd.FileName = ""; + + if (sfd.ShowDialog() == DialogResult.OK) + { + FileProcessor.Save(sfd.FileName, mesh); + } + } + + private void Reload() + { + if (input != null) + { + mesh = null; + settings.RefineMode = false; + settings.ExceptionThrown = false; + + HandleNewInput(); + } + } + + private void TriangulateOrRefine() + { + if ((input == null && !settings.RefineMode) || settings.ExceptionThrown) + { + return; + } + + if (settings.RefineMode == false) + { + Triangulate(); + + if (meshControlView.ParamQualityChecked) + { + btnMesh.Text = "Refine"; + btnSmooth.Enabled = mesh.IsPolygon; + } + } + else if (meshControlView.ParamQualityChecked) + { + Refine(); + } + } + + private void Triangulate() + { + if (input == null) return; + + var options = new ConstraintOptions(); + var quality = new QualityOptions(); + + if (meshControlView.ParamConformDelChecked) + { + options.ConformingDelaunay = true; + } + + if (meshControlView.ParamQualityChecked) + { + quality.MinimumAngle = meshControlView.ParamMinAngleValue; + + double maxAngle = meshControlView.ParamMaxAngleValue; + + if (maxAngle < 180) + { + quality.MaximumAngle = maxAngle; + } + + // Ignore area constraints on initial triangulation. + + //double area = slMaxArea.Value * 0.01; + //if (area > 0 && area < 1) + //{ + // var size = input.Bounds; + // double min = Math.Min(size.Width, size.Height); + // mesh.SetOption(Options.MaxArea, area * min); + //} + } + + if (meshControlView.ParamConvexChecked) + { + options.Convex = true; + } + + try + { + if (meshControlView.ParamSweeplineChecked) + { + mesh = (Mesh)input.Triangulate(options, quality, new SweepLine()); + } + else + { + mesh = (Mesh)input.Triangulate(options, quality); + } + + statisticView.UpdateStatistic(mesh); + + HandleMeshUpdate(); + + if (meshControlView.ParamQualityChecked) + { + settings.RefineMode = true; + } + } + catch (Exception ex) + { + LockOnException(); + DarkMessageBox.Show("Exception - Triangulate", ex.Message, MessageBoxButtons.OK); + } + + UpdateLog(); + } + + private void Refine() + { + if (mesh == null) return; + + double area = meshControlView.ParamMaxAreaValue; + + var quality = new QualityOptions(); + + if (area > 0 && area < 1) + { + quality.MaximumArea = area * statisticView.Statistic.LargestArea; + } + + quality.MinimumAngle = meshControlView.ParamMinAngleValue; + + double maxAngle = meshControlView.ParamMaxAngleValue; + + if (maxAngle < 180) + { + quality.MaximumAngle = maxAngle; + } + + try + { + mesh.Refine(quality, meshControlView.ParamConformDelChecked); + + statisticView.UpdateStatistic(mesh); + + HandleMeshUpdate(); + } + catch (Exception ex) + { + LockOnException(); + DarkMessageBox.Show("Exception - Refine", ex.Message, MessageBoxButtons.OK); + } + + UpdateLog(); + } + + private void Renumber() + { + if (mesh == null || settings.ExceptionThrown) return; + + bool tmp = Log.Verbose; + Log.Verbose = true; + + mesh.Renumber(NodeNumbering.CuthillMcKee); + ShowLog(); + + Log.Verbose = tmp; + } + + private void Smooth() + { + if (mesh == null || settings.ExceptionThrown) return; + + if (!mesh.IsPolygon) + { + return; + } + + var smoother = new SimpleSmoother(); + + try + { + smoother.Smooth(this.mesh); + + statisticView.UpdateStatistic(mesh); + + HandleMeshUpdate(); + } + catch (Exception ex) + { + LockOnException(); + DarkMessageBox.Show("Exception - Smooth", ex.Message, MessageBoxButtons.OK); + } + + UpdateLog(); + } + + private bool CreateVoronoi() + { + if (mesh == null) + { + return false; + } + + if (mesh.IsPolygon) + { + try + { + this.voronoi = new BoundedVoronoi(mesh); + } + catch (Exception ex) + { + if (!meshControlView.ParamConformDelChecked) + { + DarkMessageBox.Show("Exception - Bounded Voronoi", Settings.VoronoiString, MessageBoxButtons.OK); + } + else + { + DarkMessageBox.Show("Exception - Bounded Voronoi", ex.Message, MessageBoxButtons.OK); + } + + return false; + } + } + else + { + this.voronoi = new StandardVoronoi(mesh); + } + + // HACK: List -> ICollection ? Nope, no way. + // Vertex[] -> ICollection ? Well, ok. + renderManager.Set(voronoi.Vertices.ToArray(), voronoi.Edges, false); + + return true; + } + + private void ShowLog() + { + if (frmLog == null) + { + frmLog = new FormLog(); + } + + UpdateLog(); + + if (!frmLog.Visible) + { + frmLog.Show(this); + } + } + + private void UpdateLog() + { + if (frmLog != null) + { + frmLog.UpdateItems(); + } + } + + #endregion + + #region Menu Handler + + private void menuFileOpen_Click(object sender, EventArgs e) + { + OpenWithDialog(); + } + + private void menuFileSave_Click(object sender, EventArgs ev) + { + if (mesh != null) + { + Save(); + } + } + + private void menuFileExport_Click(object sender, EventArgs e) + { + if (mesh != null) + { + FormExport export = new FormExport(); + + string file = settings.OfdDirectory; + + if (!file.EndsWith("\\")) + { + file += "\\"; + } + + file += settings.CurrentFile; + + export.ImageName = Path.ChangeExtension(file, ".png"); + + if (export.ShowDialog() == DialogResult.OK) + { + int format = export.ImageFormat; + int size = export.ImageSize; + bool compress = export.UseCompression; + + var writer = new ImageWriter(); + + writer.Export(this.mesh, export.ImageName, format, size, compress); + } + } + } + + private void menuFileQuit_Click(object sender, EventArgs e) + { + this.Close(); + } + + private void menuViewVoronoi_Click(object sender, EventArgs e) + { + if (this.voronoi == null) + { + menuViewVoronoi.Checked = CreateVoronoi(); + } + else + { + bool visible = menuViewVoronoi.Checked; + + renderManager.Enable(4, !visible); + menuViewVoronoi.Checked = !visible; + } + } + + private void menuViewLog_Click(object sender, EventArgs e) + { + ShowLog(); + } + + private void menuToolsGenerator_Click(object sender, EventArgs e) + { + if (frmGenerator == null || frmGenerator.IsDisposed) + { + frmGenerator = new FormGenerator(); + frmGenerator.InputGenerated += new EventHandler(frmGenerator_InputGenerated); + } + + if (!frmGenerator.Visible) + { + frmGenerator.Show(); + } + else + { + frmGenerator.Activate(); + } + } + + private void menuToolsCheck_Click(object sender, EventArgs e) + { + if (mesh != null) + { + bool save = Log.Verbose; + + Log.Verbose = true; + + bool isConsistent = MeshValidator.IsConsistent(mesh); + bool isDelaunay = MeshValidator.IsDelaunay(mesh); + + Log.Verbose = save; + + if (isConsistent) + { + Log.Instance.Info("Mesh topology appears to be consistent."); + } + + if (isDelaunay) + { + Log.Instance.Info("Mesh is (conforming) Delaunay."); + } + + ShowLog(); + } + } + + private void menuToolsTopology_Click(object sender, EventArgs e) + { + (new FormTopology()).ShowDialog(this); + } + + private void menuToolsRcm_Click(object sender, EventArgs e) + { + Renumber(); + } + + #endregion + } +} diff --git a/Triangle.NET/TestApp/FormMain.resx b/src/TestApp/FormMain.resx similarity index 97% rename from Triangle.NET/TestApp/FormMain.resx rename to src/TestApp/FormMain.resx index 0f6d8eb..d5494e3 100644 --- a/Triangle.NET/TestApp/FormMain.resx +++ b/src/TestApp/FormMain.resx @@ -1,123 +1,123 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - text/microsoft-resx - - - 2.0 - - - System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - 17, 17 - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + text/microsoft-resx + + + 2.0 + + + System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + + + System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + + + 17, 17 + \ No newline at end of file diff --git a/Triangle.NET/TestApp/FormTopology.Designer.cs b/src/TestApp/FormTopology.Designer.cs similarity index 97% rename from Triangle.NET/TestApp/FormTopology.Designer.cs rename to src/TestApp/FormTopology.Designer.cs index 5d95f85..0d2c35d 100644 --- a/Triangle.NET/TestApp/FormTopology.Designer.cs +++ b/src/TestApp/FormTopology.Designer.cs @@ -1,112 +1,112 @@ -namespace MeshExplorer -{ - partial class FormTopology - { - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Windows Form Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - this.splitContainer1 = new System.Windows.Forms.SplitContainer(); - this.renderControl = new MeshExplorer.Topology.TopologyRenderControl(); - this.topoControlView = new MeshExplorer.Topology.TopologyControlView(); - ((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit(); - this.splitContainer1.Panel1.SuspendLayout(); - this.splitContainer1.Panel2.SuspendLayout(); - this.splitContainer1.SuspendLayout(); - this.SuspendLayout(); - // - // splitContainer1 - // - this.splitContainer1.Dock = System.Windows.Forms.DockStyle.Fill; - this.splitContainer1.IsSplitterFixed = true; - this.splitContainer1.Location = new System.Drawing.Point(0, 0); - this.splitContainer1.Name = "splitContainer1"; - // - // splitContainer1.Panel1 - // - this.splitContainer1.Panel1.Controls.Add(this.renderControl); - // - // splitContainer1.Panel2 - // - this.splitContainer1.Panel2.Controls.Add(this.topoControlView); - this.splitContainer1.Size = new System.Drawing.Size(674, 455); - this.splitContainer1.SplitterDistance = 475; - this.splitContainer1.SplitterWidth = 1; - this.splitContainer1.TabIndex = 0; - // - // renderControl - // - this.renderControl.BackColor = System.Drawing.Color.Black; - this.renderControl.Dock = System.Windows.Forms.DockStyle.Fill; - this.renderControl.Location = new System.Drawing.Point(0, 0); - this.renderControl.Name = "renderControl"; - this.renderControl.Size = new System.Drawing.Size(475, 455); - this.renderControl.TabIndex = 0; - this.renderControl.Text = "topologyRenderControl"; - this.renderControl.MouseClick += new System.Windows.Forms.MouseEventHandler(this.renderControl_MouseClick); - // - // topoControlView - // - this.topoControlView.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); - this.topoControlView.Dock = System.Windows.Forms.DockStyle.Fill; - this.topoControlView.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.topoControlView.ForeColor = System.Drawing.Color.White; - this.topoControlView.Location = new System.Drawing.Point(0, 0); - this.topoControlView.Name = "topoControlView"; - this.topoControlView.Size = new System.Drawing.Size(198, 455); - this.topoControlView.TabIndex = 2; - // - // FormTopology - // - this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); - this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; - this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); - this.ClientSize = new System.Drawing.Size(674, 455); - this.Controls.Add(this.splitContainer1); - this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.ForeColor = System.Drawing.Color.White; - this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; - this.MaximizeBox = false; - this.MinimizeBox = false; - this.Name = "FormTopology"; - this.ShowIcon = false; - this.ShowInTaskbar = false; - this.Text = "Triangle.NET - Topology Explorer"; - this.Load += new System.EventHandler(this.FormTopology_Load); - this.splitContainer1.Panel1.ResumeLayout(false); - this.splitContainer1.Panel2.ResumeLayout(false); - ((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).EndInit(); - this.splitContainer1.ResumeLayout(false); - this.ResumeLayout(false); - - } - - #endregion - - private System.Windows.Forms.SplitContainer splitContainer1; - private Topology.TopologyRenderControl renderControl; - private Topology.TopologyControlView topoControlView; - } +namespace MeshExplorer +{ + partial class FormTopology + { + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Windows Form Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + this.splitContainer1 = new System.Windows.Forms.SplitContainer(); + this.renderControl = new MeshExplorer.Topology.TopologyRenderControl(); + this.topoControlView = new MeshExplorer.Topology.TopologyControlView(); + ((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).BeginInit(); + this.splitContainer1.Panel1.SuspendLayout(); + this.splitContainer1.Panel2.SuspendLayout(); + this.splitContainer1.SuspendLayout(); + this.SuspendLayout(); + // + // splitContainer1 + // + this.splitContainer1.Dock = System.Windows.Forms.DockStyle.Fill; + this.splitContainer1.IsSplitterFixed = true; + this.splitContainer1.Location = new System.Drawing.Point(0, 0); + this.splitContainer1.Name = "splitContainer1"; + // + // splitContainer1.Panel1 + // + this.splitContainer1.Panel1.Controls.Add(this.renderControl); + // + // splitContainer1.Panel2 + // + this.splitContainer1.Panel2.Controls.Add(this.topoControlView); + this.splitContainer1.Size = new System.Drawing.Size(674, 455); + this.splitContainer1.SplitterDistance = 475; + this.splitContainer1.SplitterWidth = 1; + this.splitContainer1.TabIndex = 0; + // + // renderControl + // + this.renderControl.BackColor = System.Drawing.Color.Black; + this.renderControl.Dock = System.Windows.Forms.DockStyle.Fill; + this.renderControl.Location = new System.Drawing.Point(0, 0); + this.renderControl.Name = "renderControl"; + this.renderControl.Size = new System.Drawing.Size(475, 455); + this.renderControl.TabIndex = 0; + this.renderControl.Text = "topologyRenderControl"; + this.renderControl.MouseClick += new System.Windows.Forms.MouseEventHandler(this.renderControl_MouseClick); + // + // topoControlView + // + this.topoControlView.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); + this.topoControlView.Dock = System.Windows.Forms.DockStyle.Fill; + this.topoControlView.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.topoControlView.ForeColor = System.Drawing.Color.White; + this.topoControlView.Location = new System.Drawing.Point(0, 0); + this.topoControlView.Name = "topoControlView"; + this.topoControlView.Size = new System.Drawing.Size(198, 455); + this.topoControlView.TabIndex = 2; + // + // FormTopology + // + this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); + this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; + this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); + this.ClientSize = new System.Drawing.Size(674, 455); + this.Controls.Add(this.splitContainer1); + this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.ForeColor = System.Drawing.Color.White; + this.FormBorderStyle = System.Windows.Forms.FormBorderStyle.FixedDialog; + this.MaximizeBox = false; + this.MinimizeBox = false; + this.Name = "FormTopology"; + this.ShowIcon = false; + this.ShowInTaskbar = false; + this.Text = "Triangle.NET - Topology Explorer"; + this.Load += new System.EventHandler(this.FormTopology_Load); + this.splitContainer1.Panel1.ResumeLayout(false); + this.splitContainer1.Panel2.ResumeLayout(false); + ((System.ComponentModel.ISupportInitialize)(this.splitContainer1)).EndInit(); + this.splitContainer1.ResumeLayout(false); + this.ResumeLayout(false); + + } + + #endregion + + private System.Windows.Forms.SplitContainer splitContainer1; + private Topology.TopologyRenderControl renderControl; + private Topology.TopologyControlView topoControlView; + } } \ No newline at end of file diff --git a/Triangle.NET/TestApp/FormTopology.cs b/src/TestApp/FormTopology.cs similarity index 96% rename from Triangle.NET/TestApp/FormTopology.cs rename to src/TestApp/FormTopology.cs index 3600993..af7ea42 100644 --- a/Triangle.NET/TestApp/FormTopology.cs +++ b/src/TestApp/FormTopology.cs @@ -1,114 +1,114 @@ -using System; -using System.Windows.Forms; -using MeshExplorer.Topology; -using TriangleNet; -using TriangleNet.Geometry; -using TriangleNet.Meshing; -using TriangleNet.Tools; -using TriangleNet.Topology; - -namespace MeshExplorer -{ - public partial class FormTopology : Form - { - Mesh mesh; - TriangleQuadTree tree; - Otri current; - - public FormTopology() - { - InitializeComponent(); - } - - private void FormTopology_Load(object sender, EventArgs e) - { - mesh = (Mesh)GenericMesher.StructuredMesh(new Rectangle(0.0, 0.0, 4.0, 4.0), 4, 4); - - renderControl.Initialize(mesh); - - topoControlView.PrimitiveCommandInvoked += PrimitiveCommandHandler; - - current = default(Otri); - } - - void PrimitiveCommandHandler(object sender, GenericEventArgs e) - { - if (current.Triangle != null) - { - InvokePrimitive(e.Argument); - } - } - - private void renderControl_MouseClick(object sender, MouseEventArgs e) - { - var p = e.Location; - var size = renderControl.Size; - - var tri = FindTriangleAt(((float)p.X) / size.Width, ((float)p.Y) / size.Height); - - current.Triangle = (Triangle)tri; - - renderControl.Update(current); - topoControlView.SetTriangle(current.Triangle); - } - - private ITriangle FindTriangleAt(float x, float y) - { - // Get mesh coordinates - var p = new System.Drawing.PointF(x, y); - renderControl.Zoom.ScreenToWorld(ref p); - - topoControlView.SetPosition(p); - - if (tree == null) - { - tree = new TriangleQuadTree(mesh, 5, 2); - } - - return tree.Query(p.X, p.Y); - } - - private void InvokePrimitive(string name) - { - if (name == "sym") - { - current.Sym(); - } - else if (name == "lnext") - { - current.Lnext(); - } - else if (name == "lprev") - { - current.Lprev(); - } - else if (name == "onext") - { - current.Onext(); - } - else if (name == "oprev") - { - current.Oprev(); - } - else if (name == "dnext") - { - current.Dnext(); - } - else if (name == "dprev") - { - current.Dprev(); - } - else if (name == "rnext") - { - current.Rnext(); - } - else if (name == "rprev") - { - current.Rprev(); - } - - renderControl.Update(current); - topoControlView.SetTriangle(current.Triangle); - } - } -} +using System; +using System.Windows.Forms; +using MeshExplorer.Topology; +using TriangleNet; +using TriangleNet.Geometry; +using TriangleNet.Meshing; +using TriangleNet.Tools; +using TriangleNet.Topology; + +namespace MeshExplorer +{ + public partial class FormTopology : Form + { + Mesh mesh; + TriangleQuadTree tree; + Otri current; + + public FormTopology() + { + InitializeComponent(); + } + + private void FormTopology_Load(object sender, EventArgs e) + { + mesh = (Mesh)GenericMesher.StructuredMesh(new Rectangle(0.0, 0.0, 4.0, 4.0), 4, 4); + + renderControl.Initialize(mesh); + + topoControlView.PrimitiveCommandInvoked += PrimitiveCommandHandler; + + current = default(Otri); + } + + void PrimitiveCommandHandler(object sender, GenericEventArgs e) + { + if (current.Triangle != null) + { + InvokePrimitive(e.Argument); + } + } + + private void renderControl_MouseClick(object sender, MouseEventArgs e) + { + var p = e.Location; + var size = renderControl.Size; + + var tri = FindTriangleAt(((float)p.X) / size.Width, ((float)p.Y) / size.Height); + + current.Triangle = (Triangle)tri; + + renderControl.Update(current); + topoControlView.SetTriangle(current.Triangle); + } + + private ITriangle FindTriangleAt(float x, float y) + { + // Get mesh coordinates + var p = new System.Drawing.PointF(x, y); + renderControl.Zoom.ScreenToWorld(ref p); + + topoControlView.SetPosition(p); + + if (tree == null) + { + tree = new TriangleQuadTree(mesh, 5, 2); + } + + return tree.Query(p.X, p.Y); + } + + private void InvokePrimitive(string name) + { + if (name == "sym") + { + current.Sym(); + } + else if (name == "lnext") + { + current.Lnext(); + } + else if (name == "lprev") + { + current.Lprev(); + } + else if (name == "onext") + { + current.Onext(); + } + else if (name == "oprev") + { + current.Oprev(); + } + else if (name == "dnext") + { + current.Dnext(); + } + else if (name == "dprev") + { + current.Dprev(); + } + else if (name == "rnext") + { + current.Rnext(); + } + else if (name == "rprev") + { + current.Rprev(); + } + + renderControl.Update(current); + topoControlView.SetTriangle(current.Triangle); + } + } +} diff --git a/Triangle.NET/TestApp/FormTopology.resx b/src/TestApp/FormTopology.resx similarity index 97% rename from Triangle.NET/TestApp/FormTopology.resx rename to src/TestApp/FormTopology.resx index 29dcb1b..1af7de1 100644 --- a/Triangle.NET/TestApp/FormTopology.resx +++ b/src/TestApp/FormTopology.resx @@ -1,120 +1,120 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - text/microsoft-resx - - - 2.0 - - - System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + text/microsoft-resx + + + 2.0 + + + System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + + + System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + \ No newline at end of file diff --git a/Triangle.NET/TestApp/Generators/BaseGenerator.cs b/src/TestApp/Generators/BaseGenerator.cs similarity index 96% rename from Triangle.NET/TestApp/Generators/BaseGenerator.cs rename to src/TestApp/Generators/BaseGenerator.cs index 48d231d..6ded8ab 100644 --- a/Triangle.NET/TestApp/Generators/BaseGenerator.cs +++ b/src/TestApp/Generators/BaseGenerator.cs @@ -1,158 +1,158 @@ -// ----------------------------------------------------------------------- -// -// TODO: Update copyright text. -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Generators -{ - using System; - using System.Collections.Generic; - using TriangleNet.Geometry; - - /// - /// TODO: Update summary. - /// - public abstract class BaseGenerator : IGenerator - { - private static int MAX_PARAMS = 3; - - protected string name = "Name"; - protected string description = "Description"; - protected int parameter = 0; - - protected string[] descriptions = new string[MAX_PARAMS]; - protected int[][] ranges = new int[MAX_PARAMS][]; - - public virtual string Name { get { return name; } } - public virtual string Description { get { return description; } } - public virtual int ParameterCount { get { return parameter; } } - - public virtual string ParameterDescription(int paramIndex) - { - if (descriptions[paramIndex] == null) - { - return String.Empty; - } - - return descriptions[paramIndex]; - } - - public virtual string ParameterDescription(int paramIndex, double paramValue) - { - int[] range = ranges[paramIndex]; - - if (range == null) - { - return String.Empty; - } - - int num = GetParamValueInt(paramIndex, paramValue); - return num.ToString(); - } - - public abstract IPolygon Generate(double param0, double param1, double param2); - - #region Contour helpers - - protected List CreateCircle(double r, int n, int boundary = 0) - { - return CreateCircle(0.0, 0.0, r, n, boundary); - } - - protected List CreateCircle(double x, double y, double r, int n, int boundary = 0) - { - return CreateEllipse(0.0, 0.0, r, 1.0, 1.0, n, boundary); - } - - protected List CreateEllipse(double r, double a, double b, int n, int boundary = 0) - { - return CreateEllipse(0.0, 0.0, r, a, b, n, boundary); - } - - protected List CreateEllipse(double x, double y, double r, double a, double b, int n, int boundary = 0) - { - var contour = new List(n); - - double dphi = 2 * Math.PI / n; - - for (int i = 0; i < n; i++) - { - contour.Add(new Vertex(x + a * r * Math.Cos(i * dphi), y + b * r * Math.Sin(i * dphi), boundary)); - } - - return contour; - } - - protected List CreateRectangle(Rectangle rect, int n, int boundary = 0) - { - return CreateRectangle(rect, n, n, boundary); - } - - protected List CreateRectangle(Rectangle rect, int nH, int nV, int boundary = 0) - { - var contour = new List(2 * nH + 2 * nV); - - // Horizontal and vertical step sizes. - double stepH = rect.Width / nH; - double stepV = rect.Height / nV; - - // Left box boundary points - for (int i = 0; i < nV; i++) - { - contour.Add(new Vertex(rect.Left, rect.Bottom + i * stepV, 1)); - } - - // Top box boundary points - for (int i = 0; i < nH; i++) - { - contour.Add(new Vertex(rect.Left + i * stepH, rect.Top, 1)); - } - - // Right box boundary points - for (int i = 0; i < nV; i++) - { - contour.Add(new Vertex(rect.Right, rect.Top - i * stepV, 1)); - } - - // Bottom box boundary points - for (int i = 0; i < nH; i++) - { - contour.Add(new Vertex(rect.Right - i * stepH, rect.Bottom, 1)); - } - - return contour; - } - - #endregion - - protected int GetParamValueInt(int paramIndex, double paramOffset) - { - int[] range = ranges[paramIndex]; - - if (range == null) - { - return 0; - } - - return (int)((range[1] - range[0]) / 100.0 * paramOffset + range[0]); - } - - protected double GetParamValueDouble(int paramIndex, double paramOffset) - { - int[] range = ranges[paramIndex]; - - if (range == null) - { - return 0; - } - - return ((range[1] - range[0]) / 100.0 * paramOffset + range[0]); - } - - public override string ToString() - { - return this.Name; - } - } -} +// ----------------------------------------------------------------------- +// +// TODO: Update copyright text. +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Generators +{ + using System; + using System.Collections.Generic; + using TriangleNet.Geometry; + + /// + /// TODO: Update summary. + /// + public abstract class BaseGenerator : IGenerator + { + private static int MAX_PARAMS = 3; + + protected string name = "Name"; + protected string description = "Description"; + protected int parameter = 0; + + protected string[] descriptions = new string[MAX_PARAMS]; + protected int[][] ranges = new int[MAX_PARAMS][]; + + public virtual string Name { get { return name; } } + public virtual string Description { get { return description; } } + public virtual int ParameterCount { get { return parameter; } } + + public virtual string ParameterDescription(int paramIndex) + { + if (descriptions[paramIndex] == null) + { + return String.Empty; + } + + return descriptions[paramIndex]; + } + + public virtual string ParameterDescription(int paramIndex, double paramValue) + { + int[] range = ranges[paramIndex]; + + if (range == null) + { + return String.Empty; + } + + int num = GetParamValueInt(paramIndex, paramValue); + return num.ToString(); + } + + public abstract IPolygon Generate(double param0, double param1, double param2); + + #region Contour helpers + + protected List CreateCircle(double r, int n, int boundary = 0) + { + return CreateCircle(0.0, 0.0, r, n, boundary); + } + + protected List CreateCircle(double x, double y, double r, int n, int boundary = 0) + { + return CreateEllipse(0.0, 0.0, r, 1.0, 1.0, n, boundary); + } + + protected List CreateEllipse(double r, double a, double b, int n, int boundary = 0) + { + return CreateEllipse(0.0, 0.0, r, a, b, n, boundary); + } + + protected List CreateEllipse(double x, double y, double r, double a, double b, int n, int boundary = 0) + { + var contour = new List(n); + + double dphi = 2 * Math.PI / n; + + for (int i = 0; i < n; i++) + { + contour.Add(new Vertex(x + a * r * Math.Cos(i * dphi), y + b * r * Math.Sin(i * dphi), boundary)); + } + + return contour; + } + + protected List CreateRectangle(Rectangle rect, int n, int boundary = 0) + { + return CreateRectangle(rect, n, n, boundary); + } + + protected List CreateRectangle(Rectangle rect, int nH, int nV, int boundary = 0) + { + var contour = new List(2 * nH + 2 * nV); + + // Horizontal and vertical step sizes. + double stepH = rect.Width / nH; + double stepV = rect.Height / nV; + + // Left box boundary points + for (int i = 0; i < nV; i++) + { + contour.Add(new Vertex(rect.Left, rect.Bottom + i * stepV, 1)); + } + + // Top box boundary points + for (int i = 0; i < nH; i++) + { + contour.Add(new Vertex(rect.Left + i * stepH, rect.Top, 1)); + } + + // Right box boundary points + for (int i = 0; i < nV; i++) + { + contour.Add(new Vertex(rect.Right, rect.Top - i * stepV, 1)); + } + + // Bottom box boundary points + for (int i = 0; i < nH; i++) + { + contour.Add(new Vertex(rect.Right - i * stepH, rect.Bottom, 1)); + } + + return contour; + } + + #endregion + + protected int GetParamValueInt(int paramIndex, double paramOffset) + { + int[] range = ranges[paramIndex]; + + if (range == null) + { + return 0; + } + + return (int)((range[1] - range[0]) / 100.0 * paramOffset + range[0]); + } + + protected double GetParamValueDouble(int paramIndex, double paramOffset) + { + int[] range = ranges[paramIndex]; + + if (range == null) + { + return 0; + } + + return ((range[1] - range[0]) / 100.0 * paramOffset + range[0]); + } + + public override string ToString() + { + return this.Name; + } + } +} diff --git a/Triangle.NET/TestApp/Generators/BoxWithHole.cs b/src/TestApp/Generators/BoxWithHole.cs similarity index 96% rename from Triangle.NET/TestApp/Generators/BoxWithHole.cs rename to src/TestApp/Generators/BoxWithHole.cs index 2a08cd7..6df17d4 100644 --- a/Triangle.NET/TestApp/Generators/BoxWithHole.cs +++ b/src/TestApp/Generators/BoxWithHole.cs @@ -1,51 +1,51 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Generators -{ - using System; - using TriangleNet.Geometry; - - /// - /// Generates a star contained in a box. - /// - public class BoxWithHole : BaseGenerator - { - public BoxWithHole() - { - name = "Box with Hole"; - description = ""; - parameter = 3; - - descriptions[0] = "Points on box sides:"; - descriptions[1] = "Points on hole:"; - descriptions[2] = "Radius:"; - - ranges[0] = new int[] { 5, 50 }; - ranges[1] = new int[] { 10, 200 }; - ranges[2] = new int[] { 5, 20 }; - } - - public override IPolygon Generate(double param0, double param1, double param2) - { - int n = GetParamValueInt(1, param1); - - var input = new Polygon(n + 4); - - double r = GetParamValueInt(2, param2); - - // Generate circle (hole) - input.AddContour(CreateCircle(r, n, 1), 1, new Point(0, 0)); - - n = GetParamValueInt(0, param0); - - // Generate box - input.AddContour(CreateRectangle(new Rectangle(-50, -50, 100, 100), n, 2), 2); - - return input; - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Generators +{ + using System; + using TriangleNet.Geometry; + + /// + /// Generates a star contained in a box. + /// + public class BoxWithHole : BaseGenerator + { + public BoxWithHole() + { + name = "Box with Hole"; + description = ""; + parameter = 3; + + descriptions[0] = "Points on box sides:"; + descriptions[1] = "Points on hole:"; + descriptions[2] = "Radius:"; + + ranges[0] = new int[] { 5, 50 }; + ranges[1] = new int[] { 10, 200 }; + ranges[2] = new int[] { 5, 20 }; + } + + public override IPolygon Generate(double param0, double param1, double param2) + { + int n = GetParamValueInt(1, param1); + + var input = new Polygon(n + 4); + + double r = GetParamValueInt(2, param2); + + // Generate circle (hole) + input.AddContour(CreateCircle(r, n, 1), 1, new Point(0, 0)); + + n = GetParamValueInt(0, param0); + + // Generate box + input.AddContour(CreateRectangle(new Rectangle(-50, -50, 100, 100), n, 2), 2); + + return input; + } + } +} diff --git a/Triangle.NET/TestApp/Generators/CircleWithHole.cs b/src/TestApp/Generators/CircleWithHole.cs similarity index 96% rename from Triangle.NET/TestApp/Generators/CircleWithHole.cs rename to src/TestApp/Generators/CircleWithHole.cs index d0e5325..44564a3 100644 --- a/Triangle.NET/TestApp/Generators/CircleWithHole.cs +++ b/src/TestApp/Generators/CircleWithHole.cs @@ -1,64 +1,64 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Generators -{ - using TriangleNet.Geometry; - - /// - /// Generates a ring polygon. - /// - public class CircleWithHole : BaseGenerator - { - public CircleWithHole() - { - name = "Circle with Hole"; - description = ""; - parameter = 2; - - descriptions[0] = "Number of points:"; - descriptions[1] = "Outer radius:"; - - ranges[0] = new int[] { 100, 250 }; - ranges[1] = new int[] { 2, 15 }; - } - - public override IPolygon Generate(double param0, double param1, double param2) - { - // Number of points on the outer circle - int n = GetParamValueInt(0, param0); - - double radius = GetParamValueInt(1, param1); - - // Current radius and step size - double r, h = radius / n; - - var input = new Polygon(n + 1); - - // Inner cirlce (radius = 1) (hole) - r = 1; - input.AddContour(CreateCircle(r, (int)(r / h), 1), 1, new Point(0, 0)); - - // Center cirlce - r = (radius + 1.0) / 2.0; - input.AddContour(CreateCircle(r, (int)(r / h), 2), 2); - - //count = input.Count; - - // Outer cirlce - r = radius; - input.AddContour(CreateCircle(r, (int)(r / h), 3), 3); - - // Regions: |++++++|++++++|---| - // r 1 0 - - input.Regions.Add(new RegionPointer((r + 3.0) / 4.0, 0, 1)); - input.Regions.Add(new RegionPointer((3 * r + 1.0) / 4.0, 0, 2)); - - return input; - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Generators +{ + using TriangleNet.Geometry; + + /// + /// Generates a ring polygon. + /// + public class CircleWithHole : BaseGenerator + { + public CircleWithHole() + { + name = "Circle with Hole"; + description = ""; + parameter = 2; + + descriptions[0] = "Number of points:"; + descriptions[1] = "Outer radius:"; + + ranges[0] = new int[] { 100, 250 }; + ranges[1] = new int[] { 2, 15 }; + } + + public override IPolygon Generate(double param0, double param1, double param2) + { + // Number of points on the outer circle + int n = GetParamValueInt(0, param0); + + double radius = GetParamValueInt(1, param1); + + // Current radius and step size + double r, h = radius / n; + + var input = new Polygon(n + 1); + + // Inner cirlce (radius = 1) (hole) + r = 1; + input.AddContour(CreateCircle(r, (int)(r / h), 1), 1, new Point(0, 0)); + + // Center cirlce + r = (radius + 1.0) / 2.0; + input.AddContour(CreateCircle(r, (int)(r / h), 2), 2); + + //count = input.Count; + + // Outer cirlce + r = radius; + input.AddContour(CreateCircle(r, (int)(r / h), 3), 3); + + // Regions: |++++++|++++++|---| + // r 1 0 + + input.Regions.Add(new RegionPointer((r + 3.0) / 4.0, 0, 1)); + input.Regions.Add(new RegionPointer((3 * r + 1.0) / 4.0, 0, 2)); + + return input; + } + } +} diff --git a/Triangle.NET/TestApp/Generators/IGenerator.cs b/src/TestApp/Generators/IGenerator.cs similarity index 97% rename from Triangle.NET/TestApp/Generators/IGenerator.cs rename to src/TestApp/Generators/IGenerator.cs index 116ae45..1f7498f 100644 --- a/Triangle.NET/TestApp/Generators/IGenerator.cs +++ b/src/TestApp/Generators/IGenerator.cs @@ -1,23 +1,23 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Generators -{ - using TriangleNet.Geometry; - - /// - /// Interface for generating input geometries. - /// - public interface IGenerator - { - string Name { get; } - string Description { get; } - int ParameterCount { get; } - string ParameterDescription(int paramIndex); - string ParameterDescription(int paramIndex, double paramValue); - IPolygon Generate(double param1, double param2, double param3); - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Generators +{ + using TriangleNet.Geometry; + + /// + /// Interface for generating input geometries. + /// + public interface IGenerator + { + string Name { get; } + string Description { get; } + int ParameterCount { get; } + string ParameterDescription(int paramIndex); + string ParameterDescription(int paramIndex, double paramValue); + IPolygon Generate(double param1, double param2, double param3); + } +} diff --git a/Triangle.NET/TestApp/Generators/RandomPoints.cs b/src/TestApp/Generators/RandomPoints.cs similarity index 96% rename from Triangle.NET/TestApp/Generators/RandomPoints.cs rename to src/TestApp/Generators/RandomPoints.cs index f0441f5..3dcb82c 100644 --- a/Triangle.NET/TestApp/Generators/RandomPoints.cs +++ b/src/TestApp/Generators/RandomPoints.cs @@ -1,55 +1,55 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Generators -{ - using TriangleNet.Geometry; - - /// - /// Simple random points generator. - /// - public class RandomPoints : BaseGenerator - { - public RandomPoints() - { - name = "Random Points"; - description = ""; - parameter = 3; - - descriptions[0] = "Number of points:"; - descriptions[1] = "Width:"; - descriptions[2] = "Height:"; - - ranges[0] = new int[] { 10, 5000 }; - ranges[1] = new int[] { 10, 200 }; - ranges[2] = new int[] { 10, 200 }; - } - - public override IPolygon Generate(double param0, double param1, double param2) - { - int numPoints = GetParamValueInt(0, param0); - numPoints = (numPoints / 10) * 10; - - if (numPoints < ranges[0][0]) - { - numPoints = ranges[0][0]; - } - - var input = new Polygon(numPoints); - - int width = GetParamValueInt(1, param1); - int height = GetParamValueInt(2, param2); - - for (int i = 0; i < numPoints; i++) - { - input.Add(new Vertex(Util.Random.NextDouble() * width, - Util.Random.NextDouble() * height)); - } - - return input; - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Generators +{ + using TriangleNet.Geometry; + + /// + /// Simple random points generator. + /// + public class RandomPoints : BaseGenerator + { + public RandomPoints() + { + name = "Random Points"; + description = ""; + parameter = 3; + + descriptions[0] = "Number of points:"; + descriptions[1] = "Width:"; + descriptions[2] = "Height:"; + + ranges[0] = new int[] { 10, 5000 }; + ranges[1] = new int[] { 10, 200 }; + ranges[2] = new int[] { 10, 200 }; + } + + public override IPolygon Generate(double param0, double param1, double param2) + { + int numPoints = GetParamValueInt(0, param0); + numPoints = (numPoints / 10) * 10; + + if (numPoints < ranges[0][0]) + { + numPoints = ranges[0][0]; + } + + var input = new Polygon(numPoints); + + int width = GetParamValueInt(1, param1); + int height = GetParamValueInt(2, param2); + + for (int i = 0; i < numPoints; i++) + { + input.Add(new Vertex(Util.Random.NextDouble() * width, + Util.Random.NextDouble() * height)); + } + + return input; + } + } +} diff --git a/Triangle.NET/TestApp/Generators/RandomPointsCircle.cs b/src/TestApp/Generators/RandomPointsCircle.cs similarity index 96% rename from Triangle.NET/TestApp/Generators/RandomPointsCircle.cs rename to src/TestApp/Generators/RandomPointsCircle.cs index 7dd3ef7..d988f9e 100644 --- a/Triangle.NET/TestApp/Generators/RandomPointsCircle.cs +++ b/src/TestApp/Generators/RandomPointsCircle.cs @@ -1,100 +1,100 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Generators -{ - using System; - using TriangleNet.Geometry; - - /// - /// Simple random points generator (points distributed in a circle). - /// - public class RandomPointsCircle : BaseGenerator - { - public RandomPointsCircle() - { - name = "Random Points (Circle)"; - description = ""; - parameter = 2; - - descriptions[0] = "Number of points:"; - descriptions[1] = "Distribution:"; - - ranges[0] = new int[] { 5, 5000 }; - ranges[1] = new int[] { 0, 1 }; - } - - public override string ParameterDescription(int paramIndex, double paramValue) - { - if (paramIndex == 0) - { - int numPoints = GetParamValueInt(paramIndex, paramValue); - numPoints = (numPoints / 10) * 10; - - if (numPoints < 5) - { - numPoints = 5; - } - - return numPoints.ToString(); - } - - if (paramIndex == 1) - { - double exp = (paramValue + 10) / 100; - - if (exp > 1.092) - { - exp = 1.1; - } - - return exp.ToString("0.00", Util.Nfi); - } - - return ""; - } - - public override IPolygon Generate(double param0, double param1, double param2) - { - int numPoints = GetParamValueInt(0, param0); - numPoints = (numPoints / 10) * 10; - - if (numPoints < 5) - { - numPoints = 5; - } - - double exp = (param1 + 10) / 100; - - var input = new Polygon(numPoints); - - int i = 0, cNum = 2 * (int)Math.Floor(Math.Sqrt(numPoints)); - - double r, phi, radius = 100, step = 2 * Math.PI / cNum; - - // Distrubute points equally on circle border - for (; i < cNum; i++) - { - // Add a little error - r = Util.Random.NextDouble(); - - input.Add(new Vertex((radius + r) * Math.Cos(i * step), - (radius + r) * Math.Sin(i * step))); - } - - for (; i < numPoints; i++) - { - // Use sqrt(rand) to get normal distribution right. - r = Math.Pow(Util.Random.NextDouble(), exp) * radius; - phi = Util.Random.NextDouble() * Math.PI * 2; - - input.Add(new Vertex(r * Math.Cos(phi), r * Math.Sin(phi))); - } - - return input; - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Generators +{ + using System; + using TriangleNet.Geometry; + + /// + /// Simple random points generator (points distributed in a circle). + /// + public class RandomPointsCircle : BaseGenerator + { + public RandomPointsCircle() + { + name = "Random Points (Circle)"; + description = ""; + parameter = 2; + + descriptions[0] = "Number of points:"; + descriptions[1] = "Distribution:"; + + ranges[0] = new int[] { 5, 5000 }; + ranges[1] = new int[] { 0, 1 }; + } + + public override string ParameterDescription(int paramIndex, double paramValue) + { + if (paramIndex == 0) + { + int numPoints = GetParamValueInt(paramIndex, paramValue); + numPoints = (numPoints / 10) * 10; + + if (numPoints < 5) + { + numPoints = 5; + } + + return numPoints.ToString(); + } + + if (paramIndex == 1) + { + double exp = (paramValue + 10) / 100; + + if (exp > 1.092) + { + exp = 1.1; + } + + return exp.ToString("0.00", Util.Nfi); + } + + return ""; + } + + public override IPolygon Generate(double param0, double param1, double param2) + { + int numPoints = GetParamValueInt(0, param0); + numPoints = (numPoints / 10) * 10; + + if (numPoints < 5) + { + numPoints = 5; + } + + double exp = (param1 + 10) / 100; + + var input = new Polygon(numPoints); + + int i = 0, cNum = 2 * (int)Math.Floor(Math.Sqrt(numPoints)); + + double r, phi, radius = 100, step = 2 * Math.PI / cNum; + + // Distrubute points equally on circle border + for (; i < cNum; i++) + { + // Add a little error + r = Util.Random.NextDouble(); + + input.Add(new Vertex((radius + r) * Math.Cos(i * step), + (radius + r) * Math.Sin(i * step))); + } + + for (; i < numPoints; i++) + { + // Use sqrt(rand) to get normal distribution right. + r = Math.Pow(Util.Random.NextDouble(), exp) * radius; + phi = Util.Random.NextDouble() * Math.PI * 2; + + input.Add(new Vertex(r * Math.Cos(phi), r * Math.Sin(phi))); + } + + return input; + } + } +} diff --git a/Triangle.NET/TestApp/Generators/RingPolygon.cs b/src/TestApp/Generators/RingPolygon.cs similarity index 96% rename from Triangle.NET/TestApp/Generators/RingPolygon.cs rename to src/TestApp/Generators/RingPolygon.cs index 08ded0a..6f0ce31 100644 --- a/Triangle.NET/TestApp/Generators/RingPolygon.cs +++ b/src/TestApp/Generators/RingPolygon.cs @@ -1,100 +1,100 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Generators -{ - using System; - using System.Collections.Generic; - using TriangleNet.Geometry; - - /// - /// Generates a ring polygon. - /// - public class RingPolygon : BaseGenerator - { - public RingPolygon() - { - name = "Ring"; - description = ""; - parameter = 2; - - descriptions[0] = "Number of points:"; - descriptions[1] = "Variation:"; - - ranges[0] = new int[] { 50, 250 }; - ranges[1] = new int[] { 0, 1 }; - } - - public override string ParameterDescription(int paramIndex, double paramValue) - { - if (paramIndex == 0) - { - int numRays = GetParamValueInt(paramIndex, paramValue); - return numRays.ToString(); - } - - if (paramIndex == 1) - { - double variation = GetParamValueDouble(paramIndex, paramValue); - return variation.ToString("0.0", Util.Nfi); - } - - return ""; - } - - public override IPolygon Generate(double param0, double param1, double param2) - { - int n = GetParamValueInt(0, param0); - int m = n / 2; - - var input = new Polygon(n + 1); - - double ro, r = 10; - double step = 2 * Math.PI / m; - - var inner = new List(m); - - // Inner ring - for (int i = 0; i < m; i++) - { - inner.Add(new Vertex(r * Math.Cos(i * step), r * Math.Sin(i * step))); - } - - input.AddContour(inner, 1); - - r = 1.5 * r; - - var outer = new List(n); - - step = 2 * Math.PI / n; - double offset = step / 2; - - // Outer ring - for (int i = 0; i < n; i++) - { - ro = r; - - if (i % 2 == 0) - { - ro = r + r * Util.Random.NextDouble() * (param1 / 100); - } - - outer.Add(new Vertex(ro * Math.Cos(i * step + offset), ro * Math.Sin(i * step + offset))); - } - - input.AddContour(outer, 2); - - input.Holes.Add(new Point(0, 0)); - - return input; - } - - public override string ToString() - { - return this.Name; - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Generators +{ + using System; + using System.Collections.Generic; + using TriangleNet.Geometry; + + /// + /// Generates a ring polygon. + /// + public class RingPolygon : BaseGenerator + { + public RingPolygon() + { + name = "Ring"; + description = ""; + parameter = 2; + + descriptions[0] = "Number of points:"; + descriptions[1] = "Variation:"; + + ranges[0] = new int[] { 50, 250 }; + ranges[1] = new int[] { 0, 1 }; + } + + public override string ParameterDescription(int paramIndex, double paramValue) + { + if (paramIndex == 0) + { + int numRays = GetParamValueInt(paramIndex, paramValue); + return numRays.ToString(); + } + + if (paramIndex == 1) + { + double variation = GetParamValueDouble(paramIndex, paramValue); + return variation.ToString("0.0", Util.Nfi); + } + + return ""; + } + + public override IPolygon Generate(double param0, double param1, double param2) + { + int n = GetParamValueInt(0, param0); + int m = n / 2; + + var input = new Polygon(n + 1); + + double ro, r = 10; + double step = 2 * Math.PI / m; + + var inner = new List(m); + + // Inner ring + for (int i = 0; i < m; i++) + { + inner.Add(new Vertex(r * Math.Cos(i * step), r * Math.Sin(i * step))); + } + + input.AddContour(inner, 1); + + r = 1.5 * r; + + var outer = new List(n); + + step = 2 * Math.PI / n; + double offset = step / 2; + + // Outer ring + for (int i = 0; i < n; i++) + { + ro = r; + + if (i % 2 == 0) + { + ro = r + r * Util.Random.NextDouble() * (param1 / 100); + } + + outer.Add(new Vertex(ro * Math.Cos(i * step + offset), ro * Math.Sin(i * step + offset))); + } + + input.AddContour(outer, 2); + + input.Holes.Add(new Point(0, 0)); + + return input; + } + + public override string ToString() + { + return this.Name; + } + } +} diff --git a/Triangle.NET/TestApp/Generators/StarInBox.cs b/src/TestApp/Generators/StarInBox.cs similarity index 96% rename from Triangle.NET/TestApp/Generators/StarInBox.cs rename to src/TestApp/Generators/StarInBox.cs index b35c68b..c95c833 100644 --- a/Triangle.NET/TestApp/Generators/StarInBox.cs +++ b/src/TestApp/Generators/StarInBox.cs @@ -1,63 +1,63 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Generators -{ - using System; - using TriangleNet.Geometry; - - /// - /// Generates a star contained in a box. - /// - public class StarInBox : BaseGenerator - { - public StarInBox() - { - name = "Star in Box"; - description = ""; - parameter = 1; - - descriptions[0] = "Number of rays:"; - - ranges[0] = new int[] { 3, 61 }; - } - - public override IPolygon Generate(double param0, double param1, double param2) - { - int numRays = GetParamValueInt(0, param0); - - var g = new Polygon(numRays + 4); - - g.Add(new Vertex(0, 0)); // Center - - double x, y, r, e, step = 2 * Math.PI / numRays; - - for (int i = 0; i < numRays; i++) - { - e = Util.Random.NextDouble() * step * 0.7; - r = (Util.Random.NextDouble() + 0.7) * 0.5; - x = r * Math.Cos(i * step + e); - y = r * Math.Sin(i * step + e); - - g.Add(new Vertex(x, y, 2)); - g.Add(new Segment(g.Points[0], g.Points[i + 1], 2)); - } - - g.Add(new Vertex(-1, -1, 1)); // Box - g.Add(new Vertex(1, -1, 1)); - g.Add(new Vertex(1, 1, 1)); - g.Add(new Vertex(-1, 1, 1)); - - numRays = g.Count; - g.Add(new Segment(g.Points[numRays - 1], g.Points[numRays - 2], 1)); - g.Add(new Segment(g.Points[numRays - 2], g.Points[numRays - 3], 1)); - g.Add(new Segment(g.Points[numRays - 3], g.Points[numRays - 4], 1)); - g.Add(new Segment(g.Points[numRays - 4], g.Points[numRays - 1], 1)); - - return g; - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Generators +{ + using System; + using TriangleNet.Geometry; + + /// + /// Generates a star contained in a box. + /// + public class StarInBox : BaseGenerator + { + public StarInBox() + { + name = "Star in Box"; + description = ""; + parameter = 1; + + descriptions[0] = "Number of rays:"; + + ranges[0] = new int[] { 3, 61 }; + } + + public override IPolygon Generate(double param0, double param1, double param2) + { + int numRays = GetParamValueInt(0, param0); + + var g = new Polygon(numRays + 4); + + g.Add(new Vertex(0, 0)); // Center + + double x, y, r, e, step = 2 * Math.PI / numRays; + + for (int i = 0; i < numRays; i++) + { + e = Util.Random.NextDouble() * step * 0.7; + r = (Util.Random.NextDouble() + 0.7) * 0.5; + x = r * Math.Cos(i * step + e); + y = r * Math.Sin(i * step + e); + + g.Add(new Vertex(x, y, 2)); + g.Add(new Segment(g.Points[0], g.Points[i + 1], 2)); + } + + g.Add(new Vertex(-1, -1, 1)); // Box + g.Add(new Vertex(1, -1, 1)); + g.Add(new Vertex(1, 1, 1)); + g.Add(new Vertex(-1, 1, 1)); + + numRays = g.Count; + g.Add(new Segment(g.Points[numRays - 1], g.Points[numRays - 2], 1)); + g.Add(new Segment(g.Points[numRays - 2], g.Points[numRays - 3], 1)); + g.Add(new Segment(g.Points[numRays - 3], g.Points[numRays - 4], 1)); + g.Add(new Segment(g.Points[numRays - 4], g.Points[numRays - 1], 1)); + + return g; + } + } +} diff --git a/Triangle.NET/TestApp/GenericEventArgs.cs b/src/TestApp/GenericEventArgs.cs similarity index 94% rename from Triangle.NET/TestApp/GenericEventArgs.cs rename to src/TestApp/GenericEventArgs.cs index 9a68171..ea43c90 100644 --- a/Triangle.NET/TestApp/GenericEventArgs.cs +++ b/src/TestApp/GenericEventArgs.cs @@ -1,19 +1,19 @@ -using System; - -namespace MeshExplorer -{ - public class GenericEventArgs : EventArgs - { - T argument; - - public T Argument - { - get { return argument; } - } - - public GenericEventArgs(T arg) - { - argument = arg; - } - } -} +using System; + +namespace MeshExplorer +{ + public class GenericEventArgs : EventArgs + { + T argument; + + public T Argument + { + get { return argument; } + } + + public GenericEventArgs(T arg) + { + argument = arg; + } + } +} diff --git a/Triangle.NET/TestApp/IO/FileProcessor.cs b/src/TestApp/IO/FileProcessor.cs similarity index 96% rename from Triangle.NET/TestApp/IO/FileProcessor.cs rename to src/TestApp/IO/FileProcessor.cs index 353a8f4..eb22796 100644 --- a/Triangle.NET/TestApp/IO/FileProcessor.cs +++ b/src/TestApp/IO/FileProcessor.cs @@ -1,126 +1,126 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.IO -{ - using System; - using System.Collections.Generic; - using System.IO; - using MeshExplorer.IO.Formats; - using TriangleNet.IO; - using TriangleNet.Geometry; - using TriangleNet; - - /// - /// Provides static methods to read and write mesh files. - /// - public static class FileProcessor - { - static Dictionary container = new Dictionary(); - - public static bool CanHandleFile(string path) - { - if (File.Exists(path)) - { - var provider = GetProviderInstance(path); - - if (provider != null) - { - return true; - } - } - - return false; - } - - /// - /// Returns true, if the given file contains mesh information. - /// - /// - /// - public static bool ContainsMeshData(string path) - { - IMeshFile provider = GetProviderInstance(path); - - return provider.ContainsMeshData(path); - } - - /// - /// Read an input geometry from given file. - /// - public static IPolygon Read(string path) - { - var provider = GetProviderInstance(path); - - return provider.Read(path); - } - - /// - /// Read a mesh from given file. - /// - /// - /// - public static Mesh Import(string path) - { - var provider = GetProviderInstance(path); - - return (Mesh)provider.Import(path); - } - - /// - /// Save the current mesh to given file. - /// - public static void Save(string path, Mesh mesh) - { - IMeshFile provider = GetProviderInstance(path); - - provider.Write(mesh, path); - } - - private static IMeshFile GetProviderInstance(string path) - { - string ext = Path.GetExtension(path); - - IMeshFile provider = null; - - if (container.ContainsKey(ext)) - { - provider = container[ext]; - } - else - { - provider = CreateProviderInstance(ext); - } - - return provider; - } - - private static IMeshFile CreateProviderInstance(string ext) - { - // TODO: automate by using IMeshFormat's Extensions property. - - IMeshFile provider = null; - - if (ext == ".node" || ext == ".poly" || ext == ".ele") - { - provider = new TriangleFile(); - } - else if (ext == ".json") - { - provider = new JsonFile(); - } - - if (provider == null) - { - throw new NotImplementedException("File format not implemented."); - } - - container.Add(ext, provider); - - return provider; - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.IO +{ + using System; + using System.Collections.Generic; + using System.IO; + using MeshExplorer.IO.Formats; + using TriangleNet.IO; + using TriangleNet.Geometry; + using TriangleNet; + + /// + /// Provides static methods to read and write mesh files. + /// + public static class FileProcessor + { + static Dictionary container = new Dictionary(); + + public static bool CanHandleFile(string path) + { + if (File.Exists(path)) + { + var provider = GetProviderInstance(path); + + if (provider != null) + { + return true; + } + } + + return false; + } + + /// + /// Returns true, if the given file contains mesh information. + /// + /// + /// + public static bool ContainsMeshData(string path) + { + IMeshFile provider = GetProviderInstance(path); + + return provider.ContainsMeshData(path); + } + + /// + /// Read an input geometry from given file. + /// + public static IPolygon Read(string path) + { + var provider = GetProviderInstance(path); + + return provider.Read(path); + } + + /// + /// Read a mesh from given file. + /// + /// + /// + public static Mesh Import(string path) + { + var provider = GetProviderInstance(path); + + return (Mesh)provider.Import(path); + } + + /// + /// Save the current mesh to given file. + /// + public static void Save(string path, Mesh mesh) + { + IMeshFile provider = GetProviderInstance(path); + + provider.Write(mesh, path); + } + + private static IMeshFile GetProviderInstance(string path) + { + string ext = Path.GetExtension(path); + + IMeshFile provider = null; + + if (container.ContainsKey(ext)) + { + provider = container[ext]; + } + else + { + provider = CreateProviderInstance(ext); + } + + return provider; + } + + private static IMeshFile CreateProviderInstance(string ext) + { + // TODO: automate by using IMeshFormat's Extensions property. + + IMeshFile provider = null; + + if (ext == ".node" || ext == ".poly" || ext == ".ele") + { + provider = new TriangleFile(); + } + else if (ext == ".json") + { + provider = new JsonFile(); + } + + if (provider == null) + { + throw new NotImplementedException("File format not implemented."); + } + + container.Add(ext, provider); + + return provider; + } + } +} diff --git a/Triangle.NET/TestApp/IO/Formats/JsonFile.cs b/src/TestApp/IO/Formats/JsonFile.cs similarity index 96% rename from Triangle.NET/TestApp/IO/Formats/JsonFile.cs rename to src/TestApp/IO/Formats/JsonFile.cs index dc37bdd..6946a67 100644 --- a/Triangle.NET/TestApp/IO/Formats/JsonFile.cs +++ b/src/TestApp/IO/Formats/JsonFile.cs @@ -1,574 +1,574 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.IO.Formats -{ - using System; - using System.Collections; - using System.Collections.Generic; - using System.IO; - using System.Text; - using TriangleNet; - using TriangleNet.Topology; - using TriangleNet.Geometry; - using TriangleNet.IO; - using TriangleNet.Meshing; - - /// - /// Read and write JSON files. - /// - /// - /// The JSON format: - /// { - /// "config": { - /// "ver": 1, - /// "type": "mesh" | "poly" | "points", - /// "dim": 2 - /// }, - /// "points": { - /// "data": [ p0.x, p0.y ... pn.x, pn.y ], - /// "markers": [ ... ], - /// "attributes": [ ... ] - /// }, - /// "segments": { - /// "data": [ s0(1), s0(2) ... sn(1), sn(2) ], - /// "markers": [ ... ] - /// }, - /// "holes": [ h0.x, h0.y ... hn.x, hn.y ], - /// "triangles": { - /// "data": [ t0(1), t0(2), t0(3) ... tn(1), tn(2), tn(3) ], - /// "neighbors": [ t0.n1, t0.n2, t0.n3 ... tn.n1, tn.n2, tn.n3 ], - /// "attributes": [ ... ] - /// } - /// } - /// - public class JsonFile : IMeshFile - { - string file; - Dictionary json; - - /// - /// Gets the supported file extensions. - /// - public string[] Extensions - { - get { return new string[] { ".json" }; } - } - - public bool ContainsMeshData(string filename) - { - ParseJson(filename); - - if (this.json.ContainsKey("config")) - { - var config = this.json["config"] as Dictionary; - - if (config != null && config.ContainsKey("type")) - { - return config["type"].ToString() == "mesh"; - } - } - - return false; - } - - public bool IsSupported(string file) - { - throw new NotImplementedException(); - } - - public IMesh Import(string filename) - { - var geometry = (Polygon)this.Read(filename); - - List triangles = null; - - if (this.json.ContainsKey("triangles")) - { - var tri = this.json["triangles"] as Dictionary; - - if (tri != null) - { - triangles = ReadTriangles(tri, geometry.Points.Count); - } - } - - return Converter.ToMesh(geometry, triangles); - } - - public void Write(IMesh mesh, string filename) - { - using (StreamWriter writer = new StreamWriter(filename)) - { - int nv = mesh.Vertices.Count; - int ns = mesh.Segments.Count; - int nh = mesh.Holes.Count; - int ne = mesh.Triangles.Count; - - writer.Write("{"); - - // Config header - writer.Write("\"config\":{"); - writer.Write("\"ver\":1,"); - writer.Write("\"type\":\"{0}\",", ne > 0 ? "mesh" : (ns > 0 ? "poly" : "points")); - writer.Write("\"dim\":2"); - writer.Write("}"); - - if (((Mesh)mesh).CurrentNumbering == NodeNumbering.None) - { - ((Mesh)mesh).Renumber(NodeNumbering.Linear); - } - - // Write the coordinates - if (nv > 0) - { - writer.Write(","); - WritePoints((Mesh)mesh, writer, nv); - } - - // Write the segments - if (ns > 0) - { - writer.Write(","); - WriteSegments(mesh.Segments, writer, ns); - } - - // Write the holes - if (nh > 0) - { - writer.Write(","); - WriteHoles(mesh.Holes, writer, nh); - } - - // Write the elements - if (ne > 0) - { - writer.Write(","); - WriteTriangles(mesh.Triangles, writer, ne); - } - - writer.Write("}"); - } - } - - public void Write(IMesh mesh, Stream stream) - { - throw new NotImplementedException(); - } - - /// - /// - /// - /// - /// - public IPolygon Read(string filename) - { - ParseJson(filename); - - var data = new Polygon(); - - if (json == null) - { - // TODO: Exception? - return data; - } - - if (json.ContainsKey("config")) - { - - } - - int count = 0; - - if (json.ContainsKey("points")) - { - var points = json["points"] as Dictionary; - - if (points != null) - { - ReadPoints(data, points, ref count); - } - else - { - // TODO: Exception? - return data; - } - } - - if (json.ContainsKey("segments")) - { - var segments = json["segments"] as Dictionary; - - if (segments != null) - { - ReadSegments(data, segments, count); - } - } - - if (json.ContainsKey("holes")) - { - var holes = json["holes"] as ArrayList; - - if (holes != null) - { - ReadHoles(data, holes); - } - } - - return data; - } - - public void Write(IPolygon polygon, string filename) - { - throw new NotImplementedException(); - } - - public void Write(IPolygon polygon, Stream stream) - { - throw new NotImplementedException(); - } - - private void ParseJson(string filename) - { - if (this.json == null || this.file != filename) - { - this.file = filename; - - string content = File.ReadAllText(filename); - - JsonParser parser = new JsonParser(content); - this.json = parser.Decode() as Dictionary; - } - } - - #region Read helpers - - private void ReadPoints(Polygon geometry, Dictionary points, ref int count) - { - ArrayList data = points["data"] as ArrayList; - - ArrayList markers = null; - ArrayList attributes = null; - - if (points.ContainsKey("markers")) - { - markers = points["markers"] as ArrayList; - } - - if (points.ContainsKey("attributes")) - { - attributes = points["attributes"] as ArrayList; - } - - if (data != null) - { - int mark, n = data.Count; - - if (n % 2 != 0) - { - throw new Exception("JSON format error (points)."); - } - - // Number of points - count = n / 2; - - for (int i = 0; i < n; i += 2) - { - mark = 0; - - if (markers != null && markers.Count == count) - { - mark = int.Parse(markers[i / 2].ToString()); - } - - geometry.Add(new Vertex( - double.Parse(data[i].ToString(), Util.Nfi), - double.Parse(data[i + 1].ToString(), Util.Nfi), - mark - )); - } - } - } - - private void ReadSegments(Polygon geometry, Dictionary segments, int count) - { - ArrayList data = segments["data"] as ArrayList; - - ArrayList markers = null; - - if (segments.ContainsKey("markers")) - { - markers = segments["markers"] as ArrayList; - } - - if (data != null) - { - int mark, n = data.Count; - - if (n % 2 != 0) - { - throw new Exception("JSON format error (segments)."); - } - - int p0, p1; - - throw new NotImplementedException(); - // TODO: Fix JSON format - - for (int i = 0; i < n; i += 2) - { - mark = 0; - - if (markers != null && markers.Count == n) - { - mark = int.Parse(markers[i / 2].ToString()); - } - - p0 = int.Parse(data[i].ToString()); - p1 = int.Parse(data[i + 1].ToString()); - - if (p0 < 0 || p0 >= count || p1 < 0 || p1 >= count) - { - throw new Exception("JSON format error (segment index)."); - } - - //geometry.Add(new Edge(p0, p1, mark)); - } - } - } - - private void ReadHoles(Polygon geometry, ArrayList holes) - { - int n = holes.Count; - - if (n % 2 != 0) - { - throw new Exception("JSON format error (holes)."); - } - - for (int i = 0; i < n; i += 2) - { - geometry.Holes.Add(new Point( - double.Parse(holes[i].ToString(), Util.Nfi), - double.Parse(holes[i + 1].ToString(), Util.Nfi) - )); - } - } - - private List ReadTriangles(Dictionary triangles, int points) - { - ArrayList data = triangles["data"] as ArrayList; - - ArrayList neighbors = null; - ArrayList attributes = null; - - if (triangles.ContainsKey("neighbors")) - { - neighbors = triangles["neighbors"] as ArrayList; - } - - if (triangles.ContainsKey("attributes")) - { - attributes = triangles["attributes"] as ArrayList; - } - - List output = null; - - if (data != null) - { - int n = data.Count; - - if (n % 3 != 0) - { - throw new Exception("JSON format error (triangles)."); - } - - output = new List(n / 3); - - int p0, p1, p2, n0, n1, n2; - - for (int i = 0; i < n; i += 3) - { - p0 = int.Parse(data[i].ToString()); - p1 = int.Parse(data[i + 1].ToString()); - p2 = int.Parse(data[i + 2].ToString()); - - n0 = n1 = n2 = -1; - - if (p0 < 0 || p0 >= points || p1 < 0 || p1 >= points || p2 < 0 || p2 >= points) - { - throw new Exception("JSON format error (triangle index)."); - } - - if (neighbors.Count == n) - { - n0 = int.Parse(neighbors[i].ToString()); - n1 = int.Parse(neighbors[i + 1].ToString()); - n2 = int.Parse(neighbors[i + 2].ToString()); - } - - // TODO: Set neighbors - output.Add(new InputTriangle(p0, p1, p2)); - } - } - - return output; - } - - #endregion - - #region Write helpers - - private void WritePoints(Mesh mesh, StreamWriter writer, int nv) - { - bool useMarkers = false; - - StringBuilder markers; - - writer.Write("\"points\":{\"data\":["); - - if (mesh.CurrentNumbering == NodeNumbering.Linear) - { - markers = WritePoints(mesh.Vertices, writer, nv, useMarkers); - } - else - { - Vertex[] nodes = new Vertex[mesh.Vertices.Count]; - - foreach (var node in mesh.Vertices) - { - nodes[node.ID] = node; - } - - markers = WritePoints(nodes, writer, nv, useMarkers); - } - - writer.Write("]"); - if (useMarkers) - { - writer.Write(",\"markers\":[" + markers.ToString() + "]"); - } - - // TODO: writer.Write(",\"attributes\":[]"); - writer.Write("}"); - } - - private static StringBuilder WritePoints(IEnumerable data, StreamWriter writer, int nv, bool useMarkers) - { - StringBuilder markers = new StringBuilder(); - - int i = 0; - string seperator; - foreach (var item in data) - { - seperator = (i == nv - 1) ? String.Empty : ", "; - - writer.Write("{0},{1}{2}", - item.X.ToString(Util.Nfi), - item.Y.ToString(Util.Nfi), seperator); - - if (item.Label > 0) - { - useMarkers = true; - } - - markers.AppendFormat("{0}{1}", item.Label, seperator); - - i++; - } - - return markers; - } - - private void WriteHoles(IEnumerable data, StreamWriter writer, int nh) - { - int i = 0; - - writer.Write("\"holes\":["); - foreach (var item in data) - { - writer.Write("{0},{1}{2}", - item.X.ToString(Util.Nfi), - item.Y.ToString(Util.Nfi), (i == nh - 1) ? String.Empty : ", "); - - i++; - } - - writer.Write("]"); - } - - private void WriteSegments(IEnumerable data, StreamWriter writer, int ns) - { - int i = 0; - - StringBuilder markers = new StringBuilder(); - bool useMarkers = false; - - string seperator; - - writer.Write("\"segments\":{\"data\":["); - foreach (var item in data) - { - seperator = (i == ns - 1) ? String.Empty : ", "; - - writer.Write("{0},{1}{2}", - item.P0, item.P1, seperator); - - if (item.Label > 0) - { - useMarkers = true; - } - - markers.AppendFormat("{0}{1}", item.Label, seperator); - - i++; - } - - writer.Write("]"); - - if (useMarkers) - { - writer.Write(",\"markers\":[" + markers.ToString() + "]"); - } - - writer.Write("}"); - } - - private void WriteTriangles(IEnumerable data, StreamWriter writer, int ne) - { - int i = 0; - - StringBuilder neighbors = new StringBuilder(); - - string seperator; - - writer.Write("\"triangles\":{\"data\":["); - foreach (var item in data) - { - seperator = (i == ne - 1) ? String.Empty : ", "; - - writer.Write("{0},{1},{2}{3}", - item.GetVertexID(0), - item.GetVertexID(1), - item.GetVertexID(2), - seperator); - - neighbors.AppendFormat("{0},{1},{2}{3}", - item.GetNeighborID(0), - item.GetNeighborID(1), - item.GetNeighborID(2), - seperator); - - i++; - } - writer.Write("]"); - writer.Write(",\"neighbors\":[" + neighbors.ToString() + "]"); - writer.Write("}"); - } - - #endregion - } +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.IO.Formats +{ + using System; + using System.Collections; + using System.Collections.Generic; + using System.IO; + using System.Text; + using TriangleNet; + using TriangleNet.Topology; + using TriangleNet.Geometry; + using TriangleNet.IO; + using TriangleNet.Meshing; + + /// + /// Read and write JSON files. + /// + /// + /// The JSON format: + /// { + /// "config": { + /// "ver": 1, + /// "type": "mesh" | "poly" | "points", + /// "dim": 2 + /// }, + /// "points": { + /// "data": [ p0.x, p0.y ... pn.x, pn.y ], + /// "markers": [ ... ], + /// "attributes": [ ... ] + /// }, + /// "segments": { + /// "data": [ s0(1), s0(2) ... sn(1), sn(2) ], + /// "markers": [ ... ] + /// }, + /// "holes": [ h0.x, h0.y ... hn.x, hn.y ], + /// "triangles": { + /// "data": [ t0(1), t0(2), t0(3) ... tn(1), tn(2), tn(3) ], + /// "neighbors": [ t0.n1, t0.n2, t0.n3 ... tn.n1, tn.n2, tn.n3 ], + /// "attributes": [ ... ] + /// } + /// } + /// + public class JsonFile : IMeshFile + { + string file; + Dictionary json; + + /// + /// Gets the supported file extensions. + /// + public string[] Extensions + { + get { return new string[] { ".json" }; } + } + + public bool ContainsMeshData(string filename) + { + ParseJson(filename); + + if (this.json.ContainsKey("config")) + { + var config = this.json["config"] as Dictionary; + + if (config != null && config.ContainsKey("type")) + { + return config["type"].ToString() == "mesh"; + } + } + + return false; + } + + public bool IsSupported(string file) + { + throw new NotImplementedException(); + } + + public IMesh Import(string filename) + { + var geometry = (Polygon)this.Read(filename); + + List triangles = null; + + if (this.json.ContainsKey("triangles")) + { + var tri = this.json["triangles"] as Dictionary; + + if (tri != null) + { + triangles = ReadTriangles(tri, geometry.Points.Count); + } + } + + return Converter.ToMesh(geometry, triangles); + } + + public void Write(IMesh mesh, string filename) + { + using (StreamWriter writer = new StreamWriter(filename)) + { + int nv = mesh.Vertices.Count; + int ns = mesh.Segments.Count; + int nh = mesh.Holes.Count; + int ne = mesh.Triangles.Count; + + writer.Write("{"); + + // Config header + writer.Write("\"config\":{"); + writer.Write("\"ver\":1,"); + writer.Write("\"type\":\"{0}\",", ne > 0 ? "mesh" : (ns > 0 ? "poly" : "points")); + writer.Write("\"dim\":2"); + writer.Write("}"); + + if (((Mesh)mesh).CurrentNumbering == NodeNumbering.None) + { + ((Mesh)mesh).Renumber(NodeNumbering.Linear); + } + + // Write the coordinates + if (nv > 0) + { + writer.Write(","); + WritePoints((Mesh)mesh, writer, nv); + } + + // Write the segments + if (ns > 0) + { + writer.Write(","); + WriteSegments(mesh.Segments, writer, ns); + } + + // Write the holes + if (nh > 0) + { + writer.Write(","); + WriteHoles(mesh.Holes, writer, nh); + } + + // Write the elements + if (ne > 0) + { + writer.Write(","); + WriteTriangles(mesh.Triangles, writer, ne); + } + + writer.Write("}"); + } + } + + public void Write(IMesh mesh, Stream stream) + { + throw new NotImplementedException(); + } + + /// + /// + /// + /// + /// + public IPolygon Read(string filename) + { + ParseJson(filename); + + var data = new Polygon(); + + if (json == null) + { + // TODO: Exception? + return data; + } + + if (json.ContainsKey("config")) + { + + } + + int count = 0; + + if (json.ContainsKey("points")) + { + var points = json["points"] as Dictionary; + + if (points != null) + { + ReadPoints(data, points, ref count); + } + else + { + // TODO: Exception? + return data; + } + } + + if (json.ContainsKey("segments")) + { + var segments = json["segments"] as Dictionary; + + if (segments != null) + { + ReadSegments(data, segments, count); + } + } + + if (json.ContainsKey("holes")) + { + var holes = json["holes"] as ArrayList; + + if (holes != null) + { + ReadHoles(data, holes); + } + } + + return data; + } + + public void Write(IPolygon polygon, string filename) + { + throw new NotImplementedException(); + } + + public void Write(IPolygon polygon, Stream stream) + { + throw new NotImplementedException(); + } + + private void ParseJson(string filename) + { + if (this.json == null || this.file != filename) + { + this.file = filename; + + string content = File.ReadAllText(filename); + + JsonParser parser = new JsonParser(content); + this.json = parser.Decode() as Dictionary; + } + } + + #region Read helpers + + private void ReadPoints(Polygon geometry, Dictionary points, ref int count) + { + ArrayList data = points["data"] as ArrayList; + + ArrayList markers = null; + ArrayList attributes = null; + + if (points.ContainsKey("markers")) + { + markers = points["markers"] as ArrayList; + } + + if (points.ContainsKey("attributes")) + { + attributes = points["attributes"] as ArrayList; + } + + if (data != null) + { + int mark, n = data.Count; + + if (n % 2 != 0) + { + throw new Exception("JSON format error (points)."); + } + + // Number of points + count = n / 2; + + for (int i = 0; i < n; i += 2) + { + mark = 0; + + if (markers != null && markers.Count == count) + { + mark = int.Parse(markers[i / 2].ToString()); + } + + geometry.Add(new Vertex( + double.Parse(data[i].ToString(), Util.Nfi), + double.Parse(data[i + 1].ToString(), Util.Nfi), + mark + )); + } + } + } + + private void ReadSegments(Polygon geometry, Dictionary segments, int count) + { + ArrayList data = segments["data"] as ArrayList; + + ArrayList markers = null; + + if (segments.ContainsKey("markers")) + { + markers = segments["markers"] as ArrayList; + } + + if (data != null) + { + int mark, n = data.Count; + + if (n % 2 != 0) + { + throw new Exception("JSON format error (segments)."); + } + + int p0, p1; + + throw new NotImplementedException(); + // TODO: Fix JSON format + + for (int i = 0; i < n; i += 2) + { + mark = 0; + + if (markers != null && markers.Count == n) + { + mark = int.Parse(markers[i / 2].ToString()); + } + + p0 = int.Parse(data[i].ToString()); + p1 = int.Parse(data[i + 1].ToString()); + + if (p0 < 0 || p0 >= count || p1 < 0 || p1 >= count) + { + throw new Exception("JSON format error (segment index)."); + } + + //geometry.Add(new Edge(p0, p1, mark)); + } + } + } + + private void ReadHoles(Polygon geometry, ArrayList holes) + { + int n = holes.Count; + + if (n % 2 != 0) + { + throw new Exception("JSON format error (holes)."); + } + + for (int i = 0; i < n; i += 2) + { + geometry.Holes.Add(new Point( + double.Parse(holes[i].ToString(), Util.Nfi), + double.Parse(holes[i + 1].ToString(), Util.Nfi) + )); + } + } + + private List ReadTriangles(Dictionary triangles, int points) + { + ArrayList data = triangles["data"] as ArrayList; + + ArrayList neighbors = null; + ArrayList attributes = null; + + if (triangles.ContainsKey("neighbors")) + { + neighbors = triangles["neighbors"] as ArrayList; + } + + if (triangles.ContainsKey("attributes")) + { + attributes = triangles["attributes"] as ArrayList; + } + + List output = null; + + if (data != null) + { + int n = data.Count; + + if (n % 3 != 0) + { + throw new Exception("JSON format error (triangles)."); + } + + output = new List(n / 3); + + int p0, p1, p2, n0, n1, n2; + + for (int i = 0; i < n; i += 3) + { + p0 = int.Parse(data[i].ToString()); + p1 = int.Parse(data[i + 1].ToString()); + p2 = int.Parse(data[i + 2].ToString()); + + n0 = n1 = n2 = -1; + + if (p0 < 0 || p0 >= points || p1 < 0 || p1 >= points || p2 < 0 || p2 >= points) + { + throw new Exception("JSON format error (triangle index)."); + } + + if (neighbors.Count == n) + { + n0 = int.Parse(neighbors[i].ToString()); + n1 = int.Parse(neighbors[i + 1].ToString()); + n2 = int.Parse(neighbors[i + 2].ToString()); + } + + // TODO: Set neighbors + output.Add(new InputTriangle(p0, p1, p2)); + } + } + + return output; + } + + #endregion + + #region Write helpers + + private void WritePoints(Mesh mesh, StreamWriter writer, int nv) + { + bool useMarkers = false; + + StringBuilder markers; + + writer.Write("\"points\":{\"data\":["); + + if (mesh.CurrentNumbering == NodeNumbering.Linear) + { + markers = WritePoints(mesh.Vertices, writer, nv, useMarkers); + } + else + { + Vertex[] nodes = new Vertex[mesh.Vertices.Count]; + + foreach (var node in mesh.Vertices) + { + nodes[node.ID] = node; + } + + markers = WritePoints(nodes, writer, nv, useMarkers); + } + + writer.Write("]"); + if (useMarkers) + { + writer.Write(",\"markers\":[" + markers.ToString() + "]"); + } + + // TODO: writer.Write(",\"attributes\":[]"); + writer.Write("}"); + } + + private static StringBuilder WritePoints(IEnumerable data, StreamWriter writer, int nv, bool useMarkers) + { + StringBuilder markers = new StringBuilder(); + + int i = 0; + string seperator; + foreach (var item in data) + { + seperator = (i == nv - 1) ? String.Empty : ", "; + + writer.Write("{0},{1}{2}", + item.X.ToString(Util.Nfi), + item.Y.ToString(Util.Nfi), seperator); + + if (item.Label > 0) + { + useMarkers = true; + } + + markers.AppendFormat("{0}{1}", item.Label, seperator); + + i++; + } + + return markers; + } + + private void WriteHoles(IEnumerable data, StreamWriter writer, int nh) + { + int i = 0; + + writer.Write("\"holes\":["); + foreach (var item in data) + { + writer.Write("{0},{1}{2}", + item.X.ToString(Util.Nfi), + item.Y.ToString(Util.Nfi), (i == nh - 1) ? String.Empty : ", "); + + i++; + } + + writer.Write("]"); + } + + private void WriteSegments(IEnumerable data, StreamWriter writer, int ns) + { + int i = 0; + + StringBuilder markers = new StringBuilder(); + bool useMarkers = false; + + string seperator; + + writer.Write("\"segments\":{\"data\":["); + foreach (var item in data) + { + seperator = (i == ns - 1) ? String.Empty : ", "; + + writer.Write("{0},{1}{2}", + item.P0, item.P1, seperator); + + if (item.Label > 0) + { + useMarkers = true; + } + + markers.AppendFormat("{0}{1}", item.Label, seperator); + + i++; + } + + writer.Write("]"); + + if (useMarkers) + { + writer.Write(",\"markers\":[" + markers.ToString() + "]"); + } + + writer.Write("}"); + } + + private void WriteTriangles(IEnumerable data, StreamWriter writer, int ne) + { + int i = 0; + + StringBuilder neighbors = new StringBuilder(); + + string seperator; + + writer.Write("\"triangles\":{\"data\":["); + foreach (var item in data) + { + seperator = (i == ne - 1) ? String.Empty : ", "; + + writer.Write("{0},{1},{2}{3}", + item.GetVertexID(0), + item.GetVertexID(1), + item.GetVertexID(2), + seperator); + + neighbors.AppendFormat("{0},{1},{2}{3}", + item.GetNeighborID(0), + item.GetNeighborID(1), + item.GetNeighborID(2), + seperator); + + i++; + } + writer.Write("]"); + writer.Write(",\"neighbors\":[" + neighbors.ToString() + "]"); + writer.Write("}"); + } + + #endregion + } } \ No newline at end of file diff --git a/Triangle.NET/TestApp/IO/Formats/TriangleFile.cs b/src/TestApp/IO/Formats/TriangleFile.cs similarity index 96% rename from Triangle.NET/TestApp/IO/Formats/TriangleFile.cs rename to src/TestApp/IO/Formats/TriangleFile.cs index ae60afa..be6c56a 100644 --- a/Triangle.NET/TestApp/IO/Formats/TriangleFile.cs +++ b/src/TestApp/IO/Formats/TriangleFile.cs @@ -1,83 +1,83 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.IO.Formats -{ - using System; - using System.IO; - using TriangleNet.Geometry; - using TriangleNet.IO; - using TriangleNet.Meshing; - - /// - /// Read and write files defined in classic Triangle format. - /// - public class TriangleFile : IMeshFile - { - TriangleFormat format = new TriangleFormat(); - - /// - /// Gets the supported file extensions. - /// - public string[] Extensions - { - get { return new string[] { ".node", ".poly", ".ele" }; } - } - - public bool ContainsMeshData(string filename) - { - string ext = Path.GetExtension(filename); - - if (ext == ".node" || ext == ".poly") - { - if (File.Exists(Path.ChangeExtension(filename, ".ele"))) - { - return true; - } - } - - return (ext == ".ele"); - } - - public bool IsSupported(string file) - { - throw new NotImplementedException(); - } - - public IPolygon Read(string filename) - { - return format.Read(filename); - } - - public void Write(IPolygon polygon, string filename) - { - format.Write(polygon, filename); - } - - public void Write(IPolygon polygon, Stream stream) - { - format.Write(polygon, stream); - } - - public IMesh Import(string filename) - { - return format.Import(filename); - } - - public void Write(IMesh mesh, string filename) - { - if (mesh.Vertices.Count > 0) - { - format.Write(mesh, filename); - } - } - - public void Write(IMesh mesh, Stream stream) - { - format.Write(mesh, stream); - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.IO.Formats +{ + using System; + using System.IO; + using TriangleNet.Geometry; + using TriangleNet.IO; + using TriangleNet.Meshing; + + /// + /// Read and write files defined in classic Triangle format. + /// + public class TriangleFile : IMeshFile + { + TriangleFormat format = new TriangleFormat(); + + /// + /// Gets the supported file extensions. + /// + public string[] Extensions + { + get { return new string[] { ".node", ".poly", ".ele" }; } + } + + public bool ContainsMeshData(string filename) + { + string ext = Path.GetExtension(filename); + + if (ext == ".node" || ext == ".poly") + { + if (File.Exists(Path.ChangeExtension(filename, ".ele"))) + { + return true; + } + } + + return (ext == ".ele"); + } + + public bool IsSupported(string file) + { + throw new NotImplementedException(); + } + + public IPolygon Read(string filename) + { + return format.Read(filename); + } + + public void Write(IPolygon polygon, string filename) + { + format.Write(polygon, filename); + } + + public void Write(IPolygon polygon, Stream stream) + { + format.Write(polygon, stream); + } + + public IMesh Import(string filename) + { + return format.Import(filename); + } + + public void Write(IMesh mesh, string filename) + { + if (mesh.Vertices.Count > 0) + { + format.Write(mesh, filename); + } + } + + public void Write(IMesh mesh, Stream stream) + { + format.Write(mesh, stream); + } + } +} diff --git a/Triangle.NET/TestApp/IO/IMeshFile.cs b/src/TestApp/IO/IMeshFile.cs similarity index 97% rename from Triangle.NET/TestApp/IO/IMeshFile.cs rename to src/TestApp/IO/IMeshFile.cs index 35e55cb..5efe482 100644 --- a/Triangle.NET/TestApp/IO/IMeshFile.cs +++ b/src/TestApp/IO/IMeshFile.cs @@ -1,33 +1,33 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.IO -{ - using System; - using System.Collections.Generic; - using System.Linq; - using System.Text; - using TriangleNet; - using TriangleNet.IO; - - /// - /// Defines an interface for mesh file formats. - /// - public interface IMeshFile : IPolygonFormat, IMeshFormat - { - /// - /// The supported file extensions. - /// - string[] Extensions { get; } - - /// - /// Return true, if a (previously saved) mesh is associated with the given file. - /// - /// The file name. - /// True, if a mesh is associated with the given file. - bool ContainsMeshData(string filename); - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.IO +{ + using System; + using System.Collections.Generic; + using System.Linq; + using System.Text; + using TriangleNet; + using TriangleNet.IO; + + /// + /// Defines an interface for mesh file formats. + /// + public interface IMeshFile : IPolygonFormat, IMeshFormat + { + /// + /// The supported file extensions. + /// + string[] Extensions { get; } + + /// + /// Return true, if a (previously saved) mesh is associated with the given file. + /// + /// The file name. + /// True, if a mesh is associated with the given file. + bool ContainsMeshData(string filename); + } +} diff --git a/Triangle.NET/TestApp/IO/ImageWriter.cs b/src/TestApp/IO/ImageWriter.cs similarity index 96% rename from Triangle.NET/TestApp/IO/ImageWriter.cs rename to src/TestApp/IO/ImageWriter.cs index e1e764d..b0a265d 100644 --- a/Triangle.NET/TestApp/IO/ImageWriter.cs +++ b/src/TestApp/IO/ImageWriter.cs @@ -1,88 +1,88 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.IO -{ - using System.IO; - using System.IO.Compression; - using TriangleNet; - using TriangleNet.Rendering.GDI; - using TriangleNet.Rendering.Text; - - /// - /// Writes an image of the mesh to disk. - /// - public class ImageWriter - { - /// - /// Export the mesh to PNG format. - /// - /// The current mesh. - /// The PNG filename. - /// Image type (0 = png, 1 = eps, 2 = svg). - /// The desired width of the image. - /// Use GZip compression (only eps or svg). - public void Export(Mesh mesh, string filename, int type, int width, bool compress) - { - if (type == 1) - { - ExportEps(mesh, filename, width, compress); - } - else if (type == 2) - { - ExportSvg(mesh, filename, width, compress); - } - else - { - ImageRenderer.Save(mesh, filename, width); - } - } - - private void ExportEps(Mesh mesh, string filename, int width, bool compress) - { - var eps = new EpsImage(); - - eps.Export(mesh, filename, width); - - if (compress) - { - CompressFile(filename, true); - } - } - - private void ExportSvg(Mesh mesh, string filename, int width, bool compress) - { - var svg = new SvgImage(); - - svg.Export(mesh, filename, width); - - if (compress) - { - CompressFile(filename, true); - } - } - - private void CompressFile(string filename, bool cleanup) - { - if (!File.Exists(filename)) - { - return; - } - - using (var input = File.OpenRead(filename)) - using (var output = File.Create(filename + ".gz")) - using (var gzip = new GZipStream(output, CompressionMode.Compress)) - { - input.CopyTo(gzip); - } - - if (cleanup) - { - File.Delete(filename); - } - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.IO +{ + using System.IO; + using System.IO.Compression; + using TriangleNet; + using TriangleNet.Rendering.GDI; + using TriangleNet.Rendering.Text; + + /// + /// Writes an image of the mesh to disk. + /// + public class ImageWriter + { + /// + /// Export the mesh to PNG format. + /// + /// The current mesh. + /// The PNG filename. + /// Image type (0 = png, 1 = eps, 2 = svg). + /// The desired width of the image. + /// Use GZip compression (only eps or svg). + public void Export(Mesh mesh, string filename, int type, int width, bool compress) + { + if (type == 1) + { + ExportEps(mesh, filename, width, compress); + } + else if (type == 2) + { + ExportSvg(mesh, filename, width, compress); + } + else + { + ImageRenderer.Save(mesh, filename, width); + } + } + + private void ExportEps(Mesh mesh, string filename, int width, bool compress) + { + var eps = new EpsImage(); + + eps.Export(mesh, filename, width); + + if (compress) + { + CompressFile(filename, true); + } + } + + private void ExportSvg(Mesh mesh, string filename, int width, bool compress) + { + var svg = new SvgImage(); + + svg.Export(mesh, filename, width); + + if (compress) + { + CompressFile(filename, true); + } + } + + private void CompressFile(string filename, bool cleanup) + { + if (!File.Exists(filename)) + { + return; + } + + using (var input = File.OpenRead(filename)) + using (var output = File.Create(filename + ".gz")) + using (var gzip = new GZipStream(output, CompressionMode.Compress)) + { + input.CopyTo(gzip); + } + + if (cleanup) + { + File.Delete(filename); + } + } + } +} diff --git a/Triangle.NET/TestApp/IO/JsonParser.cs b/src/TestApp/IO/JsonParser.cs similarity index 96% rename from Triangle.NET/TestApp/IO/JsonParser.cs rename to src/TestApp/IO/JsonParser.cs index ced3436..99cfebd 100644 --- a/Triangle.NET/TestApp/IO/JsonParser.cs +++ b/src/TestApp/IO/JsonParser.cs @@ -1,408 +1,408 @@ -// ----------------------------------------------------------------------- -// -// fastJSON - http://fastjson.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.IO -{ - using System; - using System.Collections; - using System.Collections.Generic; - using System.Globalization; - using System.Text; - - /// - /// This class encodes and decodes JSON strings. - /// Spec. details, see http://www.json.org/ - /// - /// JSON uses Arrays and Objects. These correspond here to the datatypes ArrayList and Hashtable. - /// All numbers are parsed to doubles. - /// - internal class JsonParser - { - enum Token - { - None = -1, // Used to denote no Lookahead available - Curly_Open, - Curly_Close, - Squared_Open, - Squared_Close, - Colon, - Comma, - String, - Number, - True, - False, - Null - } - - readonly char[] json; - readonly StringBuilder s = new StringBuilder(); - Token lookAheadToken = Token.None; - int index; - - public JsonParser(string json) - { - this.json = json.ToCharArray(); - } - - public object Decode() - { - return ParseValue(); - } - - private Dictionary ParseObject() - { - Dictionary table = new Dictionary(); - - ConsumeToken(); // { - - while (true) - { - switch (LookAhead()) - { - - case Token.Comma: - ConsumeToken(); - break; - - case Token.Curly_Close: - ConsumeToken(); - return table; - - default: - { - - // name - string name = ParseString(); - - // : - if (NextToken() != Token.Colon) - { - throw new Exception("Expected colon at index " + index); - } - - // value - object value = ParseValue(); - - table[name] = value; - } - break; - } - } - } - - private ArrayList ParseArray() - { - ArrayList array = new ArrayList(); - - ConsumeToken(); // [ - - while (true) - { - switch (LookAhead()) - { - - case Token.Comma: - ConsumeToken(); - break; - - case Token.Squared_Close: - ConsumeToken(); - return array; - - default: - { - array.Add(ParseValue()); - } - break; - } - } - } - - private object ParseValue() - { - switch (LookAhead()) - { - case Token.Number: - return ParseNumber(); - - case Token.String: - return ParseString(); - - case Token.Curly_Open: - return ParseObject(); - - case Token.Squared_Open: - return ParseArray(); - - case Token.True: - ConsumeToken(); - return true; - - case Token.False: - ConsumeToken(); - return false; - - case Token.Null: - ConsumeToken(); - return null; - } - - throw new Exception("Unrecognized token at index" + index); - } - - private string ParseString() - { - ConsumeToken(); // " - - s.Length = 0; - - int runIndex = -1; - - while (index < json.Length) - { - var c = json[index++]; - - if (c == '"') - { - if (runIndex != -1) - { - if (s.Length == 0) - return new string(json, runIndex, index - runIndex - 1); - - s.Append(json, runIndex, index - runIndex - 1); - } - return s.ToString(); - } - - if (c != '\\') - { - if (runIndex == -1) - runIndex = index - 1; - - continue; - } - - if (index == json.Length) break; - - if (runIndex != -1) - { - s.Append(json, runIndex, index - runIndex - 1); - runIndex = -1; - } - - switch (json[index++]) - { - case '"': - s.Append('"'); - break; - - case '\\': - s.Append('\\'); - break; - - case '/': - s.Append('/'); - break; - - case 'b': - s.Append('\b'); - break; - - case 'f': - s.Append('\f'); - break; - - case 'n': - s.Append('\n'); - break; - - case 'r': - s.Append('\r'); - break; - - case 't': - s.Append('\t'); - break; - - case 'u': - { - int remainingLength = json.Length - index; - if (remainingLength < 4) break; - - // parse the 32 bit hex into an integer codepoint - uint codePoint = ParseUnicode(json[index], json[index + 1], json[index + 2], json[index + 3]); - s.Append((char)codePoint); - - // skip 4 chars - index += 4; - } - break; - } - } - - throw new Exception("Unexpectedly reached end of string"); - } - - private uint ParseSingleChar(char c1, uint multipliyer) - { - uint p1 = 0; - if (c1 >= '0' && c1 <= '9') - p1 = (uint)(c1 - '0') * multipliyer; - else if (c1 >= 'A' && c1 <= 'F') - p1 = (uint)((c1 - 'A') + 10) * multipliyer; - else if (c1 >= 'a' && c1 <= 'f') - p1 = (uint)((c1 - 'a') + 10) * multipliyer; - return p1; - } - - private uint ParseUnicode(char c1, char c2, char c3, char c4) - { - uint p1 = ParseSingleChar(c1, 0x1000); - uint p2 = ParseSingleChar(c2, 0x100); - uint p3 = ParseSingleChar(c3, 0x10); - uint p4 = ParseSingleChar(c4, 1); - - return p1 + p2 + p3 + p4; - } - - private string ParseNumber() - { - ConsumeToken(); - - // Need to start back one place because the first digit is also a token and would have been consumed - var startIndex = index - 1; - - do - { - var c = json[index]; - - if ((c >= '0' && c <= '9') || c == '.' || c == '-' || c == '+' || c == 'e' || c == 'E') - { - if (++index == json.Length) throw new Exception("Unexpected end of string whilst parsing number"); - continue; - } - - break; - } while (true); - - return new string(json, startIndex, index - startIndex); - } - - private Token LookAhead() - { - if (lookAheadToken != Token.None) return lookAheadToken; - - return lookAheadToken = NextTokenCore(); - } - - private void ConsumeToken() - { - lookAheadToken = Token.None; - } - - private Token NextToken() - { - var result = lookAheadToken != Token.None ? lookAheadToken : NextTokenCore(); - - lookAheadToken = Token.None; - - return result; - } - - private Token NextTokenCore() - { - char c; - - // Skip past whitespace - do - { - c = json[index]; - - if (c > ' ') break; - if (c != ' ' && c != '\t' && c != '\n' && c != '\r') break; - - } while (++index < json.Length); - - if (index == json.Length) - { - throw new Exception("Reached end of string unexpectedly"); - } - - c = json[index]; - - index++; - - //if (c >= '0' && c <= '9') - // return Token.Number; - - switch (c) - { - case '{': - return Token.Curly_Open; - - case '}': - return Token.Curly_Close; - - case '[': - return Token.Squared_Open; - - case ']': - return Token.Squared_Close; - - case ',': - return Token.Comma; - - case '"': - return Token.String; - - case '0': case '1': case '2': case '3': case '4': - case '5': case '6': case '7': case '8': case '9': - case '-': case '+': case '.': - return Token.Number; - - case ':': - return Token.Colon; - - case 'f': - if (json.Length - index >= 4 && - json[index + 0] == 'a' && - json[index + 1] == 'l' && - json[index + 2] == 's' && - json[index + 3] == 'e') - { - index += 4; - return Token.False; - } - break; - - case 't': - if (json.Length - index >= 3 && - json[index + 0] == 'r' && - json[index + 1] == 'u' && - json[index + 2] == 'e') - { - index += 3; - return Token.True; - } - break; - - case 'n': - if (json.Length - index >= 3 && - json[index + 0] == 'u' && - json[index + 1] == 'l' && - json[index + 2] == 'l') - { - index += 3; - return Token.Null; - } - break; - - } - - throw new Exception("Could not find token at index " + --index); - } - } -} +// ----------------------------------------------------------------------- +// +// fastJSON - http://fastjson.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.IO +{ + using System; + using System.Collections; + using System.Collections.Generic; + using System.Globalization; + using System.Text; + + /// + /// This class encodes and decodes JSON strings. + /// Spec. details, see http://www.json.org/ + /// + /// JSON uses Arrays and Objects. These correspond here to the datatypes ArrayList and Hashtable. + /// All numbers are parsed to doubles. + /// + internal class JsonParser + { + enum Token + { + None = -1, // Used to denote no Lookahead available + Curly_Open, + Curly_Close, + Squared_Open, + Squared_Close, + Colon, + Comma, + String, + Number, + True, + False, + Null + } + + readonly char[] json; + readonly StringBuilder s = new StringBuilder(); + Token lookAheadToken = Token.None; + int index; + + public JsonParser(string json) + { + this.json = json.ToCharArray(); + } + + public object Decode() + { + return ParseValue(); + } + + private Dictionary ParseObject() + { + Dictionary table = new Dictionary(); + + ConsumeToken(); // { + + while (true) + { + switch (LookAhead()) + { + + case Token.Comma: + ConsumeToken(); + break; + + case Token.Curly_Close: + ConsumeToken(); + return table; + + default: + { + + // name + string name = ParseString(); + + // : + if (NextToken() != Token.Colon) + { + throw new Exception("Expected colon at index " + index); + } + + // value + object value = ParseValue(); + + table[name] = value; + } + break; + } + } + } + + private ArrayList ParseArray() + { + ArrayList array = new ArrayList(); + + ConsumeToken(); // [ + + while (true) + { + switch (LookAhead()) + { + + case Token.Comma: + ConsumeToken(); + break; + + case Token.Squared_Close: + ConsumeToken(); + return array; + + default: + { + array.Add(ParseValue()); + } + break; + } + } + } + + private object ParseValue() + { + switch (LookAhead()) + { + case Token.Number: + return ParseNumber(); + + case Token.String: + return ParseString(); + + case Token.Curly_Open: + return ParseObject(); + + case Token.Squared_Open: + return ParseArray(); + + case Token.True: + ConsumeToken(); + return true; + + case Token.False: + ConsumeToken(); + return false; + + case Token.Null: + ConsumeToken(); + return null; + } + + throw new Exception("Unrecognized token at index" + index); + } + + private string ParseString() + { + ConsumeToken(); // " + + s.Length = 0; + + int runIndex = -1; + + while (index < json.Length) + { + var c = json[index++]; + + if (c == '"') + { + if (runIndex != -1) + { + if (s.Length == 0) + return new string(json, runIndex, index - runIndex - 1); + + s.Append(json, runIndex, index - runIndex - 1); + } + return s.ToString(); + } + + if (c != '\\') + { + if (runIndex == -1) + runIndex = index - 1; + + continue; + } + + if (index == json.Length) break; + + if (runIndex != -1) + { + s.Append(json, runIndex, index - runIndex - 1); + runIndex = -1; + } + + switch (json[index++]) + { + case '"': + s.Append('"'); + break; + + case '\\': + s.Append('\\'); + break; + + case '/': + s.Append('/'); + break; + + case 'b': + s.Append('\b'); + break; + + case 'f': + s.Append('\f'); + break; + + case 'n': + s.Append('\n'); + break; + + case 'r': + s.Append('\r'); + break; + + case 't': + s.Append('\t'); + break; + + case 'u': + { + int remainingLength = json.Length - index; + if (remainingLength < 4) break; + + // parse the 32 bit hex into an integer codepoint + uint codePoint = ParseUnicode(json[index], json[index + 1], json[index + 2], json[index + 3]); + s.Append((char)codePoint); + + // skip 4 chars + index += 4; + } + break; + } + } + + throw new Exception("Unexpectedly reached end of string"); + } + + private uint ParseSingleChar(char c1, uint multipliyer) + { + uint p1 = 0; + if (c1 >= '0' && c1 <= '9') + p1 = (uint)(c1 - '0') * multipliyer; + else if (c1 >= 'A' && c1 <= 'F') + p1 = (uint)((c1 - 'A') + 10) * multipliyer; + else if (c1 >= 'a' && c1 <= 'f') + p1 = (uint)((c1 - 'a') + 10) * multipliyer; + return p1; + } + + private uint ParseUnicode(char c1, char c2, char c3, char c4) + { + uint p1 = ParseSingleChar(c1, 0x1000); + uint p2 = ParseSingleChar(c2, 0x100); + uint p3 = ParseSingleChar(c3, 0x10); + uint p4 = ParseSingleChar(c4, 1); + + return p1 + p2 + p3 + p4; + } + + private string ParseNumber() + { + ConsumeToken(); + + // Need to start back one place because the first digit is also a token and would have been consumed + var startIndex = index - 1; + + do + { + var c = json[index]; + + if ((c >= '0' && c <= '9') || c == '.' || c == '-' || c == '+' || c == 'e' || c == 'E') + { + if (++index == json.Length) throw new Exception("Unexpected end of string whilst parsing number"); + continue; + } + + break; + } while (true); + + return new string(json, startIndex, index - startIndex); + } + + private Token LookAhead() + { + if (lookAheadToken != Token.None) return lookAheadToken; + + return lookAheadToken = NextTokenCore(); + } + + private void ConsumeToken() + { + lookAheadToken = Token.None; + } + + private Token NextToken() + { + var result = lookAheadToken != Token.None ? lookAheadToken : NextTokenCore(); + + lookAheadToken = Token.None; + + return result; + } + + private Token NextTokenCore() + { + char c; + + // Skip past whitespace + do + { + c = json[index]; + + if (c > ' ') break; + if (c != ' ' && c != '\t' && c != '\n' && c != '\r') break; + + } while (++index < json.Length); + + if (index == json.Length) + { + throw new Exception("Reached end of string unexpectedly"); + } + + c = json[index]; + + index++; + + //if (c >= '0' && c <= '9') + // return Token.Number; + + switch (c) + { + case '{': + return Token.Curly_Open; + + case '}': + return Token.Curly_Close; + + case '[': + return Token.Squared_Open; + + case ']': + return Token.Squared_Close; + + case ',': + return Token.Comma; + + case '"': + return Token.String; + + case '0': case '1': case '2': case '3': case '4': + case '5': case '6': case '7': case '8': case '9': + case '-': case '+': case '.': + return Token.Number; + + case ':': + return Token.Colon; + + case 'f': + if (json.Length - index >= 4 && + json[index + 0] == 'a' && + json[index + 1] == 'l' && + json[index + 2] == 's' && + json[index + 3] == 'e') + { + index += 4; + return Token.False; + } + break; + + case 't': + if (json.Length - index >= 3 && + json[index + 0] == 'r' && + json[index + 1] == 'u' && + json[index + 2] == 'e') + { + index += 3; + return Token.True; + } + break; + + case 'n': + if (json.Length - index >= 3 && + json[index + 0] == 'u' && + json[index + 1] == 'l' && + json[index + 2] == 'l') + { + index += 3; + return Token.Null; + } + break; + + } + + throw new Exception("Could not find token at index " + --index); + } + } +} diff --git a/Triangle.NET/TestApp/Mesh Explorer.csproj b/src/TestApp/Mesh Explorer.csproj similarity index 97% rename from Triangle.NET/TestApp/Mesh Explorer.csproj rename to src/TestApp/Mesh Explorer.csproj index ce945f7..2866114 100644 --- a/Triangle.NET/TestApp/Mesh Explorer.csproj +++ b/src/TestApp/Mesh Explorer.csproj @@ -1,198 +1,198 @@ - - - - Debug - x86 - 8.0.30703 - 2.0 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF} - WinExe - Properties - MeshExplorer - Mesh Explorer - v4.0 - Client - 512 - SAK - SAK - SAK - SAK - - - x86 - true - full - false - bin\Debug\ - DEBUG;TRACE - prompt - 4 - - - x86 - pdbonly - true - bin\Release\ - TRACE - prompt - 4 - - - - - - - - - - - Component - - - Component - - - Component - - - Component - - - Component - - - Component - - - Component - - - - Form - - - Form - - - FormExport.cs - - - Form - - - FormGenerator.cs - - - Form - - - FormLog.cs - - - Form - - - FormMain.cs - - - Form - - - FormTopology.cs - - - - - - - - - - - - - - - - - - - - - UserControl - - - TopologyControlView.cs - - - Component - - - - - UserControl - - - AboutView.cs - - - - UserControl - - - MeshControlView.cs - - - UserControl - - - StatisticView.cs - - - FormExport.cs - - - FormGenerator.cs - - - FormLog.cs - - - FormMain.cs - - - FormTopology.cs - - - TopologyControlView.cs - - - AboutView.cs - - - MeshControlView.cs - - - StatisticView.cs - - - - - {41022e0e-bd0f-439e-bc3a-aabb1b43471b} - Triangle.Rendering - - - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B} - Triangle - - - - - + + + + Debug + x86 + 8.0.30703 + 2.0 + {336AAF8A-5316-4303-9E73-5E38BD0B28AF} + WinExe + Properties + MeshExplorer + Mesh Explorer + v4.0 + Client + 512 + SAK + SAK + SAK + SAK + + + x86 + true + full + false + bin\Debug\ + DEBUG;TRACE + prompt + 4 + + + x86 + pdbonly + true + bin\Release\ + TRACE + prompt + 4 + + + + + + + + + + + Component + + + Component + + + Component + + + Component + + + Component + + + Component + + + Component + + + + Form + + + Form + + + FormExport.cs + + + Form + + + FormGenerator.cs + + + Form + + + FormLog.cs + + + Form + + + FormMain.cs + + + Form + + + FormTopology.cs + + + + + + + + + + + + + + + + + + + + + UserControl + + + TopologyControlView.cs + + + Component + + + + + UserControl + + + AboutView.cs + + + + UserControl + + + MeshControlView.cs + + + UserControl + + + StatisticView.cs + + + FormExport.cs + + + FormGenerator.cs + + + FormLog.cs + + + FormMain.cs + + + FormTopology.cs + + + TopologyControlView.cs + + + AboutView.cs + + + MeshControlView.cs + + + StatisticView.cs + + + + + {41022e0e-bd0f-439e-bc3a-aabb1b43471b} + Triangle.Rendering + + + {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B} + Triangle + + + + + \ No newline at end of file diff --git a/Triangle.NET/TestApp/Program.cs b/src/TestApp/Program.cs similarity index 95% rename from Triangle.NET/TestApp/Program.cs rename to src/TestApp/Program.cs index 928c59e..b01de2e 100644 --- a/Triangle.NET/TestApp/Program.cs +++ b/src/TestApp/Program.cs @@ -1,21 +1,21 @@ -using System; -using System.Collections.Generic; -using System.Linq; -using System.Windows.Forms; - -namespace MeshExplorer -{ - static class Program - { - /// - /// The main entry point for the application. - /// - [STAThread] - static void Main() - { - Application.EnableVisualStyles(); - Application.SetCompatibleTextRenderingDefault(false); - Application.Run(new FormMain()); - } - } -} +using System; +using System.Collections.Generic; +using System.Linq; +using System.Windows.Forms; + +namespace MeshExplorer +{ + static class Program + { + /// + /// The main entry point for the application. + /// + [STAThread] + static void Main() + { + Application.EnableVisualStyles(); + Application.SetCompatibleTextRenderingDefault(false); + Application.Run(new FormMain()); + } + } +} diff --git a/Triangle.NET/TestApp/Properties/AssemblyInfo.cs b/src/TestApp/Properties/AssemblyInfo.cs similarity index 97% rename from Triangle.NET/TestApp/Properties/AssemblyInfo.cs rename to src/TestApp/Properties/AssemblyInfo.cs index d240e61..d89b5fa 100644 --- a/Triangle.NET/TestApp/Properties/AssemblyInfo.cs +++ b/src/TestApp/Properties/AssemblyInfo.cs @@ -1,36 +1,36 @@ -using System.Reflection; -using System.Runtime.CompilerServices; -using System.Runtime.InteropServices; - -// General Information about an assembly is controlled through the following -// set of attributes. Change these attribute values to modify the information -// associated with an assembly. -[assembly: AssemblyTitle("Mesh Explorer")] -[assembly: AssemblyDescription("")] -[assembly: AssemblyConfiguration("")] -[assembly: AssemblyCompany("")] -[assembly: AssemblyProduct("Mesh Explorer")] -[assembly: AssemblyCopyright("Copyright © 2012")] -[assembly: AssemblyTrademark("")] -[assembly: AssemblyCulture("")] - -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from -// COM, set the ComVisible attribute to true on that type. -[assembly: ComVisible(false)] - -// The following GUID is for the ID of the typelib if this project is exposed to COM -[assembly: Guid("7368d676-5415-47a5-b1a7-3d517e418b21")] - -// Version information for an assembly consists of the following four values: -// -// Major Version -// Minor Version -// Build Number -// Revision -// -// You can specify all the values or you can default the Build and Revision Numbers -// by using the '*' as shown below: -// [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("1.0.0.0")] -[assembly: AssemblyFileVersion("1.0.0.0")] +using System.Reflection; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +// General Information about an assembly is controlled through the following +// set of attributes. Change these attribute values to modify the information +// associated with an assembly. +[assembly: AssemblyTitle("Mesh Explorer")] +[assembly: AssemblyDescription("")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("")] +[assembly: AssemblyProduct("Mesh Explorer")] +[assembly: AssemblyCopyright("Copyright © 2012")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] + +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from +// COM, set the ComVisible attribute to true on that type. +[assembly: ComVisible(false)] + +// The following GUID is for the ID of the typelib if this project is exposed to COM +[assembly: Guid("7368d676-5415-47a5-b1a7-3d517e418b21")] + +// Version information for an assembly consists of the following four values: +// +// Major Version +// Minor Version +// Build Number +// Revision +// +// You can specify all the values or you can default the Build and Revision Numbers +// by using the '*' as shown below: +// [assembly: AssemblyVersion("1.0.*")] +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/Triangle.NET/TestApp/Settings.cs b/src/TestApp/Settings.cs similarity index 97% rename from Triangle.NET/TestApp/Settings.cs rename to src/TestApp/Settings.cs index e21d9b0..04f59af 100644 --- a/Triangle.NET/TestApp/Settings.cs +++ b/src/TestApp/Settings.cs @@ -1,78 +1,78 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer -{ - using System; - using System.Collections.Generic; - using System.Linq; - using System.Text; - using System.IO; - using System.Windows.Forms; - - /// - /// Stores some of the data used in the main application. - /// - public class Settings - { - // String resources - public static string ImportString = "The selected file has associated mesh information. " + - "You can choose to import the mesh or just read the geometry."; - - public static string VoronoiString = "Make sure you use the \"Confoming Delaunay\" option " + - "when building the Voronoi diagram from a constrained mesh."; - - // Open file dialog - public string OfdDirectory { get; set; } - public string OfdFilter { get; set; } - public int OfdFilterIndex{ get; set; } - - // Save file dialog - public string SfdDirectory { get; set; } - public string SfdFilter { get; set; } - public int SfdFilterIndex { get; set; } - - public string CurrentFile { get; set; } - - public bool RefineMode { get; set; } - public bool ExceptionThrown { get; set; } - - public Settings() - { - if (Directory.Exists(@"..\..\..\Data\")) - { - OfdDirectory = Path.GetFullPath(@"..\..\..\Data\"); - } - else if (Directory.Exists(@"Data\")) - { - OfdDirectory = Path.GetFullPath(@"Data\"); - } - else - { - //System.Reflection.Assembly.GetExecutingAssembly().GetName().CodeBase; - OfdDirectory = Application.StartupPath; - } - - SfdDirectory = OfdDirectory; - SfdFilter = "Triangle file (*.node;*.poly)|*.node;*.poly"; - SfdFilter += "|Triangle.NET JSON (*.json)|*.json"; - SfdFilterIndex = 1; - - OfdFilter = SfdFilter; - //OfdFilter += "|Polygon data (*.dat)|*.dat"; - //OfdFilter += "|COMSOL mesh (*.mphtxt)|*.mphtxt"; - //OfdFilter += "|AVS UCD data (*.ucd)|*.ucd"; - //OfdFilter += "|VTK data (*.vtk)|*.vtk"; - - OfdFilterIndex = 0; - - CurrentFile = ""; - - RefineMode = false; - ExceptionThrown = false; - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer +{ + using System; + using System.Collections.Generic; + using System.Linq; + using System.Text; + using System.IO; + using System.Windows.Forms; + + /// + /// Stores some of the data used in the main application. + /// + public class Settings + { + // String resources + public static string ImportString = "The selected file has associated mesh information. " + + "You can choose to import the mesh or just read the geometry."; + + public static string VoronoiString = "Make sure you use the \"Confoming Delaunay\" option " + + "when building the Voronoi diagram from a constrained mesh."; + + // Open file dialog + public string OfdDirectory { get; set; } + public string OfdFilter { get; set; } + public int OfdFilterIndex{ get; set; } + + // Save file dialog + public string SfdDirectory { get; set; } + public string SfdFilter { get; set; } + public int SfdFilterIndex { get; set; } + + public string CurrentFile { get; set; } + + public bool RefineMode { get; set; } + public bool ExceptionThrown { get; set; } + + public Settings() + { + if (Directory.Exists(@"..\..\..\Data\")) + { + OfdDirectory = Path.GetFullPath(@"..\..\..\Data\"); + } + else if (Directory.Exists(@"Data\")) + { + OfdDirectory = Path.GetFullPath(@"Data\"); + } + else + { + //System.Reflection.Assembly.GetExecutingAssembly().GetName().CodeBase; + OfdDirectory = Application.StartupPath; + } + + SfdDirectory = OfdDirectory; + SfdFilter = "Triangle file (*.node;*.poly)|*.node;*.poly"; + SfdFilter += "|Triangle.NET JSON (*.json)|*.json"; + SfdFilterIndex = 1; + + OfdFilter = SfdFilter; + //OfdFilter += "|Polygon data (*.dat)|*.dat"; + //OfdFilter += "|COMSOL mesh (*.mphtxt)|*.mphtxt"; + //OfdFilter += "|AVS UCD data (*.ucd)|*.ucd"; + //OfdFilter += "|VTK data (*.vtk)|*.vtk"; + + OfdFilterIndex = 0; + + CurrentFile = ""; + + RefineMode = false; + ExceptionThrown = false; + } + } +} diff --git a/Triangle.NET/TestApp/Topology/TopologyControlView.Designer.cs b/src/TestApp/Topology/TopologyControlView.Designer.cs similarity index 97% rename from Triangle.NET/TestApp/Topology/TopologyControlView.Designer.cs rename to src/TestApp/Topology/TopologyControlView.Designer.cs index bdb22e1..128d58b 100644 --- a/Triangle.NET/TestApp/Topology/TopologyControlView.Designer.cs +++ b/src/TestApp/Topology/TopologyControlView.Designer.cs @@ -1,359 +1,359 @@ -namespace MeshExplorer.Topology -{ - partial class TopologyControlView - { - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Component Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - this.lbS2 = new System.Windows.Forms.Label(); - this.lbS1 = new System.Windows.Forms.Label(); - this.lbS0 = new System.Windows.Forms.Label(); - this.label6 = new System.Windows.Forms.Label(); - this.lbN2 = new System.Windows.Forms.Label(); - this.lbN1 = new System.Windows.Forms.Label(); - this.lbN0 = new System.Windows.Forms.Label(); - this.label5 = new System.Windows.Forms.Label(); - this.lbPosition = new System.Windows.Forms.Label(); - this.lbV2 = new System.Windows.Forms.Label(); - this.lbV1 = new System.Windows.Forms.Label(); - this.lbV0 = new System.Windows.Forms.Label(); - this.label4 = new System.Windows.Forms.Label(); - this.label1 = new System.Windows.Forms.Label(); - this.label2 = new System.Windows.Forms.Label(); - this.lbTriangle = new System.Windows.Forms.Label(); - this.darkButton9 = new MeshExplorer.Controls.DarkButton(); - this.darkButton7 = new MeshExplorer.Controls.DarkButton(); - this.darkButton5 = new MeshExplorer.Controls.DarkButton(); - this.darkButton3 = new MeshExplorer.Controls.DarkButton(); - this.darkButton8 = new MeshExplorer.Controls.DarkButton(); - this.darkButton6 = new MeshExplorer.Controls.DarkButton(); - this.darkButton4 = new MeshExplorer.Controls.DarkButton(); - this.darkButton2 = new MeshExplorer.Controls.DarkButton(); - this.darkButton1 = new MeshExplorer.Controls.DarkButton(); - this.SuspendLayout(); - // - // lbS2 - // - this.lbS2.Location = new System.Drawing.Point(137, 122); - this.lbS2.Name = "lbS2"; - this.lbS2.Size = new System.Drawing.Size(53, 13); - this.lbS2.TabIndex = 1; - this.lbS2.Text = "-"; - this.lbS2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbS1 - // - this.lbS1.Location = new System.Drawing.Point(137, 107); - this.lbS1.Name = "lbS1"; - this.lbS1.Size = new System.Drawing.Size(53, 13); - this.lbS1.TabIndex = 1; - this.lbS1.Text = "-"; - this.lbS1.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbS0 - // - this.lbS0.Location = new System.Drawing.Point(137, 92); - this.lbS0.Name = "lbS0"; - this.lbS0.Size = new System.Drawing.Size(53, 13); - this.lbS0.TabIndex = 1; - this.lbS0.Text = "-"; - this.lbS0.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // label6 - // - this.label6.ImageAlign = System.Drawing.ContentAlignment.MiddleRight; - this.label6.Location = new System.Drawing.Point(134, 71); - this.label6.Name = "label6"; - this.label6.Size = new System.Drawing.Size(57, 13); - this.label6.TabIndex = 1; - this.label6.Text = "Segments"; - // - // lbN2 - // - this.lbN2.Location = new System.Drawing.Point(66, 122); - this.lbN2.Name = "lbN2"; - this.lbN2.Size = new System.Drawing.Size(57, 13); - this.lbN2.TabIndex = 1; - this.lbN2.Text = "-"; - this.lbN2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbN1 - // - this.lbN1.Location = new System.Drawing.Point(66, 107); - this.lbN1.Name = "lbN1"; - this.lbN1.Size = new System.Drawing.Size(57, 13); - this.lbN1.TabIndex = 1; - this.lbN1.Text = "-"; - this.lbN1.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbN0 - // - this.lbN0.Location = new System.Drawing.Point(66, 92); - this.lbN0.Name = "lbN0"; - this.lbN0.Size = new System.Drawing.Size(57, 13); - this.lbN0.TabIndex = 1; - this.lbN0.Text = "-"; - this.lbN0.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // label5 - // - this.label5.ImageAlign = System.Drawing.ContentAlignment.MiddleRight; - this.label5.Location = new System.Drawing.Point(63, 71); - this.label5.Name = "label5"; - this.label5.Size = new System.Drawing.Size(61, 13); - this.label5.TabIndex = 1; - this.label5.Text = "Neighbors"; - // - // lbPosition - // - this.lbPosition.AutoSize = true; - this.lbPosition.Location = new System.Drawing.Point(70, 15); - this.lbPosition.Name = "lbPosition"; - this.lbPosition.Size = new System.Drawing.Size(11, 13); - this.lbPosition.TabIndex = 1; - this.lbPosition.Text = "-"; - // - // lbV2 - // - this.lbV2.Location = new System.Drawing.Point(16, 122); - this.lbV2.Name = "lbV2"; - this.lbV2.Size = new System.Drawing.Size(38, 13); - this.lbV2.TabIndex = 1; - this.lbV2.Text = "-"; - this.lbV2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbV1 - // - this.lbV1.Location = new System.Drawing.Point(16, 107); - this.lbV1.Name = "lbV1"; - this.lbV1.Size = new System.Drawing.Size(38, 13); - this.lbV1.TabIndex = 1; - this.lbV1.Text = "-"; - this.lbV1.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbV0 - // - this.lbV0.Location = new System.Drawing.Point(16, 92); - this.lbV0.Name = "lbV0"; - this.lbV0.Size = new System.Drawing.Size(38, 13); - this.lbV0.TabIndex = 1; - this.lbV0.Text = "-"; - this.lbV0.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // label4 - // - this.label4.ImageAlign = System.Drawing.ContentAlignment.MiddleRight; - this.label4.Location = new System.Drawing.Point(8, 71); - this.label4.Name = "label4"; - this.label4.Size = new System.Drawing.Size(47, 13); - this.label4.TabIndex = 1; - this.label4.Text = "Vertices"; - // - // label1 - // - this.label1.AutoSize = true; - this.label1.Location = new System.Drawing.Point(6, 15); - this.label1.Name = "label1"; - this.label1.Size = new System.Drawing.Size(52, 13); - this.label1.TabIndex = 1; - this.label1.Text = "Position:"; - // - // label2 - // - this.label2.AutoSize = true; - this.label2.Location = new System.Drawing.Point(7, 37); - this.label2.Name = "label2"; - this.label2.Size = new System.Drawing.Size(51, 13); - this.label2.TabIndex = 1; - this.label2.Text = "Triangle:"; - // - // lbTriangle - // - this.lbTriangle.AutoSize = true; - this.lbTriangle.Location = new System.Drawing.Point(70, 37); - this.lbTriangle.Name = "lbTriangle"; - this.lbTriangle.Size = new System.Drawing.Size(11, 13); - this.lbTriangle.TabIndex = 1; - this.lbTriangle.Text = "-"; - // - // darkButton9 - // - this.darkButton9.Location = new System.Drawing.Point(99, 367); - this.darkButton9.Name = "darkButton9"; - this.darkButton9.Size = new System.Drawing.Size(78, 23); - this.darkButton9.TabIndex = 10; - this.darkButton9.Text = "Rprev"; - this.darkButton9.UseVisualStyleBackColor = true; - this.darkButton9.Click += new System.EventHandler(this.btnPrimitive_Click); - // - // darkButton7 - // - this.darkButton7.Location = new System.Drawing.Point(99, 338); - this.darkButton7.Name = "darkButton7"; - this.darkButton7.Size = new System.Drawing.Size(78, 23); - this.darkButton7.TabIndex = 8; - this.darkButton7.Text = "Dprev"; - this.darkButton7.UseVisualStyleBackColor = true; - this.darkButton7.Click += new System.EventHandler(this.btnPrimitive_Click); - // - // darkButton5 - // - this.darkButton5.Location = new System.Drawing.Point(99, 309); - this.darkButton5.Name = "darkButton5"; - this.darkButton5.Size = new System.Drawing.Size(78, 23); - this.darkButton5.TabIndex = 6; - this.darkButton5.Text = "Oprev"; - this.darkButton5.UseVisualStyleBackColor = true; - this.darkButton5.Click += new System.EventHandler(this.btnPrimitive_Click); - // - // darkButton3 - // - this.darkButton3.Location = new System.Drawing.Point(99, 280); - this.darkButton3.Name = "darkButton3"; - this.darkButton3.Size = new System.Drawing.Size(78, 23); - this.darkButton3.TabIndex = 4; - this.darkButton3.Text = "Lprev"; - this.darkButton3.UseVisualStyleBackColor = true; - this.darkButton3.Click += new System.EventHandler(this.btnPrimitive_Click); - // - // darkButton8 - // - this.darkButton8.Location = new System.Drawing.Point(11, 367); - this.darkButton8.Name = "darkButton8"; - this.darkButton8.Size = new System.Drawing.Size(78, 23); - this.darkButton8.TabIndex = 9; - this.darkButton8.Text = "Rnext"; - this.darkButton8.UseVisualStyleBackColor = true; - this.darkButton8.Click += new System.EventHandler(this.btnPrimitive_Click); - // - // darkButton6 - // - this.darkButton6.Location = new System.Drawing.Point(11, 338); - this.darkButton6.Name = "darkButton6"; - this.darkButton6.Size = new System.Drawing.Size(78, 23); - this.darkButton6.TabIndex = 7; - this.darkButton6.Text = "Dnext"; - this.darkButton6.UseVisualStyleBackColor = true; - this.darkButton6.Click += new System.EventHandler(this.btnPrimitive_Click); - // - // darkButton4 - // - this.darkButton4.Location = new System.Drawing.Point(11, 309); - this.darkButton4.Name = "darkButton4"; - this.darkButton4.Size = new System.Drawing.Size(78, 23); - this.darkButton4.TabIndex = 5; - this.darkButton4.Text = "Onext"; - this.darkButton4.UseVisualStyleBackColor = true; - this.darkButton4.Click += new System.EventHandler(this.btnPrimitive_Click); - // - // darkButton2 - // - this.darkButton2.Location = new System.Drawing.Point(11, 280); - this.darkButton2.Name = "darkButton2"; - this.darkButton2.Size = new System.Drawing.Size(78, 23); - this.darkButton2.TabIndex = 3; - this.darkButton2.Text = "Lnext"; - this.darkButton2.UseVisualStyleBackColor = true; - this.darkButton2.Click += new System.EventHandler(this.btnPrimitive_Click); - // - // darkButton1 - // - this.darkButton1.Location = new System.Drawing.Point(11, 251); - this.darkButton1.Name = "darkButton1"; - this.darkButton1.Size = new System.Drawing.Size(166, 23); - this.darkButton1.TabIndex = 2; - this.darkButton1.Text = "Sym"; - this.darkButton1.UseVisualStyleBackColor = true; - this.darkButton1.Click += new System.EventHandler(this.btnPrimitive_Click); - // - // TopologyControlView - // - this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); - this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; - this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); - this.Controls.Add(this.darkButton9); - this.Controls.Add(this.darkButton7); - this.Controls.Add(this.darkButton5); - this.Controls.Add(this.darkButton3); - this.Controls.Add(this.darkButton8); - this.Controls.Add(this.darkButton6); - this.Controls.Add(this.darkButton4); - this.Controls.Add(this.darkButton2); - this.Controls.Add(this.darkButton1); - this.Controls.Add(this.lbS2); - this.Controls.Add(this.lbS1); - this.Controls.Add(this.lbS0); - this.Controls.Add(this.label6); - this.Controls.Add(this.lbN2); - this.Controls.Add(this.lbN1); - this.Controls.Add(this.lbN0); - this.Controls.Add(this.label5); - this.Controls.Add(this.lbTriangle); - this.Controls.Add(this.lbPosition); - this.Controls.Add(this.lbV2); - this.Controls.Add(this.lbV1); - this.Controls.Add(this.lbV0); - this.Controls.Add(this.label4); - this.Controls.Add(this.label2); - this.Controls.Add(this.label1); - this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.ForeColor = System.Drawing.Color.White; - this.Name = "TopologyControlView"; - this.Size = new System.Drawing.Size(195, 439); - this.ResumeLayout(false); - this.PerformLayout(); - - } - - #endregion - - private System.Windows.Forms.Label lbS2; - private System.Windows.Forms.Label lbS1; - private System.Windows.Forms.Label lbS0; - private System.Windows.Forms.Label label6; - private System.Windows.Forms.Label lbN2; - private System.Windows.Forms.Label lbN1; - private System.Windows.Forms.Label lbN0; - private System.Windows.Forms.Label label5; - private System.Windows.Forms.Label lbPosition; - private System.Windows.Forms.Label lbV2; - private System.Windows.Forms.Label lbV1; - private System.Windows.Forms.Label lbV0; - private System.Windows.Forms.Label label4; - private System.Windows.Forms.Label label1; - private System.Windows.Forms.Label label2; - private System.Windows.Forms.Label lbTriangle; - private Controls.DarkButton darkButton9; - private Controls.DarkButton darkButton7; - private Controls.DarkButton darkButton5; - private Controls.DarkButton darkButton3; - private Controls.DarkButton darkButton8; - private Controls.DarkButton darkButton6; - private Controls.DarkButton darkButton4; - private Controls.DarkButton darkButton2; - private Controls.DarkButton darkButton1; - } -} +namespace MeshExplorer.Topology +{ + partial class TopologyControlView + { + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Component Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + this.lbS2 = new System.Windows.Forms.Label(); + this.lbS1 = new System.Windows.Forms.Label(); + this.lbS0 = new System.Windows.Forms.Label(); + this.label6 = new System.Windows.Forms.Label(); + this.lbN2 = new System.Windows.Forms.Label(); + this.lbN1 = new System.Windows.Forms.Label(); + this.lbN0 = new System.Windows.Forms.Label(); + this.label5 = new System.Windows.Forms.Label(); + this.lbPosition = new System.Windows.Forms.Label(); + this.lbV2 = new System.Windows.Forms.Label(); + this.lbV1 = new System.Windows.Forms.Label(); + this.lbV0 = new System.Windows.Forms.Label(); + this.label4 = new System.Windows.Forms.Label(); + this.label1 = new System.Windows.Forms.Label(); + this.label2 = new System.Windows.Forms.Label(); + this.lbTriangle = new System.Windows.Forms.Label(); + this.darkButton9 = new MeshExplorer.Controls.DarkButton(); + this.darkButton7 = new MeshExplorer.Controls.DarkButton(); + this.darkButton5 = new MeshExplorer.Controls.DarkButton(); + this.darkButton3 = new MeshExplorer.Controls.DarkButton(); + this.darkButton8 = new MeshExplorer.Controls.DarkButton(); + this.darkButton6 = new MeshExplorer.Controls.DarkButton(); + this.darkButton4 = new MeshExplorer.Controls.DarkButton(); + this.darkButton2 = new MeshExplorer.Controls.DarkButton(); + this.darkButton1 = new MeshExplorer.Controls.DarkButton(); + this.SuspendLayout(); + // + // lbS2 + // + this.lbS2.Location = new System.Drawing.Point(137, 122); + this.lbS2.Name = "lbS2"; + this.lbS2.Size = new System.Drawing.Size(53, 13); + this.lbS2.TabIndex = 1; + this.lbS2.Text = "-"; + this.lbS2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbS1 + // + this.lbS1.Location = new System.Drawing.Point(137, 107); + this.lbS1.Name = "lbS1"; + this.lbS1.Size = new System.Drawing.Size(53, 13); + this.lbS1.TabIndex = 1; + this.lbS1.Text = "-"; + this.lbS1.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbS0 + // + this.lbS0.Location = new System.Drawing.Point(137, 92); + this.lbS0.Name = "lbS0"; + this.lbS0.Size = new System.Drawing.Size(53, 13); + this.lbS0.TabIndex = 1; + this.lbS0.Text = "-"; + this.lbS0.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // label6 + // + this.label6.ImageAlign = System.Drawing.ContentAlignment.MiddleRight; + this.label6.Location = new System.Drawing.Point(134, 71); + this.label6.Name = "label6"; + this.label6.Size = new System.Drawing.Size(57, 13); + this.label6.TabIndex = 1; + this.label6.Text = "Segments"; + // + // lbN2 + // + this.lbN2.Location = new System.Drawing.Point(66, 122); + this.lbN2.Name = "lbN2"; + this.lbN2.Size = new System.Drawing.Size(57, 13); + this.lbN2.TabIndex = 1; + this.lbN2.Text = "-"; + this.lbN2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbN1 + // + this.lbN1.Location = new System.Drawing.Point(66, 107); + this.lbN1.Name = "lbN1"; + this.lbN1.Size = new System.Drawing.Size(57, 13); + this.lbN1.TabIndex = 1; + this.lbN1.Text = "-"; + this.lbN1.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbN0 + // + this.lbN0.Location = new System.Drawing.Point(66, 92); + this.lbN0.Name = "lbN0"; + this.lbN0.Size = new System.Drawing.Size(57, 13); + this.lbN0.TabIndex = 1; + this.lbN0.Text = "-"; + this.lbN0.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // label5 + // + this.label5.ImageAlign = System.Drawing.ContentAlignment.MiddleRight; + this.label5.Location = new System.Drawing.Point(63, 71); + this.label5.Name = "label5"; + this.label5.Size = new System.Drawing.Size(61, 13); + this.label5.TabIndex = 1; + this.label5.Text = "Neighbors"; + // + // lbPosition + // + this.lbPosition.AutoSize = true; + this.lbPosition.Location = new System.Drawing.Point(70, 15); + this.lbPosition.Name = "lbPosition"; + this.lbPosition.Size = new System.Drawing.Size(11, 13); + this.lbPosition.TabIndex = 1; + this.lbPosition.Text = "-"; + // + // lbV2 + // + this.lbV2.Location = new System.Drawing.Point(16, 122); + this.lbV2.Name = "lbV2"; + this.lbV2.Size = new System.Drawing.Size(38, 13); + this.lbV2.TabIndex = 1; + this.lbV2.Text = "-"; + this.lbV2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbV1 + // + this.lbV1.Location = new System.Drawing.Point(16, 107); + this.lbV1.Name = "lbV1"; + this.lbV1.Size = new System.Drawing.Size(38, 13); + this.lbV1.TabIndex = 1; + this.lbV1.Text = "-"; + this.lbV1.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbV0 + // + this.lbV0.Location = new System.Drawing.Point(16, 92); + this.lbV0.Name = "lbV0"; + this.lbV0.Size = new System.Drawing.Size(38, 13); + this.lbV0.TabIndex = 1; + this.lbV0.Text = "-"; + this.lbV0.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // label4 + // + this.label4.ImageAlign = System.Drawing.ContentAlignment.MiddleRight; + this.label4.Location = new System.Drawing.Point(8, 71); + this.label4.Name = "label4"; + this.label4.Size = new System.Drawing.Size(47, 13); + this.label4.TabIndex = 1; + this.label4.Text = "Vertices"; + // + // label1 + // + this.label1.AutoSize = true; + this.label1.Location = new System.Drawing.Point(6, 15); + this.label1.Name = "label1"; + this.label1.Size = new System.Drawing.Size(52, 13); + this.label1.TabIndex = 1; + this.label1.Text = "Position:"; + // + // label2 + // + this.label2.AutoSize = true; + this.label2.Location = new System.Drawing.Point(7, 37); + this.label2.Name = "label2"; + this.label2.Size = new System.Drawing.Size(51, 13); + this.label2.TabIndex = 1; + this.label2.Text = "Triangle:"; + // + // lbTriangle + // + this.lbTriangle.AutoSize = true; + this.lbTriangle.Location = new System.Drawing.Point(70, 37); + this.lbTriangle.Name = "lbTriangle"; + this.lbTriangle.Size = new System.Drawing.Size(11, 13); + this.lbTriangle.TabIndex = 1; + this.lbTriangle.Text = "-"; + // + // darkButton9 + // + this.darkButton9.Location = new System.Drawing.Point(99, 367); + this.darkButton9.Name = "darkButton9"; + this.darkButton9.Size = new System.Drawing.Size(78, 23); + this.darkButton9.TabIndex = 10; + this.darkButton9.Text = "Rprev"; + this.darkButton9.UseVisualStyleBackColor = true; + this.darkButton9.Click += new System.EventHandler(this.btnPrimitive_Click); + // + // darkButton7 + // + this.darkButton7.Location = new System.Drawing.Point(99, 338); + this.darkButton7.Name = "darkButton7"; + this.darkButton7.Size = new System.Drawing.Size(78, 23); + this.darkButton7.TabIndex = 8; + this.darkButton7.Text = "Dprev"; + this.darkButton7.UseVisualStyleBackColor = true; + this.darkButton7.Click += new System.EventHandler(this.btnPrimitive_Click); + // + // darkButton5 + // + this.darkButton5.Location = new System.Drawing.Point(99, 309); + this.darkButton5.Name = "darkButton5"; + this.darkButton5.Size = new System.Drawing.Size(78, 23); + this.darkButton5.TabIndex = 6; + this.darkButton5.Text = "Oprev"; + this.darkButton5.UseVisualStyleBackColor = true; + this.darkButton5.Click += new System.EventHandler(this.btnPrimitive_Click); + // + // darkButton3 + // + this.darkButton3.Location = new System.Drawing.Point(99, 280); + this.darkButton3.Name = "darkButton3"; + this.darkButton3.Size = new System.Drawing.Size(78, 23); + this.darkButton3.TabIndex = 4; + this.darkButton3.Text = "Lprev"; + this.darkButton3.UseVisualStyleBackColor = true; + this.darkButton3.Click += new System.EventHandler(this.btnPrimitive_Click); + // + // darkButton8 + // + this.darkButton8.Location = new System.Drawing.Point(11, 367); + this.darkButton8.Name = "darkButton8"; + this.darkButton8.Size = new System.Drawing.Size(78, 23); + this.darkButton8.TabIndex = 9; + this.darkButton8.Text = "Rnext"; + this.darkButton8.UseVisualStyleBackColor = true; + this.darkButton8.Click += new System.EventHandler(this.btnPrimitive_Click); + // + // darkButton6 + // + this.darkButton6.Location = new System.Drawing.Point(11, 338); + this.darkButton6.Name = "darkButton6"; + this.darkButton6.Size = new System.Drawing.Size(78, 23); + this.darkButton6.TabIndex = 7; + this.darkButton6.Text = "Dnext"; + this.darkButton6.UseVisualStyleBackColor = true; + this.darkButton6.Click += new System.EventHandler(this.btnPrimitive_Click); + // + // darkButton4 + // + this.darkButton4.Location = new System.Drawing.Point(11, 309); + this.darkButton4.Name = "darkButton4"; + this.darkButton4.Size = new System.Drawing.Size(78, 23); + this.darkButton4.TabIndex = 5; + this.darkButton4.Text = "Onext"; + this.darkButton4.UseVisualStyleBackColor = true; + this.darkButton4.Click += new System.EventHandler(this.btnPrimitive_Click); + // + // darkButton2 + // + this.darkButton2.Location = new System.Drawing.Point(11, 280); + this.darkButton2.Name = "darkButton2"; + this.darkButton2.Size = new System.Drawing.Size(78, 23); + this.darkButton2.TabIndex = 3; + this.darkButton2.Text = "Lnext"; + this.darkButton2.UseVisualStyleBackColor = true; + this.darkButton2.Click += new System.EventHandler(this.btnPrimitive_Click); + // + // darkButton1 + // + this.darkButton1.Location = new System.Drawing.Point(11, 251); + this.darkButton1.Name = "darkButton1"; + this.darkButton1.Size = new System.Drawing.Size(166, 23); + this.darkButton1.TabIndex = 2; + this.darkButton1.Text = "Sym"; + this.darkButton1.UseVisualStyleBackColor = true; + this.darkButton1.Click += new System.EventHandler(this.btnPrimitive_Click); + // + // TopologyControlView + // + this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); + this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; + this.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); + this.Controls.Add(this.darkButton9); + this.Controls.Add(this.darkButton7); + this.Controls.Add(this.darkButton5); + this.Controls.Add(this.darkButton3); + this.Controls.Add(this.darkButton8); + this.Controls.Add(this.darkButton6); + this.Controls.Add(this.darkButton4); + this.Controls.Add(this.darkButton2); + this.Controls.Add(this.darkButton1); + this.Controls.Add(this.lbS2); + this.Controls.Add(this.lbS1); + this.Controls.Add(this.lbS0); + this.Controls.Add(this.label6); + this.Controls.Add(this.lbN2); + this.Controls.Add(this.lbN1); + this.Controls.Add(this.lbN0); + this.Controls.Add(this.label5); + this.Controls.Add(this.lbTriangle); + this.Controls.Add(this.lbPosition); + this.Controls.Add(this.lbV2); + this.Controls.Add(this.lbV1); + this.Controls.Add(this.lbV0); + this.Controls.Add(this.label4); + this.Controls.Add(this.label2); + this.Controls.Add(this.label1); + this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.ForeColor = System.Drawing.Color.White; + this.Name = "TopologyControlView"; + this.Size = new System.Drawing.Size(195, 439); + this.ResumeLayout(false); + this.PerformLayout(); + + } + + #endregion + + private System.Windows.Forms.Label lbS2; + private System.Windows.Forms.Label lbS1; + private System.Windows.Forms.Label lbS0; + private System.Windows.Forms.Label label6; + private System.Windows.Forms.Label lbN2; + private System.Windows.Forms.Label lbN1; + private System.Windows.Forms.Label lbN0; + private System.Windows.Forms.Label label5; + private System.Windows.Forms.Label lbPosition; + private System.Windows.Forms.Label lbV2; + private System.Windows.Forms.Label lbV1; + private System.Windows.Forms.Label lbV0; + private System.Windows.Forms.Label label4; + private System.Windows.Forms.Label label1; + private System.Windows.Forms.Label label2; + private System.Windows.Forms.Label lbTriangle; + private Controls.DarkButton darkButton9; + private Controls.DarkButton darkButton7; + private Controls.DarkButton darkButton5; + private Controls.DarkButton darkButton3; + private Controls.DarkButton darkButton8; + private Controls.DarkButton darkButton6; + private Controls.DarkButton darkButton4; + private Controls.DarkButton darkButton2; + private Controls.DarkButton darkButton1; + } +} diff --git a/Triangle.NET/TestApp/Topology/TopologyControlView.cs b/src/TestApp/Topology/TopologyControlView.cs similarity index 96% rename from Triangle.NET/TestApp/Topology/TopologyControlView.cs rename to src/TestApp/Topology/TopologyControlView.cs index 69563e3..665af76 100644 --- a/Triangle.NET/TestApp/Topology/TopologyControlView.cs +++ b/src/TestApp/Topology/TopologyControlView.cs @@ -1,83 +1,83 @@ -using System; -using System.Drawing; -using System.Globalization; -using System.Windows.Forms; -using TriangleNet.Geometry; - -namespace MeshExplorer.Topology -{ - public partial class TopologyControlView : UserControl - { - public event EventHandler> PrimitiveCommandInvoked; - - public TopologyControlView() - { - InitializeComponent(); - } - - public void SetPosition(PointF p) - { - var nfi = NumberFormatInfo.InvariantInfo; - - lbPosition.Text = String.Format(nfi, "X: {0:0.0}, Y: {1:0.0}", p.X, p.Y); - } - - public void SetTriangle(ITriangle tri) - { - if (tri != null) - { - lbTriangle.Text = tri.ID.ToString(); - - lbV0.Text = tri.GetVertexID(0).ToString(); - lbV1.Text = tri.GetVertexID(1).ToString(); - lbV2.Text = tri.GetVertexID(2).ToString(); - - lbN0.Text = tri.GetNeighborID(0).ToString(); - lbN1.Text = tri.GetNeighborID(1).ToString(); - lbN2.Text = tri.GetNeighborID(2).ToString(); - - lbS0.Text = GetSegmentString(tri.GetSegment(0)); - lbS1.Text = GetSegmentString(tri.GetSegment(1)); - lbS2.Text = GetSegmentString(tri.GetSegment(2)); - } - else - { - lbTriangle.Text = "-"; - - lbV0.Text = "-"; - lbV1.Text = "-"; - lbV2.Text = "-"; - - lbN0.Text = "-"; - lbN1.Text = "-"; - lbN2.Text = "-"; - - lbS0.Text = "-"; - lbS1.Text = "-"; - lbS2.Text = "-"; - } - } - - private string GetSegmentString(ISegment seg) - { - return seg == null ? "-" : "[" + seg.P0 + " - " + seg.P1 + "]"; - } - - private void btnPrimitive_Click(object sender, EventArgs e) - { - var button = sender as Button; - - if (button != null) - { - var name = button.Text.ToLowerInvariant(); - - var handler = PrimitiveCommandInvoked; - - if (handler != null) - { - handler(this, new GenericEventArgs(name)); - } - } - } - } -} +using System; +using System.Drawing; +using System.Globalization; +using System.Windows.Forms; +using TriangleNet.Geometry; + +namespace MeshExplorer.Topology +{ + public partial class TopologyControlView : UserControl + { + public event EventHandler> PrimitiveCommandInvoked; + + public TopologyControlView() + { + InitializeComponent(); + } + + public void SetPosition(PointF p) + { + var nfi = NumberFormatInfo.InvariantInfo; + + lbPosition.Text = String.Format(nfi, "X: {0:0.0}, Y: {1:0.0}", p.X, p.Y); + } + + public void SetTriangle(ITriangle tri) + { + if (tri != null) + { + lbTriangle.Text = tri.ID.ToString(); + + lbV0.Text = tri.GetVertexID(0).ToString(); + lbV1.Text = tri.GetVertexID(1).ToString(); + lbV2.Text = tri.GetVertexID(2).ToString(); + + lbN0.Text = tri.GetNeighborID(0).ToString(); + lbN1.Text = tri.GetNeighborID(1).ToString(); + lbN2.Text = tri.GetNeighborID(2).ToString(); + + lbS0.Text = GetSegmentString(tri.GetSegment(0)); + lbS1.Text = GetSegmentString(tri.GetSegment(1)); + lbS2.Text = GetSegmentString(tri.GetSegment(2)); + } + else + { + lbTriangle.Text = "-"; + + lbV0.Text = "-"; + lbV1.Text = "-"; + lbV2.Text = "-"; + + lbN0.Text = "-"; + lbN1.Text = "-"; + lbN2.Text = "-"; + + lbS0.Text = "-"; + lbS1.Text = "-"; + lbS2.Text = "-"; + } + } + + private string GetSegmentString(ISegment seg) + { + return seg == null ? "-" : "[" + seg.P0 + " - " + seg.P1 + "]"; + } + + private void btnPrimitive_Click(object sender, EventArgs e) + { + var button = sender as Button; + + if (button != null) + { + var name = button.Text.ToLowerInvariant(); + + var handler = PrimitiveCommandInvoked; + + if (handler != null) + { + handler(this, new GenericEventArgs(name)); + } + } + } + } +} diff --git a/Triangle.NET/TestApp/Topology/TopologyControlView.resx b/src/TestApp/Topology/TopologyControlView.resx similarity index 97% rename from Triangle.NET/TestApp/Topology/TopologyControlView.resx rename to src/TestApp/Topology/TopologyControlView.resx index 29dcb1b..1af7de1 100644 --- a/Triangle.NET/TestApp/Topology/TopologyControlView.resx +++ b/src/TestApp/Topology/TopologyControlView.resx @@ -1,120 +1,120 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - text/microsoft-resx - - - 2.0 - - - System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + text/microsoft-resx + + + 2.0 + + + System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + + + System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + \ No newline at end of file diff --git a/Triangle.NET/TestApp/Topology/TopologyRenderControl.cs b/src/TestApp/Topology/TopologyRenderControl.cs similarity index 96% rename from Triangle.NET/TestApp/Topology/TopologyRenderControl.cs rename to src/TestApp/Topology/TopologyRenderControl.cs index 13dc147..0ce864b 100644 --- a/Triangle.NET/TestApp/Topology/TopologyRenderControl.cs +++ b/src/TestApp/Topology/TopologyRenderControl.cs @@ -1,149 +1,149 @@ - -namespace MeshExplorer.Topology -{ - using System.Drawing; - using System.Drawing.Drawing2D; - using System.Drawing.Text; - using System.Windows.Forms; - using TriangleNet; - using TriangleNet.Rendering; - using TriangleNet.Topology; - - public class TopologyRenderControl : Control - { - // Rendering stuff - private BufferedGraphics buffer; - private BufferedGraphicsContext context; - - Projection zoom; - TopologyRenderer renderer; - - bool initialized = false; - - public Projection Zoom - { - get { return zoom; } - } - - /// - /// Initializes a new instance of the class. - /// - public TopologyRenderControl() - { - SetStyle(ControlStyles.ResizeRedraw, true); - - this.BackColor = Color.Black; - - context = new BufferedGraphicsContext(); - } - - /// - /// Initialize the graphics buffer (should be called in the forms load event). - /// - public void Initialize(Mesh mesh) - { - renderer = new TopologyRenderer(mesh); - - zoom = new Projection(this.ClientRectangle); - //zoom.ClipMargin = 10.0f; - - var b = mesh.Bounds; - zoom.Initialize(new BoundingBox((float)b.Left, (float)b.Right, - (float)b.Bottom, (float)b.Top)); - - InitializeBuffer(); - - initialized = true; - - this.Render(); - } - - public void Update(Otri otri) - { - if (otri.Triangle == null || otri.Triangle.ID < 0) - { - renderer.SelectTriangle(null, null, null); - } - else - { - renderer.SelectTriangle(otri.Triangle, otri.Org(), otri.Dest()); - } - - this.Render(); - } - - private void InitializeBuffer() - { - if (this.Width > 0 && this.Height > 0) - { - if (buffer != null) - { - if (this.ClientRectangle == buffer.Graphics.VisibleClipBounds) - { - this.Invalidate(); - - // Bounds didn't change. Probably we just restored the window - // from minimized state. - return; - } - - buffer.Dispose(); - } - - buffer = context.Allocate(Graphics.FromHwnd(this.Handle), this.ClientRectangle); - - if (initialized) - { - this.Render(); - } - } - } - - private void Render() - { - if (buffer == null) - { - return; - } - - Graphics g = buffer.Graphics; - g.Clear(this.BackColor); - - if (!initialized || renderer == null) - { - return; - } - - g.SmoothingMode = SmoothingMode.AntiAlias; - g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; - - renderer.Render(g, zoom); - - this.Invalidate(); - } - - #region Control overrides - - protected override void OnPaint(PaintEventArgs pe) - { - if (!initialized) - { - base.OnPaint(pe); - return; - } - - buffer.Render(); - } - - protected override void OnPaintBackground(PaintEventArgs pevent) - { - // Do nothing - if (!initialized) - { - base.OnPaintBackground(pevent); - } - } - - #endregion - } -} + +namespace MeshExplorer.Topology +{ + using System.Drawing; + using System.Drawing.Drawing2D; + using System.Drawing.Text; + using System.Windows.Forms; + using TriangleNet; + using TriangleNet.Rendering; + using TriangleNet.Topology; + + public class TopologyRenderControl : Control + { + // Rendering stuff + private BufferedGraphics buffer; + private BufferedGraphicsContext context; + + Projection zoom; + TopologyRenderer renderer; + + bool initialized = false; + + public Projection Zoom + { + get { return zoom; } + } + + /// + /// Initializes a new instance of the class. + /// + public TopologyRenderControl() + { + SetStyle(ControlStyles.ResizeRedraw, true); + + this.BackColor = Color.Black; + + context = new BufferedGraphicsContext(); + } + + /// + /// Initialize the graphics buffer (should be called in the forms load event). + /// + public void Initialize(Mesh mesh) + { + renderer = new TopologyRenderer(mesh); + + zoom = new Projection(this.ClientRectangle); + //zoom.ClipMargin = 10.0f; + + var b = mesh.Bounds; + zoom.Initialize(new BoundingBox((float)b.Left, (float)b.Right, + (float)b.Bottom, (float)b.Top)); + + InitializeBuffer(); + + initialized = true; + + this.Render(); + } + + public void Update(Otri otri) + { + if (otri.Triangle == null || otri.Triangle.ID < 0) + { + renderer.SelectTriangle(null, null, null); + } + else + { + renderer.SelectTriangle(otri.Triangle, otri.Org(), otri.Dest()); + } + + this.Render(); + } + + private void InitializeBuffer() + { + if (this.Width > 0 && this.Height > 0) + { + if (buffer != null) + { + if (this.ClientRectangle == buffer.Graphics.VisibleClipBounds) + { + this.Invalidate(); + + // Bounds didn't change. Probably we just restored the window + // from minimized state. + return; + } + + buffer.Dispose(); + } + + buffer = context.Allocate(Graphics.FromHwnd(this.Handle), this.ClientRectangle); + + if (initialized) + { + this.Render(); + } + } + } + + private void Render() + { + if (buffer == null) + { + return; + } + + Graphics g = buffer.Graphics; + g.Clear(this.BackColor); + + if (!initialized || renderer == null) + { + return; + } + + g.SmoothingMode = SmoothingMode.AntiAlias; + g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; + + renderer.Render(g, zoom); + + this.Invalidate(); + } + + #region Control overrides + + protected override void OnPaint(PaintEventArgs pe) + { + if (!initialized) + { + base.OnPaint(pe); + return; + } + + buffer.Render(); + } + + protected override void OnPaintBackground(PaintEventArgs pevent) + { + // Do nothing + if (!initialized) + { + base.OnPaintBackground(pevent); + } + } + + #endregion + } +} diff --git a/Triangle.NET/TestApp/Topology/TopologyRenderer.cs b/src/TestApp/Topology/TopologyRenderer.cs similarity index 96% rename from Triangle.NET/TestApp/Topology/TopologyRenderer.cs rename to src/TestApp/Topology/TopologyRenderer.cs index ad153b7..e2c6f4c 100644 --- a/Triangle.NET/TestApp/Topology/TopologyRenderer.cs +++ b/src/TestApp/Topology/TopologyRenderer.cs @@ -1,283 +1,283 @@ - -namespace MeshExplorer.Topology -{ - using System; - using System.Drawing; - using TriangleNet; - using TriangleNet.Geometry; - using TriangleNet.Rendering; - - public class TopologyRenderer - { - Projection zoom; - Mesh mesh; - PointF[] points; - - // Colors - Color Background = Color.FromArgb(0, 0, 0); - Brush Point = new SolidBrush(Color.FromArgb(0, 80, 0)); - Brush Triangle = new SolidBrush(Color.FromArgb(50, 50, 50)); - Pen Line = new Pen(Color.FromArgb(30, 30, 30)); - Pen Segment = new Pen(Color.DarkBlue); - - Brush SelectedTriangle = new SolidBrush(Color.FromArgb(50, 0, 0)); - Pen SelectedEdge = new Pen(Color.DarkRed, 2.0f); - - Font font, fontTri; - - ITriangle currentTri; - Vertex currentOrg, currentDest; - - /// - /// Initializes a new instance of the class. - /// - public TopologyRenderer(Mesh mesh) - { - this.mesh = mesh; - - points = new PointF[mesh.Vertices.Count]; - - int k = 0; - - foreach (var v in mesh.Vertices) - { - points[k++] = new PointF((float)v.X, (float)v.Y); - } - - font = new Font("Arial", 7.5f); - fontTri = new Font("Arial", 12f, FontStyle.Bold); - } - - /// - /// Renders the mesh. - /// - public void Render(Graphics g, Projection zoom) - { - this.zoom = zoom; - - if (mesh.Edges != null) - { - this.RenderSelectedTriangle(g); - this.RenderEdges(g); - this.RenderTriangleIds(g); - } - else if (mesh.Triangles != null) - { - this.RenderTriangles(g); - } - - if (mesh.Segments != null) - { - this.RenderSegments(g); - } - - RenderSelectedEdge(g); - - if (mesh.Vertices != null) - { - this.RenderPoints(g); - } - } - - public void SelectTriangle(ITriangle tri, Vertex org, Vertex dest) - { - currentTri = tri; - currentOrg = org; - currentDest = dest; - } - - #region Helpers - - private PointF GetIncenter(PointF p0, PointF p1, PointF p2) - { - double cx, cy, a, b, c, - dax = p1.X - p0.X, - dbx = p2.X - p1.X, - dcx = p0.X - p2.X, - day = p1.Y - p0.Y, - dby = p2.Y - p1.Y, - dcy = p0.Y - p2.Y; - - a = Math.Sqrt(dax * dax + day * day); - b = Math.Sqrt(dbx * dbx + dby * dby); - c = Math.Sqrt(dcx * dcx + dcy * dcy); - - cx = (a * p2.X + b * p0.X + c * p1.X) / (a + b + c); - cy = (a * p2.Y + b * p0.Y + c * p1.Y) / (a + b + c); - - return new PointF((float)cx, (float)cy); - } - - private PointF GetCentroid(PointF p0, PointF p1, PointF p2) - { - double cx, cy; - - cx = (p0.X + p1.X + p2.X) / 3; - cy = (p0.Y + p1.Y + p2.Y) / 3; - - return new PointF((float)cx, (float)cy); - } - - private PointF GetPoint(ITriangle tri, int index) - { - var v = tri.GetVertex(index); - - return new PointF((float)v.X, (float)v.Y); - } - - private PointF GetPoint(ISegment seg, int index) - { - var v = seg.GetVertex(index); - - return new PointF((float)v.X, (float)v.Y); - } - - #endregion - - private void RenderPoints(Graphics g) - { - int n = points.Length; - PointF pt; - - int id = currentOrg != null ? currentOrg.ID : -1; - - for (int i = 0; i < n; i++) - { - var brush = i == id ? Brushes.DarkRed : Point; - - pt = points[i]; - zoom.WorldToScreen(ref pt); - g.FillEllipse(brush, pt.X - 10f, pt.Y - 10f, 20, 20); - - pt.X -= i > 9 ? 7 : 4; - pt.Y -= 6; - g.DrawString(i.ToString(), font, Brushes.White, pt); - } - } - - private void RenderTriangles(Graphics g) - { - PointF p0, p1, p2, center; - - var triangles = mesh.Triangles; - - // Draw triangles - foreach (var tri in triangles) - { - p0 = points[tri.GetVertexID(0)]; - p1 = points[tri.GetVertexID(1)]; - p2 = points[tri.GetVertexID(2)]; - - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); - zoom.WorldToScreen(ref p2); - - g.DrawLine(Line, p0, p1); - g.DrawLine(Line, p1, p2); - g.DrawLine(Line, p2, p0); - - center = GetIncenter(p0, p1, p2); - center.X -= 5; - center.Y -= 5; - - g.DrawString(tri.ID.ToString(), fontTri, Triangle, center); - } - } - - private void RenderTriangleIds(Graphics g) - { - PointF p0, p1, p2, center; - - var triangles = mesh.Triangles; - - // Draw triangles - foreach (var tri in triangles) - { - p0 = points[tri.GetVertexID(0)]; - p1 = points[tri.GetVertexID(1)]; - p2 = points[tri.GetVertexID(2)]; - - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); - zoom.WorldToScreen(ref p2); - - center = GetIncenter(p0, p1, p2); - center.X -= 5; - center.Y -= 5; - - g.DrawString(tri.ID.ToString(), fontTri, Triangle, center); - } - } - - private void RenderEdges(Graphics g) - { - PointF p0, p1; - - var edges = mesh.Edges; - - // Draw edges - foreach (var edge in edges) - { - p0 = points[edge.P0]; - p1 = points[edge.P1]; - - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); - - g.DrawLine(Line, p0, p1); - } - } - - private void RenderSegments(Graphics g) - { - PointF p0, p1; - - var segments = mesh.Segments; - - foreach (var seg in segments) - { - p0 = points[seg.P0]; - p1 = points[seg.P1]; - - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); - - g.DrawLine(Segment, p0, p1); - } - } - - private void RenderSelectedEdge(Graphics g) - { - if (currentTri != null) - { - PointF p0, p1; - - p0 = points[currentOrg.ID]; - p1 = points[currentDest.ID]; - - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); - - g.DrawLine(SelectedEdge, p0, p1); - } - } - - private void RenderSelectedTriangle(Graphics g) - { - if (currentTri != null) - { - var p = new PointF[3]; - - p[0] = points[currentTri.GetVertexID(0)]; - p[1] = points[currentTri.GetVertexID(1)]; - p[2] = points[currentTri.GetVertexID(2)]; - - zoom.WorldToScreen(ref p[0]); - zoom.WorldToScreen(ref p[1]); - zoom.WorldToScreen(ref p[2]); - - g.FillPolygon(SelectedTriangle, p); - } - } - } -} + +namespace MeshExplorer.Topology +{ + using System; + using System.Drawing; + using TriangleNet; + using TriangleNet.Geometry; + using TriangleNet.Rendering; + + public class TopologyRenderer + { + Projection zoom; + Mesh mesh; + PointF[] points; + + // Colors + Color Background = Color.FromArgb(0, 0, 0); + Brush Point = new SolidBrush(Color.FromArgb(0, 80, 0)); + Brush Triangle = new SolidBrush(Color.FromArgb(50, 50, 50)); + Pen Line = new Pen(Color.FromArgb(30, 30, 30)); + Pen Segment = new Pen(Color.DarkBlue); + + Brush SelectedTriangle = new SolidBrush(Color.FromArgb(50, 0, 0)); + Pen SelectedEdge = new Pen(Color.DarkRed, 2.0f); + + Font font, fontTri; + + ITriangle currentTri; + Vertex currentOrg, currentDest; + + /// + /// Initializes a new instance of the class. + /// + public TopologyRenderer(Mesh mesh) + { + this.mesh = mesh; + + points = new PointF[mesh.Vertices.Count]; + + int k = 0; + + foreach (var v in mesh.Vertices) + { + points[k++] = new PointF((float)v.X, (float)v.Y); + } + + font = new Font("Arial", 7.5f); + fontTri = new Font("Arial", 12f, FontStyle.Bold); + } + + /// + /// Renders the mesh. + /// + public void Render(Graphics g, Projection zoom) + { + this.zoom = zoom; + + if (mesh.Edges != null) + { + this.RenderSelectedTriangle(g); + this.RenderEdges(g); + this.RenderTriangleIds(g); + } + else if (mesh.Triangles != null) + { + this.RenderTriangles(g); + } + + if (mesh.Segments != null) + { + this.RenderSegments(g); + } + + RenderSelectedEdge(g); + + if (mesh.Vertices != null) + { + this.RenderPoints(g); + } + } + + public void SelectTriangle(ITriangle tri, Vertex org, Vertex dest) + { + currentTri = tri; + currentOrg = org; + currentDest = dest; + } + + #region Helpers + + private PointF GetIncenter(PointF p0, PointF p1, PointF p2) + { + double cx, cy, a, b, c, + dax = p1.X - p0.X, + dbx = p2.X - p1.X, + dcx = p0.X - p2.X, + day = p1.Y - p0.Y, + dby = p2.Y - p1.Y, + dcy = p0.Y - p2.Y; + + a = Math.Sqrt(dax * dax + day * day); + b = Math.Sqrt(dbx * dbx + dby * dby); + c = Math.Sqrt(dcx * dcx + dcy * dcy); + + cx = (a * p2.X + b * p0.X + c * p1.X) / (a + b + c); + cy = (a * p2.Y + b * p0.Y + c * p1.Y) / (a + b + c); + + return new PointF((float)cx, (float)cy); + } + + private PointF GetCentroid(PointF p0, PointF p1, PointF p2) + { + double cx, cy; + + cx = (p0.X + p1.X + p2.X) / 3; + cy = (p0.Y + p1.Y + p2.Y) / 3; + + return new PointF((float)cx, (float)cy); + } + + private PointF GetPoint(ITriangle tri, int index) + { + var v = tri.GetVertex(index); + + return new PointF((float)v.X, (float)v.Y); + } + + private PointF GetPoint(ISegment seg, int index) + { + var v = seg.GetVertex(index); + + return new PointF((float)v.X, (float)v.Y); + } + + #endregion + + private void RenderPoints(Graphics g) + { + int n = points.Length; + PointF pt; + + int id = currentOrg != null ? currentOrg.ID : -1; + + for (int i = 0; i < n; i++) + { + var brush = i == id ? Brushes.DarkRed : Point; + + pt = points[i]; + zoom.WorldToScreen(ref pt); + g.FillEllipse(brush, pt.X - 10f, pt.Y - 10f, 20, 20); + + pt.X -= i > 9 ? 7 : 4; + pt.Y -= 6; + g.DrawString(i.ToString(), font, Brushes.White, pt); + } + } + + private void RenderTriangles(Graphics g) + { + PointF p0, p1, p2, center; + + var triangles = mesh.Triangles; + + // Draw triangles + foreach (var tri in triangles) + { + p0 = points[tri.GetVertexID(0)]; + p1 = points[tri.GetVertexID(1)]; + p2 = points[tri.GetVertexID(2)]; + + zoom.WorldToScreen(ref p0); + zoom.WorldToScreen(ref p1); + zoom.WorldToScreen(ref p2); + + g.DrawLine(Line, p0, p1); + g.DrawLine(Line, p1, p2); + g.DrawLine(Line, p2, p0); + + center = GetIncenter(p0, p1, p2); + center.X -= 5; + center.Y -= 5; + + g.DrawString(tri.ID.ToString(), fontTri, Triangle, center); + } + } + + private void RenderTriangleIds(Graphics g) + { + PointF p0, p1, p2, center; + + var triangles = mesh.Triangles; + + // Draw triangles + foreach (var tri in triangles) + { + p0 = points[tri.GetVertexID(0)]; + p1 = points[tri.GetVertexID(1)]; + p2 = points[tri.GetVertexID(2)]; + + zoom.WorldToScreen(ref p0); + zoom.WorldToScreen(ref p1); + zoom.WorldToScreen(ref p2); + + center = GetIncenter(p0, p1, p2); + center.X -= 5; + center.Y -= 5; + + g.DrawString(tri.ID.ToString(), fontTri, Triangle, center); + } + } + + private void RenderEdges(Graphics g) + { + PointF p0, p1; + + var edges = mesh.Edges; + + // Draw edges + foreach (var edge in edges) + { + p0 = points[edge.P0]; + p1 = points[edge.P1]; + + zoom.WorldToScreen(ref p0); + zoom.WorldToScreen(ref p1); + + g.DrawLine(Line, p0, p1); + } + } + + private void RenderSegments(Graphics g) + { + PointF p0, p1; + + var segments = mesh.Segments; + + foreach (var seg in segments) + { + p0 = points[seg.P0]; + p1 = points[seg.P1]; + + zoom.WorldToScreen(ref p0); + zoom.WorldToScreen(ref p1); + + g.DrawLine(Segment, p0, p1); + } + } + + private void RenderSelectedEdge(Graphics g) + { + if (currentTri != null) + { + PointF p0, p1; + + p0 = points[currentOrg.ID]; + p1 = points[currentDest.ID]; + + zoom.WorldToScreen(ref p0); + zoom.WorldToScreen(ref p1); + + g.DrawLine(SelectedEdge, p0, p1); + } + } + + private void RenderSelectedTriangle(Graphics g) + { + if (currentTri != null) + { + var p = new PointF[3]; + + p[0] = points[currentTri.GetVertexID(0)]; + p[1] = points[currentTri.GetVertexID(1)]; + p[2] = points[currentTri.GetVertexID(2)]; + + zoom.WorldToScreen(ref p[0]); + zoom.WorldToScreen(ref p[1]); + zoom.WorldToScreen(ref p[2]); + + g.FillPolygon(SelectedTriangle, p); + } + } + } +} diff --git a/Triangle.NET/TestApp/Util.cs b/src/TestApp/Util.cs similarity index 96% rename from Triangle.NET/TestApp/Util.cs rename to src/TestApp/Util.cs index 62a34da..79c1b79 100644 --- a/Triangle.NET/TestApp/Util.cs +++ b/src/TestApp/Util.cs @@ -1,79 +1,79 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer -{ - using System; - using System.Drawing; - using System.Globalization; - using System.IO; - - /// - /// Utility class. - /// - public static class Util - { - internal static NumberFormatInfo Nfi = CultureInfo.InvariantCulture.NumberFormat; - - internal static Random Random = new Random(DateTime.Now.Millisecond); - - internal static bool TryReadLine(StreamReader reader, out string[] token) - { - token = null; - - if (reader.EndOfStream) - { - return false; - } - - string line = reader.ReadLine().Trim(); - - while (String.IsNullOrWhiteSpace(line) || line.StartsWith("#")) - { - if (reader.EndOfStream) - { - return false; - } - - line = reader.ReadLine().Trim(); - } - - token = line.Split(new char[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries); - - return true; - } - - internal static string DoubleToString(double d) - { - double max = 999999; - double min = 0.00001; - - string spec = "0.00000"; - - if (d < min || d > max) - { - spec = "0.###e-000"; - } - - return d.ToString(spec, Util.Nfi); - } - - internal static string AngleToString(double d) - { - double max = 180 - 10E-14; - double min = 10E-14; - - string spec = "0.00000"; - - if (d < min || d > max) - { - spec = "0.#"; - } - - return d.ToString(spec, Util.Nfi); - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer +{ + using System; + using System.Drawing; + using System.Globalization; + using System.IO; + + /// + /// Utility class. + /// + public static class Util + { + internal static NumberFormatInfo Nfi = CultureInfo.InvariantCulture.NumberFormat; + + internal static Random Random = new Random(DateTime.Now.Millisecond); + + internal static bool TryReadLine(StreamReader reader, out string[] token) + { + token = null; + + if (reader.EndOfStream) + { + return false; + } + + string line = reader.ReadLine().Trim(); + + while (String.IsNullOrWhiteSpace(line) || line.StartsWith("#")) + { + if (reader.EndOfStream) + { + return false; + } + + line = reader.ReadLine().Trim(); + } + + token = line.Split(new char[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries); + + return true; + } + + internal static string DoubleToString(double d) + { + double max = 999999; + double min = 0.00001; + + string spec = "0.00000"; + + if (d < min || d > max) + { + spec = "0.###e-000"; + } + + return d.ToString(spec, Util.Nfi); + } + + internal static string AngleToString(double d) + { + double max = 180 - 10E-14; + double min = 10E-14; + + string spec = "0.00000"; + + if (d < min || d > max) + { + spec = "0.#"; + } + + return d.ToString(spec, Util.Nfi); + } + } +} diff --git a/Triangle.NET/TestApp/Views/AboutView.Designer.cs b/src/TestApp/Views/AboutView.Designer.cs similarity index 97% rename from Triangle.NET/TestApp/Views/AboutView.Designer.cs rename to src/TestApp/Views/AboutView.Designer.cs index 1db81f5..f8f6cef 100644 --- a/Triangle.NET/TestApp/Views/AboutView.Designer.cs +++ b/src/TestApp/Views/AboutView.Designer.cs @@ -1,145 +1,145 @@ -namespace MeshExplorer.Views -{ - partial class AboutView - { - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Component Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - this.lbCodeplex = new System.Windows.Forms.Label(); - this.label15 = new System.Windows.Forms.Label(); - this.label1 = new System.Windows.Forms.Label(); - this.label19 = new System.Windows.Forms.Label(); - this.label18 = new System.Windows.Forms.Label(); - this.label7 = new System.Windows.Forms.Label(); - this.lbShortcuts = new System.Windows.Forms.Label(); - this.SuspendLayout(); - // - // lbCodeplex - // - this.lbCodeplex.AutoSize = true; - this.lbCodeplex.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Underline, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.lbCodeplex.ForeColor = System.Drawing.Color.White; - this.lbCodeplex.Location = new System.Drawing.Point(72, 82); - this.lbCodeplex.Name = "lbCodeplex"; - this.lbCodeplex.Size = new System.Drawing.Size(153, 13); - this.lbCodeplex.TabIndex = 9; - this.lbCodeplex.Text = "http://triangle.codeplex.com"; - this.lbCodeplex.Click += new System.EventHandler(this.lbCodeplex_Clicked); - // - // label15 - // - this.label15.AutoSize = true; - this.label15.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.label15.ForeColor = System.Drawing.Color.White; - this.label15.Location = new System.Drawing.Point(10, 17); - this.label15.Name = "label15"; - this.label15.Size = new System.Drawing.Size(73, 13); - this.label15.TabIndex = 7; - this.label15.Text = "Triangle.NET"; - // - // label1 - // - this.label1.AutoSize = true; - this.label1.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.label1.ForeColor = System.Drawing.Color.White; - this.label1.Location = new System.Drawing.Point(10, 132); - this.label1.Name = "label1"; - this.label1.Size = new System.Drawing.Size(108, 13); - this.label1.TabIndex = 8; - this.label1.Text = "Keyboard shortcuts"; - // - // label19 - // - this.label19.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.label19.ForeColor = System.Drawing.Color.White; - this.label19.Location = new System.Drawing.Point(72, 42); - this.label19.Name = "label19"; - this.label19.Size = new System.Drawing.Size(134, 40); - this.label19.TabIndex = 6; - this.label19.Text = "Beta 4 (2014-05-30)\r\nChristian Woltering\r\nMIT"; - // - // label18 - // - this.label18.ForeColor = System.Drawing.Color.White; - this.label18.Location = new System.Drawing.Point(15, 42); - this.label18.Name = "label18"; - this.label18.Size = new System.Drawing.Size(51, 40); - this.label18.TabIndex = 4; - this.label18.Text = "Version:\r\nAuthor:\r\nLicense:"; - this.label18.TextAlign = System.Drawing.ContentAlignment.TopRight; - // - // label7 - // - this.label7.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.label7.ForeColor = System.Drawing.Color.White; - this.label7.Location = new System.Drawing.Point(72, 155); - this.label7.Name = "label7"; - this.label7.Size = new System.Drawing.Size(134, 108); - this.label7.TabIndex = 5; - this.label7.Text = "File Open\r\nFile Save\r\nReload Input\r\n\r\nTriangulate / Refine\r\nSmooth\r\n\r\nShow Log"; - // - // lbShortcuts - // - this.lbShortcuts.ForeColor = System.Drawing.Color.White; - this.lbShortcuts.Location = new System.Drawing.Point(24, 155); - this.lbShortcuts.Name = "lbShortcuts"; - this.lbShortcuts.Size = new System.Drawing.Size(36, 108); - this.lbShortcuts.TabIndex = 3; - this.lbShortcuts.Text = "F3\r\nF4\r\nF5\r\n\r\nF8\r\nF9\r\n\r\nF12"; - this.lbShortcuts.TextAlign = System.Drawing.ContentAlignment.TopRight; - // - // AboutView - // - this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); - this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; - this.BackColor = System.Drawing.Color.DimGray; - this.Controls.Add(this.lbCodeplex); - this.Controls.Add(this.label15); - this.Controls.Add(this.label1); - this.Controls.Add(this.label19); - this.Controls.Add(this.label18); - this.Controls.Add(this.label7); - this.Controls.Add(this.lbShortcuts); - this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.ForeColor = System.Drawing.Color.DarkGray; - this.Name = "AboutView"; - this.Size = new System.Drawing.Size(272, 509); - this.ResumeLayout(false); - this.PerformLayout(); - - } - - #endregion - - private System.Windows.Forms.Label lbCodeplex; - private System.Windows.Forms.Label label15; - private System.Windows.Forms.Label label1; - private System.Windows.Forms.Label label19; - private System.Windows.Forms.Label label18; - private System.Windows.Forms.Label label7; - private System.Windows.Forms.Label lbShortcuts; - } -} +namespace MeshExplorer.Views +{ + partial class AboutView + { + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Component Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + this.lbCodeplex = new System.Windows.Forms.Label(); + this.label15 = new System.Windows.Forms.Label(); + this.label1 = new System.Windows.Forms.Label(); + this.label19 = new System.Windows.Forms.Label(); + this.label18 = new System.Windows.Forms.Label(); + this.label7 = new System.Windows.Forms.Label(); + this.lbShortcuts = new System.Windows.Forms.Label(); + this.SuspendLayout(); + // + // lbCodeplex + // + this.lbCodeplex.AutoSize = true; + this.lbCodeplex.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Underline, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.lbCodeplex.ForeColor = System.Drawing.Color.White; + this.lbCodeplex.Location = new System.Drawing.Point(72, 82); + this.lbCodeplex.Name = "lbCodeplex"; + this.lbCodeplex.Size = new System.Drawing.Size(153, 13); + this.lbCodeplex.TabIndex = 9; + this.lbCodeplex.Text = "http://triangle.codeplex.com"; + this.lbCodeplex.Click += new System.EventHandler(this.lbCodeplex_Clicked); + // + // label15 + // + this.label15.AutoSize = true; + this.label15.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label15.ForeColor = System.Drawing.Color.White; + this.label15.Location = new System.Drawing.Point(10, 17); + this.label15.Name = "label15"; + this.label15.Size = new System.Drawing.Size(73, 13); + this.label15.TabIndex = 7; + this.label15.Text = "Triangle.NET"; + // + // label1 + // + this.label1.AutoSize = true; + this.label1.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label1.ForeColor = System.Drawing.Color.White; + this.label1.Location = new System.Drawing.Point(10, 132); + this.label1.Name = "label1"; + this.label1.Size = new System.Drawing.Size(108, 13); + this.label1.TabIndex = 8; + this.label1.Text = "Keyboard shortcuts"; + // + // label19 + // + this.label19.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label19.ForeColor = System.Drawing.Color.White; + this.label19.Location = new System.Drawing.Point(72, 42); + this.label19.Name = "label19"; + this.label19.Size = new System.Drawing.Size(134, 40); + this.label19.TabIndex = 6; + this.label19.Text = "Beta 4 (2014-05-30)\r\nChristian Woltering\r\nMIT"; + // + // label18 + // + this.label18.ForeColor = System.Drawing.Color.White; + this.label18.Location = new System.Drawing.Point(15, 42); + this.label18.Name = "label18"; + this.label18.Size = new System.Drawing.Size(51, 40); + this.label18.TabIndex = 4; + this.label18.Text = "Version:\r\nAuthor:\r\nLicense:"; + this.label18.TextAlign = System.Drawing.ContentAlignment.TopRight; + // + // label7 + // + this.label7.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label7.ForeColor = System.Drawing.Color.White; + this.label7.Location = new System.Drawing.Point(72, 155); + this.label7.Name = "label7"; + this.label7.Size = new System.Drawing.Size(134, 108); + this.label7.TabIndex = 5; + this.label7.Text = "File Open\r\nFile Save\r\nReload Input\r\n\r\nTriangulate / Refine\r\nSmooth\r\n\r\nShow Log"; + // + // lbShortcuts + // + this.lbShortcuts.ForeColor = System.Drawing.Color.White; + this.lbShortcuts.Location = new System.Drawing.Point(24, 155); + this.lbShortcuts.Name = "lbShortcuts"; + this.lbShortcuts.Size = new System.Drawing.Size(36, 108); + this.lbShortcuts.TabIndex = 3; + this.lbShortcuts.Text = "F3\r\nF4\r\nF5\r\n\r\nF8\r\nF9\r\n\r\nF12"; + this.lbShortcuts.TextAlign = System.Drawing.ContentAlignment.TopRight; + // + // AboutView + // + this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); + this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; + this.BackColor = System.Drawing.Color.DimGray; + this.Controls.Add(this.lbCodeplex); + this.Controls.Add(this.label15); + this.Controls.Add(this.label1); + this.Controls.Add(this.label19); + this.Controls.Add(this.label18); + this.Controls.Add(this.label7); + this.Controls.Add(this.lbShortcuts); + this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.ForeColor = System.Drawing.Color.DarkGray; + this.Name = "AboutView"; + this.Size = new System.Drawing.Size(272, 509); + this.ResumeLayout(false); + this.PerformLayout(); + + } + + #endregion + + private System.Windows.Forms.Label lbCodeplex; + private System.Windows.Forms.Label label15; + private System.Windows.Forms.Label label1; + private System.Windows.Forms.Label label19; + private System.Windows.Forms.Label label18; + private System.Windows.Forms.Label label7; + private System.Windows.Forms.Label lbShortcuts; + } +} diff --git a/Triangle.NET/TestApp/Views/AboutView.cs b/src/TestApp/Views/AboutView.cs similarity index 95% rename from Triangle.NET/TestApp/Views/AboutView.cs rename to src/TestApp/Views/AboutView.cs index defddf2..d71ee8d 100644 --- a/Triangle.NET/TestApp/Views/AboutView.cs +++ b/src/TestApp/Views/AboutView.cs @@ -1,47 +1,47 @@ -using System; -using System.Diagnostics; -using System.Windows.Forms; -using TriangleNet; -using TriangleNet.Geometry; - -namespace MeshExplorer.Views -{ - public partial class AboutView : UserControl, IView - { - public AboutView() - { - InitializeComponent(); - } - - private void lbCodeplex_Clicked(object sender, EventArgs e) - { - try - { - ProcessStartInfo info = new ProcessStartInfo("http://triangle.codeplex.com/"); - Process.Start(info); - } - catch (Exception) - { } - } - - #region IView - - public void HandleNewInput(IPolygon geometry) - { - } - - public void HandleMeshImport(IPolygon geometry, Mesh mesh) - { - } - - public void HandleMeshUpdate(Mesh mesh) - { - } - - public void HandleMeshChange(Mesh mesh) - { - } - - #endregion - } -} +using System; +using System.Diagnostics; +using System.Windows.Forms; +using TriangleNet; +using TriangleNet.Geometry; + +namespace MeshExplorer.Views +{ + public partial class AboutView : UserControl, IView + { + public AboutView() + { + InitializeComponent(); + } + + private void lbCodeplex_Clicked(object sender, EventArgs e) + { + try + { + ProcessStartInfo info = new ProcessStartInfo("http://triangle.codeplex.com/"); + Process.Start(info); + } + catch (Exception) + { } + } + + #region IView + + public void HandleNewInput(IPolygon geometry) + { + } + + public void HandleMeshImport(IPolygon geometry, Mesh mesh) + { + } + + public void HandleMeshUpdate(Mesh mesh) + { + } + + public void HandleMeshChange(Mesh mesh) + { + } + + #endregion + } +} diff --git a/Triangle.NET/TestApp/Views/AboutView.resx b/src/TestApp/Views/AboutView.resx similarity index 97% rename from Triangle.NET/TestApp/Views/AboutView.resx rename to src/TestApp/Views/AboutView.resx index 29dcb1b..1af7de1 100644 --- a/Triangle.NET/TestApp/Views/AboutView.resx +++ b/src/TestApp/Views/AboutView.resx @@ -1,120 +1,120 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - text/microsoft-resx - - - 2.0 - - - System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + text/microsoft-resx + + + 2.0 + + + System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + + + System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + \ No newline at end of file diff --git a/Triangle.NET/TestApp/Views/IView.cs b/src/TestApp/Views/IView.cs similarity index 96% rename from Triangle.NET/TestApp/Views/IView.cs rename to src/TestApp/Views/IView.cs index 42d5a50..d4175b7 100644 --- a/Triangle.NET/TestApp/Views/IView.cs +++ b/src/TestApp/Views/IView.cs @@ -1,26 +1,26 @@ -// ----------------------------------------------------------------------- -// -// TODO: Update copyright text. -// -// ----------------------------------------------------------------------- - -namespace MeshExplorer.Views -{ - using System; - using System.Collections.Generic; - using System.Linq; - using System.Text; - using TriangleNet; - using TriangleNet.Geometry; - - /// - /// TODO: Update summary. - /// - public interface IView - { - void HandleNewInput(IPolygon geometry); - void HandleMeshImport(IPolygon geometry, Mesh mesh); - void HandleMeshUpdate(Mesh mesh); - void HandleMeshChange(Mesh mesh); - } -} +// ----------------------------------------------------------------------- +// +// TODO: Update copyright text. +// +// ----------------------------------------------------------------------- + +namespace MeshExplorer.Views +{ + using System; + using System.Collections.Generic; + using System.Linq; + using System.Text; + using TriangleNet; + using TriangleNet.Geometry; + + /// + /// TODO: Update summary. + /// + public interface IView + { + void HandleNewInput(IPolygon geometry); + void HandleMeshImport(IPolygon geometry, Mesh mesh); + void HandleMeshUpdate(Mesh mesh); + void HandleMeshChange(Mesh mesh); + } +} diff --git a/Triangle.NET/TestApp/Views/MeshControlView.Designer.cs b/src/TestApp/Views/MeshControlView.Designer.cs similarity index 97% rename from Triangle.NET/TestApp/Views/MeshControlView.Designer.cs rename to src/TestApp/Views/MeshControlView.Designer.cs index 089f253..1b35151 100644 --- a/Triangle.NET/TestApp/Views/MeshControlView.Designer.cs +++ b/src/TestApp/Views/MeshControlView.Designer.cs @@ -1,289 +1,289 @@ -namespace MeshExplorer.Views -{ - partial class MeshControlView - { - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Component Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - this.lbMaxArea = new System.Windows.Forms.Label(); - this.label6 = new System.Windows.Forms.Label(); - this.lbMinAngle = new System.Windows.Forms.Label(); - this.label23 = new System.Windows.Forms.Label(); - this.label9 = new System.Windows.Forms.Label(); - this.label8 = new System.Windows.Forms.Label(); - this.label5 = new System.Windows.Forms.Label(); - this.label1 = new System.Windows.Forms.Label(); - this.label2 = new System.Windows.Forms.Label(); - this.lbMaxAngle = new System.Windows.Forms.Label(); - this.cbSweepline = new MeshExplorer.Controls.DarkCheckBox(); - this.slMaxAngle = new MeshExplorer.Controls.DarkSlider(); - this.slMaxArea = new MeshExplorer.Controls.DarkSlider(); - this.slMinAngle = new MeshExplorer.Controls.DarkSlider(); - this.cbConformDel = new MeshExplorer.Controls.DarkCheckBox(); - this.cbConvex = new MeshExplorer.Controls.DarkCheckBox(); - this.cbQuality = new MeshExplorer.Controls.DarkCheckBox(); - this.SuspendLayout(); - // - // lbMaxArea - // - this.lbMaxArea.AutoSize = true; - this.lbMaxArea.ForeColor = System.Drawing.Color.White; - this.lbMaxArea.Location = new System.Drawing.Point(227, 87); - this.lbMaxArea.Name = "lbMaxArea"; - this.lbMaxArea.Size = new System.Drawing.Size(13, 13); - this.lbMaxArea.TabIndex = 20; - this.lbMaxArea.Text = "0"; - // - // label6 - // - this.label6.AutoSize = true; - this.label6.ForeColor = System.Drawing.Color.White; - this.label6.Location = new System.Drawing.Point(8, 86); - this.label6.Name = "label6"; - this.label6.Size = new System.Drawing.Size(81, 13); - this.label6.TabIndex = 23; - this.label6.Text = "Maximum area"; - // - // lbMinAngle - // - this.lbMinAngle.AutoSize = true; - this.lbMinAngle.ForeColor = System.Drawing.Color.White; - this.lbMinAngle.Location = new System.Drawing.Point(227, 43); - this.lbMinAngle.Name = "lbMinAngle"; - this.lbMinAngle.Size = new System.Drawing.Size(19, 13); - this.lbMinAngle.TabIndex = 22; - this.lbMinAngle.Text = "20"; - // - // label23 - // - this.label23.BackColor = System.Drawing.Color.DimGray; - this.label23.ForeColor = System.Drawing.Color.DarkGray; - this.label23.Location = new System.Drawing.Point(8, 173); - this.label23.Name = "label23"; - this.label23.Size = new System.Drawing.Size(251, 33); - this.label23.TabIndex = 24; - this.label23.Text = "Ensure that all triangles in the mesh are truly Delaunay, and not just constraine" + - "d Delaunay."; - // - // label9 - // - this.label9.BackColor = System.Drawing.Color.DimGray; - this.label9.ForeColor = System.Drawing.Color.DarkGray; - this.label9.Location = new System.Drawing.Point(8, 237); - this.label9.Name = "label9"; - this.label9.Size = new System.Drawing.Size(258, 33); - this.label9.TabIndex = 26; - this.label9.Text = "Use the convex mesh option, if the convex hull should be included in the output."; - // - // label8 - // - this.label8.BackColor = System.Drawing.Color.DimGray; - this.label8.ForeColor = System.Drawing.Color.DarkGray; - this.label8.Location = new System.Drawing.Point(8, 110); - this.label8.Name = "label8"; - this.label8.Size = new System.Drawing.Size(258, 33); - this.label8.TabIndex = 25; - this.label8.Text = "Hint: maximum area values of 0 or 1 will be irgnored (no area constraints are set" + - ")."; - // - // label5 - // - this.label5.AutoSize = true; - this.label5.ForeColor = System.Drawing.Color.White; - this.label5.Location = new System.Drawing.Point(8, 42); - this.label5.Name = "label5"; - this.label5.Size = new System.Drawing.Size(87, 13); - this.label5.TabIndex = 21; - this.label5.Text = "Minimum angle"; - // - // label1 - // - this.label1.BackColor = System.Drawing.Color.DimGray; - this.label1.ForeColor = System.Drawing.Color.DarkGray; - this.label1.Location = new System.Drawing.Point(8, 304); - this.label1.Name = "label1"; - this.label1.Size = new System.Drawing.Size(258, 33); - this.label1.TabIndex = 26; - this.label1.Text = "Use Sweepline algorithm for triangulation instead of default Divide && Conquer."; - // - // label2 - // - this.label2.AutoSize = true; - this.label2.ForeColor = System.Drawing.Color.White; - this.label2.Location = new System.Drawing.Point(8, 64); - this.label2.Name = "label2"; - this.label2.Size = new System.Drawing.Size(88, 13); - this.label2.TabIndex = 21; - this.label2.Text = "Maximum angle"; - // - // lbMaxAngle - // - this.lbMaxAngle.AutoSize = true; - this.lbMaxAngle.ForeColor = System.Drawing.Color.White; - this.lbMaxAngle.Location = new System.Drawing.Point(227, 65); - this.lbMaxAngle.Name = "lbMaxAngle"; - this.lbMaxAngle.Size = new System.Drawing.Size(25, 13); - this.lbMaxAngle.TabIndex = 22; - this.lbMaxAngle.Text = "180"; - // - // cbSweepline - // - this.cbSweepline.BackColor = System.Drawing.Color.DimGray; - this.cbSweepline.Checked = false; - this.cbSweepline.Location = new System.Drawing.Point(11, 278); - this.cbSweepline.Name = "cbSweepline"; - this.cbSweepline.Size = new System.Drawing.Size(181, 23); - this.cbSweepline.TabIndex = 27; - this.cbSweepline.Text = "Use Sweepline algorithm"; - this.cbSweepline.UseVisualStyleBackColor = false; - // - // slMaxAngle - // - this.slMaxAngle.BackColor = System.Drawing.Color.Transparent; - this.slMaxAngle.CriticalPercent = ((uint)(89u)); - this.slMaxAngle.Location = new System.Drawing.Point(102, 61); - this.slMaxAngle.Maximum = 100; - this.slMaxAngle.Minimum = 0; - this.slMaxAngle.Name = "slMaxAngle"; - this.slMaxAngle.Size = new System.Drawing.Size(119, 18); - this.slMaxAngle.TabIndex = 18; - this.slMaxAngle.Text = "darkSlider1"; - this.slMaxAngle.Value = 0; - this.slMaxAngle.ValueChanging += new System.EventHandler(this.slMaxAngle_ValueChanging); - // - // slMaxArea - // - this.slMaxArea.BackColor = System.Drawing.Color.Transparent; - this.slMaxArea.CriticalPercent = ((uint)(0u)); - this.slMaxArea.Location = new System.Drawing.Point(102, 83); - this.slMaxArea.Maximum = 100; - this.slMaxArea.Minimum = 0; - this.slMaxArea.Name = "slMaxArea"; - this.slMaxArea.Size = new System.Drawing.Size(119, 18); - this.slMaxArea.TabIndex = 19; - this.slMaxArea.Text = "darkSlider1"; - this.slMaxArea.Value = 0; - this.slMaxArea.ValueChanging += new System.EventHandler(this.slMaxArea_ValueChanging); - // - // slMinAngle - // - this.slMinAngle.BackColor = System.Drawing.Color.Transparent; - this.slMinAngle.CriticalPercent = ((uint)(89u)); - this.slMinAngle.Location = new System.Drawing.Point(102, 39); - this.slMinAngle.Maximum = 100; - this.slMinAngle.Minimum = 0; - this.slMinAngle.Name = "slMinAngle"; - this.slMinAngle.Size = new System.Drawing.Size(119, 18); - this.slMinAngle.TabIndex = 18; - this.slMinAngle.Text = "darkSlider1"; - this.slMinAngle.Value = 50; - this.slMinAngle.ValueChanging += new System.EventHandler(this.slMinAngle_ValueChanging); - // - // cbConformDel - // - this.cbConformDel.BackColor = System.Drawing.Color.DimGray; - this.cbConformDel.Checked = false; - this.cbConformDel.Location = new System.Drawing.Point(11, 153); - this.cbConformDel.Name = "cbConformDel"; - this.cbConformDel.Size = new System.Drawing.Size(142, 17); - this.cbConformDel.TabIndex = 16; - this.cbConformDel.Text = "Conforming Delaunay"; - this.cbConformDel.UseVisualStyleBackColor = false; - // - // cbConvex - // - this.cbConvex.BackColor = System.Drawing.Color.DimGray; - this.cbConvex.Checked = false; - this.cbConvex.Location = new System.Drawing.Point(11, 217); - this.cbConvex.Name = "cbConvex"; - this.cbConvex.Size = new System.Drawing.Size(115, 17); - this.cbConvex.TabIndex = 15; - this.cbConvex.Text = "Convex mesh"; - this.cbConvex.UseVisualStyleBackColor = false; - // - // cbQuality - // - this.cbQuality.BackColor = System.Drawing.Color.DimGray; - this.cbQuality.Checked = false; - this.cbQuality.Location = new System.Drawing.Point(11, 16); - this.cbQuality.Name = "cbQuality"; - this.cbQuality.Size = new System.Drawing.Size(115, 17); - this.cbQuality.TabIndex = 17; - this.cbQuality.Text = "Quality mesh"; - this.cbQuality.UseVisualStyleBackColor = false; - // - // MeshControlView - // - this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); - this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; - this.BackColor = System.Drawing.Color.DimGray; - this.Controls.Add(this.cbSweepline); - this.Controls.Add(this.lbMaxArea); - this.Controls.Add(this.label6); - this.Controls.Add(this.lbMaxAngle); - this.Controls.Add(this.lbMinAngle); - this.Controls.Add(this.label23); - this.Controls.Add(this.label1); - this.Controls.Add(this.label9); - this.Controls.Add(this.label8); - this.Controls.Add(this.label2); - this.Controls.Add(this.label5); - this.Controls.Add(this.slMaxAngle); - this.Controls.Add(this.slMaxArea); - this.Controls.Add(this.slMinAngle); - this.Controls.Add(this.cbConformDel); - this.Controls.Add(this.cbConvex); - this.Controls.Add(this.cbQuality); - this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.ForeColor = System.Drawing.Color.DarkGray; - this.Name = "MeshControlView"; - this.Size = new System.Drawing.Size(272, 509); - this.ResumeLayout(false); - this.PerformLayout(); - - } - - #endregion - - private System.Windows.Forms.Label lbMaxArea; - private System.Windows.Forms.Label label6; - private System.Windows.Forms.Label lbMinAngle; - private System.Windows.Forms.Label label23; - private System.Windows.Forms.Label label9; - private System.Windows.Forms.Label label8; - private System.Windows.Forms.Label label5; - private Controls.DarkSlider slMaxArea; - private Controls.DarkSlider slMinAngle; - private Controls.DarkCheckBox cbConformDel; - private Controls.DarkCheckBox cbConvex; - private Controls.DarkCheckBox cbQuality; - private Controls.DarkCheckBox cbSweepline; - private System.Windows.Forms.Label label1; - private Controls.DarkSlider slMaxAngle; - private System.Windows.Forms.Label label2; - private System.Windows.Forms.Label lbMaxAngle; - } -} +namespace MeshExplorer.Views +{ + partial class MeshControlView + { + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Component Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + this.lbMaxArea = new System.Windows.Forms.Label(); + this.label6 = new System.Windows.Forms.Label(); + this.lbMinAngle = new System.Windows.Forms.Label(); + this.label23 = new System.Windows.Forms.Label(); + this.label9 = new System.Windows.Forms.Label(); + this.label8 = new System.Windows.Forms.Label(); + this.label5 = new System.Windows.Forms.Label(); + this.label1 = new System.Windows.Forms.Label(); + this.label2 = new System.Windows.Forms.Label(); + this.lbMaxAngle = new System.Windows.Forms.Label(); + this.cbSweepline = new MeshExplorer.Controls.DarkCheckBox(); + this.slMaxAngle = new MeshExplorer.Controls.DarkSlider(); + this.slMaxArea = new MeshExplorer.Controls.DarkSlider(); + this.slMinAngle = new MeshExplorer.Controls.DarkSlider(); + this.cbConformDel = new MeshExplorer.Controls.DarkCheckBox(); + this.cbConvex = new MeshExplorer.Controls.DarkCheckBox(); + this.cbQuality = new MeshExplorer.Controls.DarkCheckBox(); + this.SuspendLayout(); + // + // lbMaxArea + // + this.lbMaxArea.AutoSize = true; + this.lbMaxArea.ForeColor = System.Drawing.Color.White; + this.lbMaxArea.Location = new System.Drawing.Point(227, 87); + this.lbMaxArea.Name = "lbMaxArea"; + this.lbMaxArea.Size = new System.Drawing.Size(13, 13); + this.lbMaxArea.TabIndex = 20; + this.lbMaxArea.Text = "0"; + // + // label6 + // + this.label6.AutoSize = true; + this.label6.ForeColor = System.Drawing.Color.White; + this.label6.Location = new System.Drawing.Point(8, 86); + this.label6.Name = "label6"; + this.label6.Size = new System.Drawing.Size(81, 13); + this.label6.TabIndex = 23; + this.label6.Text = "Maximum area"; + // + // lbMinAngle + // + this.lbMinAngle.AutoSize = true; + this.lbMinAngle.ForeColor = System.Drawing.Color.White; + this.lbMinAngle.Location = new System.Drawing.Point(227, 43); + this.lbMinAngle.Name = "lbMinAngle"; + this.lbMinAngle.Size = new System.Drawing.Size(19, 13); + this.lbMinAngle.TabIndex = 22; + this.lbMinAngle.Text = "20"; + // + // label23 + // + this.label23.BackColor = System.Drawing.Color.DimGray; + this.label23.ForeColor = System.Drawing.Color.DarkGray; + this.label23.Location = new System.Drawing.Point(8, 173); + this.label23.Name = "label23"; + this.label23.Size = new System.Drawing.Size(251, 33); + this.label23.TabIndex = 24; + this.label23.Text = "Ensure that all triangles in the mesh are truly Delaunay, and not just constraine" + + "d Delaunay."; + // + // label9 + // + this.label9.BackColor = System.Drawing.Color.DimGray; + this.label9.ForeColor = System.Drawing.Color.DarkGray; + this.label9.Location = new System.Drawing.Point(8, 237); + this.label9.Name = "label9"; + this.label9.Size = new System.Drawing.Size(258, 33); + this.label9.TabIndex = 26; + this.label9.Text = "Use the convex mesh option, if the convex hull should be included in the output."; + // + // label8 + // + this.label8.BackColor = System.Drawing.Color.DimGray; + this.label8.ForeColor = System.Drawing.Color.DarkGray; + this.label8.Location = new System.Drawing.Point(8, 110); + this.label8.Name = "label8"; + this.label8.Size = new System.Drawing.Size(258, 33); + this.label8.TabIndex = 25; + this.label8.Text = "Hint: maximum area values of 0 or 1 will be irgnored (no area constraints are set" + + ")."; + // + // label5 + // + this.label5.AutoSize = true; + this.label5.ForeColor = System.Drawing.Color.White; + this.label5.Location = new System.Drawing.Point(8, 42); + this.label5.Name = "label5"; + this.label5.Size = new System.Drawing.Size(87, 13); + this.label5.TabIndex = 21; + this.label5.Text = "Minimum angle"; + // + // label1 + // + this.label1.BackColor = System.Drawing.Color.DimGray; + this.label1.ForeColor = System.Drawing.Color.DarkGray; + this.label1.Location = new System.Drawing.Point(8, 304); + this.label1.Name = "label1"; + this.label1.Size = new System.Drawing.Size(258, 33); + this.label1.TabIndex = 26; + this.label1.Text = "Use Sweepline algorithm for triangulation instead of default Divide && Conquer."; + // + // label2 + // + this.label2.AutoSize = true; + this.label2.ForeColor = System.Drawing.Color.White; + this.label2.Location = new System.Drawing.Point(8, 64); + this.label2.Name = "label2"; + this.label2.Size = new System.Drawing.Size(88, 13); + this.label2.TabIndex = 21; + this.label2.Text = "Maximum angle"; + // + // lbMaxAngle + // + this.lbMaxAngle.AutoSize = true; + this.lbMaxAngle.ForeColor = System.Drawing.Color.White; + this.lbMaxAngle.Location = new System.Drawing.Point(227, 65); + this.lbMaxAngle.Name = "lbMaxAngle"; + this.lbMaxAngle.Size = new System.Drawing.Size(25, 13); + this.lbMaxAngle.TabIndex = 22; + this.lbMaxAngle.Text = "180"; + // + // cbSweepline + // + this.cbSweepline.BackColor = System.Drawing.Color.DimGray; + this.cbSweepline.Checked = false; + this.cbSweepline.Location = new System.Drawing.Point(11, 278); + this.cbSweepline.Name = "cbSweepline"; + this.cbSweepline.Size = new System.Drawing.Size(181, 23); + this.cbSweepline.TabIndex = 27; + this.cbSweepline.Text = "Use Sweepline algorithm"; + this.cbSweepline.UseVisualStyleBackColor = false; + // + // slMaxAngle + // + this.slMaxAngle.BackColor = System.Drawing.Color.Transparent; + this.slMaxAngle.CriticalPercent = ((uint)(89u)); + this.slMaxAngle.Location = new System.Drawing.Point(102, 61); + this.slMaxAngle.Maximum = 100; + this.slMaxAngle.Minimum = 0; + this.slMaxAngle.Name = "slMaxAngle"; + this.slMaxAngle.Size = new System.Drawing.Size(119, 18); + this.slMaxAngle.TabIndex = 18; + this.slMaxAngle.Text = "darkSlider1"; + this.slMaxAngle.Value = 0; + this.slMaxAngle.ValueChanging += new System.EventHandler(this.slMaxAngle_ValueChanging); + // + // slMaxArea + // + this.slMaxArea.BackColor = System.Drawing.Color.Transparent; + this.slMaxArea.CriticalPercent = ((uint)(0u)); + this.slMaxArea.Location = new System.Drawing.Point(102, 83); + this.slMaxArea.Maximum = 100; + this.slMaxArea.Minimum = 0; + this.slMaxArea.Name = "slMaxArea"; + this.slMaxArea.Size = new System.Drawing.Size(119, 18); + this.slMaxArea.TabIndex = 19; + this.slMaxArea.Text = "darkSlider1"; + this.slMaxArea.Value = 0; + this.slMaxArea.ValueChanging += new System.EventHandler(this.slMaxArea_ValueChanging); + // + // slMinAngle + // + this.slMinAngle.BackColor = System.Drawing.Color.Transparent; + this.slMinAngle.CriticalPercent = ((uint)(89u)); + this.slMinAngle.Location = new System.Drawing.Point(102, 39); + this.slMinAngle.Maximum = 100; + this.slMinAngle.Minimum = 0; + this.slMinAngle.Name = "slMinAngle"; + this.slMinAngle.Size = new System.Drawing.Size(119, 18); + this.slMinAngle.TabIndex = 18; + this.slMinAngle.Text = "darkSlider1"; + this.slMinAngle.Value = 50; + this.slMinAngle.ValueChanging += new System.EventHandler(this.slMinAngle_ValueChanging); + // + // cbConformDel + // + this.cbConformDel.BackColor = System.Drawing.Color.DimGray; + this.cbConformDel.Checked = false; + this.cbConformDel.Location = new System.Drawing.Point(11, 153); + this.cbConformDel.Name = "cbConformDel"; + this.cbConformDel.Size = new System.Drawing.Size(142, 17); + this.cbConformDel.TabIndex = 16; + this.cbConformDel.Text = "Conforming Delaunay"; + this.cbConformDel.UseVisualStyleBackColor = false; + // + // cbConvex + // + this.cbConvex.BackColor = System.Drawing.Color.DimGray; + this.cbConvex.Checked = false; + this.cbConvex.Location = new System.Drawing.Point(11, 217); + this.cbConvex.Name = "cbConvex"; + this.cbConvex.Size = new System.Drawing.Size(115, 17); + this.cbConvex.TabIndex = 15; + this.cbConvex.Text = "Convex mesh"; + this.cbConvex.UseVisualStyleBackColor = false; + // + // cbQuality + // + this.cbQuality.BackColor = System.Drawing.Color.DimGray; + this.cbQuality.Checked = false; + this.cbQuality.Location = new System.Drawing.Point(11, 16); + this.cbQuality.Name = "cbQuality"; + this.cbQuality.Size = new System.Drawing.Size(115, 17); + this.cbQuality.TabIndex = 17; + this.cbQuality.Text = "Quality mesh"; + this.cbQuality.UseVisualStyleBackColor = false; + // + // MeshControlView + // + this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); + this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; + this.BackColor = System.Drawing.Color.DimGray; + this.Controls.Add(this.cbSweepline); + this.Controls.Add(this.lbMaxArea); + this.Controls.Add(this.label6); + this.Controls.Add(this.lbMaxAngle); + this.Controls.Add(this.lbMinAngle); + this.Controls.Add(this.label23); + this.Controls.Add(this.label1); + this.Controls.Add(this.label9); + this.Controls.Add(this.label8); + this.Controls.Add(this.label2); + this.Controls.Add(this.label5); + this.Controls.Add(this.slMaxAngle); + this.Controls.Add(this.slMaxArea); + this.Controls.Add(this.slMinAngle); + this.Controls.Add(this.cbConformDel); + this.Controls.Add(this.cbConvex); + this.Controls.Add(this.cbQuality); + this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.ForeColor = System.Drawing.Color.DarkGray; + this.Name = "MeshControlView"; + this.Size = new System.Drawing.Size(272, 509); + this.ResumeLayout(false); + this.PerformLayout(); + + } + + #endregion + + private System.Windows.Forms.Label lbMaxArea; + private System.Windows.Forms.Label label6; + private System.Windows.Forms.Label lbMinAngle; + private System.Windows.Forms.Label label23; + private System.Windows.Forms.Label label9; + private System.Windows.Forms.Label label8; + private System.Windows.Forms.Label label5; + private Controls.DarkSlider slMaxArea; + private Controls.DarkSlider slMinAngle; + private Controls.DarkCheckBox cbConformDel; + private Controls.DarkCheckBox cbConvex; + private Controls.DarkCheckBox cbQuality; + private Controls.DarkCheckBox cbSweepline; + private System.Windows.Forms.Label label1; + private Controls.DarkSlider slMaxAngle; + private System.Windows.Forms.Label label2; + private System.Windows.Forms.Label lbMaxAngle; + } +} diff --git a/Triangle.NET/TestApp/Views/MeshControlView.cs b/src/TestApp/Views/MeshControlView.cs similarity index 95% rename from Triangle.NET/TestApp/Views/MeshControlView.cs rename to src/TestApp/Views/MeshControlView.cs index c6107fe..bf231da 100644 --- a/Triangle.NET/TestApp/Views/MeshControlView.cs +++ b/src/TestApp/Views/MeshControlView.cs @@ -1,91 +1,91 @@ -using System; -using System.Windows.Forms; -using TriangleNet; -using TriangleNet.Geometry; - -namespace MeshExplorer.Views -{ - public partial class MeshControlView : UserControl, IView - { - public MeshControlView() - { - InitializeComponent(); - } - - public bool ParamQualityChecked - { - get { return cbQuality.Checked; } - } - - public bool ParamConvexChecked - { - get { return cbConvex.Checked; } - } - - public bool ParamConformDelChecked - { - get { return cbConformDel.Checked; } - } - - public bool ParamSweeplineChecked - { - get { return cbSweepline.Checked; } - } - - public int ParamMinAngleValue - { - get { return (slMinAngle.Value * 40) / 100; } - } - - public int ParamMaxAngleValue - { - get { return 80 + (100 - slMaxAngle.Value); } - } - - public double ParamMaxAreaValue - { - get { return slMaxArea.Value * 0.01; } - } - - private void slMinAngle_ValueChanging(object sender, EventArgs e) - { - // Between 0 and 40 (step 1) - int angle = (slMinAngle.Value * 40) / 100; - lbMinAngle.Text = angle.ToString(); - } - - private void slMaxAngle_ValueChanging(object sender, EventArgs e) - { - // Between 180 and 80 (step 1) - int angle = 80 + (100 - slMaxAngle.Value); - lbMaxAngle.Text = angle.ToString(); - } - - private void slMaxArea_ValueChanging(object sender, EventArgs e) - { - // Between 0 and 1 (step 0.01) - double area = slMaxArea.Value * 0.01; - lbMaxArea.Text = area.ToString(Util.Nfi); - } - - #region IView - - public void HandleNewInput(IPolygon geometry) - { - } - - public void HandleMeshImport(IPolygon geometry, Mesh mesh) - { - } - - public void HandleMeshUpdate(Mesh mesh) - { - } - - public void HandleMeshChange(Mesh mesh) - { - } - - #endregion - } -} +using System; +using System.Windows.Forms; +using TriangleNet; +using TriangleNet.Geometry; + +namespace MeshExplorer.Views +{ + public partial class MeshControlView : UserControl, IView + { + public MeshControlView() + { + InitializeComponent(); + } + + public bool ParamQualityChecked + { + get { return cbQuality.Checked; } + } + + public bool ParamConvexChecked + { + get { return cbConvex.Checked; } + } + + public bool ParamConformDelChecked + { + get { return cbConformDel.Checked; } + } + + public bool ParamSweeplineChecked + { + get { return cbSweepline.Checked; } + } + + public int ParamMinAngleValue + { + get { return (slMinAngle.Value * 40) / 100; } + } + + public int ParamMaxAngleValue + { + get { return 80 + (100 - slMaxAngle.Value); } + } + + public double ParamMaxAreaValue + { + get { return slMaxArea.Value * 0.01; } + } + + private void slMinAngle_ValueChanging(object sender, EventArgs e) + { + // Between 0 and 40 (step 1) + int angle = (slMinAngle.Value * 40) / 100; + lbMinAngle.Text = angle.ToString(); + } + + private void slMaxAngle_ValueChanging(object sender, EventArgs e) + { + // Between 180 and 80 (step 1) + int angle = 80 + (100 - slMaxAngle.Value); + lbMaxAngle.Text = angle.ToString(); + } + + private void slMaxArea_ValueChanging(object sender, EventArgs e) + { + // Between 0 and 1 (step 0.01) + double area = slMaxArea.Value * 0.01; + lbMaxArea.Text = area.ToString(Util.Nfi); + } + + #region IView + + public void HandleNewInput(IPolygon geometry) + { + } + + public void HandleMeshImport(IPolygon geometry, Mesh mesh) + { + } + + public void HandleMeshUpdate(Mesh mesh) + { + } + + public void HandleMeshChange(Mesh mesh) + { + } + + #endregion + } +} diff --git a/Triangle.NET/TestApp/Views/MeshControlView.resx b/src/TestApp/Views/MeshControlView.resx similarity index 97% rename from Triangle.NET/TestApp/Views/MeshControlView.resx rename to src/TestApp/Views/MeshControlView.resx index 29dcb1b..1af7de1 100644 --- a/Triangle.NET/TestApp/Views/MeshControlView.resx +++ b/src/TestApp/Views/MeshControlView.resx @@ -1,120 +1,120 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - text/microsoft-resx - - - 2.0 - - - System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + text/microsoft-resx + + + 2.0 + + + System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + + + System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + \ No newline at end of file diff --git a/Triangle.NET/TestApp/Views/StatisticView.Designer.cs b/src/TestApp/Views/StatisticView.Designer.cs similarity index 97% rename from Triangle.NET/TestApp/Views/StatisticView.Designer.cs rename to src/TestApp/Views/StatisticView.Designer.cs index c0a418e..44507d3 100644 --- a/Triangle.NET/TestApp/Views/StatisticView.Designer.cs +++ b/src/TestApp/Views/StatisticView.Designer.cs @@ -1,483 +1,483 @@ -namespace MeshExplorer.Views -{ - partial class StatisticView - { - /// - /// Required designer variable. - /// - private System.ComponentModel.IContainer components = null; - - /// - /// Clean up any resources being used. - /// - /// true if managed resources should be disposed; otherwise, false. - protected override void Dispose(bool disposing) - { - if (disposing && (components != null)) - { - components.Dispose(); - } - base.Dispose(disposing); - } - - #region Component Designer generated code - - /// - /// Required method for Designer support - do not modify - /// the contents of this method with the code editor. - /// - private void InitializeComponent() - { - this.label20 = new System.Windows.Forms.Label(); - this.label4 = new System.Windows.Forms.Label(); - this.label3 = new System.Windows.Forms.Label(); - this.label2 = new System.Windows.Forms.Label(); - this.lbNumSeg = new System.Windows.Forms.Label(); - this.lbNumSeg2 = new System.Windows.Forms.Label(); - this.lbNumTri = new System.Windows.Forms.Label(); - this.lbNumTri2 = new System.Windows.Forms.Label(); - this.lbNumVert = new System.Windows.Forms.Label(); - this.lbNumVert2 = new System.Windows.Forms.Label(); - this.label32 = new System.Windows.Forms.Label(); - this.label13 = new System.Windows.Forms.Label(); - this.label31 = new System.Windows.Forms.Label(); - this.label12 = new System.Windows.Forms.Label(); - this.label16 = new System.Windows.Forms.Label(); - this.label29 = new System.Windows.Forms.Label(); - this.label14 = new System.Windows.Forms.Label(); - this.lbAngleMax = new System.Windows.Forms.Label(); - this.lbQualAspectAve = new System.Windows.Forms.Label(); - this.lbEdgeMax = new System.Windows.Forms.Label(); - this.lbQualAlphaAve = new System.Windows.Forms.Label(); - this.lbAreaMax = new System.Windows.Forms.Label(); - this.lbAngleMin = new System.Windows.Forms.Label(); - this.lbQualAspectMin = new System.Windows.Forms.Label(); - this.lbEdgeMin = new System.Windows.Forms.Label(); - this.lbQualAlphaMin = new System.Windows.Forms.Label(); - this.lbAreaMin = new System.Windows.Forms.Label(); - this.label22 = new System.Windows.Forms.Label(); - this.label10 = new System.Windows.Forms.Label(); - this.label17 = new System.Windows.Forms.Label(); - this.label21 = new System.Windows.Forms.Label(); - this.label11 = new System.Windows.Forms.Label(); - this.angleHistogram1 = new MeshExplorer.Controls.AngleHistogram(); - this.SuspendLayout(); - // - // label20 - // - this.label20.AutoSize = true; - this.label20.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.label20.ForeColor = System.Drawing.Color.White; - this.label20.Location = new System.Drawing.Point(8, 17); - this.label20.Name = "label20"; - this.label20.Size = new System.Drawing.Size(39, 13); - this.label20.TabIndex = 59; - this.label20.Text = "Mesh:"; - // - // label4 - // - this.label4.AutoSize = true; - this.label4.ForeColor = System.Drawing.Color.DarkGray; - this.label4.Location = new System.Drawing.Point(8, 57); - this.label4.Name = "label4"; - this.label4.Size = new System.Drawing.Size(60, 13); - this.label4.TabIndex = 56; - this.label4.Text = "Segments:"; - // - // label3 - // - this.label3.AutoSize = true; - this.label3.ForeColor = System.Drawing.Color.DarkGray; - this.label3.Location = new System.Drawing.Point(8, 76); - this.label3.Name = "label3"; - this.label3.Size = new System.Drawing.Size(56, 13); - this.label3.TabIndex = 57; - this.label3.Text = "Triangles:"; - // - // label2 - // - this.label2.AutoSize = true; - this.label2.ForeColor = System.Drawing.Color.DarkGray; - this.label2.Location = new System.Drawing.Point(8, 38); - this.label2.Name = "label2"; - this.label2.Size = new System.Drawing.Size(50, 13); - this.label2.TabIndex = 58; - this.label2.Text = "Vertices:"; - // - // lbNumSeg - // - this.lbNumSeg.ForeColor = System.Drawing.Color.White; - this.lbNumSeg.Location = new System.Drawing.Point(98, 57); - this.lbNumSeg.Name = "lbNumSeg"; - this.lbNumSeg.Size = new System.Drawing.Size(70, 13); - this.lbNumSeg.TabIndex = 53; - this.lbNumSeg.Text = "-"; - this.lbNumSeg.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbNumSeg2 - // - this.lbNumSeg2.ForeColor = System.Drawing.Color.DarkGray; - this.lbNumSeg2.Location = new System.Drawing.Point(188, 57); - this.lbNumSeg2.Name = "lbNumSeg2"; - this.lbNumSeg2.Size = new System.Drawing.Size(70, 13); - this.lbNumSeg2.TabIndex = 52; - this.lbNumSeg2.Text = "-"; - this.lbNumSeg2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbNumTri - // - this.lbNumTri.ForeColor = System.Drawing.Color.White; - this.lbNumTri.Location = new System.Drawing.Point(98, 76); - this.lbNumTri.Name = "lbNumTri"; - this.lbNumTri.Size = new System.Drawing.Size(70, 13); - this.lbNumTri.TabIndex = 50; - this.lbNumTri.Text = "-"; - this.lbNumTri.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbNumTri2 - // - this.lbNumTri2.ForeColor = System.Drawing.Color.DarkGray; - this.lbNumTri2.Location = new System.Drawing.Point(188, 76); - this.lbNumTri2.Name = "lbNumTri2"; - this.lbNumTri2.Size = new System.Drawing.Size(70, 13); - this.lbNumTri2.TabIndex = 51; - this.lbNumTri2.Text = "-"; - this.lbNumTri2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbNumVert - // - this.lbNumVert.ForeColor = System.Drawing.Color.White; - this.lbNumVert.Location = new System.Drawing.Point(98, 38); - this.lbNumVert.Name = "lbNumVert"; - this.lbNumVert.Size = new System.Drawing.Size(70, 13); - this.lbNumVert.TabIndex = 54; - this.lbNumVert.Text = "-"; - this.lbNumVert.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbNumVert2 - // - this.lbNumVert2.ForeColor = System.Drawing.Color.DarkGray; - this.lbNumVert2.Location = new System.Drawing.Point(188, 38); - this.lbNumVert2.Name = "lbNumVert2"; - this.lbNumVert2.Size = new System.Drawing.Size(70, 13); - this.lbNumVert2.TabIndex = 55; - this.lbNumVert2.Text = "-"; - this.lbNumVert2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // label32 - // - this.label32.AutoSize = true; - this.label32.ForeColor = System.Drawing.Color.DarkGray; - this.label32.Location = new System.Drawing.Point(210, 213); - this.label32.Name = "label32"; - this.label32.Size = new System.Drawing.Size(48, 13); - this.label32.TabIndex = 41; - this.label32.Text = "Average"; - // - // label13 - // - this.label13.AutoSize = true; - this.label13.ForeColor = System.Drawing.Color.DarkGray; - this.label13.Location = new System.Drawing.Point(202, 114); - this.label13.Name = "label13"; - this.label13.Size = new System.Drawing.Size(56, 13); - this.label13.TabIndex = 42; - this.label13.Text = "Maximum"; - // - // label31 - // - this.label31.AutoSize = true; - this.label31.ForeColor = System.Drawing.Color.DarkGray; - this.label31.Location = new System.Drawing.Point(112, 213); - this.label31.Name = "label31"; - this.label31.Size = new System.Drawing.Size(55, 13); - this.label31.TabIndex = 44; - this.label31.Text = "Minimum"; - // - // label12 - // - this.label12.AutoSize = true; - this.label12.ForeColor = System.Drawing.Color.DarkGray; - this.label12.Location = new System.Drawing.Point(113, 114); - this.label12.Name = "label12"; - this.label12.Size = new System.Drawing.Size(55, 13); - this.label12.TabIndex = 43; - this.label12.Text = "Minimum"; - // - // label16 - // - this.label16.AutoSize = true; - this.label16.ForeColor = System.Drawing.Color.DarkGray; - this.label16.Location = new System.Drawing.Point(8, 173); - this.label16.Name = "label16"; - this.label16.Size = new System.Drawing.Size(40, 13); - this.label16.TabIndex = 40; - this.label16.Text = "Angle:"; - // - // label29 - // - this.label29.AutoSize = true; - this.label29.ForeColor = System.Drawing.Color.DarkGray; - this.label29.Location = new System.Drawing.Point(8, 253); - this.label29.Name = "label29"; - this.label29.Size = new System.Drawing.Size(71, 13); - this.label29.TabIndex = 47; - this.label29.Text = "Aspect ratio:"; - // - // label14 - // - this.label14.AutoSize = true; - this.label14.ForeColor = System.Drawing.Color.DarkGray; - this.label14.Location = new System.Drawing.Point(8, 154); - this.label14.Name = "label14"; - this.label14.Size = new System.Drawing.Size(73, 13); - this.label14.TabIndex = 48; - this.label14.Text = "Edge length:"; - // - // lbAngleMax - // - this.lbAngleMax.ForeColor = System.Drawing.Color.White; - this.lbAngleMax.Location = new System.Drawing.Point(182, 173); - this.lbAngleMax.Name = "lbAngleMax"; - this.lbAngleMax.Size = new System.Drawing.Size(76, 13); - this.lbAngleMax.TabIndex = 49; - this.lbAngleMax.Text = "-"; - this.lbAngleMax.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbQualAspectAve - // - this.lbQualAspectAve.ForeColor = System.Drawing.Color.White; - this.lbQualAspectAve.Location = new System.Drawing.Point(182, 253); - this.lbQualAspectAve.Name = "lbQualAspectAve"; - this.lbQualAspectAve.Size = new System.Drawing.Size(76, 13); - this.lbQualAspectAve.TabIndex = 46; - this.lbQualAspectAve.Text = "-"; - this.lbQualAspectAve.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbEdgeMax - // - this.lbEdgeMax.ForeColor = System.Drawing.Color.White; - this.lbEdgeMax.Location = new System.Drawing.Point(182, 154); - this.lbEdgeMax.Name = "lbEdgeMax"; - this.lbEdgeMax.Size = new System.Drawing.Size(76, 13); - this.lbEdgeMax.TabIndex = 45; - this.lbEdgeMax.Text = "-"; - this.lbEdgeMax.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbQualAlphaAve - // - this.lbQualAlphaAve.ForeColor = System.Drawing.Color.White; - this.lbQualAlphaAve.Location = new System.Drawing.Point(182, 234); - this.lbQualAlphaAve.Name = "lbQualAlphaAve"; - this.lbQualAlphaAve.Size = new System.Drawing.Size(76, 13); - this.lbQualAlphaAve.TabIndex = 30; - this.lbQualAlphaAve.Text = "-"; - this.lbQualAlphaAve.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbAreaMax - // - this.lbAreaMax.ForeColor = System.Drawing.Color.White; - this.lbAreaMax.Location = new System.Drawing.Point(182, 135); - this.lbAreaMax.Name = "lbAreaMax"; - this.lbAreaMax.Size = new System.Drawing.Size(76, 13); - this.lbAreaMax.TabIndex = 31; - this.lbAreaMax.Text = "-"; - this.lbAreaMax.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbAngleMin - // - this.lbAngleMin.ForeColor = System.Drawing.Color.White; - this.lbAngleMin.Location = new System.Drawing.Point(100, 173); - this.lbAngleMin.Name = "lbAngleMin"; - this.lbAngleMin.Size = new System.Drawing.Size(68, 13); - this.lbAngleMin.TabIndex = 32; - this.lbAngleMin.Text = "-"; - this.lbAngleMin.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbQualAspectMin - // - this.lbQualAspectMin.ForeColor = System.Drawing.Color.White; - this.lbQualAspectMin.Location = new System.Drawing.Point(100, 253); - this.lbQualAspectMin.Name = "lbQualAspectMin"; - this.lbQualAspectMin.Size = new System.Drawing.Size(68, 13); - this.lbQualAspectMin.TabIndex = 29; - this.lbQualAspectMin.Text = "-"; - this.lbQualAspectMin.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbEdgeMin - // - this.lbEdgeMin.ForeColor = System.Drawing.Color.White; - this.lbEdgeMin.Location = new System.Drawing.Point(100, 154); - this.lbEdgeMin.Name = "lbEdgeMin"; - this.lbEdgeMin.Size = new System.Drawing.Size(68, 13); - this.lbEdgeMin.TabIndex = 28; - this.lbEdgeMin.Text = "-"; - this.lbEdgeMin.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbQualAlphaMin - // - this.lbQualAlphaMin.ForeColor = System.Drawing.Color.White; - this.lbQualAlphaMin.Location = new System.Drawing.Point(100, 234); - this.lbQualAlphaMin.Name = "lbQualAlphaMin"; - this.lbQualAlphaMin.Size = new System.Drawing.Size(68, 13); - this.lbQualAlphaMin.TabIndex = 37; - this.lbQualAlphaMin.Text = "-"; - this.lbQualAlphaMin.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // lbAreaMin - // - this.lbAreaMin.ForeColor = System.Drawing.Color.White; - this.lbAreaMin.Location = new System.Drawing.Point(100, 135); - this.lbAreaMin.Name = "lbAreaMin"; - this.lbAreaMin.Size = new System.Drawing.Size(68, 13); - this.lbAreaMin.TabIndex = 36; - this.lbAreaMin.Text = "-"; - this.lbAreaMin.TextAlign = System.Drawing.ContentAlignment.MiddleRight; - // - // label22 - // - this.label22.AutoSize = true; - this.label22.ForeColor = System.Drawing.Color.DarkGray; - this.label22.Location = new System.Drawing.Point(8, 234); - this.label22.Name = "label22"; - this.label22.Size = new System.Drawing.Size(65, 13); - this.label22.TabIndex = 39; - this.label22.Text = "Min. angle:"; - // - // label10 - // - this.label10.AutoSize = true; - this.label10.ForeColor = System.Drawing.Color.DarkGray; - this.label10.Location = new System.Drawing.Point(8, 135); - this.label10.Name = "label10"; - this.label10.Size = new System.Drawing.Size(76, 13); - this.label10.TabIndex = 38; - this.label10.Text = "Triangle area:"; - // - // label17 - // - this.label17.AutoSize = true; - this.label17.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.label17.ForeColor = System.Drawing.Color.White; - this.label17.Location = new System.Drawing.Point(8, 290); - this.label17.Name = "label17"; - this.label17.Size = new System.Drawing.Size(97, 13); - this.label17.TabIndex = 33; - this.label17.Text = "Angle histogram:"; - // - // label21 - // - this.label21.AutoSize = true; - this.label21.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.label21.ForeColor = System.Drawing.Color.White; - this.label21.Location = new System.Drawing.Point(8, 213); - this.label21.Name = "label21"; - this.label21.Size = new System.Drawing.Size(47, 13); - this.label21.TabIndex = 35; - this.label21.Text = "Quality:"; - // - // label11 - // - this.label11.AutoSize = true; - this.label11.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.label11.ForeColor = System.Drawing.Color.White; - this.label11.Location = new System.Drawing.Point(8, 114); - this.label11.Name = "label11"; - this.label11.Size = new System.Drawing.Size(50, 13); - this.label11.TabIndex = 34; - this.label11.Text = "Statistic:"; - // - // angleHistogram1 - // - this.angleHistogram1.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); - this.angleHistogram1.Font = new System.Drawing.Font("Segoe UI", 6.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.angleHistogram1.Location = new System.Drawing.Point(6, 308); - this.angleHistogram1.Name = "angleHistogram1"; - this.angleHistogram1.Size = new System.Drawing.Size(260, 195); - this.angleHistogram1.TabIndex = 27; - this.angleHistogram1.Text = "angleHistogram1"; - // - // StatisticView - // - this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); - this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; - this.BackColor = System.Drawing.Color.DimGray; - this.Controls.Add(this.label20); - this.Controls.Add(this.label4); - this.Controls.Add(this.label3); - this.Controls.Add(this.label2); - this.Controls.Add(this.lbNumSeg); - this.Controls.Add(this.lbNumSeg2); - this.Controls.Add(this.lbNumTri); - this.Controls.Add(this.lbNumTri2); - this.Controls.Add(this.lbNumVert); - this.Controls.Add(this.lbNumVert2); - this.Controls.Add(this.label32); - this.Controls.Add(this.label13); - this.Controls.Add(this.label31); - this.Controls.Add(this.label12); - this.Controls.Add(this.label16); - this.Controls.Add(this.label29); - this.Controls.Add(this.label14); - this.Controls.Add(this.lbAngleMax); - this.Controls.Add(this.lbQualAspectAve); - this.Controls.Add(this.lbEdgeMax); - this.Controls.Add(this.lbQualAlphaAve); - this.Controls.Add(this.lbAreaMax); - this.Controls.Add(this.lbAngleMin); - this.Controls.Add(this.lbQualAspectMin); - this.Controls.Add(this.lbEdgeMin); - this.Controls.Add(this.lbQualAlphaMin); - this.Controls.Add(this.lbAreaMin); - this.Controls.Add(this.label22); - this.Controls.Add(this.label10); - this.Controls.Add(this.label17); - this.Controls.Add(this.label21); - this.Controls.Add(this.label11); - this.Controls.Add(this.angleHistogram1); - this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); - this.ForeColor = System.Drawing.Color.DarkGray; - this.Name = "StatisticView"; - this.Size = new System.Drawing.Size(272, 509); - this.ResumeLayout(false); - this.PerformLayout(); - - } - - #endregion - - private System.Windows.Forms.Label label20; - private System.Windows.Forms.Label label4; - private System.Windows.Forms.Label label3; - private System.Windows.Forms.Label label2; - private System.Windows.Forms.Label lbNumSeg; - private System.Windows.Forms.Label lbNumSeg2; - private System.Windows.Forms.Label lbNumTri; - private System.Windows.Forms.Label lbNumTri2; - private System.Windows.Forms.Label lbNumVert; - private System.Windows.Forms.Label lbNumVert2; - private System.Windows.Forms.Label label32; - private System.Windows.Forms.Label label13; - private System.Windows.Forms.Label label31; - private System.Windows.Forms.Label label12; - private System.Windows.Forms.Label label16; - private System.Windows.Forms.Label label29; - private System.Windows.Forms.Label label14; - private System.Windows.Forms.Label lbAngleMax; - private System.Windows.Forms.Label lbQualAspectAve; - private System.Windows.Forms.Label lbEdgeMax; - private System.Windows.Forms.Label lbQualAlphaAve; - private System.Windows.Forms.Label lbAreaMax; - private System.Windows.Forms.Label lbAngleMin; - private System.Windows.Forms.Label lbQualAspectMin; - private System.Windows.Forms.Label lbEdgeMin; - private System.Windows.Forms.Label lbQualAlphaMin; - private System.Windows.Forms.Label lbAreaMin; - private System.Windows.Forms.Label label22; - private System.Windows.Forms.Label label10; - private System.Windows.Forms.Label label17; - private System.Windows.Forms.Label label21; - private System.Windows.Forms.Label label11; - private Controls.AngleHistogram angleHistogram1; - } -} +namespace MeshExplorer.Views +{ + partial class StatisticView + { + /// + /// Required designer variable. + /// + private System.ComponentModel.IContainer components = null; + + /// + /// Clean up any resources being used. + /// + /// true if managed resources should be disposed; otherwise, false. + protected override void Dispose(bool disposing) + { + if (disposing && (components != null)) + { + components.Dispose(); + } + base.Dispose(disposing); + } + + #region Component Designer generated code + + /// + /// Required method for Designer support - do not modify + /// the contents of this method with the code editor. + /// + private void InitializeComponent() + { + this.label20 = new System.Windows.Forms.Label(); + this.label4 = new System.Windows.Forms.Label(); + this.label3 = new System.Windows.Forms.Label(); + this.label2 = new System.Windows.Forms.Label(); + this.lbNumSeg = new System.Windows.Forms.Label(); + this.lbNumSeg2 = new System.Windows.Forms.Label(); + this.lbNumTri = new System.Windows.Forms.Label(); + this.lbNumTri2 = new System.Windows.Forms.Label(); + this.lbNumVert = new System.Windows.Forms.Label(); + this.lbNumVert2 = new System.Windows.Forms.Label(); + this.label32 = new System.Windows.Forms.Label(); + this.label13 = new System.Windows.Forms.Label(); + this.label31 = new System.Windows.Forms.Label(); + this.label12 = new System.Windows.Forms.Label(); + this.label16 = new System.Windows.Forms.Label(); + this.label29 = new System.Windows.Forms.Label(); + this.label14 = new System.Windows.Forms.Label(); + this.lbAngleMax = new System.Windows.Forms.Label(); + this.lbQualAspectAve = new System.Windows.Forms.Label(); + this.lbEdgeMax = new System.Windows.Forms.Label(); + this.lbQualAlphaAve = new System.Windows.Forms.Label(); + this.lbAreaMax = new System.Windows.Forms.Label(); + this.lbAngleMin = new System.Windows.Forms.Label(); + this.lbQualAspectMin = new System.Windows.Forms.Label(); + this.lbEdgeMin = new System.Windows.Forms.Label(); + this.lbQualAlphaMin = new System.Windows.Forms.Label(); + this.lbAreaMin = new System.Windows.Forms.Label(); + this.label22 = new System.Windows.Forms.Label(); + this.label10 = new System.Windows.Forms.Label(); + this.label17 = new System.Windows.Forms.Label(); + this.label21 = new System.Windows.Forms.Label(); + this.label11 = new System.Windows.Forms.Label(); + this.angleHistogram1 = new MeshExplorer.Controls.AngleHistogram(); + this.SuspendLayout(); + // + // label20 + // + this.label20.AutoSize = true; + this.label20.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label20.ForeColor = System.Drawing.Color.White; + this.label20.Location = new System.Drawing.Point(8, 17); + this.label20.Name = "label20"; + this.label20.Size = new System.Drawing.Size(39, 13); + this.label20.TabIndex = 59; + this.label20.Text = "Mesh:"; + // + // label4 + // + this.label4.AutoSize = true; + this.label4.ForeColor = System.Drawing.Color.DarkGray; + this.label4.Location = new System.Drawing.Point(8, 57); + this.label4.Name = "label4"; + this.label4.Size = new System.Drawing.Size(60, 13); + this.label4.TabIndex = 56; + this.label4.Text = "Segments:"; + // + // label3 + // + this.label3.AutoSize = true; + this.label3.ForeColor = System.Drawing.Color.DarkGray; + this.label3.Location = new System.Drawing.Point(8, 76); + this.label3.Name = "label3"; + this.label3.Size = new System.Drawing.Size(56, 13); + this.label3.TabIndex = 57; + this.label3.Text = "Triangles:"; + // + // label2 + // + this.label2.AutoSize = true; + this.label2.ForeColor = System.Drawing.Color.DarkGray; + this.label2.Location = new System.Drawing.Point(8, 38); + this.label2.Name = "label2"; + this.label2.Size = new System.Drawing.Size(50, 13); + this.label2.TabIndex = 58; + this.label2.Text = "Vertices:"; + // + // lbNumSeg + // + this.lbNumSeg.ForeColor = System.Drawing.Color.White; + this.lbNumSeg.Location = new System.Drawing.Point(98, 57); + this.lbNumSeg.Name = "lbNumSeg"; + this.lbNumSeg.Size = new System.Drawing.Size(70, 13); + this.lbNumSeg.TabIndex = 53; + this.lbNumSeg.Text = "-"; + this.lbNumSeg.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbNumSeg2 + // + this.lbNumSeg2.ForeColor = System.Drawing.Color.DarkGray; + this.lbNumSeg2.Location = new System.Drawing.Point(188, 57); + this.lbNumSeg2.Name = "lbNumSeg2"; + this.lbNumSeg2.Size = new System.Drawing.Size(70, 13); + this.lbNumSeg2.TabIndex = 52; + this.lbNumSeg2.Text = "-"; + this.lbNumSeg2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbNumTri + // + this.lbNumTri.ForeColor = System.Drawing.Color.White; + this.lbNumTri.Location = new System.Drawing.Point(98, 76); + this.lbNumTri.Name = "lbNumTri"; + this.lbNumTri.Size = new System.Drawing.Size(70, 13); + this.lbNumTri.TabIndex = 50; + this.lbNumTri.Text = "-"; + this.lbNumTri.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbNumTri2 + // + this.lbNumTri2.ForeColor = System.Drawing.Color.DarkGray; + this.lbNumTri2.Location = new System.Drawing.Point(188, 76); + this.lbNumTri2.Name = "lbNumTri2"; + this.lbNumTri2.Size = new System.Drawing.Size(70, 13); + this.lbNumTri2.TabIndex = 51; + this.lbNumTri2.Text = "-"; + this.lbNumTri2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbNumVert + // + this.lbNumVert.ForeColor = System.Drawing.Color.White; + this.lbNumVert.Location = new System.Drawing.Point(98, 38); + this.lbNumVert.Name = "lbNumVert"; + this.lbNumVert.Size = new System.Drawing.Size(70, 13); + this.lbNumVert.TabIndex = 54; + this.lbNumVert.Text = "-"; + this.lbNumVert.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbNumVert2 + // + this.lbNumVert2.ForeColor = System.Drawing.Color.DarkGray; + this.lbNumVert2.Location = new System.Drawing.Point(188, 38); + this.lbNumVert2.Name = "lbNumVert2"; + this.lbNumVert2.Size = new System.Drawing.Size(70, 13); + this.lbNumVert2.TabIndex = 55; + this.lbNumVert2.Text = "-"; + this.lbNumVert2.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // label32 + // + this.label32.AutoSize = true; + this.label32.ForeColor = System.Drawing.Color.DarkGray; + this.label32.Location = new System.Drawing.Point(210, 213); + this.label32.Name = "label32"; + this.label32.Size = new System.Drawing.Size(48, 13); + this.label32.TabIndex = 41; + this.label32.Text = "Average"; + // + // label13 + // + this.label13.AutoSize = true; + this.label13.ForeColor = System.Drawing.Color.DarkGray; + this.label13.Location = new System.Drawing.Point(202, 114); + this.label13.Name = "label13"; + this.label13.Size = new System.Drawing.Size(56, 13); + this.label13.TabIndex = 42; + this.label13.Text = "Maximum"; + // + // label31 + // + this.label31.AutoSize = true; + this.label31.ForeColor = System.Drawing.Color.DarkGray; + this.label31.Location = new System.Drawing.Point(112, 213); + this.label31.Name = "label31"; + this.label31.Size = new System.Drawing.Size(55, 13); + this.label31.TabIndex = 44; + this.label31.Text = "Minimum"; + // + // label12 + // + this.label12.AutoSize = true; + this.label12.ForeColor = System.Drawing.Color.DarkGray; + this.label12.Location = new System.Drawing.Point(113, 114); + this.label12.Name = "label12"; + this.label12.Size = new System.Drawing.Size(55, 13); + this.label12.TabIndex = 43; + this.label12.Text = "Minimum"; + // + // label16 + // + this.label16.AutoSize = true; + this.label16.ForeColor = System.Drawing.Color.DarkGray; + this.label16.Location = new System.Drawing.Point(8, 173); + this.label16.Name = "label16"; + this.label16.Size = new System.Drawing.Size(40, 13); + this.label16.TabIndex = 40; + this.label16.Text = "Angle:"; + // + // label29 + // + this.label29.AutoSize = true; + this.label29.ForeColor = System.Drawing.Color.DarkGray; + this.label29.Location = new System.Drawing.Point(8, 253); + this.label29.Name = "label29"; + this.label29.Size = new System.Drawing.Size(71, 13); + this.label29.TabIndex = 47; + this.label29.Text = "Aspect ratio:"; + // + // label14 + // + this.label14.AutoSize = true; + this.label14.ForeColor = System.Drawing.Color.DarkGray; + this.label14.Location = new System.Drawing.Point(8, 154); + this.label14.Name = "label14"; + this.label14.Size = new System.Drawing.Size(73, 13); + this.label14.TabIndex = 48; + this.label14.Text = "Edge length:"; + // + // lbAngleMax + // + this.lbAngleMax.ForeColor = System.Drawing.Color.White; + this.lbAngleMax.Location = new System.Drawing.Point(182, 173); + this.lbAngleMax.Name = "lbAngleMax"; + this.lbAngleMax.Size = new System.Drawing.Size(76, 13); + this.lbAngleMax.TabIndex = 49; + this.lbAngleMax.Text = "-"; + this.lbAngleMax.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbQualAspectAve + // + this.lbQualAspectAve.ForeColor = System.Drawing.Color.White; + this.lbQualAspectAve.Location = new System.Drawing.Point(182, 253); + this.lbQualAspectAve.Name = "lbQualAspectAve"; + this.lbQualAspectAve.Size = new System.Drawing.Size(76, 13); + this.lbQualAspectAve.TabIndex = 46; + this.lbQualAspectAve.Text = "-"; + this.lbQualAspectAve.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbEdgeMax + // + this.lbEdgeMax.ForeColor = System.Drawing.Color.White; + this.lbEdgeMax.Location = new System.Drawing.Point(182, 154); + this.lbEdgeMax.Name = "lbEdgeMax"; + this.lbEdgeMax.Size = new System.Drawing.Size(76, 13); + this.lbEdgeMax.TabIndex = 45; + this.lbEdgeMax.Text = "-"; + this.lbEdgeMax.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbQualAlphaAve + // + this.lbQualAlphaAve.ForeColor = System.Drawing.Color.White; + this.lbQualAlphaAve.Location = new System.Drawing.Point(182, 234); + this.lbQualAlphaAve.Name = "lbQualAlphaAve"; + this.lbQualAlphaAve.Size = new System.Drawing.Size(76, 13); + this.lbQualAlphaAve.TabIndex = 30; + this.lbQualAlphaAve.Text = "-"; + this.lbQualAlphaAve.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbAreaMax + // + this.lbAreaMax.ForeColor = System.Drawing.Color.White; + this.lbAreaMax.Location = new System.Drawing.Point(182, 135); + this.lbAreaMax.Name = "lbAreaMax"; + this.lbAreaMax.Size = new System.Drawing.Size(76, 13); + this.lbAreaMax.TabIndex = 31; + this.lbAreaMax.Text = "-"; + this.lbAreaMax.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbAngleMin + // + this.lbAngleMin.ForeColor = System.Drawing.Color.White; + this.lbAngleMin.Location = new System.Drawing.Point(100, 173); + this.lbAngleMin.Name = "lbAngleMin"; + this.lbAngleMin.Size = new System.Drawing.Size(68, 13); + this.lbAngleMin.TabIndex = 32; + this.lbAngleMin.Text = "-"; + this.lbAngleMin.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbQualAspectMin + // + this.lbQualAspectMin.ForeColor = System.Drawing.Color.White; + this.lbQualAspectMin.Location = new System.Drawing.Point(100, 253); + this.lbQualAspectMin.Name = "lbQualAspectMin"; + this.lbQualAspectMin.Size = new System.Drawing.Size(68, 13); + this.lbQualAspectMin.TabIndex = 29; + this.lbQualAspectMin.Text = "-"; + this.lbQualAspectMin.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbEdgeMin + // + this.lbEdgeMin.ForeColor = System.Drawing.Color.White; + this.lbEdgeMin.Location = new System.Drawing.Point(100, 154); + this.lbEdgeMin.Name = "lbEdgeMin"; + this.lbEdgeMin.Size = new System.Drawing.Size(68, 13); + this.lbEdgeMin.TabIndex = 28; + this.lbEdgeMin.Text = "-"; + this.lbEdgeMin.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbQualAlphaMin + // + this.lbQualAlphaMin.ForeColor = System.Drawing.Color.White; + this.lbQualAlphaMin.Location = new System.Drawing.Point(100, 234); + this.lbQualAlphaMin.Name = "lbQualAlphaMin"; + this.lbQualAlphaMin.Size = new System.Drawing.Size(68, 13); + this.lbQualAlphaMin.TabIndex = 37; + this.lbQualAlphaMin.Text = "-"; + this.lbQualAlphaMin.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // lbAreaMin + // + this.lbAreaMin.ForeColor = System.Drawing.Color.White; + this.lbAreaMin.Location = new System.Drawing.Point(100, 135); + this.lbAreaMin.Name = "lbAreaMin"; + this.lbAreaMin.Size = new System.Drawing.Size(68, 13); + this.lbAreaMin.TabIndex = 36; + this.lbAreaMin.Text = "-"; + this.lbAreaMin.TextAlign = System.Drawing.ContentAlignment.MiddleRight; + // + // label22 + // + this.label22.AutoSize = true; + this.label22.ForeColor = System.Drawing.Color.DarkGray; + this.label22.Location = new System.Drawing.Point(8, 234); + this.label22.Name = "label22"; + this.label22.Size = new System.Drawing.Size(65, 13); + this.label22.TabIndex = 39; + this.label22.Text = "Min. angle:"; + // + // label10 + // + this.label10.AutoSize = true; + this.label10.ForeColor = System.Drawing.Color.DarkGray; + this.label10.Location = new System.Drawing.Point(8, 135); + this.label10.Name = "label10"; + this.label10.Size = new System.Drawing.Size(76, 13); + this.label10.TabIndex = 38; + this.label10.Text = "Triangle area:"; + // + // label17 + // + this.label17.AutoSize = true; + this.label17.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label17.ForeColor = System.Drawing.Color.White; + this.label17.Location = new System.Drawing.Point(8, 290); + this.label17.Name = "label17"; + this.label17.Size = new System.Drawing.Size(97, 13); + this.label17.TabIndex = 33; + this.label17.Text = "Angle histogram:"; + // + // label21 + // + this.label21.AutoSize = true; + this.label21.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label21.ForeColor = System.Drawing.Color.White; + this.label21.Location = new System.Drawing.Point(8, 213); + this.label21.Name = "label21"; + this.label21.Size = new System.Drawing.Size(47, 13); + this.label21.TabIndex = 35; + this.label21.Text = "Quality:"; + // + // label11 + // + this.label11.AutoSize = true; + this.label11.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label11.ForeColor = System.Drawing.Color.White; + this.label11.Location = new System.Drawing.Point(8, 114); + this.label11.Name = "label11"; + this.label11.Size = new System.Drawing.Size(50, 13); + this.label11.TabIndex = 34; + this.label11.Text = "Statistic:"; + // + // angleHistogram1 + // + this.angleHistogram1.BackColor = System.Drawing.Color.FromArgb(((int)(((byte)(76)))), ((int)(((byte)(76)))), ((int)(((byte)(76))))); + this.angleHistogram1.Font = new System.Drawing.Font("Segoe UI", 6.75F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.angleHistogram1.Location = new System.Drawing.Point(6, 308); + this.angleHistogram1.Name = "angleHistogram1"; + this.angleHistogram1.Size = new System.Drawing.Size(260, 195); + this.angleHistogram1.TabIndex = 27; + this.angleHistogram1.Text = "angleHistogram1"; + // + // StatisticView + // + this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F); + this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font; + this.BackColor = System.Drawing.Color.DimGray; + this.Controls.Add(this.label20); + this.Controls.Add(this.label4); + this.Controls.Add(this.label3); + this.Controls.Add(this.label2); + this.Controls.Add(this.lbNumSeg); + this.Controls.Add(this.lbNumSeg2); + this.Controls.Add(this.lbNumTri); + this.Controls.Add(this.lbNumTri2); + this.Controls.Add(this.lbNumVert); + this.Controls.Add(this.lbNumVert2); + this.Controls.Add(this.label32); + this.Controls.Add(this.label13); + this.Controls.Add(this.label31); + this.Controls.Add(this.label12); + this.Controls.Add(this.label16); + this.Controls.Add(this.label29); + this.Controls.Add(this.label14); + this.Controls.Add(this.lbAngleMax); + this.Controls.Add(this.lbQualAspectAve); + this.Controls.Add(this.lbEdgeMax); + this.Controls.Add(this.lbQualAlphaAve); + this.Controls.Add(this.lbAreaMax); + this.Controls.Add(this.lbAngleMin); + this.Controls.Add(this.lbQualAspectMin); + this.Controls.Add(this.lbEdgeMin); + this.Controls.Add(this.lbQualAlphaMin); + this.Controls.Add(this.lbAreaMin); + this.Controls.Add(this.label22); + this.Controls.Add(this.label10); + this.Controls.Add(this.label17); + this.Controls.Add(this.label21); + this.Controls.Add(this.label11); + this.Controls.Add(this.angleHistogram1); + this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.ForeColor = System.Drawing.Color.DarkGray; + this.Name = "StatisticView"; + this.Size = new System.Drawing.Size(272, 509); + this.ResumeLayout(false); + this.PerformLayout(); + + } + + #endregion + + private System.Windows.Forms.Label label20; + private System.Windows.Forms.Label label4; + private System.Windows.Forms.Label label3; + private System.Windows.Forms.Label label2; + private System.Windows.Forms.Label lbNumSeg; + private System.Windows.Forms.Label lbNumSeg2; + private System.Windows.Forms.Label lbNumTri; + private System.Windows.Forms.Label lbNumTri2; + private System.Windows.Forms.Label lbNumVert; + private System.Windows.Forms.Label lbNumVert2; + private System.Windows.Forms.Label label32; + private System.Windows.Forms.Label label13; + private System.Windows.Forms.Label label31; + private System.Windows.Forms.Label label12; + private System.Windows.Forms.Label label16; + private System.Windows.Forms.Label label29; + private System.Windows.Forms.Label label14; + private System.Windows.Forms.Label lbAngleMax; + private System.Windows.Forms.Label lbQualAspectAve; + private System.Windows.Forms.Label lbEdgeMax; + private System.Windows.Forms.Label lbQualAlphaAve; + private System.Windows.Forms.Label lbAreaMax; + private System.Windows.Forms.Label lbAngleMin; + private System.Windows.Forms.Label lbQualAspectMin; + private System.Windows.Forms.Label lbEdgeMin; + private System.Windows.Forms.Label lbQualAlphaMin; + private System.Windows.Forms.Label lbAreaMin; + private System.Windows.Forms.Label label22; + private System.Windows.Forms.Label label10; + private System.Windows.Forms.Label label17; + private System.Windows.Forms.Label label21; + private System.Windows.Forms.Label label11; + private Controls.AngleHistogram angleHistogram1; + } +} diff --git a/Triangle.NET/TestApp/Views/StatisticView.cs b/src/TestApp/Views/StatisticView.cs similarity index 96% rename from Triangle.NET/TestApp/Views/StatisticView.cs rename to src/TestApp/Views/StatisticView.cs index f48c9fc..68fe871 100644 --- a/Triangle.NET/TestApp/Views/StatisticView.cs +++ b/src/TestApp/Views/StatisticView.cs @@ -1,109 +1,109 @@ -using System.Linq; -using System.Windows.Forms; -using TriangleNet; -using TriangleNet.Geometry; -using TriangleNet.Tools; - -namespace MeshExplorer.Views -{ - public partial class StatisticView : UserControl, IView - { - Statistic statistic = new Statistic(); - QualityMeasure quality; - - public Statistic Statistic - { - get { return statistic; } - } - - public StatisticView() - { - InitializeComponent(); - } - - public void UpdateStatistic(Mesh mesh) - { - statistic.Update(mesh, 10); - } - - #region IView - - public void HandleNewInput(IPolygon geometry) - { - // Reset labels - lbNumVert2.Text = "-"; - lbNumTri2.Text = "-"; - lbNumSeg2.Text = "-"; - - lbNumVert.Text = geometry.Points.Count.ToString(); - lbNumSeg.Text = geometry.Segments.Count().ToString(); - lbNumTri.Text = "0"; - - // Statistics labels - lbAreaMin.Text = "-"; - lbAreaMax.Text = "-"; - lbEdgeMin.Text = "-"; - lbEdgeMax.Text = "-"; - lbAngleMin.Text = "-"; - lbAngleMax.Text = "-"; - - // Quality labels - lbQualAlphaMin.Text = "-"; - lbQualAlphaAve.Text = "-"; - lbQualAspectMin.Text = "-"; - lbQualAspectAve.Text = "-"; - - angleHistogram1.SetData(null, null); - } - - public void HandleMeshImport(IPolygon geometry, Mesh mesh) - { - // Previous mesh stats - lbNumVert2.Text = "-"; - lbNumTri2.Text = "-"; - lbNumSeg2.Text = "-"; - } - - public void HandleMeshUpdate(Mesh mesh) - { - // Previous mesh stats - lbNumVert2.Text = lbNumVert.Text; - lbNumTri2.Text = lbNumTri.Text; - lbNumSeg2.Text = lbNumSeg.Text; - } - - public void HandleMeshChange(Mesh mesh) - { - // New mesh stats - lbNumVert.Text = mesh.Vertices.Count.ToString(); - lbNumSeg.Text = mesh.Segments.Count.ToString(); - lbNumTri.Text = mesh.Triangles.Count.ToString(); - - // Update statistics tab - angleHistogram1.SetData(statistic.MinAngleHistogram, statistic.MaxAngleHistogram); - - lbAreaMin.Text = Util.DoubleToString(statistic.SmallestArea); - lbAreaMax.Text = Util.DoubleToString(statistic.LargestArea); - lbEdgeMin.Text = Util.DoubleToString(statistic.ShortestEdge); - lbEdgeMax.Text = Util.DoubleToString(statistic.LongestEdge); - lbAngleMin.Text = Util.AngleToString(statistic.SmallestAngle); - lbAngleMax.Text = Util.AngleToString(statistic.LargestAngle); - - // Update quality - if (quality == null) - { - quality = new QualityMeasure(); - } - - quality.Update(mesh); - - lbQualAlphaMin.Text = Util.DoubleToString(quality.AlphaMinimum); - lbQualAlphaAve.Text = Util.DoubleToString(quality.AlphaAverage); - - lbQualAspectMin.Text = Util.DoubleToString(quality.Q_Minimum); - lbQualAspectAve.Text = Util.DoubleToString(quality.Q_Average); - } - - #endregion - } -} +using System.Linq; +using System.Windows.Forms; +using TriangleNet; +using TriangleNet.Geometry; +using TriangleNet.Tools; + +namespace MeshExplorer.Views +{ + public partial class StatisticView : UserControl, IView + { + Statistic statistic = new Statistic(); + QualityMeasure quality; + + public Statistic Statistic + { + get { return statistic; } + } + + public StatisticView() + { + InitializeComponent(); + } + + public void UpdateStatistic(Mesh mesh) + { + statistic.Update(mesh, 10); + } + + #region IView + + public void HandleNewInput(IPolygon geometry) + { + // Reset labels + lbNumVert2.Text = "-"; + lbNumTri2.Text = "-"; + lbNumSeg2.Text = "-"; + + lbNumVert.Text = geometry.Points.Count.ToString(); + lbNumSeg.Text = geometry.Segments.Count().ToString(); + lbNumTri.Text = "0"; + + // Statistics labels + lbAreaMin.Text = "-"; + lbAreaMax.Text = "-"; + lbEdgeMin.Text = "-"; + lbEdgeMax.Text = "-"; + lbAngleMin.Text = "-"; + lbAngleMax.Text = "-"; + + // Quality labels + lbQualAlphaMin.Text = "-"; + lbQualAlphaAve.Text = "-"; + lbQualAspectMin.Text = "-"; + lbQualAspectAve.Text = "-"; + + angleHistogram1.SetData(null, null); + } + + public void HandleMeshImport(IPolygon geometry, Mesh mesh) + { + // Previous mesh stats + lbNumVert2.Text = "-"; + lbNumTri2.Text = "-"; + lbNumSeg2.Text = "-"; + } + + public void HandleMeshUpdate(Mesh mesh) + { + // Previous mesh stats + lbNumVert2.Text = lbNumVert.Text; + lbNumTri2.Text = lbNumTri.Text; + lbNumSeg2.Text = lbNumSeg.Text; + } + + public void HandleMeshChange(Mesh mesh) + { + // New mesh stats + lbNumVert.Text = mesh.Vertices.Count.ToString(); + lbNumSeg.Text = mesh.Segments.Count.ToString(); + lbNumTri.Text = mesh.Triangles.Count.ToString(); + + // Update statistics tab + angleHistogram1.SetData(statistic.MinAngleHistogram, statistic.MaxAngleHistogram); + + lbAreaMin.Text = Util.DoubleToString(statistic.SmallestArea); + lbAreaMax.Text = Util.DoubleToString(statistic.LargestArea); + lbEdgeMin.Text = Util.DoubleToString(statistic.ShortestEdge); + lbEdgeMax.Text = Util.DoubleToString(statistic.LongestEdge); + lbAngleMin.Text = Util.AngleToString(statistic.SmallestAngle); + lbAngleMax.Text = Util.AngleToString(statistic.LargestAngle); + + // Update quality + if (quality == null) + { + quality = new QualityMeasure(); + } + + quality.Update(mesh); + + lbQualAlphaMin.Text = Util.DoubleToString(quality.AlphaMinimum); + lbQualAlphaAve.Text = Util.DoubleToString(quality.AlphaAverage); + + lbQualAspectMin.Text = Util.DoubleToString(quality.Q_Minimum); + lbQualAspectAve.Text = Util.DoubleToString(quality.Q_Average); + } + + #endregion + } +} diff --git a/Triangle.NET/TestApp/Views/StatisticView.resx b/src/TestApp/Views/StatisticView.resx similarity index 97% rename from Triangle.NET/TestApp/Views/StatisticView.resx rename to src/TestApp/Views/StatisticView.resx index 29dcb1b..1af7de1 100644 --- a/Triangle.NET/TestApp/Views/StatisticView.resx +++ b/src/TestApp/Views/StatisticView.resx @@ -1,120 +1,120 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - text/microsoft-resx - - - 2.0 - - - System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - - - System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + text/microsoft-resx + + + 2.0 + + + System.Resources.ResXResourceReader, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + + + System.Resources.ResXResourceWriter, System.Windows.Forms, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 + \ No newline at end of file diff --git a/Triangle.NET/Triangle.Rendering/BoundingBox.cs b/src/Triangle.Rendering/BoundingBox.cs similarity index 95% rename from Triangle.NET/Triangle.Rendering/BoundingBox.cs rename to src/Triangle.Rendering/BoundingBox.cs index 73a4ae5..0fe8d0e 100644 --- a/Triangle.NET/Triangle.Rendering/BoundingBox.cs +++ b/src/Triangle.Rendering/BoundingBox.cs @@ -1,68 +1,68 @@ - -namespace TriangleNet.Rendering -{ - using System.Drawing; - - public class BoundingBox - { - public float Left; - public float Right; - public float Bottom; - public float Top; - - public float Width - { - get { return this.Right - this.Left; } - } - - public float Height - { - get { return this.Top - this.Bottom; } - } - - public BoundingBox() - { - Reset(); - } - - public BoundingBox(float left, float right, float bottom, float top) - { - this.Left = left; - this.Right = right; - this.Bottom = bottom; - this.Top = top; - } - - public void Update(Point pt) - { - this.Update(pt.X, pt.Y); - } - - public void Update(PointF pt) - { - this.Update(pt.X, pt.Y); - } - - public void Update(double x, double y) - { - Update((float)x, (float)y); - } - - public void Update(float x, float y) - { - // Update bounding box - if (this.Left > x) this.Left = x; - if (this.Right < x) this.Right = x; - if (this.Bottom > y) this.Bottom = y; - if (this.Top < y) this.Top = y; - } - - public void Reset() - { - this.Left = float.MaxValue; - this.Right = -float.MaxValue; - this.Bottom = float.MaxValue; - this.Top = -float.MaxValue; - } - } -} + +namespace TriangleNet.Rendering +{ + using System.Drawing; + + public class BoundingBox + { + public float Left; + public float Right; + public float Bottom; + public float Top; + + public float Width + { + get { return this.Right - this.Left; } + } + + public float Height + { + get { return this.Top - this.Bottom; } + } + + public BoundingBox() + { + Reset(); + } + + public BoundingBox(float left, float right, float bottom, float top) + { + this.Left = left; + this.Right = right; + this.Bottom = bottom; + this.Top = top; + } + + public void Update(Point pt) + { + this.Update(pt.X, pt.Y); + } + + public void Update(PointF pt) + { + this.Update(pt.X, pt.Y); + } + + public void Update(double x, double y) + { + Update((float)x, (float)y); + } + + public void Update(float x, float y) + { + // Update bounding box + if (this.Left > x) this.Left = x; + if (this.Right < x) this.Right = x; + if (this.Bottom > y) this.Bottom = y; + if (this.Top < y) this.Top = y; + } + + public void Reset() + { + this.Left = float.MaxValue; + this.Right = -float.MaxValue; + this.Bottom = float.MaxValue; + this.Top = -float.MaxValue; + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Buffer/BufferBase.cs b/src/Triangle.Rendering/Buffer/BufferBase.cs similarity index 95% rename from Triangle.NET/Triangle.Rendering/Buffer/BufferBase.cs rename to src/Triangle.Rendering/Buffer/BufferBase.cs index 27e9974..65fb23c 100644 --- a/Triangle.NET/Triangle.Rendering/Buffer/BufferBase.cs +++ b/src/Triangle.Rendering/Buffer/BufferBase.cs @@ -1,41 +1,41 @@ - -namespace TriangleNet.Rendering.Buffer -{ - public abstract class BufferBase : IBuffer where T : struct - { - protected T[] data; - protected int size; - - public BufferBase(int capacity, int size) - { - this.data = new T[capacity]; - this.size = size; - } - - public BufferBase(T[] data, int size) - { - this.data = data; - this.size = size; - } - - public T[] Data - { - get { return data; } - } - - public int Count - { - get { return data == null ? 0 : data.Length; } - } - - public abstract int Size - { - get; - } - - public abstract BufferTarget Target - { - get; - } - } -} + +namespace TriangleNet.Rendering.Buffer +{ + public abstract class BufferBase : IBuffer where T : struct + { + protected T[] data; + protected int size; + + public BufferBase(int capacity, int size) + { + this.data = new T[capacity]; + this.size = size; + } + + public BufferBase(T[] data, int size) + { + this.data = data; + this.size = size; + } + + public T[] Data + { + get { return data; } + } + + public int Count + { + get { return data == null ? 0 : data.Length; } + } + + public abstract int Size + { + get; + } + + public abstract BufferTarget Target + { + get; + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Buffer/ColorBuffer.cs b/src/Triangle.Rendering/Buffer/ColorBuffer.cs similarity index 95% rename from Triangle.NET/Triangle.Rendering/Buffer/ColorBuffer.cs rename to src/Triangle.Rendering/Buffer/ColorBuffer.cs index 6ae7643..8919033 100644 --- a/Triangle.NET/Triangle.Rendering/Buffer/ColorBuffer.cs +++ b/src/Triangle.Rendering/Buffer/ColorBuffer.cs @@ -1,29 +1,29 @@ - -namespace TriangleNet.Rendering.Buffer -{ - using System; - using System.Drawing; - - public class ColorBuffer : BufferBase - { - public ColorBuffer(int capacity, int size) - : base(capacity, size) - { - } - - public ColorBuffer(Color[] data, int size) - : base(data, size) - { - } - - public override int Size - { - get { return 1; } - } - - public override BufferTarget Target - { - get { return BufferTarget.ColorBuffer; } - } - } -} + +namespace TriangleNet.Rendering.Buffer +{ + using System; + using System.Drawing; + + public class ColorBuffer : BufferBase + { + public ColorBuffer(int capacity, int size) + : base(capacity, size) + { + } + + public ColorBuffer(Color[] data, int size) + : base(data, size) + { + } + + public override int Size + { + get { return 1; } + } + + public override BufferTarget Target + { + get { return BufferTarget.ColorBuffer; } + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Buffer/IBuffer.cs b/src/Triangle.Rendering/Buffer/IBuffer.cs similarity index 95% rename from Triangle.NET/Triangle.Rendering/Buffer/IBuffer.cs rename to src/Triangle.Rendering/Buffer/IBuffer.cs index a39ab3e..06caeb3 100644 --- a/Triangle.NET/Triangle.Rendering/Buffer/IBuffer.cs +++ b/src/Triangle.Rendering/Buffer/IBuffer.cs @@ -1,34 +1,34 @@ - -namespace TriangleNet.Rendering.Buffer -{ - public enum BufferTarget : byte - { - ColorBuffer, - IndexBuffer, - VertexBuffer - } - - public interface IBuffer where T : struct - { - /// - /// Gets the contents of the buffer. - /// - T[] Data { get; } - - /// - /// Gets the size of the buffer. - /// - int Count { get; } - - /// - /// Gets the size of one element in the buffer (i.e. 2 for 2D points - /// or 3 for triangles). - /// - int Size { get; } - - /// - /// Gets the buffer target (vertices or indices). - /// - BufferTarget Target { get; } - } -} + +namespace TriangleNet.Rendering.Buffer +{ + public enum BufferTarget : byte + { + ColorBuffer, + IndexBuffer, + VertexBuffer + } + + public interface IBuffer where T : struct + { + /// + /// Gets the contents of the buffer. + /// + T[] Data { get; } + + /// + /// Gets the size of the buffer. + /// + int Count { get; } + + /// + /// Gets the size of one element in the buffer (i.e. 2 for 2D points + /// or 3 for triangles). + /// + int Size { get; } + + /// + /// Gets the buffer target (vertices or indices). + /// + BufferTarget Target { get; } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Buffer/IndexBuffer.cs b/src/Triangle.Rendering/Buffer/IndexBuffer.cs similarity index 95% rename from Triangle.NET/Triangle.Rendering/Buffer/IndexBuffer.cs rename to src/Triangle.Rendering/Buffer/IndexBuffer.cs index a98526f..4a963d9 100644 --- a/Triangle.NET/Triangle.Rendering/Buffer/IndexBuffer.cs +++ b/src/Triangle.Rendering/Buffer/IndexBuffer.cs @@ -1,30 +1,30 @@ - -namespace TriangleNet.Rendering.Buffer -{ - public class IndexBuffer : BufferBase - { - public IndexBuffer(int capacity, int size) - : base(capacity, size) - { - } - - public IndexBuffer(int[] data, int size) - : base(data, size) - { - } - - /// - /// Gets the number of indices for one element (i.e. 2 for segments - /// or 3 for triangles). - /// - public override int Size - { - get { return size; } - } - - public override BufferTarget Target - { - get { return BufferTarget.IndexBuffer; } - } - } -} + +namespace TriangleNet.Rendering.Buffer +{ + public class IndexBuffer : BufferBase + { + public IndexBuffer(int capacity, int size) + : base(capacity, size) + { + } + + public IndexBuffer(int[] data, int size) + : base(data, size) + { + } + + /// + /// Gets the number of indices for one element (i.e. 2 for segments + /// or 3 for triangles). + /// + public override int Size + { + get { return size; } + } + + public override BufferTarget Target + { + get { return BufferTarget.IndexBuffer; } + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Buffer/VertexBuffer.cs b/src/Triangle.Rendering/Buffer/VertexBuffer.cs similarity index 95% rename from Triangle.NET/Triangle.Rendering/Buffer/VertexBuffer.cs rename to src/Triangle.Rendering/Buffer/VertexBuffer.cs index fb8ec45..86c111e 100644 --- a/Triangle.NET/Triangle.Rendering/Buffer/VertexBuffer.cs +++ b/src/Triangle.Rendering/Buffer/VertexBuffer.cs @@ -1,30 +1,30 @@ - -namespace TriangleNet.Rendering.Buffer -{ - public class VertexBuffer : BufferBase - { - public VertexBuffer(int capacity, int size = 2) - : base(capacity, size) - { - } - - public VertexBuffer(float[] data, int size = 2) - : base(data, size) - { - } - - /// - /// Gets the number of coordinates of one vertex in the buffer (i.e. 2 for - /// 2D points or 3D points). - /// - public override int Size - { - get { return size; } - } - - public override BufferTarget Target - { - get { return BufferTarget.VertexBuffer; } - } - } -} + +namespace TriangleNet.Rendering.Buffer +{ + public class VertexBuffer : BufferBase + { + public VertexBuffer(int capacity, int size = 2) + : base(capacity, size) + { + } + + public VertexBuffer(float[] data, int size = 2) + : base(data, size) + { + } + + /// + /// Gets the number of coordinates of one vertex in the buffer (i.e. 2 for + /// 2D points or 3D points). + /// + public override int Size + { + get { return size; } + } + + public override BufferTarget Target + { + get { return BufferTarget.VertexBuffer; } + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/ColorManager.cs b/src/Triangle.Rendering/ColorManager.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/ColorManager.cs rename to src/Triangle.Rendering/ColorManager.cs index b3d2b20..302a14f 100644 --- a/Triangle.NET/Triangle.Rendering/ColorManager.cs +++ b/src/Triangle.Rendering/ColorManager.cs @@ -1,181 +1,181 @@ - -namespace TriangleNet.Rendering -{ - using System.Collections.Generic; - using System.Drawing; - using TriangleNet.Rendering.Util; - - public class ColorManager - { - Color background; - SolidBrush point; - SolidBrush steinerPoint; - Pen line; - Pen segment; - Pen voronoiLine; - - #region Public properties - - /// - /// Gets or sets the background color. - /// - public Color Background - { - get { return background; } - set { background = value; } - } - - /// - /// Gets or sets the brush used for points. - /// - public SolidBrush Point - { - get { return point; } - set - { - if (point != null) point.Dispose(); - point = value; - } - } - - /// - /// Gets or sets the brush used for steiner points. - /// - public SolidBrush SteinerPoint - { - get { return steinerPoint; } - set - { - if (steinerPoint != null) steinerPoint.Dispose(); - steinerPoint = value; - } - } - - /// - /// Gets or sets the pen used for mesh edges. - /// - public Pen Line - { - get { return line; } - set - { - if (line != null) line.Dispose(); - line = value; - } - } - - /// - /// Gets or sets the pen used for mesh segments. - /// - public Pen Segment - { - get { return segment; } - set - { - if (segment != null) segment.Dispose(); - segment = value; - } - } - - /// - /// Gets or sets the pen used for Voronoi edges. - /// - public Pen VoronoiLine - { - get { return voronoiLine; } - set - { - if (voronoiLine != null) voronoiLine.Dispose(); - voronoiLine = value; - } - } - - #endregion - - /// - /// Gets or sets a dictionary which maps region ids (or partition indices) to a color. - /// - public Dictionary ColorDictionary { get; set; } - - /// - /// Gets or sets a colormap which is used for function plotting. - /// - public ColorMap ColorMap { get; set; } - - /// - /// Creates an instance of the class with default (dark) color scheme. - /// - public static ColorManager Default() - { - var colors = new ColorManager(); - - colors.Background = Color.FromArgb(0, 0, 0); - colors.Point = new SolidBrush(Color.Green); - colors.SteinerPoint = new SolidBrush(Color.Peru); - colors.Line = new Pen(Color.FromArgb(30, 30, 30)); - colors.Segment = new Pen(Color.DarkBlue); - colors.VoronoiLine = new Pen(Color.FromArgb(40, 50, 60)); - - return colors; - } - - public void CreateColorDictionary(int length) - { - var keys = new int[length]; - - for (int i = 0; i < length; i++) - { - keys[i] = i; - } - - CreateColorDictionary(keys, length); - } - - public void CreateColorDictionary(IEnumerable keys, int length) - { - this.ColorDictionary = new Dictionary(); - - int i = 0, n = regionColors.Length; - - foreach (var key in keys) - { - this.ColorDictionary.Add(key, regionColors[i]); - - i = (i + 1) % n; - } - } - - internal void Dispose(Dictionary brushes) - { - foreach (var brush in brushes.Values) - { - brush.Dispose(); - } - } - - internal Dictionary GetBrushDictionary() - { - var brushes = new Dictionary(); - - foreach (var item in ColorDictionary) - { - brushes.Add(item.Key, new SolidBrush(item.Value)); - } - - return brushes; - } - - // Change or add as many colors as you like... - private static Color[] regionColors = { - Color.Transparent, - Color.FromArgb(200, 0, 255, 0), - Color.FromArgb(200, 255, 0, 0), - Color.FromArgb(200, 0, 0, 255), - Color.FromArgb(200, 0, 255, 255), - Color.FromArgb(200, 255, 255, 0), - Color.FromArgb(200, 255, 0, 255), - Color.FromArgb(200, 127, 0, 255), - Color.FromArgb(200, 0, 127, 255) - }; - } -} + +namespace TriangleNet.Rendering +{ + using System.Collections.Generic; + using System.Drawing; + using TriangleNet.Rendering.Util; + + public class ColorManager + { + Color background; + SolidBrush point; + SolidBrush steinerPoint; + Pen line; + Pen segment; + Pen voronoiLine; + + #region Public properties + + /// + /// Gets or sets the background color. + /// + public Color Background + { + get { return background; } + set { background = value; } + } + + /// + /// Gets or sets the brush used for points. + /// + public SolidBrush Point + { + get { return point; } + set + { + if (point != null) point.Dispose(); + point = value; + } + } + + /// + /// Gets or sets the brush used for steiner points. + /// + public SolidBrush SteinerPoint + { + get { return steinerPoint; } + set + { + if (steinerPoint != null) steinerPoint.Dispose(); + steinerPoint = value; + } + } + + /// + /// Gets or sets the pen used for mesh edges. + /// + public Pen Line + { + get { return line; } + set + { + if (line != null) line.Dispose(); + line = value; + } + } + + /// + /// Gets or sets the pen used for mesh segments. + /// + public Pen Segment + { + get { return segment; } + set + { + if (segment != null) segment.Dispose(); + segment = value; + } + } + + /// + /// Gets or sets the pen used for Voronoi edges. + /// + public Pen VoronoiLine + { + get { return voronoiLine; } + set + { + if (voronoiLine != null) voronoiLine.Dispose(); + voronoiLine = value; + } + } + + #endregion + + /// + /// Gets or sets a dictionary which maps region ids (or partition indices) to a color. + /// + public Dictionary ColorDictionary { get; set; } + + /// + /// Gets or sets a colormap which is used for function plotting. + /// + public ColorMap ColorMap { get; set; } + + /// + /// Creates an instance of the class with default (dark) color scheme. + /// + public static ColorManager Default() + { + var colors = new ColorManager(); + + colors.Background = Color.FromArgb(0, 0, 0); + colors.Point = new SolidBrush(Color.Green); + colors.SteinerPoint = new SolidBrush(Color.Peru); + colors.Line = new Pen(Color.FromArgb(30, 30, 30)); + colors.Segment = new Pen(Color.DarkBlue); + colors.VoronoiLine = new Pen(Color.FromArgb(40, 50, 60)); + + return colors; + } + + public void CreateColorDictionary(int length) + { + var keys = new int[length]; + + for (int i = 0; i < length; i++) + { + keys[i] = i; + } + + CreateColorDictionary(keys, length); + } + + public void CreateColorDictionary(IEnumerable keys, int length) + { + this.ColorDictionary = new Dictionary(); + + int i = 0, n = regionColors.Length; + + foreach (var key in keys) + { + this.ColorDictionary.Add(key, regionColors[i]); + + i = (i + 1) % n; + } + } + + internal void Dispose(Dictionary brushes) + { + foreach (var brush in brushes.Values) + { + brush.Dispose(); + } + } + + internal Dictionary GetBrushDictionary() + { + var brushes = new Dictionary(); + + foreach (var item in ColorDictionary) + { + brushes.Add(item.Key, new SolidBrush(item.Value)); + } + + return brushes; + } + + // Change or add as many colors as you like... + private static Color[] regionColors = { + Color.Transparent, + Color.FromArgb(200, 0, 255, 0), + Color.FromArgb(200, 255, 0, 0), + Color.FromArgb(200, 0, 0, 255), + Color.FromArgb(200, 0, 255, 255), + Color.FromArgb(200, 255, 255, 0), + Color.FromArgb(200, 255, 0, 255), + Color.FromArgb(200, 127, 0, 255), + Color.FromArgb(200, 0, 127, 255) + }; + } +} diff --git a/Triangle.NET/Triangle.Rendering/ExtensionMethods.cs b/src/Triangle.Rendering/ExtensionMethods.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/ExtensionMethods.cs rename to src/Triangle.Rendering/ExtensionMethods.cs index 175d185..6f3b9c8 100644 --- a/Triangle.NET/Triangle.Rendering/ExtensionMethods.cs +++ b/src/Triangle.Rendering/ExtensionMethods.cs @@ -1,26 +1,26 @@ - -namespace TriangleNet.Rendering -{ - using System.Drawing; - - internal static class ExtensionMethods - { - /// - /// Check if segment (a, b) intersects rectangle. - /// - public static bool Intersects(this RectangleF rect, PointF a, PointF b) - { - // TODO: implement intersection. - return rect.Contains(a) || rect.Contains(b); - } - - /// - /// Check if triangle (a, b, c) intersects rectangle. - /// - public static bool Intersects(this RectangleF rect, PointF a, PointF b, PointF c) - { - // TODO: implement intersection. - return rect.Contains(a) || rect.Contains(b) || rect.Contains(c); - } - } -} + +namespace TriangleNet.Rendering +{ + using System.Drawing; + + internal static class ExtensionMethods + { + /// + /// Check if segment (a, b) intersects rectangle. + /// + public static bool Intersects(this RectangleF rect, PointF a, PointF b) + { + // TODO: implement intersection. + return rect.Contains(a) || rect.Contains(b); + } + + /// + /// Check if triangle (a, b, c) intersects rectangle. + /// + public static bool Intersects(this RectangleF rect, PointF a, PointF b, PointF c) + { + // TODO: implement intersection. + return rect.Contains(a) || rect.Contains(b) || rect.Contains(c); + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/GDI/FunctionRenderer.cs b/src/Triangle.Rendering/GDI/FunctionRenderer.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/GDI/FunctionRenderer.cs rename to src/Triangle.Rendering/GDI/FunctionRenderer.cs index 7320b29..24f0c08 100644 --- a/Triangle.NET/Triangle.Rendering/GDI/FunctionRenderer.cs +++ b/src/Triangle.Rendering/GDI/FunctionRenderer.cs @@ -1,101 +1,101 @@ - -namespace TriangleNet.Rendering.GDI -{ - using System; - using System.Drawing; - using TriangleNet.Rendering.GDI.Native; - - public class FunctionRenderer - { - TriVertex[] points; - GradientTriangle[] elements; - - public Graphics RenderTarget { get; set; } - - public IRenderContext Context { get; set; } - - public void Render(IRenderLayer layer) - { - Create(layer); - - var hdc = RenderTarget.GetHdc(); - - NativeMethods.GradientFill(hdc, - points, (uint)points.Length, elements, (uint)elements.Length, - GradientFillMode.GRADIENT_FILL_TRIANGLE); - - RenderTarget.ReleaseHdc(hdc); - } - - private void Create(IRenderLayer layer) - { - var zoom = Context.Zoom; - var colors = layer.Colors.Data; - - int length = colors.Length; - - int size = layer.Points.Size; - var data = layer.Points.Data; - - if (length != data.Length / size) - { - throw new Exception(); - } - - this.points = new TriVertex[length]; - - TriVertex vertex; - Color color; - PointF p = new PointF((float)data[0], (float)data[1]); - - zoom.WorldToScreen(ref p); - - // Get correction distance - float dx = (p.X - (int)p.X) * 2.0f; - float dy = (p.Y - (int)p.Y) * 2.0f; - - // Create vertices. - for (int i = 0; i < length; i++) - { - p.X = (float)data[size * i]; - p.Y = (float)data[size * i + 1]; - - zoom.WorldToScreen(ref p); - - color = colors[i]; - - vertex = new TriVertex(); - - vertex.x = (int)(p.X + dx); - vertex.y = (int)(p.Y + dy); - - vertex.Red = (ushort)(color.R << 8); - vertex.Green = (ushort)(color.G << 8); - vertex.Blue = (ushort)(color.B << 8); - vertex.Alpha = (ushort)(color.A << 8); - - this.points[i] = vertex; - } - - var triangles = layer.Indices.Data; - - length = triangles.Length / 3; - - this.elements = new GradientTriangle[length]; - - GradientTriangle e; - - // Create triangles. - for (int i = 0; i < length; i++) - { - e = new GradientTriangle(); - - e.Vertex1 = (uint)triangles[3 * i]; - e.Vertex2 = (uint)triangles[3 * i + 1]; - e.Vertex3 = (uint)triangles[3 * i + 2]; - - this.elements[i] = e; - } - } - } -} + +namespace TriangleNet.Rendering.GDI +{ + using System; + using System.Drawing; + using TriangleNet.Rendering.GDI.Native; + + public class FunctionRenderer + { + TriVertex[] points; + GradientTriangle[] elements; + + public Graphics RenderTarget { get; set; } + + public IRenderContext Context { get; set; } + + public void Render(IRenderLayer layer) + { + Create(layer); + + var hdc = RenderTarget.GetHdc(); + + NativeMethods.GradientFill(hdc, + points, (uint)points.Length, elements, (uint)elements.Length, + GradientFillMode.GRADIENT_FILL_TRIANGLE); + + RenderTarget.ReleaseHdc(hdc); + } + + private void Create(IRenderLayer layer) + { + var zoom = Context.Zoom; + var colors = layer.Colors.Data; + + int length = colors.Length; + + int size = layer.Points.Size; + var data = layer.Points.Data; + + if (length != data.Length / size) + { + throw new Exception(); + } + + this.points = new TriVertex[length]; + + TriVertex vertex; + Color color; + PointF p = new PointF((float)data[0], (float)data[1]); + + zoom.WorldToScreen(ref p); + + // Get correction distance + float dx = (p.X - (int)p.X) * 2.0f; + float dy = (p.Y - (int)p.Y) * 2.0f; + + // Create vertices. + for (int i = 0; i < length; i++) + { + p.X = (float)data[size * i]; + p.Y = (float)data[size * i + 1]; + + zoom.WorldToScreen(ref p); + + color = colors[i]; + + vertex = new TriVertex(); + + vertex.x = (int)(p.X + dx); + vertex.y = (int)(p.Y + dy); + + vertex.Red = (ushort)(color.R << 8); + vertex.Green = (ushort)(color.G << 8); + vertex.Blue = (ushort)(color.B << 8); + vertex.Alpha = (ushort)(color.A << 8); + + this.points[i] = vertex; + } + + var triangles = layer.Indices.Data; + + length = triangles.Length / 3; + + this.elements = new GradientTriangle[length]; + + GradientTriangle e; + + // Create triangles. + for (int i = 0; i < length; i++) + { + e = new GradientTriangle(); + + e.Vertex1 = (uint)triangles[3 * i]; + e.Vertex2 = (uint)triangles[3 * i + 1]; + e.Vertex3 = (uint)triangles[3 * i + 2]; + + this.elements[i] = e; + } + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/GDI/ImageRenderer.cs b/src/Triangle.Rendering/GDI/ImageRenderer.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/GDI/ImageRenderer.cs rename to src/Triangle.Rendering/GDI/ImageRenderer.cs index e499521..a30d65e 100644 --- a/Triangle.NET/Triangle.Rendering/GDI/ImageRenderer.cs +++ b/src/Triangle.Rendering/GDI/ImageRenderer.cs @@ -1,154 +1,154 @@ - -namespace TriangleNet.Rendering.GDI -{ - using System; - using System.Collections.Generic; - using System.Drawing; - using System.Drawing.Drawing2D; - using System.Drawing.Imaging; - using System.IO; - using TriangleNet.Meshing; - - /// - /// Enables rendering of polygons or meshes to a bitmap. - /// - public class ImageRenderer - { - ColorManager colors = LightScheme(); - - public ColorManager ColorScheme - { - get { return colors; } - set { colors = value; } - } - - public bool EnableRegions { get; set; } - - public bool EnablePoints { get; set; } - - /// - /// Export the mesh to PNG format. - /// - /// The current mesh. - /// The desired width (pixel) of the image. - /// The PNG filename. - /// Enable rendering of regions. - /// Enable rendering of points. - public static void Save(IMesh mesh, string file = null, int width = 800, - bool regions = false, bool points = true) - { - // Check file name - if (string.IsNullOrWhiteSpace(file)) - { - file = string.Format("mesh-{0}.png", DateTime.Now.ToString("yyyy-M-d-hh-mm-ss")); - } - - // Ensure .png extension. - if (!file.EndsWith(".png", StringComparison.OrdinalIgnoreCase)) - { - Path.ChangeExtension(file, ".png"); - } - - var renderer = new ImageRenderer(); - - renderer.EnableRegions = regions; - renderer.EnablePoints = points; - - var bitmap = renderer.Render(mesh, width); - - bitmap.Save(file, ImageFormat.Png); - } - - /// - /// Renders the mesh to a bitmap. - /// - /// The current mesh. - /// The desired width (pixel) of the image. - /// The bitmap. - /// - /// The width has to be at least 2 * sqrt(n), n the number of vertices. - /// Otherwise, an empty bitmap - /// - public Bitmap Render(IMesh mesh, int width = 800) - { - Bitmap bitmap; - - // Check if the specified width is reasonable - if (width < 2 * Math.Sqrt(mesh.Vertices.Count)) - { - return new Bitmap(1, 1); - } - - var bounds = mesh.Bounds; - - // World margin on each side - float margin = (float)bounds.Height * 0.05f; - float scale = width / ((float)bounds.Width + 2 * margin); - - var target = new Rectangle(0, 0, width, (int)((bounds.Height + 2 * margin) * scale)); - - bitmap = new Bitmap(width, target.Height, PixelFormat.Format32bppPArgb); - - using (var g = Graphics.FromImage(bitmap)) - { - g.Clear(colors.Background); - g.SmoothingMode = SmoothingMode.HighQuality; - - var context = new RenderContext(new Projection(target), colors); - context.Add(mesh, true); - - if (EnableRegions) - { - context.Add(GetRegions(mesh)); - } - - if (!EnablePoints) - { - context.Enable(3, false); - } - - var renderer = new LayerRenderer(); - renderer.Context = context; - renderer.RenderTarget = g; - renderer.Render(); - } - - return bitmap; - } - - private int[] GetRegions(IMesh mesh) - { - mesh.Renumber(); - - var labels = new int[mesh.Triangles.Count]; - var regions = new SortedSet(); - - foreach (var t in mesh.Triangles) - { - labels[t.ID] = t.Label; - regions.Add(t.Label); - } - - if (colors.ColorDictionary == null) - { - colors.CreateColorDictionary(regions, regions.Count); - } - - return labels; - } - - public static ColorManager LightScheme() - { - var colors = new ColorManager(); - - colors.Background = Color.White; - colors.Point = new SolidBrush(Color.FromArgb(60, 80, 120)); - colors.SteinerPoint = new SolidBrush(Color.DarkGreen); - colors.Line = new Pen(Color.FromArgb(200, 200, 200)); - colors.Segment = new Pen(Color.SteelBlue); - colors.VoronoiLine = new Pen(Color.FromArgb(160, 170, 180)); - - return colors; - } - } -} + +namespace TriangleNet.Rendering.GDI +{ + using System; + using System.Collections.Generic; + using System.Drawing; + using System.Drawing.Drawing2D; + using System.Drawing.Imaging; + using System.IO; + using TriangleNet.Meshing; + + /// + /// Enables rendering of polygons or meshes to a bitmap. + /// + public class ImageRenderer + { + ColorManager colors = LightScheme(); + + public ColorManager ColorScheme + { + get { return colors; } + set { colors = value; } + } + + public bool EnableRegions { get; set; } + + public bool EnablePoints { get; set; } + + /// + /// Export the mesh to PNG format. + /// + /// The current mesh. + /// The desired width (pixel) of the image. + /// The PNG filename. + /// Enable rendering of regions. + /// Enable rendering of points. + public static void Save(IMesh mesh, string file = null, int width = 800, + bool regions = false, bool points = true) + { + // Check file name + if (string.IsNullOrWhiteSpace(file)) + { + file = string.Format("mesh-{0}.png", DateTime.Now.ToString("yyyy-M-d-hh-mm-ss")); + } + + // Ensure .png extension. + if (!file.EndsWith(".png", StringComparison.OrdinalIgnoreCase)) + { + Path.ChangeExtension(file, ".png"); + } + + var renderer = new ImageRenderer(); + + renderer.EnableRegions = regions; + renderer.EnablePoints = points; + + var bitmap = renderer.Render(mesh, width); + + bitmap.Save(file, ImageFormat.Png); + } + + /// + /// Renders the mesh to a bitmap. + /// + /// The current mesh. + /// The desired width (pixel) of the image. + /// The bitmap. + /// + /// The width has to be at least 2 * sqrt(n), n the number of vertices. + /// Otherwise, an empty bitmap + /// + public Bitmap Render(IMesh mesh, int width = 800) + { + Bitmap bitmap; + + // Check if the specified width is reasonable + if (width < 2 * Math.Sqrt(mesh.Vertices.Count)) + { + return new Bitmap(1, 1); + } + + var bounds = mesh.Bounds; + + // World margin on each side + float margin = (float)bounds.Height * 0.05f; + float scale = width / ((float)bounds.Width + 2 * margin); + + var target = new Rectangle(0, 0, width, (int)((bounds.Height + 2 * margin) * scale)); + + bitmap = new Bitmap(width, target.Height, PixelFormat.Format32bppPArgb); + + using (var g = Graphics.FromImage(bitmap)) + { + g.Clear(colors.Background); + g.SmoothingMode = SmoothingMode.HighQuality; + + var context = new RenderContext(new Projection(target), colors); + context.Add(mesh, true); + + if (EnableRegions) + { + context.Add(GetRegions(mesh)); + } + + if (!EnablePoints) + { + context.Enable(3, false); + } + + var renderer = new LayerRenderer(); + renderer.Context = context; + renderer.RenderTarget = g; + renderer.Render(); + } + + return bitmap; + } + + private int[] GetRegions(IMesh mesh) + { + mesh.Renumber(); + + var labels = new int[mesh.Triangles.Count]; + var regions = new SortedSet(); + + foreach (var t in mesh.Triangles) + { + labels[t.ID] = t.Label; + regions.Add(t.Label); + } + + if (colors.ColorDictionary == null) + { + colors.CreateColorDictionary(regions, regions.Count); + } + + return labels; + } + + public static ColorManager LightScheme() + { + var colors = new ColorManager(); + + colors.Background = Color.White; + colors.Point = new SolidBrush(Color.FromArgb(60, 80, 120)); + colors.SteinerPoint = new SolidBrush(Color.DarkGreen); + colors.Line = new Pen(Color.FromArgb(200, 200, 200)); + colors.Segment = new Pen(Color.SteelBlue); + colors.VoronoiLine = new Pen(Color.FromArgb(160, 170, 180)); + + return colors; + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/GDI/LayerRenderer.cs b/src/Triangle.Rendering/GDI/LayerRenderer.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/GDI/LayerRenderer.cs rename to src/Triangle.Rendering/GDI/LayerRenderer.cs index b70dda2..d80c752 100644 --- a/Triangle.NET/Triangle.Rendering/GDI/LayerRenderer.cs +++ b/src/Triangle.Rendering/GDI/LayerRenderer.cs @@ -1,118 +1,118 @@ - -namespace TriangleNet.Rendering.GDI -{ - using System.Drawing; - - public class LayerRenderer : IRenderer - { - MeshRenderer meshRenderer; - FunctionRenderer functionRenderer; - - public IRenderContext Context { get; set; } - - public Graphics RenderTarget { get; set; } - - public LayerRenderer() - { - meshRenderer = new MeshRenderer(); - functionRenderer = new FunctionRenderer(); - } - - public void Render() - { - meshRenderer.Context = Context; - meshRenderer.RenderTarget = RenderTarget; - - functionRenderer.Context = Context; - functionRenderer.RenderTarget = RenderTarget; - - // 0 = mesh (filled) - // 1 = mesh (wireframe) - // 2 = polygon - // 3 = points - // 4 = voronoi overlay - // 5 = vector field - // 6 = contour lines - - int i = 0; - - foreach (var layer in this.Context.RenderLayers) - { - if (!layer.IsEmpty() && layer.IsEnabled) - { - switch (i) - { - case 0: - RenderFilledMesh(layer); - break; - case 1: - RenderMesh(layer); - break; - case 2: - RenderPolygon(layer); - break; - case 3: - RenderPoints(layer); - break; - case 4: - RenderVoronoi(layer); - break; - case 5: - case 6: - default: - break; - } - } - - i++; - } - } - - private void RenderFilledMesh(IRenderLayer layer) - { - if (layer.Partition != null) - { - meshRenderer.RenderElements(layer.Points.Data, layer.Indices.Data, 3, layer.Partition.Data); - } - else if (layer.Colors != null) - { - functionRenderer.Render(layer); - } - } - - private void RenderMesh(IRenderLayer layer) - { - if (layer.Indices.Size == 3) - { - meshRenderer.RenderElements(layer.Points.Data, layer.Indices.Data, 3, null); - } - else - { - meshRenderer.RenderEdges(layer.Points.Data, layer.Indices.Data, Context.ColorManager.Line); - } - } - - private void RenderPolygon(IRenderLayer layer) - { - meshRenderer.RenderSegments(layer.Points.Data, layer.Indices.Data, Context.ColorManager.Segment); - } - - private void RenderPoints(IRenderLayer layer) - { - meshRenderer.RenderPoints(layer.Points.Data, layer.Points.Size, layer.Count); - } - - private void RenderVoronoi(IRenderLayer layer) - { - if (RenderManager.VORONOI_DEBUG) - { - meshRenderer.RenderEdges(layer.Points.Data, layer.Indices.Data, Pens.Purple); - meshRenderer.RenderPoints(layer.Points.Data, layer.Points.Size, 0, layer.Count, Brushes.Red); - } - else - { - meshRenderer.RenderEdges(layer.Points.Data, layer.Indices.Data, Context.ColorManager.VoronoiLine); - } - } - } -} + +namespace TriangleNet.Rendering.GDI +{ + using System.Drawing; + + public class LayerRenderer : IRenderer + { + MeshRenderer meshRenderer; + FunctionRenderer functionRenderer; + + public IRenderContext Context { get; set; } + + public Graphics RenderTarget { get; set; } + + public LayerRenderer() + { + meshRenderer = new MeshRenderer(); + functionRenderer = new FunctionRenderer(); + } + + public void Render() + { + meshRenderer.Context = Context; + meshRenderer.RenderTarget = RenderTarget; + + functionRenderer.Context = Context; + functionRenderer.RenderTarget = RenderTarget; + + // 0 = mesh (filled) + // 1 = mesh (wireframe) + // 2 = polygon + // 3 = points + // 4 = voronoi overlay + // 5 = vector field + // 6 = contour lines + + int i = 0; + + foreach (var layer in this.Context.RenderLayers) + { + if (!layer.IsEmpty() && layer.IsEnabled) + { + switch (i) + { + case 0: + RenderFilledMesh(layer); + break; + case 1: + RenderMesh(layer); + break; + case 2: + RenderPolygon(layer); + break; + case 3: + RenderPoints(layer); + break; + case 4: + RenderVoronoi(layer); + break; + case 5: + case 6: + default: + break; + } + } + + i++; + } + } + + private void RenderFilledMesh(IRenderLayer layer) + { + if (layer.Partition != null) + { + meshRenderer.RenderElements(layer.Points.Data, layer.Indices.Data, 3, layer.Partition.Data); + } + else if (layer.Colors != null) + { + functionRenderer.Render(layer); + } + } + + private void RenderMesh(IRenderLayer layer) + { + if (layer.Indices.Size == 3) + { + meshRenderer.RenderElements(layer.Points.Data, layer.Indices.Data, 3, null); + } + else + { + meshRenderer.RenderEdges(layer.Points.Data, layer.Indices.Data, Context.ColorManager.Line); + } + } + + private void RenderPolygon(IRenderLayer layer) + { + meshRenderer.RenderSegments(layer.Points.Data, layer.Indices.Data, Context.ColorManager.Segment); + } + + private void RenderPoints(IRenderLayer layer) + { + meshRenderer.RenderPoints(layer.Points.Data, layer.Points.Size, layer.Count); + } + + private void RenderVoronoi(IRenderLayer layer) + { + if (RenderManager.VORONOI_DEBUG) + { + meshRenderer.RenderEdges(layer.Points.Data, layer.Indices.Data, Pens.Purple); + meshRenderer.RenderPoints(layer.Points.Data, layer.Points.Size, 0, layer.Count, Brushes.Red); + } + else + { + meshRenderer.RenderEdges(layer.Points.Data, layer.Indices.Data, Context.ColorManager.VoronoiLine); + } + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/GDI/MeshRenderer.cs b/src/Triangle.Rendering/GDI/MeshRenderer.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/GDI/MeshRenderer.cs rename to src/Triangle.Rendering/GDI/MeshRenderer.cs index 38c3614..df19ca5 100644 --- a/Triangle.NET/Triangle.Rendering/GDI/MeshRenderer.cs +++ b/src/Triangle.Rendering/GDI/MeshRenderer.cs @@ -1,173 +1,173 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Rendering.GDI -{ - using System.Drawing; - using TriangleNet.Rendering.GDI.Native; - - /// - /// Renders a mesh. - /// - public class MeshRenderer - { - /// - /// Initializes a new instance of the class. - /// - public MeshRenderer() - { - } - - public Graphics RenderTarget { get; set; } - - public IRenderContext Context { get; set; } - - public void RenderPoints(float[] points, int size, int limit = 0) - { - int n = points.Length / size; - int m = limit > 0 ? limit : n; - - // Draw unchanged points - RenderPoints(points, size, 0, m, Context.ColorManager.Point); - - // Draw new (Steiner) points - if (limit > 0) - { - RenderPoints(points, size, m, n, Context.ColorManager.SteinerPoint); - } - } - - public void RenderPoints(float[] points, int size, int start, int end, Brush brush) - { - var g = this.RenderTarget; - var zoom = this.Context.Zoom; - - int i, k, n = points.Length / size; - PointF p = new PointF(); - - // Render points - for (i = start; i < end; i++) - { - k = size * i; - - p.X = points[k]; - p.Y = points[k + 1]; - - if (zoom.Viewport.Contains(p)) - { - zoom.WorldToScreen(ref p); - g.FillEllipse(brush, p.X - 1.5f, p.Y - 1.5f, 3, 3); - } - } - } - - public void RenderSegments(float[] points, int[] indices, Pen pen) - { - RenderLines(points, indices, pen); - } - - public void RenderEdges(float[] points, int[] indices, Pen pen) - { - RenderLines(points, indices, pen); - } - - public void RenderElements(float[] points, int[] indices, int size, int[] partition) - { - var g = this.RenderTarget; - var zoom = this.Context.Zoom; - - int n = indices.Length / size; - int k0, k1, k2; - - var tri = new PointF[size]; - - bool filled = partition != null; - - var brushes = filled ? Context.ColorManager.GetBrushDictionary() : null; - - // TODO: remove hardcoded color - var pen = new Pen(Color.FromArgb(20, 20, 20)); - - // Draw triangles - for (int i = 0; i < n; i++) - { - k0 = 2 * indices[3 * i]; - k1 = 2 * indices[3 * i + 1]; - k2 = 2 * indices[3 * i + 2]; - - tri[0].X = points[k0]; - tri[0].Y = points[k0 + 1]; - - tri[1].X = points[k1]; - tri[1].Y = points[k1 + 1]; - - tri[2].X = points[k2]; - tri[2].Y = points[k2 + 1]; - - if (zoom.Viewport.Intersects(tri[0], tri[1], tri[2])) - { - zoom.WorldToScreen(ref tri[0]); - zoom.WorldToScreen(ref tri[1]); - zoom.WorldToScreen(ref tri[2]); - - if (filled) - { - var b = brushes[partition[i]]; - - if (b.Color.A > 0) - { - g.FillPolygon(b, tri); - } - } - else - { - g.DrawPolygon(pen, tri); - } - } - } - - pen.Dispose(); - - if (filled) - { - Context.ColorManager.Dispose(brushes); - } - } - - public void RenderLines(float[] points, int[] indices, Pen pen) - { - var g = this.RenderTarget; - var zoom = this.Context.Zoom; - - int n = indices.Length / 2; - int k0, k1; - - PointF p0 = new PointF(); - PointF p1 = new PointF(); - - // Draw edges - for (int i = 0; i < n; i++) - { - k0 = 2 * indices[2 * i]; - k1 = 2 * indices[2 * i + 1]; - - p0.X = points[k0]; - p0.Y = points[k0 + 1]; - - p1.X = points[k1]; - p1.Y = points[k1 + 1]; - - if (zoom.Viewport.Intersects(p0, p1)) - { - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); - - g.DrawLine(pen, p0, p1); - } - } - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Rendering.GDI +{ + using System.Drawing; + using TriangleNet.Rendering.GDI.Native; + + /// + /// Renders a mesh. + /// + public class MeshRenderer + { + /// + /// Initializes a new instance of the class. + /// + public MeshRenderer() + { + } + + public Graphics RenderTarget { get; set; } + + public IRenderContext Context { get; set; } + + public void RenderPoints(float[] points, int size, int limit = 0) + { + int n = points.Length / size; + int m = limit > 0 ? limit : n; + + // Draw unchanged points + RenderPoints(points, size, 0, m, Context.ColorManager.Point); + + // Draw new (Steiner) points + if (limit > 0) + { + RenderPoints(points, size, m, n, Context.ColorManager.SteinerPoint); + } + } + + public void RenderPoints(float[] points, int size, int start, int end, Brush brush) + { + var g = this.RenderTarget; + var zoom = this.Context.Zoom; + + int i, k, n = points.Length / size; + PointF p = new PointF(); + + // Render points + for (i = start; i < end; i++) + { + k = size * i; + + p.X = points[k]; + p.Y = points[k + 1]; + + if (zoom.Viewport.Contains(p)) + { + zoom.WorldToScreen(ref p); + g.FillEllipse(brush, p.X - 1.5f, p.Y - 1.5f, 3, 3); + } + } + } + + public void RenderSegments(float[] points, int[] indices, Pen pen) + { + RenderLines(points, indices, pen); + } + + public void RenderEdges(float[] points, int[] indices, Pen pen) + { + RenderLines(points, indices, pen); + } + + public void RenderElements(float[] points, int[] indices, int size, int[] partition) + { + var g = this.RenderTarget; + var zoom = this.Context.Zoom; + + int n = indices.Length / size; + int k0, k1, k2; + + var tri = new PointF[size]; + + bool filled = partition != null; + + var brushes = filled ? Context.ColorManager.GetBrushDictionary() : null; + + // TODO: remove hardcoded color + var pen = new Pen(Color.FromArgb(20, 20, 20)); + + // Draw triangles + for (int i = 0; i < n; i++) + { + k0 = 2 * indices[3 * i]; + k1 = 2 * indices[3 * i + 1]; + k2 = 2 * indices[3 * i + 2]; + + tri[0].X = points[k0]; + tri[0].Y = points[k0 + 1]; + + tri[1].X = points[k1]; + tri[1].Y = points[k1 + 1]; + + tri[2].X = points[k2]; + tri[2].Y = points[k2 + 1]; + + if (zoom.Viewport.Intersects(tri[0], tri[1], tri[2])) + { + zoom.WorldToScreen(ref tri[0]); + zoom.WorldToScreen(ref tri[1]); + zoom.WorldToScreen(ref tri[2]); + + if (filled) + { + var b = brushes[partition[i]]; + + if (b.Color.A > 0) + { + g.FillPolygon(b, tri); + } + } + else + { + g.DrawPolygon(pen, tri); + } + } + } + + pen.Dispose(); + + if (filled) + { + Context.ColorManager.Dispose(brushes); + } + } + + public void RenderLines(float[] points, int[] indices, Pen pen) + { + var g = this.RenderTarget; + var zoom = this.Context.Zoom; + + int n = indices.Length / 2; + int k0, k1; + + PointF p0 = new PointF(); + PointF p1 = new PointF(); + + // Draw edges + for (int i = 0; i < n; i++) + { + k0 = 2 * indices[2 * i]; + k1 = 2 * indices[2 * i + 1]; + + p0.X = points[k0]; + p0.Y = points[k0 + 1]; + + p1.X = points[k1]; + p1.Y = points[k1 + 1]; + + if (zoom.Viewport.Intersects(p0, p1)) + { + zoom.WorldToScreen(ref p0); + zoom.WorldToScreen(ref p1); + + g.DrawLine(pen, p0, p1); + } + } + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/GDI/Native/GradientFillMode.cs b/src/Triangle.Rendering/GDI/Native/GradientFillMode.cs similarity index 97% rename from Triangle.NET/Triangle.Rendering/GDI/Native/GradientFillMode.cs rename to src/Triangle.Rendering/GDI/Native/GradientFillMode.cs index 7b6ba25..9db4ac9 100644 --- a/Triangle.NET/Triangle.Rendering/GDI/Native/GradientFillMode.cs +++ b/src/Triangle.Rendering/GDI/Native/GradientFillMode.cs @@ -1,35 +1,35 @@ - -namespace TriangleNet.Rendering.GDI.Native -{ - using System; - - /// - /// Specifies gradient fill mode - /// - [Flags] - internal enum GradientFillMode : uint - { - /// - /// In this mode, two endpoints describe a rectangle. The rectangle is defined - /// to have a constant color (specified by the TRIVERTEX structure) for the - /// left and right edges. GDI interpolates the color from the left to right - /// edge and fills the interior - /// - GRADIENT_FILL_RECT_H = 0, - /// - /// In this mode, two endpoints describe a rectangle. The rectangle is - /// defined to have a constant color (specified by the TRIVERTEX structure) - /// for the top and bottom edges. GDI interpolates the color from the top - /// to bottom edge and fills the interior - /// - GRADIENT_FILL_RECT_V = 1, - /// - /// In this mode, an array of TRIVERTEX structures is passed to GDI - /// along with a list of array indexes that describe separate triangles. - /// GDI performs linear interpolation between triangle vertices and fills - /// the interior. Drawing is done directly in 24- and 32-bpp modes. - /// Dithering is performed in 16-, 8-, 4-, and 1-bpp mode - /// - GRADIENT_FILL_TRIANGLE = 2 - } -} + +namespace TriangleNet.Rendering.GDI.Native +{ + using System; + + /// + /// Specifies gradient fill mode + /// + [Flags] + internal enum GradientFillMode : uint + { + /// + /// In this mode, two endpoints describe a rectangle. The rectangle is defined + /// to have a constant color (specified by the TRIVERTEX structure) for the + /// left and right edges. GDI interpolates the color from the left to right + /// edge and fills the interior + /// + GRADIENT_FILL_RECT_H = 0, + /// + /// In this mode, two endpoints describe a rectangle. The rectangle is + /// defined to have a constant color (specified by the TRIVERTEX structure) + /// for the top and bottom edges. GDI interpolates the color from the top + /// to bottom edge and fills the interior + /// + GRADIENT_FILL_RECT_V = 1, + /// + /// In this mode, an array of TRIVERTEX structures is passed to GDI + /// along with a list of array indexes that describe separate triangles. + /// GDI performs linear interpolation between triangle vertices and fills + /// the interior. Drawing is done directly in 24- and 32-bpp modes. + /// Dithering is performed in 16-, 8-, 4-, and 1-bpp mode + /// + GRADIENT_FILL_TRIANGLE = 2 + } +} diff --git a/Triangle.NET/Triangle.Rendering/GDI/Native/GradientRect.cs b/src/Triangle.Rendering/GDI/Native/GradientRect.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/GDI/Native/GradientRect.cs rename to src/Triangle.Rendering/GDI/Native/GradientRect.cs index f617645..9511c00 100644 --- a/Triangle.NET/Triangle.Rendering/GDI/Native/GradientRect.cs +++ b/src/Triangle.Rendering/GDI/Native/GradientRect.cs @@ -1,28 +1,28 @@ - -namespace TriangleNet.Rendering.GDI.Native -{ - using System.Runtime.InteropServices; - - /// - /// The GRADIENT_RECT structure specifies the index of two vertices in the - /// pVertex array in the GradientFill function. These two vertices form the - /// upper-left and lower-right boundaries of a rectangle. - /// - /// - /// http://msdn.microsoft.com/en-us/library/windows/desktop/dd144958.aspx - /// - [StructLayout(LayoutKind.Sequential)] - internal struct GradientRect - { - /// - /// The upper-left corner of a rectangle. - /// - public uint UpperLeft; - - /// - /// The lower-right corner of a rectangle. - /// - public uint LowerRight; - } - -} + +namespace TriangleNet.Rendering.GDI.Native +{ + using System.Runtime.InteropServices; + + /// + /// The GRADIENT_RECT structure specifies the index of two vertices in the + /// pVertex array in the GradientFill function. These two vertices form the + /// upper-left and lower-right boundaries of a rectangle. + /// + /// + /// http://msdn.microsoft.com/en-us/library/windows/desktop/dd144958.aspx + /// + [StructLayout(LayoutKind.Sequential)] + internal struct GradientRect + { + /// + /// The upper-left corner of a rectangle. + /// + public uint UpperLeft; + + /// + /// The lower-right corner of a rectangle. + /// + public uint LowerRight; + } + +} diff --git a/Triangle.NET/Triangle.Rendering/GDI/Native/GradientTriangle.cs b/src/Triangle.Rendering/GDI/Native/GradientTriangle.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/GDI/Native/GradientTriangle.cs rename to src/Triangle.Rendering/GDI/Native/GradientTriangle.cs index dd64867..f6ae91b 100644 --- a/Triangle.NET/Triangle.Rendering/GDI/Native/GradientTriangle.cs +++ b/src/Triangle.Rendering/GDI/Native/GradientTriangle.cs @@ -1,32 +1,32 @@ - -namespace TriangleNet.Rendering.GDI.Native -{ - using System.Runtime.InteropServices; - - /// - /// The GRADIENT_TRIANGLE structure specifies the index of three - /// vertices in the pVertex array in the GradientFill function. - /// These three vertices form one triangle - /// - /// - /// http://msdn.microsoft.com/en-us/library/windows/desktop/dd144959.aspx - /// - [StructLayout(LayoutKind.Sequential)] - internal struct GradientTriangle - { - /// - /// The first point of the triangle where sides intersect. - /// - public uint Vertex1; - - /// - /// The second point of the triangle where sides intersect. - /// - public uint Vertex2; - - /// - /// The third point of the triangle where sides intersect. - /// - public uint Vertex3; - } -} + +namespace TriangleNet.Rendering.GDI.Native +{ + using System.Runtime.InteropServices; + + /// + /// The GRADIENT_TRIANGLE structure specifies the index of three + /// vertices in the pVertex array in the GradientFill function. + /// These three vertices form one triangle + /// + /// + /// http://msdn.microsoft.com/en-us/library/windows/desktop/dd144959.aspx + /// + [StructLayout(LayoutKind.Sequential)] + internal struct GradientTriangle + { + /// + /// The first point of the triangle where sides intersect. + /// + public uint Vertex1; + + /// + /// The second point of the triangle where sides intersect. + /// + public uint Vertex2; + + /// + /// The third point of the triangle where sides intersect. + /// + public uint Vertex3; + } +} diff --git a/Triangle.NET/Triangle.Rendering/GDI/Native/NativeMethods.cs b/src/Triangle.Rendering/GDI/Native/NativeMethods.cs similarity index 98% rename from Triangle.NET/Triangle.Rendering/GDI/Native/NativeMethods.cs rename to src/Triangle.Rendering/GDI/Native/NativeMethods.cs index 2a625f4..431be59 100644 --- a/Triangle.NET/Triangle.Rendering/GDI/Native/NativeMethods.cs +++ b/src/Triangle.Rendering/GDI/Native/NativeMethods.cs @@ -1,90 +1,90 @@ - -namespace TriangleNet.Rendering.GDI.Native -{ - using System; - using System.Runtime.InteropServices; - - /// - /// PInvoke signatures for GradientFill methods. - /// - /// - /// Minimum requirements: Windows 2000 Professional - /// - /// http://msdn.microsoft.com/en-us/library/windows/desktop/dd144957.aspx - /// - internal static class NativeMethods - { - /// - /// The GradientFill function fills rectangle and triangle structures - /// - /// Handle to the destination device contex - /// Array of TRIVERTEX structures that each define a triangle vertex - /// The number of vertices in pVertex - /// Array of elements - /// The number of elements in pMesh - /// Specifies gradient fill mode - /// If the function succeeds, the return value is true, false - public static bool GradientFill([In] IntPtr hdc, TriVertex[] pVertex, uint nVertex, uint[] pMesh, uint nMesh, - GradientFillMode ulMode) - { - return Native.GradientFill(hdc, pVertex, nVertex, pMesh, nMesh, ulMode); - } - - /// - /// The GradientFill function fills rectangle and triangle structures - /// - /// Handle to the destination device contex - /// Array of TRIVERTEX structures that each define a triangle vertex - /// The number of vertices in pVertex - /// Array of GRADIENT_TRIANGLE structures in triangle mode - /// The number of elements in pMesh - /// Specifies gradient fill mode - /// If the function succeeds, the return value is true, false - public static bool GradientFill([In] IntPtr hdc, TriVertex[] pVertex, uint nVertex, GradientTriangle[] pMesh, - uint nMesh, GradientFillMode ulMode) - { - return Native.GradientFill(hdc, pVertex, nVertex, pMesh, nMesh, ulMode); - } - - /// - /// The GradientFill function fills rectangle and triangle structures - /// - /// Handle to the destination device contex - /// Array of TRIVERTEX structures that each define a triangle vertex - /// The number of vertices in pVertex - /// an array of GRADIENT_RECT structures in rectangle mode - /// The number of elements in pMesh - /// Specifies gradient fill mode - /// If the function succeeds, the return value is true, false - public static bool GradientFill([In] IntPtr hdc, TriVertex[] pVertex, uint nVertex, GradientRect[] pMesh, - uint nMesh, GradientFillMode ulMode) - { - return Native.GradientFill(hdc, pVertex, nVertex, pMesh, nMesh, ulMode); - } - - #region Nested type: Native - - internal class Native - { - [DllImport("msimg32.dll", EntryPoint = "GradientFill", SetLastError = true)] - [return: MarshalAs(UnmanagedType.Bool)] - public static extern bool GradientFill([In] IntPtr hdc, - [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.Struct, SizeParamIndex = 2)] TriVertex[] pVertex, - uint nVertex, uint[] pMesh, uint nMesh, GradientFillMode ulMode); - - [DllImport("msimg32.dll", EntryPoint = "GradientFill", SetLastError = true)] - [return: MarshalAs(UnmanagedType.Bool)] - public static extern bool GradientFill([In] IntPtr hdc, - [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.Struct, SizeParamIndex = 2)] TriVertex[] pVertex, - uint nVertex, GradientRect[] pMesh, uint nMesh, GradientFillMode ulMode); - - [DllImport("msimg32.dll", EntryPoint = "GradientFill", SetLastError = true)] - [return: MarshalAs(UnmanagedType.Bool)] - public static extern bool GradientFill([In] IntPtr hdc, - [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.Struct, SizeParamIndex = 2)] TriVertex[] pVertex, - uint nVertex, GradientTriangle[] pMesh, uint nMesh, GradientFillMode ulMode); - } - - #endregion - } + +namespace TriangleNet.Rendering.GDI.Native +{ + using System; + using System.Runtime.InteropServices; + + /// + /// PInvoke signatures for GradientFill methods. + /// + /// + /// Minimum requirements: Windows 2000 Professional + /// + /// http://msdn.microsoft.com/en-us/library/windows/desktop/dd144957.aspx + /// + internal static class NativeMethods + { + /// + /// The GradientFill function fills rectangle and triangle structures + /// + /// Handle to the destination device contex + /// Array of TRIVERTEX structures that each define a triangle vertex + /// The number of vertices in pVertex + /// Array of elements + /// The number of elements in pMesh + /// Specifies gradient fill mode + /// If the function succeeds, the return value is true, false + public static bool GradientFill([In] IntPtr hdc, TriVertex[] pVertex, uint nVertex, uint[] pMesh, uint nMesh, + GradientFillMode ulMode) + { + return Native.GradientFill(hdc, pVertex, nVertex, pMesh, nMesh, ulMode); + } + + /// + /// The GradientFill function fills rectangle and triangle structures + /// + /// Handle to the destination device contex + /// Array of TRIVERTEX structures that each define a triangle vertex + /// The number of vertices in pVertex + /// Array of GRADIENT_TRIANGLE structures in triangle mode + /// The number of elements in pMesh + /// Specifies gradient fill mode + /// If the function succeeds, the return value is true, false + public static bool GradientFill([In] IntPtr hdc, TriVertex[] pVertex, uint nVertex, GradientTriangle[] pMesh, + uint nMesh, GradientFillMode ulMode) + { + return Native.GradientFill(hdc, pVertex, nVertex, pMesh, nMesh, ulMode); + } + + /// + /// The GradientFill function fills rectangle and triangle structures + /// + /// Handle to the destination device contex + /// Array of TRIVERTEX structures that each define a triangle vertex + /// The number of vertices in pVertex + /// an array of GRADIENT_RECT structures in rectangle mode + /// The number of elements in pMesh + /// Specifies gradient fill mode + /// If the function succeeds, the return value is true, false + public static bool GradientFill([In] IntPtr hdc, TriVertex[] pVertex, uint nVertex, GradientRect[] pMesh, + uint nMesh, GradientFillMode ulMode) + { + return Native.GradientFill(hdc, pVertex, nVertex, pMesh, nMesh, ulMode); + } + + #region Nested type: Native + + internal class Native + { + [DllImport("msimg32.dll", EntryPoint = "GradientFill", SetLastError = true)] + [return: MarshalAs(UnmanagedType.Bool)] + public static extern bool GradientFill([In] IntPtr hdc, + [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.Struct, SizeParamIndex = 2)] TriVertex[] pVertex, + uint nVertex, uint[] pMesh, uint nMesh, GradientFillMode ulMode); + + [DllImport("msimg32.dll", EntryPoint = "GradientFill", SetLastError = true)] + [return: MarshalAs(UnmanagedType.Bool)] + public static extern bool GradientFill([In] IntPtr hdc, + [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.Struct, SizeParamIndex = 2)] TriVertex[] pVertex, + uint nVertex, GradientRect[] pMesh, uint nMesh, GradientFillMode ulMode); + + [DllImport("msimg32.dll", EntryPoint = "GradientFill", SetLastError = true)] + [return: MarshalAs(UnmanagedType.Bool)] + public static extern bool GradientFill([In] IntPtr hdc, + [MarshalAs(UnmanagedType.LPArray, ArraySubType = UnmanagedType.Struct, SizeParamIndex = 2)] TriVertex[] pVertex, + uint nVertex, GradientTriangle[] pMesh, uint nMesh, GradientFillMode ulMode); + } + + #endregion + } } \ No newline at end of file diff --git a/Triangle.NET/Triangle.Rendering/GDI/Native/TriVertex.cs b/src/Triangle.Rendering/GDI/Native/TriVertex.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/GDI/Native/TriVertex.cs rename to src/Triangle.Rendering/GDI/Native/TriVertex.cs index 0279447..121c637 100644 --- a/Triangle.NET/Triangle.Rendering/GDI/Native/TriVertex.cs +++ b/src/Triangle.Rendering/GDI/Native/TriVertex.cs @@ -1,45 +1,45 @@ - -namespace TriangleNet.Rendering.GDI.Native -{ - using System.Runtime.InteropServices; - - /// - /// The TRIVERTEX structure contains color information and position information. - /// - /// - /// http://msdn.microsoft.com/en-us/library/windows/desktop/dd145142.aspx - /// - [StructLayout(LayoutKind.Sequential)] - internal struct TriVertex - { - /// - /// The x-coordinate, in logical units, of the upper-left corner of the rectangle - /// - public int x; - - /// - /// The y-coordinate, in logical units, of the upper-left corner of the rectangle - /// - public int y; - - /// - /// The color information at the point of x, y - /// - public ushort Red; - - /// - /// The color information at the point of x, y - /// - public ushort Green; - - /// - /// The color information at the point of x, y - /// - public ushort Blue; - - /// - /// The color information at the point of x, y - /// - public ushort Alpha; - } -} + +namespace TriangleNet.Rendering.GDI.Native +{ + using System.Runtime.InteropServices; + + /// + /// The TRIVERTEX structure contains color information and position information. + /// + /// + /// http://msdn.microsoft.com/en-us/library/windows/desktop/dd145142.aspx + /// + [StructLayout(LayoutKind.Sequential)] + internal struct TriVertex + { + /// + /// The x-coordinate, in logical units, of the upper-left corner of the rectangle + /// + public int x; + + /// + /// The y-coordinate, in logical units, of the upper-left corner of the rectangle + /// + public int y; + + /// + /// The color information at the point of x, y + /// + public ushort Red; + + /// + /// The color information at the point of x, y + /// + public ushort Green; + + /// + /// The color information at the point of x, y + /// + public ushort Blue; + + /// + /// The color information at the point of x, y + /// + public ushort Alpha; + } +} diff --git a/Triangle.NET/Triangle.Rendering/GDI/RenderControl.cs b/src/Triangle.Rendering/GDI/RenderControl.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/GDI/RenderControl.cs rename to src/Triangle.Rendering/GDI/RenderControl.cs index 2dfda4a..1aa34b9 100644 --- a/Triangle.NET/Triangle.Rendering/GDI/RenderControl.cs +++ b/src/Triangle.Rendering/GDI/RenderControl.cs @@ -1,252 +1,252 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Rendering.GDI -{ - using System; - using System.Drawing; - using System.Drawing.Drawing2D; - using System.Drawing.Text; - using System.Globalization; - using System.Windows.Forms; - - /// - /// Renders a mesh using GDI. - /// - public class RenderControl : Control, IRenderControl - { - // Rendering stuff - private BufferedGraphics buffer; - private BufferedGraphicsContext context; - - //ColorManager renderColors; - - bool initialized = false; - - string coordinate = String.Empty; - - Timer timer; - - /// - /// Initializes a new instance of the class. - /// - public RenderControl() - { - //this.SetStyle(ControlStyles.UserPaint, true); - //this.SetStyle(ControlStyles.OptimizedDoubleBuffer, false); - //this.SetStyle(ControlStyles.Selectable, true); - this.SetStyle(ControlStyles.ResizeRedraw, true); - - //renderColors = ColorManager.Default(); - - this.BackColor = Color.Black; - - context = BufferedGraphicsManager.Current;// new BufferedGraphicsContext(); - - timer = new Timer(); - timer.Interval = 3000; - timer.Tick += (sender, e) => - { - timer.Stop(); - coordinate = String.Empty; - this.Invalidate(); - }; - } - - public IRenderer Renderer { get; set; } - - /// - /// Initialize the graphics buffer (should be called in the forms load event). - /// - public void Initialize() - { - //zoom.Initialize(this.ClientRectangle); - InitializeBuffer(); - - initialized = true; - - this.Invalidate(); - } - - public override void Refresh() - { - this.Render(); - } - - /// - /// Update graphics buffer and zoom after a resize. - /// - public void HandleResize() - { - var zoom = this.Renderer.Context.Zoom; - - zoom.Resize(this.ClientRectangle); - InitializeBuffer(); - } - - private void InitializeBuffer() - { - if (this.Width > 0 && this.Height > 0) - { - if (buffer != null) - { - if (this.ClientRectangle == buffer.Graphics.VisibleClipBounds) - { - this.Invalidate(); - - // Bounds didn't change. Probably we just restored the - // window from minimized state. - return; - } - - buffer.Dispose(); - } - - //buffer = context.Allocate(Graphics.FromHwnd(this.Handle), this.ClientRectangle); - buffer = context.Allocate(this.CreateGraphics(), this.ClientRectangle); - - if (initialized) - { - this.Render(); - } - } - } - - private void Render() - { - coordinate = String.Empty; - - if (buffer == null) - { - return; - } - - var g = buffer.Graphics; - var renderer = this.Renderer as LayerRenderer; - - g.Clear(renderer.Context.ColorManager.Background); - - if (!initialized || renderer == null) - { - return; - } - - g.SmoothingMode = SmoothingMode.AntiAlias; - - renderer.RenderTarget = g; - renderer.Render(); - - this.Invalidate(); - } - - #region Protected overrides - - protected override void OnPaint(PaintEventArgs e) - { - if (!initialized) - { - base.OnPaint(e); - return; - } - - buffer.Render(); - - if (!String.IsNullOrEmpty(coordinate) && Renderer.Context.HasData) - { - Graphics g = e.Graphics; - g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; - g.DrawString(coordinate, this.Font, Brushes.White, 10, 10); - } - } - - protected override void OnPaintBackground(PaintEventArgs pevent) - { - // Do nothing - if (!initialized) - { - base.OnPaintBackground(pevent); - } - } - - protected override void OnMouseWheel(MouseEventArgs e) - { - if (!initialized) return; - - var zoom = this.Renderer.Context.Zoom; - - if (zoom.Zoom(e.Delta, (float)e.X / Width, (float)e.Y / Height)) - { - // Redraw - this.Render(); - } - } - - protected override void OnMouseClick(MouseEventArgs e) - { - // We need to manually set the focus to get proper handling of - // the KeyUp and MouseWheel events. - this.Focus(); - - if (!initialized) return; - - var zoom = this.Renderer.Context.Zoom; - - if (e.Button == MouseButtons.Middle) - { - zoom.Reset(); - this.Render(); - } - else if (e.Button == MouseButtons.Left) - { - timer.Stop(); - - PointF c = new PointF((float)e.X / Width, (float)e.Y / Height); - zoom.ScreenToWorld(ref c); - coordinate = String.Format(NumberFormatInfo.InvariantInfo, - "X:{0} Y:{1}", c.X, c.Y); - - this.Invalidate(); - - timer.Start(); - } - } - - protected override void OnKeyUp(KeyEventArgs e) - { - if (!initialized) return; - - var zoom = this.Renderer.Context.Zoom; - - bool redraw = false; - - if (e.KeyCode == Keys.Up) - { - redraw = zoom.Translate(0, 1); - } - else if (e.KeyCode == Keys.Down) - { - redraw = zoom.Translate(0, -1); - } - else if (e.KeyCode == Keys.Left) - { - redraw = zoom.Translate(-1, 0); - } - else if (e.KeyCode == Keys.Right) - { - redraw = zoom.Translate(1, 0); - } - - if (redraw) - { - this.Render(); - } - - e.Handled = true; - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Rendering.GDI +{ + using System; + using System.Drawing; + using System.Drawing.Drawing2D; + using System.Drawing.Text; + using System.Globalization; + using System.Windows.Forms; + + /// + /// Renders a mesh using GDI. + /// + public class RenderControl : Control, IRenderControl + { + // Rendering stuff + private BufferedGraphics buffer; + private BufferedGraphicsContext context; + + //ColorManager renderColors; + + bool initialized = false; + + string coordinate = String.Empty; + + Timer timer; + + /// + /// Initializes a new instance of the class. + /// + public RenderControl() + { + //this.SetStyle(ControlStyles.UserPaint, true); + //this.SetStyle(ControlStyles.OptimizedDoubleBuffer, false); + //this.SetStyle(ControlStyles.Selectable, true); + this.SetStyle(ControlStyles.ResizeRedraw, true); + + //renderColors = ColorManager.Default(); + + this.BackColor = Color.Black; + + context = BufferedGraphicsManager.Current;// new BufferedGraphicsContext(); + + timer = new Timer(); + timer.Interval = 3000; + timer.Tick += (sender, e) => + { + timer.Stop(); + coordinate = String.Empty; + this.Invalidate(); + }; + } + + public IRenderer Renderer { get; set; } + + /// + /// Initialize the graphics buffer (should be called in the forms load event). + /// + public void Initialize() + { + //zoom.Initialize(this.ClientRectangle); + InitializeBuffer(); + + initialized = true; + + this.Invalidate(); + } + + public override void Refresh() + { + this.Render(); + } + + /// + /// Update graphics buffer and zoom after a resize. + /// + public void HandleResize() + { + var zoom = this.Renderer.Context.Zoom; + + zoom.Resize(this.ClientRectangle); + InitializeBuffer(); + } + + private void InitializeBuffer() + { + if (this.Width > 0 && this.Height > 0) + { + if (buffer != null) + { + if (this.ClientRectangle == buffer.Graphics.VisibleClipBounds) + { + this.Invalidate(); + + // Bounds didn't change. Probably we just restored the + // window from minimized state. + return; + } + + buffer.Dispose(); + } + + //buffer = context.Allocate(Graphics.FromHwnd(this.Handle), this.ClientRectangle); + buffer = context.Allocate(this.CreateGraphics(), this.ClientRectangle); + + if (initialized) + { + this.Render(); + } + } + } + + private void Render() + { + coordinate = String.Empty; + + if (buffer == null) + { + return; + } + + var g = buffer.Graphics; + var renderer = this.Renderer as LayerRenderer; + + g.Clear(renderer.Context.ColorManager.Background); + + if (!initialized || renderer == null) + { + return; + } + + g.SmoothingMode = SmoothingMode.AntiAlias; + + renderer.RenderTarget = g; + renderer.Render(); + + this.Invalidate(); + } + + #region Protected overrides + + protected override void OnPaint(PaintEventArgs e) + { + if (!initialized) + { + base.OnPaint(e); + return; + } + + buffer.Render(); + + if (!String.IsNullOrEmpty(coordinate) && Renderer.Context.HasData) + { + Graphics g = e.Graphics; + g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; + g.DrawString(coordinate, this.Font, Brushes.White, 10, 10); + } + } + + protected override void OnPaintBackground(PaintEventArgs pevent) + { + // Do nothing + if (!initialized) + { + base.OnPaintBackground(pevent); + } + } + + protected override void OnMouseWheel(MouseEventArgs e) + { + if (!initialized) return; + + var zoom = this.Renderer.Context.Zoom; + + if (zoom.Zoom(e.Delta, (float)e.X / Width, (float)e.Y / Height)) + { + // Redraw + this.Render(); + } + } + + protected override void OnMouseClick(MouseEventArgs e) + { + // We need to manually set the focus to get proper handling of + // the KeyUp and MouseWheel events. + this.Focus(); + + if (!initialized) return; + + var zoom = this.Renderer.Context.Zoom; + + if (e.Button == MouseButtons.Middle) + { + zoom.Reset(); + this.Render(); + } + else if (e.Button == MouseButtons.Left) + { + timer.Stop(); + + PointF c = new PointF((float)e.X / Width, (float)e.Y / Height); + zoom.ScreenToWorld(ref c); + coordinate = String.Format(NumberFormatInfo.InvariantInfo, + "X:{0} Y:{1}", c.X, c.Y); + + this.Invalidate(); + + timer.Start(); + } + } + + protected override void OnKeyUp(KeyEventArgs e) + { + if (!initialized) return; + + var zoom = this.Renderer.Context.Zoom; + + bool redraw = false; + + if (e.KeyCode == Keys.Up) + { + redraw = zoom.Translate(0, 1); + } + else if (e.KeyCode == Keys.Down) + { + redraw = zoom.Translate(0, -1); + } + else if (e.KeyCode == Keys.Left) + { + redraw = zoom.Translate(-1, 0); + } + else if (e.KeyCode == Keys.Right) + { + redraw = zoom.Translate(1, 0); + } + + if (redraw) + { + this.Render(); + } + + e.Handled = true; + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle.Rendering/IRenderContext.cs b/src/Triangle.Rendering/IRenderContext.cs similarity index 95% rename from Triangle.NET/Triangle.Rendering/IRenderContext.cs rename to src/Triangle.Rendering/IRenderContext.cs index 6b1b638..7d0e8ee 100644 --- a/Triangle.NET/Triangle.Rendering/IRenderContext.cs +++ b/src/Triangle.Rendering/IRenderContext.cs @@ -1,32 +1,32 @@ - -namespace TriangleNet.Rendering -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Meshing; - using TriangleNet.Voronoi.Legacy; - - public interface IRenderContext - { - ColorManager ColorManager { get; } - - BoundingBox Bounds { get; } - - IList RenderLayers { get; } - - Projection Zoom { get; } - - IMesh Mesh { get; } - - bool HasData { get; } - - void Add(IPolygon data); - void Add(IMesh data, bool reset); - void Add(ICollection points, IEnumerable edges, bool reset); - - void Add(float[] values); - void Add(int[] partition); - - void Enable(int layer, bool enabled); - } -} + +namespace TriangleNet.Rendering +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Voronoi.Legacy; + + public interface IRenderContext + { + ColorManager ColorManager { get; } + + BoundingBox Bounds { get; } + + IList RenderLayers { get; } + + Projection Zoom { get; } + + IMesh Mesh { get; } + + bool HasData { get; } + + void Add(IPolygon data); + void Add(IMesh data, bool reset); + void Add(ICollection points, IEnumerable edges, bool reset); + + void Add(float[] values); + void Add(int[] partition); + + void Enable(int layer, bool enabled); + } +} diff --git a/Triangle.NET/Triangle.Rendering/IRenderControl.cs b/src/Triangle.Rendering/IRenderControl.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/IRenderControl.cs rename to src/Triangle.Rendering/IRenderControl.cs index da85e8e..eae1d36 100644 --- a/Triangle.NET/Triangle.Rendering/IRenderControl.cs +++ b/src/Triangle.Rendering/IRenderControl.cs @@ -1,26 +1,26 @@ -// ----------------------------------------------------------------------- -// -// TODO: Update copyright text. -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Rendering -{ - using System; - using System.Windows.Forms; - using System.Drawing; - - /// - /// TODO: Update summary. - /// - public interface IRenderControl - { - IRenderer Renderer { get; set; } - Rectangle ClientRectangle { get; } - - void Initialize(); - void Refresh(); - - void HandleResize(); - } -} +// ----------------------------------------------------------------------- +// +// TODO: Update copyright text. +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Rendering +{ + using System; + using System.Windows.Forms; + using System.Drawing; + + /// + /// TODO: Update summary. + /// + public interface IRenderControl + { + IRenderer Renderer { get; set; } + Rectangle ClientRectangle { get; } + + void Initialize(); + void Refresh(); + + void HandleResize(); + } +} diff --git a/Triangle.NET/Triangle.Rendering/IRenderLayer.cs b/src/Triangle.Rendering/IRenderLayer.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/IRenderLayer.cs rename to src/Triangle.Rendering/IRenderLayer.cs index 4367a17..8a11104 100644 --- a/Triangle.NET/Triangle.Rendering/IRenderLayer.cs +++ b/src/Triangle.Rendering/IRenderLayer.cs @@ -1,44 +1,44 @@ - -namespace TriangleNet.Rendering -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Meshing; - using TriangleNet.Rendering.Buffer; - using TriangleNet.Rendering.Util; - - using Color = System.Drawing.Color; - - public interface IRenderLayer - { - int Count { get; } - - // Points can be set, because layers may share vertices. - IBuffer Points { get; } - IBuffer Indices { get; } - - bool IsEnabled { get; set; } - - bool IsEmpty(); - - void Reset(bool clear); - - // TODO: add boolean: reset - BoundingBox SetPoints(IBuffer buffer); - BoundingBox SetPoints(IPolygon poly); - BoundingBox SetPoints(IMesh mesh); - BoundingBox SetPoints(ICollection points); - void SetPolygon(IPolygon poly); - void SetPolygon(IMesh mesh); - void SetMesh(IMesh mesh, bool elements); - void SetMesh(IEnumerable edges); - - - // TODO: better put these into a subclass. - IBuffer Partition { get; } - IBuffer Colors { get; } - - void AttachLayerData(float[] values, ColorMap colormap); - void AttachLayerData(int[] partition); - } -} + +namespace TriangleNet.Rendering +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Rendering.Buffer; + using TriangleNet.Rendering.Util; + + using Color = System.Drawing.Color; + + public interface IRenderLayer + { + int Count { get; } + + // Points can be set, because layers may share vertices. + IBuffer Points { get; } + IBuffer Indices { get; } + + bool IsEnabled { get; set; } + + bool IsEmpty(); + + void Reset(bool clear); + + // TODO: add boolean: reset + BoundingBox SetPoints(IBuffer buffer); + BoundingBox SetPoints(IPolygon poly); + BoundingBox SetPoints(IMesh mesh); + BoundingBox SetPoints(ICollection points); + void SetPolygon(IPolygon poly); + void SetPolygon(IMesh mesh); + void SetMesh(IMesh mesh, bool elements); + void SetMesh(IEnumerable edges); + + + // TODO: better put these into a subclass. + IBuffer Partition { get; } + IBuffer Colors { get; } + + void AttachLayerData(float[] values, ColorMap colormap); + void AttachLayerData(int[] partition); + } +} diff --git a/Triangle.NET/Triangle.Rendering/IRenderer.cs b/src/Triangle.Rendering/IRenderer.cs similarity index 93% rename from Triangle.NET/Triangle.Rendering/IRenderer.cs rename to src/Triangle.Rendering/IRenderer.cs index a77c7c5..6c78a2a 100644 --- a/Triangle.NET/Triangle.Rendering/IRenderer.cs +++ b/src/Triangle.Rendering/IRenderer.cs @@ -1,10 +1,10 @@ - -namespace TriangleNet.Rendering -{ - public interface IRenderer - { - IRenderContext Context { get; set; } - - void Render(); - } -} + +namespace TriangleNet.Rendering +{ + public interface IRenderer + { + IRenderContext Context { get; set; } + + void Render(); + } +} diff --git a/Triangle.NET/Triangle.Rendering/Projection.cs b/src/Triangle.Rendering/Projection.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/Projection.cs rename to src/Triangle.Rendering/Projection.cs index 6dd8118..1cd1105 100644 --- a/Triangle.NET/Triangle.Rendering/Projection.cs +++ b/src/Triangle.Rendering/Projection.cs @@ -1,271 +1,271 @@ -// ----------------------------------------------------------------------- -// -// TODO: Update copyright text. -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Rendering -{ - using System; - using System.Drawing; - - /// - /// Manages a world to screen transformation (2D orthographic projection). - /// - public class Projection - { - // The screen. - Rectangle screen; - - // The complete mesh. - RectangleF world; - - /// - /// Gets or sets the current viewport (visible mesh). - /// - public RectangleF Viewport { get; set; } - - /// - /// Gets the current scale. - /// - public float Scale - { - get { return screen.Width / Viewport.Width; } - } - - /// - /// Gets the zoom level. - /// - public int Level { get; private set; } - - /// - /// Gets or sets a clip margin (default is 5% of viewport width on each side). - /// - public float ClipMargin { get; set; } - - // The y-direction of windows screen coordinates is upside down, - // so inverY must be set to true. - bool invertY = false; - - int maxZoomLevel = 100; - - public Projection(Rectangle screen, bool invertY = true) - { - this.screen = screen; - this.world = screen; - this.Viewport = screen; - - this.Level = 1; - - this.ClipMargin = this.Viewport.Width * 0.05f; - - this.invertY = invertY; - } - - /// - /// Inititialize the projection. - /// - /// The world that should be transformed to screen coordinates. - public void Initialize(BoundingBox world) - { - this.Level = 1; - - // Add a margin so there's some space around the border - float worldMargin = (world.Width < world.Height) ? world.Height * 0.05f : world.Width * 0.05f; - - // Get the initial viewport (complete mesh centered on the screen) - float screenRatio = screen.Width / (float)screen.Height; - float worldRatio = world.Width / world.Height; - - float scale = (world.Width + worldMargin) / screen.Width; - - if (screenRatio > worldRatio) - { - scale = (world.Height + worldMargin) / screen.Height; - } - - float centerX = world.Left + world.Width / 2; - float centerY = world.Bottom + world.Height / 2; - - // TODO: Add initial margin - this.Viewport = new RectangleF(centerX - screen.Width * scale / 2, - centerY - screen.Height * scale / 2, - screen.Width * scale, - screen.Height * scale); - - this.ClipMargin = this.Viewport.Width * 0.05f; - - this.world = this.Viewport; - } - - /// - /// Handle resize of the screen. - /// - /// The new screen dimensions. - public void Resize(Rectangle newScreen) - { - // The viewport has to be updated, but we want to keep - // the scaling and the center. - - // Get the screen scaling. - float scaleX = newScreen.Width / (float)screen.Width; - float scaleY = newScreen.Height / (float)screen.Height; - - this.screen = newScreen; - - var view = this.Viewport; - - // Center of the viewport - float centerX = (view.Left + view.Right) / 2; - float centerY = (view.Bottom + view.Top) / 2; - - // The new viewport dimensions. - float width = view.Width * scaleX; - float height = view.Height * scaleY; - - this.Viewport = new RectangleF( - centerX - width / 2, - centerY - height / 2, - width, height); - - // Do the same for the world: - centerX = (world.Left + world.Right) / 2; - centerY = (world.Bottom + world.Top) / 2; - - width = world.Width * scaleX; - height = world.Height * scaleY; - - this.world = new RectangleF( - centerX - width / 2, - centerY - height / 2, - width, height); - } - - public bool Translate(int dx, int dy) - { - if (Level == 1) - { - return false; - } - - var view = this.Viewport; - - float x = view.X + dx * view.Width / 4; - float y = view.Y + dy * view.Height / 4; - - this.Viewport = new RectangleF(x, y, view.Width, view.Height); - - return true; - } - - /// - /// Zoom in or out of the viewport. - /// - /// Zoom amount - /// Relative x point position - /// Relative y point position - public bool Zoom(int amount, float focusX, float focusY) - { - float width, height; - - if (invertY) - { - focusY = 1 - focusY; - } - - if (amount > 0) // Zoom in - { - this.Level++; - - if (this.Level > maxZoomLevel) - { - this.Level = maxZoomLevel; - return false; - } - - width = Viewport.Width / 1.1f; - height = Viewport.Height / 1.1f; - } - else - { - this.Level--; - - if (this.Level < 1) - { - this.Level = 1; - this.Viewport = this.world; - return false; - } - - width = Viewport.Width * 1.1f; - height = Viewport.Height * 1.1f; - } - - // Current focus on viewport - float x = Viewport.X + Viewport.Width * focusX; - float y = Viewport.Y + Viewport.Height * focusY; - - // New left and top positions - x = x - width * focusX; - y = y - height * focusY; - - // Check if outside of world - if (x < world.X) - { - x = world.X; - } - else if (x + width > world.Right) - { - x = world.Right - width; - } - - if (y < world.Y) - { - y = world.Y; - } - else if (y + height > world.Bottom) - { - y = world.Bottom - height; - } - - // Set new viewport - this.Viewport = new RectangleF(x, y, width, height); - - this.ClipMargin = this.Viewport.Width * 0.05f; - - return true; - } - - public void Reset() - { - this.Viewport = this.world; - this.Level = 1; - } - - public void WorldToScreen(ref PointF pt) - { - pt.X = (pt.X - Viewport.X) / Viewport.Width * screen.Width; - pt.Y = (1 - (pt.Y - Viewport.Y) / Viewport.Height) * screen.Height; - } - - public void ScreenToWorld(ref PointF pt) - { - pt.X = Viewport.X + Viewport.Width * pt.X; - pt.Y = Viewport.Y + Viewport.Height * (1 - pt.Y); - } - - [Obsolete] - public PointF WorldToScreen(float x, float y) - { - return new PointF((x - Viewport.X) / Viewport.Width * screen.Width, - (1 - (y - Viewport.Y) / Viewport.Height) * screen.Height); - } - - [Obsolete] - public PointF ScreenToWorld(float x, float y) - { - return new PointF(Viewport.X + Viewport.Width * x, - Viewport.Y + Viewport.Height * (1 - y)); - } - } -} +// ----------------------------------------------------------------------- +// +// TODO: Update copyright text. +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Rendering +{ + using System; + using System.Drawing; + + /// + /// Manages a world to screen transformation (2D orthographic projection). + /// + public class Projection + { + // The screen. + Rectangle screen; + + // The complete mesh. + RectangleF world; + + /// + /// Gets or sets the current viewport (visible mesh). + /// + public RectangleF Viewport { get; set; } + + /// + /// Gets the current scale. + /// + public float Scale + { + get { return screen.Width / Viewport.Width; } + } + + /// + /// Gets the zoom level. + /// + public int Level { get; private set; } + + /// + /// Gets or sets a clip margin (default is 5% of viewport width on each side). + /// + public float ClipMargin { get; set; } + + // The y-direction of windows screen coordinates is upside down, + // so inverY must be set to true. + bool invertY = false; + + int maxZoomLevel = 100; + + public Projection(Rectangle screen, bool invertY = true) + { + this.screen = screen; + this.world = screen; + this.Viewport = screen; + + this.Level = 1; + + this.ClipMargin = this.Viewport.Width * 0.05f; + + this.invertY = invertY; + } + + /// + /// Inititialize the projection. + /// + /// The world that should be transformed to screen coordinates. + public void Initialize(BoundingBox world) + { + this.Level = 1; + + // Add a margin so there's some space around the border + float worldMargin = (world.Width < world.Height) ? world.Height * 0.05f : world.Width * 0.05f; + + // Get the initial viewport (complete mesh centered on the screen) + float screenRatio = screen.Width / (float)screen.Height; + float worldRatio = world.Width / world.Height; + + float scale = (world.Width + worldMargin) / screen.Width; + + if (screenRatio > worldRatio) + { + scale = (world.Height + worldMargin) / screen.Height; + } + + float centerX = world.Left + world.Width / 2; + float centerY = world.Bottom + world.Height / 2; + + // TODO: Add initial margin + this.Viewport = new RectangleF(centerX - screen.Width * scale / 2, + centerY - screen.Height * scale / 2, + screen.Width * scale, + screen.Height * scale); + + this.ClipMargin = this.Viewport.Width * 0.05f; + + this.world = this.Viewport; + } + + /// + /// Handle resize of the screen. + /// + /// The new screen dimensions. + public void Resize(Rectangle newScreen) + { + // The viewport has to be updated, but we want to keep + // the scaling and the center. + + // Get the screen scaling. + float scaleX = newScreen.Width / (float)screen.Width; + float scaleY = newScreen.Height / (float)screen.Height; + + this.screen = newScreen; + + var view = this.Viewport; + + // Center of the viewport + float centerX = (view.Left + view.Right) / 2; + float centerY = (view.Bottom + view.Top) / 2; + + // The new viewport dimensions. + float width = view.Width * scaleX; + float height = view.Height * scaleY; + + this.Viewport = new RectangleF( + centerX - width / 2, + centerY - height / 2, + width, height); + + // Do the same for the world: + centerX = (world.Left + world.Right) / 2; + centerY = (world.Bottom + world.Top) / 2; + + width = world.Width * scaleX; + height = world.Height * scaleY; + + this.world = new RectangleF( + centerX - width / 2, + centerY - height / 2, + width, height); + } + + public bool Translate(int dx, int dy) + { + if (Level == 1) + { + return false; + } + + var view = this.Viewport; + + float x = view.X + dx * view.Width / 4; + float y = view.Y + dy * view.Height / 4; + + this.Viewport = new RectangleF(x, y, view.Width, view.Height); + + return true; + } + + /// + /// Zoom in or out of the viewport. + /// + /// Zoom amount + /// Relative x point position + /// Relative y point position + public bool Zoom(int amount, float focusX, float focusY) + { + float width, height; + + if (invertY) + { + focusY = 1 - focusY; + } + + if (amount > 0) // Zoom in + { + this.Level++; + + if (this.Level > maxZoomLevel) + { + this.Level = maxZoomLevel; + return false; + } + + width = Viewport.Width / 1.1f; + height = Viewport.Height / 1.1f; + } + else + { + this.Level--; + + if (this.Level < 1) + { + this.Level = 1; + this.Viewport = this.world; + return false; + } + + width = Viewport.Width * 1.1f; + height = Viewport.Height * 1.1f; + } + + // Current focus on viewport + float x = Viewport.X + Viewport.Width * focusX; + float y = Viewport.Y + Viewport.Height * focusY; + + // New left and top positions + x = x - width * focusX; + y = y - height * focusY; + + // Check if outside of world + if (x < world.X) + { + x = world.X; + } + else if (x + width > world.Right) + { + x = world.Right - width; + } + + if (y < world.Y) + { + y = world.Y; + } + else if (y + height > world.Bottom) + { + y = world.Bottom - height; + } + + // Set new viewport + this.Viewport = new RectangleF(x, y, width, height); + + this.ClipMargin = this.Viewport.Width * 0.05f; + + return true; + } + + public void Reset() + { + this.Viewport = this.world; + this.Level = 1; + } + + public void WorldToScreen(ref PointF pt) + { + pt.X = (pt.X - Viewport.X) / Viewport.Width * screen.Width; + pt.Y = (1 - (pt.Y - Viewport.Y) / Viewport.Height) * screen.Height; + } + + public void ScreenToWorld(ref PointF pt) + { + pt.X = Viewport.X + Viewport.Width * pt.X; + pt.Y = Viewport.Y + Viewport.Height * (1 - pt.Y); + } + + [Obsolete] + public PointF WorldToScreen(float x, float y) + { + return new PointF((x - Viewport.X) / Viewport.Width * screen.Width, + (1 - (y - Viewport.Y) / Viewport.Height) * screen.Height); + } + + [Obsolete] + public PointF ScreenToWorld(float x, float y) + { + return new PointF(Viewport.X + Viewport.Width * x, + Viewport.Y + Viewport.Height * (1 - y)); + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Properties/AssemblyInfo.cs b/src/Triangle.Rendering/Properties/AssemblyInfo.cs similarity index 97% rename from Triangle.NET/Triangle.Rendering/Properties/AssemblyInfo.cs rename to src/Triangle.Rendering/Properties/AssemblyInfo.cs index 2c12083..1b107b3 100644 --- a/Triangle.NET/Triangle.Rendering/Properties/AssemblyInfo.cs +++ b/src/Triangle.Rendering/Properties/AssemblyInfo.cs @@ -1,36 +1,36 @@ -using System.Reflection; -using System.Runtime.CompilerServices; -using System.Runtime.InteropServices; - -// General Information about an assembly is controlled through the following -// set of attributes. Change these attribute values to modify the information -// associated with an assembly. -[assembly: AssemblyTitle("Triangle.Rendering")] -[assembly: AssemblyDescription("")] -[assembly: AssemblyConfiguration("")] -[assembly: AssemblyCompany("")] -[assembly: AssemblyProduct("Triangle.Rendering")] -[assembly: AssemblyCopyright("Copyright © 2014")] -[assembly: AssemblyTrademark("")] -[assembly: AssemblyCulture("")] - -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from -// COM, set the ComVisible attribute to true on that type. -[assembly: ComVisible(false)] - -// The following GUID is for the ID of the typelib if this project is exposed to COM -[assembly: Guid("14f2491b-ee62-41e4-ab93-206540302ece")] - -// Version information for an assembly consists of the following four values: -// -// Major Version -// Minor Version -// Build Number -// Revision -// -// You can specify all the values or you can default the Build and Revision Numbers -// by using the '*' as shown below: -// [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("1.0.0.0")] -[assembly: AssemblyFileVersion("1.0.0.0")] +using System.Reflection; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +// General Information about an assembly is controlled through the following +// set of attributes. Change these attribute values to modify the information +// associated with an assembly. +[assembly: AssemblyTitle("Triangle.Rendering")] +[assembly: AssemblyDescription("")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("")] +[assembly: AssemblyProduct("Triangle.Rendering")] +[assembly: AssemblyCopyright("Copyright © 2014")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] + +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from +// COM, set the ComVisible attribute to true on that type. +[assembly: ComVisible(false)] + +// The following GUID is for the ID of the typelib if this project is exposed to COM +[assembly: Guid("14f2491b-ee62-41e4-ab93-206540302ece")] + +// Version information for an assembly consists of the following four values: +// +// Major Version +// Minor Version +// Build Number +// Revision +// +// You can specify all the values or you can default the Build and Revision Numbers +// by using the '*' as shown below: +// [assembly: AssemblyVersion("1.0.*")] +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/Triangle.NET/Triangle.Rendering/RenderContext.cs b/src/Triangle.Rendering/RenderContext.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/RenderContext.cs rename to src/Triangle.Rendering/RenderContext.cs index 66e3ede..63d7ec3 100644 --- a/Triangle.NET/Triangle.Rendering/RenderContext.cs +++ b/src/Triangle.Rendering/RenderContext.cs @@ -1,162 +1,162 @@ - -namespace TriangleNet.Rendering -{ - using System.Collections.Generic; - using System.Linq; - using TriangleNet.Geometry; - using TriangleNet.Meshing; - using TriangleNet.Voronoi.Legacy; - - /// - /// The RenderContext class brings all the rendering parts together. - /// - public class RenderContext : IRenderContext - { - private ColorManager colorManager; - private BoundingBox bounds; - private Projection zoom; - private IMesh mesh; - - private List renderLayers; - - public RenderContext(Projection zoom, ColorManager colorManager) - { - bounds = new BoundingBox(); - - renderLayers = new List(6); - - renderLayers.Add(new RenderLayer()); // 0 = mesh (filled) - renderLayers.Add(new RenderLayer()); // 1 = mesh (wireframe) - renderLayers.Add(new RenderLayer()); // 2 = polygon - renderLayers.Add(new RenderLayer()); // 3 = points - renderLayers.Add(new RenderLayer()); // 4 = voronoi overlay - renderLayers.Add(new RenderLayer()); // 5 = vector field - renderLayers.Add(new RenderLayer()); // 6 = contour lines - - RenderLayers[1].IsEnabled = true; - RenderLayers[2].IsEnabled = true; - RenderLayers[3].IsEnabled = true; - - this.zoom = zoom; - this.colorManager = colorManager; - } - - public ColorManager ColorManager - { - get { return colorManager; } - } - - public BoundingBox Bounds - { - get { return bounds; } - } - - public IList RenderLayers - { - get { return renderLayers; } - } - - public Projection Zoom - { - get { return zoom; } - } - - public IMesh Mesh - { - get { return mesh; } - } - - public bool HasData - { - get - { - return renderLayers.Any(layer => !layer.IsEmpty()); - } - } - - public void Add(IPolygon data) - { - foreach (var layer in RenderLayers) - { - layer.Reset(true); - } - - // Always clear voronoi layer. - RenderLayers[4].Reset(true); - - int i = 0; - - // Ensure linear numbering of polygon vertices. - foreach (var p in data.Points) - { - p.ID = i++; - } - - this.bounds = RenderLayers[2].SetPoints(data); - this.zoom.Initialize(bounds); - - RenderLayers[2].SetPolygon(data); - RenderLayers[3].SetPoints(RenderLayers[2].Points); - } - - public void Add(IMesh data, bool reset) - { - foreach (var layer in RenderLayers) - { - layer.Reset(reset); - } - - // Always clear voronoi layer. - RenderLayers[4].Reset(true); - - // Save reference to mesh. - this.mesh = data; - - this.bounds = RenderLayers[1].SetPoints(data); - this.zoom.Initialize(bounds); - - RenderLayers[1].SetMesh(data, false); - - RenderLayers[2].SetPoints(RenderLayers[1].Points); - RenderLayers[2].SetPolygon(data); - - RenderLayers[3].SetPoints(RenderLayers[1].Points); - } - - public void Add(ICollection points, IEnumerable edges, bool reset) - { - RenderLayers[4].SetPoints(points); - RenderLayers[4].SetMesh(edges); - RenderLayers[4].IsEnabled = true; - } - - public void Add(float[] data) - { - // Add function values for filled mesh. - RenderLayers[0].SetPoints(RenderLayers[1].Points); - RenderLayers[0].SetMesh(this.mesh, true); - RenderLayers[0].AttachLayerData(data, colorManager.ColorMap); - - RenderLayers[0].IsEnabled = true; - } - - public void Add(int[] data) - { - // Add partition data for filled mesh. - RenderLayers[0].SetPoints(RenderLayers[1].Points); - RenderLayers[0].SetMesh(this.mesh, true); - RenderLayers[0].AttachLayerData(data); - - RenderLayers[0].IsEnabled = true; - } - - public void Enable(int layer, bool enabled) - { - renderLayers[layer].IsEnabled = enabled; - } - - public void Clear() - { - } - } -} + +namespace TriangleNet.Rendering +{ + using System.Collections.Generic; + using System.Linq; + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Voronoi.Legacy; + + /// + /// The RenderContext class brings all the rendering parts together. + /// + public class RenderContext : IRenderContext + { + private ColorManager colorManager; + private BoundingBox bounds; + private Projection zoom; + private IMesh mesh; + + private List renderLayers; + + public RenderContext(Projection zoom, ColorManager colorManager) + { + bounds = new BoundingBox(); + + renderLayers = new List(6); + + renderLayers.Add(new RenderLayer()); // 0 = mesh (filled) + renderLayers.Add(new RenderLayer()); // 1 = mesh (wireframe) + renderLayers.Add(new RenderLayer()); // 2 = polygon + renderLayers.Add(new RenderLayer()); // 3 = points + renderLayers.Add(new RenderLayer()); // 4 = voronoi overlay + renderLayers.Add(new RenderLayer()); // 5 = vector field + renderLayers.Add(new RenderLayer()); // 6 = contour lines + + RenderLayers[1].IsEnabled = true; + RenderLayers[2].IsEnabled = true; + RenderLayers[3].IsEnabled = true; + + this.zoom = zoom; + this.colorManager = colorManager; + } + + public ColorManager ColorManager + { + get { return colorManager; } + } + + public BoundingBox Bounds + { + get { return bounds; } + } + + public IList RenderLayers + { + get { return renderLayers; } + } + + public Projection Zoom + { + get { return zoom; } + } + + public IMesh Mesh + { + get { return mesh; } + } + + public bool HasData + { + get + { + return renderLayers.Any(layer => !layer.IsEmpty()); + } + } + + public void Add(IPolygon data) + { + foreach (var layer in RenderLayers) + { + layer.Reset(true); + } + + // Always clear voronoi layer. + RenderLayers[4].Reset(true); + + int i = 0; + + // Ensure linear numbering of polygon vertices. + foreach (var p in data.Points) + { + p.ID = i++; + } + + this.bounds = RenderLayers[2].SetPoints(data); + this.zoom.Initialize(bounds); + + RenderLayers[2].SetPolygon(data); + RenderLayers[3].SetPoints(RenderLayers[2].Points); + } + + public void Add(IMesh data, bool reset) + { + foreach (var layer in RenderLayers) + { + layer.Reset(reset); + } + + // Always clear voronoi layer. + RenderLayers[4].Reset(true); + + // Save reference to mesh. + this.mesh = data; + + this.bounds = RenderLayers[1].SetPoints(data); + this.zoom.Initialize(bounds); + + RenderLayers[1].SetMesh(data, false); + + RenderLayers[2].SetPoints(RenderLayers[1].Points); + RenderLayers[2].SetPolygon(data); + + RenderLayers[3].SetPoints(RenderLayers[1].Points); + } + + public void Add(ICollection points, IEnumerable edges, bool reset) + { + RenderLayers[4].SetPoints(points); + RenderLayers[4].SetMesh(edges); + RenderLayers[4].IsEnabled = true; + } + + public void Add(float[] data) + { + // Add function values for filled mesh. + RenderLayers[0].SetPoints(RenderLayers[1].Points); + RenderLayers[0].SetMesh(this.mesh, true); + RenderLayers[0].AttachLayerData(data, colorManager.ColorMap); + + RenderLayers[0].IsEnabled = true; + } + + public void Add(int[] data) + { + // Add partition data for filled mesh. + RenderLayers[0].SetPoints(RenderLayers[1].Points); + RenderLayers[0].SetMesh(this.mesh, true); + RenderLayers[0].AttachLayerData(data); + + RenderLayers[0].IsEnabled = true; + } + + public void Enable(int layer, bool enabled) + { + renderLayers[layer].IsEnabled = enabled; + } + + public void Clear() + { + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/RenderLayer.cs b/src/Triangle.Rendering/RenderLayer.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/RenderLayer.cs rename to src/Triangle.Rendering/RenderLayer.cs index 4b1b1e9..b6a66b7 100644 --- a/Triangle.NET/Triangle.Rendering/RenderLayer.cs +++ b/src/Triangle.Rendering/RenderLayer.cs @@ -1,188 +1,188 @@ - -namespace TriangleNet.Rendering -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Meshing; - using TriangleNet.Rendering.Buffer; - using TriangleNet.Rendering.Util; - - using Color = System.Drawing.Color; - - public class RenderLayer : IRenderLayer - { - int count; - - protected IBuffer points; - protected IBuffer indices; - - protected IBuffer partition; - protected IBuffer colors; - - public RenderLayer() - { - this.IsEnabled = false; - } - - public int Count - { - get { return count; } - } - - public IBuffer Points - { - get { return points; } - set { points = value; } - } - - public IBuffer Indices - { - get { return indices; } - } - - public IBuffer Partition - { - get { return partition; } - } - - public IBuffer Colors - { - get { return colors; } - } - - public bool IsEnabled { get; set; } - - public bool IsEmpty() - { - return (points == null || points.Count == 0); - } - - public void Reset(bool clear) - { - if (clear) - { - count = 0; - points = null; - } - - indices = null; - partition = null; - colors = null; - } - - public BoundingBox SetPoints(IBuffer buffer) - { - BoundingBox bounds = new BoundingBox(); - - if (points != null && points.Count < buffer.Count) - { - count = points.Count / points.Size; - } - else - { - count = buffer.Count / buffer.Size; - } - - this.points = buffer; - - return bounds; - } - - public BoundingBox SetPoints(IPolygon poly) - { - BoundingBox bounds = new BoundingBox(); - - points = BufferHelper.CreateVertexBuffer(poly.Points, ref bounds); - count = points.Count / points.Size; - - return bounds; - } - - public BoundingBox SetPoints(IMesh mesh) - { - BoundingBox bounds = new BoundingBox(); - - points = BufferHelper.CreateVertexBuffer(mesh.Vertices, ref bounds); - count = points.Count / points.Size; - - return bounds; - } - - public BoundingBox SetPoints(ICollection vertices) - { - BoundingBox bounds = new BoundingBox(); - - points = BufferHelper.CreateVertexBuffer(vertices, ref bounds); - count = points.Count / points.Size; - - return bounds; - } - - public void SetPolygon(IPolygon poly) - { - indices = BufferHelper.CreateIndexBuffer(poly.Segments, 2); - } - - public void SetPolygon(IMesh mesh) - { - indices = BufferHelper.CreateIndexBuffer(mesh.Segments, 2); - } - - public void SetMesh(IEnumerable edges) - { - indices = BufferHelper.CreateIndexBuffer(edges, 2); - } - - public void SetMesh(IMesh mesh, bool elements) - { - mesh.Renumber(); - - if (!elements) - { - indices = BufferHelper.CreateIndexBuffer(mesh.Edges, 2); - } - - if (elements || indices.Count == 0) - { - indices = BufferHelper.CreateIndexBuffer(mesh.Triangles, 3); - } - } - - // TODO: remove colormap argument - public void AttachLayerData(float[] values, ColorMap colormap) - { - int length = values.Length; - - Color[] data = new Color[length]; - - double min = double.MaxValue; - double max = double.MinValue; - - // Find min and max of given values. - for (int i = 0; i < length; i++) - { - if (values[i] < min) - { - min = values[i]; - } - - if (values[i] > max) - { - max = values[i]; - } - } - - for (int i = 0; i < length; i++) - { - data[i] = colormap.GetColor(values[i], min, max); - } - - colors = new ColorBuffer(data, 1); - } - - public void AttachLayerData(int[] partition) - { - this.partition = new IndexBuffer(partition, 1); - } - } -} + +namespace TriangleNet.Rendering +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Rendering.Buffer; + using TriangleNet.Rendering.Util; + + using Color = System.Drawing.Color; + + public class RenderLayer : IRenderLayer + { + int count; + + protected IBuffer points; + protected IBuffer indices; + + protected IBuffer partition; + protected IBuffer colors; + + public RenderLayer() + { + this.IsEnabled = false; + } + + public int Count + { + get { return count; } + } + + public IBuffer Points + { + get { return points; } + set { points = value; } + } + + public IBuffer Indices + { + get { return indices; } + } + + public IBuffer Partition + { + get { return partition; } + } + + public IBuffer Colors + { + get { return colors; } + } + + public bool IsEnabled { get; set; } + + public bool IsEmpty() + { + return (points == null || points.Count == 0); + } + + public void Reset(bool clear) + { + if (clear) + { + count = 0; + points = null; + } + + indices = null; + partition = null; + colors = null; + } + + public BoundingBox SetPoints(IBuffer buffer) + { + BoundingBox bounds = new BoundingBox(); + + if (points != null && points.Count < buffer.Count) + { + count = points.Count / points.Size; + } + else + { + count = buffer.Count / buffer.Size; + } + + this.points = buffer; + + return bounds; + } + + public BoundingBox SetPoints(IPolygon poly) + { + BoundingBox bounds = new BoundingBox(); + + points = BufferHelper.CreateVertexBuffer(poly.Points, ref bounds); + count = points.Count / points.Size; + + return bounds; + } + + public BoundingBox SetPoints(IMesh mesh) + { + BoundingBox bounds = new BoundingBox(); + + points = BufferHelper.CreateVertexBuffer(mesh.Vertices, ref bounds); + count = points.Count / points.Size; + + return bounds; + } + + public BoundingBox SetPoints(ICollection vertices) + { + BoundingBox bounds = new BoundingBox(); + + points = BufferHelper.CreateVertexBuffer(vertices, ref bounds); + count = points.Count / points.Size; + + return bounds; + } + + public void SetPolygon(IPolygon poly) + { + indices = BufferHelper.CreateIndexBuffer(poly.Segments, 2); + } + + public void SetPolygon(IMesh mesh) + { + indices = BufferHelper.CreateIndexBuffer(mesh.Segments, 2); + } + + public void SetMesh(IEnumerable edges) + { + indices = BufferHelper.CreateIndexBuffer(edges, 2); + } + + public void SetMesh(IMesh mesh, bool elements) + { + mesh.Renumber(); + + if (!elements) + { + indices = BufferHelper.CreateIndexBuffer(mesh.Edges, 2); + } + + if (elements || indices.Count == 0) + { + indices = BufferHelper.CreateIndexBuffer(mesh.Triangles, 3); + } + } + + // TODO: remove colormap argument + public void AttachLayerData(float[] values, ColorMap colormap) + { + int length = values.Length; + + Color[] data = new Color[length]; + + double min = double.MaxValue; + double max = double.MinValue; + + // Find min and max of given values. + for (int i = 0; i < length; i++) + { + if (values[i] < min) + { + min = values[i]; + } + + if (values[i] > max) + { + max = values[i]; + } + } + + for (int i = 0; i < length; i++) + { + data[i] = colormap.GetColor(values[i], min, max); + } + + colors = new ColorBuffer(data, 1); + } + + public void AttachLayerData(int[] partition) + { + this.partition = new IndexBuffer(partition, 1); + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/RenderManager.cs b/src/Triangle.Rendering/RenderManager.cs similarity index 95% rename from Triangle.NET/Triangle.Rendering/RenderManager.cs rename to src/Triangle.Rendering/RenderManager.cs index 1337185..a5d1044 100644 --- a/Triangle.NET/Triangle.Rendering/RenderManager.cs +++ b/src/Triangle.Rendering/RenderManager.cs @@ -1,132 +1,132 @@ - -namespace TriangleNet.Rendering -{ - using System.Collections.Generic; - using System.Windows.Forms; - using TriangleNet.Geometry; - using TriangleNet.Meshing; - using TriangleNet.Rendering.GDI; - using TriangleNet.Rendering.Util; - - public class RenderManager - { - // TODO: delete - public static bool VORONOI_DEBUG = false; - - IRenderControl control; - IRenderContext context; - IRenderer renderer; - Projection zoom; - - public IRenderControl Control - { - get { return control; } - } - - public IRenderContext Context - { - get { return context; } - } - - public RenderManager() - { - } - - public RenderManager(IRenderControl control) - { - Initialize(control); - } - - public RenderManager(IRenderControl control, IRenderer renderer) - { - Initialize(control, renderer); - } - - public void Initialize(IRenderControl control) - { - Initialize(control, new LayerRenderer()); - } - - public void Initialize(IRenderControl control, IRenderer renderer) - { - this.zoom = new Projection(control.ClientRectangle); - - this.context = new RenderContext(zoom, ColorManager.Default()); - - this.renderer = renderer; - this.renderer.Context = context; - - this.control = control; - this.control.Initialize(); - this.control.Renderer = renderer; - } - - public bool TryCreateControl(string assemblyName, IEnumerable dependencies, - out IRenderControl control) - { - if (!ReflectionHelper.TryCreateControl(assemblyName, dependencies, out control)) - { - return false; - } - - return control is Control; - } - - public void Resize() - { - control.HandleResize(); - } - - public void Enable(int layer, bool enabled) - { - context.Enable(layer, enabled); - - control.Refresh(); - } - - public void Set(IPolygon data, bool refresh = true) - { - context.Add(data); - - if (refresh) - { - control.Refresh(); - } - } - - public void Set(IMesh data, bool reset, bool refresh = true) - { - context.Add(data, reset); - - if (refresh) - { - control.Refresh(); - } - } - - /// - /// Set data for Voronoi layer. - /// - public void Set(ICollection points, IEnumerable edges, bool reset, bool refresh = true) - { - context.Add(points, edges, reset); - - if (refresh) - { - control.Refresh(); - } - } - - public void Update(float[] values) - { - context.Add(values); - control.Refresh(); - } - - public void Update(int[] partition) - { - context.Add(partition); - control.Refresh(); - } - } -} + +namespace TriangleNet.Rendering +{ + using System.Collections.Generic; + using System.Windows.Forms; + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Rendering.GDI; + using TriangleNet.Rendering.Util; + + public class RenderManager + { + // TODO: delete + public static bool VORONOI_DEBUG = false; + + IRenderControl control; + IRenderContext context; + IRenderer renderer; + Projection zoom; + + public IRenderControl Control + { + get { return control; } + } + + public IRenderContext Context + { + get { return context; } + } + + public RenderManager() + { + } + + public RenderManager(IRenderControl control) + { + Initialize(control); + } + + public RenderManager(IRenderControl control, IRenderer renderer) + { + Initialize(control, renderer); + } + + public void Initialize(IRenderControl control) + { + Initialize(control, new LayerRenderer()); + } + + public void Initialize(IRenderControl control, IRenderer renderer) + { + this.zoom = new Projection(control.ClientRectangle); + + this.context = new RenderContext(zoom, ColorManager.Default()); + + this.renderer = renderer; + this.renderer.Context = context; + + this.control = control; + this.control.Initialize(); + this.control.Renderer = renderer; + } + + public bool TryCreateControl(string assemblyName, IEnumerable dependencies, + out IRenderControl control) + { + if (!ReflectionHelper.TryCreateControl(assemblyName, dependencies, out control)) + { + return false; + } + + return control is Control; + } + + public void Resize() + { + control.HandleResize(); + } + + public void Enable(int layer, bool enabled) + { + context.Enable(layer, enabled); + + control.Refresh(); + } + + public void Set(IPolygon data, bool refresh = true) + { + context.Add(data); + + if (refresh) + { + control.Refresh(); + } + } + + public void Set(IMesh data, bool reset, bool refresh = true) + { + context.Add(data, reset); + + if (refresh) + { + control.Refresh(); + } + } + + /// + /// Set data for Voronoi layer. + /// + public void Set(ICollection points, IEnumerable edges, bool reset, bool refresh = true) + { + context.Add(points, edges, reset); + + if (refresh) + { + control.Refresh(); + } + } + + public void Update(float[] values) + { + context.Add(values); + control.Refresh(); + } + + public void Update(int[] partition) + { + context.Add(partition); + control.Refresh(); + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Text/EdgeIterator.cs b/src/Triangle.Rendering/Text/EdgeIterator.cs similarity index 97% rename from Triangle.NET/Triangle.Rendering/Text/EdgeIterator.cs rename to src/Triangle.Rendering/Text/EdgeIterator.cs index cb02260..6f51b05 100644 --- a/Triangle.NET/Triangle.Rendering/Text/EdgeIterator.cs +++ b/src/Triangle.Rendering/Text/EdgeIterator.cs @@ -1,58 +1,58 @@ - -namespace TriangleNet.Rendering.Text -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - - static class EdgeIterator - { - /// - /// Enumerate the edges of the mesh. - /// - /// - /// - /// - /// - /// In contrast to the this - /// method will return objects that include the vertex information (and not only the - /// indices). - /// - public static IEnumerable EnumerateEdges(Mesh mesh, bool skipSegments = true) - { - foreach (var t in mesh.Triangles) - { - for (int i = 0; i < 3; i++) - { - int nid = t.GetNeighborID(i); - - if ((t.ID < nid) || (nid < 0)) - { - var s = t.GetSegment(i); - - if (skipSegments && s == null) - { - // Since segments will be processed separately, don't - // include them in the enumeration. - yield return new Segment( - t.GetVertex((i + 1) % 3), - t.GetVertex((i + 2) % 3)); - } - else - { - if (s == null) - { - yield return new Segment( - t.GetVertex((i + 1) % 3), - t.GetVertex((i + 2) % 3)); - } - else - { - yield return s; - } - } - } - } - } - } - } -} + +namespace TriangleNet.Rendering.Text +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + + static class EdgeIterator + { + /// + /// Enumerate the edges of the mesh. + /// + /// + /// + /// + /// + /// In contrast to the this + /// method will return objects that include the vertex information (and not only the + /// indices). + /// + public static IEnumerable EnumerateEdges(Mesh mesh, bool skipSegments = true) + { + foreach (var t in mesh.Triangles) + { + for (int i = 0; i < 3; i++) + { + int nid = t.GetNeighborID(i); + + if ((t.ID < nid) || (nid < 0)) + { + var s = t.GetSegment(i); + + if (skipSegments && s == null) + { + // Since segments will be processed separately, don't + // include them in the enumeration. + yield return new Segment( + t.GetVertex((i + 1) % 3), + t.GetVertex((i + 2) % 3)); + } + else + { + if (s == null) + { + yield return new Segment( + t.GetVertex((i + 1) % 3), + t.GetVertex((i + 2) % 3)); + } + else + { + yield return s; + } + } + } + } + } + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Text/EpsDocument.cs b/src/Triangle.Rendering/Text/EpsDocument.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/Text/EpsDocument.cs rename to src/Triangle.Rendering/Text/EpsDocument.cs index 3db8888..94bd5a8 100644 --- a/Triangle.NET/Triangle.Rendering/Text/EpsDocument.cs +++ b/src/Triangle.Rendering/Text/EpsDocument.cs @@ -1,208 +1,208 @@ - -namespace TriangleNet.Rendering.Text -{ - using System; - using System.Drawing; - using System.IO; - - public class EpsDocument : IDisposable - { - // Constant to convert from millimeters to PostScript units (1/72th inch). - private const double UNITS_PER_MM = 72.0 / 25.4; - - private FormattingStreamWriter _w; - private PageSize _size; - - /// - /// Gets or sets the document name. - /// - public string Name { get; set; } - - /// - /// Gets or sets the default point size (default = 1). - /// - public int DefaultPointSize { get; set; } - - public EpsDocument(string filename, PageSize pageSize) - : this(File.Create(filename), pageSize) - { - Name = Path.GetFileName(filename); - } - - public EpsDocument(Stream stream, PageSize pageSize) - { - _w = new FormattingStreamWriter(stream); - _w.NewLine = "\n"; - - _size = pageSize; - - DefaultPointSize = 1; - } - - public void AddComment(string comment, int line = 1) - { - for (int i = 0; i < line; i++) - { - _w.WriteLine("%"); - } - - var t = comment.Split(new char[] { '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries ); - - for (int i = 0; i < t.Length; i++) - { - _w.WriteLine("% " + t[i]); - } - - for (int i = 0; i < line; i++) - { - _w.WriteLine("%"); - } - } - - public void DrawPoint(Point p) - { - _w.WriteLine("{0} {1} P", p.X, p.Y); - } - - public void DrawLine(Point p1, Point p2) - { - _w.WriteLine("{0} {1} {2} {3} L", p1.X, p1.Y, p2.X, p2.Y); - } - - public void DrawRectangle(Rectangle rect) - { - _w.WriteLine("newpath"); - _w.WriteLine(" {0} {1} moveto", rect.X, rect.Y); - _w.WriteLine(" {0} {1} lineto", rect.Right, rect.Y); - _w.WriteLine(" {0} {1} lineto", rect.Right, rect.Bottom); - _w.WriteLine(" {0} {1} lineto", rect.X, rect.Bottom); - _w.WriteLine(" {0} {1} lineto", rect.X, rect.Y); - _w.WriteLine("stroke"); - - } - - public void SetClip(Rectangle rect) - { - _w.WriteLine("newpath"); - _w.WriteLine(" {0} {1} moveto", rect.X, rect.Y); - _w.WriteLine(" {0} {1} lineto", rect.Right, rect.Y); - _w.WriteLine(" {0} {1} lineto", rect.Right, rect.Bottom); - _w.WriteLine(" {0} {1} lineto", rect.X, rect.Bottom); - _w.WriteLine(" {0} {1} lineto", rect.X, rect.Y); - _w.WriteLine("clip newpath"); - } - - public void SetColor(Color color) - { - _w.WriteLine("{0:0.###} {1:0.###} {2:0.###} setrgbcolor", - ((float)color.R) / 255f, - ((float)color.G) / 255f, - ((float)color.B) / 255f); - } - - public void SetStroke(float width) - { - _w.WriteLine("{0:0.###} setlinewidth", width); - } - - public void SetStroke(float width, Color color) - { - SetColor(color); - SetStroke(width); - } - - public void WriteHeader() - { - var x = _size.X; // * UNITS_PER_MM - var y = _size.Y; - var right = _size.Right; - var bottom = _size.Bottom; - - // Write document header. - - _w.WriteLine("%!PS-Adobe-3.0 EPSF-3.0"); - _w.WriteLine("%%Creator: Triangle.NET"); - _w.WriteLine("%%Title: {0}", Name); - _w.WriteLine("%%Pages: 1"); - _w.WriteLine("%%BoundingBox: {0} {1} {2} {3}", (int)x, (int)y, (int)right, (int)bottom); - _w.WriteLine("%%HiResBoundingBox: {0:0.#####} {1:0.#####} {2:0.#####} {3:0.#####}", x, y, right, bottom); - _w.WriteLine("%%Document-Fonts: Times-Roman"); - _w.WriteLine("%%LanguageLevel: 3"); - _w.WriteLine("%%EndComments"); - _w.WriteLine("%%Page: 1 1"); - _w.WriteLine("save"); - - // Define points. - _w.WriteLine("% Define points."); - _w.WriteLine("/P {"); - _w.WriteLine("2 dict begin"); - _w.WriteLine("/y exch def"); - _w.WriteLine("/x exch def"); - _w.WriteLine("gsave"); - _w.WriteLine("newpath x y {0} 0 360 arc fill", DefaultPointSize); - _w.WriteLine("grestore"); - _w.WriteLine("end"); - _w.WriteLine("} def"); - - // Define lines. - _w.WriteLine("% Define lines."); - _w.WriteLine("/L {"); - _w.WriteLine("2 dict begin"); - _w.WriteLine("/y2 exch def"); - _w.WriteLine("/x2 exch def"); - _w.WriteLine("/y1 exch def"); - _w.WriteLine("/x1 exch def"); - _w.WriteLine("gsave"); - _w.WriteLine("newpath x1 y1 moveto x2 y2 lineto stroke"); - _w.WriteLine("grestore"); - _w.WriteLine("end"); - _w.WriteLine("} def"); - } - - private void Close() - { - _w.WriteLine("%"); - _w.WriteLine("restore showpage"); - _w.WriteLine("%%Trailer"); - _w.WriteLine("%%EOF"); - } - - #region IDisposable implementation - - // Has Dispose already been called? - bool disposed = false; - - // Public implementation of Dispose pattern callable by consumers. - public void Dispose() - { - Dispose(true); - GC.SuppressFinalize(this); - } - - // Protected implementation of Dispose pattern. - protected virtual void Dispose(bool disposing) - { - if (disposed) - return; - - Close(); - - if (disposing) - { - _w.Dispose(); - _w = null; - } - - // Free any unmanaged objects here. - // - disposed = true; - } - - ~EpsDocument() - { - Dispose(false); - } - - #endregion - } -} + +namespace TriangleNet.Rendering.Text +{ + using System; + using System.Drawing; + using System.IO; + + public class EpsDocument : IDisposable + { + // Constant to convert from millimeters to PostScript units (1/72th inch). + private const double UNITS_PER_MM = 72.0 / 25.4; + + private FormattingStreamWriter _w; + private PageSize _size; + + /// + /// Gets or sets the document name. + /// + public string Name { get; set; } + + /// + /// Gets or sets the default point size (default = 1). + /// + public int DefaultPointSize { get; set; } + + public EpsDocument(string filename, PageSize pageSize) + : this(File.Create(filename), pageSize) + { + Name = Path.GetFileName(filename); + } + + public EpsDocument(Stream stream, PageSize pageSize) + { + _w = new FormattingStreamWriter(stream); + _w.NewLine = "\n"; + + _size = pageSize; + + DefaultPointSize = 1; + } + + public void AddComment(string comment, int line = 1) + { + for (int i = 0; i < line; i++) + { + _w.WriteLine("%"); + } + + var t = comment.Split(new char[] { '\r', '\n' }, StringSplitOptions.RemoveEmptyEntries ); + + for (int i = 0; i < t.Length; i++) + { + _w.WriteLine("% " + t[i]); + } + + for (int i = 0; i < line; i++) + { + _w.WriteLine("%"); + } + } + + public void DrawPoint(Point p) + { + _w.WriteLine("{0} {1} P", p.X, p.Y); + } + + public void DrawLine(Point p1, Point p2) + { + _w.WriteLine("{0} {1} {2} {3} L", p1.X, p1.Y, p2.X, p2.Y); + } + + public void DrawRectangle(Rectangle rect) + { + _w.WriteLine("newpath"); + _w.WriteLine(" {0} {1} moveto", rect.X, rect.Y); + _w.WriteLine(" {0} {1} lineto", rect.Right, rect.Y); + _w.WriteLine(" {0} {1} lineto", rect.Right, rect.Bottom); + _w.WriteLine(" {0} {1} lineto", rect.X, rect.Bottom); + _w.WriteLine(" {0} {1} lineto", rect.X, rect.Y); + _w.WriteLine("stroke"); + + } + + public void SetClip(Rectangle rect) + { + _w.WriteLine("newpath"); + _w.WriteLine(" {0} {1} moveto", rect.X, rect.Y); + _w.WriteLine(" {0} {1} lineto", rect.Right, rect.Y); + _w.WriteLine(" {0} {1} lineto", rect.Right, rect.Bottom); + _w.WriteLine(" {0} {1} lineto", rect.X, rect.Bottom); + _w.WriteLine(" {0} {1} lineto", rect.X, rect.Y); + _w.WriteLine("clip newpath"); + } + + public void SetColor(Color color) + { + _w.WriteLine("{0:0.###} {1:0.###} {2:0.###} setrgbcolor", + ((float)color.R) / 255f, + ((float)color.G) / 255f, + ((float)color.B) / 255f); + } + + public void SetStroke(float width) + { + _w.WriteLine("{0:0.###} setlinewidth", width); + } + + public void SetStroke(float width, Color color) + { + SetColor(color); + SetStroke(width); + } + + public void WriteHeader() + { + var x = _size.X; // * UNITS_PER_MM + var y = _size.Y; + var right = _size.Right; + var bottom = _size.Bottom; + + // Write document header. + + _w.WriteLine("%!PS-Adobe-3.0 EPSF-3.0"); + _w.WriteLine("%%Creator: Triangle.NET"); + _w.WriteLine("%%Title: {0}", Name); + _w.WriteLine("%%Pages: 1"); + _w.WriteLine("%%BoundingBox: {0} {1} {2} {3}", (int)x, (int)y, (int)right, (int)bottom); + _w.WriteLine("%%HiResBoundingBox: {0:0.#####} {1:0.#####} {2:0.#####} {3:0.#####}", x, y, right, bottom); + _w.WriteLine("%%Document-Fonts: Times-Roman"); + _w.WriteLine("%%LanguageLevel: 3"); + _w.WriteLine("%%EndComments"); + _w.WriteLine("%%Page: 1 1"); + _w.WriteLine("save"); + + // Define points. + _w.WriteLine("% Define points."); + _w.WriteLine("/P {"); + _w.WriteLine("2 dict begin"); + _w.WriteLine("/y exch def"); + _w.WriteLine("/x exch def"); + _w.WriteLine("gsave"); + _w.WriteLine("newpath x y {0} 0 360 arc fill", DefaultPointSize); + _w.WriteLine("grestore"); + _w.WriteLine("end"); + _w.WriteLine("} def"); + + // Define lines. + _w.WriteLine("% Define lines."); + _w.WriteLine("/L {"); + _w.WriteLine("2 dict begin"); + _w.WriteLine("/y2 exch def"); + _w.WriteLine("/x2 exch def"); + _w.WriteLine("/y1 exch def"); + _w.WriteLine("/x1 exch def"); + _w.WriteLine("gsave"); + _w.WriteLine("newpath x1 y1 moveto x2 y2 lineto stroke"); + _w.WriteLine("grestore"); + _w.WriteLine("end"); + _w.WriteLine("} def"); + } + + private void Close() + { + _w.WriteLine("%"); + _w.WriteLine("restore showpage"); + _w.WriteLine("%%Trailer"); + _w.WriteLine("%%EOF"); + } + + #region IDisposable implementation + + // Has Dispose already been called? + bool disposed = false; + + // Public implementation of Dispose pattern callable by consumers. + public void Dispose() + { + Dispose(true); + GC.SuppressFinalize(this); + } + + // Protected implementation of Dispose pattern. + protected virtual void Dispose(bool disposing) + { + if (disposed) + return; + + Close(); + + if (disposing) + { + _w.Dispose(); + _w = null; + } + + // Free any unmanaged objects here. + // + disposed = true; + } + + ~EpsDocument() + { + Dispose(false); + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle.Rendering/Text/EpsImage.cs b/src/Triangle.Rendering/Text/EpsImage.cs similarity index 97% rename from Triangle.NET/Triangle.Rendering/Text/EpsImage.cs rename to src/Triangle.Rendering/Text/EpsImage.cs index aeb1f3c..b0c1456 100644 --- a/Triangle.NET/Triangle.Rendering/Text/EpsImage.cs +++ b/src/Triangle.Rendering/Text/EpsImage.cs @@ -1,157 +1,157 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// Original Matlab code by John Burkardt, Florida State University -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Rendering.Text -{ - using System; - using System.IO; - using TriangleNet; - using TriangleNet.Geometry; - - using Color = System.Drawing.Color; - using IntPoint = System.Drawing.Point; - using IntRectangle = System.Drawing.Rectangle; - - /// - /// Writes a mesh to an EPS file. - /// - public class EpsImage - { - // EPS page metrics - PageSize ps = new PageSize(36, 126, 576, 666); - PageSize clip = new PageSize(18, 108, 594, 684); - - // Mesh metrics - double x_max, x_min; - double y_max, y_min; - - // TODO: use color manager - private static Color ColorPoints = Color.FromArgb(0, 100, 0); - private static Color ColorLines = Color.FromArgb(150, 150, 150); - private static Color ColorSegments = Color.FromArgb(70, 130, 180); - private static Color ColorBorder = Color.FromArgb(230, 230, 230); - - /// - /// Export the mesh to EPS format. - /// - /// The current mesh. - /// The EPS filename. - /// The desired width of the image (currently ignored). - public void Export(Mesh mesh, string filename, int width) - { - // Check file name - if (String.IsNullOrWhiteSpace(filename)) - { - filename = String.Format("mesh-{0}.eps", DateTime.Now.ToString("yyyy-M-d-hh-mm-ss")); - } - - if (!filename.EndsWith(".eps")) - { - filename = Path.ChangeExtension(filename, ".eps"); - } - - UpdateMetrics(mesh.Bounds); - - using (var eps = new EpsDocument(filename, ps)) - { - int n = mesh.Vertices.Count; - - // Size of the points. - eps.DefaultPointSize = (n < 100) ? 3 : ((n < 500) ? 2 : 1); - - eps.WriteHeader(); - - // Draw a gray border around the page. - eps.SetColor(ColorBorder); - eps.DrawRectangle(GetRectangle(ps)); - - // Define a clipping polygon. - eps.SetClip(GetRectangle(clip)); - - // Draw edges. - eps.AddComment("Draw edges."); - eps.SetStroke(0.4f, ColorLines); - - foreach (var e in EdgeIterator.EnumerateEdges(mesh)) - { - eps.DrawLine(Transform(e.GetVertex(0)), Transform(e.GetVertex(1))); - } - - // Draw Segments. - eps.AddComment("Draw Segments."); - eps.SetStroke(0.8f, ColorSegments); - - foreach (var s in mesh.Segments) - { - eps.DrawLine(Transform(s.GetVertex(0)), Transform(s.GetVertex(1))); - } - - // Draw points. - eps.AddComment("Draw points."); - eps.SetColor(ColorPoints); - - foreach (var node in mesh.Vertices) - { - eps.DrawPoint(Transform(node)); - } - } - } - - private IntRectangle GetRectangle(PageSize size) - { - return new IntRectangle((int)size.X, (int)size.Y, (int)size.Width, (int)size.Height); - } - - private IntPoint Transform(Point p) - { - return Transform(p.X, p.Y); - } - - private IntPoint Transform(double x, double y) - { - return new IntPoint( - (int)Math.Floor(((x_max - x) * ps.X + (x - x_min) * ps.Right) / (x_max - x_min)), - (int)Math.Floor(((y_max - y) * ps.Y + (y - y_min) * ps.Bottom) / (y_max - y_min)) - ); - } - - private void UpdateMetrics(Rectangle bounds) - { - x_max = bounds.Right; - x_min = bounds.Left; - y_max = bounds.Top; - y_min = bounds.Bottom; - - // Enlarge width 5% on each side - double x_scale = x_max - x_min; - x_max = x_max + 0.05 * x_scale; - x_min = x_min - 0.05 * x_scale; - x_scale = x_max - x_min; - - // Enlarge height 5% on each side - double y_scale = y_max - y_min; - y_max = y_max + 0.05 * y_scale; - y_min = y_min - 0.05 * y_scale; - y_scale = y_max - y_min; - - if (x_scale < y_scale) - { - int delta = (int)Math.Round((ps.Right - ps.X) * (y_scale - x_scale) / (2.0 * y_scale)); - - ps.Expand(-delta, 0); - clip.Expand(-delta, 0); - } - else - { - int delta = (int)Math.Round((ps.Bottom - ps.Y) * (x_scale - y_scale) / (2.0 * x_scale)); - - ps.Expand(0, -delta); - clip.Expand(0, -delta); - } - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// Original Matlab code by John Burkardt, Florida State University +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Rendering.Text +{ + using System; + using System.IO; + using TriangleNet; + using TriangleNet.Geometry; + + using Color = System.Drawing.Color; + using IntPoint = System.Drawing.Point; + using IntRectangle = System.Drawing.Rectangle; + + /// + /// Writes a mesh to an EPS file. + /// + public class EpsImage + { + // EPS page metrics + PageSize ps = new PageSize(36, 126, 576, 666); + PageSize clip = new PageSize(18, 108, 594, 684); + + // Mesh metrics + double x_max, x_min; + double y_max, y_min; + + // TODO: use color manager + private static Color ColorPoints = Color.FromArgb(0, 100, 0); + private static Color ColorLines = Color.FromArgb(150, 150, 150); + private static Color ColorSegments = Color.FromArgb(70, 130, 180); + private static Color ColorBorder = Color.FromArgb(230, 230, 230); + + /// + /// Export the mesh to EPS format. + /// + /// The current mesh. + /// The EPS filename. + /// The desired width of the image (currently ignored). + public void Export(Mesh mesh, string filename, int width) + { + // Check file name + if (String.IsNullOrWhiteSpace(filename)) + { + filename = String.Format("mesh-{0}.eps", DateTime.Now.ToString("yyyy-M-d-hh-mm-ss")); + } + + if (!filename.EndsWith(".eps")) + { + filename = Path.ChangeExtension(filename, ".eps"); + } + + UpdateMetrics(mesh.Bounds); + + using (var eps = new EpsDocument(filename, ps)) + { + int n = mesh.Vertices.Count; + + // Size of the points. + eps.DefaultPointSize = (n < 100) ? 3 : ((n < 500) ? 2 : 1); + + eps.WriteHeader(); + + // Draw a gray border around the page. + eps.SetColor(ColorBorder); + eps.DrawRectangle(GetRectangle(ps)); + + // Define a clipping polygon. + eps.SetClip(GetRectangle(clip)); + + // Draw edges. + eps.AddComment("Draw edges."); + eps.SetStroke(0.4f, ColorLines); + + foreach (var e in EdgeIterator.EnumerateEdges(mesh)) + { + eps.DrawLine(Transform(e.GetVertex(0)), Transform(e.GetVertex(1))); + } + + // Draw Segments. + eps.AddComment("Draw Segments."); + eps.SetStroke(0.8f, ColorSegments); + + foreach (var s in mesh.Segments) + { + eps.DrawLine(Transform(s.GetVertex(0)), Transform(s.GetVertex(1))); + } + + // Draw points. + eps.AddComment("Draw points."); + eps.SetColor(ColorPoints); + + foreach (var node in mesh.Vertices) + { + eps.DrawPoint(Transform(node)); + } + } + } + + private IntRectangle GetRectangle(PageSize size) + { + return new IntRectangle((int)size.X, (int)size.Y, (int)size.Width, (int)size.Height); + } + + private IntPoint Transform(Point p) + { + return Transform(p.X, p.Y); + } + + private IntPoint Transform(double x, double y) + { + return new IntPoint( + (int)Math.Floor(((x_max - x) * ps.X + (x - x_min) * ps.Right) / (x_max - x_min)), + (int)Math.Floor(((y_max - y) * ps.Y + (y - y_min) * ps.Bottom) / (y_max - y_min)) + ); + } + + private void UpdateMetrics(Rectangle bounds) + { + x_max = bounds.Right; + x_min = bounds.Left; + y_max = bounds.Top; + y_min = bounds.Bottom; + + // Enlarge width 5% on each side + double x_scale = x_max - x_min; + x_max = x_max + 0.05 * x_scale; + x_min = x_min - 0.05 * x_scale; + x_scale = x_max - x_min; + + // Enlarge height 5% on each side + double y_scale = y_max - y_min; + y_max = y_max + 0.05 * y_scale; + y_min = y_min - 0.05 * y_scale; + y_scale = y_max - y_min; + + if (x_scale < y_scale) + { + int delta = (int)Math.Round((ps.Right - ps.X) * (y_scale - x_scale) / (2.0 * y_scale)); + + ps.Expand(-delta, 0); + clip.Expand(-delta, 0); + } + else + { + int delta = (int)Math.Round((ps.Bottom - ps.Y) * (x_scale - y_scale) / (2.0 * x_scale)); + + ps.Expand(0, -delta); + clip.Expand(0, -delta); + } + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Text/FormattingStreamWriter.cs b/src/Triangle.Rendering/Text/FormattingStreamWriter.cs similarity index 97% rename from Triangle.NET/Triangle.Rendering/Text/FormattingStreamWriter.cs rename to src/Triangle.Rendering/Text/FormattingStreamWriter.cs index b3cdd1d..72b5917 100644 --- a/Triangle.NET/Triangle.Rendering/Text/FormattingStreamWriter.cs +++ b/src/Triangle.Rendering/Text/FormattingStreamWriter.cs @@ -1,73 +1,73 @@ - -namespace TriangleNet.Rendering.Text -{ - using System; - using System.Globalization; - using System.IO; - - /// - /// - /// - /// - /// From http://stackoverflow.com/questions/12011789/streamwriter-and-iformatprovider - /// - public class FormattingStreamWriter : StreamWriter - { - private readonly IFormatProvider formatProvider; - - /// - /// Initializes a new instance of the StreamWriter class for the specified file - /// by using the default encoding and buffer size. - /// - /// The complete file path to write to. - public FormattingStreamWriter(string path) - : this(path, CultureInfo.InvariantCulture) - { - } - - /// - /// Initializes a new instance of the StreamWriter class for the specified stream - /// by using UTF-8 encoding and the default buffer size. - /// - /// The stream to write to. - public FormattingStreamWriter(Stream stream) - : this(stream, CultureInfo.InvariantCulture) - { - } - - /// - /// Initializes a new instance of the StreamWriter class for the specified file - /// by using the default encoding and buffer size. - /// - /// The complete file path to write to. - /// The format provider. - public FormattingStreamWriter(string path, IFormatProvider formatProvider) - : base(path) - { - this.formatProvider = formatProvider; - } - - /// - /// Initializes a new instance of the StreamWriter class for the specified stream - /// by using UTF-8 encoding and the default buffer size. - /// - /// The stream to write to. - /// The format provider. - public FormattingStreamWriter(Stream stream, IFormatProvider formatProvider) - : base(stream) - { - this.formatProvider = formatProvider; - } - - /// - /// Gets an object that controls formatting. - /// - public override IFormatProvider FormatProvider - { - get - { - return this.formatProvider; - } - } - } -} + +namespace TriangleNet.Rendering.Text +{ + using System; + using System.Globalization; + using System.IO; + + /// + /// + /// + /// + /// From http://stackoverflow.com/questions/12011789/streamwriter-and-iformatprovider + /// + public class FormattingStreamWriter : StreamWriter + { + private readonly IFormatProvider formatProvider; + + /// + /// Initializes a new instance of the StreamWriter class for the specified file + /// by using the default encoding and buffer size. + /// + /// The complete file path to write to. + public FormattingStreamWriter(string path) + : this(path, CultureInfo.InvariantCulture) + { + } + + /// + /// Initializes a new instance of the StreamWriter class for the specified stream + /// by using UTF-8 encoding and the default buffer size. + /// + /// The stream to write to. + public FormattingStreamWriter(Stream stream) + : this(stream, CultureInfo.InvariantCulture) + { + } + + /// + /// Initializes a new instance of the StreamWriter class for the specified file + /// by using the default encoding and buffer size. + /// + /// The complete file path to write to. + /// The format provider. + public FormattingStreamWriter(string path, IFormatProvider formatProvider) + : base(path) + { + this.formatProvider = formatProvider; + } + + /// + /// Initializes a new instance of the StreamWriter class for the specified stream + /// by using UTF-8 encoding and the default buffer size. + /// + /// The stream to write to. + /// The format provider. + public FormattingStreamWriter(Stream stream, IFormatProvider formatProvider) + : base(stream) + { + this.formatProvider = formatProvider; + } + + /// + /// Gets an object that controls formatting. + /// + public override IFormatProvider FormatProvider + { + get + { + return this.formatProvider; + } + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Text/PageSize.cs b/src/Triangle.Rendering/Text/PageSize.cs similarity index 95% rename from Triangle.NET/Triangle.Rendering/Text/PageSize.cs rename to src/Triangle.Rendering/Text/PageSize.cs index 9d2f5c9..594235b 100644 --- a/Triangle.NET/Triangle.Rendering/Text/PageSize.cs +++ b/src/Triangle.Rendering/Text/PageSize.cs @@ -1,81 +1,81 @@ - -namespace TriangleNet.Rendering.Text -{ - using System.Drawing; - - /// - /// Page size in millimeters. - /// - public struct PageSize - { - private const float MM_PER_INCH = 2.54f; - - public static readonly PageSize A3 = new PageSize(297.0f, 420.0f); - public static readonly PageSize A4 = new PageSize(210.0f, 297.0f); - public static readonly PageSize A5 = new PageSize(148.0f, 210.0f); - public static readonly PageSize LETTER = new PageSize(8.5f * MM_PER_INCH, 11.0f * MM_PER_INCH); - public static readonly PageSize LEGAL = new PageSize(8.5f * MM_PER_INCH, 14.0f * MM_PER_INCH); - - private float left; - private float top; - private float right; - private float bottom; - - public float X - { - get { return left; } - } - - public float Y - { - get { return top; } - } - - public float Width - { - get { return right - left; } - } - - public float Height - { - get { return bottom - top; } - } - - public float Right - { - get { return right; } - } - - public float Bottom - { - get { return bottom; } - } - - public PageSize(float left, float top, float right, float bottom) - { - this.left = left; - this.top = top; - this.right = right; - this.bottom = bottom; - } - - public PageSize(float width, float height) - : this(0.0f, 0.0f, width, height) - { - } - - public PageSize(Rectangle size) - : this(size.Left, size.Right, size.Top, size.Bottom) - { - } - - public void Expand(float dx, float dy) - { - left -= dx; - top -= dy; - - right += dx; - bottom += dy; - } - } -} + +namespace TriangleNet.Rendering.Text +{ + using System.Drawing; + + /// + /// Page size in millimeters. + /// + public struct PageSize + { + private const float MM_PER_INCH = 2.54f; + + public static readonly PageSize A3 = new PageSize(297.0f, 420.0f); + public static readonly PageSize A4 = new PageSize(210.0f, 297.0f); + public static readonly PageSize A5 = new PageSize(148.0f, 210.0f); + public static readonly PageSize LETTER = new PageSize(8.5f * MM_PER_INCH, 11.0f * MM_PER_INCH); + public static readonly PageSize LEGAL = new PageSize(8.5f * MM_PER_INCH, 14.0f * MM_PER_INCH); + + private float left; + private float top; + private float right; + private float bottom; + + public float X + { + get { return left; } + } + + public float Y + { + get { return top; } + } + + public float Width + { + get { return right - left; } + } + + public float Height + { + get { return bottom - top; } + } + + public float Right + { + get { return right; } + } + + public float Bottom + { + get { return bottom; } + } + + public PageSize(float left, float top, float right, float bottom) + { + this.left = left; + this.top = top; + this.right = right; + this.bottom = bottom; + } + + public PageSize(float width, float height) + : this(0.0f, 0.0f, width, height) + { + } + + public PageSize(Rectangle size) + : this(size.Left, size.Right, size.Top, size.Bottom) + { + } + + public void Expand(float dx, float dy) + { + left -= dx; + top -= dy; + + right += dx; + bottom += dy; + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Text/SvgImage.cs b/src/Triangle.Rendering/Text/SvgImage.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/Text/SvgImage.cs rename to src/Triangle.Rendering/Text/SvgImage.cs index d1e2ce4..289f182 100644 --- a/Triangle.NET/Triangle.Rendering/Text/SvgImage.cs +++ b/src/Triangle.Rendering/Text/SvgImage.cs @@ -1,254 +1,254 @@ -// ----------------------------------------------------------------------- -// -// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Rendering.Text -{ - using System; - using System.IO; - using System.Text; - using TriangleNet; - using TriangleNet.Geometry; - - /// - /// Writes a mesh to an SVG file. - /// - public class SvgImage - { - // Iterations to insert a linebreak in SVG path. - private const int LINEBREAK_COUNT = 10; - - float scale = 1f; - - /// - /// Export the mesh to SVG format. - /// - /// The current mesh. - /// The SVG filename. - /// The desired width of the image. - public void Export(Mesh mesh, string filename, int width) - { - // Check file name - if (String.IsNullOrWhiteSpace(filename)) - { - filename = String.Format("mesh-{0}.svg", DateTime.Now.ToString("yyyy-M-d-hh-mm-ss")); - } - - if (!filename.EndsWith(".svg")) - { - filename = Path.ChangeExtension(filename, ".svg"); - } - - if (width < 200) - { - width = 200; - } - - var bounds = mesh.Bounds; - - float margin = 0.05f * (float)bounds.Width; - - scale = width / ((float)bounds.Width + 2 * margin); - - int x_offset = -(int)((bounds.Left - margin) * scale); - int y_offset = (int)((bounds.Top + margin) * scale); - - int height = (int)((bounds.Height + 2 * margin) * scale); - - using (var svg = new FormattingStreamWriter(filename)) - { - svg.WriteLine("", width, height); - - svg.WriteLine("", x_offset, y_offset); - - DrawTriangles(svg, mesh, false); - //DrawEdges(svg, mesh); - - DrawSegments(svg, mesh); - - DrawPoints(svg, mesh, false); - - svg.WriteLine(""); - - svg.WriteLine(""); - } - } - - private void DrawTriangles(StreamWriter svg, Mesh mesh, bool label) - { - svg.Write("\t{2}", - xa, ya, tri.ID); - labels.AppendLine(); - } - } - - svg.WriteLine("\" style=\"stroke:#c2c2c2; fill:none; stroke-linejoin:bevel;\"/>"); - - // Label the triangles. - if (label) - { - svg.WriteLine("\t"); - svg.Write(labels.ToString()); - svg.WriteLine("\t"); - } - } - - private void DrawEdges(StreamWriter svg, Mesh mesh) - { - svg.Write("\t"); - } - - private void DrawSegments(StreamWriter svg, Mesh mesh) - { - svg.Write("\t"); - } - - private void DrawPoints(StreamWriter svg, Mesh mesh, bool label) - { - int n = mesh.Vertices.Count; - - float circle_size = 1.5f; - - if (n < 100) - { - circle_size = 3; - } - else if (n < 500) - { - circle_size = 2; - } - - svg.WriteLine("\t"); - - double x, y; - - StringBuilder labels = new StringBuilder(); - - foreach (var node in mesh.Vertices) - { - x = scale * node.X; - y = scale * node.Y; - - svg.WriteLine("\t\t", - x, y, circle_size); - - if (label) - { - labels.AppendFormat("{2}", - x, y, node.ID); - labels.AppendLine(); - } - } - - svg.WriteLine("\t"); - - // Label the nodes. - if (label) - { - svg.WriteLine("\t"); - svg.Write(labels.ToString()); - svg.WriteLine("\t"); - } - } - } -} +// ----------------------------------------------------------------------- +// +// Christian Woltering, Triangle.NET, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Rendering.Text +{ + using System; + using System.IO; + using System.Text; + using TriangleNet; + using TriangleNet.Geometry; + + /// + /// Writes a mesh to an SVG file. + /// + public class SvgImage + { + // Iterations to insert a linebreak in SVG path. + private const int LINEBREAK_COUNT = 10; + + float scale = 1f; + + /// + /// Export the mesh to SVG format. + /// + /// The current mesh. + /// The SVG filename. + /// The desired width of the image. + public void Export(Mesh mesh, string filename, int width) + { + // Check file name + if (String.IsNullOrWhiteSpace(filename)) + { + filename = String.Format("mesh-{0}.svg", DateTime.Now.ToString("yyyy-M-d-hh-mm-ss")); + } + + if (!filename.EndsWith(".svg")) + { + filename = Path.ChangeExtension(filename, ".svg"); + } + + if (width < 200) + { + width = 200; + } + + var bounds = mesh.Bounds; + + float margin = 0.05f * (float)bounds.Width; + + scale = width / ((float)bounds.Width + 2 * margin); + + int x_offset = -(int)((bounds.Left - margin) * scale); + int y_offset = (int)((bounds.Top + margin) * scale); + + int height = (int)((bounds.Height + 2 * margin) * scale); + + using (var svg = new FormattingStreamWriter(filename)) + { + svg.WriteLine("", width, height); + + svg.WriteLine("", x_offset, y_offset); + + DrawTriangles(svg, mesh, false); + //DrawEdges(svg, mesh); + + DrawSegments(svg, mesh); + + DrawPoints(svg, mesh, false); + + svg.WriteLine(""); + + svg.WriteLine(""); + } + } + + private void DrawTriangles(StreamWriter svg, Mesh mesh, bool label) + { + svg.Write("\t{2}", + xa, ya, tri.ID); + labels.AppendLine(); + } + } + + svg.WriteLine("\" style=\"stroke:#c2c2c2; fill:none; stroke-linejoin:bevel;\"/>"); + + // Label the triangles. + if (label) + { + svg.WriteLine("\t"); + svg.Write(labels.ToString()); + svg.WriteLine("\t"); + } + } + + private void DrawEdges(StreamWriter svg, Mesh mesh) + { + svg.Write("\t"); + } + + private void DrawSegments(StreamWriter svg, Mesh mesh) + { + svg.Write("\t"); + } + + private void DrawPoints(StreamWriter svg, Mesh mesh, bool label) + { + int n = mesh.Vertices.Count; + + float circle_size = 1.5f; + + if (n < 100) + { + circle_size = 3; + } + else if (n < 500) + { + circle_size = 2; + } + + svg.WriteLine("\t"); + + double x, y; + + StringBuilder labels = new StringBuilder(); + + foreach (var node in mesh.Vertices) + { + x = scale * node.X; + y = scale * node.Y; + + svg.WriteLine("\t\t", + x, y, circle_size); + + if (label) + { + labels.AppendFormat("{2}", + x, y, node.ID); + labels.AppendLine(); + } + } + + svg.WriteLine("\t"); + + // Label the nodes. + if (label) + { + svg.WriteLine("\t"); + svg.Write(labels.ToString()); + svg.WriteLine("\t"); + } + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Triangle.Rendering.csproj b/src/Triangle.Rendering/Triangle.Rendering.csproj similarity index 97% rename from Triangle.NET/Triangle.Rendering/Triangle.Rendering.csproj rename to src/Triangle.Rendering/Triangle.Rendering.csproj index 7df27fb..5a9088a 100644 --- a/Triangle.NET/Triangle.Rendering/Triangle.Rendering.csproj +++ b/src/Triangle.Rendering/Triangle.Rendering.csproj @@ -1,98 +1,98 @@ - - - - - Debug - AnyCPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B} - Library - Properties - TriangleNet.Rendering - Triangle.Rendering - v4.0 - 512 - SAK - SAK - SAK - SAK - Client - - - true - full - false - bin\Debug\ - DEBUG;TRACE - prompt - 4 - - - pdbonly - true - bin\Release\ - TRACE - prompt - 4 - - - - - - - - - - - - - - - - - - - - - - - - - - - Component - - - - - - - - - - - - - - - - - - - - - - - - {f7907a0a-b75f-400b-9e78-bfad00db4d6b} - Triangle - - - - + + + + + Debug + AnyCPU + {41022E0E-BD0F-439E-BC3A-AABB1B43471B} + Library + Properties + TriangleNet.Rendering + Triangle.Rendering + v4.0 + 512 + SAK + SAK + SAK + SAK + Client + + + true + full + false + bin\Debug\ + DEBUG;TRACE + prompt + 4 + + + pdbonly + true + bin\Release\ + TRACE + prompt + 4 + + + + + + + + + + + + + + + + + + + + + + + + + + + Component + + + + + + + + + + + + + + + + + + + + + + + + {f7907a0a-b75f-400b-9e78-bfad00db4d6b} + Triangle + + + + \ No newline at end of file diff --git a/Triangle.NET/Triangle.Rendering/Util/BufferHelper.cs b/src/Triangle.Rendering/Util/BufferHelper.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/Util/BufferHelper.cs rename to src/Triangle.Rendering/Util/BufferHelper.cs index 7919293..ef891ab 100644 --- a/Triangle.NET/Triangle.Rendering/Util/BufferHelper.cs +++ b/src/Triangle.Rendering/Util/BufferHelper.cs @@ -1,142 +1,142 @@ - -namespace TriangleNet.Rendering.Util -{ - using System.Collections.Generic; - using TriangleNet.Topology; - using TriangleNet.Geometry; - using TriangleNet.Rendering.Buffer; - - internal static class BufferHelper - { - public static IBuffer CreateVertexBuffer(double[] points, ref BoundingBox bounds) - { - int length = points.Length; - - var buffer = new VertexBuffer(length); - - bounds.Reset(); - - var data = buffer.Data; - - float x, y; - - length = length >> 1; - - for (int i = 0; i < length; i++) - { - x = (float)points[2 * i]; - y = (float)points[2 * i + 1]; - - data[2 * i] = x; - data[2 * i + 1] = y; - - bounds.Update(x, y); - } - - return buffer as IBuffer; - } - - public static IBuffer CreateVertexBuffer(ICollection points, ref BoundingBox bounds) - { - var buffer = new VertexBuffer(2 * points.Count); - - bounds.Reset(); - - var data = buffer.Data; - - float x, y; - - int i = 0; - - foreach (var p in points) - { - x = (float)p.X; - y = (float)p.Y; - - data[2 * i] = x; - data[2 * i + 1] = y; - - bounds.Update(x, y); - - i++; - } - - return buffer as IBuffer; - } - - public static IBuffer CreateVertexBuffer(ICollection points, ref BoundingBox bounds) - { - var buffer = new VertexBuffer(2 * points.Count); - - bounds.Reset(); - - var data = buffer.Data; - - int i = 0; - - foreach (var p in points) - { - data[2 * i] = (float)p.X; - data[2 * i + 1] = (float)p.Y; - - bounds.Update(p.X, p.Y); - - i++; - } - - return buffer as IBuffer; - } - - public static IBuffer CreateIndexBuffer(IList segments, int size) - { - var buffer = new IndexBuffer(size * segments.Count, size); - - var data = buffer.Data; - - int i = 0; - - foreach (var e in segments) - { - data[size * i + 0] = e.P0; - data[size * i + 1] = e.P1; - - i++; - } - - return buffer as IBuffer; - } - - public static IBuffer CreateIndexBuffer(IEnumerable edges, int size) - { - var data = new List(); - - foreach (var e in edges) - { - data.Add(e.P0); - data.Add(e.P1); - } - - return new IndexBuffer(data.ToArray(), size) as IBuffer; - } - - public static IBuffer CreateIndexBuffer(ICollection elements, int size) - { - var buffer = new IndexBuffer(size * elements.Count, size); - - var data = buffer.Data; - - int i = 0; - - foreach (var e in elements) - { - data[size * i + 0] = e.GetVertexID(0); - data[size * i + 1] = e.GetVertexID(1); - data[size * i + 2] = e.GetVertexID(2); - - i++; - } - - return buffer as IBuffer; - } - } -} + +namespace TriangleNet.Rendering.Util +{ + using System.Collections.Generic; + using TriangleNet.Topology; + using TriangleNet.Geometry; + using TriangleNet.Rendering.Buffer; + + internal static class BufferHelper + { + public static IBuffer CreateVertexBuffer(double[] points, ref BoundingBox bounds) + { + int length = points.Length; + + var buffer = new VertexBuffer(length); + + bounds.Reset(); + + var data = buffer.Data; + + float x, y; + + length = length >> 1; + + for (int i = 0; i < length; i++) + { + x = (float)points[2 * i]; + y = (float)points[2 * i + 1]; + + data[2 * i] = x; + data[2 * i + 1] = y; + + bounds.Update(x, y); + } + + return buffer as IBuffer; + } + + public static IBuffer CreateVertexBuffer(ICollection points, ref BoundingBox bounds) + { + var buffer = new VertexBuffer(2 * points.Count); + + bounds.Reset(); + + var data = buffer.Data; + + float x, y; + + int i = 0; + + foreach (var p in points) + { + x = (float)p.X; + y = (float)p.Y; + + data[2 * i] = x; + data[2 * i + 1] = y; + + bounds.Update(x, y); + + i++; + } + + return buffer as IBuffer; + } + + public static IBuffer CreateVertexBuffer(ICollection points, ref BoundingBox bounds) + { + var buffer = new VertexBuffer(2 * points.Count); + + bounds.Reset(); + + var data = buffer.Data; + + int i = 0; + + foreach (var p in points) + { + data[2 * i] = (float)p.X; + data[2 * i + 1] = (float)p.Y; + + bounds.Update(p.X, p.Y); + + i++; + } + + return buffer as IBuffer; + } + + public static IBuffer CreateIndexBuffer(IList segments, int size) + { + var buffer = new IndexBuffer(size * segments.Count, size); + + var data = buffer.Data; + + int i = 0; + + foreach (var e in segments) + { + data[size * i + 0] = e.P0; + data[size * i + 1] = e.P1; + + i++; + } + + return buffer as IBuffer; + } + + public static IBuffer CreateIndexBuffer(IEnumerable edges, int size) + { + var data = new List(); + + foreach (var e in edges) + { + data.Add(e.P0); + data.Add(e.P1); + } + + return new IndexBuffer(data.ToArray(), size) as IBuffer; + } + + public static IBuffer CreateIndexBuffer(ICollection elements, int size) + { + var buffer = new IndexBuffer(size * elements.Count, size); + + var data = buffer.Data; + + int i = 0; + + foreach (var e in elements) + { + data[size * i + 0] = e.GetVertexID(0); + data[size * i + 1] = e.GetVertexID(1); + data[size * i + 2] = e.GetVertexID(2); + + i++; + } + + return buffer as IBuffer; + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Util/ColorMap.cs b/src/Triangle.Rendering/Util/ColorMap.cs similarity index 95% rename from Triangle.NET/Triangle.Rendering/Util/ColorMap.cs rename to src/Triangle.Rendering/Util/ColorMap.cs index ca53def..37adde3 100644 --- a/Triangle.NET/Triangle.Rendering/Util/ColorMap.cs +++ b/src/Triangle.Rendering/Util/ColorMap.cs @@ -1,112 +1,112 @@ - -namespace TriangleNet.Rendering.Util -{ - using System; - using System.Drawing; - - public class ColorMap - { - #region Colormap definitions - - public static ColorMap Jet(int size) - { - ColorMap map = new ColorMap(size); - float v, step = 1.0f / (size - 1); - float[] rgb = new float[3]; - - for (int i = 0; i < size; i += 1) - { - v = 4 * i * step; - - rgb[0] = Math.Min(v - 1.5f, 4.5f - v); - rgb[1] = Math.Min(v - 0.5f, 3.5f - v); - rgb[2] = Math.Min(v + 0.5f, 2.5f - v); - - Clamp(rgb, 0.0f, 1.0f); - - map.colors[size - i - 1] = ColorFromRgb(rgb[0], rgb[1], rgb[2]); - } - - return map; - } - - public static ColorMap Hot(int size) - { - ColorMap map = new ColorMap(size); - float v, step = 1.0f / (size - 1); - float[] rgb = new float[3]; - - for (int i = 0; i < size; i += 1) - { - v = 2.5f * i * step; - - rgb[0] = v; - rgb[1] = v - 1; - rgb[2] = 2 * v - 4; - - Clamp(rgb, 0.0f, 1.0f); - - map.colors[i] = ColorFromRgb(rgb[0], rgb[1], rgb[2]); - } - - return map; - } - - #endregion - - #region Helper - - private static Color ColorFromRgb(float r, float g, float b) - { - byte max = byte.MaxValue; - - return Color.FromArgb((byte)(r * max), (byte)(g * max), (byte)(b * max)); - } - - private static void Clamp(float[] values, float min, float max) - { - int n = values.Length; - - for (int i = 0; i < n; i += 1) - { - values[i] = Math.Min(max, Math.Max(min, values[i])); - } - } - - private static int Clamp(int index, int max) - { - if (index < 0) - { - index = 0; - } - else if (index > max) - { - index = max; - } - - return index; - } - - #endregion - - private Color[] colors; - - private ColorMap(int size) - { - this.colors = new Color[size]; - } - - public ColorMap(Color[] colors) - { - this.colors = colors; - } - - public Color GetColor(double value, double min, double max) - { - int n = this.colors.Length; - int i = (int)Math.Floor(n * (max - value) / (max - min)); - - return this.colors[Clamp(i, n - 1)]; - } - } -} + +namespace TriangleNet.Rendering.Util +{ + using System; + using System.Drawing; + + public class ColorMap + { + #region Colormap definitions + + public static ColorMap Jet(int size) + { + ColorMap map = new ColorMap(size); + float v, step = 1.0f / (size - 1); + float[] rgb = new float[3]; + + for (int i = 0; i < size; i += 1) + { + v = 4 * i * step; + + rgb[0] = Math.Min(v - 1.5f, 4.5f - v); + rgb[1] = Math.Min(v - 0.5f, 3.5f - v); + rgb[2] = Math.Min(v + 0.5f, 2.5f - v); + + Clamp(rgb, 0.0f, 1.0f); + + map.colors[size - i - 1] = ColorFromRgb(rgb[0], rgb[1], rgb[2]); + } + + return map; + } + + public static ColorMap Hot(int size) + { + ColorMap map = new ColorMap(size); + float v, step = 1.0f / (size - 1); + float[] rgb = new float[3]; + + for (int i = 0; i < size; i += 1) + { + v = 2.5f * i * step; + + rgb[0] = v; + rgb[1] = v - 1; + rgb[2] = 2 * v - 4; + + Clamp(rgb, 0.0f, 1.0f); + + map.colors[i] = ColorFromRgb(rgb[0], rgb[1], rgb[2]); + } + + return map; + } + + #endregion + + #region Helper + + private static Color ColorFromRgb(float r, float g, float b) + { + byte max = byte.MaxValue; + + return Color.FromArgb((byte)(r * max), (byte)(g * max), (byte)(b * max)); + } + + private static void Clamp(float[] values, float min, float max) + { + int n = values.Length; + + for (int i = 0; i < n; i += 1) + { + values[i] = Math.Min(max, Math.Max(min, values[i])); + } + } + + private static int Clamp(int index, int max) + { + if (index < 0) + { + index = 0; + } + else if (index > max) + { + index = max; + } + + return index; + } + + #endregion + + private Color[] colors; + + private ColorMap(int size) + { + this.colors = new Color[size]; + } + + public ColorMap(Color[] colors) + { + this.colors = colors; + } + + public Color GetColor(double value, double min, double max) + { + int n = this.colors.Length; + int i = (int)Math.Floor(n * (max - value) / (max - min)); + + return this.colors[Clamp(i, n - 1)]; + } + } +} diff --git a/Triangle.NET/Triangle.Rendering/Util/ReflectionHelper.cs b/src/Triangle.Rendering/Util/ReflectionHelper.cs similarity index 96% rename from Triangle.NET/Triangle.Rendering/Util/ReflectionHelper.cs rename to src/Triangle.Rendering/Util/ReflectionHelper.cs index 528fea3..6ed1a65 100644 --- a/Triangle.NET/Triangle.Rendering/Util/ReflectionHelper.cs +++ b/src/Triangle.Rendering/Util/ReflectionHelper.cs @@ -1,81 +1,81 @@ - -namespace TriangleNet.Rendering.Util -{ - using System; - using System.Collections.Generic; - using System.IO; - using System.Linq; - using System.Reflection; - - internal static class ReflectionHelper - { - public static bool TryCreateControl(string assemblyName, IEnumerable dependencies, - out IRenderControl control) - { - return TryCreateControl(assemblyName, dependencies, null, out control); - } - - public static bool TryCreateControl(string assemblyName, IEnumerable dependencies, - string className, out IRenderControl control) - { - control = null; - - if (!FilesExist(assemblyName, dependencies)) - { - return false; - } - - assemblyName = Path.GetFileNameWithoutExtension(assemblyName); - - // Try create render control instance. - try - { - // Load the assembly into the current application domain. - var assembly = Assembly.Load(assemblyName); - - // Get all types implementing the IRenderControl interface. - var type = typeof(IRenderControl); - var matches = assembly.GetTypes().Where(s => type.IsAssignableFrom(s)); - - var match = string.IsNullOrEmpty(className) ? matches.FirstOrDefault() - : matches.Where(s => s.Name == className).FirstOrDefault(); - - if (match != null) - { - // Create an instance. - control = (IRenderControl)Activator.CreateInstance(match); - } - } - catch (Exception) - { - return false; - } - - // Return true if render control was successfully created. - return (control != null); - } - - private static bool FilesExist(string assemblyName, IEnumerable dependencies) - { - // Check if assembly exists - if (!File.Exists(assemblyName)) - { - return false; - } - - // Check if dependencies exists - if (dependencies != null) - { - foreach (var item in dependencies) - { - if (!File.Exists(item)) - { - return false; - } - } - } - - return true; - } - } -} + +namespace TriangleNet.Rendering.Util +{ + using System; + using System.Collections.Generic; + using System.IO; + using System.Linq; + using System.Reflection; + + internal static class ReflectionHelper + { + public static bool TryCreateControl(string assemblyName, IEnumerable dependencies, + out IRenderControl control) + { + return TryCreateControl(assemblyName, dependencies, null, out control); + } + + public static bool TryCreateControl(string assemblyName, IEnumerable dependencies, + string className, out IRenderControl control) + { + control = null; + + if (!FilesExist(assemblyName, dependencies)) + { + return false; + } + + assemblyName = Path.GetFileNameWithoutExtension(assemblyName); + + // Try create render control instance. + try + { + // Load the assembly into the current application domain. + var assembly = Assembly.Load(assemblyName); + + // Get all types implementing the IRenderControl interface. + var type = typeof(IRenderControl); + var matches = assembly.GetTypes().Where(s => type.IsAssignableFrom(s)); + + var match = string.IsNullOrEmpty(className) ? matches.FirstOrDefault() + : matches.Where(s => s.Name == className).FirstOrDefault(); + + if (match != null) + { + // Create an instance. + control = (IRenderControl)Activator.CreateInstance(match); + } + } + catch (Exception) + { + return false; + } + + // Return true if render control was successfully created. + return (control != null); + } + + private static bool FilesExist(string assemblyName, IEnumerable dependencies) + { + // Check if assembly exists + if (!File.Exists(assemblyName)) + { + return false; + } + + // Check if dependencies exists + if (dependencies != null) + { + foreach (var item in dependencies) + { + if (!File.Exists(item)) + { + return false; + } + } + } + + return true; + } + } +} diff --git a/Triangle.NET/Triangle.sln b/src/Triangle.sln similarity index 98% rename from Triangle.NET/Triangle.sln rename to src/Triangle.sln index 745beda..a668a45 100644 --- a/Triangle.NET/Triangle.sln +++ b/src/Triangle.sln @@ -1,69 +1,69 @@ - -Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio 2012 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Triangle", "Triangle\Triangle.csproj", "{F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}" -EndProject -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mesh Explorer", "TestApp\Mesh Explorer.csproj", "{336AAF8A-5316-4303-9E73-5E38BD0B28AF}" -EndProject -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Triangle.Rendering", "Triangle.Rendering\Triangle.Rendering.csproj", "{41022E0E-BD0F-439E-BC3A-AABB1B43471B}" -EndProject -Global - GlobalSection(TeamFoundationVersionControl) = preSolution - SccNumberOfProjects = 4 - SccEnterpriseProvider = {4CA58AB2-18FA-4F8D-95D4-32DDF27D184C} - SccTeamFoundationServer = https://tfs.codeplex.com/tfs/tfs06 - SccLocalPath0 = . - SccProjectUniqueName1 = Triangle\\Triangle.csproj - SccProjectName1 = Triangle - SccLocalPath1 = Triangle - SccProjectUniqueName2 = TestApp\\Mesh\u0020Explorer.csproj - SccProjectName2 = TestApp - SccLocalPath2 = TestApp - SccProjectUniqueName3 = Triangle.Rendering\\Triangle.Rendering.csproj - SccProjectName3 = Triangle.Rendering - SccLocalPath3 = Triangle.Rendering - EndGlobalSection - GlobalSection(SolutionConfigurationPlatforms) = preSolution - Debug|Any CPU = Debug|Any CPU - Debug|Mixed Platforms = Debug|Mixed Platforms - Debug|x86 = Debug|x86 - Release|Any CPU = Release|Any CPU - Release|Mixed Platforms = Release|Mixed Platforms - Release|x86 = Release|x86 - EndGlobalSection - GlobalSection(ProjectConfigurationPlatforms) = postSolution - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Debug|Any CPU.Build.0 = Debug|Any CPU - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU - 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----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - using System; - using TriangleNet.Geometry; - - /// - /// Controls the behavior of the meshing software. - /// - class Behavior - { - bool poly = false; - bool quality = false; - bool varArea = false; - bool convex = false; - bool jettison = false; - bool boundaryMarkers = true; - bool noHoles = false; - bool conformDel = false; - - Func usertest; - - int noBisect = 0; - - double minAngle = 0.0; - double maxAngle = 0.0; - double maxArea = -1.0; - - internal bool fixedArea = false; - internal bool useSegments = true; - internal bool useRegions = false; - internal double goodAngle = 0.0; - internal double maxGoodAngle = 0.0; - internal double offconstant = 0.0; - - /// - /// Creates an instance of the Behavior class. - /// - public Behavior(bool quality = false, double minAngle = 20.0) - { - if (quality) - { - this.quality = true; - this.minAngle = minAngle; - - Update(); - } - } - - /// - /// Update quality options dependencies. - /// - private void Update() - { - this.quality = true; - - if (this.minAngle < 0 || this.minAngle > 60) - { - this.minAngle = 0; - this.quality = false; - - Log.Instance.Warning("Invalid quality option (minimum angle).", "Mesh.Behavior"); - } - - if ((this.maxAngle != 0.0) && (this.maxAngle < 60 || this.maxAngle > 180)) - { - this.maxAngle = 0; - this.quality = false; - - Log.Instance.Warning("Invalid quality option (maximum angle).", "Mesh.Behavior"); - } - - this.useSegments = this.Poly || this.Quality || this.Convex; - this.goodAngle = Math.Cos(this.MinAngle * Math.PI / 180.0); - this.maxGoodAngle = Math.Cos(this.MaxAngle * Math.PI / 180.0); - - if (this.goodAngle == 1.0) - { - this.offconstant = 0.0; - } - else - { - this.offconstant = 0.475 * Math.Sqrt((1.0 + this.goodAngle) / (1.0 - this.goodAngle)); - } - - this.goodAngle *= this.goodAngle; - } - - #region Static properties - - /// - /// No exact arithmetic. - /// - public static bool NoExact { get; set; } - - #endregion - - #region Public properties - - /// - /// Quality mesh generation. - /// - public bool Quality - { - get { return quality; } - set - { - quality = value; - if (quality) - { - Update(); - } - } - } - - /// - /// Minimum angle constraint. - /// - public double MinAngle - { - get { return minAngle; } - set { minAngle = value; Update(); } - } - - /// - /// Maximum angle constraint. - /// - public double MaxAngle - { - get { return maxAngle; } - set { maxAngle = value; Update(); } - } - - /// - /// Maximum area constraint. - /// - public double MaxArea - { - get { return maxArea; } - set - { - maxArea = value; - fixedArea = value > 0.0; - } - } - - /// - /// Apply a maximum triangle area constraint. - /// - public bool VarArea - { - get { return varArea; } - set { varArea = value; } - } - - /// - /// Input is a Planar Straight Line Graph. - /// - public bool Poly - { - get { return poly; } - set { poly = value; } - } - - /// - /// Apply a user-defined triangle constraint. - /// - public Func UserTest - { - get { return usertest; } - set { usertest = value; } - } - - /// - /// Enclose the convex hull with segments. - /// - public bool Convex - { - get { return convex; } - set { convex = value; } - } - - /// - /// Conforming Delaunay (all triangles are truly Delaunay). - /// - public bool ConformingDelaunay - { - get { return conformDel; } - set { conformDel = value; } - } - - /// - /// Suppresses boundary segment splitting. - /// - /// - /// 0 = split segments - /// 1 = no new vertices on the boundary - /// 2 = prevent all segment splitting, including internal boundaries - /// - public int NoBisect - { - get { return noBisect; } - set - { - noBisect = value; - if (noBisect < 0 || noBisect > 2) - { - noBisect = 0; - } - } - } - - /// - /// Compute boundary information. - /// - public bool UseBoundaryMarkers - { - get { return boundaryMarkers; } - set { boundaryMarkers = value; } - } - - /// - /// Ignores holes in polygons. - /// - public bool NoHoles - { - get { return noHoles; } - set { noHoles = value; } - } - - /// - /// Jettison unused vertices from output. - /// - public bool Jettison - { - get { return jettison; } - set { jettison = value; } - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + using System; + using TriangleNet.Geometry; + + /// + /// Controls the behavior of the meshing software. + /// + class Behavior + { + bool poly = false; + bool quality = false; + bool varArea = false; + bool convex = false; + bool jettison = false; + bool boundaryMarkers = true; + bool noHoles = false; + bool conformDel = false; + + Func usertest; + + int noBisect = 0; + + double minAngle = 0.0; + double maxAngle = 0.0; + double maxArea = -1.0; + + internal bool fixedArea = false; + internal bool useSegments = true; + internal bool useRegions = false; + internal double goodAngle = 0.0; + internal double maxGoodAngle = 0.0; + internal double offconstant = 0.0; + + /// + /// Creates an instance of the Behavior class. + /// + public Behavior(bool quality = false, double minAngle = 20.0) + { + if (quality) + { + this.quality = true; + this.minAngle = minAngle; + + Update(); + } + } + + /// + /// Update quality options dependencies. + /// + private void Update() + { + this.quality = true; + + if (this.minAngle < 0 || this.minAngle > 60) + { + this.minAngle = 0; + this.quality = false; + + Log.Instance.Warning("Invalid quality option (minimum angle).", "Mesh.Behavior"); + } + + if ((this.maxAngle != 0.0) && (this.maxAngle < 60 || this.maxAngle > 180)) + { + this.maxAngle = 0; + this.quality = false; + + Log.Instance.Warning("Invalid quality option (maximum angle).", "Mesh.Behavior"); + } + + this.useSegments = this.Poly || this.Quality || this.Convex; + this.goodAngle = Math.Cos(this.MinAngle * Math.PI / 180.0); + this.maxGoodAngle = Math.Cos(this.MaxAngle * Math.PI / 180.0); + + if (this.goodAngle == 1.0) + { + this.offconstant = 0.0; + } + else + { + this.offconstant = 0.475 * Math.Sqrt((1.0 + this.goodAngle) / (1.0 - this.goodAngle)); + } + + this.goodAngle *= this.goodAngle; + } + + #region Static properties + + /// + /// No exact arithmetic. + /// + public static bool NoExact { get; set; } + + #endregion + + #region Public properties + + /// + /// Quality mesh generation. + /// + public bool Quality + { + get { return quality; } + set + { + quality = value; + if (quality) + { + Update(); + } + } + } + + /// + /// Minimum angle constraint. + /// + public double MinAngle + { + get { return minAngle; } + set { minAngle = value; Update(); } + } + + /// + /// Maximum angle constraint. + /// + public double MaxAngle + { + get { return maxAngle; } + set { maxAngle = value; Update(); } + } + + /// + /// Maximum area constraint. + /// + public double MaxArea + { + get { return maxArea; } + set + { + maxArea = value; + fixedArea = value > 0.0; + } + } + + /// + /// Apply a maximum triangle area constraint. + /// + public bool VarArea + { + get { return varArea; } + set { varArea = value; } + } + + /// + /// Input is a Planar Straight Line Graph. + /// + public bool Poly + { + get { return poly; } + set { poly = value; } + } + + /// + /// Apply a user-defined triangle constraint. + /// + public Func UserTest + { + get { return usertest; } + set { usertest = value; } + } + + /// + /// Enclose the convex hull with segments. + /// + public bool Convex + { + get { return convex; } + set { convex = value; } + } + + /// + /// Conforming Delaunay (all triangles are truly Delaunay). + /// + public bool ConformingDelaunay + { + get { return conformDel; } + set { conformDel = value; } + } + + /// + /// Suppresses boundary segment splitting. + /// + /// + /// 0 = split segments + /// 1 = no new vertices on the boundary + /// 2 = prevent all segment splitting, including internal boundaries + /// + public int NoBisect + { + get { return noBisect; } + set + { + noBisect = value; + if (noBisect < 0 || noBisect > 2) + { + noBisect = 0; + } + } + } + + /// + /// Compute boundary information. + /// + public bool UseBoundaryMarkers + { + get { return boundaryMarkers; } + set { boundaryMarkers = value; } + } + + /// + /// Ignores holes in polygons. + /// + public bool NoHoles + { + get { return noHoles; } + set { noHoles = value; } + } + + /// + /// Jettison unused vertices from output. + /// + public bool Jettison + { + get { return jettison; } + set { jettison = value; } + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Configuration.cs b/src/Triangle/Configuration.cs similarity index 96% rename from Triangle.NET/Triangle/Configuration.cs rename to src/Triangle/Configuration.cs index 6dcb8e4..0d2f306 100644 --- a/Triangle.NET/Triangle/Configuration.cs +++ b/src/Triangle/Configuration.cs @@ -1,44 +1,44 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - using System; - using TriangleNet.Meshing; - using TriangleNet.Meshing.Algorithm; - - /// - /// Configure advanced aspects of the library. - /// - public class Configuration - { - public Configuration() - : this(() => RobustPredicates.Default, () => new TrianglePool()) - { - } - - public Configuration(Func predicates) - : this(predicates, () => new TrianglePool()) - { - } - - public Configuration(Func predicates, Func trianglePool) - { - Predicates = predicates; - TrianglePool = trianglePool; - } - - /// - /// Gets or sets the factory method for the implementation. - /// - public Func Predicates { get; set; } - - /// - /// Gets or sets the factory method for the . - /// - public Func TrianglePool { get; set; } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + using System; + using TriangleNet.Meshing; + using TriangleNet.Meshing.Algorithm; + + /// + /// Configure advanced aspects of the library. + /// + public class Configuration + { + public Configuration() + : this(() => RobustPredicates.Default, () => new TrianglePool()) + { + } + + public Configuration(Func predicates) + : this(predicates, () => new TrianglePool()) + { + } + + public Configuration(Func predicates, Func trianglePool) + { + Predicates = predicates; + TrianglePool = trianglePool; + } + + /// + /// Gets or sets the factory method for the implementation. + /// + public Func Predicates { get; set; } + + /// + /// Gets or sets the factory method for the . + /// + public Func TrianglePool { get; set; } + } +} diff --git a/Triangle.NET/Triangle/Enums.cs b/src/Triangle/Enums.cs similarity index 97% rename from Triangle.NET/Triangle/Enums.cs rename to src/Triangle/Enums.cs index 3213cda..644f1b1 100644 --- a/Triangle.NET/Triangle/Enums.cs +++ b/src/Triangle/Enums.cs @@ -1,46 +1,46 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - /// - /// The type of the mesh vertex. - /// - public enum VertexType { InputVertex, SegmentVertex, FreeVertex, DeadVertex, UndeadVertex }; - - /// - /// Node renumbering algorithms. - /// - public enum NodeNumbering { None, Linear, CuthillMcKee }; - - /// - /// Labels that signify the result of point location. - /// - /// The result of a search indicates that the point falls in the - /// interior of a triangle, on an edge, on a vertex, or outside the mesh. - /// - public enum LocateResult { InTriangle, OnEdge, OnVertex, Outside }; - - /// - /// Labels that signify the result of vertex insertion. - /// - /// The result indicates that the vertex was inserted with complete - /// success, was inserted but encroaches upon a subsegment, was not inserted - /// because it lies on a segment, or was not inserted because another vertex - /// occupies the same location. - /// - enum InsertVertexResult { Successful, Encroaching, Violating, Duplicate }; - - /// - /// Labels that signify the result of direction finding. - /// - /// The result indicates that a segment connecting the two query - /// points falls within the direction triangle, along the left edge of the - /// direction triangle, or along the right edge of the direction triangle. - /// - enum FindDirectionResult { Within, Leftcollinear, Rightcollinear }; -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + /// + /// The type of the mesh vertex. + /// + public enum VertexType { InputVertex, SegmentVertex, FreeVertex, DeadVertex, UndeadVertex }; + + /// + /// Node renumbering algorithms. + /// + public enum NodeNumbering { None, Linear, CuthillMcKee }; + + /// + /// Labels that signify the result of point location. + /// + /// The result of a search indicates that the point falls in the + /// interior of a triangle, on an edge, on a vertex, or outside the mesh. + /// + public enum LocateResult { InTriangle, OnEdge, OnVertex, Outside }; + + /// + /// Labels that signify the result of vertex insertion. + /// + /// The result indicates that the vertex was inserted with complete + /// success, was inserted but encroaches upon a subsegment, was not inserted + /// because it lies on a segment, or was not inserted because another vertex + /// occupies the same location. + /// + enum InsertVertexResult { Successful, Encroaching, Violating, Duplicate }; + + /// + /// Labels that signify the result of direction finding. + /// + /// The result indicates that a segment connecting the two query + /// points falls within the direction triangle, along the left edge of the + /// direction triangle, or along the right edge of the direction triangle. + /// + enum FindDirectionResult { Within, Leftcollinear, Rightcollinear }; +} diff --git a/Triangle.NET/Triangle/Geometry/Contour.cs b/src/Triangle/Geometry/Contour.cs similarity index 96% rename from Triangle.NET/Triangle/Geometry/Contour.cs rename to src/Triangle/Geometry/Contour.cs index d4a9f6a..08932a9 100644 --- a/Triangle.NET/Triangle/Geometry/Contour.cs +++ b/src/Triangle/Geometry/Contour.cs @@ -1,246 +1,246 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - using System; - using System.Collections.Generic; - - public class Contour - { - int marker; - - bool convex; - - /// - /// Gets or sets the list of points making up the contour. - /// - public List Points { get; set; } - - /// - /// Initializes a new instance of the class. - /// - /// The points that make up the contour. - public Contour(IEnumerable points) - : this(points, 0, false) - { - } - - /// - /// Initializes a new instance of the class. - /// - /// The points that make up the contour. - /// Contour marker. - public Contour(IEnumerable points, int marker) - : this(points, marker, false) - { - } - - /// - /// Initializes a new instance of the class. - /// - /// The points that make up the contour. - /// Contour marker. - /// The hole is convex. - public Contour(IEnumerable points, int marker, bool convex) - { - AddPoints(points); - - this.marker = marker; - this.convex = convex; - } - - public List GetSegments() - { - var segments = new List(); - - var p = this.Points; - - int count = p.Count - 1; - - for (int i = 0; i < count; i++) - { - // Add segments to polygon. - segments.Add(new Segment(p[i], p[i + 1], marker)); - } - - // Close the contour. - segments.Add(new Segment(p[count], p[0], marker)); - - return segments; - } - - /// - /// Try to find a point inside the contour. - /// - /// The number of iterations on each segment (default = 5). - /// Threshold for co-linear points (default = 2e-5). - /// Point inside the contour - /// Throws if no point could be found. - /// - /// For each corner (index i) of the contour, the 3 points with indices i-1, i and i+1 - /// are considered and a search on the line through the corner vertex is started (either - /// on the bisecting line, or, if is less than - /// eps, on the perpendicular line. - /// A given number of points will be tested (limit), while the distance to the contour - /// boundary will be reduced in each iteration (with a factor 1 / 2^i, i = 1 ... limit). - /// - public Point FindInteriorPoint(int limit = 5, double eps = 2e-5) - { - if (convex) - { - int count = this.Points.Count; - - var point = new Point(0.0, 0.0); - - for (int i = 0; i < count; i++) - { - point.x += this.Points[i].x; - point.y += this.Points[i].y; - } - - // If the contour is convex, use its centroid. - point.x /= count; - point.y /= count; - - return point; - } - - return FindPointInPolygon(this.Points, limit, eps); - } - - private void AddPoints(IEnumerable points) - { - this.Points = new List(points); - - int count = Points.Count - 1; - - // Check if first vertex equals last vertex. - if (Points[0] == Points[count]) - { - Points.RemoveAt(count); - } - } - - #region Helper methods - - private static Point FindPointInPolygon(List contour, int limit, double eps) - { - var bounds = new Rectangle(); - bounds.Expand(contour); - - int length = contour.Count; - - var test = new Point(); - - Point a, b, c; // Current corner points. - - double bx, by; - double dx, dy; - double h; - - var predicates = new RobustPredicates(); - - a = contour[0]; - b = contour[1]; - - for (int i = 0; i < length; i++) - { - c = contour[(i + 2) % length]; - - // Corner point. - bx = b.x; - by = b.y; - - // NOTE: if we knew the contour points were in counterclockwise order, we - // could skip concave corners and search only in one direction. - - h = predicates.CounterClockwise(a, b, c); - - if (Math.Abs(h) < eps) - { - // Points are nearly co-linear. Use perpendicular direction. - dx = (c.y - a.y) / 2; - dy = (a.x - c.x) / 2; - } - else - { - // Direction [midpoint(a-c) -> corner point] - dx = (a.x + c.x) / 2 - bx; - dy = (a.y + c.y) / 2 - by; - } - - // Move around the contour. - a = b; - b = c; - - h = 1.0; - - for (int j = 0; j < limit; j++) - { - // Search in direction. - test.x = bx + dx * h; - test.y = by + dy * h; - - if (bounds.Contains(test) && IsPointInPolygon(test, contour)) - { - return test; - } - - // Search in opposite direction (see NOTE above). - test.x = bx - dx * h; - test.y = by - dy * h; - - if (bounds.Contains(test) && IsPointInPolygon(test, contour)) - { - return test; - } - - h = h / 2; - } - } - - throw new Exception(); - } - - /// - /// Return true if the given point is inside the polygon, or false if it is not. - /// - /// The point to check. - /// The polygon (list of contour points). - /// - /// - /// WARNING: If the point is exactly on the edge of the polygon, then the function - /// may return true or false. - /// - /// See http://alienryderflex.com/polygon/ - /// - private static bool IsPointInPolygon(Point point, List poly) - { - bool inside = false; - - double x = point.x; - double y = point.y; - - int count = poly.Count; - - for (int i = 0, j = count - 1; i < count; i++) - { - if (((poly[i].y < y && poly[j].y >= y) || (poly[j].y < y && poly[i].y >= y)) - && (poly[i].x <= x || poly[j].x <= x)) - { - inside ^= (poly[i].x + (y - poly[i].y) / (poly[j].y - poly[i].y) * (poly[j].x - poly[i].x) < x); - } - - j = i; - } - - return inside; - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + using System; + using System.Collections.Generic; + + public class Contour + { + int marker; + + bool convex; + + /// + /// Gets or sets the list of points making up the contour. + /// + public List Points { get; set; } + + /// + /// Initializes a new instance of the class. + /// + /// The points that make up the contour. + public Contour(IEnumerable points) + : this(points, 0, false) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// The points that make up the contour. + /// Contour marker. + public Contour(IEnumerable points, int marker) + : this(points, marker, false) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// The points that make up the contour. + /// Contour marker. + /// The hole is convex. + public Contour(IEnumerable points, int marker, bool convex) + { + AddPoints(points); + + this.marker = marker; + this.convex = convex; + } + + public List GetSegments() + { + var segments = new List(); + + var p = this.Points; + + int count = p.Count - 1; + + for (int i = 0; i < count; i++) + { + // Add segments to polygon. + segments.Add(new Segment(p[i], p[i + 1], marker)); + } + + // Close the contour. + segments.Add(new Segment(p[count], p[0], marker)); + + return segments; + } + + /// + /// Try to find a point inside the contour. + /// + /// The number of iterations on each segment (default = 5). + /// Threshold for co-linear points (default = 2e-5). + /// Point inside the contour + /// Throws if no point could be found. + /// + /// For each corner (index i) of the contour, the 3 points with indices i-1, i and i+1 + /// are considered and a search on the line through the corner vertex is started (either + /// on the bisecting line, or, if is less than + /// eps, on the perpendicular line. + /// A given number of points will be tested (limit), while the distance to the contour + /// boundary will be reduced in each iteration (with a factor 1 / 2^i, i = 1 ... limit). + /// + public Point FindInteriorPoint(int limit = 5, double eps = 2e-5) + { + if (convex) + { + int count = this.Points.Count; + + var point = new Point(0.0, 0.0); + + for (int i = 0; i < count; i++) + { + point.x += this.Points[i].x; + point.y += this.Points[i].y; + } + + // If the contour is convex, use its centroid. + point.x /= count; + point.y /= count; + + return point; + } + + return FindPointInPolygon(this.Points, limit, eps); + } + + private void AddPoints(IEnumerable points) + { + this.Points = new List(points); + + int count = Points.Count - 1; + + // Check if first vertex equals last vertex. + if (Points[0] == Points[count]) + { + Points.RemoveAt(count); + } + } + + #region Helper methods + + private static Point FindPointInPolygon(List contour, int limit, double eps) + { + var bounds = new Rectangle(); + bounds.Expand(contour); + + int length = contour.Count; + + var test = new Point(); + + Point a, b, c; // Current corner points. + + double bx, by; + double dx, dy; + double h; + + var predicates = new RobustPredicates(); + + a = contour[0]; + b = contour[1]; + + for (int i = 0; i < length; i++) + { + c = contour[(i + 2) % length]; + + // Corner point. + bx = b.x; + by = b.y; + + // NOTE: if we knew the contour points were in counterclockwise order, we + // could skip concave corners and search only in one direction. + + h = predicates.CounterClockwise(a, b, c); + + if (Math.Abs(h) < eps) + { + // Points are nearly co-linear. Use perpendicular direction. + dx = (c.y - a.y) / 2; + dy = (a.x - c.x) / 2; + } + else + { + // Direction [midpoint(a-c) -> corner point] + dx = (a.x + c.x) / 2 - bx; + dy = (a.y + c.y) / 2 - by; + } + + // Move around the contour. + a = b; + b = c; + + h = 1.0; + + for (int j = 0; j < limit; j++) + { + // Search in direction. + test.x = bx + dx * h; + test.y = by + dy * h; + + if (bounds.Contains(test) && IsPointInPolygon(test, contour)) + { + return test; + } + + // Search in opposite direction (see NOTE above). + test.x = bx - dx * h; + test.y = by - dy * h; + + if (bounds.Contains(test) && IsPointInPolygon(test, contour)) + { + return test; + } + + h = h / 2; + } + } + + throw new Exception(); + } + + /// + /// Return true if the given point is inside the polygon, or false if it is not. + /// + /// The point to check. + /// The polygon (list of contour points). + /// + /// + /// WARNING: If the point is exactly on the edge of the polygon, then the function + /// may return true or false. + /// + /// See http://alienryderflex.com/polygon/ + /// + private static bool IsPointInPolygon(Point point, List poly) + { + bool inside = false; + + double x = point.x; + double y = point.y; + + int count = poly.Count; + + for (int i = 0, j = count - 1; i < count; i++) + { + if (((poly[i].y < y && poly[j].y >= y) || (poly[j].y < y && poly[i].y >= y)) + && (poly[i].x <= x || poly[j].x <= x)) + { + inside ^= (poly[i].x + (y - poly[i].y) / (poly[j].y - poly[i].y) * (poly[j].x - poly[i].x) < x); + } + + j = i; + } + + return inside; + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Geometry/Edge.cs b/src/Triangle/Geometry/Edge.cs similarity index 96% rename from Triangle.NET/Triangle/Geometry/Edge.cs rename to src/Triangle/Geometry/Edge.cs index f8daeb6..a3124d5 100644 --- a/Triangle.NET/Triangle/Geometry/Edge.cs +++ b/src/Triangle/Geometry/Edge.cs @@ -1,58 +1,58 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - /// - /// Represents a straight line segment in 2D space. - /// - public class Edge : IEdge - { - /// - /// Gets the first endpoints index. - /// - public int P0 - { - get; - private set; - } - - /// - /// Gets the second endpoints index. - /// - public int P1 - { - get; - private set; - } - - /// - /// Gets the segments boundary mark. - /// - public int Label - { - get; - private set; - } - - /// - /// Initializes a new instance of the class. - /// - public Edge(int p0, int p1) - : this(p0, p1, 0) - { } - - /// - /// Initializes a new instance of the class. - /// - public Edge(int p0, int p1, int label) - { - this.P0 = p0; - this.P1 = p1; - this.Label = label; - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + /// + /// Represents a straight line segment in 2D space. + /// + public class Edge : IEdge + { + /// + /// Gets the first endpoints index. + /// + public int P0 + { + get; + private set; + } + + /// + /// Gets the second endpoints index. + /// + public int P1 + { + get; + private set; + } + + /// + /// Gets the segments boundary mark. + /// + public int Label + { + get; + private set; + } + + /// + /// Initializes a new instance of the class. + /// + public Edge(int p0, int p1) + : this(p0, p1, 0) + { } + + /// + /// Initializes a new instance of the class. + /// + public Edge(int p0, int p1, int label) + { + this.P0 = p0; + this.P1 = p1; + this.Label = label; + } + } +} diff --git a/Triangle.NET/Triangle/Geometry/ExtensionMethods.cs b/src/Triangle/Geometry/ExtensionMethods.cs similarity index 97% rename from Triangle.NET/Triangle/Geometry/ExtensionMethods.cs rename to src/Triangle/Geometry/ExtensionMethods.cs index 9087adb..d583738 100644 --- a/Triangle.NET/Triangle/Geometry/ExtensionMethods.cs +++ b/src/Triangle/Geometry/ExtensionMethods.cs @@ -1,143 +1,143 @@ - -namespace TriangleNet.Geometry -{ - using System; - using TriangleNet.Meshing; - - public static class ExtensionMethods - { - #region IPolygon extensions - - /// - /// Triangulates a polygon. - /// - public static IMesh Triangulate(this IPolygon polygon) - { - return (new GenericMesher()).Triangulate(polygon, null, null); - } - - /// - /// Triangulates a polygon, applying constraint options. - /// - /// Constraint options. - public static IMesh Triangulate(this IPolygon polygon, ConstraintOptions options) - { - return (new GenericMesher()).Triangulate(polygon, options, null); - } - - /// - /// Triangulates a polygon, applying quality options. - /// - /// Quality options. - public static IMesh Triangulate(this IPolygon polygon, QualityOptions quality) - { - return (new GenericMesher()).Triangulate(polygon, null, quality); - } - - /// - /// Triangulates a polygon, applying quality and constraint options. - /// - /// Constraint options. - /// Quality options. - public static IMesh Triangulate(this IPolygon polygon, ConstraintOptions options, QualityOptions quality) - { - return (new GenericMesher()).Triangulate(polygon, options, quality); - } - - /// - /// Triangulates a polygon, applying quality and constraint options. - /// - /// Constraint options. - /// Quality options. - /// The triangulation algorithm. - public static IMesh Triangulate(this IPolygon polygon, ConstraintOptions options, QualityOptions quality, - ITriangulator triangulator) - { - return (new GenericMesher(triangulator)).Triangulate(polygon, options, quality); - } - - #endregion - - #region Rectangle extensions - - #endregion - - #region ITriangle extensions - - /// - /// Test whether a given point lies inside a triangle or not. - /// - /// Point to locate. - /// True, if point is inside or on the edge of this triangle. - public static bool Contains(this ITriangle triangle, Point p) - { - return Contains(triangle, p.X, p.Y); - } - - /// - /// Test whether a given point lies inside a triangle or not. - /// - /// Point to locate. - /// Point to locate. - /// True, if point is inside or on the edge of this triangle. - public static bool Contains(this ITriangle triangle, double x, double y) - { - var t0 = triangle.GetVertex(0); - var t1 = triangle.GetVertex(1); - var t2 = triangle.GetVertex(2); - - // TODO: no need to create new Point instances here - Point d0 = new Point(t1.X - t0.X, t1.Y - t0.Y); - Point d1 = new Point(t2.X - t0.X, t2.Y - t0.Y); - Point d2 = new Point(x - t0.X, y - t0.Y); - - // crossproduct of (0, 0, 1) and d0 - Point c0 = new Point(-d0.Y, d0.X); - - // crossproduct of (0, 0, 1) and d1 - Point c1 = new Point(-d1.Y, d1.X); - - // Linear combination d2 = s * d0 + v * d1. - // - // Multiply both sides of the equation with c0 and c1 - // and solve for s and v respectively - // - // s = d2 * c1 / d0 * c1 - // v = d2 * c0 / d1 * c0 - - double s = DotProduct(d2, c1) / DotProduct(d0, c1); - double v = DotProduct(d2, c0) / DotProduct(d1, c0); - - if (s >= 0 && v >= 0 && ((s + v) <= 1)) - { - // Point is inside or on the edge of this triangle. - return true; - } - - return false; - } - - public static Rectangle Bounds(this ITriangle triangle) - { - var bounds = new Rectangle(); - - for (int i = 0; i < 3; i++) - { - bounds.Expand(triangle.GetVertex(i)); - } - - return bounds; - } - - #endregion - - #region Helper methods - - internal static double DotProduct(Point p, Point q) - { - return p.X * q.X + p.Y * q.Y; - } - - #endregion - } -} + +namespace TriangleNet.Geometry +{ + using System; + using TriangleNet.Meshing; + + public static class ExtensionMethods + { + #region IPolygon extensions + + /// + /// Triangulates a polygon. + /// + public static IMesh Triangulate(this IPolygon polygon) + { + return (new GenericMesher()).Triangulate(polygon, null, null); + } + + /// + /// Triangulates a polygon, applying constraint options. + /// + /// Constraint options. + public static IMesh Triangulate(this IPolygon polygon, ConstraintOptions options) + { + return (new GenericMesher()).Triangulate(polygon, options, null); + } + + /// + /// Triangulates a polygon, applying quality options. + /// + /// Quality options. + public static IMesh Triangulate(this IPolygon polygon, QualityOptions quality) + { + return (new GenericMesher()).Triangulate(polygon, null, quality); + } + + /// + /// Triangulates a polygon, applying quality and constraint options. + /// + /// Constraint options. + /// Quality options. + public static IMesh Triangulate(this IPolygon polygon, ConstraintOptions options, QualityOptions quality) + { + return (new GenericMesher()).Triangulate(polygon, options, quality); + } + + /// + /// Triangulates a polygon, applying quality and constraint options. + /// + /// Constraint options. + /// Quality options. + /// The triangulation algorithm. + public static IMesh Triangulate(this IPolygon polygon, ConstraintOptions options, QualityOptions quality, + ITriangulator triangulator) + { + return (new GenericMesher(triangulator)).Triangulate(polygon, options, quality); + } + + #endregion + + #region Rectangle extensions + + #endregion + + #region ITriangle extensions + + /// + /// Test whether a given point lies inside a triangle or not. + /// + /// Point to locate. + /// True, if point is inside or on the edge of this triangle. + public static bool Contains(this ITriangle triangle, Point p) + { + return Contains(triangle, p.X, p.Y); + } + + /// + /// Test whether a given point lies inside a triangle or not. + /// + /// Point to locate. + /// Point to locate. + /// True, if point is inside or on the edge of this triangle. + public static bool Contains(this ITriangle triangle, double x, double y) + { + var t0 = triangle.GetVertex(0); + var t1 = triangle.GetVertex(1); + var t2 = triangle.GetVertex(2); + + // TODO: no need to create new Point instances here + Point d0 = new Point(t1.X - t0.X, t1.Y - t0.Y); + Point d1 = new Point(t2.X - t0.X, t2.Y - t0.Y); + Point d2 = new Point(x - t0.X, y - t0.Y); + + // crossproduct of (0, 0, 1) and d0 + Point c0 = new Point(-d0.Y, d0.X); + + // crossproduct of (0, 0, 1) and d1 + Point c1 = new Point(-d1.Y, d1.X); + + // Linear combination d2 = s * d0 + v * d1. + // + // Multiply both sides of the equation with c0 and c1 + // and solve for s and v respectively + // + // s = d2 * c1 / d0 * c1 + // v = d2 * c0 / d1 * c0 + + double s = DotProduct(d2, c1) / DotProduct(d0, c1); + double v = DotProduct(d2, c0) / DotProduct(d1, c0); + + if (s >= 0 && v >= 0 && ((s + v) <= 1)) + { + // Point is inside or on the edge of this triangle. + return true; + } + + return false; + } + + public static Rectangle Bounds(this ITriangle triangle) + { + var bounds = new Rectangle(); + + for (int i = 0; i < 3; i++) + { + bounds.Expand(triangle.GetVertex(i)); + } + + return bounds; + } + + #endregion + + #region Helper methods + + internal static double DotProduct(Point p, Point q) + { + return p.X * q.X + p.Y * q.Y; + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Geometry/IEdge.cs b/src/Triangle/Geometry/IEdge.cs similarity index 96% rename from Triangle.NET/Triangle/Geometry/IEdge.cs rename to src/Triangle/Geometry/IEdge.cs index a7edf5f..5361ec5 100644 --- a/Triangle.NET/Triangle/Geometry/IEdge.cs +++ b/src/Triangle/Geometry/IEdge.cs @@ -1,29 +1,29 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - public interface IEdge - { - /// - /// Gets the first endpoints index. - /// - int P0 { get; } - - /// - /// Gets the second endpoints index. - /// - int P1 { get; } - - /// - /// Gets or sets a general-purpose label. - /// - /// - /// This is used for the segments boundary mark. - /// - int Label { get; } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + public interface IEdge + { + /// + /// Gets the first endpoints index. + /// + int P0 { get; } + + /// + /// Gets the second endpoints index. + /// + int P1 { get; } + + /// + /// Gets or sets a general-purpose label. + /// + /// + /// This is used for the segments boundary mark. + /// + int Label { get; } + } +} diff --git a/Triangle.NET/Triangle/Geometry/IPolygon.cs b/src/Triangle/Geometry/IPolygon.cs similarity index 97% rename from Triangle.NET/Triangle/Geometry/IPolygon.cs rename to src/Triangle/Geometry/IPolygon.cs index a627b78..8977c94 100644 --- a/Triangle.NET/Triangle/Geometry/IPolygon.cs +++ b/src/Triangle/Geometry/IPolygon.cs @@ -1,93 +1,93 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - using System; - using System.Collections.Generic; - - /// - /// Polygon interface. - /// - public interface IPolygon - { - /// - /// Gets the vertices of the polygon. - /// - List Points { get; } - - /// - /// Gets the segments of the polygon. - /// - List Segments { get; } - - /// - /// Gets a list of points defining the holes of the polygon. - /// - List Holes { get; } - - /// - /// Gets a list of pointers defining the regions of the polygon. - /// - List Regions { get; } - - /// - /// Gets or sets a value indicating whether the vertices have marks or not. - /// - bool HasPointMarkers { get; set; } - - /// - /// Gets or sets a value indicating whether the segments have marks or not. - /// - bool HasSegmentMarkers { get; set; } - - [Obsolete("Use polygon.Add(contour) method instead.")] - void AddContour(IEnumerable points, int marker, bool hole, bool convex); - - [Obsolete("Use polygon.Add(contour) method instead.")] - void AddContour(IEnumerable points, int marker, Point hole); - - /// - /// Compute the bounds of the polygon. - /// - /// Rectangle defining an axis-aligned bounding box. - Rectangle Bounds(); - - /// - /// Add a vertex to the polygon. - /// - /// The vertex to insert. - void Add(Vertex vertex); - - /// - /// Add a segment to the polygon. - /// - /// The segment to insert. - /// If true, both endpoints will be added to the points list. - void Add(ISegment segment, bool insert = false); - - /// - /// Add a segment to the polygon. - /// - /// The segment to insert. - /// The index of the segment endpoint to add to the points list (must be 0 or 1). - void Add(ISegment segment, int index); - - /// - /// Add a contour to the polygon. - /// - /// The contour to insert. - /// Treat contour as a hole. - void Add(Contour contour, bool hole = false); - - /// - /// Add a contour to the polygon. - /// - /// The contour to insert. - /// Point inside the contour, making it a hole. - void Add(Contour contour, Point hole); - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + using System; + using System.Collections.Generic; + + /// + /// Polygon interface. + /// + public interface IPolygon + { + /// + /// Gets the vertices of the polygon. + /// + List Points { get; } + + /// + /// Gets the segments of the polygon. + /// + List Segments { get; } + + /// + /// Gets a list of points defining the holes of the polygon. + /// + List Holes { get; } + + /// + /// Gets a list of pointers defining the regions of the polygon. + /// + List Regions { get; } + + /// + /// Gets or sets a value indicating whether the vertices have marks or not. + /// + bool HasPointMarkers { get; set; } + + /// + /// Gets or sets a value indicating whether the segments have marks or not. + /// + bool HasSegmentMarkers { get; set; } + + [Obsolete("Use polygon.Add(contour) method instead.")] + void AddContour(IEnumerable points, int marker, bool hole, bool convex); + + [Obsolete("Use polygon.Add(contour) method instead.")] + void AddContour(IEnumerable points, int marker, Point hole); + + /// + /// Compute the bounds of the polygon. + /// + /// Rectangle defining an axis-aligned bounding box. + Rectangle Bounds(); + + /// + /// Add a vertex to the polygon. + /// + /// The vertex to insert. + void Add(Vertex vertex); + + /// + /// Add a segment to the polygon. + /// + /// The segment to insert. + /// If true, both endpoints will be added to the points list. + void Add(ISegment segment, bool insert = false); + + /// + /// Add a segment to the polygon. + /// + /// The segment to insert. + /// The index of the segment endpoint to add to the points list (must be 0 or 1). + void Add(ISegment segment, int index); + + /// + /// Add a contour to the polygon. + /// + /// The contour to insert. + /// Treat contour as a hole. + void Add(Contour contour, bool hole = false); + + /// + /// Add a contour to the polygon. + /// + /// The contour to insert. + /// Point inside the contour, making it a hole. + void Add(Contour contour, Point hole); + } +} diff --git a/Triangle.NET/Triangle/Geometry/ISegment.cs b/src/Triangle/Geometry/ISegment.cs similarity index 97% rename from Triangle.NET/Triangle/Geometry/ISegment.cs rename to src/Triangle/Geometry/ISegment.cs index 5a99983..b5ac6d6 100644 --- a/Triangle.NET/Triangle/Geometry/ISegment.cs +++ b/src/Triangle/Geometry/ISegment.cs @@ -1,26 +1,26 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - /// - /// Interface for segment geometry. - /// - public interface ISegment : IEdge - { - /// - /// Gets the vertex at given index. - /// - /// The local index (0 or 1). - Vertex GetVertex(int index); - - /// - /// Gets an adjoining triangle. - /// - /// The triangle index (0 or 1). - ITriangle GetTriangle(int index); - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + /// + /// Interface for segment geometry. + /// + public interface ISegment : IEdge + { + /// + /// Gets the vertex at given index. + /// + /// The local index (0 or 1). + Vertex GetVertex(int index); + + /// + /// Gets an adjoining triangle. + /// + /// The triangle index (0 or 1). + ITriangle GetTriangle(int index); + } +} diff --git a/Triangle.NET/Triangle/Geometry/ITriangle.cs b/src/Triangle/Geometry/ITriangle.cs similarity index 96% rename from Triangle.NET/Triangle/Geometry/ITriangle.cs rename to src/Triangle/Geometry/ITriangle.cs index 603741a..31049c5 100644 --- a/Triangle.NET/Triangle/Geometry/ITriangle.cs +++ b/src/Triangle/Geometry/ITriangle.cs @@ -1,69 +1,69 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - using TriangleNet.Topology; - - /// - /// Triangle interface. - /// - public interface ITriangle - { - /// - /// Gets or sets the triangle ID. - /// - int ID { get; set; } - - /// - /// Gets or sets a general-purpose label. - /// - /// - /// This is used for region information. - /// - int Label { get; set; } - - /// - /// Gets or sets the triangle area constraint. - /// - double Area { get; set; } - - /// - /// Gets the vertex at given index. - /// - /// The local index (0, 1 or 2). - /// The vertex. - Vertex GetVertex(int index); - - /// - /// Gets the ID of the vertex at given index. - /// - /// The local index (0, 1 or 2). - /// The vertex ID. - int GetVertexID(int index); - - /// - /// Gets the neighbor triangle at given index. - /// - /// The local index (0, 1 or 2). - /// The neighbor triangle. - ITriangle GetNeighbor(int index); - - /// - /// Gets the ID of the neighbor triangle at given index. - /// - /// The local index (0, 1 or 2). - /// The neighbor triangle ID. - int GetNeighborID(int index); - - /// - /// Gets the segment at given index. - /// - /// The local index (0, 1 or 2). - /// The segment. - ISegment GetSegment(int index); - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + using TriangleNet.Topology; + + /// + /// Triangle interface. + /// + public interface ITriangle + { + /// + /// Gets or sets the triangle ID. + /// + int ID { get; set; } + + /// + /// Gets or sets a general-purpose label. + /// + /// + /// This is used for region information. + /// + int Label { get; set; } + + /// + /// Gets or sets the triangle area constraint. + /// + double Area { get; set; } + + /// + /// Gets the vertex at given index. + /// + /// The local index (0, 1 or 2). + /// The vertex. + Vertex GetVertex(int index); + + /// + /// Gets the ID of the vertex at given index. + /// + /// The local index (0, 1 or 2). + /// The vertex ID. + int GetVertexID(int index); + + /// + /// Gets the neighbor triangle at given index. + /// + /// The local index (0, 1 or 2). + /// The neighbor triangle. + ITriangle GetNeighbor(int index); + + /// + /// Gets the ID of the neighbor triangle at given index. + /// + /// The local index (0, 1 or 2). + /// The neighbor triangle ID. + int GetNeighborID(int index); + + /// + /// Gets the segment at given index. + /// + /// The local index (0, 1 or 2). + /// The segment. + ISegment GetSegment(int index); + } +} diff --git a/Triangle.NET/Triangle/Geometry/Point.cs b/src/Triangle/Geometry/Point.cs similarity index 95% rename from Triangle.NET/Triangle/Geometry/Point.cs rename to src/Triangle/Geometry/Point.cs index 3c1fb95..da075a7 100644 --- a/Triangle.NET/Triangle/Geometry/Point.cs +++ b/src/Triangle/Geometry/Point.cs @@ -1,180 +1,180 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - using System; - using System.Diagnostics; - - /// - /// Represents a 2D point. - /// -#if USE_Z - [DebuggerDisplay("ID {ID} [{X}, {Y}, {Z}]")] -#else - [DebuggerDisplay("ID {ID} [{X}, {Y}]")] -#endif - public class Point : IComparable, IEquatable - { - internal int id; - internal int label; - - internal double x; - internal double y; -#if USE_Z - internal double z; -#endif - - public Point() - : this(0.0, 0.0, 0) - { - } - - public Point(double x, double y) - : this(x, y, 0) - { - } - - public Point(double x, double y, int label) - { - this.x = x; - this.y = y; - this.label = label; - } - - #region Public properties - - /// - /// Gets or sets the vertex id. - /// - public int ID - { - get { return this.id; } - set { this.id = value; } - } - - /// - /// Gets or sets the vertex x coordinate. - /// - public double X - { - get { return this.x; } - set { this.x = value; } - } - - /// - /// Gets or sets the vertex y coordinate. - /// - public double Y - { - get { return this.y; } - set { this.y = value; } - } - -#if USE_Z - /// - /// Gets or sets the vertex z coordinate. - /// - public double Z - { - get { return this.z; } - set { this.z = value; } - } -#endif - - /// - /// Gets or sets a general-purpose label. - /// - /// - /// This is used for the vertex boundary mark. - /// - public int Label - { - get { return this.label; } - set { this.label = value; } - } - - #endregion - - #region Operator overloading / overriding Equals - - // Compare "Guidelines for Overriding Equals() and Operator ==" - // http://msdn.microsoft.com/en-us/library/ms173147.aspx - - public static bool operator ==(Point a, Point b) - { - // If both are null, or both are same instance, return true. - if (Object.ReferenceEquals(a, b)) - { - return true; - } - - // If one is null, but not both, return false. - if (((object)a == null) || ((object)b == null)) - { - return false; - } - - return a.Equals(b); - } - - public static bool operator !=(Point a, Point b) - { - return !(a == b); - } - - public override bool Equals(object obj) - { - // If parameter is null return false. - if (obj == null) - { - return false; - } - - Point p = obj as Point; - - if ((object)p == null) - { - return false; - } - - return (x == p.x) && (y == p.y); - } - - public bool Equals(Point p) - { - // If vertex is null return false. - if ((object)p == null) - { - return false; - } - - // Return true if the fields match: - return (x == p.x) && (y == p.y); - } - - #endregion - - public int CompareTo(Point other) - { - if (x == other.x && y == other.y) - { - return 0; - } - - return (x < other.x || (x == other.x && y < other.y)) ? -1 : 1; - } - - public override int GetHashCode() - { - int hash = 19; - hash = hash * 31 + x.GetHashCode(); - hash = hash * 31 + y.GetHashCode(); - - return hash; - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + using System; + using System.Diagnostics; + + /// + /// Represents a 2D point. + /// +#if USE_Z + [DebuggerDisplay("ID {ID} [{X}, {Y}, {Z}]")] +#else + [DebuggerDisplay("ID {ID} [{X}, {Y}]")] +#endif + public class Point : IComparable, IEquatable + { + internal int id; + internal int label; + + internal double x; + internal double y; +#if USE_Z + internal double z; +#endif + + public Point() + : this(0.0, 0.0, 0) + { + } + + public Point(double x, double y) + : this(x, y, 0) + { + } + + public Point(double x, double y, int label) + { + this.x = x; + this.y = y; + this.label = label; + } + + #region Public properties + + /// + /// Gets or sets the vertex id. + /// + public int ID + { + get { return this.id; } + set { this.id = value; } + } + + /// + /// Gets or sets the vertex x coordinate. + /// + public double X + { + get { return this.x; } + set { this.x = value; } + } + + /// + /// Gets or sets the vertex y coordinate. + /// + public double Y + { + get { return this.y; } + set { this.y = value; } + } + +#if USE_Z + /// + /// Gets or sets the vertex z coordinate. + /// + public double Z + { + get { return this.z; } + set { this.z = value; } + } +#endif + + /// + /// Gets or sets a general-purpose label. + /// + /// + /// This is used for the vertex boundary mark. + /// + public int Label + { + get { return this.label; } + set { this.label = value; } + } + + #endregion + + #region Operator overloading / overriding Equals + + // Compare "Guidelines for Overriding Equals() and Operator ==" + // http://msdn.microsoft.com/en-us/library/ms173147.aspx + + public static bool operator ==(Point a, Point b) + { + // If both are null, or both are same instance, return true. + if (Object.ReferenceEquals(a, b)) + { + return true; + } + + // If one is null, but not both, return false. + if (((object)a == null) || ((object)b == null)) + { + return false; + } + + return a.Equals(b); + } + + public static bool operator !=(Point a, Point b) + { + return !(a == b); + } + + public override bool Equals(object obj) + { + // If parameter is null return false. + if (obj == null) + { + return false; + } + + Point p = obj as Point; + + if ((object)p == null) + { + return false; + } + + return (x == p.x) && (y == p.y); + } + + public bool Equals(Point p) + { + // If vertex is null return false. + if ((object)p == null) + { + return false; + } + + // Return true if the fields match: + return (x == p.x) && (y == p.y); + } + + #endregion + + public int CompareTo(Point other) + { + if (x == other.x && y == other.y) + { + return 0; + } + + return (x < other.x || (x == other.x && y < other.y)) ? -1 : 1; + } + + public override int GetHashCode() + { + int hash = 19; + hash = hash * 31 + x.GetHashCode(); + hash = hash * 31 + y.GetHashCode(); + + return hash; + } + } +} diff --git a/Triangle.NET/Triangle/Geometry/Polygon.cs b/src/Triangle/Geometry/Polygon.cs similarity index 96% rename from Triangle.NET/Triangle/Geometry/Polygon.cs rename to src/Triangle/Geometry/Polygon.cs index 96d7106..0c00117 100644 --- a/Triangle.NET/Triangle/Geometry/Polygon.cs +++ b/src/Triangle/Geometry/Polygon.cs @@ -1,183 +1,183 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - using System; - using System.Collections.Generic; - - /// - /// A polygon represented as a planar straight line graph. - /// - public class Polygon : IPolygon - { - List points; - List holes; - List regions; - - List segments; - - /// - public List Points - { - get { return points; } - } - - /// - public List Holes - { - get { return holes; } - } - - /// - public List Regions - { - get { return regions; } - } - - /// - public List Segments - { - get { return segments; } - } - - /// - public bool HasPointMarkers { get; set; } - - /// - public bool HasSegmentMarkers { get; set; } - - /// - public int Count - { - get { return points.Count; } - } - - /// - /// Initializes a new instance of the class. - /// - public Polygon() - : this(3, false) - { - } - - /// - /// Initializes a new instance of the class. - /// - /// The default capacity for the points list. - public Polygon(int capacity) - : this(3, false) - { - } - - /// - /// Initializes a new instance of the class. - /// - /// The default capacity for the points list. - /// Use point and segment markers. - public Polygon(int capacity, bool markers) - { - points = new List(capacity); - holes = new List(); - regions = new List(); - - segments = new List(); - - HasPointMarkers = markers; - HasSegmentMarkers = markers; - } - - [Obsolete("Use polygon.Add(contour) method instead.")] - public void AddContour(IEnumerable points, int marker = 0, - bool hole = false, bool convex = false) - { - this.Add(new Contour(points, marker, convex), hole); - } - - [Obsolete("Use polygon.Add(contour) method instead.")] - public void AddContour(IEnumerable points, int marker, Point hole) - { - this.Add(new Contour(points, marker), hole); - } - - /// - public Rectangle Bounds() - { - var bounds = new Rectangle(); - bounds.Expand(this.points); - - return bounds; - } - - /// - /// Add a vertex to the polygon. - /// - /// The vertex to insert. - public void Add(Vertex vertex) - { - this.points.Add(vertex); - } - - /// - /// Add a segment to the polygon. - /// - /// The segment to insert. - /// If true, both endpoints will be added to the points list. - public void Add(ISegment segment, bool insert = false) - { - this.segments.Add(segment); - - if (insert) - { - this.points.Add(segment.GetVertex(0)); - this.points.Add(segment.GetVertex(1)); - } - } - - /// - /// Add a segment to the polygon. - /// - /// The segment to insert. - /// The index of the segment endpoint to add to the points list (must be 0 or 1). - public void Add(ISegment segment, int index) - { - this.segments.Add(segment); - - this.points.Add(segment.GetVertex(index)); - } - - /// - /// Add a contour to the polygon. - /// - /// The contour to insert. - /// Treat contour as a hole. - public void Add(Contour contour, bool hole = false) - { - if (hole) - { - this.Add(contour, contour.FindInteriorPoint()); - } - else - { - this.points.AddRange(contour.Points); - this.segments.AddRange(contour.GetSegments()); - } - } - - /// - /// Add a contour to the polygon. - /// - /// The contour to insert. - /// Point inside the contour, making it a hole. - public void Add(Contour contour, Point hole) - { - this.points.AddRange(contour.Points); - this.segments.AddRange(contour.GetSegments()); - - this.holes.Add(hole); - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + using System; + using System.Collections.Generic; + + /// + /// A polygon represented as a planar straight line graph. + /// + public class Polygon : IPolygon + { + List points; + List holes; + List regions; + + List segments; + + /// + public List Points + { + get { return points; } + } + + /// + public List Holes + { + get { return holes; } + } + + /// + public List Regions + { + get { return regions; } + } + + /// + public List Segments + { + get { return segments; } + } + + /// + public bool HasPointMarkers { get; set; } + + /// + public bool HasSegmentMarkers { get; set; } + + /// + public int Count + { + get { return points.Count; } + } + + /// + /// Initializes a new instance of the class. + /// + public Polygon() + : this(3, false) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// The default capacity for the points list. + public Polygon(int capacity) + : this(3, false) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// The default capacity for the points list. + /// Use point and segment markers. + public Polygon(int capacity, bool markers) + { + points = new List(capacity); + holes = new List(); + regions = new List(); + + segments = new List(); + + HasPointMarkers = markers; + HasSegmentMarkers = markers; + } + + [Obsolete("Use polygon.Add(contour) method instead.")] + public void AddContour(IEnumerable points, int marker = 0, + bool hole = false, bool convex = false) + { + this.Add(new Contour(points, marker, convex), hole); + } + + [Obsolete("Use polygon.Add(contour) method instead.")] + public void AddContour(IEnumerable points, int marker, Point hole) + { + this.Add(new Contour(points, marker), hole); + } + + /// + public Rectangle Bounds() + { + var bounds = new Rectangle(); + bounds.Expand(this.points); + + return bounds; + } + + /// + /// Add a vertex to the polygon. + /// + /// The vertex to insert. + public void Add(Vertex vertex) + { + this.points.Add(vertex); + } + + /// + /// Add a segment to the polygon. + /// + /// The segment to insert. + /// If true, both endpoints will be added to the points list. + public void Add(ISegment segment, bool insert = false) + { + this.segments.Add(segment); + + if (insert) + { + this.points.Add(segment.GetVertex(0)); + this.points.Add(segment.GetVertex(1)); + } + } + + /// + /// Add a segment to the polygon. + /// + /// The segment to insert. + /// The index of the segment endpoint to add to the points list (must be 0 or 1). + public void Add(ISegment segment, int index) + { + this.segments.Add(segment); + + this.points.Add(segment.GetVertex(index)); + } + + /// + /// Add a contour to the polygon. + /// + /// The contour to insert. + /// Treat contour as a hole. + public void Add(Contour contour, bool hole = false) + { + if (hole) + { + this.Add(contour, contour.FindInteriorPoint()); + } + else + { + this.points.AddRange(contour.Points); + this.segments.AddRange(contour.GetSegments()); + } + } + + /// + /// Add a contour to the polygon. + /// + /// The contour to insert. + /// Point inside the contour, making it a hole. + public void Add(Contour contour, Point hole) + { + this.points.AddRange(contour.Points); + this.segments.AddRange(contour.GetSegments()); + + this.holes.Add(hole); + } + } +} diff --git a/Triangle.NET/Triangle/Geometry/Rectangle.cs b/src/Triangle/Geometry/Rectangle.cs similarity index 96% rename from Triangle.NET/Triangle/Geometry/Rectangle.cs rename to src/Triangle/Geometry/Rectangle.cs index 44ea007..0a67013 100644 --- a/Triangle.NET/Triangle/Geometry/Rectangle.cs +++ b/src/Triangle/Geometry/Rectangle.cs @@ -1,189 +1,189 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - using System; - using System.Collections.Generic; - - /// - /// A simple rectangle class. - /// - public class Rectangle - { - double xmin, ymin, xmax, ymax; - - /// - /// Initializes a new instance of the class. - /// - public Rectangle() - { - this.xmin = this.ymin = double.MaxValue; - this.xmax = this.ymax = -double.MaxValue; - } - - public Rectangle(Rectangle other) - : this(other.Left, other.Bottom, other.Right, other.Top) - { - } - - /// - /// Initializes a new instance of the class - /// with predefined bounds. - /// - /// Minimum x value (left). - /// Minimum y value (bottom). - /// Width of the rectangle. - /// Height of the rectangle. - public Rectangle(double x, double y, double width, double height) - { - this.xmin = x; - this.ymin = y; - this.xmax = x + width; - this.ymax = y + height; - } - - /// - /// Gets the minimum x value (left boundary). - /// - public double Left - { - get { return xmin; } - } - - /// - /// Gets the maximum x value (right boundary). - /// - public double Right - { - get { return xmax; } - } - - /// - /// Gets the minimum y value (bottom boundary). - /// - public double Bottom - { - get { return ymin; } - } - - /// - /// Gets the maximum y value (top boundary). - /// - public double Top - { - get { return ymax; } - } - - /// - /// Gets the width of the rectangle. - /// - public double Width - { - get { return xmax - xmin; } - } - - /// - /// Gets the height of the rectangle. - /// - public double Height - { - get { return ymax - ymin; } - } - - /// - /// Update bounds. - /// - /// Add dx to left and right bounds. - /// Add dy to top and bottom bounds. - public void Resize(double dx, double dy) - { - xmin -= dx; - xmax += dx; - ymin -= dy; - ymax += dy; - } - - /// - /// Expand rectangle to include given point. - /// - /// Point. - public void Expand(Point p) - { - xmin = Math.Min(xmin, p.x); - ymin = Math.Min(ymin, p.y); - xmax = Math.Max(xmax, p.x); - ymax = Math.Max(ymax, p.y); - } - - /// - /// Expand rectangle to include a list of points. - /// - public void Expand(IEnumerable points) - { - foreach (var p in points) - { - Expand(p); - } - } - - /// - /// Expand rectangle to include given rectangle. - /// - /// X coordinate. - /// Y coordinate. - public void Expand(Rectangle other) - { - xmin = Math.Min(xmin, other.xmin); - ymin = Math.Min(ymin, other.ymin); - xmax = Math.Max(xmax, other.xmax); - ymax = Math.Max(ymax, other.ymax); - } - - /// - /// Check if given point is inside rectangle. - /// - /// Point to check. - /// Point to check. - /// Return true, if rectangle contains given point. - public bool Contains(double x, double y) - { - return ((x >= xmin) && (x <= xmax) && (y >= ymin) && (y <= ymax)); - } - - /// - /// Check if given point is inside rectangle. - /// - /// Point to check. - /// Return true, if rectangle contains given point. - public bool Contains(Point pt) - { - return Contains(pt.x, pt.y); - } - - /// - /// Check if this rectangle contains other rectangle. - /// - /// Rectangle to check. - /// Return true, if this rectangle contains given rectangle. - public bool Contains(Rectangle other) - { - return (xmin <= other.Left && other.Right <= xmax - && ymin <= other.Bottom && other.Top <= ymax); - } - - /// - /// Check if this rectangle intersects other rectangle. - /// - /// Rectangle to check. - /// Return true, if given rectangle intersects this rectangle. - public bool Intersects(Rectangle other) - { - return (other.Left < xmax && xmin < other.Right - && other.Bottom < ymax && ymin < other.Top); - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + using System; + using System.Collections.Generic; + + /// + /// A simple rectangle class. + /// + public class Rectangle + { + double xmin, ymin, xmax, ymax; + + /// + /// Initializes a new instance of the class. + /// + public Rectangle() + { + this.xmin = this.ymin = double.MaxValue; + this.xmax = this.ymax = -double.MaxValue; + } + + public Rectangle(Rectangle other) + : this(other.Left, other.Bottom, other.Right, other.Top) + { + } + + /// + /// Initializes a new instance of the class + /// with predefined bounds. + /// + /// Minimum x value (left). + /// Minimum y value (bottom). + /// Width of the rectangle. + /// Height of the rectangle. + public Rectangle(double x, double y, double width, double height) + { + this.xmin = x; + this.ymin = y; + this.xmax = x + width; + this.ymax = y + height; + } + + /// + /// Gets the minimum x value (left boundary). + /// + public double Left + { + get { return xmin; } + } + + /// + /// Gets the maximum x value (right boundary). + /// + public double Right + { + get { return xmax; } + } + + /// + /// Gets the minimum y value (bottom boundary). + /// + public double Bottom + { + get { return ymin; } + } + + /// + /// Gets the maximum y value (top boundary). + /// + public double Top + { + get { return ymax; } + } + + /// + /// Gets the width of the rectangle. + /// + public double Width + { + get { return xmax - xmin; } + } + + /// + /// Gets the height of the rectangle. + /// + public double Height + { + get { return ymax - ymin; } + } + + /// + /// Update bounds. + /// + /// Add dx to left and right bounds. + /// Add dy to top and bottom bounds. + public void Resize(double dx, double dy) + { + xmin -= dx; + xmax += dx; + ymin -= dy; + ymax += dy; + } + + /// + /// Expand rectangle to include given point. + /// + /// Point. + public void Expand(Point p) + { + xmin = Math.Min(xmin, p.x); + ymin = Math.Min(ymin, p.y); + xmax = Math.Max(xmax, p.x); + ymax = Math.Max(ymax, p.y); + } + + /// + /// Expand rectangle to include a list of points. + /// + public void Expand(IEnumerable points) + { + foreach (var p in points) + { + Expand(p); + } + } + + /// + /// Expand rectangle to include given rectangle. + /// + /// X coordinate. + /// Y coordinate. + public void Expand(Rectangle other) + { + xmin = Math.Min(xmin, other.xmin); + ymin = Math.Min(ymin, other.ymin); + xmax = Math.Max(xmax, other.xmax); + ymax = Math.Max(ymax, other.ymax); + } + + /// + /// Check if given point is inside rectangle. + /// + /// Point to check. + /// Point to check. + /// Return true, if rectangle contains given point. + public bool Contains(double x, double y) + { + return ((x >= xmin) && (x <= xmax) && (y >= ymin) && (y <= ymax)); + } + + /// + /// Check if given point is inside rectangle. + /// + /// Point to check. + /// Return true, if rectangle contains given point. + public bool Contains(Point pt) + { + return Contains(pt.x, pt.y); + } + + /// + /// Check if this rectangle contains other rectangle. + /// + /// Rectangle to check. + /// Return true, if this rectangle contains given rectangle. + public bool Contains(Rectangle other) + { + return (xmin <= other.Left && other.Right <= xmax + && ymin <= other.Bottom && other.Top <= ymax); + } + + /// + /// Check if this rectangle intersects other rectangle. + /// + /// Rectangle to check. + /// Return true, if given rectangle intersects this rectangle. + public bool Intersects(Rectangle other) + { + return (other.Left < xmax && xmin < other.Right + && other.Bottom < ymax && ymin < other.Top); + } + } +} diff --git a/Triangle.NET/Triangle/Geometry/RegionPointer.cs b/src/Triangle/Geometry/RegionPointer.cs similarity index 97% rename from Triangle.NET/Triangle/Geometry/RegionPointer.cs rename to src/Triangle/Geometry/RegionPointer.cs index 2db73a3..af6a716 100644 --- a/Triangle.NET/Triangle/Geometry/RegionPointer.cs +++ b/src/Triangle/Geometry/RegionPointer.cs @@ -1,63 +1,63 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - using System; - using System.Collections.Generic; - - /// - /// Pointer to a region in the mesh geometry. A region is a well-defined - /// subset of the geomerty (enclosed by subsegments). - /// - public class RegionPointer - { - internal Point point; - internal int id; - internal double area; - - /// - /// Gets or sets a region area constraint. - /// - public double Area - { - get { return area; } - set - { - if (value < 0.0) - { - throw new ArgumentException("Area constraints must not be negative."); - } - area = value; - } - } - - /// - /// Initializes a new instance of the class. - /// - /// X coordinate of the region. - /// Y coordinate of the region. - /// Region id. - public RegionPointer(double x, double y, int id) - : this(x, y, id, 0.0) - { - } - - /// - /// Initializes a new instance of the class. - /// - /// X coordinate of the region. - /// Y coordinate of the region. - /// Region id. - /// Area constraint. - public RegionPointer(double x, double y, int id, double area) - { - this.point = new Point(x, y); - this.id = id; - this.area = area; - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + using System; + using System.Collections.Generic; + + /// + /// Pointer to a region in the mesh geometry. A region is a well-defined + /// subset of the geomerty (enclosed by subsegments). + /// + public class RegionPointer + { + internal Point point; + internal int id; + internal double area; + + /// + /// Gets or sets a region area constraint. + /// + public double Area + { + get { return area; } + set + { + if (value < 0.0) + { + throw new ArgumentException("Area constraints must not be negative."); + } + area = value; + } + } + + /// + /// Initializes a new instance of the class. + /// + /// X coordinate of the region. + /// Y coordinate of the region. + /// Region id. + public RegionPointer(double x, double y, int id) + : this(x, y, id, 0.0) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// X coordinate of the region. + /// Y coordinate of the region. + /// Region id. + /// Area constraint. + public RegionPointer(double x, double y, int id, double area) + { + this.point = new Point(x, y); + this.id = id; + this.area = area; + } + } +} diff --git a/Triangle.NET/Triangle/Geometry/Segment.cs b/src/Triangle/Geometry/Segment.cs similarity index 96% rename from Triangle.NET/Triangle/Geometry/Segment.cs rename to src/Triangle/Geometry/Segment.cs index c521709..ab5476d 100644 --- a/Triangle.NET/Triangle/Geometry/Segment.cs +++ b/src/Triangle/Geometry/Segment.cs @@ -1,92 +1,92 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - using System; - - /// - /// Represents a straight line segment in 2D space. - /// - public class Segment : ISegment - { - Vertex v0; - Vertex v1; - - int label; - - /// - /// Gets or sets the segments boundary mark. - /// - public int Label - { - get { return label; } - set { label = value; } - } - /// - /// Gets the first endpoints index. - /// - public int P0 - { - get { return v0.id; } - } - - /// - /// Gets the second endpoints index. - /// - public int P1 - { - get { return v1.id; } - } - - /// - /// Initializes a new instance of the class. - /// - public Segment(Vertex v0, Vertex v1) - : this (v0, v1, 0) - { - } - - /// - /// Initializes a new instance of the class. - /// - public Segment(Vertex v0, Vertex v1, int label) - { - this.v0 = v0; - this.v1 = v1; - - this.label = label; - } - - /// - /// Gets the specified segment endpoint. - /// - /// The endpoint index (0 or 1). - /// - public Vertex GetVertex(int index) - { - if (index == 0) - { - return v0; - } - - if (index == 1) - { - return v1; - } - - throw new IndexOutOfRangeException(); - } - - /// - /// WARNING: not implemented. - /// - public ITriangle GetTriangle(int index) - { - throw new NotImplementedException(); - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + using System; + + /// + /// Represents a straight line segment in 2D space. + /// + public class Segment : ISegment + { + Vertex v0; + Vertex v1; + + int label; + + /// + /// Gets or sets the segments boundary mark. + /// + public int Label + { + get { return label; } + set { label = value; } + } + /// + /// Gets the first endpoints index. + /// + public int P0 + { + get { return v0.id; } + } + + /// + /// Gets the second endpoints index. + /// + public int P1 + { + get { return v1.id; } + } + + /// + /// Initializes a new instance of the class. + /// + public Segment(Vertex v0, Vertex v1) + : this (v0, v1, 0) + { + } + + /// + /// Initializes a new instance of the class. + /// + public Segment(Vertex v0, Vertex v1, int label) + { + this.v0 = v0; + this.v1 = v1; + + this.label = label; + } + + /// + /// Gets the specified segment endpoint. + /// + /// The endpoint index (0 or 1). + /// + public Vertex GetVertex(int index) + { + if (index == 0) + { + return v0; + } + + if (index == 1) + { + return v1; + } + + throw new IndexOutOfRangeException(); + } + + /// + /// WARNING: not implemented. + /// + public ITriangle GetTriangle(int index) + { + throw new NotImplementedException(); + } + } +} diff --git a/Triangle.NET/Triangle/Geometry/Vertex.cs b/src/Triangle/Geometry/Vertex.cs similarity index 96% rename from Triangle.NET/Triangle/Geometry/Vertex.cs rename to src/Triangle/Geometry/Vertex.cs index 49f1b58..64f1471 100644 --- a/Triangle.NET/Triangle/Geometry/Vertex.cs +++ b/src/Triangle/Geometry/Vertex.cs @@ -1,125 +1,125 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Geometry -{ - using System; - using TriangleNet.Topology; - - /// - /// The vertex data structure. - /// - public class Vertex : Point - { - // Hash for dictionary. Will be set by mesh instance. - internal int hash; - -#if USE_ATTRIBS - internal double[] attributes; -#endif - internal VertexType type; - internal Otri tri; - - /// - /// Initializes a new instance of the class. - /// - public Vertex() - : this(0, 0, 0) - { - } - - /// - /// Initializes a new instance of the class. - /// - /// The x coordinate of the vertex. - /// The y coordinate of the vertex. - public Vertex(double x, double y) - : this(x, y, 0) - { - } - - /// - /// Initializes a new instance of the class. - /// - /// The x coordinate of the vertex. - /// The y coordinate of the vertex. - /// The boundary mark. - public Vertex(double x, double y, int mark) - : base(x, y, mark) - { - this.type = VertexType.InputVertex; - } - -#if USE_ATTRIBS - /// - /// Initializes a new instance of the class. - /// - /// The x coordinate of the vertex. - /// The y coordinate of the vertex. - /// The boundary mark. - /// The number of point attributes. - public Vertex(double x, double y, int mark, int attribs) - : this(x, y, mark) - { - if (attribs > 0) - { - this.attributes = new double[attribs]; - } - } -#endif - - #region Public properties - -#if USE_ATTRIBS - /// - /// Gets the vertex attributes (may be null). - /// - public double[] Attributes - { - get { return this.attributes; } - } -#endif - - /// - /// Gets the vertex type. - /// - public VertexType Type - { - get { return this.type; } - } - - /// - /// Gets the specified coordinate of the vertex. - /// - /// Coordinate index. - /// X coordinate, if index is 0, Y coordinate, if index is 1. - public double this[int i] - { - get - { - if (i == 0) - { - return x; - } - - if (i == 1) - { - return y; - } - - throw new ArgumentOutOfRangeException("Index must be 0 or 1."); - } - } - - #endregion - - public override int GetHashCode() - { - return this.hash; - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Geometry +{ + using System; + using TriangleNet.Topology; + + /// + /// The vertex data structure. + /// + public class Vertex : Point + { + // Hash for dictionary. Will be set by mesh instance. + internal int hash; + +#if USE_ATTRIBS + internal double[] attributes; +#endif + internal VertexType type; + internal Otri tri; + + /// + /// Initializes a new instance of the class. + /// + public Vertex() + : this(0, 0, 0) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// The x coordinate of the vertex. + /// The y coordinate of the vertex. + public Vertex(double x, double y) + : this(x, y, 0) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// The x coordinate of the vertex. + /// The y coordinate of the vertex. + /// The boundary mark. + public Vertex(double x, double y, int mark) + : base(x, y, mark) + { + this.type = VertexType.InputVertex; + } + +#if USE_ATTRIBS + /// + /// Initializes a new instance of the class. + /// + /// The x coordinate of the vertex. + /// The y coordinate of the vertex. + /// The boundary mark. + /// The number of point attributes. + public Vertex(double x, double y, int mark, int attribs) + : this(x, y, mark) + { + if (attribs > 0) + { + this.attributes = new double[attribs]; + } + } +#endif + + #region Public properties + +#if USE_ATTRIBS + /// + /// Gets the vertex attributes (may be null). + /// + public double[] Attributes + { + get { return this.attributes; } + } +#endif + + /// + /// Gets the vertex type. + /// + public VertexType Type + { + get { return this.type; } + } + + /// + /// Gets the specified coordinate of the vertex. + /// + /// Coordinate index. + /// X coordinate, if index is 0, Y coordinate, if index is 1. + public double this[int i] + { + get + { + if (i == 0) + { + return x; + } + + if (i == 1) + { + return y; + } + + throw new ArgumentOutOfRangeException("Index must be 0 or 1."); + } + } + + #endregion + + public override int GetHashCode() + { + return this.hash; + } + } +} diff --git a/Triangle.NET/Triangle/IO/DebugWriter.cs b/src/Triangle/IO/DebugWriter.cs similarity index 96% rename from Triangle.NET/Triangle/IO/DebugWriter.cs rename to src/Triangle/IO/DebugWriter.cs index 717c5ad..34d36f4 100644 --- a/Triangle.NET/Triangle/IO/DebugWriter.cs +++ b/src/Triangle/IO/DebugWriter.cs @@ -1,263 +1,263 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.IO -{ - using System; - using System.Globalization; - using System.IO; - using System.IO.Compression; - using System.Text; - using TriangleNet.Topology; - using TriangleNet.Geometry; - - /// - /// Writes a the current mesh into a text file. - /// - /// - /// File format: - /// - /// num_nodes - /// id_1 nx ny mark - /// ... - /// id_n nx ny mark - /// - /// num_segs - /// id_1 p1 p2 mark - /// ... - /// id_n p1 p2 mark - /// - /// num_tris - /// id_1 p1 p2 p3 n1 n2 n3 - /// ... - /// id_n p1 p2 p3 n1 n2 n3 - /// - class DebugWriter - { - static NumberFormatInfo nfi = CultureInfo.InvariantCulture.NumberFormat; - - int iteration; - string session; - StreamWriter stream; - string tmpFile; - int[] vertices; - int triangles; - - #region Singleton pattern - - private static readonly DebugWriter instance = new DebugWriter(); - - // Explicit static constructor to tell C# compiler - // not to mark type as beforefieldinit - static DebugWriter() { } - - private DebugWriter() { } - - public static DebugWriter Session - { - get - { - return instance; - } - } - - #endregion - - /// - /// Start a new session with given name. - /// - /// Name of the session (and output files). - public void Start(string session) - { - this.iteration = 0; - this.session = session; - - if (this.stream != null) - { - throw new Exception("A session is active. Finish before starting a new."); - } - - this.tmpFile = Path.GetTempFileName(); - this.stream = new StreamWriter(tmpFile); - } - - /// - /// Write complete mesh to file. - /// - public void Write(Mesh mesh, bool skip = false) - { - this.WriteMesh(mesh, skip); - - this.triangles = mesh.Triangles.Count; - } - - /// - /// Finish this session. - /// - public void Finish() - { - this.Finish(session + ".mshx"); - } - - private void Finish(string path) - { - if (stream != null) - { - stream.Flush(); - stream.Dispose(); - stream = null; - - string header = "#!N" + this.iteration + Environment.NewLine; - - using (var gzFile = new FileStream(path, FileMode.Create)) - { - using (var gzStream = new GZipStream(gzFile, CompressionMode.Compress, false)) - { - byte[] bytes = Encoding.UTF8.GetBytes(header); - gzStream.Write(bytes, 0, bytes.Length); - - // TODO: read with stream - bytes = File.ReadAllBytes(tmpFile); - gzStream.Write(bytes, 0, bytes.Length); - } - } - - File.Delete(this.tmpFile); - } - } - - private void WriteGeometry(IPolygon geometry) - { - stream.WriteLine("#!G{0}", this.iteration++); - } - - private void WriteMesh(Mesh mesh, bool skip) - { - // Mesh may have changed, but we choose to skip - if (triangles == mesh.triangles.Count && skip) - { - return; - } - - // Header line - stream.WriteLine("#!M{0}", this.iteration++); - - Vertex p1, p2, p3; - - if (VerticesChanged(mesh)) - { - HashVertices(mesh); - - // Number of vertices. - stream.WriteLine("{0}", mesh.vertices.Count); - - foreach (var v in mesh.vertices.Values) - { - // Vertex number, x and y coordinates and marker. - stream.WriteLine("{0} {1} {2} {3}", v.id, v.x.ToString(nfi), v.y.ToString(nfi), v.label); - } - } - else - { - stream.WriteLine("0"); - } - - // Number of segments. - stream.WriteLine("{0}", mesh.subsegs.Count); - - Osub subseg = default(Osub); - subseg.orient = 0; - - foreach (var item in mesh.subsegs.Values) - { - if (item.hash <= 0) - { - continue; - } - - subseg.seg = item; - - p1 = subseg.Org(); - p2 = subseg.Dest(); - - // Segment number, indices of its two endpoints, and marker. - stream.WriteLine("{0} {1} {2} {3}", subseg.seg.hash, p1.id, p2.id, subseg.seg.boundary); - } - - Otri tri = default(Otri), trisym = default(Otri); - tri.orient = 0; - - int n1, n2, n3, h1, h2, h3; - - // Number of triangles. - stream.WriteLine("{0}", mesh.triangles.Count); - - foreach (var item in mesh.triangles) - { - tri.tri = item; - - p1 = tri.Org(); - p2 = tri.Dest(); - p3 = tri.Apex(); - - h1 = (p1 == null) ? -1 : p1.id; - h2 = (p2 == null) ? -1 : p2.id; - h3 = (p3 == null) ? -1 : p3.id; - - // Triangle number, indices for three vertices. - stream.Write("{0} {1} {2} {3}", tri.tri.hash, h1, h2, h3); - - tri.orient = 1; - tri.Sym(ref trisym); - n1 = trisym.tri.hash; - - tri.orient = 2; - tri.Sym(ref trisym); - n2 = trisym.tri.hash; - - tri.orient = 0; - tri.Sym(ref trisym); - n3 = trisym.tri.hash; - - // Neighboring triangle numbers. - stream.WriteLine(" {0} {1} {2}", n1, n2, n3); - } - } - - private bool VerticesChanged(Mesh mesh) - { - if (vertices == null || mesh.Vertices.Count != vertices.Length) - { - return true; - } - - int i = 0; - foreach (var v in mesh.Vertices) - { - if (v.id != vertices[i++]) - { - return true; - } - } - - return false; - } - - private void HashVertices(Mesh mesh) - { - if (vertices == null || mesh.Vertices.Count != vertices.Length) - { - vertices = new int[mesh.Vertices.Count]; - } - - int i = 0; - foreach (var v in mesh.Vertices) - { - vertices[i++] = v.id; - } - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.IO +{ + using System; + using System.Globalization; + using System.IO; + using System.IO.Compression; + using System.Text; + using TriangleNet.Topology; + using TriangleNet.Geometry; + + /// + /// Writes a the current mesh into a text file. + /// + /// + /// File format: + /// + /// num_nodes + /// id_1 nx ny mark + /// ... + /// id_n nx ny mark + /// + /// num_segs + /// id_1 p1 p2 mark + /// ... + /// id_n p1 p2 mark + /// + /// num_tris + /// id_1 p1 p2 p3 n1 n2 n3 + /// ... + /// id_n p1 p2 p3 n1 n2 n3 + /// + class DebugWriter + { + static NumberFormatInfo nfi = CultureInfo.InvariantCulture.NumberFormat; + + int iteration; + string session; + StreamWriter stream; + string tmpFile; + int[] vertices; + int triangles; + + #region Singleton pattern + + private static readonly DebugWriter instance = new DebugWriter(); + + // Explicit static constructor to tell C# compiler + // not to mark type as beforefieldinit + static DebugWriter() { } + + private DebugWriter() { } + + public static DebugWriter Session + { + get + { + return instance; + } + } + + #endregion + + /// + /// Start a new session with given name. + /// + /// Name of the session (and output files). + public void Start(string session) + { + this.iteration = 0; + this.session = session; + + if (this.stream != null) + { + throw new Exception("A session is active. Finish before starting a new."); + } + + this.tmpFile = Path.GetTempFileName(); + this.stream = new StreamWriter(tmpFile); + } + + /// + /// Write complete mesh to file. + /// + public void Write(Mesh mesh, bool skip = false) + { + this.WriteMesh(mesh, skip); + + this.triangles = mesh.Triangles.Count; + } + + /// + /// Finish this session. + /// + public void Finish() + { + this.Finish(session + ".mshx"); + } + + private void Finish(string path) + { + if (stream != null) + { + stream.Flush(); + stream.Dispose(); + stream = null; + + string header = "#!N" + this.iteration + Environment.NewLine; + + using (var gzFile = new FileStream(path, FileMode.Create)) + { + using (var gzStream = new GZipStream(gzFile, CompressionMode.Compress, false)) + { + byte[] bytes = Encoding.UTF8.GetBytes(header); + gzStream.Write(bytes, 0, bytes.Length); + + // TODO: read with stream + bytes = File.ReadAllBytes(tmpFile); + gzStream.Write(bytes, 0, bytes.Length); + } + } + + File.Delete(this.tmpFile); + } + } + + private void WriteGeometry(IPolygon geometry) + { + stream.WriteLine("#!G{0}", this.iteration++); + } + + private void WriteMesh(Mesh mesh, bool skip) + { + // Mesh may have changed, but we choose to skip + if (triangles == mesh.triangles.Count && skip) + { + return; + } + + // Header line + stream.WriteLine("#!M{0}", this.iteration++); + + Vertex p1, p2, p3; + + if (VerticesChanged(mesh)) + { + HashVertices(mesh); + + // Number of vertices. + stream.WriteLine("{0}", mesh.vertices.Count); + + foreach (var v in mesh.vertices.Values) + { + // Vertex number, x and y coordinates and marker. + stream.WriteLine("{0} {1} {2} {3}", v.id, v.x.ToString(nfi), v.y.ToString(nfi), v.label); + } + } + else + { + stream.WriteLine("0"); + } + + // Number of segments. + stream.WriteLine("{0}", mesh.subsegs.Count); + + Osub subseg = default(Osub); + subseg.orient = 0; + + foreach (var item in mesh.subsegs.Values) + { + if (item.hash <= 0) + { + continue; + } + + subseg.seg = item; + + p1 = subseg.Org(); + p2 = subseg.Dest(); + + // Segment number, indices of its two endpoints, and marker. + stream.WriteLine("{0} {1} {2} {3}", subseg.seg.hash, p1.id, p2.id, subseg.seg.boundary); + } + + Otri tri = default(Otri), trisym = default(Otri); + tri.orient = 0; + + int n1, n2, n3, h1, h2, h3; + + // Number of triangles. + stream.WriteLine("{0}", mesh.triangles.Count); + + foreach (var item in mesh.triangles) + { + tri.tri = item; + + p1 = tri.Org(); + p2 = tri.Dest(); + p3 = tri.Apex(); + + h1 = (p1 == null) ? -1 : p1.id; + h2 = (p2 == null) ? -1 : p2.id; + h3 = (p3 == null) ? -1 : p3.id; + + // Triangle number, indices for three vertices. + stream.Write("{0} {1} {2} {3}", tri.tri.hash, h1, h2, h3); + + tri.orient = 1; + tri.Sym(ref trisym); + n1 = trisym.tri.hash; + + tri.orient = 2; + tri.Sym(ref trisym); + n2 = trisym.tri.hash; + + tri.orient = 0; + tri.Sym(ref trisym); + n3 = trisym.tri.hash; + + // Neighboring triangle numbers. + stream.WriteLine(" {0} {1} {2}", n1, n2, n3); + } + } + + private bool VerticesChanged(Mesh mesh) + { + if (vertices == null || mesh.Vertices.Count != vertices.Length) + { + return true; + } + + int i = 0; + foreach (var v in mesh.Vertices) + { + if (v.id != vertices[i++]) + { + return true; + } + } + + return false; + } + + private void HashVertices(Mesh mesh) + { + if (vertices == null || mesh.Vertices.Count != vertices.Length) + { + vertices = new int[mesh.Vertices.Count]; + } + + int i = 0; + foreach (var v in mesh.Vertices) + { + vertices[i++] = v.id; + } + } + } +} diff --git a/Triangle.NET/Triangle/IO/FileProcessor.cs b/src/Triangle/IO/FileProcessor.cs similarity index 96% rename from Triangle.NET/Triangle/IO/FileProcessor.cs rename to src/Triangle/IO/FileProcessor.cs index d2f1b70..b00b0db 100644 --- a/Triangle.NET/Triangle/IO/FileProcessor.cs +++ b/src/Triangle/IO/FileProcessor.cs @@ -1,126 +1,126 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.IO -{ - using System; - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Meshing; - - public static class FileProcessor - { - static List formats; - - static FileProcessor() - { - formats = new List(); - - // Add Triangle file format as default. - formats.Add(new TriangleFormat()); - } - - public static void Add(IFileFormat format) - { - formats.Add(format); - } - - public static bool IsSupported(string file) - { - foreach (var format in formats) - { - if (format.IsSupported(file)) - { - return true; - } - } - - return false; - } - - #region Polygon read/write - - /// - /// Read a file containing polygon geometry. - /// - /// The path of the file to read. - /// An instance of the class. - public static IPolygon Read(string filename) - { - foreach (IPolygonFormat format in formats) - { - if (format != null && format.IsSupported(filename)) - { - return format.Read(filename); - } - } - - throw new Exception("File format not supported."); - } - - /// - /// Save a polygon geometry to disk. - /// - /// An instance of the class. - /// The path of the file to save. - public static void Write(IPolygon polygon, string filename) - { - foreach (IPolygonFormat format in formats) - { - if (format != null && format.IsSupported(filename)) - { - format.Write(polygon, filename); - return; - } - } - - throw new Exception("File format not supported."); - } - - #endregion - - #region Mesh read/write - - /// - /// Read a file containing a mesh. - /// - /// The path of the file to read. - /// An instance of the interface. - public static IMesh Import(string filename) - { - foreach (IMeshFormat format in formats) - { - if (format != null && format.IsSupported(filename)) - { - return format.Import(filename); - } - } - - throw new Exception("File format not supported."); - } - - /// - /// Save a mesh to disk. - /// - /// An instance of the interface. - /// The path of the file to save. - public static void Write(IMesh mesh, string filename) - { - foreach (IMeshFormat format in formats) - { - if (format != null && format.IsSupported(filename)) - { - format.Write(mesh, filename); - return; - } - } - - throw new Exception("File format not supported."); - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.IO +{ + using System; + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Meshing; + + public static class FileProcessor + { + static List formats; + + static FileProcessor() + { + formats = new List(); + + // Add Triangle file format as default. + formats.Add(new TriangleFormat()); + } + + public static void Add(IFileFormat format) + { + formats.Add(format); + } + + public static bool IsSupported(string file) + { + foreach (var format in formats) + { + if (format.IsSupported(file)) + { + return true; + } + } + + return false; + } + + #region Polygon read/write + + /// + /// Read a file containing polygon geometry. + /// + /// The path of the file to read. + /// An instance of the class. + public static IPolygon Read(string filename) + { + foreach (IPolygonFormat format in formats) + { + if (format != null && format.IsSupported(filename)) + { + return format.Read(filename); + } + } + + throw new Exception("File format not supported."); + } + + /// + /// Save a polygon geometry to disk. + /// + /// An instance of the class. + /// The path of the file to save. + public static void Write(IPolygon polygon, string filename) + { + foreach (IPolygonFormat format in formats) + { + if (format != null && format.IsSupported(filename)) + { + format.Write(polygon, filename); + return; + } + } + + throw new Exception("File format not supported."); + } + + #endregion + + #region Mesh read/write + + /// + /// Read a file containing a mesh. + /// + /// The path of the file to read. + /// An instance of the interface. + public static IMesh Import(string filename) + { + foreach (IMeshFormat format in formats) + { + if (format != null && format.IsSupported(filename)) + { + return format.Import(filename); + } + } + + throw new Exception("File format not supported."); + } + + /// + /// Save a mesh to disk. + /// + /// An instance of the interface. + /// The path of the file to save. + public static void Write(IMesh mesh, string filename) + { + foreach (IMeshFormat format in formats) + { + if (format != null && format.IsSupported(filename)) + { + format.Write(mesh, filename); + return; + } + } + + throw new Exception("File format not supported."); + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/IO/IFileFormat.cs b/src/Triangle/IO/IFileFormat.cs similarity index 96% rename from Triangle.NET/Triangle/IO/IFileFormat.cs rename to src/Triangle/IO/IFileFormat.cs index cd61998..98ce400 100644 --- a/Triangle.NET/Triangle/IO/IFileFormat.cs +++ b/src/Triangle/IO/IFileFormat.cs @@ -1,13 +1,13 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.IO -{ - public interface IFileFormat - { - bool IsSupported(string file); - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.IO +{ + public interface IFileFormat + { + bool IsSupported(string file); + } +} diff --git a/Triangle.NET/Triangle/IO/IMeshFormat.cs b/src/Triangle/IO/IMeshFormat.cs similarity index 97% rename from Triangle.NET/Triangle/IO/IMeshFormat.cs rename to src/Triangle/IO/IMeshFormat.cs index 99a2a13..f223b84 100644 --- a/Triangle.NET/Triangle/IO/IMeshFormat.cs +++ b/src/Triangle/IO/IMeshFormat.cs @@ -1,38 +1,38 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.IO -{ - using System.IO; - using TriangleNet.Meshing; - - /// - /// Interface for mesh I/O. - /// - public interface IMeshFormat : IFileFormat - { - /// - /// Read a file containing a mesh. - /// - /// The path of the file to read. - /// An instance of the interface. - IMesh Import(string filename); - - /// - /// Save a mesh to disk. - /// - /// An instance of the interface. - /// The path of the file to save. - void Write(IMesh mesh, string filename); - - /// - /// Save a mesh to a . - /// - /// An instance of the interface. - /// The stream to save to. - void Write(IMesh mesh, Stream stream); - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.IO +{ + using System.IO; + using TriangleNet.Meshing; + + /// + /// Interface for mesh I/O. + /// + public interface IMeshFormat : IFileFormat + { + /// + /// Read a file containing a mesh. + /// + /// The path of the file to read. + /// An instance of the interface. + IMesh Import(string filename); + + /// + /// Save a mesh to disk. + /// + /// An instance of the interface. + /// The path of the file to save. + void Write(IMesh mesh, string filename); + + /// + /// Save a mesh to a . + /// + /// An instance of the interface. + /// The stream to save to. + void Write(IMesh mesh, Stream stream); + } +} diff --git a/Triangle.NET/Triangle/IO/IPolygonFormat.cs b/src/Triangle/IO/IPolygonFormat.cs similarity index 97% rename from Triangle.NET/Triangle/IO/IPolygonFormat.cs rename to src/Triangle/IO/IPolygonFormat.cs index 7394243..c31f52a 100644 --- a/Triangle.NET/Triangle/IO/IPolygonFormat.cs +++ b/src/Triangle/IO/IPolygonFormat.cs @@ -1,38 +1,38 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.IO -{ - using System.IO; - using TriangleNet.Geometry; - - /// - /// Interface for geometry input. - /// - public interface IPolygonFormat : IFileFormat - { - /// - /// Read a file containing polygon geometry. - /// - /// The path of the file to read. - /// An instance of the class. - IPolygon Read(string filename); - - /// - /// Save a polygon geometry to disk. - /// - /// An instance of the class. - /// The path of the file to save. - void Write(IPolygon polygon, string filename); - - /// - /// Save a polygon geometry to a . - /// - /// An instance of the class. - /// The stream to save to. - void Write(IPolygon polygon, Stream stream); - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.IO +{ + using System.IO; + using TriangleNet.Geometry; + + /// + /// Interface for geometry input. + /// + public interface IPolygonFormat : IFileFormat + { + /// + /// Read a file containing polygon geometry. + /// + /// The path of the file to read. + /// An instance of the class. + IPolygon Read(string filename); + + /// + /// Save a polygon geometry to disk. + /// + /// An instance of the class. + /// The path of the file to save. + void Write(IPolygon polygon, string filename); + + /// + /// Save a polygon geometry to a . + /// + /// An instance of the class. + /// The stream to save to. + void Write(IPolygon polygon, Stream stream); + } +} diff --git a/Triangle.NET/Triangle/IO/InputTriangle.cs b/src/Triangle/IO/InputTriangle.cs similarity index 95% rename from Triangle.NET/Triangle/IO/InputTriangle.cs rename to src/Triangle/IO/InputTriangle.cs index 5f46353..649c95d 100644 --- a/Triangle.NET/Triangle/IO/InputTriangle.cs +++ b/src/Triangle/IO/InputTriangle.cs @@ -1,85 +1,85 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.IO -{ - using TriangleNet.Topology; - using TriangleNet.Geometry; - - /// - /// Simple triangle class for input. - /// - public class InputTriangle : ITriangle - { - internal int[] vertices; - internal int label; - internal double area; - - public InputTriangle(int p0, int p1, int p2) - { - this.vertices = new int[] { p0, p1, p2 }; - } - - #region Public properties - - /// - /// Gets the triangle id. - /// - public int ID - { - get { return 0; } - set { } - } - - /// - /// Region ID the triangle belongs to. - /// - public int Label - { - get { return label; } - set { label = value; } - } - - /// - /// Gets the triangle area constraint. - /// - public double Area - { - get { return area; } - set { area = value; } - } - - /// - /// Gets the specified corners vertex. - /// - public Vertex GetVertex(int index) - { - return null; // TODO: throw NotSupportedException? - } - - public int GetVertexID(int index) - { - return vertices[index]; - } - - public ITriangle GetNeighbor(int index) - { - return null; - } - - public int GetNeighborID(int index) - { - return -1; - } - - public ISegment GetSegment(int index) - { - return null; - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.IO +{ + using TriangleNet.Topology; + using TriangleNet.Geometry; + + /// + /// Simple triangle class for input. + /// + public class InputTriangle : ITriangle + { + internal int[] vertices; + internal int label; + internal double area; + + public InputTriangle(int p0, int p1, int p2) + { + this.vertices = new int[] { p0, p1, p2 }; + } + + #region Public properties + + /// + /// Gets the triangle id. + /// + public int ID + { + get { return 0; } + set { } + } + + /// + /// Region ID the triangle belongs to. + /// + public int Label + { + get { return label; } + set { label = value; } + } + + /// + /// Gets the triangle area constraint. + /// + public double Area + { + get { return area; } + set { area = value; } + } + + /// + /// Gets the specified corners vertex. + /// + public Vertex GetVertex(int index) + { + return null; // TODO: throw NotSupportedException? + } + + public int GetVertexID(int index) + { + return vertices[index]; + } + + public ITriangle GetNeighbor(int index) + { + return null; + } + + public int GetNeighborID(int index) + { + return -1; + } + + public ISegment GetSegment(int index) + { + return null; + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/IO/TriangleFormat.cs b/src/Triangle/IO/TriangleFormat.cs similarity index 96% rename from Triangle.NET/Triangle/IO/TriangleFormat.cs rename to src/Triangle/IO/TriangleFormat.cs index 9fd7965..2a85e8d 100644 --- a/Triangle.NET/Triangle/IO/TriangleFormat.cs +++ b/src/Triangle/IO/TriangleFormat.cs @@ -1,92 +1,92 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.IO -{ - using System; - using System.Collections.Generic; - using System.IO; - using TriangleNet.Geometry; - using TriangleNet.Meshing; - - /// - /// Implements geometry and mesh file formats of the the original Triangle code. - /// - public class TriangleFormat : IPolygonFormat, IMeshFormat - { - public bool IsSupported(string file) - { - string ext = Path.GetExtension(file).ToLower(); - - if (ext == ".node" || ext == ".poly" || ext == ".ele") - { - return true; - } - - return false; - } - - public IMesh Import(string filename) - { - string ext = Path.GetExtension(filename); - - if (ext == ".node" || ext == ".poly" || ext == ".ele") - { - List triangles; - Polygon geometry; - - (new TriangleReader()).Read(filename, out geometry, out triangles); - - if (geometry != null && triangles != null) - { - return Converter.ToMesh(geometry, triangles.ToArray()); - } - } - - throw new NotSupportedException("Could not load '" + filename + "' file."); - } - - public void Write(IMesh mesh, string filename) - { - var writer = new TriangleWriter(); - - writer.WritePoly((Mesh)mesh, Path.ChangeExtension(filename, ".poly")); - writer.WriteElements((Mesh)mesh, Path.ChangeExtension(filename, ".ele")); - } - - public void Write(IMesh mesh, Stream stream) - { - throw new NotImplementedException(); - } - - public IPolygon Read(string filename) - { - string ext = Path.GetExtension(filename); - - if (ext == ".node") - { - return (new TriangleReader()).ReadNodeFile(filename); - } - else if (ext == ".poly") - { - return (new TriangleReader()).ReadPolyFile(filename); - } - - throw new NotSupportedException("File format '" + ext + "' not supported."); - } - - - public void Write(IPolygon polygon, string filename) - { - (new TriangleWriter()).WritePoly(polygon, filename); - } - - public void Write(IPolygon polygon, Stream stream) - { - throw new NotImplementedException(); - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.IO +{ + using System; + using System.Collections.Generic; + using System.IO; + using TriangleNet.Geometry; + using TriangleNet.Meshing; + + /// + /// Implements geometry and mesh file formats of the the original Triangle code. + /// + public class TriangleFormat : IPolygonFormat, IMeshFormat + { + public bool IsSupported(string file) + { + string ext = Path.GetExtension(file).ToLower(); + + if (ext == ".node" || ext == ".poly" || ext == ".ele") + { + return true; + } + + return false; + } + + public IMesh Import(string filename) + { + string ext = Path.GetExtension(filename); + + if (ext == ".node" || ext == ".poly" || ext == ".ele") + { + List triangles; + Polygon geometry; + + (new TriangleReader()).Read(filename, out geometry, out triangles); + + if (geometry != null && triangles != null) + { + return Converter.ToMesh(geometry, triangles.ToArray()); + } + } + + throw new NotSupportedException("Could not load '" + filename + "' file."); + } + + public void Write(IMesh mesh, string filename) + { + var writer = new TriangleWriter(); + + writer.WritePoly((Mesh)mesh, Path.ChangeExtension(filename, ".poly")); + writer.WriteElements((Mesh)mesh, Path.ChangeExtension(filename, ".ele")); + } + + public void Write(IMesh mesh, Stream stream) + { + throw new NotImplementedException(); + } + + public IPolygon Read(string filename) + { + string ext = Path.GetExtension(filename); + + if (ext == ".node") + { + return (new TriangleReader()).ReadNodeFile(filename); + } + else if (ext == ".poly") + { + return (new TriangleReader()).ReadPolyFile(filename); + } + + throw new NotSupportedException("File format '" + ext + "' not supported."); + } + + + public void Write(IPolygon polygon, string filename) + { + (new TriangleWriter()).WritePoly(polygon, filename); + } + + public void Write(IPolygon polygon, Stream stream) + { + throw new NotImplementedException(); + } + } +} diff --git a/Triangle.NET/Triangle/IO/TriangleReader.cs b/src/Triangle/IO/TriangleReader.cs similarity index 97% rename from Triangle.NET/Triangle/IO/TriangleReader.cs rename to src/Triangle/IO/TriangleReader.cs index 747a3bf..c31790c 100644 --- a/Triangle.NET/Triangle/IO/TriangleReader.cs +++ b/src/Triangle/IO/TriangleReader.cs @@ -1,741 +1,741 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.IO -{ - using System; - using System.Collections.Generic; - using System.Globalization; - using System.IO; - using TriangleNet.Geometry; - - /// - /// Helper methods for reading Triangle file formats. - /// - public class TriangleReader - { - static NumberFormatInfo nfi = NumberFormatInfo.InvariantInfo; - - int startIndex = 0; - - #region Helper methods - - private bool TryReadLine(StreamReader reader, out string[] token) - { - token = null; - - if (reader.EndOfStream) - { - return false; - } - - string line = reader.ReadLine().Trim(); - - while (String.IsNullOrWhiteSpace(line) || line.StartsWith("#")) - { - if (reader.EndOfStream) - { - return false; - } - - line = reader.ReadLine().Trim(); - } - - token = line.Split(new char[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries); - - return true; - } - - /// - /// Read vertex information of the given line. - /// - /// The input geometry. - /// The current vertex index. - /// The current line. - /// Number of point attributes - /// Number of point markers (0 or 1) - private void ReadVertex(List data, int index, string[] line, int attributes, int marks) - { - double x = double.Parse(line[1], nfi); - double y = double.Parse(line[2], nfi); - - var v = new Vertex(x, y); - - // Read a vertex marker. - if (marks > 0 && line.Length > 3 + attributes) - { - v.Label = int.Parse(line[3 + attributes]); - } - - if (attributes > 0) - { -#if USE_ATTRIBS - var attribs = new double[attributes]; - - // Read the vertex attributes. - for (int j = 0; j < attributes; j++) - { - if (line.Length > 3 + j) - { - attribs[j] = double.Parse(line[3 + j], nfi); - } - } - - v.attributes = attribs; -#endif - } - - data.Add(v); - } - - #endregion - - #region Main I/O methods - - /// - /// Reads geometry information from .node or .poly files. - /// - public void Read(string filename, out Polygon polygon) - { - polygon = null; - - string path = Path.ChangeExtension(filename, ".poly"); - - if (File.Exists(path)) - { - polygon = ReadPolyFile(path); - } - else - { - path = Path.ChangeExtension(filename, ".node"); - polygon = ReadNodeFile(path); - } - } - - /// - /// Reads a mesh from .node, .poly or .ele files. - /// - public void Read(string filename, out Polygon geometry, out List triangles) - { - triangles = null; - - Read(filename, out geometry); - - string path = Path.ChangeExtension(filename, ".ele"); - - if (File.Exists(path) && geometry != null) - { - triangles = ReadEleFile(path); - } - } - - /// - /// Reads geometry information from .node or .poly files. - /// - public IPolygon Read(string filename) - { - Polygon geometry = null; - - Read(filename, out geometry); - - return geometry; - } - - #endregion - - /// - /// Read the vertices from a file, which may be a .node or .poly file. - /// - /// - /// Will NOT read associated .ele by default. - public Polygon ReadNodeFile(string nodefilename) - { - return ReadNodeFile(nodefilename, false); - } - - /// - /// Read the vertices from a file, which may be a .node or .poly file. - /// - /// - /// - public Polygon ReadNodeFile(string nodefilename, bool readElements) - { - Polygon data; - - startIndex = 0; - - string[] line; - int invertices = 0, attributes = 0, nodemarkers = 0; - - using (var reader = new StreamReader(nodefilename)) - { - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file."); - } - - // Read number of vertices, number of dimensions, number of vertex - // attributes, and number of boundary markers. - invertices = int.Parse(line[0]); - - if (invertices < 3) - { - throw new Exception("Input must have at least three input vertices."); - } - - if (line.Length > 1) - { - if (int.Parse(line[1]) != 2) - { - throw new Exception("Triangle only works with two-dimensional meshes."); - } - } - - if (line.Length > 2) - { - attributes = int.Parse(line[2]); - } - - if (line.Length > 3) - { - nodemarkers = int.Parse(line[3]); - } - - data = new Polygon(invertices); - - // Read the vertices. - if (invertices > 0) - { - for (int i = 0; i < invertices; i++) - { - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (vertices)."); - } - - if (line.Length < 3) - { - throw new Exception("Invalid vertex."); - } - - if (i == 0) - { - startIndex = int.Parse(line[0], nfi); - } - - ReadVertex(data.Points, i, line, attributes, nodemarkers); - } - } - } - - if (readElements) - { - // Read area file - string elefile = Path.ChangeExtension(nodefilename, ".ele"); - if (File.Exists(elefile)) - { - ReadEleFile(elefile, true); - } - } - - return data; - } - - /// - /// Read the vertices and segments from a .poly file. - /// - /// - /// Will NOT read associated .ele by default. - public Polygon ReadPolyFile(string polyfilename) - { - return ReadPolyFile(polyfilename, false, false); - } - - /// - /// Read the vertices and segments from a .poly file. - /// - /// - /// If true, look for an associated .ele file. - /// Will NOT read associated .area by default. - public Polygon ReadPolyFile(string polyfilename, bool readElements) - { - return ReadPolyFile(polyfilename, readElements, false); - } - - /// - /// Read the vertices and segments from a .poly file. - /// - /// - /// If true, look for an associated .ele file. - /// If true, look for an associated .area file. - public Polygon ReadPolyFile(string polyfilename, bool readElements, bool readArea) - { - // Read poly file - Polygon data; - - startIndex = 0; - - string[] line; - int invertices = 0, attributes = 0, nodemarkers = 0; - - using (var reader = new StreamReader(polyfilename)) - { - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file."); - } - - // Read number of vertices, number of dimensions, number of vertex - // attributes, and number of boundary markers. - invertices = int.Parse(line[0]); - - if (line.Length > 1) - { - if (int.Parse(line[1]) != 2) - { - throw new Exception("Triangle only works with two-dimensional meshes."); - } - } - - if (line.Length > 2) - { - attributes = int.Parse(line[2]); - } - - if (line.Length > 3) - { - nodemarkers = int.Parse(line[3]); - } - - // Read the vertices. - if (invertices > 0) - { - data = new Polygon(invertices); - - for (int i = 0; i < invertices; i++) - { - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (vertices)."); - } - - if (line.Length < 3) - { - throw new Exception("Invalid vertex."); - } - - if (i == 0) - { - // Set the start index! - startIndex = int.Parse(line[0], nfi); - } - - ReadVertex(data.Points, i, line, attributes, nodemarkers); - } - } - else - { - // If the .poly file claims there are zero vertices, that means that - // the vertices should be read from a separate .node file. - data = ReadNodeFile(Path.ChangeExtension(polyfilename, ".node")); - - invertices = data.Points.Count; - } - - var points = data.Points; - - if (points.Count == 0) - { - throw new Exception("No nodes available."); - } - - // Read the segments from a .poly file. - - // Read number of segments and number of boundary markers. - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (segments)."); - } - - int insegments = int.Parse(line[0]); - - int segmentmarkers = 0; - if (line.Length > 1) - { - segmentmarkers = int.Parse(line[1]); - } - - int end1, end2, mark; - // Read and insert the segments. - for (int i = 0; i < insegments; i++) - { - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (segments)."); - } - - if (line.Length < 3) - { - throw new Exception("Segment has no endpoints."); - } - - // TODO: startIndex ok? - end1 = int.Parse(line[1]) - startIndex; - end2 = int.Parse(line[2]) - startIndex; - mark = 0; - - if (segmentmarkers > 0 && line.Length > 3) - { - mark = int.Parse(line[3]); - } - - if ((end1 < 0) || (end1 >= invertices)) - { - if (Log.Verbose) - { - Log.Instance.Warning("Invalid first endpoint of segment.", - "MeshReader.ReadPolyfile()"); - } - } - else if ((end2 < 0) || (end2 >= invertices)) - { - if (Log.Verbose) - { - Log.Instance.Warning("Invalid second endpoint of segment.", - "MeshReader.ReadPolyfile()"); - } - } - else - { - data.Add(new Segment(points[end1], points[end2], mark)); - } - } - - // Read holes from a .poly file. - - // Read the holes. - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (holes)."); - } - - int holes = int.Parse(line[0]); - if (holes > 0) - { - for (int i = 0; i < holes; i++) - { - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (holes)."); - } - - if (line.Length < 3) - { - throw new Exception("Invalid hole."); - } - - data.Holes.Add(new Point(double.Parse(line[1], nfi), - double.Parse(line[2], nfi))); - } - } - - // Read area constraints (optional). - if (TryReadLine(reader, out line)) - { - int id, regions = int.Parse(line[0]); - - if (regions > 0) - { - for (int i = 0; i < regions; i++) - { - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (region)."); - } - - if (line.Length < 4) - { - throw new Exception("Invalid region attributes."); - } - - if (!int.TryParse(line[3], out id)) - { - id = i; - } - - double area = 0.0; - - if (line.Length > 4) - { - double.TryParse(line[4], NumberStyles.Number, nfi, out area); - } - - // Triangle's .poly file format allows region definitions with - // either 4 or 5 parameters, and different interpretations for - // them depending on the number of parameters. - // - // See http://www.cs.cmu.edu/~quake/triangle.poly.html - // - // The .NET version will interpret the fourth parameter always - // as an integer region id and the optional fifth parameter as - // an area constraint. - - data.Regions.Add(new RegionPointer( - double.Parse(line[1], nfi), // Region x - double.Parse(line[2], nfi), // Region y - id, area)); - } - } - } - } - - // Read ele file - if (readElements) - { - string elefile = Path.ChangeExtension(polyfilename, ".ele"); - if (File.Exists(elefile)) - { - ReadEleFile(elefile, readArea); - } - } - - return data; - } - - /// - /// Read elements from an .ele file. - /// - /// The file name. - /// A list of triangles. - public List ReadEleFile(string elefilename) - { - return ReadEleFile(elefilename, false); - } - - /// - /// Read the elements from an .ele file. - /// - /// - /// - /// - private List ReadEleFile(string elefilename, bool readArea) - { - int intriangles = 0, attributes = 0; - - List triangles; - - using (var reader = new StreamReader(elefilename)) - { - // Read number of elements and number of attributes. - string[] line; - bool validRegion = false; - - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (elements)."); - } - - intriangles = int.Parse(line[0]); - - // We irgnore index 1 (number of nodes per triangle) - attributes = 0; - if (line.Length > 2) - { - attributes = int.Parse(line[2]); - validRegion = true; - } - - if (attributes > 1) - { - Log.Instance.Warning("Triangle attributes not supported.", "FileReader.Read"); - } - - triangles = new List(intriangles); - - InputTriangle tri; - - // Read triangles. - for (int i = 0; i < intriangles; i++) - { - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (elements)."); - } - - if (line.Length < 4) - { - throw new Exception("Triangle has no nodes."); - } - - // TODO: startIndex ok? - tri = new InputTriangle( - int.Parse(line[1]) - startIndex, - int.Parse(line[2]) - startIndex, - int.Parse(line[3]) - startIndex); - - // Read triangle region - if (attributes > 0 && validRegion) - { - int region = 0; - validRegion = int.TryParse(line[4], out region); - tri.label = region; - } - - triangles.Add(tri); - } - } - - // Read area file - if (readArea) - { - string areafile = Path.ChangeExtension(elefilename, ".area"); - if (File.Exists(areafile)) - { - ReadAreaFile(areafile, intriangles); - } - } - - return triangles; - } - - /// - /// Read the area constraints from an .area file. - /// - /// - /// - /// - private double[] ReadAreaFile(string areafilename, int intriangles) - { - double[] data = null; - - using (var reader = new StreamReader(areafilename)) - { - string[] line; - - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (area)."); - } - - if (int.Parse(line[0]) != intriangles) - { - Log.Instance.Warning("Number of area constraints doesn't match number of triangles.", - "ReadAreaFile()"); - return null; - } - - data = new double[intriangles]; - - // Read area constraints. - for (int i = 0; i < intriangles; i++) - { - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (area)."); - } - - if (line.Length != 2) - { - throw new Exception("Triangle has no nodes."); - } - - data[i] = double.Parse(line[1], nfi); - } - } - - return data; - } - - /// - /// Read an .edge file. - /// - /// The file name. - /// The number of input vertices (read from a .node or .poly file). - /// A List of edges. - public List ReadEdgeFile(string edgeFile, int invertices) - { - // Read poly file - List data = null; - - startIndex = 0; - - string[] line; - - using (var reader = new StreamReader(edgeFile)) - { - // Read the edges from a .edge file. - - // Read number of segments and number of boundary markers. - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (segments)."); - } - - int inedges = int.Parse(line[0]); - - int edgemarkers = 0; - if (line.Length > 1) - { - edgemarkers = int.Parse(line[1]); - } - - if (inedges > 0) - { - data = new List(inedges); - } - - int end1, end2, mark; - // Read and insert the segments. - for (int i = 0; i < inedges; i++) - { - if (!TryReadLine(reader, out line)) - { - throw new Exception("Can't read input file (segments)."); - } - - if (line.Length < 3) - { - throw new Exception("Segment has no endpoints."); - } - - // TODO: startIndex ok? - end1 = int.Parse(line[1]) - startIndex; - end2 = int.Parse(line[2]) - startIndex; - mark = 0; - - if (edgemarkers > 0 && line.Length > 3) - { - mark = int.Parse(line[3]); - } - - if ((end1 < 0) || (end1 >= invertices)) - { - if (Log.Verbose) - { - Log.Instance.Warning("Invalid first endpoint of segment.", - "MeshReader.ReadPolyfile()"); - } - } - else if ((end2 < 0) || (end2 >= invertices)) - { - if (Log.Verbose) - { - Log.Instance.Warning("Invalid second endpoint of segment.", - "MeshReader.ReadPolyfile()"); - } - } - else - { - data.Add(new Edge(end1, end2, mark)); - } - } - } - - return data; - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.IO +{ + using System; + using System.Collections.Generic; + using System.Globalization; + using System.IO; + using TriangleNet.Geometry; + + /// + /// Helper methods for reading Triangle file formats. + /// + public class TriangleReader + { + static NumberFormatInfo nfi = NumberFormatInfo.InvariantInfo; + + int startIndex = 0; + + #region Helper methods + + private bool TryReadLine(StreamReader reader, out string[] token) + { + token = null; + + if (reader.EndOfStream) + { + return false; + } + + string line = reader.ReadLine().Trim(); + + while (String.IsNullOrWhiteSpace(line) || line.StartsWith("#")) + { + if (reader.EndOfStream) + { + return false; + } + + line = reader.ReadLine().Trim(); + } + + token = line.Split(new char[] { ' ', '\t' }, StringSplitOptions.RemoveEmptyEntries); + + return true; + } + + /// + /// Read vertex information of the given line. + /// + /// The input geometry. + /// The current vertex index. + /// The current line. + /// Number of point attributes + /// Number of point markers (0 or 1) + private void ReadVertex(List data, int index, string[] line, int attributes, int marks) + { + double x = double.Parse(line[1], nfi); + double y = double.Parse(line[2], nfi); + + var v = new Vertex(x, y); + + // Read a vertex marker. + if (marks > 0 && line.Length > 3 + attributes) + { + v.Label = int.Parse(line[3 + attributes]); + } + + if (attributes > 0) + { +#if USE_ATTRIBS + var attribs = new double[attributes]; + + // Read the vertex attributes. + for (int j = 0; j < attributes; j++) + { + if (line.Length > 3 + j) + { + attribs[j] = double.Parse(line[3 + j], nfi); + } + } + + v.attributes = attribs; +#endif + } + + data.Add(v); + } + + #endregion + + #region Main I/O methods + + /// + /// Reads geometry information from .node or .poly files. + /// + public void Read(string filename, out Polygon polygon) + { + polygon = null; + + string path = Path.ChangeExtension(filename, ".poly"); + + if (File.Exists(path)) + { + polygon = ReadPolyFile(path); + } + else + { + path = Path.ChangeExtension(filename, ".node"); + polygon = ReadNodeFile(path); + } + } + + /// + /// Reads a mesh from .node, .poly or .ele files. + /// + public void Read(string filename, out Polygon geometry, out List triangles) + { + triangles = null; + + Read(filename, out geometry); + + string path = Path.ChangeExtension(filename, ".ele"); + + if (File.Exists(path) && geometry != null) + { + triangles = ReadEleFile(path); + } + } + + /// + /// Reads geometry information from .node or .poly files. + /// + public IPolygon Read(string filename) + { + Polygon geometry = null; + + Read(filename, out geometry); + + return geometry; + } + + #endregion + + /// + /// Read the vertices from a file, which may be a .node or .poly file. + /// + /// + /// Will NOT read associated .ele by default. + public Polygon ReadNodeFile(string nodefilename) + { + return ReadNodeFile(nodefilename, false); + } + + /// + /// Read the vertices from a file, which may be a .node or .poly file. + /// + /// + /// + public Polygon ReadNodeFile(string nodefilename, bool readElements) + { + Polygon data; + + startIndex = 0; + + string[] line; + int invertices = 0, attributes = 0, nodemarkers = 0; + + using (var reader = new StreamReader(nodefilename)) + { + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file."); + } + + // Read number of vertices, number of dimensions, number of vertex + // attributes, and number of boundary markers. + invertices = int.Parse(line[0]); + + if (invertices < 3) + { + throw new Exception("Input must have at least three input vertices."); + } + + if (line.Length > 1) + { + if (int.Parse(line[1]) != 2) + { + throw new Exception("Triangle only works with two-dimensional meshes."); + } + } + + if (line.Length > 2) + { + attributes = int.Parse(line[2]); + } + + if (line.Length > 3) + { + nodemarkers = int.Parse(line[3]); + } + + data = new Polygon(invertices); + + // Read the vertices. + if (invertices > 0) + { + for (int i = 0; i < invertices; i++) + { + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (vertices)."); + } + + if (line.Length < 3) + { + throw new Exception("Invalid vertex."); + } + + if (i == 0) + { + startIndex = int.Parse(line[0], nfi); + } + + ReadVertex(data.Points, i, line, attributes, nodemarkers); + } + } + } + + if (readElements) + { + // Read area file + string elefile = Path.ChangeExtension(nodefilename, ".ele"); + if (File.Exists(elefile)) + { + ReadEleFile(elefile, true); + } + } + + return data; + } + + /// + /// Read the vertices and segments from a .poly file. + /// + /// + /// Will NOT read associated .ele by default. + public Polygon ReadPolyFile(string polyfilename) + { + return ReadPolyFile(polyfilename, false, false); + } + + /// + /// Read the vertices and segments from a .poly file. + /// + /// + /// If true, look for an associated .ele file. + /// Will NOT read associated .area by default. + public Polygon ReadPolyFile(string polyfilename, bool readElements) + { + return ReadPolyFile(polyfilename, readElements, false); + } + + /// + /// Read the vertices and segments from a .poly file. + /// + /// + /// If true, look for an associated .ele file. + /// If true, look for an associated .area file. + public Polygon ReadPolyFile(string polyfilename, bool readElements, bool readArea) + { + // Read poly file + Polygon data; + + startIndex = 0; + + string[] line; + int invertices = 0, attributes = 0, nodemarkers = 0; + + using (var reader = new StreamReader(polyfilename)) + { + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file."); + } + + // Read number of vertices, number of dimensions, number of vertex + // attributes, and number of boundary markers. + invertices = int.Parse(line[0]); + + if (line.Length > 1) + { + if (int.Parse(line[1]) != 2) + { + throw new Exception("Triangle only works with two-dimensional meshes."); + } + } + + if (line.Length > 2) + { + attributes = int.Parse(line[2]); + } + + if (line.Length > 3) + { + nodemarkers = int.Parse(line[3]); + } + + // Read the vertices. + if (invertices > 0) + { + data = new Polygon(invertices); + + for (int i = 0; i < invertices; i++) + { + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (vertices)."); + } + + if (line.Length < 3) + { + throw new Exception("Invalid vertex."); + } + + if (i == 0) + { + // Set the start index! + startIndex = int.Parse(line[0], nfi); + } + + ReadVertex(data.Points, i, line, attributes, nodemarkers); + } + } + else + { + // If the .poly file claims there are zero vertices, that means that + // the vertices should be read from a separate .node file. + data = ReadNodeFile(Path.ChangeExtension(polyfilename, ".node")); + + invertices = data.Points.Count; + } + + var points = data.Points; + + if (points.Count == 0) + { + throw new Exception("No nodes available."); + } + + // Read the segments from a .poly file. + + // Read number of segments and number of boundary markers. + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (segments)."); + } + + int insegments = int.Parse(line[0]); + + int segmentmarkers = 0; + if (line.Length > 1) + { + segmentmarkers = int.Parse(line[1]); + } + + int end1, end2, mark; + // Read and insert the segments. + for (int i = 0; i < insegments; i++) + { + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (segments)."); + } + + if (line.Length < 3) + { + throw new Exception("Segment has no endpoints."); + } + + // TODO: startIndex ok? + end1 = int.Parse(line[1]) - startIndex; + end2 = int.Parse(line[2]) - startIndex; + mark = 0; + + if (segmentmarkers > 0 && line.Length > 3) + { + mark = int.Parse(line[3]); + } + + if ((end1 < 0) || (end1 >= invertices)) + { + if (Log.Verbose) + { + Log.Instance.Warning("Invalid first endpoint of segment.", + "MeshReader.ReadPolyfile()"); + } + } + else if ((end2 < 0) || (end2 >= invertices)) + { + if (Log.Verbose) + { + Log.Instance.Warning("Invalid second endpoint of segment.", + "MeshReader.ReadPolyfile()"); + } + } + else + { + data.Add(new Segment(points[end1], points[end2], mark)); + } + } + + // Read holes from a .poly file. + + // Read the holes. + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (holes)."); + } + + int holes = int.Parse(line[0]); + if (holes > 0) + { + for (int i = 0; i < holes; i++) + { + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (holes)."); + } + + if (line.Length < 3) + { + throw new Exception("Invalid hole."); + } + + data.Holes.Add(new Point(double.Parse(line[1], nfi), + double.Parse(line[2], nfi))); + } + } + + // Read area constraints (optional). + if (TryReadLine(reader, out line)) + { + int id, regions = int.Parse(line[0]); + + if (regions > 0) + { + for (int i = 0; i < regions; i++) + { + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (region)."); + } + + if (line.Length < 4) + { + throw new Exception("Invalid region attributes."); + } + + if (!int.TryParse(line[3], out id)) + { + id = i; + } + + double area = 0.0; + + if (line.Length > 4) + { + double.TryParse(line[4], NumberStyles.Number, nfi, out area); + } + + // Triangle's .poly file format allows region definitions with + // either 4 or 5 parameters, and different interpretations for + // them depending on the number of parameters. + // + // See http://www.cs.cmu.edu/~quake/triangle.poly.html + // + // The .NET version will interpret the fourth parameter always + // as an integer region id and the optional fifth parameter as + // an area constraint. + + data.Regions.Add(new RegionPointer( + double.Parse(line[1], nfi), // Region x + double.Parse(line[2], nfi), // Region y + id, area)); + } + } + } + } + + // Read ele file + if (readElements) + { + string elefile = Path.ChangeExtension(polyfilename, ".ele"); + if (File.Exists(elefile)) + { + ReadEleFile(elefile, readArea); + } + } + + return data; + } + + /// + /// Read elements from an .ele file. + /// + /// The file name. + /// A list of triangles. + public List ReadEleFile(string elefilename) + { + return ReadEleFile(elefilename, false); + } + + /// + /// Read the elements from an .ele file. + /// + /// + /// + /// + private List ReadEleFile(string elefilename, bool readArea) + { + int intriangles = 0, attributes = 0; + + List triangles; + + using (var reader = new StreamReader(elefilename)) + { + // Read number of elements and number of attributes. + string[] line; + bool validRegion = false; + + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (elements)."); + } + + intriangles = int.Parse(line[0]); + + // We irgnore index 1 (number of nodes per triangle) + attributes = 0; + if (line.Length > 2) + { + attributes = int.Parse(line[2]); + validRegion = true; + } + + if (attributes > 1) + { + Log.Instance.Warning("Triangle attributes not supported.", "FileReader.Read"); + } + + triangles = new List(intriangles); + + InputTriangle tri; + + // Read triangles. + for (int i = 0; i < intriangles; i++) + { + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (elements)."); + } + + if (line.Length < 4) + { + throw new Exception("Triangle has no nodes."); + } + + // TODO: startIndex ok? + tri = new InputTriangle( + int.Parse(line[1]) - startIndex, + int.Parse(line[2]) - startIndex, + int.Parse(line[3]) - startIndex); + + // Read triangle region + if (attributes > 0 && validRegion) + { + int region = 0; + validRegion = int.TryParse(line[4], out region); + tri.label = region; + } + + triangles.Add(tri); + } + } + + // Read area file + if (readArea) + { + string areafile = Path.ChangeExtension(elefilename, ".area"); + if (File.Exists(areafile)) + { + ReadAreaFile(areafile, intriangles); + } + } + + return triangles; + } + + /// + /// Read the area constraints from an .area file. + /// + /// + /// + /// + private double[] ReadAreaFile(string areafilename, int intriangles) + { + double[] data = null; + + using (var reader = new StreamReader(areafilename)) + { + string[] line; + + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (area)."); + } + + if (int.Parse(line[0]) != intriangles) + { + Log.Instance.Warning("Number of area constraints doesn't match number of triangles.", + "ReadAreaFile()"); + return null; + } + + data = new double[intriangles]; + + // Read area constraints. + for (int i = 0; i < intriangles; i++) + { + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (area)."); + } + + if (line.Length != 2) + { + throw new Exception("Triangle has no nodes."); + } + + data[i] = double.Parse(line[1], nfi); + } + } + + return data; + } + + /// + /// Read an .edge file. + /// + /// The file name. + /// The number of input vertices (read from a .node or .poly file). + /// A List of edges. + public List ReadEdgeFile(string edgeFile, int invertices) + { + // Read poly file + List data = null; + + startIndex = 0; + + string[] line; + + using (var reader = new StreamReader(edgeFile)) + { + // Read the edges from a .edge file. + + // Read number of segments and number of boundary markers. + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (segments)."); + } + + int inedges = int.Parse(line[0]); + + int edgemarkers = 0; + if (line.Length > 1) + { + edgemarkers = int.Parse(line[1]); + } + + if (inedges > 0) + { + data = new List(inedges); + } + + int end1, end2, mark; + // Read and insert the segments. + for (int i = 0; i < inedges; i++) + { + if (!TryReadLine(reader, out line)) + { + throw new Exception("Can't read input file (segments)."); + } + + if (line.Length < 3) + { + throw new Exception("Segment has no endpoints."); + } + + // TODO: startIndex ok? + end1 = int.Parse(line[1]) - startIndex; + end2 = int.Parse(line[2]) - startIndex; + mark = 0; + + if (edgemarkers > 0 && line.Length > 3) + { + mark = int.Parse(line[3]); + } + + if ((end1 < 0) || (end1 >= invertices)) + { + if (Log.Verbose) + { + Log.Instance.Warning("Invalid first endpoint of segment.", + "MeshReader.ReadPolyfile()"); + } + } + else if ((end2 < 0) || (end2 >= invertices)) + { + if (Log.Verbose) + { + Log.Instance.Warning("Invalid second endpoint of segment.", + "MeshReader.ReadPolyfile()"); + } + } + else + { + data.Add(new Edge(end1, end2, mark)); + } + } + } + + return data; + } + } +} diff --git a/Triangle.NET/Triangle/IO/TriangleWriter.cs b/src/Triangle/IO/TriangleWriter.cs similarity index 97% rename from Triangle.NET/Triangle/IO/TriangleWriter.cs rename to src/Triangle/IO/TriangleWriter.cs index c0a0d3a..2e041c7 100644 --- a/Triangle.NET/Triangle/IO/TriangleWriter.cs +++ b/src/Triangle/IO/TriangleWriter.cs @@ -1,459 +1,459 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.IO -{ - using System.Collections.Generic; - using System.Globalization; - using System.IO; - using TriangleNet.Geometry; - using TriangleNet.Topology; - - /// - /// Helper methods for writing Triangle file formats. - /// - public class TriangleWriter - { - static NumberFormatInfo nfi = NumberFormatInfo.InvariantInfo; - - /// - /// Number the vertices and write them to a .node file. - /// - /// - /// - public void Write(Mesh mesh, string filename) - { - WritePoly(mesh, Path.ChangeExtension(filename, ".poly")); - WriteElements(mesh, Path.ChangeExtension(filename, ".ele")); - } - - /// - /// Number the vertices and write them to a .node file. - /// - /// - /// - public void WriteNodes(Mesh mesh, string filename) - { - using (var writer = new StreamWriter(filename)) - { - WriteNodes(writer, mesh); - } - } - - /// - /// Number the vertices and write them to a .node file. - /// - private void WriteNodes(StreamWriter writer, Mesh mesh) - { - int outvertices = mesh.vertices.Count; - int nextras = mesh.nextras; - - Behavior behavior = mesh.behavior; - - if (behavior.Jettison) - { - outvertices = mesh.vertices.Count - mesh.undeads; - } - - if (writer != null) - { - // Number of vertices, number of dimensions, number of vertex attributes, - // and number of boundary markers (zero or one). - writer.WriteLine("{0} {1} {2} {3}", outvertices, mesh.mesh_dim, nextras, - behavior.UseBoundaryMarkers ? "1" : "0"); - - if (mesh.numbering == NodeNumbering.None) - { - // If the mesh isn't numbered yet, use linear node numbering. - mesh.Renumber(); - } - - if (mesh.numbering == NodeNumbering.Linear) - { - // If numbering is linear, just use the dictionary values. - WriteNodes(writer, mesh.vertices.Values, behavior.UseBoundaryMarkers, - nextras, behavior.Jettison); - } - else - { - // If numbering is not linear, a simple 'foreach' traversal of the dictionary - // values doesn't reflect the actual numbering. Use an array instead. - - // TODO: Could use a custom sorting function on dictionary values instead. - Vertex[] nodes = new Vertex[mesh.vertices.Count]; - - foreach (var node in mesh.vertices.Values) - { - nodes[node.id] = node; - } - - WriteNodes(writer, nodes, behavior.UseBoundaryMarkers, - nextras, behavior.Jettison); - } - } - } - - /// - /// Write the vertices to a stream. - /// - /// - /// - private void WriteNodes(StreamWriter writer, IEnumerable nodes, bool markers, - int attribs, bool jettison) - { - int index = 0; - - foreach (var vertex in nodes) - { - if (!jettison || vertex.type != VertexType.UndeadVertex) - { - // Vertex number, x and y coordinates. - writer.Write("{0} {1} {2}", index, vertex.x.ToString(nfi), vertex.y.ToString(nfi)); - -#if USE_ATTRIBS - // Write attributes. - for (int j = 0; j < attribs; j++) - { - writer.Write(" {0}", vertex.attributes[j].ToString(nfi)); - } -#endif - - if (markers) - { - // Write the boundary marker. - writer.Write(" {0}", vertex.label); - } - - writer.WriteLine(); - - index++; - } - } - } - - /// - /// Write the triangles to an .ele file. - /// - /// - /// - public void WriteElements(Mesh mesh, string filename) - { - Otri tri = default(Otri); - Vertex p1, p2, p3; - bool regions = mesh.behavior.useRegions; - - int j = 0; - - tri.orient = 0; - - using (var writer = new StreamWriter(filename)) - { - // Number of triangles, vertices per triangle, attributes per triangle. - writer.WriteLine("{0} 3 {1}", mesh.triangles.Count, regions ? 1 : 0); - - foreach (var item in mesh.triangles) - { - tri.tri = item; - - p1 = tri.Org(); - p2 = tri.Dest(); - p3 = tri.Apex(); - - // Triangle number, indices for three vertices. - writer.Write("{0} {1} {2} {3}", j, p1.id, p2.id, p3.id); - - if (regions) - { - writer.Write(" {0}", tri.tri.label); - } - - writer.WriteLine(); - - // Number elements - item.id = j++; - } - } - } - - /// - /// Write the segments and holes to a .poly file. - /// - /// Data source. - /// File name. - /// Write nodes into this file. - /// If the nodes should not be written into this file, - /// make sure a .node file was written before, so that the nodes - /// are numbered right. - public void WritePoly(IPolygon polygon, string filename) - { - bool hasMarkers = polygon.HasSegmentMarkers; - - using (var writer = new StreamWriter(filename)) - { - // TODO: write vertex attributes - - writer.WriteLine("{0} 2 0 {1}", polygon.Points.Count, polygon.HasPointMarkers ? "1" : "0"); - - // Write nodes to this file. - WriteNodes(writer, polygon.Points, polygon.HasPointMarkers, 0, false); - - // Number of segments, number of boundary markers (zero or one). - writer.WriteLine("{0} {1}", polygon.Segments.Count, hasMarkers ? "1" : "0"); - - Vertex p, q; - - int j = 0; - foreach (var seg in polygon.Segments) - { - p = seg.GetVertex(0); - q = seg.GetVertex(1); - - // Segment number, indices of its two endpoints, and possibly a marker. - if (hasMarkers) - { - writer.WriteLine("{0} {1} {2} {3}", j, p.ID, q.ID, seg.Label); - } - else - { - writer.WriteLine("{0} {1} {2}", j, p.ID, q.ID); - } - - j++; - } - - // Holes - j = 0; - writer.WriteLine("{0}", polygon.Holes.Count); - foreach (var hole in polygon.Holes) - { - writer.WriteLine("{0} {1} {2}", j++, hole.X.ToString(nfi), hole.Y.ToString(nfi)); - } - - // Regions - if (polygon.Regions.Count > 0) - { - j = 0; - writer.WriteLine("{0}", polygon.Regions.Count); - foreach (var region in polygon.Regions) - { - writer.WriteLine("{0} {1} {2} {3}", j, region.point.X.ToString(nfi), - region.point.Y.ToString(nfi), region.id); - - j++; - } - } - } - } - - /// - /// Write the segments and holes to a .poly file. - /// - /// - /// - public void WritePoly(Mesh mesh, string filename) - { - WritePoly(mesh, filename, true); - } - - /// - /// Write the segments and holes to a .poly file. - /// - /// Data source. - /// File name. - /// Write nodes into this file. - /// If the nodes should not be written into this file, - /// make sure a .node file was written before, so that the nodes - /// are numbered right. - public void WritePoly(Mesh mesh, string filename, bool writeNodes) - { - Osub subseg = default(Osub); - Vertex pt1, pt2; - - bool useBoundaryMarkers = mesh.behavior.UseBoundaryMarkers; - - using (var writer = new StreamWriter(filename)) - { - if (writeNodes) - { - // Write nodes to this file. - WriteNodes(writer, mesh); - } - else - { - // The zero indicates that the vertices are in a separate .node file. - // Followed by number of dimensions, number of vertex attributes, - // and number of boundary markers (zero or one). - writer.WriteLine("0 {0} {1} {2}", mesh.mesh_dim, mesh.nextras, - useBoundaryMarkers ? "1" : "0"); - } - - // Number of segments, number of boundary markers (zero or one). - writer.WriteLine("{0} {1}", mesh.subsegs.Count, - useBoundaryMarkers ? "1" : "0"); - - subseg.orient = 0; - - int j = 0; - foreach (var item in mesh.subsegs.Values) - { - subseg.seg = item; - - pt1 = subseg.Org(); - pt2 = subseg.Dest(); - - // Segment number, indices of its two endpoints, and possibly a marker. - if (useBoundaryMarkers) - { - writer.WriteLine("{0} {1} {2} {3}", j, pt1.id, pt2.id, subseg.seg.boundary); - } - else - { - writer.WriteLine("{0} {1} {2}", j, pt1.id, pt2.id); - } - - j++; - } - - // Holes - j = 0; - writer.WriteLine("{0}", mesh.holes.Count); - foreach (var hole in mesh.holes) - { - writer.WriteLine("{0} {1} {2}", j++, hole.X.ToString(nfi), hole.Y.ToString(nfi)); - } - - // Regions - if (mesh.regions.Count > 0) - { - j = 0; - writer.WriteLine("{0}", mesh.regions.Count); - foreach (var region in mesh.regions) - { - writer.WriteLine("{0} {1} {2} {3}", j, region.point.X.ToString(nfi), - region.point.Y.ToString(nfi), region.id); - - j++; - } - } - } - } - - /// - /// Write the edges to an .edge file. - /// - /// - /// - public void WriteEdges(Mesh mesh, string filename) - { - Otri tri = default(Otri), trisym = default(Otri); - Osub checkmark = default(Osub); - Vertex p1, p2; - - Behavior behavior = mesh.behavior; - - using (var writer = new StreamWriter(filename)) - { - // Number of edges, number of boundary markers (zero or one). - writer.WriteLine("{0} {1}", mesh.NumberOfEdges, behavior.UseBoundaryMarkers ? "1" : "0"); - - long index = 0; - // To loop over the set of edges, loop over all triangles, and look at - // the three edges of each triangle. If there isn't another triangle - // adjacent to the edge, operate on the edge. If there is another - // adjacent triangle, operate on the edge only if the current triangle - // has a smaller pointer than its neighbor. This way, each edge is - // considered only once. - foreach (var item in mesh.triangles) - { - tri.tri = item; - - for (tri.orient = 0; tri.orient < 3; tri.orient++) - { - tri.Sym(ref trisym); - if ((tri.tri.id < trisym.tri.id) || (trisym.tri.id == Mesh.DUMMY)) - { - p1 = tri.Org(); - p2 = tri.Dest(); - - if (behavior.UseBoundaryMarkers) - { - // Edge number, indices of two endpoints, and a boundary marker. - // If there's no subsegment, the boundary marker is zero. - if (behavior.useSegments) - { - tri.Pivot(ref checkmark); - - if (checkmark.seg.hash == Mesh.DUMMY) - { - writer.WriteLine("{0} {1} {2} {3}", index, p1.id, p2.id, 0); - } - else - { - writer.WriteLine("{0} {1} {2} {3}", index, p1.id, p2.id, - checkmark.seg.boundary); - } - } - else - { - writer.WriteLine("{0} {1} {2} {3}", index, p1.id, p2.id, - trisym.tri.id == Mesh.DUMMY ? "1" : "0"); - } - } - else - { - // Edge number, indices of two endpoints. - writer.WriteLine("{0} {1} {2}", index, p1.id, p2.id); - } - - index++; - } - } - } - } - } - - /// - /// Write the triangle neighbors to a .neigh file. - /// - /// - /// - /// WARNING: Be sure WriteElements has been called before, - /// so the elements are numbered right! - public void WriteNeighbors(Mesh mesh, string filename) - { - Otri tri = default(Otri), trisym = default(Otri); - int n1, n2, n3; - int i = 0; - - using (StreamWriter writer = new StreamWriter(filename)) - { - // Number of triangles, three neighbors per triangle. - writer.WriteLine("{0} 3", mesh.triangles.Count); - - foreach (var item in mesh.triangles) - { - tri.tri = item; - - tri.orient = 1; - tri.Sym(ref trisym); - n1 = trisym.tri.id; - - tri.orient = 2; - tri.Sym(ref trisym); - n2 = trisym.tri.id; - - tri.orient = 0; - tri.Sym(ref trisym); - n3 = trisym.tri.id; - - // Triangle number, neighboring triangle numbers. - writer.WriteLine("{0} {1} {2} {3}", i++, n1, n2, n3); - } - } - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.IO +{ + using System.Collections.Generic; + using System.Globalization; + using System.IO; + using TriangleNet.Geometry; + using TriangleNet.Topology; + + /// + /// Helper methods for writing Triangle file formats. + /// + public class TriangleWriter + { + static NumberFormatInfo nfi = NumberFormatInfo.InvariantInfo; + + /// + /// Number the vertices and write them to a .node file. + /// + /// + /// + public void Write(Mesh mesh, string filename) + { + WritePoly(mesh, Path.ChangeExtension(filename, ".poly")); + WriteElements(mesh, Path.ChangeExtension(filename, ".ele")); + } + + /// + /// Number the vertices and write them to a .node file. + /// + /// + /// + public void WriteNodes(Mesh mesh, string filename) + { + using (var writer = new StreamWriter(filename)) + { + WriteNodes(writer, mesh); + } + } + + /// + /// Number the vertices and write them to a .node file. + /// + private void WriteNodes(StreamWriter writer, Mesh mesh) + { + int outvertices = mesh.vertices.Count; + int nextras = mesh.nextras; + + Behavior behavior = mesh.behavior; + + if (behavior.Jettison) + { + outvertices = mesh.vertices.Count - mesh.undeads; + } + + if (writer != null) + { + // Number of vertices, number of dimensions, number of vertex attributes, + // and number of boundary markers (zero or one). + writer.WriteLine("{0} {1} {2} {3}", outvertices, mesh.mesh_dim, nextras, + behavior.UseBoundaryMarkers ? "1" : "0"); + + if (mesh.numbering == NodeNumbering.None) + { + // If the mesh isn't numbered yet, use linear node numbering. + mesh.Renumber(); + } + + if (mesh.numbering == NodeNumbering.Linear) + { + // If numbering is linear, just use the dictionary values. + WriteNodes(writer, mesh.vertices.Values, behavior.UseBoundaryMarkers, + nextras, behavior.Jettison); + } + else + { + // If numbering is not linear, a simple 'foreach' traversal of the dictionary + // values doesn't reflect the actual numbering. Use an array instead. + + // TODO: Could use a custom sorting function on dictionary values instead. + Vertex[] nodes = new Vertex[mesh.vertices.Count]; + + foreach (var node in mesh.vertices.Values) + { + nodes[node.id] = node; + } + + WriteNodes(writer, nodes, behavior.UseBoundaryMarkers, + nextras, behavior.Jettison); + } + } + } + + /// + /// Write the vertices to a stream. + /// + /// + /// + private void WriteNodes(StreamWriter writer, IEnumerable nodes, bool markers, + int attribs, bool jettison) + { + int index = 0; + + foreach (var vertex in nodes) + { + if (!jettison || vertex.type != VertexType.UndeadVertex) + { + // Vertex number, x and y coordinates. + writer.Write("{0} {1} {2}", index, vertex.x.ToString(nfi), vertex.y.ToString(nfi)); + +#if USE_ATTRIBS + // Write attributes. + for (int j = 0; j < attribs; j++) + { + writer.Write(" {0}", vertex.attributes[j].ToString(nfi)); + } +#endif + + if (markers) + { + // Write the boundary marker. + writer.Write(" {0}", vertex.label); + } + + writer.WriteLine(); + + index++; + } + } + } + + /// + /// Write the triangles to an .ele file. + /// + /// + /// + public void WriteElements(Mesh mesh, string filename) + { + Otri tri = default(Otri); + Vertex p1, p2, p3; + bool regions = mesh.behavior.useRegions; + + int j = 0; + + tri.orient = 0; + + using (var writer = new StreamWriter(filename)) + { + // Number of triangles, vertices per triangle, attributes per triangle. + writer.WriteLine("{0} 3 {1}", mesh.triangles.Count, regions ? 1 : 0); + + foreach (var item in mesh.triangles) + { + tri.tri = item; + + p1 = tri.Org(); + p2 = tri.Dest(); + p3 = tri.Apex(); + + // Triangle number, indices for three vertices. + writer.Write("{0} {1} {2} {3}", j, p1.id, p2.id, p3.id); + + if (regions) + { + writer.Write(" {0}", tri.tri.label); + } + + writer.WriteLine(); + + // Number elements + item.id = j++; + } + } + } + + /// + /// Write the segments and holes to a .poly file. + /// + /// Data source. + /// File name. + /// Write nodes into this file. + /// If the nodes should not be written into this file, + /// make sure a .node file was written before, so that the nodes + /// are numbered right. + public void WritePoly(IPolygon polygon, string filename) + { + bool hasMarkers = polygon.HasSegmentMarkers; + + using (var writer = new StreamWriter(filename)) + { + // TODO: write vertex attributes + + writer.WriteLine("{0} 2 0 {1}", polygon.Points.Count, polygon.HasPointMarkers ? "1" : "0"); + + // Write nodes to this file. + WriteNodes(writer, polygon.Points, polygon.HasPointMarkers, 0, false); + + // Number of segments, number of boundary markers (zero or one). + writer.WriteLine("{0} {1}", polygon.Segments.Count, hasMarkers ? "1" : "0"); + + Vertex p, q; + + int j = 0; + foreach (var seg in polygon.Segments) + { + p = seg.GetVertex(0); + q = seg.GetVertex(1); + + // Segment number, indices of its two endpoints, and possibly a marker. + if (hasMarkers) + { + writer.WriteLine("{0} {1} {2} {3}", j, p.ID, q.ID, seg.Label); + } + else + { + writer.WriteLine("{0} {1} {2}", j, p.ID, q.ID); + } + + j++; + } + + // Holes + j = 0; + writer.WriteLine("{0}", polygon.Holes.Count); + foreach (var hole in polygon.Holes) + { + writer.WriteLine("{0} {1} {2}", j++, hole.X.ToString(nfi), hole.Y.ToString(nfi)); + } + + // Regions + if (polygon.Regions.Count > 0) + { + j = 0; + writer.WriteLine("{0}", polygon.Regions.Count); + foreach (var region in polygon.Regions) + { + writer.WriteLine("{0} {1} {2} {3}", j, region.point.X.ToString(nfi), + region.point.Y.ToString(nfi), region.id); + + j++; + } + } + } + } + + /// + /// Write the segments and holes to a .poly file. + /// + /// + /// + public void WritePoly(Mesh mesh, string filename) + { + WritePoly(mesh, filename, true); + } + + /// + /// Write the segments and holes to a .poly file. + /// + /// Data source. + /// File name. + /// Write nodes into this file. + /// If the nodes should not be written into this file, + /// make sure a .node file was written before, so that the nodes + /// are numbered right. + public void WritePoly(Mesh mesh, string filename, bool writeNodes) + { + Osub subseg = default(Osub); + Vertex pt1, pt2; + + bool useBoundaryMarkers = mesh.behavior.UseBoundaryMarkers; + + using (var writer = new StreamWriter(filename)) + { + if (writeNodes) + { + // Write nodes to this file. + WriteNodes(writer, mesh); + } + else + { + // The zero indicates that the vertices are in a separate .node file. + // Followed by number of dimensions, number of vertex attributes, + // and number of boundary markers (zero or one). + writer.WriteLine("0 {0} {1} {2}", mesh.mesh_dim, mesh.nextras, + useBoundaryMarkers ? "1" : "0"); + } + + // Number of segments, number of boundary markers (zero or one). + writer.WriteLine("{0} {1}", mesh.subsegs.Count, + useBoundaryMarkers ? "1" : "0"); + + subseg.orient = 0; + + int j = 0; + foreach (var item in mesh.subsegs.Values) + { + subseg.seg = item; + + pt1 = subseg.Org(); + pt2 = subseg.Dest(); + + // Segment number, indices of its two endpoints, and possibly a marker. + if (useBoundaryMarkers) + { + writer.WriteLine("{0} {1} {2} {3}", j, pt1.id, pt2.id, subseg.seg.boundary); + } + else + { + writer.WriteLine("{0} {1} {2}", j, pt1.id, pt2.id); + } + + j++; + } + + // Holes + j = 0; + writer.WriteLine("{0}", mesh.holes.Count); + foreach (var hole in mesh.holes) + { + writer.WriteLine("{0} {1} {2}", j++, hole.X.ToString(nfi), hole.Y.ToString(nfi)); + } + + // Regions + if (mesh.regions.Count > 0) + { + j = 0; + writer.WriteLine("{0}", mesh.regions.Count); + foreach (var region in mesh.regions) + { + writer.WriteLine("{0} {1} {2} {3}", j, region.point.X.ToString(nfi), + region.point.Y.ToString(nfi), region.id); + + j++; + } + } + } + } + + /// + /// Write the edges to an .edge file. + /// + /// + /// + public void WriteEdges(Mesh mesh, string filename) + { + Otri tri = default(Otri), trisym = default(Otri); + Osub checkmark = default(Osub); + Vertex p1, p2; + + Behavior behavior = mesh.behavior; + + using (var writer = new StreamWriter(filename)) + { + // Number of edges, number of boundary markers (zero or one). + writer.WriteLine("{0} {1}", mesh.NumberOfEdges, behavior.UseBoundaryMarkers ? "1" : "0"); + + long index = 0; + // To loop over the set of edges, loop over all triangles, and look at + // the three edges of each triangle. If there isn't another triangle + // adjacent to the edge, operate on the edge. If there is another + // adjacent triangle, operate on the edge only if the current triangle + // has a smaller pointer than its neighbor. This way, each edge is + // considered only once. + foreach (var item in mesh.triangles) + { + tri.tri = item; + + for (tri.orient = 0; tri.orient < 3; tri.orient++) + { + tri.Sym(ref trisym); + if ((tri.tri.id < trisym.tri.id) || (trisym.tri.id == Mesh.DUMMY)) + { + p1 = tri.Org(); + p2 = tri.Dest(); + + if (behavior.UseBoundaryMarkers) + { + // Edge number, indices of two endpoints, and a boundary marker. + // If there's no subsegment, the boundary marker is zero. + if (behavior.useSegments) + { + tri.Pivot(ref checkmark); + + if (checkmark.seg.hash == Mesh.DUMMY) + { + writer.WriteLine("{0} {1} {2} {3}", index, p1.id, p2.id, 0); + } + else + { + writer.WriteLine("{0} {1} {2} {3}", index, p1.id, p2.id, + checkmark.seg.boundary); + } + } + else + { + writer.WriteLine("{0} {1} {2} {3}", index, p1.id, p2.id, + trisym.tri.id == Mesh.DUMMY ? "1" : "0"); + } + } + else + { + // Edge number, indices of two endpoints. + writer.WriteLine("{0} {1} {2}", index, p1.id, p2.id); + } + + index++; + } + } + } + } + } + + /// + /// Write the triangle neighbors to a .neigh file. + /// + /// + /// + /// WARNING: Be sure WriteElements has been called before, + /// so the elements are numbered right! + public void WriteNeighbors(Mesh mesh, string filename) + { + Otri tri = default(Otri), trisym = default(Otri); + int n1, n2, n3; + int i = 0; + + using (StreamWriter writer = new StreamWriter(filename)) + { + // Number of triangles, three neighbors per triangle. + writer.WriteLine("{0} 3", mesh.triangles.Count); + + foreach (var item in mesh.triangles) + { + tri.tri = item; + + tri.orient = 1; + tri.Sym(ref trisym); + n1 = trisym.tri.id; + + tri.orient = 2; + tri.Sym(ref trisym); + n2 = trisym.tri.id; + + tri.orient = 0; + tri.Sym(ref trisym); + n3 = trisym.tri.id; + + // Triangle number, neighboring triangle numbers. + writer.WriteLine("{0} {1} {2} {3}", i++, n1, n2, n3); + } + } + } + } +} diff --git a/Triangle.NET/Triangle/IPredicates.cs b/src/Triangle/IPredicates.cs similarity index 97% rename from Triangle.NET/Triangle/IPredicates.cs rename to src/Triangle/IPredicates.cs index 895690d..ccd63e7 100644 --- a/Triangle.NET/Triangle/IPredicates.cs +++ b/src/Triangle/IPredicates.cs @@ -1,22 +1,22 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - using TriangleNet.Geometry; - - public interface IPredicates - { - double CounterClockwise(Point a, Point b, Point c); - - double InCircle(Point a, Point b, Point c, Point p); - - Point FindCircumcenter(Point org, Point dest, Point apex, ref double xi, ref double eta); - - Point FindCircumcenter(Point org, Point dest, Point apex, ref double xi, ref double eta, - double offconstant); - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + using TriangleNet.Geometry; + + public interface IPredicates + { + double CounterClockwise(Point a, Point b, Point c); + + double InCircle(Point a, Point b, Point c, Point p); + + Point FindCircumcenter(Point org, Point dest, Point apex, ref double xi, ref double eta); + + Point FindCircumcenter(Point org, Point dest, Point apex, ref double xi, ref double eta, + double offconstant); + } +} diff --git a/Triangle.NET/Triangle/Log.cs b/src/Triangle/Log.cs similarity index 96% rename from Triangle.NET/Triangle/Log.cs rename to src/Triangle/Log.cs index b5e577b..16ad278 100644 --- a/Triangle.NET/Triangle/Log.cs +++ b/src/Triangle/Log.cs @@ -1,84 +1,84 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - using System.Collections.Generic; - using TriangleNet.Logging; - - /// - /// A simple logger, which logs messages to a List. - /// - /// Using singleton pattern as proposed by Jon Skeet. - /// http://csharpindepth.com/Articles/General/Singleton.aspx - /// - public sealed class Log : ILog - { - /// - /// Log detailed information. - /// - public static bool Verbose { get; set; } - - private List log = new List(); - - private LogLevel level = LogLevel.Info; - - #region Singleton pattern - - private static readonly Log instance = new Log(); - - // Explicit static constructor to tell C# compiler - // not to mark type as beforefieldinit - static Log() { } - - private Log() { } - - public static ILog Instance - { - get - { - return instance; - } - } - - #endregion - - public void Add(LogItem item) - { - log.Add(item); - } - - public void Clear() - { - log.Clear(); - } - - public void Info(string message) - { - log.Add(new LogItem(LogLevel.Info, message)); - } - - public void Warning(string message, string location) - { - log.Add(new LogItem(LogLevel.Warning, message, location)); - } - - public void Error(string message, string location) - { - log.Add(new LogItem(LogLevel.Error, message, location)); - } - - public IList Data - { - get { return log; } - } - - public LogLevel Level - { - get { return level; } - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + using System.Collections.Generic; + using TriangleNet.Logging; + + /// + /// A simple logger, which logs messages to a List. + /// + /// Using singleton pattern as proposed by Jon Skeet. + /// http://csharpindepth.com/Articles/General/Singleton.aspx + /// + public sealed class Log : ILog + { + /// + /// Log detailed information. + /// + public static bool Verbose { get; set; } + + private List log = new List(); + + private LogLevel level = LogLevel.Info; + + #region Singleton pattern + + private static readonly Log instance = new Log(); + + // Explicit static constructor to tell C# compiler + // not to mark type as beforefieldinit + static Log() { } + + private Log() { } + + public static ILog Instance + { + get + { + return instance; + } + } + + #endregion + + public void Add(LogItem item) + { + log.Add(item); + } + + public void Clear() + { + log.Clear(); + } + + public void Info(string message) + { + log.Add(new LogItem(LogLevel.Info, message)); + } + + public void Warning(string message, string location) + { + log.Add(new LogItem(LogLevel.Warning, message, location)); + } + + public void Error(string message, string location) + { + log.Add(new LogItem(LogLevel.Error, message, location)); + } + + public IList Data + { + get { return log; } + } + + public LogLevel Level + { + get { return level; } + } + } +} diff --git a/Triangle.NET/Triangle/Logging/ILog.cs b/src/Triangle/Logging/ILog.cs similarity index 96% rename from Triangle.NET/Triangle/Logging/ILog.cs rename to src/Triangle/Logging/ILog.cs index f0184a9..0128514 100644 --- a/Triangle.NET/Triangle/Logging/ILog.cs +++ b/src/Triangle/Logging/ILog.cs @@ -1,34 +1,34 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Logging -{ - using System.Collections.Generic; - - public enum LogLevel - { - Info = 0, - Warning = 1, - Error = 2 - } - - /// - /// A basic log interface. - /// - public interface ILog where T : ILogItem - { - void Add(T item); - void Clear(); - - void Info(string message); - void Error(string message, string info); - void Warning(string message, string info); - - IList Data { get; } - - LogLevel Level { get; } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Logging +{ + using System.Collections.Generic; + + public enum LogLevel + { + Info = 0, + Warning = 1, + Error = 2 + } + + /// + /// A basic log interface. + /// + public interface ILog where T : ILogItem + { + void Add(T item); + void Clear(); + + void Info(string message); + void Error(string message, string info); + void Warning(string message, string info); + + IList Data { get; } + + LogLevel Level { get; } + } +} diff --git a/Triangle.NET/Triangle/Logging/ILogItem.cs b/src/Triangle/Logging/ILogItem.cs similarity index 96% rename from Triangle.NET/Triangle/Logging/ILogItem.cs rename to src/Triangle/Logging/ILogItem.cs index 7ed0761..777e7d8 100644 --- a/Triangle.NET/Triangle/Logging/ILogItem.cs +++ b/src/Triangle/Logging/ILogItem.cs @@ -1,21 +1,21 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Logging -{ - using System; - - /// - /// A basic log item interface. - /// - public interface ILogItem - { - DateTime Time { get; } - LogLevel Level { get; } - string Message { get; } - string Info { get; } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Logging +{ + using System; + + /// + /// A basic log item interface. + /// + public interface ILogItem + { + DateTime Time { get; } + LogLevel Level { get; } + string Message { get; } + string Info { get; } + } +} diff --git a/Triangle.NET/Triangle/Logging/LogItem.cs b/src/Triangle/Logging/LogItem.cs similarity index 95% rename from Triangle.NET/Triangle/Logging/LogItem.cs rename to src/Triangle/Logging/LogItem.cs index 1be74bc..8eb55ab 100644 --- a/Triangle.NET/Triangle/Logging/LogItem.cs +++ b/src/Triangle/Logging/LogItem.cs @@ -1,53 +1,53 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Logging -{ - using System; - - /// - /// Represents an item stored in the log. - /// - public class LogItem : ILogItem - { - DateTime time; - LogLevel level; - string message; - string info; - - public DateTime Time - { - get { return time; } - } - - public LogLevel Level - { - get { return level; } - } - - public string Message - { - get { return message; } - } - - public string Info - { - get { return info; } - } - - public LogItem(LogLevel level, string message) - : this(level, message, "") - { } - - public LogItem(LogLevel level, string message, string info) - { - this.time = DateTime.Now; - this.level = level; - this.message = message; - this.info = info; - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Logging +{ + using System; + + /// + /// Represents an item stored in the log. + /// + public class LogItem : ILogItem + { + DateTime time; + LogLevel level; + string message; + string info; + + public DateTime Time + { + get { return time; } + } + + public LogLevel Level + { + get { return level; } + } + + public string Message + { + get { return message; } + } + + public string Info + { + get { return info; } + } + + public LogItem(LogLevel level, string message) + : this(level, message, "") + { } + + public LogItem(LogLevel level, string message, string info) + { + this.time = DateTime.Now; + this.level = level; + this.message = message; + this.info = info; + } + } +} diff --git a/Triangle.NET/Triangle/Mesh.cs b/src/Triangle/Mesh.cs similarity index 97% rename from Triangle.NET/Triangle/Mesh.cs rename to src/Triangle/Mesh.cs index ad2deb2..dd27cc9 100644 --- a/Triangle.NET/Triangle/Mesh.cs +++ b/src/Triangle/Mesh.cs @@ -1,1768 +1,1768 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - using System; - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Logging; - using TriangleNet.Meshing; - using TriangleNet.Meshing.Data; - using TriangleNet.Meshing.Iterators; - using TriangleNet.Tools; - using TriangleNet.Topology; - - /// - /// Mesh data structure. - /// - public class Mesh : IMesh - { - #region Variables - - IPredicates predicates; - - ILog logger; - - QualityMesher qualityMesher; - - // Stack that maintains a list of recently flipped triangles. - Stack flipstack; - - // TODO: Check if custom hashmap implementation could be faster. - - // Using hashsets for memory management should quite fast. - internal TrianglePool triangles; - internal Dictionary subsegs; - internal Dictionary vertices; - - // Hash seeds (should belong to mesh instance) - internal int hash_vtx = 0; - internal int hash_seg = 0; - internal int hash_tri = 0; - - internal List holes; - internal List regions; - - // TODO: remove mesh_dim, invertices and insegments - - // Other variables. - internal Rectangle bounds; // x and y bounds. - internal int invertices; // Number of input vertices. - internal int insegments; // Number of input segments. - internal int undeads; // Number of input vertices that don't appear in the mesh. - internal int mesh_dim; // Dimension (ought to be 2). - internal int nextras; // Number of attributes per vertex. - //internal int eextras; // Number of attributes per triangle. - internal int hullsize; // Number of edges in convex hull. - internal int steinerleft; // Number of Steiner points not yet used. - internal bool checksegments; // Are there segments in the triangulation yet? - internal bool checkquality; // Has quality triangulation begun yet? - - // Triangular bounding box vertices. - internal Vertex infvertex1, infvertex2, infvertex3; - - internal TriangleLocator locator; - - // Controls the behavior of the mesh instance. - internal Behavior behavior; - - // The current node numbering - internal NodeNumbering numbering; - - #endregion - - #region Public properties - - /// - /// Gets the mesh bounding box. - /// - public Rectangle Bounds - { - get { return this.bounds; } - } - - /// - /// Gets the mesh vertices. - /// - public ICollection Vertices - { - get { return this.vertices.Values; } - } - - /// - /// Gets the mesh holes. - /// - public IList Holes - { - get { return this.holes; } - } - - /// - /// Gets the mesh triangles. - /// - public ICollection Triangles - { - get { return this.triangles; } - } - - /// - /// Gets the mesh segments. - /// - public ICollection Segments - { - get { return this.subsegs.Values; } - } - - /// - /// Gets the mesh edges. - /// - public IEnumerable Edges - { - get - { - var e = new EdgeIterator(this); - while (e.MoveNext()) - { - yield return e.Current; - } - } - } - - /// - /// Gets the number of input vertices. - /// - public int NumberOfInputPoints - { - get { return invertices; } - } - - /// - /// Gets the number of mesh edges. - /// - public int NumberOfEdges - { - get { return (3 * triangles.Count + hullsize) / 2; } - } - - /// - /// Indicates whether the input is a PSLG or a point set. - /// - public bool IsPolygon - { - get { return this.insegments > 0; } - } - - /// - /// Gets the current node numbering. - /// - public NodeNumbering CurrentNumbering - { - get { return numbering; } - } - - #endregion - - #region "Outer space" variables - - internal const int DUMMY = -1; - - // The triangle that fills "outer space," called 'dummytri', is pointed to - // by every triangle and subsegment on a boundary (be it outer or inner) of - // the triangulation. Also, 'dummytri' points to one of the triangles on - // the convex hull (until the holes and concavities are carved), making it - // possible to find a starting triangle for point location. - - // 'dummytri' and 'dummysub' are generally required to fulfill only a few - // invariants: their vertices must remain NULL and 'dummytri' must always - // be bonded (at offset zero) to some triangle on the convex hull of the - // mesh, via a boundary edge. Otherwise, the connections of 'dummytri' and - // 'dummysub' may change willy-nilly. This makes it possible to avoid - // writing a good deal of special-case code (in the edge flip, for example) - // for dealing with the boundary of the mesh, places where no subsegment is - // present, and so forth. Other entities are frequently bonded to - // 'dummytri' and 'dummysub' as if they were real mesh entities, with no - // harm done. - - internal Triangle dummytri; - - // Set up 'dummysub', the omnipresent subsegment pointed to by any - // triangle side or subsegment end that isn't attached to a real - // subsegment. - - internal SubSegment dummysub; - - private void Initialize() - { - dummysub = new SubSegment(); - dummysub.hash = DUMMY; - - // Initialize the two adjoining subsegments to be the omnipresent - // subsegment. These will eventually be changed by various bonding - // operations, but their values don't really matter, as long as they - // can legally be dereferenced. - dummysub.subsegs[0].seg = dummysub; - dummysub.subsegs[1].seg = dummysub; - - // Set up 'dummytri', the 'triangle' that occupies "outer space." - dummytri = new Triangle(); - dummytri.hash = dummytri.id = DUMMY; - - // Initialize the three adjoining triangles to be "outer space." These - // will eventually be changed by various bonding operations, but their - // values don't really matter, as long as they can legally be - // dereferenced. - dummytri.neighbors[0].tri = dummytri; - dummytri.neighbors[1].tri = dummytri; - dummytri.neighbors[2].tri = dummytri; - - // Initialize the three adjoining subsegments of 'dummytri' to be - // the omnipresent subsegment. - dummytri.subsegs[0].seg = dummysub; - dummytri.subsegs[1].seg = dummysub; - dummytri.subsegs[2].seg = dummysub; - } - - #endregion - - /// - /// Initializes a new instance of the class. - /// - public Mesh(Configuration config) - { - Initialize(); - - logger = Log.Instance; - - behavior = new Behavior(); - - vertices = new Dictionary(); - subsegs = new Dictionary(); - - triangles = config.TrianglePool(); - - flipstack = new Stack(); - - holes = new List(); - regions = new List(); - - steinerleft = -1; - - this.predicates = config.Predicates(); - - this.locator = new TriangleLocator(this, predicates); - } - - public void Refine(QualityOptions quality, bool delaunay = false) - { - invertices = vertices.Count; - - if (behavior.Poly) - { - insegments = behavior.useSegments ? subsegs.Count : hullsize; - } - - Reset(); - - if (qualityMesher == null) - { - qualityMesher = new QualityMesher(this, new Configuration()); - } - - // Enforce angle and area constraints. - qualityMesher.Apply(quality, delaunay); - } - - /// - /// Renumber vertex and triangle id's. - /// - public void Renumber() - { - this.Renumber(NodeNumbering.Linear); - } - - /// - /// Renumber vertex and triangle id's. - /// - public void Renumber(NodeNumbering num) - { - // Don't need to do anything if the nodes are already numbered. - if (num == this.numbering) - { - return; - } - - int id; - - if (num == NodeNumbering.Linear) - { - id = 0; - foreach (var node in this.vertices.Values) - { - node.id = id++; - } - } - else if (num == NodeNumbering.CuthillMcKee) - { - var rcm = new CuthillMcKee(); - var iperm = rcm.Renumber(this); - - // Permute the node indices. - foreach (var node in this.vertices.Values) - { - node.id = iperm[node.id]; - } - } - - // Remember the current numbering. - numbering = num; - - // Triangles will always be numbered from 0 to n-1 - id = 0; - foreach (var item in this.triangles) - { - item.id = id++; - } - } - - #region Misc - - /// - /// Set QualityMesher for mesh refinement. - /// - /// - internal void SetQualityMesher(QualityMesher qmesher) - { - qualityMesher = qmesher; - } - - internal void CopyTo(Mesh target) - { - target.vertices = this.vertices; - target.triangles = this.triangles; - target.subsegs = this.subsegs; - - target.holes = this.holes; - target.regions = this.regions; - - target.hash_vtx = this.hash_vtx; - target.hash_seg = this.hash_seg; - target.hash_tri = this.hash_tri; - - target.numbering = this.numbering; - target.hullsize = this.hullsize; - } - - /// - /// Reset all the mesh data. This method will also wipe - /// out all mesh data. - /// - private void ResetData() - { - vertices.Clear(); - triangles.Restart(); - subsegs.Clear(); - - holes.Clear(); - regions.Clear(); - - this.hash_vtx = 0; - this.hash_seg = 0; - this.hash_tri = 0; - - flipstack.Clear(); - - hullsize = 0; - - Reset(); - - locator.Reset(); - } - - /// - /// Reset the mesh triangulation state. - /// - private void Reset() - { - numbering = NodeNumbering.None; - - undeads = 0; // No eliminated input vertices yet. - checksegments = false; // There are no segments in the triangulation yet. - checkquality = false; // The quality triangulation stage has not begun. - - Statistic.InCircleCount = 0; - Statistic.CounterClockwiseCount = 0; - Statistic.InCircleAdaptCount = 0; - Statistic.CounterClockwiseAdaptCount = 0; - Statistic.Orient3dCount = 0; - Statistic.HyperbolaCount = 0; - Statistic.CircleTopCount = 0; - Statistic.CircumcenterCount = 0; - } - - /// - /// Read the vertices from memory. - /// - /// The input data. - internal void TransferNodes(IList points) - { - this.invertices = points.Count; - this.mesh_dim = 2; - this.bounds = new Rectangle(); - - if (this.invertices < 3) - { - logger.Error("Input must have at least three input vertices.", "Mesh.TransferNodes()"); - throw new Exception("Input must have at least three input vertices."); - } - - var v = points[0]; - -#if USE_ATTRIBS - // Check attributes. - this.nextras = v.attributes == null ? 0 : v.attributes.Length; -#endif - - // Simple heuristic to check if ids are already set. We assume that if the - // first two vertex ids are distinct, then all input vertices have pairwise - // distinct ids. - bool userId = (v.id != points[1].id); - - foreach (var p in points) - { - if (userId) - { - p.hash = p.id; - - // Make sure the hash counter gets updated. - hash_vtx = Math.Max(p.hash + 1, hash_vtx); - } - else - { - p.hash = p.id = hash_vtx++; - } - - this.vertices.Add(p.hash, p); - this.bounds.Expand(p); - } - } - - /// - /// Construct a mapping from vertices to triangles to improve the speed of - /// point location for segment insertion. - /// - /// - /// Traverses all the triangles, and provides each corner of each triangle - /// with a pointer to that triangle. Of course, pointers will be overwritten - /// by other pointers because (almost) each vertex is a corner of several - /// triangles, but in the end every vertex will point to some triangle - /// that contains it. - /// - internal void MakeVertexMap() - { - Otri tri = default(Otri); - Vertex triorg; - - foreach (var t in this.triangles) - { - tri.tri = t; - // Check all three vertices of the triangle. - for (tri.orient = 0; tri.orient < 3; tri.orient++) - { - triorg = tri.Org(); - triorg.tri = tri; - } - } - } - - #endregion - - #region Factory - - /// - /// Create a new triangle with orientation zero. - /// - /// Reference to the new triangle. - internal void MakeTriangle(ref Otri newotri) - { - Triangle tri = triangles.Get(); - - //tri.id = tri.hash; - - tri.subsegs[0].seg = dummysub; - tri.subsegs[1].seg = dummysub; - tri.subsegs[2].seg = dummysub; - - tri.neighbors[0].tri = dummytri; - tri.neighbors[1].tri = dummytri; - tri.neighbors[2].tri = dummytri; - - newotri.tri = tri; - newotri.orient = 0; - } - - /// - /// Create a new subsegment with orientation zero. - /// - /// Reference to the new subseg. - internal void MakeSegment(ref Osub newsubseg) - { - var seg = new SubSegment(); - - seg.hash = this.hash_seg++; - - seg.subsegs[0].seg = dummysub; - seg.subsegs[1].seg = dummysub; - - seg.triangles[0].tri = dummytri; - seg.triangles[1].tri = dummytri; - - newsubseg.seg = seg; - newsubseg.orient = 0; - - subsegs.Add(seg.hash, seg); - } - - #endregion - - #region Manipulation - - /// - /// Insert a vertex into a Delaunay triangulation, performing flips as necessary - /// to maintain the Delaunay property. - /// - /// The point to be inserted. - /// The triangle to start the search. - /// Segment to split. - /// Check for creation of encroached subsegments. - /// Check for creation of bad quality triangles. - /// If a duplicate vertex or violated segment does not prevent the - /// vertex from being inserted, the return value will be ENCROACHINGVERTEX if - /// the vertex encroaches upon a subsegment (and checking is enabled), or - /// SUCCESSFULVERTEX otherwise. In either case, 'searchtri' is set to a handle - /// whose origin is the newly inserted vertex. - /// - /// The point 'newvertex' is located. If 'searchtri.triangle' is not NULL, - /// the search for the containing triangle begins from 'searchtri'. If - /// 'searchtri.triangle' is NULL, a full point location procedure is called. - /// If 'insertvertex' is found inside a triangle, the triangle is split into - /// three; if 'insertvertex' lies on an edge, the edge is split in two, - /// thereby splitting the two adjacent triangles into four. Edge flips are - /// used to restore the Delaunay property. If 'insertvertex' lies on an - /// existing vertex, no action is taken, and the value DUPLICATEVERTEX is - /// returned. On return, 'searchtri' is set to a handle whose origin is the - /// existing vertex. - /// - /// InsertVertex() does not use flip() for reasons of speed; some - /// information can be reused from edge flip to edge flip, like the - /// locations of subsegments. - /// - /// Param 'splitseg': Normally, the parameter 'splitseg' is set to NULL, - /// implying that no subsegment should be split. In this case, if 'insertvertex' - /// is found to lie on a segment, no action is taken, and the value VIOLATINGVERTEX - /// is returned. On return, 'searchtri' is set to a handle whose primary edge is the - /// violated subsegment. - /// If the calling routine wishes to split a subsegment by inserting a vertex in it, - /// the parameter 'splitseg' should be that subsegment. In this case, 'searchtri' - /// MUST be the triangle handle reached by pivoting from that subsegment; no point - /// location is done. - /// - /// Param 'segmentflaws': Flags that indicate whether or not there should - /// be checks for the creation of encroached subsegments. If a newly inserted - /// vertex encroaches upon subsegments, these subsegments are added to the list - /// of subsegments to be split if 'segmentflaws' is set. - /// - /// Param 'triflaws': Flags that indicate whether or not there should be - /// checks for the creation of bad quality triangles. If bad triangles are - /// created, these are added to the queue if 'triflaws' is set. - /// - internal InsertVertexResult InsertVertex(Vertex newvertex, ref Otri searchtri, - ref Osub splitseg, bool segmentflaws, bool triflaws) - { - Otri horiz = default(Otri); - Otri top = default(Otri); - Otri botleft = default(Otri), botright = default(Otri); - Otri topleft = default(Otri), topright = default(Otri); - Otri newbotleft = default(Otri), newbotright = default(Otri); - Otri newtopright = default(Otri); - Otri botlcasing = default(Otri), botrcasing = default(Otri); - Otri toplcasing = default(Otri), toprcasing = default(Otri); - Otri testtri = default(Otri); - Osub botlsubseg = default(Osub), botrsubseg = default(Osub); - Osub toplsubseg = default(Osub), toprsubseg = default(Osub); - Osub brokensubseg = default(Osub); - Osub checksubseg = default(Osub); - Osub rightsubseg = default(Osub); - Osub newsubseg = default(Osub); - BadSubseg encroached; - //FlipStacker newflip; - Vertex first; - Vertex leftvertex, rightvertex, botvertex, topvertex, farvertex; - Vertex segmentorg, segmentdest; - int region; - double area; - InsertVertexResult success; - LocateResult intersect; - bool doflip; - bool mirrorflag; - bool enq; - - if (splitseg.seg == null) - { - // Find the location of the vertex to be inserted. Check if a good - // starting triangle has already been provided by the caller. - if (searchtri.tri.id == DUMMY) - { - // Find a boundary triangle. - horiz.tri = dummytri; - horiz.orient = 0; - horiz.Sym(); - - // Search for a triangle containing 'newvertex'. - intersect = locator.Locate(newvertex, ref horiz); - } - else - { - // Start searching from the triangle provided by the caller. - searchtri.Copy(ref horiz); - intersect = locator.PreciseLocate(newvertex, ref horiz, true); - } - } - else - { - // The calling routine provides the subsegment in which - // the vertex is inserted. - searchtri.Copy(ref horiz); - intersect = LocateResult.OnEdge; - } - - if (intersect == LocateResult.OnVertex) - { - // There's already a vertex there. Return in 'searchtri' a triangle - // whose origin is the existing vertex. - horiz.Copy(ref searchtri); - locator.Update(ref horiz); - return InsertVertexResult.Duplicate; - } - if ((intersect == LocateResult.OnEdge) || (intersect == LocateResult.Outside)) - { - // The vertex falls on an edge or boundary. - if (checksegments && (splitseg.seg == null)) - { - // Check whether the vertex falls on a subsegment. - horiz.Pivot(ref brokensubseg); - if (brokensubseg.seg.hash != DUMMY) - { - // The vertex falls on a subsegment, and hence will not be inserted. - if (segmentflaws) - { - enq = behavior.NoBisect != 2; - if (enq && (behavior.NoBisect == 1)) - { - // This subsegment may be split only if it is an - // internal boundary. - horiz.Sym(ref testtri); - enq = testtri.tri.id != DUMMY; - } - if (enq) - { - // Add the subsegment to the list of encroached subsegments. - encroached = new BadSubseg(); - encroached.subseg = brokensubseg; - encroached.org = brokensubseg.Org(); - encroached.dest = brokensubseg.Dest(); - - qualityMesher.AddBadSubseg(encroached); - } - } - // Return a handle whose primary edge contains the vertex, - // which has not been inserted. - horiz.Copy(ref searchtri); - locator.Update(ref horiz); - return InsertVertexResult.Violating; - } - } - - // Insert the vertex on an edge, dividing one triangle into two (if - // the edge lies on a boundary) or two triangles into four. - horiz.Lprev(ref botright); - botright.Sym(ref botrcasing); - horiz.Sym(ref topright); - // Is there a second triangle? (Or does this edge lie on a boundary?) - mirrorflag = topright.tri.id != DUMMY; - if (mirrorflag) - { - topright.Lnext(); - topright.Sym(ref toprcasing); - MakeTriangle(ref newtopright); - } - else - { - // Splitting a boundary edge increases the number of boundary edges. - hullsize++; - } - MakeTriangle(ref newbotright); - - // Set the vertices of changed and new triangles. - rightvertex = horiz.Org(); - leftvertex = horiz.Dest(); - botvertex = horiz.Apex(); - newbotright.SetOrg(botvertex); - newbotright.SetDest(rightvertex); - newbotright.SetApex(newvertex); - horiz.SetOrg(newvertex); - - // Set the region of a new triangle. - newbotright.tri.label = botright.tri.label; - - if (behavior.VarArea) - { - // Set the area constraint of a new triangle. - newbotright.tri.area = botright.tri.area; - } - - if (mirrorflag) - { - topvertex = topright.Dest(); - newtopright.SetOrg(rightvertex); - newtopright.SetDest(topvertex); - newtopright.SetApex(newvertex); - topright.SetOrg(newvertex); - - // Set the region of another new triangle. - newtopright.tri.label = topright.tri.label; - - if (behavior.VarArea) - { - // Set the area constraint of another new triangle. - newtopright.tri.area = topright.tri.area; - } - } - - // There may be subsegments that need to be bonded - // to the new triangle(s). - if (checksegments) - { - botright.Pivot(ref botrsubseg); - - if (botrsubseg.seg.hash != DUMMY) - { - botright.SegDissolve(dummysub); - newbotright.SegBond(ref botrsubseg); - } - - if (mirrorflag) - { - topright.Pivot(ref toprsubseg); - if (toprsubseg.seg.hash != DUMMY) - { - topright.SegDissolve(dummysub); - newtopright.SegBond(ref toprsubseg); - } - } - } - - // Bond the new triangle(s) to the surrounding triangles. - newbotright.Bond(ref botrcasing); - newbotright.Lprev(); - newbotright.Bond(ref botright); - newbotright.Lprev(); - - if (mirrorflag) - { - newtopright.Bond(ref toprcasing); - newtopright.Lnext(); - newtopright.Bond(ref topright); - newtopright.Lnext(); - newtopright.Bond(ref newbotright); - } - - if (splitseg.seg != null) - { - // Split the subsegment into two. - splitseg.SetDest(newvertex); - segmentorg = splitseg.SegOrg(); - segmentdest = splitseg.SegDest(); - splitseg.Sym(); - splitseg.Pivot(ref rightsubseg); - InsertSubseg(ref newbotright, splitseg.seg.boundary); - newbotright.Pivot(ref newsubseg); - newsubseg.SetSegOrg(segmentorg); - newsubseg.SetSegDest(segmentdest); - splitseg.Bond(ref newsubseg); - newsubseg.Sym(); - newsubseg.Bond(ref rightsubseg); - splitseg.Sym(); - - // Transfer the subsegment's boundary marker to the vertex if required. - if (newvertex.label == 0) - { - newvertex.label = splitseg.seg.boundary; - } - } - - if (checkquality) - { - flipstack.Clear(); - - flipstack.Push(default(Otri)); // Dummy flip (see UndoVertex) - flipstack.Push(horiz); - } - - // Position 'horiz' on the first edge to check for - // the Delaunay property. - horiz.Lnext(); - } - else - { - // Insert the vertex in a triangle, splitting it into three. - horiz.Lnext(ref botleft); - horiz.Lprev(ref botright); - botleft.Sym(ref botlcasing); - botright.Sym(ref botrcasing); - MakeTriangle(ref newbotleft); - MakeTriangle(ref newbotright); - - // Set the vertices of changed and new triangles. - rightvertex = horiz.Org(); - leftvertex = horiz.Dest(); - botvertex = horiz.Apex(); - newbotleft.SetOrg(leftvertex); - newbotleft.SetDest(botvertex); - newbotleft.SetApex(newvertex); - newbotright.SetOrg(botvertex); - newbotright.SetDest(rightvertex); - newbotright.SetApex(newvertex); - horiz.SetApex(newvertex); - - // Set the region of the new triangles. - newbotleft.tri.label = horiz.tri.label; - newbotright.tri.label = horiz.tri.label; - - if (behavior.VarArea) - { - // Set the area constraint of the new triangles. - area = horiz.tri.area; - newbotleft.tri.area = area; - newbotright.tri.area = area; - } - - // There may be subsegments that need to be bonded - // to the new triangles. - if (checksegments) - { - botleft.Pivot(ref botlsubseg); - if (botlsubseg.seg.hash != DUMMY) - { - botleft.SegDissolve(dummysub); - newbotleft.SegBond(ref botlsubseg); - } - botright.Pivot(ref botrsubseg); - if (botrsubseg.seg.hash != DUMMY) - { - botright.SegDissolve(dummysub); - newbotright.SegBond(ref botrsubseg); - } - } - - // Bond the new triangles to the surrounding triangles. - newbotleft.Bond(ref botlcasing); - newbotright.Bond(ref botrcasing); - newbotleft.Lnext(); - newbotright.Lprev(); - newbotleft.Bond(ref newbotright); - newbotleft.Lnext(); - botleft.Bond(ref newbotleft); - newbotright.Lprev(); - botright.Bond(ref newbotright); - - if (checkquality) - { - flipstack.Clear(); - flipstack.Push(horiz); - } - } - - // The insertion is successful by default, unless an encroached - // subsegment is found. - success = InsertVertexResult.Successful; - - if (newvertex.tri.tri != null) - { - // Store the coordinates of the triangle that contains newvertex. - newvertex.tri.SetOrg(rightvertex); - newvertex.tri.SetDest(leftvertex); - newvertex.tri.SetApex(botvertex); - } - - // Circle around the newly inserted vertex, checking each edge opposite it - // for the Delaunay property. Non-Delaunay edges are flipped. 'horiz' is - // always the edge being checked. 'first' marks where to stop circling. - first = horiz.Org(); - rightvertex = first; - leftvertex = horiz.Dest(); - // Circle until finished. - while (true) - { - // By default, the edge will be flipped. - doflip = true; - - if (checksegments) - { - // Check for a subsegment, which cannot be flipped. - horiz.Pivot(ref checksubseg); - if (checksubseg.seg.hash != DUMMY) - { - // The edge is a subsegment and cannot be flipped. - doflip = false; - - if (segmentflaws) - { - // Does the new vertex encroach upon this subsegment? - if (qualityMesher.CheckSeg4Encroach(ref checksubseg) > 0) - { - success = InsertVertexResult.Encroaching; - } - } - } - } - - if (doflip) - { - // Check if the edge is a boundary edge. - horiz.Sym(ref top); - if (top.tri.id == DUMMY) - { - // The edge is a boundary edge and cannot be flipped. - doflip = false; - } - else - { - // Find the vertex on the other side of the edge. - farvertex = top.Apex(); - // In the incremental Delaunay triangulation algorithm, any of - // 'leftvertex', 'rightvertex', and 'farvertex' could be vertices - // of the triangular bounding box. These vertices must be - // treated as if they are infinitely distant, even though their - // "coordinates" are not. - if ((leftvertex == infvertex1) || (leftvertex == infvertex2) || - (leftvertex == infvertex3)) - { - // 'leftvertex' is infinitely distant. Check the convexity of - // the boundary of the triangulation. 'farvertex' might be - // infinite as well, but trust me, this same condition should - // be applied. - doflip = predicates.CounterClockwise(newvertex, rightvertex, farvertex) > 0.0; - } - else if ((rightvertex == infvertex1) || - (rightvertex == infvertex2) || - (rightvertex == infvertex3)) - { - // 'rightvertex' is infinitely distant. Check the convexity of - // the boundary of the triangulation. 'farvertex' might be - // infinite as well, but trust me, this same condition should - // be applied. - doflip = predicates.CounterClockwise(farvertex, leftvertex, newvertex) > 0.0; - } - else if ((farvertex == infvertex1) || - (farvertex == infvertex2) || - (farvertex == infvertex3)) - { - // 'farvertex' is infinitely distant and cannot be inside - // the circumcircle of the triangle 'horiz'. - doflip = false; - } - else - { - // Test whether the edge is locally Delaunay. - doflip = predicates.InCircle(leftvertex, newvertex, rightvertex, farvertex) > 0.0; - } - if (doflip) - { - // We made it! Flip the edge 'horiz' by rotating its containing - // quadrilateral (the two triangles adjacent to 'horiz'). - // Identify the casing of the quadrilateral. - top.Lprev(ref topleft); - topleft.Sym(ref toplcasing); - top.Lnext(ref topright); - topright.Sym(ref toprcasing); - horiz.Lnext(ref botleft); - botleft.Sym(ref botlcasing); - horiz.Lprev(ref botright); - botright.Sym(ref botrcasing); - // Rotate the quadrilateral one-quarter turn counterclockwise. - topleft.Bond(ref botlcasing); - botleft.Bond(ref botrcasing); - botright.Bond(ref toprcasing); - topright.Bond(ref toplcasing); - if (checksegments) - { - // Check for subsegments and rebond them to the quadrilateral. - topleft.Pivot(ref toplsubseg); - botleft.Pivot(ref botlsubseg); - botright.Pivot(ref botrsubseg); - topright.Pivot(ref toprsubseg); - if (toplsubseg.seg.hash == DUMMY) - { - topright.SegDissolve(dummysub); - } - else - { - topright.SegBond(ref toplsubseg); - } - if (botlsubseg.seg.hash == DUMMY) - { - topleft.SegDissolve(dummysub); - } - else - { - topleft.SegBond(ref botlsubseg); - } - if (botrsubseg.seg.hash == DUMMY) - { - botleft.SegDissolve(dummysub); - } - else - { - botleft.SegBond(ref botrsubseg); - } - if (toprsubseg.seg.hash == DUMMY) - { - botright.SegDissolve(dummysub); - } - else - { - botright.SegBond(ref toprsubseg); - } - } - // New vertex assignments for the rotated quadrilateral. - horiz.SetOrg(farvertex); - horiz.SetDest(newvertex); - horiz.SetApex(rightvertex); - top.SetOrg(newvertex); - top.SetDest(farvertex); - top.SetApex(leftvertex); - - // Assign region. - // TODO: check region ok (no Math.Min necessary) - region = Math.Min(top.tri.label, horiz.tri.label); - top.tri.label = region; - horiz.tri.label = region; - - if (behavior.VarArea) - { - if ((top.tri.area <= 0.0) || (horiz.tri.area <= 0.0)) - { - area = -1.0; - } - else - { - // Take the average of the two triangles' area constraints. - // This prevents small area constraints from migrating a - // long, long way from their original location due to flips. - area = 0.5 * (top.tri.area + horiz.tri.area); - } - - top.tri.area = area; - horiz.tri.area = area; - } - - if (checkquality) - { - flipstack.Push(horiz); - } - - // On the next iterations, consider the two edges that were exposed (this - // is, are now visible to the newly inserted vertex) by the edge flip. - horiz.Lprev(); - leftvertex = farvertex; - } - } - } - if (!doflip) - { - // The handle 'horiz' is accepted as locally Delaunay. - if (triflaws) - { - // Check the triangle 'horiz' for quality. - qualityMesher.TestTriangle(ref horiz); - } - - // Look for the next edge around the newly inserted vertex. - horiz.Lnext(); - horiz.Sym(ref testtri); - // Check for finishing a complete revolution about the new vertex, or - // falling outside of the triangulation. The latter will happen when - // a vertex is inserted at a boundary. - if ((leftvertex == first) || (testtri.tri.id == DUMMY)) - { - // We're done. Return a triangle whose origin is the new vertex. - horiz.Lnext(ref searchtri); - - Otri recenttri = default(Otri); - horiz.Lnext(ref recenttri); - locator.Update(ref recenttri); - - return success; - } - // Finish finding the next edge around the newly inserted vertex. - testtri.Lnext(ref horiz); - rightvertex = leftvertex; - leftvertex = horiz.Dest(); - } - } - } - - /// - /// Create a new subsegment and inserts it between two triangles. Its - /// vertices are properly initialized. - /// - /// The new subsegment is inserted at the edge - /// described by this handle. - /// The marker 'subsegmark' is applied to the - /// subsegment and, if appropriate, its vertices. - internal void InsertSubseg(ref Otri tri, int subsegmark) - { - Otri oppotri = default(Otri); - Osub newsubseg = default(Osub); - Vertex triorg, tridest; - - triorg = tri.Org(); - tridest = tri.Dest(); - // Mark vertices if possible. - if (triorg.label == 0) - { - triorg.label = subsegmark; - } - if (tridest.label == 0) - { - tridest.label = subsegmark; - } - // Check if there's already a subsegment here. - tri.Pivot(ref newsubseg); - if (newsubseg.seg.hash == DUMMY) - { - // Make new subsegment and initialize its vertices. - MakeSegment(ref newsubseg); - newsubseg.SetOrg(tridest); - newsubseg.SetDest(triorg); - newsubseg.SetSegOrg(tridest); - newsubseg.SetSegDest(triorg); - // Bond new subsegment to the two triangles it is sandwiched between. - // Note that the facing triangle 'oppotri' might be equal to 'dummytri' - // (outer space), but the new subsegment is bonded to it all the same. - tri.SegBond(ref newsubseg); - tri.Sym(ref oppotri); - newsubseg.Sym(); - oppotri.SegBond(ref newsubseg); - newsubseg.seg.boundary = subsegmark; - } - else if (newsubseg.seg.boundary == 0) - { - newsubseg.seg.boundary = subsegmark; - } - } - - /// - /// Transform two triangles to two different triangles by flipping an edge - /// counterclockwise within a quadrilateral. - /// - /// Handle to the edge that will be flipped. - /// Imagine the original triangles, abc and bad, oriented so that the - /// shared edge ab lies in a horizontal plane, with the vertex b on the left - /// and the vertex a on the right. The vertex c lies below the edge, and - /// the vertex d lies above the edge. The 'flipedge' handle holds the edge - /// ab of triangle abc, and is directed left, from vertex a to vertex b. - /// - /// The triangles abc and bad are deleted and replaced by the triangles cdb - /// and dca. The triangles that represent abc and bad are NOT deallocated; - /// they are reused for dca and cdb, respectively. Hence, any handles that - /// may have held the original triangles are still valid, although not - /// directed as they were before. - /// - /// Upon completion of this routine, the 'flipedge' handle holds the edge - /// dc of triangle dca, and is directed down, from vertex d to vertex c. - /// (Hence, the two triangles have rotated counterclockwise.) - /// - /// WARNING: This transformation is geometrically valid only if the - /// quadrilateral adbc is convex. Furthermore, this transformation is - /// valid only if there is not a subsegment between the triangles abc and - /// bad. This routine does not check either of these preconditions, and - /// it is the responsibility of the calling routine to ensure that they are - /// met. If they are not, the streets shall be filled with wailing and - /// gnashing of teeth. - /// - /// Terminology - /// - /// A "local transformation" replaces a small set of triangles with another - /// set of triangles. This may or may not involve inserting or deleting a - /// vertex. - /// - /// The term "casing" is used to describe the set of triangles that are - /// attached to the triangles being transformed, but are not transformed - /// themselves. Think of the casing as a fixed hollow structure inside - /// which all the action happens. A "casing" is only defined relative to - /// a single transformation; each occurrence of a transformation will - /// involve a different casing. - /// - internal void Flip(ref Otri flipedge) - { - Otri botleft = default(Otri), botright = default(Otri); - Otri topleft = default(Otri), topright = default(Otri); - Otri top = default(Otri); - Otri botlcasing = default(Otri), botrcasing = default(Otri); - Otri toplcasing = default(Otri), toprcasing = default(Otri); - Osub botlsubseg = default(Osub), botrsubseg = default(Osub); - Osub toplsubseg = default(Osub), toprsubseg = default(Osub); - Vertex leftvertex, rightvertex, botvertex; - Vertex farvertex; - - // Identify the vertices of the quadrilateral. - rightvertex = flipedge.Org(); - leftvertex = flipedge.Dest(); - botvertex = flipedge.Apex(); - flipedge.Sym(ref top); - - // SELF CHECK - - //if (top.triangle.id == DUMMY) - //{ - // logger.Error("Attempt to flip on boundary.", "Mesh.Flip()"); - // flipedge.LnextSelf(); - // return; - //} - - //if (checksegments) - //{ - // flipedge.SegPivot(ref toplsubseg); - // if (toplsubseg.ss != Segment.Empty) - // { - // logger.Error("Attempt to flip a segment.", "Mesh.Flip()"); - // flipedge.LnextSelf(); - // return; - // } - //} - - farvertex = top.Apex(); - - // Identify the casing of the quadrilateral. - top.Lprev(ref topleft); - topleft.Sym(ref toplcasing); - top.Lnext(ref topright); - topright.Sym(ref toprcasing); - flipedge.Lnext(ref botleft); - botleft.Sym(ref botlcasing); - flipedge.Lprev(ref botright); - botright.Sym(ref botrcasing); - // Rotate the quadrilateral one-quarter turn counterclockwise. - topleft.Bond(ref botlcasing); - botleft.Bond(ref botrcasing); - botright.Bond(ref toprcasing); - topright.Bond(ref toplcasing); - - if (checksegments) - { - // Check for subsegments and rebond them to the quadrilateral. - topleft.Pivot(ref toplsubseg); - botleft.Pivot(ref botlsubseg); - botright.Pivot(ref botrsubseg); - topright.Pivot(ref toprsubseg); - - if (toplsubseg.seg.hash == DUMMY) - { - topright.SegDissolve(dummysub); - } - else - { - topright.SegBond(ref toplsubseg); - } - - if (botlsubseg.seg.hash == DUMMY) - { - topleft.SegDissolve(dummysub); - } - else - { - topleft.SegBond(ref botlsubseg); - } - - if (botrsubseg.seg.hash == DUMMY) - { - botleft.SegDissolve(dummysub); - } - else - { - botleft.SegBond(ref botrsubseg); - } - - if (toprsubseg.seg.hash == DUMMY) - { - botright.SegDissolve(dummysub); - } - else - { - botright.SegBond(ref toprsubseg); - } - } - - // New vertex assignments for the rotated quadrilateral. - flipedge.SetOrg(farvertex); - flipedge.SetDest(botvertex); - flipedge.SetApex(rightvertex); - top.SetOrg(botvertex); - top.SetDest(farvertex); - top.SetApex(leftvertex); - } - - /// - /// Transform two triangles to two different triangles by flipping an edge - /// clockwise within a quadrilateral. Reverses the flip() operation so that - /// the data structures representing the triangles are back where they were - /// before the flip(). - /// - /// - /// - /// See above Flip() remarks for more information. - /// - /// Upon completion of this routine, the 'flipedge' handle holds the edge - /// cd of triangle cdb, and is directed up, from vertex c to vertex d. - /// (Hence, the two triangles have rotated clockwise.) - /// - internal void Unflip(ref Otri flipedge) - { - Otri botleft = default(Otri), botright = default(Otri); - Otri topleft = default(Otri), topright = default(Otri); - Otri top = default(Otri); - Otri botlcasing = default(Otri), botrcasing = default(Otri); - Otri toplcasing = default(Otri), toprcasing = default(Otri); - Osub botlsubseg = default(Osub), botrsubseg = default(Osub); - Osub toplsubseg = default(Osub), toprsubseg = default(Osub); - Vertex leftvertex, rightvertex, botvertex; - Vertex farvertex; - - // Identify the vertices of the quadrilateral. - rightvertex = flipedge.Org(); - leftvertex = flipedge.Dest(); - botvertex = flipedge.Apex(); - flipedge.Sym(ref top); - - farvertex = top.Apex(); - - // Identify the casing of the quadrilateral. - top.Lprev(ref topleft); - topleft.Sym(ref toplcasing); - top.Lnext(ref topright); - topright.Sym(ref toprcasing); - flipedge.Lnext(ref botleft); - botleft.Sym(ref botlcasing); - flipedge.Lprev(ref botright); - botright.Sym(ref botrcasing); - // Rotate the quadrilateral one-quarter turn clockwise. - topleft.Bond(ref toprcasing); - botleft.Bond(ref toplcasing); - botright.Bond(ref botlcasing); - topright.Bond(ref botrcasing); - - if (checksegments) - { - // Check for subsegments and rebond them to the quadrilateral. - topleft.Pivot(ref toplsubseg); - botleft.Pivot(ref botlsubseg); - botright.Pivot(ref botrsubseg); - topright.Pivot(ref toprsubseg); - if (toplsubseg.seg.hash == DUMMY) - { - botleft.SegDissolve(dummysub); - } - else - { - botleft.SegBond(ref toplsubseg); - } - if (botlsubseg.seg.hash == DUMMY) - { - botright.SegDissolve(dummysub); - } - else - { - botright.SegBond(ref botlsubseg); - } - if (botrsubseg.seg.hash == DUMMY) - { - topright.SegDissolve(dummysub); - } - else - { - topright.SegBond(ref botrsubseg); - } - if (toprsubseg.seg.hash == DUMMY) - { - topleft.SegDissolve(dummysub); - } - else - { - topleft.SegBond(ref toprsubseg); - } - } - - // New vertex assignments for the rotated quadrilateral. - flipedge.SetOrg(botvertex); - flipedge.SetDest(farvertex); - flipedge.SetApex(leftvertex); - top.SetOrg(farvertex); - top.SetDest(botvertex); - top.SetApex(rightvertex); - } - - /// - /// Find the Delaunay triangulation of a polygon that has a certain "nice" shape. - /// This includes the polygons that result from deletion of a vertex or insertion - /// of a segment. - /// - /// The primary edge of the first triangle. - /// The primary edge of the last triangle. - /// The number of sides of the polygon, including its - /// base. - /// A flag, wether to perform the last flip. - /// A flag that determines whether the new triangles should - /// be tested for quality, and enqueued if they are bad. - /// - // This is a conceptually difficult routine. The starting assumption is - // that we have a polygon with n sides. n - 1 of these sides are currently - // represented as edges in the mesh. One side, called the "base", need not - // be. - // - // Inside the polygon is a structure I call a "fan", consisting of n - 1 - // triangles that share a common origin. For each of these triangles, the - // edge opposite the origin is one of the sides of the polygon. The - // primary edge of each triangle is the edge directed from the origin to - // the destination; note that this is not the same edge that is a side of - // the polygon. 'firstedge' is the primary edge of the first triangle. - // From there, the triangles follow in counterclockwise order about the - // polygon, until 'lastedge', the primary edge of the last triangle. - // 'firstedge' and 'lastedge' are probably connected to other triangles - // beyond the extremes of the fan, but their identity is not important, as - // long as the fan remains connected to them. - // - // Imagine the polygon oriented so that its base is at the bottom. This - // puts 'firstedge' on the far right, and 'lastedge' on the far left. - // The right vertex of the base is the destination of 'firstedge', and the - // left vertex of the base is the apex of 'lastedge'. - // - // The challenge now is to find the right sequence of edge flips to - // transform the fan into a Delaunay triangulation of the polygon. Each - // edge flip effectively removes one triangle from the fan, committing it - // to the polygon. The resulting polygon has one fewer edge. If 'doflip' - // is set, the final flip will be performed, resulting in a fan of one - // (useless?) triangle. If 'doflip' is not set, the final flip is not - // performed, resulting in a fan of two triangles, and an unfinished - // triangular polygon that is not yet filled out with a single triangle. - // On completion of the routine, 'lastedge' is the last remaining triangle, - // or the leftmost of the last two. - // - // Although the flips are performed in the order described above, the - // decisions about what flips to perform are made in precisely the reverse - // order. The recursive triangulatepolygon() procedure makes a decision, - // uses up to two recursive calls to triangulate the "subproblems" - // (polygons with fewer edges), and then performs an edge flip. - // - // The "decision" it makes is which vertex of the polygon should be - // connected to the base. This decision is made by testing every possible - // vertex. Once the best vertex is found, the two edges that connect this - // vertex to the base become the bases for two smaller polygons. These - // are triangulated recursively. Unfortunately, this approach can take - // O(n^2) time not only in the worst case, but in many common cases. It's - // rarely a big deal for vertex deletion, where n is rarely larger than - // ten, but it could be a big deal for segment insertion, especially if - // there's a lot of long segments that each cut many triangles. I ought to - // code a faster algorithm some day. - /// - private void TriangulatePolygon(Otri firstedge, Otri lastedge, - int edgecount, bool doflip, bool triflaws) - { - Otri testtri = default(Otri); - Otri besttri = default(Otri); - Otri tempedge = default(Otri); - Vertex leftbasevertex, rightbasevertex; - Vertex testvertex; - Vertex bestvertex; - - int bestnumber = 1; - - // Identify the base vertices. - leftbasevertex = lastedge.Apex(); - rightbasevertex = firstedge.Dest(); - - // Find the best vertex to connect the base to. - firstedge.Onext(ref besttri); - bestvertex = besttri.Dest(); - besttri.Copy(ref testtri); - - for (int i = 2; i <= edgecount - 2; i++) - { - testtri.Onext(); - testvertex = testtri.Dest(); - // Is this a better vertex? - if (predicates.InCircle(leftbasevertex, rightbasevertex, bestvertex, testvertex) > 0.0) - { - testtri.Copy(ref besttri); - bestvertex = testvertex; - bestnumber = i; - } - } - - if (bestnumber > 1) - { - // Recursively triangulate the smaller polygon on the right. - besttri.Oprev(ref tempedge); - TriangulatePolygon(firstedge, tempedge, bestnumber + 1, true, triflaws); - } - - if (bestnumber < edgecount - 2) - { - // Recursively triangulate the smaller polygon on the left. - besttri.Sym(ref tempedge); - TriangulatePolygon(besttri, lastedge, edgecount - bestnumber, true, triflaws); - // Find 'besttri' again; it may have been lost to edge flips. - tempedge.Sym(ref besttri); - } - - if (doflip) - { - // Do one final edge flip. - Flip(ref besttri); - if (triflaws) - { - // Check the quality of the newly committed triangle. - besttri.Sym(ref testtri); - qualityMesher.TestTriangle(ref testtri); - } - } - // Return the base triangle. - besttri.Copy(ref lastedge); - } - - /// - /// Delete a vertex from a Delaunay triangulation, ensuring that the - /// triangulation remains Delaunay. - /// - /// - /// The origin of 'deltri' is deleted. The union of the triangles - /// adjacent to this vertex is a polygon, for which the Delaunay triangulation - /// is found. Two triangles are removed from the mesh. - /// - /// Only interior vertices that do not lie on segments or boundaries - /// may be deleted. - /// - internal void DeleteVertex(ref Otri deltri) - { - Otri countingtri = default(Otri); - Otri firstedge = default(Otri), lastedge = default(Otri); - Otri deltriright = default(Otri); - Otri lefttri = default(Otri), righttri = default(Otri); - Otri leftcasing = default(Otri), rightcasing = default(Otri); - Osub leftsubseg = default(Osub), rightsubseg = default(Osub); - Vertex delvertex; - Vertex neworg; - int edgecount; - - delvertex = deltri.Org(); - - VertexDealloc(delvertex); - - // Count the degree of the vertex being deleted. - deltri.Onext(ref countingtri); - edgecount = 1; - while (!deltri.Equals(countingtri)) - { - edgecount++; - countingtri.Onext(); - } - - if (edgecount > 3) - { - // Triangulate the polygon defined by the union of all triangles - // adjacent to the vertex being deleted. Check the quality of - // the resulting triangles. - deltri.Onext(ref firstedge); - deltri.Oprev(ref lastedge); - TriangulatePolygon(firstedge, lastedge, edgecount, false, behavior.NoBisect == 0); - } - // Splice out two triangles. - deltri.Lprev(ref deltriright); - deltri.Dnext(ref lefttri); - lefttri.Sym(ref leftcasing); - deltriright.Oprev(ref righttri); - righttri.Sym(ref rightcasing); - deltri.Bond(ref leftcasing); - deltriright.Bond(ref rightcasing); - lefttri.Pivot(ref leftsubseg); - if (leftsubseg.seg.hash != DUMMY) - { - deltri.SegBond(ref leftsubseg); - } - righttri.Pivot(ref rightsubseg); - if (rightsubseg.seg.hash != DUMMY) - { - deltriright.SegBond(ref rightsubseg); - } - - // Set the new origin of 'deltri' and check its quality. - neworg = lefttri.Org(); - deltri.SetOrg(neworg); - if (behavior.NoBisect == 0) - { - qualityMesher.TestTriangle(ref deltri); - } - - // Delete the two spliced-out triangles. - TriangleDealloc(lefttri.tri); - TriangleDealloc(righttri.tri); - } - - /// - /// Undo the most recent vertex insertion. - /// - /// - /// Walks through the list of transformations (flips and a vertex insertion) - /// in the reverse of the order in which they were done, and undoes them. - /// The inserted vertex is removed from the triangulation and deallocated. - /// Two triangles (possibly just one) are also deallocated. - /// - internal void UndoVertex() - { - Otri fliptri; - - Otri botleft = default(Otri), botright = default(Otri), topright = default(Otri); - Otri botlcasing = default(Otri), botrcasing = default(Otri), toprcasing = default(Otri); - Otri gluetri = default(Otri); - Osub botlsubseg = default(Osub), botrsubseg = default(Osub), toprsubseg = default(Osub); - Vertex botvertex, rightvertex; - - // Walk through the list of transformations (flips and a vertex insertion) - // in the reverse of the order in which they were done, and undo them. - while (flipstack.Count > 0) - { - // Find a triangle involved in the last unreversed transformation. - fliptri = flipstack.Pop(); - - // We are reversing one of three transformations: a trisection of one - // triangle into three (by inserting a vertex in the triangle), a - // bisection of two triangles into four (by inserting a vertex in an - // edge), or an edge flip. - if (flipstack.Count == 0) - { - // Restore a triangle that was split into three triangles, - // so it is again one triangle. - fliptri.Dprev(ref botleft); - botleft.Lnext(); - fliptri.Onext(ref botright); - botright.Lprev(); - botleft.Sym(ref botlcasing); - botright.Sym(ref botrcasing); - botvertex = botleft.Dest(); - - fliptri.SetApex(botvertex); - fliptri.Lnext(); - fliptri.Bond(ref botlcasing); - botleft.Pivot(ref botlsubseg); - fliptri.SegBond(ref botlsubseg); - fliptri.Lnext(); - fliptri.Bond(ref botrcasing); - botright.Pivot(ref botrsubseg); - fliptri.SegBond(ref botrsubseg); - - // Delete the two spliced-out triangles. - TriangleDealloc(botleft.tri); - TriangleDealloc(botright.tri); - } - else if (flipstack.Peek().tri == null) // Dummy flip - { - // Restore two triangles that were split into four triangles, - // so they are again two triangles. - fliptri.Lprev(ref gluetri); - gluetri.Sym(ref botright); - botright.Lnext(); - botright.Sym(ref botrcasing); - rightvertex = botright.Dest(); - - fliptri.SetOrg(rightvertex); - gluetri.Bond(ref botrcasing); - botright.Pivot(ref botrsubseg); - gluetri.SegBond(ref botrsubseg); - - // Delete the spliced-out triangle. - TriangleDealloc(botright.tri); - - fliptri.Sym(ref gluetri); - if (gluetri.tri.id != DUMMY) - { - gluetri.Lnext(); - gluetri.Dnext(ref topright); - topright.Sym(ref toprcasing); - - gluetri.SetOrg(rightvertex); - gluetri.Bond(ref toprcasing); - topright.Pivot(ref toprsubseg); - gluetri.SegBond(ref toprsubseg); - - // Delete the spliced-out triangle. - TriangleDealloc(topright.tri); - } - - flipstack.Clear(); - } - else - { - // Undo an edge flip. - Unflip(ref fliptri); - } - } - } - - #endregion - - #region Dealloc - - /// - /// Deallocate space for a triangle, marking it dead. - /// - /// - internal void TriangleDealloc(Triangle dyingtriangle) - { - // Mark the triangle as dead. This makes it possible to detect dead - // triangles when traversing the list of all triangles. - Otri.Kill(dyingtriangle); - triangles.Release(dyingtriangle); - } - - /// - /// Deallocate space for a vertex, marking it dead. - /// - /// - internal void VertexDealloc(Vertex dyingvertex) - { - // Mark the vertex as dead. This makes it possible to detect dead - // vertices when traversing the list of all vertices. - dyingvertex.type = VertexType.DeadVertex; - vertices.Remove(dyingvertex.hash); - } - - /// - /// Deallocate space for a subsegment, marking it dead. - /// - /// - internal void SubsegDealloc(SubSegment dyingsubseg) - { - // Mark the subsegment as dead. This makes it possible to detect dead - // subsegments when traversing the list of all subsegments. - Osub.Kill(dyingsubseg); - subsegs.Remove(dyingsubseg.hash); - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + using System; + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Logging; + using TriangleNet.Meshing; + using TriangleNet.Meshing.Data; + using TriangleNet.Meshing.Iterators; + using TriangleNet.Tools; + using TriangleNet.Topology; + + /// + /// Mesh data structure. + /// + public class Mesh : IMesh + { + #region Variables + + IPredicates predicates; + + ILog logger; + + QualityMesher qualityMesher; + + // Stack that maintains a list of recently flipped triangles. + Stack flipstack; + + // TODO: Check if custom hashmap implementation could be faster. + + // Using hashsets for memory management should quite fast. + internal TrianglePool triangles; + internal Dictionary subsegs; + internal Dictionary vertices; + + // Hash seeds (should belong to mesh instance) + internal int hash_vtx = 0; + internal int hash_seg = 0; + internal int hash_tri = 0; + + internal List holes; + internal List regions; + + // TODO: remove mesh_dim, invertices and insegments + + // Other variables. + internal Rectangle bounds; // x and y bounds. + internal int invertices; // Number of input vertices. + internal int insegments; // Number of input segments. + internal int undeads; // Number of input vertices that don't appear in the mesh. + internal int mesh_dim; // Dimension (ought to be 2). + internal int nextras; // Number of attributes per vertex. + //internal int eextras; // Number of attributes per triangle. + internal int hullsize; // Number of edges in convex hull. + internal int steinerleft; // Number of Steiner points not yet used. + internal bool checksegments; // Are there segments in the triangulation yet? + internal bool checkquality; // Has quality triangulation begun yet? + + // Triangular bounding box vertices. + internal Vertex infvertex1, infvertex2, infvertex3; + + internal TriangleLocator locator; + + // Controls the behavior of the mesh instance. + internal Behavior behavior; + + // The current node numbering + internal NodeNumbering numbering; + + #endregion + + #region Public properties + + /// + /// Gets the mesh bounding box. + /// + public Rectangle Bounds + { + get { return this.bounds; } + } + + /// + /// Gets the mesh vertices. + /// + public ICollection Vertices + { + get { return this.vertices.Values; } + } + + /// + /// Gets the mesh holes. + /// + public IList Holes + { + get { return this.holes; } + } + + /// + /// Gets the mesh triangles. + /// + public ICollection Triangles + { + get { return this.triangles; } + } + + /// + /// Gets the mesh segments. + /// + public ICollection Segments + { + get { return this.subsegs.Values; } + } + + /// + /// Gets the mesh edges. + /// + public IEnumerable Edges + { + get + { + var e = new EdgeIterator(this); + while (e.MoveNext()) + { + yield return e.Current; + } + } + } + + /// + /// Gets the number of input vertices. + /// + public int NumberOfInputPoints + { + get { return invertices; } + } + + /// + /// Gets the number of mesh edges. + /// + public int NumberOfEdges + { + get { return (3 * triangles.Count + hullsize) / 2; } + } + + /// + /// Indicates whether the input is a PSLG or a point set. + /// + public bool IsPolygon + { + get { return this.insegments > 0; } + } + + /// + /// Gets the current node numbering. + /// + public NodeNumbering CurrentNumbering + { + get { return numbering; } + } + + #endregion + + #region "Outer space" variables + + internal const int DUMMY = -1; + + // The triangle that fills "outer space," called 'dummytri', is pointed to + // by every triangle and subsegment on a boundary (be it outer or inner) of + // the triangulation. Also, 'dummytri' points to one of the triangles on + // the convex hull (until the holes and concavities are carved), making it + // possible to find a starting triangle for point location. + + // 'dummytri' and 'dummysub' are generally required to fulfill only a few + // invariants: their vertices must remain NULL and 'dummytri' must always + // be bonded (at offset zero) to some triangle on the convex hull of the + // mesh, via a boundary edge. Otherwise, the connections of 'dummytri' and + // 'dummysub' may change willy-nilly. This makes it possible to avoid + // writing a good deal of special-case code (in the edge flip, for example) + // for dealing with the boundary of the mesh, places where no subsegment is + // present, and so forth. Other entities are frequently bonded to + // 'dummytri' and 'dummysub' as if they were real mesh entities, with no + // harm done. + + internal Triangle dummytri; + + // Set up 'dummysub', the omnipresent subsegment pointed to by any + // triangle side or subsegment end that isn't attached to a real + // subsegment. + + internal SubSegment dummysub; + + private void Initialize() + { + dummysub = new SubSegment(); + dummysub.hash = DUMMY; + + // Initialize the two adjoining subsegments to be the omnipresent + // subsegment. These will eventually be changed by various bonding + // operations, but their values don't really matter, as long as they + // can legally be dereferenced. + dummysub.subsegs[0].seg = dummysub; + dummysub.subsegs[1].seg = dummysub; + + // Set up 'dummytri', the 'triangle' that occupies "outer space." + dummytri = new Triangle(); + dummytri.hash = dummytri.id = DUMMY; + + // Initialize the three adjoining triangles to be "outer space." These + // will eventually be changed by various bonding operations, but their + // values don't really matter, as long as they can legally be + // dereferenced. + dummytri.neighbors[0].tri = dummytri; + dummytri.neighbors[1].tri = dummytri; + dummytri.neighbors[2].tri = dummytri; + + // Initialize the three adjoining subsegments of 'dummytri' to be + // the omnipresent subsegment. + dummytri.subsegs[0].seg = dummysub; + dummytri.subsegs[1].seg = dummysub; + dummytri.subsegs[2].seg = dummysub; + } + + #endregion + + /// + /// Initializes a new instance of the class. + /// + public Mesh(Configuration config) + { + Initialize(); + + logger = Log.Instance; + + behavior = new Behavior(); + + vertices = new Dictionary(); + subsegs = new Dictionary(); + + triangles = config.TrianglePool(); + + flipstack = new Stack(); + + holes = new List(); + regions = new List(); + + steinerleft = -1; + + this.predicates = config.Predicates(); + + this.locator = new TriangleLocator(this, predicates); + } + + public void Refine(QualityOptions quality, bool delaunay = false) + { + invertices = vertices.Count; + + if (behavior.Poly) + { + insegments = behavior.useSegments ? subsegs.Count : hullsize; + } + + Reset(); + + if (qualityMesher == null) + { + qualityMesher = new QualityMesher(this, new Configuration()); + } + + // Enforce angle and area constraints. + qualityMesher.Apply(quality, delaunay); + } + + /// + /// Renumber vertex and triangle id's. + /// + public void Renumber() + { + this.Renumber(NodeNumbering.Linear); + } + + /// + /// Renumber vertex and triangle id's. + /// + public void Renumber(NodeNumbering num) + { + // Don't need to do anything if the nodes are already numbered. + if (num == this.numbering) + { + return; + } + + int id; + + if (num == NodeNumbering.Linear) + { + id = 0; + foreach (var node in this.vertices.Values) + { + node.id = id++; + } + } + else if (num == NodeNumbering.CuthillMcKee) + { + var rcm = new CuthillMcKee(); + var iperm = rcm.Renumber(this); + + // Permute the node indices. + foreach (var node in this.vertices.Values) + { + node.id = iperm[node.id]; + } + } + + // Remember the current numbering. + numbering = num; + + // Triangles will always be numbered from 0 to n-1 + id = 0; + foreach (var item in this.triangles) + { + item.id = id++; + } + } + + #region Misc + + /// + /// Set QualityMesher for mesh refinement. + /// + /// + internal void SetQualityMesher(QualityMesher qmesher) + { + qualityMesher = qmesher; + } + + internal void CopyTo(Mesh target) + { + target.vertices = this.vertices; + target.triangles = this.triangles; + target.subsegs = this.subsegs; + + target.holes = this.holes; + target.regions = this.regions; + + target.hash_vtx = this.hash_vtx; + target.hash_seg = this.hash_seg; + target.hash_tri = this.hash_tri; + + target.numbering = this.numbering; + target.hullsize = this.hullsize; + } + + /// + /// Reset all the mesh data. This method will also wipe + /// out all mesh data. + /// + private void ResetData() + { + vertices.Clear(); + triangles.Restart(); + subsegs.Clear(); + + holes.Clear(); + regions.Clear(); + + this.hash_vtx = 0; + this.hash_seg = 0; + this.hash_tri = 0; + + flipstack.Clear(); + + hullsize = 0; + + Reset(); + + locator.Reset(); + } + + /// + /// Reset the mesh triangulation state. + /// + private void Reset() + { + numbering = NodeNumbering.None; + + undeads = 0; // No eliminated input vertices yet. + checksegments = false; // There are no segments in the triangulation yet. + checkquality = false; // The quality triangulation stage has not begun. + + Statistic.InCircleCount = 0; + Statistic.CounterClockwiseCount = 0; + Statistic.InCircleAdaptCount = 0; + Statistic.CounterClockwiseAdaptCount = 0; + Statistic.Orient3dCount = 0; + Statistic.HyperbolaCount = 0; + Statistic.CircleTopCount = 0; + Statistic.CircumcenterCount = 0; + } + + /// + /// Read the vertices from memory. + /// + /// The input data. + internal void TransferNodes(IList points) + { + this.invertices = points.Count; + this.mesh_dim = 2; + this.bounds = new Rectangle(); + + if (this.invertices < 3) + { + logger.Error("Input must have at least three input vertices.", "Mesh.TransferNodes()"); + throw new Exception("Input must have at least three input vertices."); + } + + var v = points[0]; + +#if USE_ATTRIBS + // Check attributes. + this.nextras = v.attributes == null ? 0 : v.attributes.Length; +#endif + + // Simple heuristic to check if ids are already set. We assume that if the + // first two vertex ids are distinct, then all input vertices have pairwise + // distinct ids. + bool userId = (v.id != points[1].id); + + foreach (var p in points) + { + if (userId) + { + p.hash = p.id; + + // Make sure the hash counter gets updated. + hash_vtx = Math.Max(p.hash + 1, hash_vtx); + } + else + { + p.hash = p.id = hash_vtx++; + } + + this.vertices.Add(p.hash, p); + this.bounds.Expand(p); + } + } + + /// + /// Construct a mapping from vertices to triangles to improve the speed of + /// point location for segment insertion. + /// + /// + /// Traverses all the triangles, and provides each corner of each triangle + /// with a pointer to that triangle. Of course, pointers will be overwritten + /// by other pointers because (almost) each vertex is a corner of several + /// triangles, but in the end every vertex will point to some triangle + /// that contains it. + /// + internal void MakeVertexMap() + { + Otri tri = default(Otri); + Vertex triorg; + + foreach (var t in this.triangles) + { + tri.tri = t; + // Check all three vertices of the triangle. + for (tri.orient = 0; tri.orient < 3; tri.orient++) + { + triorg = tri.Org(); + triorg.tri = tri; + } + } + } + + #endregion + + #region Factory + + /// + /// Create a new triangle with orientation zero. + /// + /// Reference to the new triangle. + internal void MakeTriangle(ref Otri newotri) + { + Triangle tri = triangles.Get(); + + //tri.id = tri.hash; + + tri.subsegs[0].seg = dummysub; + tri.subsegs[1].seg = dummysub; + tri.subsegs[2].seg = dummysub; + + tri.neighbors[0].tri = dummytri; + tri.neighbors[1].tri = dummytri; + tri.neighbors[2].tri = dummytri; + + newotri.tri = tri; + newotri.orient = 0; + } + + /// + /// Create a new subsegment with orientation zero. + /// + /// Reference to the new subseg. + internal void MakeSegment(ref Osub newsubseg) + { + var seg = new SubSegment(); + + seg.hash = this.hash_seg++; + + seg.subsegs[0].seg = dummysub; + seg.subsegs[1].seg = dummysub; + + seg.triangles[0].tri = dummytri; + seg.triangles[1].tri = dummytri; + + newsubseg.seg = seg; + newsubseg.orient = 0; + + subsegs.Add(seg.hash, seg); + } + + #endregion + + #region Manipulation + + /// + /// Insert a vertex into a Delaunay triangulation, performing flips as necessary + /// to maintain the Delaunay property. + /// + /// The point to be inserted. + /// The triangle to start the search. + /// Segment to split. + /// Check for creation of encroached subsegments. + /// Check for creation of bad quality triangles. + /// If a duplicate vertex or violated segment does not prevent the + /// vertex from being inserted, the return value will be ENCROACHINGVERTEX if + /// the vertex encroaches upon a subsegment (and checking is enabled), or + /// SUCCESSFULVERTEX otherwise. In either case, 'searchtri' is set to a handle + /// whose origin is the newly inserted vertex. + /// + /// The point 'newvertex' is located. If 'searchtri.triangle' is not NULL, + /// the search for the containing triangle begins from 'searchtri'. If + /// 'searchtri.triangle' is NULL, a full point location procedure is called. + /// If 'insertvertex' is found inside a triangle, the triangle is split into + /// three; if 'insertvertex' lies on an edge, the edge is split in two, + /// thereby splitting the two adjacent triangles into four. Edge flips are + /// used to restore the Delaunay property. If 'insertvertex' lies on an + /// existing vertex, no action is taken, and the value DUPLICATEVERTEX is + /// returned. On return, 'searchtri' is set to a handle whose origin is the + /// existing vertex. + /// + /// InsertVertex() does not use flip() for reasons of speed; some + /// information can be reused from edge flip to edge flip, like the + /// locations of subsegments. + /// + /// Param 'splitseg': Normally, the parameter 'splitseg' is set to NULL, + /// implying that no subsegment should be split. In this case, if 'insertvertex' + /// is found to lie on a segment, no action is taken, and the value VIOLATINGVERTEX + /// is returned. On return, 'searchtri' is set to a handle whose primary edge is the + /// violated subsegment. + /// If the calling routine wishes to split a subsegment by inserting a vertex in it, + /// the parameter 'splitseg' should be that subsegment. In this case, 'searchtri' + /// MUST be the triangle handle reached by pivoting from that subsegment; no point + /// location is done. + /// + /// Param 'segmentflaws': Flags that indicate whether or not there should + /// be checks for the creation of encroached subsegments. If a newly inserted + /// vertex encroaches upon subsegments, these subsegments are added to the list + /// of subsegments to be split if 'segmentflaws' is set. + /// + /// Param 'triflaws': Flags that indicate whether or not there should be + /// checks for the creation of bad quality triangles. If bad triangles are + /// created, these are added to the queue if 'triflaws' is set. + /// + internal InsertVertexResult InsertVertex(Vertex newvertex, ref Otri searchtri, + ref Osub splitseg, bool segmentflaws, bool triflaws) + { + Otri horiz = default(Otri); + Otri top = default(Otri); + Otri botleft = default(Otri), botright = default(Otri); + Otri topleft = default(Otri), topright = default(Otri); + Otri newbotleft = default(Otri), newbotright = default(Otri); + Otri newtopright = default(Otri); + Otri botlcasing = default(Otri), botrcasing = default(Otri); + Otri toplcasing = default(Otri), toprcasing = default(Otri); + Otri testtri = default(Otri); + Osub botlsubseg = default(Osub), botrsubseg = default(Osub); + Osub toplsubseg = default(Osub), toprsubseg = default(Osub); + Osub brokensubseg = default(Osub); + Osub checksubseg = default(Osub); + Osub rightsubseg = default(Osub); + Osub newsubseg = default(Osub); + BadSubseg encroached; + //FlipStacker newflip; + Vertex first; + Vertex leftvertex, rightvertex, botvertex, topvertex, farvertex; + Vertex segmentorg, segmentdest; + int region; + double area; + InsertVertexResult success; + LocateResult intersect; + bool doflip; + bool mirrorflag; + bool enq; + + if (splitseg.seg == null) + { + // Find the location of the vertex to be inserted. Check if a good + // starting triangle has already been provided by the caller. + if (searchtri.tri.id == DUMMY) + { + // Find a boundary triangle. + horiz.tri = dummytri; + horiz.orient = 0; + horiz.Sym(); + + // Search for a triangle containing 'newvertex'. + intersect = locator.Locate(newvertex, ref horiz); + } + else + { + // Start searching from the triangle provided by the caller. + searchtri.Copy(ref horiz); + intersect = locator.PreciseLocate(newvertex, ref horiz, true); + } + } + else + { + // The calling routine provides the subsegment in which + // the vertex is inserted. + searchtri.Copy(ref horiz); + intersect = LocateResult.OnEdge; + } + + if (intersect == LocateResult.OnVertex) + { + // There's already a vertex there. Return in 'searchtri' a triangle + // whose origin is the existing vertex. + horiz.Copy(ref searchtri); + locator.Update(ref horiz); + return InsertVertexResult.Duplicate; + } + if ((intersect == LocateResult.OnEdge) || (intersect == LocateResult.Outside)) + { + // The vertex falls on an edge or boundary. + if (checksegments && (splitseg.seg == null)) + { + // Check whether the vertex falls on a subsegment. + horiz.Pivot(ref brokensubseg); + if (brokensubseg.seg.hash != DUMMY) + { + // The vertex falls on a subsegment, and hence will not be inserted. + if (segmentflaws) + { + enq = behavior.NoBisect != 2; + if (enq && (behavior.NoBisect == 1)) + { + // This subsegment may be split only if it is an + // internal boundary. + horiz.Sym(ref testtri); + enq = testtri.tri.id != DUMMY; + } + if (enq) + { + // Add the subsegment to the list of encroached subsegments. + encroached = new BadSubseg(); + encroached.subseg = brokensubseg; + encroached.org = brokensubseg.Org(); + encroached.dest = brokensubseg.Dest(); + + qualityMesher.AddBadSubseg(encroached); + } + } + // Return a handle whose primary edge contains the vertex, + // which has not been inserted. + horiz.Copy(ref searchtri); + locator.Update(ref horiz); + return InsertVertexResult.Violating; + } + } + + // Insert the vertex on an edge, dividing one triangle into two (if + // the edge lies on a boundary) or two triangles into four. + horiz.Lprev(ref botright); + botright.Sym(ref botrcasing); + horiz.Sym(ref topright); + // Is there a second triangle? (Or does this edge lie on a boundary?) + mirrorflag = topright.tri.id != DUMMY; + if (mirrorflag) + { + topright.Lnext(); + topright.Sym(ref toprcasing); + MakeTriangle(ref newtopright); + } + else + { + // Splitting a boundary edge increases the number of boundary edges. + hullsize++; + } + MakeTriangle(ref newbotright); + + // Set the vertices of changed and new triangles. + rightvertex = horiz.Org(); + leftvertex = horiz.Dest(); + botvertex = horiz.Apex(); + newbotright.SetOrg(botvertex); + newbotright.SetDest(rightvertex); + newbotright.SetApex(newvertex); + horiz.SetOrg(newvertex); + + // Set the region of a new triangle. + newbotright.tri.label = botright.tri.label; + + if (behavior.VarArea) + { + // Set the area constraint of a new triangle. + newbotright.tri.area = botright.tri.area; + } + + if (mirrorflag) + { + topvertex = topright.Dest(); + newtopright.SetOrg(rightvertex); + newtopright.SetDest(topvertex); + newtopright.SetApex(newvertex); + topright.SetOrg(newvertex); + + // Set the region of another new triangle. + newtopright.tri.label = topright.tri.label; + + if (behavior.VarArea) + { + // Set the area constraint of another new triangle. + newtopright.tri.area = topright.tri.area; + } + } + + // There may be subsegments that need to be bonded + // to the new triangle(s). + if (checksegments) + { + botright.Pivot(ref botrsubseg); + + if (botrsubseg.seg.hash != DUMMY) + { + botright.SegDissolve(dummysub); + newbotright.SegBond(ref botrsubseg); + } + + if (mirrorflag) + { + topright.Pivot(ref toprsubseg); + if (toprsubseg.seg.hash != DUMMY) + { + topright.SegDissolve(dummysub); + newtopright.SegBond(ref toprsubseg); + } + } + } + + // Bond the new triangle(s) to the surrounding triangles. + newbotright.Bond(ref botrcasing); + newbotright.Lprev(); + newbotright.Bond(ref botright); + newbotright.Lprev(); + + if (mirrorflag) + { + newtopright.Bond(ref toprcasing); + newtopright.Lnext(); + newtopright.Bond(ref topright); + newtopright.Lnext(); + newtopright.Bond(ref newbotright); + } + + if (splitseg.seg != null) + { + // Split the subsegment into two. + splitseg.SetDest(newvertex); + segmentorg = splitseg.SegOrg(); + segmentdest = splitseg.SegDest(); + splitseg.Sym(); + splitseg.Pivot(ref rightsubseg); + InsertSubseg(ref newbotright, splitseg.seg.boundary); + newbotright.Pivot(ref newsubseg); + newsubseg.SetSegOrg(segmentorg); + newsubseg.SetSegDest(segmentdest); + splitseg.Bond(ref newsubseg); + newsubseg.Sym(); + newsubseg.Bond(ref rightsubseg); + splitseg.Sym(); + + // Transfer the subsegment's boundary marker to the vertex if required. + if (newvertex.label == 0) + { + newvertex.label = splitseg.seg.boundary; + } + } + + if (checkquality) + { + flipstack.Clear(); + + flipstack.Push(default(Otri)); // Dummy flip (see UndoVertex) + flipstack.Push(horiz); + } + + // Position 'horiz' on the first edge to check for + // the Delaunay property. + horiz.Lnext(); + } + else + { + // Insert the vertex in a triangle, splitting it into three. + horiz.Lnext(ref botleft); + horiz.Lprev(ref botright); + botleft.Sym(ref botlcasing); + botright.Sym(ref botrcasing); + MakeTriangle(ref newbotleft); + MakeTriangle(ref newbotright); + + // Set the vertices of changed and new triangles. + rightvertex = horiz.Org(); + leftvertex = horiz.Dest(); + botvertex = horiz.Apex(); + newbotleft.SetOrg(leftvertex); + newbotleft.SetDest(botvertex); + newbotleft.SetApex(newvertex); + newbotright.SetOrg(botvertex); + newbotright.SetDest(rightvertex); + newbotright.SetApex(newvertex); + horiz.SetApex(newvertex); + + // Set the region of the new triangles. + newbotleft.tri.label = horiz.tri.label; + newbotright.tri.label = horiz.tri.label; + + if (behavior.VarArea) + { + // Set the area constraint of the new triangles. + area = horiz.tri.area; + newbotleft.tri.area = area; + newbotright.tri.area = area; + } + + // There may be subsegments that need to be bonded + // to the new triangles. + if (checksegments) + { + botleft.Pivot(ref botlsubseg); + if (botlsubseg.seg.hash != DUMMY) + { + botleft.SegDissolve(dummysub); + newbotleft.SegBond(ref botlsubseg); + } + botright.Pivot(ref botrsubseg); + if (botrsubseg.seg.hash != DUMMY) + { + botright.SegDissolve(dummysub); + newbotright.SegBond(ref botrsubseg); + } + } + + // Bond the new triangles to the surrounding triangles. + newbotleft.Bond(ref botlcasing); + newbotright.Bond(ref botrcasing); + newbotleft.Lnext(); + newbotright.Lprev(); + newbotleft.Bond(ref newbotright); + newbotleft.Lnext(); + botleft.Bond(ref newbotleft); + newbotright.Lprev(); + botright.Bond(ref newbotright); + + if (checkquality) + { + flipstack.Clear(); + flipstack.Push(horiz); + } + } + + // The insertion is successful by default, unless an encroached + // subsegment is found. + success = InsertVertexResult.Successful; + + if (newvertex.tri.tri != null) + { + // Store the coordinates of the triangle that contains newvertex. + newvertex.tri.SetOrg(rightvertex); + newvertex.tri.SetDest(leftvertex); + newvertex.tri.SetApex(botvertex); + } + + // Circle around the newly inserted vertex, checking each edge opposite it + // for the Delaunay property. Non-Delaunay edges are flipped. 'horiz' is + // always the edge being checked. 'first' marks where to stop circling. + first = horiz.Org(); + rightvertex = first; + leftvertex = horiz.Dest(); + // Circle until finished. + while (true) + { + // By default, the edge will be flipped. + doflip = true; + + if (checksegments) + { + // Check for a subsegment, which cannot be flipped. + horiz.Pivot(ref checksubseg); + if (checksubseg.seg.hash != DUMMY) + { + // The edge is a subsegment and cannot be flipped. + doflip = false; + + if (segmentflaws) + { + // Does the new vertex encroach upon this subsegment? + if (qualityMesher.CheckSeg4Encroach(ref checksubseg) > 0) + { + success = InsertVertexResult.Encroaching; + } + } + } + } + + if (doflip) + { + // Check if the edge is a boundary edge. + horiz.Sym(ref top); + if (top.tri.id == DUMMY) + { + // The edge is a boundary edge and cannot be flipped. + doflip = false; + } + else + { + // Find the vertex on the other side of the edge. + farvertex = top.Apex(); + // In the incremental Delaunay triangulation algorithm, any of + // 'leftvertex', 'rightvertex', and 'farvertex' could be vertices + // of the triangular bounding box. These vertices must be + // treated as if they are infinitely distant, even though their + // "coordinates" are not. + if ((leftvertex == infvertex1) || (leftvertex == infvertex2) || + (leftvertex == infvertex3)) + { + // 'leftvertex' is infinitely distant. Check the convexity of + // the boundary of the triangulation. 'farvertex' might be + // infinite as well, but trust me, this same condition should + // be applied. + doflip = predicates.CounterClockwise(newvertex, rightvertex, farvertex) > 0.0; + } + else if ((rightvertex == infvertex1) || + (rightvertex == infvertex2) || + (rightvertex == infvertex3)) + { + // 'rightvertex' is infinitely distant. Check the convexity of + // the boundary of the triangulation. 'farvertex' might be + // infinite as well, but trust me, this same condition should + // be applied. + doflip = predicates.CounterClockwise(farvertex, leftvertex, newvertex) > 0.0; + } + else if ((farvertex == infvertex1) || + (farvertex == infvertex2) || + (farvertex == infvertex3)) + { + // 'farvertex' is infinitely distant and cannot be inside + // the circumcircle of the triangle 'horiz'. + doflip = false; + } + else + { + // Test whether the edge is locally Delaunay. + doflip = predicates.InCircle(leftvertex, newvertex, rightvertex, farvertex) > 0.0; + } + if (doflip) + { + // We made it! Flip the edge 'horiz' by rotating its containing + // quadrilateral (the two triangles adjacent to 'horiz'). + // Identify the casing of the quadrilateral. + top.Lprev(ref topleft); + topleft.Sym(ref toplcasing); + top.Lnext(ref topright); + topright.Sym(ref toprcasing); + horiz.Lnext(ref botleft); + botleft.Sym(ref botlcasing); + horiz.Lprev(ref botright); + botright.Sym(ref botrcasing); + // Rotate the quadrilateral one-quarter turn counterclockwise. + topleft.Bond(ref botlcasing); + botleft.Bond(ref botrcasing); + botright.Bond(ref toprcasing); + topright.Bond(ref toplcasing); + if (checksegments) + { + // Check for subsegments and rebond them to the quadrilateral. + topleft.Pivot(ref toplsubseg); + botleft.Pivot(ref botlsubseg); + botright.Pivot(ref botrsubseg); + topright.Pivot(ref toprsubseg); + if (toplsubseg.seg.hash == DUMMY) + { + topright.SegDissolve(dummysub); + } + else + { + topright.SegBond(ref toplsubseg); + } + if (botlsubseg.seg.hash == DUMMY) + { + topleft.SegDissolve(dummysub); + } + else + { + topleft.SegBond(ref botlsubseg); + } + if (botrsubseg.seg.hash == DUMMY) + { + botleft.SegDissolve(dummysub); + } + else + { + botleft.SegBond(ref botrsubseg); + } + if (toprsubseg.seg.hash == DUMMY) + { + botright.SegDissolve(dummysub); + } + else + { + botright.SegBond(ref toprsubseg); + } + } + // New vertex assignments for the rotated quadrilateral. + horiz.SetOrg(farvertex); + horiz.SetDest(newvertex); + horiz.SetApex(rightvertex); + top.SetOrg(newvertex); + top.SetDest(farvertex); + top.SetApex(leftvertex); + + // Assign region. + // TODO: check region ok (no Math.Min necessary) + region = Math.Min(top.tri.label, horiz.tri.label); + top.tri.label = region; + horiz.tri.label = region; + + if (behavior.VarArea) + { + if ((top.tri.area <= 0.0) || (horiz.tri.area <= 0.0)) + { + area = -1.0; + } + else + { + // Take the average of the two triangles' area constraints. + // This prevents small area constraints from migrating a + // long, long way from their original location due to flips. + area = 0.5 * (top.tri.area + horiz.tri.area); + } + + top.tri.area = area; + horiz.tri.area = area; + } + + if (checkquality) + { + flipstack.Push(horiz); + } + + // On the next iterations, consider the two edges that were exposed (this + // is, are now visible to the newly inserted vertex) by the edge flip. + horiz.Lprev(); + leftvertex = farvertex; + } + } + } + if (!doflip) + { + // The handle 'horiz' is accepted as locally Delaunay. + if (triflaws) + { + // Check the triangle 'horiz' for quality. + qualityMesher.TestTriangle(ref horiz); + } + + // Look for the next edge around the newly inserted vertex. + horiz.Lnext(); + horiz.Sym(ref testtri); + // Check for finishing a complete revolution about the new vertex, or + // falling outside of the triangulation. The latter will happen when + // a vertex is inserted at a boundary. + if ((leftvertex == first) || (testtri.tri.id == DUMMY)) + { + // We're done. Return a triangle whose origin is the new vertex. + horiz.Lnext(ref searchtri); + + Otri recenttri = default(Otri); + horiz.Lnext(ref recenttri); + locator.Update(ref recenttri); + + return success; + } + // Finish finding the next edge around the newly inserted vertex. + testtri.Lnext(ref horiz); + rightvertex = leftvertex; + leftvertex = horiz.Dest(); + } + } + } + + /// + /// Create a new subsegment and inserts it between two triangles. Its + /// vertices are properly initialized. + /// + /// The new subsegment is inserted at the edge + /// described by this handle. + /// The marker 'subsegmark' is applied to the + /// subsegment and, if appropriate, its vertices. + internal void InsertSubseg(ref Otri tri, int subsegmark) + { + Otri oppotri = default(Otri); + Osub newsubseg = default(Osub); + Vertex triorg, tridest; + + triorg = tri.Org(); + tridest = tri.Dest(); + // Mark vertices if possible. + if (triorg.label == 0) + { + triorg.label = subsegmark; + } + if (tridest.label == 0) + { + tridest.label = subsegmark; + } + // Check if there's already a subsegment here. + tri.Pivot(ref newsubseg); + if (newsubseg.seg.hash == DUMMY) + { + // Make new subsegment and initialize its vertices. + MakeSegment(ref newsubseg); + newsubseg.SetOrg(tridest); + newsubseg.SetDest(triorg); + newsubseg.SetSegOrg(tridest); + newsubseg.SetSegDest(triorg); + // Bond new subsegment to the two triangles it is sandwiched between. + // Note that the facing triangle 'oppotri' might be equal to 'dummytri' + // (outer space), but the new subsegment is bonded to it all the same. + tri.SegBond(ref newsubseg); + tri.Sym(ref oppotri); + newsubseg.Sym(); + oppotri.SegBond(ref newsubseg); + newsubseg.seg.boundary = subsegmark; + } + else if (newsubseg.seg.boundary == 0) + { + newsubseg.seg.boundary = subsegmark; + } + } + + /// + /// Transform two triangles to two different triangles by flipping an edge + /// counterclockwise within a quadrilateral. + /// + /// Handle to the edge that will be flipped. + /// Imagine the original triangles, abc and bad, oriented so that the + /// shared edge ab lies in a horizontal plane, with the vertex b on the left + /// and the vertex a on the right. The vertex c lies below the edge, and + /// the vertex d lies above the edge. The 'flipedge' handle holds the edge + /// ab of triangle abc, and is directed left, from vertex a to vertex b. + /// + /// The triangles abc and bad are deleted and replaced by the triangles cdb + /// and dca. The triangles that represent abc and bad are NOT deallocated; + /// they are reused for dca and cdb, respectively. Hence, any handles that + /// may have held the original triangles are still valid, although not + /// directed as they were before. + /// + /// Upon completion of this routine, the 'flipedge' handle holds the edge + /// dc of triangle dca, and is directed down, from vertex d to vertex c. + /// (Hence, the two triangles have rotated counterclockwise.) + /// + /// WARNING: This transformation is geometrically valid only if the + /// quadrilateral adbc is convex. Furthermore, this transformation is + /// valid only if there is not a subsegment between the triangles abc and + /// bad. This routine does not check either of these preconditions, and + /// it is the responsibility of the calling routine to ensure that they are + /// met. If they are not, the streets shall be filled with wailing and + /// gnashing of teeth. + /// + /// Terminology + /// + /// A "local transformation" replaces a small set of triangles with another + /// set of triangles. This may or may not involve inserting or deleting a + /// vertex. + /// + /// The term "casing" is used to describe the set of triangles that are + /// attached to the triangles being transformed, but are not transformed + /// themselves. Think of the casing as a fixed hollow structure inside + /// which all the action happens. A "casing" is only defined relative to + /// a single transformation; each occurrence of a transformation will + /// involve a different casing. + /// + internal void Flip(ref Otri flipedge) + { + Otri botleft = default(Otri), botright = default(Otri); + Otri topleft = default(Otri), topright = default(Otri); + Otri top = default(Otri); + Otri botlcasing = default(Otri), botrcasing = default(Otri); + Otri toplcasing = default(Otri), toprcasing = default(Otri); + Osub botlsubseg = default(Osub), botrsubseg = default(Osub); + Osub toplsubseg = default(Osub), toprsubseg = default(Osub); + Vertex leftvertex, rightvertex, botvertex; + Vertex farvertex; + + // Identify the vertices of the quadrilateral. + rightvertex = flipedge.Org(); + leftvertex = flipedge.Dest(); + botvertex = flipedge.Apex(); + flipedge.Sym(ref top); + + // SELF CHECK + + //if (top.triangle.id == DUMMY) + //{ + // logger.Error("Attempt to flip on boundary.", "Mesh.Flip()"); + // flipedge.LnextSelf(); + // return; + //} + + //if (checksegments) + //{ + // flipedge.SegPivot(ref toplsubseg); + // if (toplsubseg.ss != Segment.Empty) + // { + // logger.Error("Attempt to flip a segment.", "Mesh.Flip()"); + // flipedge.LnextSelf(); + // return; + // } + //} + + farvertex = top.Apex(); + + // Identify the casing of the quadrilateral. + top.Lprev(ref topleft); + topleft.Sym(ref toplcasing); + top.Lnext(ref topright); + topright.Sym(ref toprcasing); + flipedge.Lnext(ref botleft); + botleft.Sym(ref botlcasing); + flipedge.Lprev(ref botright); + botright.Sym(ref botrcasing); + // Rotate the quadrilateral one-quarter turn counterclockwise. + topleft.Bond(ref botlcasing); + botleft.Bond(ref botrcasing); + botright.Bond(ref toprcasing); + topright.Bond(ref toplcasing); + + if (checksegments) + { + // Check for subsegments and rebond them to the quadrilateral. + topleft.Pivot(ref toplsubseg); + botleft.Pivot(ref botlsubseg); + botright.Pivot(ref botrsubseg); + topright.Pivot(ref toprsubseg); + + if (toplsubseg.seg.hash == DUMMY) + { + topright.SegDissolve(dummysub); + } + else + { + topright.SegBond(ref toplsubseg); + } + + if (botlsubseg.seg.hash == DUMMY) + { + topleft.SegDissolve(dummysub); + } + else + { + topleft.SegBond(ref botlsubseg); + } + + if (botrsubseg.seg.hash == DUMMY) + { + botleft.SegDissolve(dummysub); + } + else + { + botleft.SegBond(ref botrsubseg); + } + + if (toprsubseg.seg.hash == DUMMY) + { + botright.SegDissolve(dummysub); + } + else + { + botright.SegBond(ref toprsubseg); + } + } + + // New vertex assignments for the rotated quadrilateral. + flipedge.SetOrg(farvertex); + flipedge.SetDest(botvertex); + flipedge.SetApex(rightvertex); + top.SetOrg(botvertex); + top.SetDest(farvertex); + top.SetApex(leftvertex); + } + + /// + /// Transform two triangles to two different triangles by flipping an edge + /// clockwise within a quadrilateral. Reverses the flip() operation so that + /// the data structures representing the triangles are back where they were + /// before the flip(). + /// + /// + /// + /// See above Flip() remarks for more information. + /// + /// Upon completion of this routine, the 'flipedge' handle holds the edge + /// cd of triangle cdb, and is directed up, from vertex c to vertex d. + /// (Hence, the two triangles have rotated clockwise.) + /// + internal void Unflip(ref Otri flipedge) + { + Otri botleft = default(Otri), botright = default(Otri); + Otri topleft = default(Otri), topright = default(Otri); + Otri top = default(Otri); + Otri botlcasing = default(Otri), botrcasing = default(Otri); + Otri toplcasing = default(Otri), toprcasing = default(Otri); + Osub botlsubseg = default(Osub), botrsubseg = default(Osub); + Osub toplsubseg = default(Osub), toprsubseg = default(Osub); + Vertex leftvertex, rightvertex, botvertex; + Vertex farvertex; + + // Identify the vertices of the quadrilateral. + rightvertex = flipedge.Org(); + leftvertex = flipedge.Dest(); + botvertex = flipedge.Apex(); + flipedge.Sym(ref top); + + farvertex = top.Apex(); + + // Identify the casing of the quadrilateral. + top.Lprev(ref topleft); + topleft.Sym(ref toplcasing); + top.Lnext(ref topright); + topright.Sym(ref toprcasing); + flipedge.Lnext(ref botleft); + botleft.Sym(ref botlcasing); + flipedge.Lprev(ref botright); + botright.Sym(ref botrcasing); + // Rotate the quadrilateral one-quarter turn clockwise. + topleft.Bond(ref toprcasing); + botleft.Bond(ref toplcasing); + botright.Bond(ref botlcasing); + topright.Bond(ref botrcasing); + + if (checksegments) + { + // Check for subsegments and rebond them to the quadrilateral. + topleft.Pivot(ref toplsubseg); + botleft.Pivot(ref botlsubseg); + botright.Pivot(ref botrsubseg); + topright.Pivot(ref toprsubseg); + if (toplsubseg.seg.hash == DUMMY) + { + botleft.SegDissolve(dummysub); + } + else + { + botleft.SegBond(ref toplsubseg); + } + if (botlsubseg.seg.hash == DUMMY) + { + botright.SegDissolve(dummysub); + } + else + { + botright.SegBond(ref botlsubseg); + } + if (botrsubseg.seg.hash == DUMMY) + { + topright.SegDissolve(dummysub); + } + else + { + topright.SegBond(ref botrsubseg); + } + if (toprsubseg.seg.hash == DUMMY) + { + topleft.SegDissolve(dummysub); + } + else + { + topleft.SegBond(ref toprsubseg); + } + } + + // New vertex assignments for the rotated quadrilateral. + flipedge.SetOrg(botvertex); + flipedge.SetDest(farvertex); + flipedge.SetApex(leftvertex); + top.SetOrg(farvertex); + top.SetDest(botvertex); + top.SetApex(rightvertex); + } + + /// + /// Find the Delaunay triangulation of a polygon that has a certain "nice" shape. + /// This includes the polygons that result from deletion of a vertex or insertion + /// of a segment. + /// + /// The primary edge of the first triangle. + /// The primary edge of the last triangle. + /// The number of sides of the polygon, including its + /// base. + /// A flag, wether to perform the last flip. + /// A flag that determines whether the new triangles should + /// be tested for quality, and enqueued if they are bad. + /// + // This is a conceptually difficult routine. The starting assumption is + // that we have a polygon with n sides. n - 1 of these sides are currently + // represented as edges in the mesh. One side, called the "base", need not + // be. + // + // Inside the polygon is a structure I call a "fan", consisting of n - 1 + // triangles that share a common origin. For each of these triangles, the + // edge opposite the origin is one of the sides of the polygon. The + // primary edge of each triangle is the edge directed from the origin to + // the destination; note that this is not the same edge that is a side of + // the polygon. 'firstedge' is the primary edge of the first triangle. + // From there, the triangles follow in counterclockwise order about the + // polygon, until 'lastedge', the primary edge of the last triangle. + // 'firstedge' and 'lastedge' are probably connected to other triangles + // beyond the extremes of the fan, but their identity is not important, as + // long as the fan remains connected to them. + // + // Imagine the polygon oriented so that its base is at the bottom. This + // puts 'firstedge' on the far right, and 'lastedge' on the far left. + // The right vertex of the base is the destination of 'firstedge', and the + // left vertex of the base is the apex of 'lastedge'. + // + // The challenge now is to find the right sequence of edge flips to + // transform the fan into a Delaunay triangulation of the polygon. Each + // edge flip effectively removes one triangle from the fan, committing it + // to the polygon. The resulting polygon has one fewer edge. If 'doflip' + // is set, the final flip will be performed, resulting in a fan of one + // (useless?) triangle. If 'doflip' is not set, the final flip is not + // performed, resulting in a fan of two triangles, and an unfinished + // triangular polygon that is not yet filled out with a single triangle. + // On completion of the routine, 'lastedge' is the last remaining triangle, + // or the leftmost of the last two. + // + // Although the flips are performed in the order described above, the + // decisions about what flips to perform are made in precisely the reverse + // order. The recursive triangulatepolygon() procedure makes a decision, + // uses up to two recursive calls to triangulate the "subproblems" + // (polygons with fewer edges), and then performs an edge flip. + // + // The "decision" it makes is which vertex of the polygon should be + // connected to the base. This decision is made by testing every possible + // vertex. Once the best vertex is found, the two edges that connect this + // vertex to the base become the bases for two smaller polygons. These + // are triangulated recursively. Unfortunately, this approach can take + // O(n^2) time not only in the worst case, but in many common cases. It's + // rarely a big deal for vertex deletion, where n is rarely larger than + // ten, but it could be a big deal for segment insertion, especially if + // there's a lot of long segments that each cut many triangles. I ought to + // code a faster algorithm some day. + /// + private void TriangulatePolygon(Otri firstedge, Otri lastedge, + int edgecount, bool doflip, bool triflaws) + { + Otri testtri = default(Otri); + Otri besttri = default(Otri); + Otri tempedge = default(Otri); + Vertex leftbasevertex, rightbasevertex; + Vertex testvertex; + Vertex bestvertex; + + int bestnumber = 1; + + // Identify the base vertices. + leftbasevertex = lastedge.Apex(); + rightbasevertex = firstedge.Dest(); + + // Find the best vertex to connect the base to. + firstedge.Onext(ref besttri); + bestvertex = besttri.Dest(); + besttri.Copy(ref testtri); + + for (int i = 2; i <= edgecount - 2; i++) + { + testtri.Onext(); + testvertex = testtri.Dest(); + // Is this a better vertex? + if (predicates.InCircle(leftbasevertex, rightbasevertex, bestvertex, testvertex) > 0.0) + { + testtri.Copy(ref besttri); + bestvertex = testvertex; + bestnumber = i; + } + } + + if (bestnumber > 1) + { + // Recursively triangulate the smaller polygon on the right. + besttri.Oprev(ref tempedge); + TriangulatePolygon(firstedge, tempedge, bestnumber + 1, true, triflaws); + } + + if (bestnumber < edgecount - 2) + { + // Recursively triangulate the smaller polygon on the left. + besttri.Sym(ref tempedge); + TriangulatePolygon(besttri, lastedge, edgecount - bestnumber, true, triflaws); + // Find 'besttri' again; it may have been lost to edge flips. + tempedge.Sym(ref besttri); + } + + if (doflip) + { + // Do one final edge flip. + Flip(ref besttri); + if (triflaws) + { + // Check the quality of the newly committed triangle. + besttri.Sym(ref testtri); + qualityMesher.TestTriangle(ref testtri); + } + } + // Return the base triangle. + besttri.Copy(ref lastedge); + } + + /// + /// Delete a vertex from a Delaunay triangulation, ensuring that the + /// triangulation remains Delaunay. + /// + /// + /// The origin of 'deltri' is deleted. The union of the triangles + /// adjacent to this vertex is a polygon, for which the Delaunay triangulation + /// is found. Two triangles are removed from the mesh. + /// + /// Only interior vertices that do not lie on segments or boundaries + /// may be deleted. + /// + internal void DeleteVertex(ref Otri deltri) + { + Otri countingtri = default(Otri); + Otri firstedge = default(Otri), lastedge = default(Otri); + Otri deltriright = default(Otri); + Otri lefttri = default(Otri), righttri = default(Otri); + Otri leftcasing = default(Otri), rightcasing = default(Otri); + Osub leftsubseg = default(Osub), rightsubseg = default(Osub); + Vertex delvertex; + Vertex neworg; + int edgecount; + + delvertex = deltri.Org(); + + VertexDealloc(delvertex); + + // Count the degree of the vertex being deleted. + deltri.Onext(ref countingtri); + edgecount = 1; + while (!deltri.Equals(countingtri)) + { + edgecount++; + countingtri.Onext(); + } + + if (edgecount > 3) + { + // Triangulate the polygon defined by the union of all triangles + // adjacent to the vertex being deleted. Check the quality of + // the resulting triangles. + deltri.Onext(ref firstedge); + deltri.Oprev(ref lastedge); + TriangulatePolygon(firstedge, lastedge, edgecount, false, behavior.NoBisect == 0); + } + // Splice out two triangles. + deltri.Lprev(ref deltriright); + deltri.Dnext(ref lefttri); + lefttri.Sym(ref leftcasing); + deltriright.Oprev(ref righttri); + righttri.Sym(ref rightcasing); + deltri.Bond(ref leftcasing); + deltriright.Bond(ref rightcasing); + lefttri.Pivot(ref leftsubseg); + if (leftsubseg.seg.hash != DUMMY) + { + deltri.SegBond(ref leftsubseg); + } + righttri.Pivot(ref rightsubseg); + if (rightsubseg.seg.hash != DUMMY) + { + deltriright.SegBond(ref rightsubseg); + } + + // Set the new origin of 'deltri' and check its quality. + neworg = lefttri.Org(); + deltri.SetOrg(neworg); + if (behavior.NoBisect == 0) + { + qualityMesher.TestTriangle(ref deltri); + } + + // Delete the two spliced-out triangles. + TriangleDealloc(lefttri.tri); + TriangleDealloc(righttri.tri); + } + + /// + /// Undo the most recent vertex insertion. + /// + /// + /// Walks through the list of transformations (flips and a vertex insertion) + /// in the reverse of the order in which they were done, and undoes them. + /// The inserted vertex is removed from the triangulation and deallocated. + /// Two triangles (possibly just one) are also deallocated. + /// + internal void UndoVertex() + { + Otri fliptri; + + Otri botleft = default(Otri), botright = default(Otri), topright = default(Otri); + Otri botlcasing = default(Otri), botrcasing = default(Otri), toprcasing = default(Otri); + Otri gluetri = default(Otri); + Osub botlsubseg = default(Osub), botrsubseg = default(Osub), toprsubseg = default(Osub); + Vertex botvertex, rightvertex; + + // Walk through the list of transformations (flips and a vertex insertion) + // in the reverse of the order in which they were done, and undo them. + while (flipstack.Count > 0) + { + // Find a triangle involved in the last unreversed transformation. + fliptri = flipstack.Pop(); + + // We are reversing one of three transformations: a trisection of one + // triangle into three (by inserting a vertex in the triangle), a + // bisection of two triangles into four (by inserting a vertex in an + // edge), or an edge flip. + if (flipstack.Count == 0) + { + // Restore a triangle that was split into three triangles, + // so it is again one triangle. + fliptri.Dprev(ref botleft); + botleft.Lnext(); + fliptri.Onext(ref botright); + botright.Lprev(); + botleft.Sym(ref botlcasing); + botright.Sym(ref botrcasing); + botvertex = botleft.Dest(); + + fliptri.SetApex(botvertex); + fliptri.Lnext(); + fliptri.Bond(ref botlcasing); + botleft.Pivot(ref botlsubseg); + fliptri.SegBond(ref botlsubseg); + fliptri.Lnext(); + fliptri.Bond(ref botrcasing); + botright.Pivot(ref botrsubseg); + fliptri.SegBond(ref botrsubseg); + + // Delete the two spliced-out triangles. + TriangleDealloc(botleft.tri); + TriangleDealloc(botright.tri); + } + else if (flipstack.Peek().tri == null) // Dummy flip + { + // Restore two triangles that were split into four triangles, + // so they are again two triangles. + fliptri.Lprev(ref gluetri); + gluetri.Sym(ref botright); + botright.Lnext(); + botright.Sym(ref botrcasing); + rightvertex = botright.Dest(); + + fliptri.SetOrg(rightvertex); + gluetri.Bond(ref botrcasing); + botright.Pivot(ref botrsubseg); + gluetri.SegBond(ref botrsubseg); + + // Delete the spliced-out triangle. + TriangleDealloc(botright.tri); + + fliptri.Sym(ref gluetri); + if (gluetri.tri.id != DUMMY) + { + gluetri.Lnext(); + gluetri.Dnext(ref topright); + topright.Sym(ref toprcasing); + + gluetri.SetOrg(rightvertex); + gluetri.Bond(ref toprcasing); + topright.Pivot(ref toprsubseg); + gluetri.SegBond(ref toprsubseg); + + // Delete the spliced-out triangle. + TriangleDealloc(topright.tri); + } + + flipstack.Clear(); + } + else + { + // Undo an edge flip. + Unflip(ref fliptri); + } + } + } + + #endregion + + #region Dealloc + + /// + /// Deallocate space for a triangle, marking it dead. + /// + /// + internal void TriangleDealloc(Triangle dyingtriangle) + { + // Mark the triangle as dead. This makes it possible to detect dead + // triangles when traversing the list of all triangles. + Otri.Kill(dyingtriangle); + triangles.Release(dyingtriangle); + } + + /// + /// Deallocate space for a vertex, marking it dead. + /// + /// + internal void VertexDealloc(Vertex dyingvertex) + { + // Mark the vertex as dead. This makes it possible to detect dead + // vertices when traversing the list of all vertices. + dyingvertex.type = VertexType.DeadVertex; + vertices.Remove(dyingvertex.hash); + } + + /// + /// Deallocate space for a subsegment, marking it dead. + /// + /// + internal void SubsegDealloc(SubSegment dyingsubseg) + { + // Mark the subsegment as dead. This makes it possible to detect dead + // subsegments when traversing the list of all subsegments. + Osub.Kill(dyingsubseg); + subsegs.Remove(dyingsubseg.hash); + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/MeshValidator.cs b/src/Triangle/MeshValidator.cs similarity index 97% rename from Triangle.NET/Triangle/MeshValidator.cs rename to src/Triangle/MeshValidator.cs index d6e4982..1a32b4b 100644 --- a/Triangle.NET/Triangle/MeshValidator.cs +++ b/src/Triangle/MeshValidator.cs @@ -1,215 +1,215 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - using System; - using TriangleNet.Topology; - using TriangleNet.Geometry; - - public static class MeshValidator - { - private static RobustPredicates predicates = RobustPredicates.Default; - - /// - /// Test the mesh for topological consistency. - /// - public static bool IsConsistent(Mesh mesh) - { - Otri tri = default(Otri); - Otri oppotri = default(Otri), oppooppotri = default(Otri); - Vertex org, dest, apex; - Vertex oppoorg, oppodest; - - var logger = Log.Instance; - - // Temporarily turn on exact arithmetic if it's off. - bool saveexact = Behavior.NoExact; - Behavior.NoExact = false; - - int horrors = 0; - - // Run through the list of triangles, checking each one. - foreach (var t in mesh.triangles) - { - tri.tri = t; - - // Check all three edges of the triangle. - for (tri.orient = 0; tri.orient < 3; tri.orient++) - { - org = tri.Org(); - dest = tri.Dest(); - if (tri.orient == 0) - { - // Only test for inversion once. - // Test if the triangle is flat or inverted. - apex = tri.Apex(); - if (predicates.CounterClockwise(org, dest, apex) <= 0.0) - { - if (Log.Verbose) - { - logger.Warning(String.Format("Triangle is flat or inverted (ID {0}).", t.id), - "MeshValidator.IsConsistent()"); - } - - horrors++; - } - } - - // Find the neighboring triangle on this edge. - tri.Sym(ref oppotri); - if (oppotri.tri.id != Mesh.DUMMY) - { - // Check that the triangle's neighbor knows it's a neighbor. - oppotri.Sym(ref oppooppotri); - if ((tri.tri != oppooppotri.tri) || (tri.orient != oppooppotri.orient)) - { - if (tri.tri == oppooppotri.tri && Log.Verbose) - { - logger.Warning("Asymmetric triangle-triangle bond: (Right triangle, wrong orientation)", - "MeshValidator.IsConsistent()"); - } - - horrors++; - } - // Check that both triangles agree on the identities - // of their shared vertices. - oppoorg = oppotri.Org(); - oppodest = oppotri.Dest(); - if ((org != oppodest) || (dest != oppoorg)) - { - if (Log.Verbose) - { - logger.Warning("Mismatched edge coordinates between two triangles.", - "MeshValidator.IsConsistent()"); - } - - horrors++; - } - } - } - } - - // Check for unconnected vertices - mesh.MakeVertexMap(); - foreach (var v in mesh.vertices.Values) - { - if (v.tri.tri == null && Log.Verbose) - { - logger.Warning("Vertex (ID " + v.id + ") not connected to mesh (duplicate input vertex?)", - "MeshValidator.IsConsistent()"); - } - } - - // Restore the status of exact arithmetic. - Behavior.NoExact = saveexact; - - return (horrors == 0); - } - - /// - /// Check if the mesh is (conforming) Delaunay. - /// - public static bool IsDelaunay(Mesh mesh) - { - return IsDelaunay(mesh, false); - } - - /// - /// Check if that the mesh is (constrained) Delaunay. - /// - public static bool IsConstrainedDelaunay(Mesh mesh) - { - return IsDelaunay(mesh, true); - } - - /// - /// Ensure that the mesh is (constrained) Delaunay. - /// - private static bool IsDelaunay(Mesh mesh, bool constrained) - { - Otri loop = default(Otri); - Otri oppotri = default(Otri); - Osub opposubseg = default(Osub); - Vertex org, dest, apex; - Vertex oppoapex; - - bool shouldbedelaunay; - - var logger = Log.Instance; - - // Temporarily turn on exact arithmetic if it's off. - bool saveexact = Behavior.NoExact; - Behavior.NoExact = false; - - int horrors = 0; - - var inf1 = mesh.infvertex1; - var inf2 = mesh.infvertex2; - var inf3 = mesh.infvertex3; - - // Run through the list of triangles, checking each one. - foreach (var tri in mesh.triangles) - { - loop.tri = tri; - - // Check all three edges of the triangle. - for (loop.orient = 0; loop.orient < 3; loop.orient++) - { - org = loop.Org(); - dest = loop.Dest(); - apex = 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 = (loop.tri.id < oppotri.tri.id) && - !Otri.IsDead(oppotri.tri) && (oppotri.tri.id != Mesh.DUMMY) && - (org != inf1) && (org != inf2) && (org != inf3) && - (dest != inf1) && (dest != inf2) && (dest != inf3) && - (apex != inf1) && (apex != inf2) && (apex != inf3) && - (oppoapex != inf1) && (oppoapex != inf2) && (oppoapex != inf3); - - if (constrained && mesh.checksegments && shouldbedelaunay) - { - // If a subsegment separates the triangles, then the edge is - // constrained, so no local Delaunay test should be done. - loop.Pivot(ref opposubseg); - - if (opposubseg.seg.hash != Mesh.DUMMY) - { - shouldbedelaunay = false; - } - } - - if (shouldbedelaunay) - { - if (predicates.NonRegular(org, dest, apex, oppoapex) > 0.0) - { - if (Log.Verbose) - { - logger.Warning(String.Format("Non-regular pair of triangles found (IDs {0}/{1}).", - loop.tri.id, oppotri.tri.id), "MeshValidator.IsDelaunay()"); - } - - horrors++; - } - } - } - - } - - // Restore the status of exact arithmetic. - Behavior.NoExact = saveexact; - - return (horrors == 0); - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + using System; + using TriangleNet.Topology; + using TriangleNet.Geometry; + + public static class MeshValidator + { + private static RobustPredicates predicates = RobustPredicates.Default; + + /// + /// Test the mesh for topological consistency. + /// + public static bool IsConsistent(Mesh mesh) + { + Otri tri = default(Otri); + Otri oppotri = default(Otri), oppooppotri = default(Otri); + Vertex org, dest, apex; + Vertex oppoorg, oppodest; + + var logger = Log.Instance; + + // Temporarily turn on exact arithmetic if it's off. + bool saveexact = Behavior.NoExact; + Behavior.NoExact = false; + + int horrors = 0; + + // Run through the list of triangles, checking each one. + foreach (var t in mesh.triangles) + { + tri.tri = t; + + // Check all three edges of the triangle. + for (tri.orient = 0; tri.orient < 3; tri.orient++) + { + org = tri.Org(); + dest = tri.Dest(); + if (tri.orient == 0) + { + // Only test for inversion once. + // Test if the triangle is flat or inverted. + apex = tri.Apex(); + if (predicates.CounterClockwise(org, dest, apex) <= 0.0) + { + if (Log.Verbose) + { + logger.Warning(String.Format("Triangle is flat or inverted (ID {0}).", t.id), + "MeshValidator.IsConsistent()"); + } + + horrors++; + } + } + + // Find the neighboring triangle on this edge. + tri.Sym(ref oppotri); + if (oppotri.tri.id != Mesh.DUMMY) + { + // Check that the triangle's neighbor knows it's a neighbor. + oppotri.Sym(ref oppooppotri); + if ((tri.tri != oppooppotri.tri) || (tri.orient != oppooppotri.orient)) + { + if (tri.tri == oppooppotri.tri && Log.Verbose) + { + logger.Warning("Asymmetric triangle-triangle bond: (Right triangle, wrong orientation)", + "MeshValidator.IsConsistent()"); + } + + horrors++; + } + // Check that both triangles agree on the identities + // of their shared vertices. + oppoorg = oppotri.Org(); + oppodest = oppotri.Dest(); + if ((org != oppodest) || (dest != oppoorg)) + { + if (Log.Verbose) + { + logger.Warning("Mismatched edge coordinates between two triangles.", + "MeshValidator.IsConsistent()"); + } + + horrors++; + } + } + } + } + + // Check for unconnected vertices + mesh.MakeVertexMap(); + foreach (var v in mesh.vertices.Values) + { + if (v.tri.tri == null && Log.Verbose) + { + logger.Warning("Vertex (ID " + v.id + ") not connected to mesh (duplicate input vertex?)", + "MeshValidator.IsConsistent()"); + } + } + + // Restore the status of exact arithmetic. + Behavior.NoExact = saveexact; + + return (horrors == 0); + } + + /// + /// Check if the mesh is (conforming) Delaunay. + /// + public static bool IsDelaunay(Mesh mesh) + { + return IsDelaunay(mesh, false); + } + + /// + /// Check if that the mesh is (constrained) Delaunay. + /// + public static bool IsConstrainedDelaunay(Mesh mesh) + { + return IsDelaunay(mesh, true); + } + + /// + /// Ensure that the mesh is (constrained) Delaunay. + /// + private static bool IsDelaunay(Mesh mesh, bool constrained) + { + Otri loop = default(Otri); + Otri oppotri = default(Otri); + Osub opposubseg = default(Osub); + Vertex org, dest, apex; + Vertex oppoapex; + + bool shouldbedelaunay; + + var logger = Log.Instance; + + // Temporarily turn on exact arithmetic if it's off. + bool saveexact = Behavior.NoExact; + Behavior.NoExact = false; + + int horrors = 0; + + var inf1 = mesh.infvertex1; + var inf2 = mesh.infvertex2; + var inf3 = mesh.infvertex3; + + // Run through the list of triangles, checking each one. + foreach (var tri in mesh.triangles) + { + loop.tri = tri; + + // Check all three edges of the triangle. + for (loop.orient = 0; loop.orient < 3; loop.orient++) + { + org = loop.Org(); + dest = loop.Dest(); + apex = 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 = (loop.tri.id < oppotri.tri.id) && + !Otri.IsDead(oppotri.tri) && (oppotri.tri.id != Mesh.DUMMY) && + (org != inf1) && (org != inf2) && (org != inf3) && + (dest != inf1) && (dest != inf2) && (dest != inf3) && + (apex != inf1) && (apex != inf2) && (apex != inf3) && + (oppoapex != inf1) && (oppoapex != inf2) && (oppoapex != inf3); + + if (constrained && mesh.checksegments && shouldbedelaunay) + { + // If a subsegment separates the triangles, then the edge is + // constrained, so no local Delaunay test should be done. + loop.Pivot(ref opposubseg); + + if (opposubseg.seg.hash != Mesh.DUMMY) + { + shouldbedelaunay = false; + } + } + + if (shouldbedelaunay) + { + if (predicates.NonRegular(org, dest, apex, oppoapex) > 0.0) + { + if (Log.Verbose) + { + logger.Warning(String.Format("Non-regular pair of triangles found (IDs {0}/{1}).", + loop.tri.id, oppotri.tri.id), "MeshValidator.IsDelaunay()"); + } + + horrors++; + } + } + } + + } + + // Restore the status of exact arithmetic. + Behavior.NoExact = saveexact; + + return (horrors == 0); + } + } +} diff --git a/Triangle.NET/Triangle/Meshing/Algorithm/Dwyer.cs b/src/Triangle/Meshing/Algorithm/Dwyer.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/Algorithm/Dwyer.cs rename to src/Triangle/Meshing/Algorithm/Dwyer.cs index a4c834d..2e227f5 100644 --- a/Triangle.NET/Triangle/Meshing/Algorithm/Dwyer.cs +++ b/src/Triangle/Meshing/Algorithm/Dwyer.cs @@ -1,694 +1,694 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing.Algorithm -{ - using System; - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Tools; - using TriangleNet.Topology; - - /// - /// Builds a delaunay triangulation using the divide-and-conquer algorithm. - /// - /// - /// The divide-and-conquer bounding box - /// - /// I originally implemented the divide-and-conquer and incremental Delaunay - /// triangulations using the edge-based data structure presented by Guibas - /// and Stolfi. Switching to a triangle-based data structure doubled the - /// speed. However, I had to think of a few extra tricks to maintain the - /// elegance of the original algorithms. - /// - /// The "bounding box" used by my variant of the divide-and-conquer - /// algorithm uses one triangle for each edge of the convex hull of the - /// triangulation. These bounding triangles all share a common apical - /// vertex, which is represented by NULL and which represents nothing. - /// The bounding triangles are linked in a circular fan about this NULL - /// vertex, and the edges on the convex hull of the triangulation appear - /// opposite the NULL vertex. You might find it easiest to imagine that - /// the NULL vertex is a point in 3D space behind the center of the - /// triangulation, and that the bounding triangles form a sort of cone. - /// - /// This bounding box makes it easy to represent degenerate cases. For - /// instance, the triangulation of two vertices is a single edge. This edge - /// is represented by two bounding box triangles, one on each "side" of the - /// edge. These triangles are also linked together in a fan about the NULL - /// vertex. - /// - /// The bounding box also makes it easy to traverse the convex hull, as the - /// divide-and-conquer algorithm needs to do. - /// - public class Dwyer : ITriangulator - { - // Random is not threadsafe, so don't make this static. - Random rand = new Random(DateTime.Now.Millisecond); - - IPredicates predicates; - - public bool UseDwyer = true; - - Vertex[] sortarray; - Mesh mesh; - - /// - /// Form a Delaunay triangulation by the divide-and-conquer method. - /// - /// - /// - /// Sorts the vertices, calls a recursive procedure to triangulate them, and - /// removes the bounding box, setting boundary markers as appropriate. - /// - public IMesh Triangulate(IList points, Configuration config) - { - this.predicates = config.Predicates(); - - this.mesh = new Mesh(config); - this.mesh.TransferNodes(points); - - Otri hullleft = default(Otri), hullright = default(Otri); - int i, j, n = points.Count; - - // Allocate an array of pointers to vertices for sorting. - this.sortarray = new Vertex[n]; - i = 0; - foreach (var v in points) - { - sortarray[i++] = v; - } - - // Sort the vertices. - VertexSorter.Sort(sortarray); - - // Discard duplicate vertices, which can really mess up the algorithm. - i = 0; - for (j = 1; j < n; j++) - { - if ((sortarray[i].x == sortarray[j].x) && (sortarray[i].y == sortarray[j].y)) - { - if (Log.Verbose) - { - Log.Instance.Warning( - String.Format("A duplicate vertex appeared and was ignored (ID {0}).", sortarray[j].id), - "Dwyer.Triangulate()"); - } - sortarray[j].type = VertexType.UndeadVertex; - mesh.undeads++; - } - else - { - i++; - sortarray[i] = sortarray[j]; - } - } - i++; - if (UseDwyer) - { - // Re-sort the array of vertices to accommodate alternating cuts. - VertexSorter.Alternate(sortarray, i); - } - - // Form the Delaunay triangulation. - DivconqRecurse(0, i - 1, 0, ref hullleft, ref hullright); - - this.mesh.hullsize = RemoveGhosts(ref hullleft); - - return this.mesh; - } - - /// - /// Merge two adjacent Delaunay triangulations into a single Delaunay triangulation. - /// - /// Bounding triangles of the left triangulation. - /// Bounding triangles of the left triangulation. - /// Bounding triangles of the right triangulation. - /// Bounding triangles of the right triangulation. - /// - /// - /// This is similar to the algorithm given by Guibas and Stolfi, but uses - /// a triangle-based, rather than edge-based, data structure. - /// - /// The algorithm walks up the gap between the two triangulations, knitting - /// them together. As they are merged, some of their bounding triangles - /// are converted into real triangles of the triangulation. The procedure - /// pulls each hull's bounding triangles apart, then knits them together - /// like the teeth of two gears. The Delaunay property determines, at each - /// step, whether the next "tooth" is a bounding triangle of the left hull - /// or the right. When a bounding triangle becomes real, its apex is - /// changed from NULL to a real vertex. - /// - /// Only two new triangles need to be allocated. These become new bounding - /// triangles at the top and bottom of the seam. They are used to connect - /// the remaining bounding triangles (those that have not been converted - /// into real triangles) into a single fan. - /// - /// On entry, 'farleft' and 'innerleft' are bounding triangles of the left - /// triangulation. The origin of 'farleft' is the leftmost vertex, and - /// the destination of 'innerleft' is the rightmost vertex of the - /// triangulation. Similarly, 'innerright' and 'farright' are bounding - /// triangles of the right triangulation. The origin of 'innerright' and - /// destination of 'farright' are the leftmost and rightmost vertices. - /// - /// On completion, the origin of 'farleft' is the leftmost vertex of the - /// merged triangulation, and the destination of 'farright' is the rightmost - /// vertex. - /// - void MergeHulls(ref Otri farleft, ref Otri innerleft, ref Otri innerright, - ref Otri farright, int axis) - { - Otri leftcand = default(Otri), rightcand = default(Otri); - Otri nextedge = default(Otri); - Otri sidecasing = default(Otri), topcasing = default(Otri), outercasing = default(Otri); - Otri checkedge = default(Otri); - Otri baseedge = default(Otri); - Vertex innerleftdest; - Vertex innerrightorg; - Vertex innerleftapex, innerrightapex; - Vertex farleftpt, farrightpt; - Vertex farleftapex, farrightapex; - Vertex lowerleft, lowerright; - Vertex upperleft, upperright; - Vertex nextapex; - Vertex checkvertex; - bool changemade; - bool badedge; - bool leftfinished, rightfinished; - - innerleftdest = innerleft.Dest(); - innerleftapex = innerleft.Apex(); - innerrightorg = innerright.Org(); - innerrightapex = innerright.Apex(); - // Special treatment for horizontal cuts. - if (UseDwyer && (axis == 1)) - { - farleftpt = farleft.Org(); - farleftapex = farleft.Apex(); - farrightpt = farright.Dest(); - farrightapex = farright.Apex(); - // The pointers to the extremal vertices are shifted to point to the - // topmost and bottommost vertex of each hull, rather than the - // leftmost and rightmost vertices. - while (farleftapex.y < farleftpt.y) - { - farleft.Lnext(); - farleft.Sym(); - farleftpt = farleftapex; - farleftapex = farleft.Apex(); - } - innerleft.Sym(ref checkedge); - checkvertex = checkedge.Apex(); - while (checkvertex.y > innerleftdest.y) - { - checkedge.Lnext(ref innerleft); - innerleftapex = innerleftdest; - innerleftdest = checkvertex; - innerleft.Sym(ref checkedge); - checkvertex = checkedge.Apex(); - } - while (innerrightapex.y < innerrightorg.y) - { - innerright.Lnext(); - innerright.Sym(); - innerrightorg = innerrightapex; - innerrightapex = innerright.Apex(); - } - farright.Sym(ref checkedge); - checkvertex = checkedge.Apex(); - while (checkvertex.y > farrightpt.y) - { - checkedge.Lnext(ref farright); - farrightapex = farrightpt; - farrightpt = checkvertex; - farright.Sym(ref checkedge); - checkvertex = checkedge.Apex(); - } - } - // Find a line tangent to and below both hulls. - do - { - changemade = false; - // Make innerleftdest the "bottommost" vertex of the left hull. - if (predicates.CounterClockwise(innerleftdest, innerleftapex, innerrightorg) > 0.0) - { - innerleft.Lprev(); - innerleft.Sym(); - innerleftdest = innerleftapex; - innerleftapex = innerleft.Apex(); - changemade = true; - } - // Make innerrightorg the "bottommost" vertex of the right hull. - if (predicates.CounterClockwise(innerrightapex, innerrightorg, innerleftdest) > 0.0) - { - innerright.Lnext(); - innerright.Sym(); - innerrightorg = innerrightapex; - innerrightapex = innerright.Apex(); - changemade = true; - } - } while (changemade); - - // Find the two candidates to be the next "gear tooth." - innerleft.Sym(ref leftcand); - innerright.Sym(ref rightcand); - // Create the bottom new bounding triangle. - mesh.MakeTriangle(ref baseedge); - // Connect it to the bounding boxes of the left and right triangulations. - baseedge.Bond(ref innerleft); - baseedge.Lnext(); - baseedge.Bond(ref innerright); - baseedge.Lnext(); - baseedge.SetOrg(innerrightorg); - baseedge.SetDest(innerleftdest); - // Apex is intentionally left NULL. - - // Fix the extreme triangles if necessary. - farleftpt = farleft.Org(); - if (innerleftdest == farleftpt) - { - baseedge.Lnext(ref farleft); - } - farrightpt = farright.Dest(); - if (innerrightorg == farrightpt) - { - baseedge.Lprev(ref farright); - } - // The vertices of the current knitting edge. - lowerleft = innerleftdest; - lowerright = innerrightorg; - // The candidate vertices for knitting. - upperleft = leftcand.Apex(); - upperright = rightcand.Apex(); - // Walk up the gap between the two triangulations, knitting them together. - while (true) - { - // Have we reached the top? (This isn't quite the right question, - // because even though the left triangulation might seem finished now, - // moving up on the right triangulation might reveal a new vertex of - // the left triangulation. And vice-versa.) - leftfinished = predicates.CounterClockwise(upperleft, lowerleft, lowerright) <= 0.0; - rightfinished = predicates.CounterClockwise(upperright, lowerleft, lowerright) <= 0.0; - if (leftfinished && rightfinished) - { - // Create the top new bounding triangle. - mesh.MakeTriangle(ref nextedge); - nextedge.SetOrg(lowerleft); - nextedge.SetDest(lowerright); - // Apex is intentionally left NULL. - // Connect it to the bounding boxes of the two triangulations. - nextedge.Bond(ref baseedge); - nextedge.Lnext(); - nextedge.Bond(ref rightcand); - nextedge.Lnext(); - nextedge.Bond(ref leftcand); - - // Special treatment for horizontal cuts. - if (UseDwyer && (axis == 1)) - { - farleftpt = farleft.Org(); - farleftapex = farleft.Apex(); - farrightpt = farright.Dest(); - farrightapex = farright.Apex(); - farleft.Sym(ref checkedge); - checkvertex = checkedge.Apex(); - // The pointers to the extremal vertices are restored to the - // leftmost and rightmost vertices (rather than topmost and - // bottommost). - while (checkvertex.x < farleftpt.x) - { - checkedge.Lprev(ref farleft); - farleftapex = farleftpt; - farleftpt = checkvertex; - farleft.Sym(ref checkedge); - checkvertex = checkedge.Apex(); - } - while (farrightapex.x > farrightpt.x) - { - farright.Lprev(); - farright.Sym(); - farrightpt = farrightapex; - farrightapex = farright.Apex(); - } - } - return; - } - // Consider eliminating edges from the left triangulation. - if (!leftfinished) - { - // What vertex would be exposed if an edge were deleted? - leftcand.Lprev(ref nextedge); - nextedge.Sym(); - nextapex = nextedge.Apex(); - // If nextapex is NULL, then no vertex would be exposed; the - // triangulation would have been eaten right through. - if (nextapex != null) - { - // Check whether the edge is Delaunay. - badedge = predicates.InCircle(lowerleft, lowerright, upperleft, nextapex) > 0.0; - while (badedge) - { - // Eliminate the edge with an edge flip. As a result, the - // left triangulation will have one more boundary triangle. - nextedge.Lnext(); - nextedge.Sym(ref topcasing); - nextedge.Lnext(); - nextedge.Sym(ref sidecasing); - nextedge.Bond(ref topcasing); - leftcand.Bond(ref sidecasing); - leftcand.Lnext(); - leftcand.Sym(ref outercasing); - nextedge.Lprev(); - nextedge.Bond(ref outercasing); - // Correct the vertices to reflect the edge flip. - leftcand.SetOrg(lowerleft); - leftcand.SetDest(null); - leftcand.SetApex(nextapex); - nextedge.SetOrg(null); - nextedge.SetDest(upperleft); - nextedge.SetApex(nextapex); - // Consider the newly exposed vertex. - upperleft = nextapex; - // What vertex would be exposed if another edge were deleted? - sidecasing.Copy(ref nextedge); - nextapex = nextedge.Apex(); - if (nextapex != null) - { - // Check whether the edge is Delaunay. - badedge = predicates.InCircle(lowerleft, lowerright, upperleft, nextapex) > 0.0; - } - else - { - // Avoid eating right through the triangulation. - badedge = false; - } - } - } - } - // Consider eliminating edges from the right triangulation. - if (!rightfinished) - { - // What vertex would be exposed if an edge were deleted? - rightcand.Lnext(ref nextedge); - nextedge.Sym(); - nextapex = nextedge.Apex(); - // If nextapex is NULL, then no vertex would be exposed; the - // triangulation would have been eaten right through. - if (nextapex != null) - { - // Check whether the edge is Delaunay. - badedge = predicates.InCircle(lowerleft, lowerright, upperright, nextapex) > 0.0; - while (badedge) - { - // Eliminate the edge with an edge flip. As a result, the - // right triangulation will have one more boundary triangle. - nextedge.Lprev(); - nextedge.Sym(ref topcasing); - nextedge.Lprev(); - nextedge.Sym(ref sidecasing); - nextedge.Bond(ref topcasing); - rightcand.Bond(ref sidecasing); - rightcand.Lprev(); - rightcand.Sym(ref outercasing); - nextedge.Lnext(); - nextedge.Bond(ref outercasing); - // Correct the vertices to reflect the edge flip. - rightcand.SetOrg(null); - rightcand.SetDest(lowerright); - rightcand.SetApex(nextapex); - nextedge.SetOrg(upperright); - nextedge.SetDest(null); - nextedge.SetApex(nextapex); - // Consider the newly exposed vertex. - upperright = nextapex; - // What vertex would be exposed if another edge were deleted? - sidecasing.Copy(ref nextedge); - nextapex = nextedge.Apex(); - if (nextapex != null) - { - // Check whether the edge is Delaunay. - badedge = predicates.InCircle(lowerleft, lowerright, upperright, nextapex) > 0.0; - } - else - { - // Avoid eating right through the triangulation. - badedge = false; - } - } - } - } - if (leftfinished || (!rightfinished && - (predicates.InCircle(upperleft, lowerleft, lowerright, upperright) > 0.0))) - { - // Knit the triangulations, adding an edge from 'lowerleft' - // to 'upperright'. - baseedge.Bond(ref rightcand); - rightcand.Lprev(ref baseedge); - baseedge.SetDest(lowerleft); - lowerright = upperright; - baseedge.Sym(ref rightcand); - upperright = rightcand.Apex(); - } - else - { - // Knit the triangulations, adding an edge from 'upperleft' - // to 'lowerright'. - baseedge.Bond(ref leftcand); - leftcand.Lnext(ref baseedge); - baseedge.SetOrg(lowerright); - lowerleft = upperleft; - baseedge.Sym(ref leftcand); - upperleft = leftcand.Apex(); - } - } - } - - /// - /// Recursively form a Delaunay triangulation by the divide-and-conquer method. - /// - /// - /// - /// - /// - /// - /// - /// Recursively breaks down the problem into smaller pieces, which are - /// knitted together by mergehulls(). The base cases (problems of two or - /// three vertices) are handled specially here. - /// - /// On completion, 'farleft' and 'farright' are bounding triangles such that - /// the origin of 'farleft' is the leftmost vertex (breaking ties by - /// choosing the highest leftmost vertex), and the destination of - /// 'farright' is the rightmost vertex (breaking ties by choosing the - /// lowest rightmost vertex). - /// - void DivconqRecurse(int left, int right, int axis, - ref Otri farleft, ref Otri farright) - { - Otri midtri = default(Otri); - Otri tri1 = default(Otri); - Otri tri2 = default(Otri); - Otri tri3 = default(Otri); - Otri innerleft = default(Otri), innerright = default(Otri); - double area; - int vertices = right - left + 1; - int divider; - - if (vertices == 2) - { - // The triangulation of two vertices is an edge. An edge is - // represented by two bounding triangles. - mesh.MakeTriangle(ref farleft); - farleft.SetOrg(sortarray[left]); - farleft.SetDest(sortarray[left + 1]); - // The apex is intentionally left NULL. - mesh.MakeTriangle(ref farright); - farright.SetOrg(sortarray[left + 1]); - farright.SetDest(sortarray[left]); - // The apex is intentionally left NULL. - farleft.Bond(ref farright); - farleft.Lprev(); - farright.Lnext(); - farleft.Bond(ref farright); - farleft.Lprev(); - farright.Lnext(); - farleft.Bond(ref farright); - - // Ensure that the origin of 'farleft' is sortarray[0]. - farright.Lprev(ref farleft); - return; - } - else if (vertices == 3) - { - // The triangulation of three vertices is either a triangle (with - // three bounding triangles) or two edges (with four bounding - // triangles). In either case, four triangles are created. - mesh.MakeTriangle(ref midtri); - mesh.MakeTriangle(ref tri1); - mesh.MakeTriangle(ref tri2); - mesh.MakeTriangle(ref tri3); - area = predicates.CounterClockwise(sortarray[left], sortarray[left + 1], sortarray[left + 2]); - if (area == 0.0) - { - // Three collinear vertices; the triangulation is two edges. - midtri.SetOrg(sortarray[left]); - midtri.SetDest(sortarray[left + 1]); - tri1.SetOrg(sortarray[left + 1]); - tri1.SetDest(sortarray[left]); - tri2.SetOrg(sortarray[left + 2]); - tri2.SetDest(sortarray[left + 1]); - tri3.SetOrg(sortarray[left + 1]); - tri3.SetDest(sortarray[left + 2]); - // All apices are intentionally left NULL. - midtri.Bond(ref tri1); - tri2.Bond(ref tri3); - midtri.Lnext(); - tri1.Lprev(); - tri2.Lnext(); - tri3.Lprev(); - midtri.Bond(ref tri3); - tri1.Bond(ref tri2); - midtri.Lnext(); - tri1.Lprev(); - tri2.Lnext(); - tri3.Lprev(); - midtri.Bond(ref tri1); - tri2.Bond(ref tri3); - // Ensure that the origin of 'farleft' is sortarray[0]. - tri1.Copy(ref farleft); - // Ensure that the destination of 'farright' is sortarray[2]. - tri2.Copy(ref farright); - } - else - { - // The three vertices are not collinear; the triangulation is one - // triangle, namely 'midtri'. - midtri.SetOrg(sortarray[left]); - tri1.SetDest(sortarray[left]); - tri3.SetOrg(sortarray[left]); - // Apices of tri1, tri2, and tri3 are left NULL. - if (area > 0.0) - { - // The vertices are in counterclockwise order. - midtri.SetDest(sortarray[left + 1]); - tri1.SetOrg(sortarray[left + 1]); - tri2.SetDest(sortarray[left + 1]); - midtri.SetApex(sortarray[left + 2]); - tri2.SetOrg(sortarray[left + 2]); - tri3.SetDest(sortarray[left + 2]); - } - else - { - // The vertices are in clockwise order. - midtri.SetDest(sortarray[left + 2]); - tri1.SetOrg(sortarray[left + 2]); - tri2.SetDest(sortarray[left + 2]); - midtri.SetApex(sortarray[left + 1]); - tri2.SetOrg(sortarray[left + 1]); - tri3.SetDest(sortarray[left + 1]); - } - // The topology does not depend on how the vertices are ordered. - midtri.Bond(ref tri1); - midtri.Lnext(); - midtri.Bond(ref tri2); - midtri.Lnext(); - midtri.Bond(ref tri3); - tri1.Lprev(); - tri2.Lnext(); - tri1.Bond(ref tri2); - tri1.Lprev(); - tri3.Lprev(); - tri1.Bond(ref tri3); - tri2.Lnext(); - tri3.Lprev(); - tri2.Bond(ref tri3); - // Ensure that the origin of 'farleft' is sortarray[0]. - tri1.Copy(ref farleft); - // Ensure that the destination of 'farright' is sortarray[2]. - if (area > 0.0) - { - tri2.Copy(ref farright); - } - else - { - farleft.Lnext(ref farright); - } - } - - return; - } - else - { - // Split the vertices in half. - divider = vertices >> 1; - - // Recursively triangulate each half. - DivconqRecurse(left, left + divider - 1, 1 - axis, ref farleft, ref innerleft); - DivconqRecurse(left + divider, right, 1 - axis, ref innerright, ref farright); - - // Merge the two triangulations into one. - MergeHulls(ref farleft, ref innerleft, ref innerright, ref farright, axis); - } - } - - /// - /// Removes ghost triangles. - /// - /// - /// Number of vertices on the hull. - int RemoveGhosts(ref Otri startghost) - { - Otri searchedge = default(Otri); - Otri dissolveedge = default(Otri); - Otri deadtriangle = default(Otri); - Vertex markorg; - - int hullsize; - - bool noPoly = !mesh.behavior.Poly; - - // Find an edge on the convex hull to start point location from. - startghost.Lprev(ref searchedge); - searchedge.Sym(); - mesh.dummytri.neighbors[0] = searchedge; - - // Remove the bounding box and count the convex hull edges. - startghost.Copy(ref dissolveedge); - hullsize = 0; - do - { - hullsize++; - dissolveedge.Lnext(ref deadtriangle); - dissolveedge.Lprev(); - dissolveedge.Sym(); - - // If no PSLG is involved, set the boundary markers of all the vertices - // on the convex hull. If a PSLG is used, this step is done later. - if (noPoly) - { - // Watch out for the case where all the input vertices are collinear. - if (dissolveedge.tri.id != Mesh.DUMMY) - { - markorg = dissolveedge.Org(); - if (markorg.label == 0) - { - markorg.label = 1; - } - } - } - // Remove a bounding triangle from a convex hull triangle. - dissolveedge.Dissolve(mesh.dummytri); - // Find the next bounding triangle. - deadtriangle.Sym(ref dissolveedge); - - // Delete the bounding triangle. - mesh.TriangleDealloc(deadtriangle.tri); - } while (!dissolveedge.Equals(startghost)); - - return hullsize; - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing.Algorithm +{ + using System; + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Tools; + using TriangleNet.Topology; + + /// + /// Builds a delaunay triangulation using the divide-and-conquer algorithm. + /// + /// + /// The divide-and-conquer bounding box + /// + /// I originally implemented the divide-and-conquer and incremental Delaunay + /// triangulations using the edge-based data structure presented by Guibas + /// and Stolfi. Switching to a triangle-based data structure doubled the + /// speed. However, I had to think of a few extra tricks to maintain the + /// elegance of the original algorithms. + /// + /// The "bounding box" used by my variant of the divide-and-conquer + /// algorithm uses one triangle for each edge of the convex hull of the + /// triangulation. These bounding triangles all share a common apical + /// vertex, which is represented by NULL and which represents nothing. + /// The bounding triangles are linked in a circular fan about this NULL + /// vertex, and the edges on the convex hull of the triangulation appear + /// opposite the NULL vertex. You might find it easiest to imagine that + /// the NULL vertex is a point in 3D space behind the center of the + /// triangulation, and that the bounding triangles form a sort of cone. + /// + /// This bounding box makes it easy to represent degenerate cases. For + /// instance, the triangulation of two vertices is a single edge. This edge + /// is represented by two bounding box triangles, one on each "side" of the + /// edge. These triangles are also linked together in a fan about the NULL + /// vertex. + /// + /// The bounding box also makes it easy to traverse the convex hull, as the + /// divide-and-conquer algorithm needs to do. + /// + public class Dwyer : ITriangulator + { + // Random is not threadsafe, so don't make this static. + Random rand = new Random(DateTime.Now.Millisecond); + + IPredicates predicates; + + public bool UseDwyer = true; + + Vertex[] sortarray; + Mesh mesh; + + /// + /// Form a Delaunay triangulation by the divide-and-conquer method. + /// + /// + /// + /// Sorts the vertices, calls a recursive procedure to triangulate them, and + /// removes the bounding box, setting boundary markers as appropriate. + /// + public IMesh Triangulate(IList points, Configuration config) + { + this.predicates = config.Predicates(); + + this.mesh = new Mesh(config); + this.mesh.TransferNodes(points); + + Otri hullleft = default(Otri), hullright = default(Otri); + int i, j, n = points.Count; + + // Allocate an array of pointers to vertices for sorting. + this.sortarray = new Vertex[n]; + i = 0; + foreach (var v in points) + { + sortarray[i++] = v; + } + + // Sort the vertices. + VertexSorter.Sort(sortarray); + + // Discard duplicate vertices, which can really mess up the algorithm. + i = 0; + for (j = 1; j < n; j++) + { + if ((sortarray[i].x == sortarray[j].x) && (sortarray[i].y == sortarray[j].y)) + { + if (Log.Verbose) + { + Log.Instance.Warning( + String.Format("A duplicate vertex appeared and was ignored (ID {0}).", sortarray[j].id), + "Dwyer.Triangulate()"); + } + sortarray[j].type = VertexType.UndeadVertex; + mesh.undeads++; + } + else + { + i++; + sortarray[i] = sortarray[j]; + } + } + i++; + if (UseDwyer) + { + // Re-sort the array of vertices to accommodate alternating cuts. + VertexSorter.Alternate(sortarray, i); + } + + // Form the Delaunay triangulation. + DivconqRecurse(0, i - 1, 0, ref hullleft, ref hullright); + + this.mesh.hullsize = RemoveGhosts(ref hullleft); + + return this.mesh; + } + + /// + /// Merge two adjacent Delaunay triangulations into a single Delaunay triangulation. + /// + /// Bounding triangles of the left triangulation. + /// Bounding triangles of the left triangulation. + /// Bounding triangles of the right triangulation. + /// Bounding triangles of the right triangulation. + /// + /// + /// This is similar to the algorithm given by Guibas and Stolfi, but uses + /// a triangle-based, rather than edge-based, data structure. + /// + /// The algorithm walks up the gap between the two triangulations, knitting + /// them together. As they are merged, some of their bounding triangles + /// are converted into real triangles of the triangulation. The procedure + /// pulls each hull's bounding triangles apart, then knits them together + /// like the teeth of two gears. The Delaunay property determines, at each + /// step, whether the next "tooth" is a bounding triangle of the left hull + /// or the right. When a bounding triangle becomes real, its apex is + /// changed from NULL to a real vertex. + /// + /// Only two new triangles need to be allocated. These become new bounding + /// triangles at the top and bottom of the seam. They are used to connect + /// the remaining bounding triangles (those that have not been converted + /// into real triangles) into a single fan. + /// + /// On entry, 'farleft' and 'innerleft' are bounding triangles of the left + /// triangulation. The origin of 'farleft' is the leftmost vertex, and + /// the destination of 'innerleft' is the rightmost vertex of the + /// triangulation. Similarly, 'innerright' and 'farright' are bounding + /// triangles of the right triangulation. The origin of 'innerright' and + /// destination of 'farright' are the leftmost and rightmost vertices. + /// + /// On completion, the origin of 'farleft' is the leftmost vertex of the + /// merged triangulation, and the destination of 'farright' is the rightmost + /// vertex. + /// + void MergeHulls(ref Otri farleft, ref Otri innerleft, ref Otri innerright, + ref Otri farright, int axis) + { + Otri leftcand = default(Otri), rightcand = default(Otri); + Otri nextedge = default(Otri); + Otri sidecasing = default(Otri), topcasing = default(Otri), outercasing = default(Otri); + Otri checkedge = default(Otri); + Otri baseedge = default(Otri); + Vertex innerleftdest; + Vertex innerrightorg; + Vertex innerleftapex, innerrightapex; + Vertex farleftpt, farrightpt; + Vertex farleftapex, farrightapex; + Vertex lowerleft, lowerright; + Vertex upperleft, upperright; + Vertex nextapex; + Vertex checkvertex; + bool changemade; + bool badedge; + bool leftfinished, rightfinished; + + innerleftdest = innerleft.Dest(); + innerleftapex = innerleft.Apex(); + innerrightorg = innerright.Org(); + innerrightapex = innerright.Apex(); + // Special treatment for horizontal cuts. + if (UseDwyer && (axis == 1)) + { + farleftpt = farleft.Org(); + farleftapex = farleft.Apex(); + farrightpt = farright.Dest(); + farrightapex = farright.Apex(); + // The pointers to the extremal vertices are shifted to point to the + // topmost and bottommost vertex of each hull, rather than the + // leftmost and rightmost vertices. + while (farleftapex.y < farleftpt.y) + { + farleft.Lnext(); + farleft.Sym(); + farleftpt = farleftapex; + farleftapex = farleft.Apex(); + } + innerleft.Sym(ref checkedge); + checkvertex = checkedge.Apex(); + while (checkvertex.y > innerleftdest.y) + { + checkedge.Lnext(ref innerleft); + innerleftapex = innerleftdest; + innerleftdest = checkvertex; + innerleft.Sym(ref checkedge); + checkvertex = checkedge.Apex(); + } + while (innerrightapex.y < innerrightorg.y) + { + innerright.Lnext(); + innerright.Sym(); + innerrightorg = innerrightapex; + innerrightapex = innerright.Apex(); + } + farright.Sym(ref checkedge); + checkvertex = checkedge.Apex(); + while (checkvertex.y > farrightpt.y) + { + checkedge.Lnext(ref farright); + farrightapex = farrightpt; + farrightpt = checkvertex; + farright.Sym(ref checkedge); + checkvertex = checkedge.Apex(); + } + } + // Find a line tangent to and below both hulls. + do + { + changemade = false; + // Make innerleftdest the "bottommost" vertex of the left hull. + if (predicates.CounterClockwise(innerleftdest, innerleftapex, innerrightorg) > 0.0) + { + innerleft.Lprev(); + innerleft.Sym(); + innerleftdest = innerleftapex; + innerleftapex = innerleft.Apex(); + changemade = true; + } + // Make innerrightorg the "bottommost" vertex of the right hull. + if (predicates.CounterClockwise(innerrightapex, innerrightorg, innerleftdest) > 0.0) + { + innerright.Lnext(); + innerright.Sym(); + innerrightorg = innerrightapex; + innerrightapex = innerright.Apex(); + changemade = true; + } + } while (changemade); + + // Find the two candidates to be the next "gear tooth." + innerleft.Sym(ref leftcand); + innerright.Sym(ref rightcand); + // Create the bottom new bounding triangle. + mesh.MakeTriangle(ref baseedge); + // Connect it to the bounding boxes of the left and right triangulations. + baseedge.Bond(ref innerleft); + baseedge.Lnext(); + baseedge.Bond(ref innerright); + baseedge.Lnext(); + baseedge.SetOrg(innerrightorg); + baseedge.SetDest(innerleftdest); + // Apex is intentionally left NULL. + + // Fix the extreme triangles if necessary. + farleftpt = farleft.Org(); + if (innerleftdest == farleftpt) + { + baseedge.Lnext(ref farleft); + } + farrightpt = farright.Dest(); + if (innerrightorg == farrightpt) + { + baseedge.Lprev(ref farright); + } + // The vertices of the current knitting edge. + lowerleft = innerleftdest; + lowerright = innerrightorg; + // The candidate vertices for knitting. + upperleft = leftcand.Apex(); + upperright = rightcand.Apex(); + // Walk up the gap between the two triangulations, knitting them together. + while (true) + { + // Have we reached the top? (This isn't quite the right question, + // because even though the left triangulation might seem finished now, + // moving up on the right triangulation might reveal a new vertex of + // the left triangulation. And vice-versa.) + leftfinished = predicates.CounterClockwise(upperleft, lowerleft, lowerright) <= 0.0; + rightfinished = predicates.CounterClockwise(upperright, lowerleft, lowerright) <= 0.0; + if (leftfinished && rightfinished) + { + // Create the top new bounding triangle. + mesh.MakeTriangle(ref nextedge); + nextedge.SetOrg(lowerleft); + nextedge.SetDest(lowerright); + // Apex is intentionally left NULL. + // Connect it to the bounding boxes of the two triangulations. + nextedge.Bond(ref baseedge); + nextedge.Lnext(); + nextedge.Bond(ref rightcand); + nextedge.Lnext(); + nextedge.Bond(ref leftcand); + + // Special treatment for horizontal cuts. + if (UseDwyer && (axis == 1)) + { + farleftpt = farleft.Org(); + farleftapex = farleft.Apex(); + farrightpt = farright.Dest(); + farrightapex = farright.Apex(); + farleft.Sym(ref checkedge); + checkvertex = checkedge.Apex(); + // The pointers to the extremal vertices are restored to the + // leftmost and rightmost vertices (rather than topmost and + // bottommost). + while (checkvertex.x < farleftpt.x) + { + checkedge.Lprev(ref farleft); + farleftapex = farleftpt; + farleftpt = checkvertex; + farleft.Sym(ref checkedge); + checkvertex = checkedge.Apex(); + } + while (farrightapex.x > farrightpt.x) + { + farright.Lprev(); + farright.Sym(); + farrightpt = farrightapex; + farrightapex = farright.Apex(); + } + } + return; + } + // Consider eliminating edges from the left triangulation. + if (!leftfinished) + { + // What vertex would be exposed if an edge were deleted? + leftcand.Lprev(ref nextedge); + nextedge.Sym(); + nextapex = nextedge.Apex(); + // If nextapex is NULL, then no vertex would be exposed; the + // triangulation would have been eaten right through. + if (nextapex != null) + { + // Check whether the edge is Delaunay. + badedge = predicates.InCircle(lowerleft, lowerright, upperleft, nextapex) > 0.0; + while (badedge) + { + // Eliminate the edge with an edge flip. As a result, the + // left triangulation will have one more boundary triangle. + nextedge.Lnext(); + nextedge.Sym(ref topcasing); + nextedge.Lnext(); + nextedge.Sym(ref sidecasing); + nextedge.Bond(ref topcasing); + leftcand.Bond(ref sidecasing); + leftcand.Lnext(); + leftcand.Sym(ref outercasing); + nextedge.Lprev(); + nextedge.Bond(ref outercasing); + // Correct the vertices to reflect the edge flip. + leftcand.SetOrg(lowerleft); + leftcand.SetDest(null); + leftcand.SetApex(nextapex); + nextedge.SetOrg(null); + nextedge.SetDest(upperleft); + nextedge.SetApex(nextapex); + // Consider the newly exposed vertex. + upperleft = nextapex; + // What vertex would be exposed if another edge were deleted? + sidecasing.Copy(ref nextedge); + nextapex = nextedge.Apex(); + if (nextapex != null) + { + // Check whether the edge is Delaunay. + badedge = predicates.InCircle(lowerleft, lowerright, upperleft, nextapex) > 0.0; + } + else + { + // Avoid eating right through the triangulation. + badedge = false; + } + } + } + } + // Consider eliminating edges from the right triangulation. + if (!rightfinished) + { + // What vertex would be exposed if an edge were deleted? + rightcand.Lnext(ref nextedge); + nextedge.Sym(); + nextapex = nextedge.Apex(); + // If nextapex is NULL, then no vertex would be exposed; the + // triangulation would have been eaten right through. + if (nextapex != null) + { + // Check whether the edge is Delaunay. + badedge = predicates.InCircle(lowerleft, lowerright, upperright, nextapex) > 0.0; + while (badedge) + { + // Eliminate the edge with an edge flip. As a result, the + // right triangulation will have one more boundary triangle. + nextedge.Lprev(); + nextedge.Sym(ref topcasing); + nextedge.Lprev(); + nextedge.Sym(ref sidecasing); + nextedge.Bond(ref topcasing); + rightcand.Bond(ref sidecasing); + rightcand.Lprev(); + rightcand.Sym(ref outercasing); + nextedge.Lnext(); + nextedge.Bond(ref outercasing); + // Correct the vertices to reflect the edge flip. + rightcand.SetOrg(null); + rightcand.SetDest(lowerright); + rightcand.SetApex(nextapex); + nextedge.SetOrg(upperright); + nextedge.SetDest(null); + nextedge.SetApex(nextapex); + // Consider the newly exposed vertex. + upperright = nextapex; + // What vertex would be exposed if another edge were deleted? + sidecasing.Copy(ref nextedge); + nextapex = nextedge.Apex(); + if (nextapex != null) + { + // Check whether the edge is Delaunay. + badedge = predicates.InCircle(lowerleft, lowerright, upperright, nextapex) > 0.0; + } + else + { + // Avoid eating right through the triangulation. + badedge = false; + } + } + } + } + if (leftfinished || (!rightfinished && + (predicates.InCircle(upperleft, lowerleft, lowerright, upperright) > 0.0))) + { + // Knit the triangulations, adding an edge from 'lowerleft' + // to 'upperright'. + baseedge.Bond(ref rightcand); + rightcand.Lprev(ref baseedge); + baseedge.SetDest(lowerleft); + lowerright = upperright; + baseedge.Sym(ref rightcand); + upperright = rightcand.Apex(); + } + else + { + // Knit the triangulations, adding an edge from 'upperleft' + // to 'lowerright'. + baseedge.Bond(ref leftcand); + leftcand.Lnext(ref baseedge); + baseedge.SetOrg(lowerright); + lowerleft = upperleft; + baseedge.Sym(ref leftcand); + upperleft = leftcand.Apex(); + } + } + } + + /// + /// Recursively form a Delaunay triangulation by the divide-and-conquer method. + /// + /// + /// + /// + /// + /// + /// + /// Recursively breaks down the problem into smaller pieces, which are + /// knitted together by mergehulls(). The base cases (problems of two or + /// three vertices) are handled specially here. + /// + /// On completion, 'farleft' and 'farright' are bounding triangles such that + /// the origin of 'farleft' is the leftmost vertex (breaking ties by + /// choosing the highest leftmost vertex), and the destination of + /// 'farright' is the rightmost vertex (breaking ties by choosing the + /// lowest rightmost vertex). + /// + void DivconqRecurse(int left, int right, int axis, + ref Otri farleft, ref Otri farright) + { + Otri midtri = default(Otri); + Otri tri1 = default(Otri); + Otri tri2 = default(Otri); + Otri tri3 = default(Otri); + Otri innerleft = default(Otri), innerright = default(Otri); + double area; + int vertices = right - left + 1; + int divider; + + if (vertices == 2) + { + // The triangulation of two vertices is an edge. An edge is + // represented by two bounding triangles. + mesh.MakeTriangle(ref farleft); + farleft.SetOrg(sortarray[left]); + farleft.SetDest(sortarray[left + 1]); + // The apex is intentionally left NULL. + mesh.MakeTriangle(ref farright); + farright.SetOrg(sortarray[left + 1]); + farright.SetDest(sortarray[left]); + // The apex is intentionally left NULL. + farleft.Bond(ref farright); + farleft.Lprev(); + farright.Lnext(); + farleft.Bond(ref farright); + farleft.Lprev(); + farright.Lnext(); + farleft.Bond(ref farright); + + // Ensure that the origin of 'farleft' is sortarray[0]. + farright.Lprev(ref farleft); + return; + } + else if (vertices == 3) + { + // The triangulation of three vertices is either a triangle (with + // three bounding triangles) or two edges (with four bounding + // triangles). In either case, four triangles are created. + mesh.MakeTriangle(ref midtri); + mesh.MakeTriangle(ref tri1); + mesh.MakeTriangle(ref tri2); + mesh.MakeTriangle(ref tri3); + area = predicates.CounterClockwise(sortarray[left], sortarray[left + 1], sortarray[left + 2]); + if (area == 0.0) + { + // Three collinear vertices; the triangulation is two edges. + midtri.SetOrg(sortarray[left]); + midtri.SetDest(sortarray[left + 1]); + tri1.SetOrg(sortarray[left + 1]); + tri1.SetDest(sortarray[left]); + tri2.SetOrg(sortarray[left + 2]); + tri2.SetDest(sortarray[left + 1]); + tri3.SetOrg(sortarray[left + 1]); + tri3.SetDest(sortarray[left + 2]); + // All apices are intentionally left NULL. + midtri.Bond(ref tri1); + tri2.Bond(ref tri3); + midtri.Lnext(); + tri1.Lprev(); + tri2.Lnext(); + tri3.Lprev(); + midtri.Bond(ref tri3); + tri1.Bond(ref tri2); + midtri.Lnext(); + tri1.Lprev(); + tri2.Lnext(); + tri3.Lprev(); + midtri.Bond(ref tri1); + tri2.Bond(ref tri3); + // Ensure that the origin of 'farleft' is sortarray[0]. + tri1.Copy(ref farleft); + // Ensure that the destination of 'farright' is sortarray[2]. + tri2.Copy(ref farright); + } + else + { + // The three vertices are not collinear; the triangulation is one + // triangle, namely 'midtri'. + midtri.SetOrg(sortarray[left]); + tri1.SetDest(sortarray[left]); + tri3.SetOrg(sortarray[left]); + // Apices of tri1, tri2, and tri3 are left NULL. + if (area > 0.0) + { + // The vertices are in counterclockwise order. + midtri.SetDest(sortarray[left + 1]); + tri1.SetOrg(sortarray[left + 1]); + tri2.SetDest(sortarray[left + 1]); + midtri.SetApex(sortarray[left + 2]); + tri2.SetOrg(sortarray[left + 2]); + tri3.SetDest(sortarray[left + 2]); + } + else + { + // The vertices are in clockwise order. + midtri.SetDest(sortarray[left + 2]); + tri1.SetOrg(sortarray[left + 2]); + tri2.SetDest(sortarray[left + 2]); + midtri.SetApex(sortarray[left + 1]); + tri2.SetOrg(sortarray[left + 1]); + tri3.SetDest(sortarray[left + 1]); + } + // The topology does not depend on how the vertices are ordered. + midtri.Bond(ref tri1); + midtri.Lnext(); + midtri.Bond(ref tri2); + midtri.Lnext(); + midtri.Bond(ref tri3); + tri1.Lprev(); + tri2.Lnext(); + tri1.Bond(ref tri2); + tri1.Lprev(); + tri3.Lprev(); + tri1.Bond(ref tri3); + tri2.Lnext(); + tri3.Lprev(); + tri2.Bond(ref tri3); + // Ensure that the origin of 'farleft' is sortarray[0]. + tri1.Copy(ref farleft); + // Ensure that the destination of 'farright' is sortarray[2]. + if (area > 0.0) + { + tri2.Copy(ref farright); + } + else + { + farleft.Lnext(ref farright); + } + } + + return; + } + else + { + // Split the vertices in half. + divider = vertices >> 1; + + // Recursively triangulate each half. + DivconqRecurse(left, left + divider - 1, 1 - axis, ref farleft, ref innerleft); + DivconqRecurse(left + divider, right, 1 - axis, ref innerright, ref farright); + + // Merge the two triangulations into one. + MergeHulls(ref farleft, ref innerleft, ref innerright, ref farright, axis); + } + } + + /// + /// Removes ghost triangles. + /// + /// + /// Number of vertices on the hull. + int RemoveGhosts(ref Otri startghost) + { + Otri searchedge = default(Otri); + Otri dissolveedge = default(Otri); + Otri deadtriangle = default(Otri); + Vertex markorg; + + int hullsize; + + bool noPoly = !mesh.behavior.Poly; + + // Find an edge on the convex hull to start point location from. + startghost.Lprev(ref searchedge); + searchedge.Sym(); + mesh.dummytri.neighbors[0] = searchedge; + + // Remove the bounding box and count the convex hull edges. + startghost.Copy(ref dissolveedge); + hullsize = 0; + do + { + hullsize++; + dissolveedge.Lnext(ref deadtriangle); + dissolveedge.Lprev(); + dissolveedge.Sym(); + + // If no PSLG is involved, set the boundary markers of all the vertices + // on the convex hull. If a PSLG is used, this step is done later. + if (noPoly) + { + // Watch out for the case where all the input vertices are collinear. + if (dissolveedge.tri.id != Mesh.DUMMY) + { + markorg = dissolveedge.Org(); + if (markorg.label == 0) + { + markorg.label = 1; + } + } + } + // Remove a bounding triangle from a convex hull triangle. + dissolveedge.Dissolve(mesh.dummytri); + // Find the next bounding triangle. + deadtriangle.Sym(ref dissolveedge); + + // Delete the bounding triangle. + mesh.TriangleDealloc(deadtriangle.tri); + } while (!dissolveedge.Equals(startghost)); + + return hullsize; + } + } +} diff --git a/Triangle.NET/Triangle/Meshing/Algorithm/Incremental.cs b/src/Triangle/Meshing/Algorithm/Incremental.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/Algorithm/Incremental.cs rename to src/Triangle/Meshing/Algorithm/Incremental.cs index 3686fa4..709b151 100644 --- a/Triangle.NET/Triangle/Meshing/Algorithm/Incremental.cs +++ b/src/Triangle/Meshing/Algorithm/Incremental.cs @@ -1,191 +1,191 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing.Algorithm -{ - using System.Collections.Generic; - using TriangleNet.Topology; - using TriangleNet.Geometry; - - /// - /// Builds a delaunay triangulation using the incremental algorithm. - /// - public class Incremental : ITriangulator - { - Mesh mesh; - - /// - /// Form a Delaunay triangulation by incrementally inserting vertices. - /// - /// Returns the number of edges on the convex hull of the - /// triangulation. - public IMesh Triangulate(IList points, Configuration config) - { - this.mesh = new Mesh(config); - this.mesh.TransferNodes(points); - - Otri starttri = new Otri(); - - // Create a triangular bounding box. - GetBoundingBox(); - - foreach (var v in mesh.vertices.Values) - { - starttri.tri = mesh.dummytri; - Osub tmp = default(Osub); - if (mesh.InsertVertex(v, ref starttri, ref tmp, false, false) == InsertVertexResult.Duplicate) - { - if (Log.Verbose) - { - Log.Instance.Warning("A duplicate vertex appeared and was ignored.", - "Incremental.Triangulate()"); - } - v.type = VertexType.UndeadVertex; - mesh.undeads++; - } - } - - // Remove the bounding box. - this.mesh.hullsize = RemoveBox(); - - return this.mesh; - } - - /// - /// Form an "infinite" bounding triangle to insert vertices into. - /// - /// - /// The vertices at "infinity" are assigned finite coordinates, which are - /// used by the point location routines, but (mostly) ignored by the - /// Delaunay edge flip routines. - /// - void GetBoundingBox() - { - Otri inftri = default(Otri); // Handle for the triangular bounding box. - Rectangle box = mesh.bounds; - - // Find the width (or height, whichever is larger) of the triangulation. - double width = box.Width; - if (box.Height > width) - { - width = box.Height; - } - if (width == 0.0) - { - width = 1.0; - } - // Create the vertices of the bounding box. - mesh.infvertex1 = new Vertex(box.Left - 50.0 * width, box.Bottom - 40.0 * width); - mesh.infvertex2 = new Vertex(box.Right + 50.0 * width, box.Bottom - 40.0 * width); - mesh.infvertex3 = new Vertex(0.5 * (box.Left + box.Right), box.Top + 60.0 * width); - - // Create the bounding box. - mesh.MakeTriangle(ref inftri); - - inftri.SetOrg(mesh.infvertex1); - inftri.SetDest(mesh.infvertex2); - inftri.SetApex(mesh.infvertex3); - - // Link dummytri to the bounding box so we can always find an - // edge to begin searching (point location) from. - mesh.dummytri.neighbors[0] = inftri; - } - - /// - /// Remove the "infinite" bounding triangle, setting boundary markers as appropriate. - /// - /// Returns the number of edges on the convex hull of the triangulation. - /// - /// The triangular bounding box has three boundary triangles (one for each - /// side of the bounding box), and a bunch of triangles fanning out from - /// the three bounding box vertices (one triangle for each edge of the - /// convex hull of the inner mesh). This routine removes these triangles. - /// - int RemoveBox() - { - Otri deadtriangle = default(Otri); - Otri searchedge = default(Otri); - Otri checkedge = default(Otri); - Otri nextedge = default(Otri), finaledge = default(Otri), dissolveedge = default(Otri); - Vertex markorg; - int hullsize; - - bool noPoly = !mesh.behavior.Poly; - - // Find a boundary triangle. - nextedge.tri = mesh.dummytri; - nextedge.orient = 0; - nextedge.Sym(); - - // Mark a place to stop. - nextedge.Lprev(ref finaledge); - nextedge.Lnext(); - nextedge.Sym(); - // Find a triangle (on the boundary of the vertex set) that isn't - // a bounding box triangle. - nextedge.Lprev(ref searchedge); - searchedge.Sym(); - // Check whether nextedge is another boundary triangle - // adjacent to the first one. - nextedge.Lnext(ref checkedge); - checkedge.Sym(); - if (checkedge.tri.id == Mesh.DUMMY) - { - // Go on to the next triangle. There are only three boundary - // triangles, and this next triangle cannot be the third one, - // so it's safe to stop here. - searchedge.Lprev(); - searchedge.Sym(); - } - - // Find a new boundary edge to search from, as the current search - // edge lies on a bounding box triangle and will be deleted. - mesh.dummytri.neighbors[0] = searchedge; - - hullsize = -2; - while (!nextedge.Equals(finaledge)) - { - hullsize++; - nextedge.Lprev(ref dissolveedge); - dissolveedge.Sym(); - // If not using a PSLG, the vertices should be marked now. - // (If using a PSLG, markhull() will do the job.) - if (noPoly) - { - // Be careful! One must check for the case where all the input - // vertices are collinear, and thus all the triangles are part of - // the bounding box. Otherwise, the setvertexmark() call below - // will cause a bad pointer reference. - if (dissolveedge.tri.id != Mesh.DUMMY) - { - markorg = dissolveedge.Org(); - if (markorg.label == 0) - { - markorg.label = 1; - } - } - } - // Disconnect the bounding box triangle from the mesh triangle. - dissolveedge.Dissolve(mesh.dummytri); - nextedge.Lnext(ref deadtriangle); - deadtriangle.Sym(ref nextedge); - // Get rid of the bounding box triangle. - mesh.TriangleDealloc(deadtriangle.tri); - // Do we need to turn the corner? - if (nextedge.tri.id == Mesh.DUMMY) - { - // Turn the corner. - dissolveedge.Copy(ref nextedge); - } - } - - mesh.TriangleDealloc(finaledge.tri); - - return hullsize; - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing.Algorithm +{ + using System.Collections.Generic; + using TriangleNet.Topology; + using TriangleNet.Geometry; + + /// + /// Builds a delaunay triangulation using the incremental algorithm. + /// + public class Incremental : ITriangulator + { + Mesh mesh; + + /// + /// Form a Delaunay triangulation by incrementally inserting vertices. + /// + /// Returns the number of edges on the convex hull of the + /// triangulation. + public IMesh Triangulate(IList points, Configuration config) + { + this.mesh = new Mesh(config); + this.mesh.TransferNodes(points); + + Otri starttri = new Otri(); + + // Create a triangular bounding box. + GetBoundingBox(); + + foreach (var v in mesh.vertices.Values) + { + starttri.tri = mesh.dummytri; + Osub tmp = default(Osub); + if (mesh.InsertVertex(v, ref starttri, ref tmp, false, false) == InsertVertexResult.Duplicate) + { + if (Log.Verbose) + { + Log.Instance.Warning("A duplicate vertex appeared and was ignored.", + "Incremental.Triangulate()"); + } + v.type = VertexType.UndeadVertex; + mesh.undeads++; + } + } + + // Remove the bounding box. + this.mesh.hullsize = RemoveBox(); + + return this.mesh; + } + + /// + /// Form an "infinite" bounding triangle to insert vertices into. + /// + /// + /// The vertices at "infinity" are assigned finite coordinates, which are + /// used by the point location routines, but (mostly) ignored by the + /// Delaunay edge flip routines. + /// + void GetBoundingBox() + { + Otri inftri = default(Otri); // Handle for the triangular bounding box. + Rectangle box = mesh.bounds; + + // Find the width (or height, whichever is larger) of the triangulation. + double width = box.Width; + if (box.Height > width) + { + width = box.Height; + } + if (width == 0.0) + { + width = 1.0; + } + // Create the vertices of the bounding box. + mesh.infvertex1 = new Vertex(box.Left - 50.0 * width, box.Bottom - 40.0 * width); + mesh.infvertex2 = new Vertex(box.Right + 50.0 * width, box.Bottom - 40.0 * width); + mesh.infvertex3 = new Vertex(0.5 * (box.Left + box.Right), box.Top + 60.0 * width); + + // Create the bounding box. + mesh.MakeTriangle(ref inftri); + + inftri.SetOrg(mesh.infvertex1); + inftri.SetDest(mesh.infvertex2); + inftri.SetApex(mesh.infvertex3); + + // Link dummytri to the bounding box so we can always find an + // edge to begin searching (point location) from. + mesh.dummytri.neighbors[0] = inftri; + } + + /// + /// Remove the "infinite" bounding triangle, setting boundary markers as appropriate. + /// + /// Returns the number of edges on the convex hull of the triangulation. + /// + /// The triangular bounding box has three boundary triangles (one for each + /// side of the bounding box), and a bunch of triangles fanning out from + /// the three bounding box vertices (one triangle for each edge of the + /// convex hull of the inner mesh). This routine removes these triangles. + /// + int RemoveBox() + { + Otri deadtriangle = default(Otri); + Otri searchedge = default(Otri); + Otri checkedge = default(Otri); + Otri nextedge = default(Otri), finaledge = default(Otri), dissolveedge = default(Otri); + Vertex markorg; + int hullsize; + + bool noPoly = !mesh.behavior.Poly; + + // Find a boundary triangle. + nextedge.tri = mesh.dummytri; + nextedge.orient = 0; + nextedge.Sym(); + + // Mark a place to stop. + nextedge.Lprev(ref finaledge); + nextedge.Lnext(); + nextedge.Sym(); + // Find a triangle (on the boundary of the vertex set) that isn't + // a bounding box triangle. + nextedge.Lprev(ref searchedge); + searchedge.Sym(); + // Check whether nextedge is another boundary triangle + // adjacent to the first one. + nextedge.Lnext(ref checkedge); + checkedge.Sym(); + if (checkedge.tri.id == Mesh.DUMMY) + { + // Go on to the next triangle. There are only three boundary + // triangles, and this next triangle cannot be the third one, + // so it's safe to stop here. + searchedge.Lprev(); + searchedge.Sym(); + } + + // Find a new boundary edge to search from, as the current search + // edge lies on a bounding box triangle and will be deleted. + mesh.dummytri.neighbors[0] = searchedge; + + hullsize = -2; + while (!nextedge.Equals(finaledge)) + { + hullsize++; + nextedge.Lprev(ref dissolveedge); + dissolveedge.Sym(); + // If not using a PSLG, the vertices should be marked now. + // (If using a PSLG, markhull() will do the job.) + if (noPoly) + { + // Be careful! One must check for the case where all the input + // vertices are collinear, and thus all the triangles are part of + // the bounding box. Otherwise, the setvertexmark() call below + // will cause a bad pointer reference. + if (dissolveedge.tri.id != Mesh.DUMMY) + { + markorg = dissolveedge.Org(); + if (markorg.label == 0) + { + markorg.label = 1; + } + } + } + // Disconnect the bounding box triangle from the mesh triangle. + dissolveedge.Dissolve(mesh.dummytri); + nextedge.Lnext(ref deadtriangle); + deadtriangle.Sym(ref nextedge); + // Get rid of the bounding box triangle. + mesh.TriangleDealloc(deadtriangle.tri); + // Do we need to turn the corner? + if (nextedge.tri.id == Mesh.DUMMY) + { + // Turn the corner. + dissolveedge.Copy(ref nextedge); + } + } + + mesh.TriangleDealloc(finaledge.tri); + + return hullsize; + } + } +} diff --git a/Triangle.NET/Triangle/Meshing/Algorithm/SweepLine.cs b/src/Triangle/Meshing/Algorithm/SweepLine.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/Algorithm/SweepLine.cs rename to src/Triangle/Meshing/Algorithm/SweepLine.cs index bce274d..2e93749 100644 --- a/Triangle.NET/Triangle/Meshing/Algorithm/SweepLine.cs +++ b/src/Triangle/Meshing/Algorithm/SweepLine.cs @@ -1,808 +1,808 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing.Algorithm -{ - using System; - using System.Collections.Generic; - using TriangleNet.Topology; - using TriangleNet.Geometry; - using TriangleNet.Tools; - - /// - /// Builds a delaunay triangulation using the sweepline algorithm. - /// - public class SweepLine : ITriangulator - { - static int randomseed = 1; - static int SAMPLERATE = 10; - - static int randomnation(int choices) - { - randomseed = (randomseed * 1366 + 150889) % 714025; - return randomseed / (714025 / choices + 1); - } - - IPredicates predicates; - - Mesh mesh; - double xminextreme; // Nonexistent x value used as a flag in sweepline. - List splaynodes; - - public IMesh Triangulate(IList points, Configuration config) - { - this.predicates = config.Predicates(); - - this.mesh = new Mesh(config); - this.mesh.TransferNodes(points); - - // Nonexistent x value used as a flag to mark circle events in sweepline - // Delaunay algorithm. - xminextreme = 10 * mesh.bounds.Left - 9 * mesh.bounds.Right; - - SweepEvent[] eventheap; - - SweepEvent nextevent; - SweepEvent newevent; - SplayNode splayroot; - Otri bottommost = default(Otri); - Otri searchtri = default(Otri); - Otri fliptri; - Otri lefttri = default(Otri); - Otri righttri = default(Otri); - Otri farlefttri = default(Otri); - Otri farrighttri = default(Otri); - Otri inserttri = default(Otri); - Vertex firstvertex, secondvertex; - Vertex nextvertex, lastvertex; - Vertex connectvertex; - Vertex leftvertex, midvertex, rightvertex; - double lefttest, righttest; - int heapsize; - bool check4events, farrightflag = false; - - splaynodes = new List(); - splayroot = null; - - heapsize = points.Count; - CreateHeap(out eventheap, heapsize);//, out events, out freeevents); - - mesh.MakeTriangle(ref lefttri); - mesh.MakeTriangle(ref righttri); - lefttri.Bond(ref righttri); - lefttri.Lnext(); - righttri.Lprev(); - lefttri.Bond(ref righttri); - lefttri.Lnext(); - righttri.Lprev(); - lefttri.Bond(ref righttri); - firstvertex = eventheap[0].vertexEvent; - - HeapDelete(eventheap, heapsize, 0); - heapsize--; - do - { - if (heapsize == 0) - { - Log.Instance.Error("Input vertices are all identical.", "SweepLine.Triangulate()"); - throw new Exception("Input vertices are all identical."); - } - secondvertex = eventheap[0].vertexEvent; - HeapDelete(eventheap, heapsize, 0); - heapsize--; - if ((firstvertex.x == secondvertex.x) && - (firstvertex.y == secondvertex.y)) - { - if (Log.Verbose) - { - Log.Instance.Warning("A duplicate vertex appeared and was ignored (ID " + secondvertex.id + ").", - "SweepLine.Triangulate().1"); - } - secondvertex.type = VertexType.UndeadVertex; - mesh.undeads++; - } - } while ((firstvertex.x == secondvertex.x) && - (firstvertex.y == secondvertex.y)); - lefttri.SetOrg(firstvertex); - lefttri.SetDest(secondvertex); - righttri.SetOrg(secondvertex); - righttri.SetDest(firstvertex); - lefttri.Lprev(ref bottommost); - lastvertex = secondvertex; - - while (heapsize > 0) - { - nextevent = eventheap[0]; - HeapDelete(eventheap, heapsize, 0); - heapsize--; - check4events = true; - if (nextevent.xkey < mesh.bounds.Left) - { - fliptri = nextevent.otriEvent; - fliptri.Oprev(ref farlefttri); - Check4DeadEvent(ref farlefttri, eventheap, ref heapsize); - fliptri.Onext(ref farrighttri); - Check4DeadEvent(ref farrighttri, eventheap, ref heapsize); - - if (farlefttri.Equals(bottommost)) - { - fliptri.Lprev(ref bottommost); - } - mesh.Flip(ref fliptri); - fliptri.SetApex(null); - fliptri.Lprev(ref lefttri); - fliptri.Lnext(ref righttri); - lefttri.Sym(ref farlefttri); - - if (randomnation(SAMPLERATE) == 0) - { - fliptri.Sym(); - leftvertex = fliptri.Dest(); - midvertex = fliptri.Apex(); - rightvertex = fliptri.Org(); - splayroot = CircleTopInsert(splayroot, lefttri, leftvertex, midvertex, rightvertex, nextevent.ykey); - } - } - else - { - nextvertex = nextevent.vertexEvent; - if ((nextvertex.x == lastvertex.x) && - (nextvertex.y == lastvertex.y)) - { - if (Log.Verbose) - { - Log.Instance.Warning("A duplicate vertex appeared and was ignored (ID " + nextvertex.id + ").", - "SweepLine.Triangulate().2"); - } - nextvertex.type = VertexType.UndeadVertex; - mesh.undeads++; - check4events = false; - } - else - { - lastvertex = nextvertex; - - splayroot = FrontLocate(splayroot, bottommost, nextvertex, ref searchtri, ref farrightflag); - - //bottommost.Copy(ref searchtri); - //farrightflag = false; - //while (!farrightflag && RightOfHyperbola(ref searchtri, nextvertex)) - //{ - // searchtri.OnextSelf(); - // farrightflag = searchtri.Equal(bottommost); - //} - - Check4DeadEvent(ref searchtri, eventheap, ref heapsize); - - searchtri.Copy(ref farrighttri); - searchtri.Sym(ref farlefttri); - mesh.MakeTriangle(ref lefttri); - mesh.MakeTriangle(ref righttri); - connectvertex = farrighttri.Dest(); - lefttri.SetOrg(connectvertex); - lefttri.SetDest(nextvertex); - righttri.SetOrg(nextvertex); - righttri.SetDest(connectvertex); - lefttri.Bond(ref righttri); - lefttri.Lnext(); - righttri.Lprev(); - lefttri.Bond(ref righttri); - lefttri.Lnext(); - righttri.Lprev(); - lefttri.Bond(ref farlefttri); - righttri.Bond(ref farrighttri); - if (!farrightflag && farrighttri.Equals(bottommost)) - { - lefttri.Copy(ref bottommost); - } - - if (randomnation(SAMPLERATE) == 0) - { - splayroot = SplayInsert(splayroot, lefttri, nextvertex); - } - else if (randomnation(SAMPLERATE) == 0) - { - righttri.Lnext(ref inserttri); - splayroot = SplayInsert(splayroot, inserttri, nextvertex); - } - } - } - - if (check4events) - { - leftvertex = farlefttri.Apex(); - midvertex = lefttri.Dest(); - rightvertex = lefttri.Apex(); - lefttest = predicates.CounterClockwise(leftvertex, midvertex, rightvertex); - if (lefttest > 0.0) - { - newevent = new SweepEvent(); - - newevent.xkey = xminextreme; - newevent.ykey = CircleTop(leftvertex, midvertex, rightvertex, lefttest); - newevent.otriEvent = lefttri; - HeapInsert(eventheap, heapsize, newevent); - heapsize++; - lefttri.SetOrg(new SweepEventVertex(newevent)); - } - leftvertex = righttri.Apex(); - midvertex = righttri.Org(); - rightvertex = farrighttri.Apex(); - righttest = predicates.CounterClockwise(leftvertex, midvertex, rightvertex); - if (righttest > 0.0) - { - newevent = new SweepEvent(); - - newevent.xkey = xminextreme; - newevent.ykey = CircleTop(leftvertex, midvertex, rightvertex, righttest); - newevent.otriEvent = farrighttri; - HeapInsert(eventheap, heapsize, newevent); - heapsize++; - farrighttri.SetOrg(new SweepEventVertex(newevent)); - } - } - } - - splaynodes.Clear(); - bottommost.Lprev(); - - this.mesh.hullsize = RemoveGhosts(ref bottommost); - - return this.mesh; - } - - #region Heap - - void HeapInsert(SweepEvent[] heap, int heapsize, SweepEvent newevent) - { - double eventx, eventy; - int eventnum; - int parent; - bool notdone; - - eventx = newevent.xkey; - eventy = newevent.ykey; - eventnum = heapsize; - notdone = eventnum > 0; - while (notdone) - { - parent = (eventnum - 1) >> 1; - if ((heap[parent].ykey < eventy) || - ((heap[parent].ykey == eventy) - && (heap[parent].xkey <= eventx))) - { - notdone = false; - } - else - { - heap[eventnum] = heap[parent]; - heap[eventnum].heapposition = eventnum; - - eventnum = parent; - notdone = eventnum > 0; - } - } - heap[eventnum] = newevent; - newevent.heapposition = eventnum; - } - - void Heapify(SweepEvent[] heap, int heapsize, int eventnum) - { - SweepEvent thisevent; - double eventx, eventy; - int leftchild, rightchild; - int smallest; - bool notdone; - - thisevent = heap[eventnum]; - eventx = thisevent.xkey; - eventy = thisevent.ykey; - leftchild = 2 * eventnum + 1; - notdone = leftchild < heapsize; - while (notdone) - { - if ((heap[leftchild].ykey < eventy) || - ((heap[leftchild].ykey == eventy) - && (heap[leftchild].xkey < eventx))) - { - smallest = leftchild; - } - else - { - smallest = eventnum; - } - rightchild = leftchild + 1; - if (rightchild < heapsize) - { - if ((heap[rightchild].ykey < heap[smallest].ykey) || - ((heap[rightchild].ykey == heap[smallest].ykey) - && (heap[rightchild].xkey < heap[smallest].xkey))) - { - smallest = rightchild; - } - } - if (smallest == eventnum) - { - notdone = false; - } - else - { - heap[eventnum] = heap[smallest]; - heap[eventnum].heapposition = eventnum; - heap[smallest] = thisevent; - thisevent.heapposition = smallest; - - eventnum = smallest; - leftchild = 2 * eventnum + 1; - notdone = leftchild < heapsize; - } - } - } - - void HeapDelete(SweepEvent[] heap, int heapsize, int eventnum) - { - SweepEvent moveevent; - double eventx, eventy; - int parent; - bool notdone; - - moveevent = heap[heapsize - 1]; - if (eventnum > 0) - { - eventx = moveevent.xkey; - eventy = moveevent.ykey; - do - { - parent = (eventnum - 1) >> 1; - if ((heap[parent].ykey < eventy) || - ((heap[parent].ykey == eventy) - && (heap[parent].xkey <= eventx))) - { - notdone = false; - } - else - { - heap[eventnum] = heap[parent]; - heap[eventnum].heapposition = eventnum; - - eventnum = parent; - notdone = eventnum > 0; - } - } while (notdone); - } - heap[eventnum] = moveevent; - moveevent.heapposition = eventnum; - Heapify(heap, heapsize - 1, eventnum); - } - - void CreateHeap(out SweepEvent[] eventheap, int size) - { - Vertex thisvertex; - int maxevents; - int i; - SweepEvent evt; - - maxevents = (3 * size) / 2; - eventheap = new SweepEvent[maxevents]; - - i = 0; - foreach (var v in mesh.vertices.Values) - { - thisvertex = v; - evt = new SweepEvent(); - evt.vertexEvent = thisvertex; - evt.xkey = thisvertex.x; - evt.ykey = thisvertex.y; - HeapInsert(eventheap, i++, evt); - } - } - - #endregion - - #region Splaytree - - SplayNode Splay(SplayNode splaytree, Point searchpoint, ref Otri searchtri) - { - SplayNode child, grandchild; - SplayNode lefttree, righttree; - SplayNode leftright; - Vertex checkvertex; - bool rightofroot, rightofchild; - - if (splaytree == null) - { - return null; - } - checkvertex = splaytree.keyedge.Dest(); - if (checkvertex == splaytree.keydest) - { - rightofroot = RightOfHyperbola(ref splaytree.keyedge, searchpoint); - if (rightofroot) - { - splaytree.keyedge.Copy(ref searchtri); - child = splaytree.rchild; - } - else - { - child = splaytree.lchild; - } - if (child == null) - { - return splaytree; - } - checkvertex = child.keyedge.Dest(); - if (checkvertex != child.keydest) - { - child = Splay(child, searchpoint, ref searchtri); - if (child == null) - { - if (rightofroot) - { - splaytree.rchild = null; - } - else - { - splaytree.lchild = null; - } - return splaytree; - } - } - rightofchild = RightOfHyperbola(ref child.keyedge, searchpoint); - if (rightofchild) - { - child.keyedge.Copy(ref searchtri); - grandchild = Splay(child.rchild, searchpoint, ref searchtri); - child.rchild = grandchild; - } - else - { - grandchild = Splay(child.lchild, searchpoint, ref searchtri); - child.lchild = grandchild; - } - if (grandchild == null) - { - if (rightofroot) - { - splaytree.rchild = child.lchild; - child.lchild = splaytree; - } - else - { - splaytree.lchild = child.rchild; - child.rchild = splaytree; - } - return child; - } - if (rightofchild) - { - if (rightofroot) - { - splaytree.rchild = child.lchild; - child.lchild = splaytree; - } - else - { - splaytree.lchild = grandchild.rchild; - grandchild.rchild = splaytree; - } - child.rchild = grandchild.lchild; - grandchild.lchild = child; - } - else - { - if (rightofroot) - { - splaytree.rchild = grandchild.lchild; - grandchild.lchild = splaytree; - } - else - { - splaytree.lchild = child.rchild; - child.rchild = splaytree; - } - child.lchild = grandchild.rchild; - grandchild.rchild = child; - } - return grandchild; - } - else - { - lefttree = Splay(splaytree.lchild, searchpoint, ref searchtri); - righttree = Splay(splaytree.rchild, searchpoint, ref searchtri); - - splaynodes.Remove(splaytree); - if (lefttree == null) - { - return righttree; - } - else if (righttree == null) - { - return lefttree; - } - else if (lefttree.rchild == null) - { - lefttree.rchild = righttree.lchild; - righttree.lchild = lefttree; - return righttree; - } - else if (righttree.lchild == null) - { - righttree.lchild = lefttree.rchild; - lefttree.rchild = righttree; - return lefttree; - } - else - { - // printf("Holy Toledo!!!\n"); - leftright = lefttree.rchild; - while (leftright.rchild != null) - { - leftright = leftright.rchild; - } - leftright.rchild = righttree; - return lefttree; - } - } - } - - SplayNode SplayInsert(SplayNode splayroot, Otri newkey, Point searchpoint) - { - SplayNode newsplaynode; - - newsplaynode = new SplayNode(); //poolalloc(m.splaynodes); - splaynodes.Add(newsplaynode); - newkey.Copy(ref newsplaynode.keyedge); - newsplaynode.keydest = newkey.Dest(); - if (splayroot == null) - { - newsplaynode.lchild = null; - newsplaynode.rchild = null; - } - else if (RightOfHyperbola(ref splayroot.keyedge, searchpoint)) - { - newsplaynode.lchild = splayroot; - newsplaynode.rchild = splayroot.rchild; - splayroot.rchild = null; - } - else - { - newsplaynode.lchild = splayroot.lchild; - newsplaynode.rchild = splayroot; - splayroot.lchild = null; - } - return newsplaynode; - } - - SplayNode FrontLocate(SplayNode splayroot, Otri bottommost, Vertex searchvertex, - ref Otri searchtri, ref bool farright) - { - bool farrightflag; - - bottommost.Copy(ref searchtri); - splayroot = Splay(splayroot, searchvertex, ref searchtri); - - farrightflag = false; - while (!farrightflag && RightOfHyperbola(ref searchtri, searchvertex)) - { - searchtri.Onext(); - farrightflag = searchtri.Equals(bottommost); - } - farright = farrightflag; - return splayroot; - } - - SplayNode CircleTopInsert(SplayNode splayroot, Otri newkey, - Vertex pa, Vertex pb, Vertex pc, double topy) - { - double ccwabc; - double xac, yac, xbc, ybc; - double aclen2, bclen2; - Point searchpoint = new Point(); // TODO: mesh.nextras - Otri dummytri = default(Otri); - - ccwabc = predicates.CounterClockwise(pa, pb, pc); - xac = pa.x - pc.x; - yac = pa.y - pc.y; - xbc = pb.x - pc.x; - ybc = pb.y - pc.y; - aclen2 = xac * xac + yac * yac; - bclen2 = xbc * xbc + ybc * ybc; - searchpoint.x = pc.x - (yac * bclen2 - ybc * aclen2) / (2.0 * ccwabc); - searchpoint.y = topy; - return SplayInsert(Splay(splayroot, searchpoint, ref dummytri), newkey, searchpoint); - } - - #endregion - - bool RightOfHyperbola(ref Otri fronttri, Point newsite) - { - Vertex leftvertex, rightvertex; - double dxa, dya, dxb, dyb; - - Statistic.HyperbolaCount++; - - leftvertex = fronttri.Dest(); - rightvertex = fronttri.Apex(); - if ((leftvertex.y < rightvertex.y) || - ((leftvertex.y == rightvertex.y) && - (leftvertex.x < rightvertex.x))) - { - if (newsite.x >= rightvertex.x) - { - return true; - } - } - else - { - if (newsite.x <= leftvertex.x) - { - return false; - } - } - dxa = leftvertex.x - newsite.x; - dya = leftvertex.y - newsite.y; - dxb = rightvertex.x - newsite.x; - dyb = rightvertex.y - newsite.y; - return dya * (dxb * dxb + dyb * dyb) > dyb * (dxa * dxa + dya * dya); - } - - double CircleTop(Vertex pa, Vertex pb, Vertex pc, double ccwabc) - { - double xac, yac, xbc, ybc, xab, yab; - double aclen2, bclen2, ablen2; - - Statistic.CircleTopCount++; - - xac = pa.x - pc.x; - yac = pa.y - pc.y; - xbc = pb.x - pc.x; - ybc = pb.y - pc.y; - xab = pa.x - pb.x; - yab = pa.y - pb.y; - aclen2 = xac * xac + yac * yac; - bclen2 = xbc * xbc + ybc * ybc; - ablen2 = xab * xab + yab * yab; - return pc.y + (xac * bclen2 - xbc * aclen2 + Math.Sqrt(aclen2 * bclen2 * ablen2)) / (2.0 * ccwabc); - } - - void Check4DeadEvent(ref Otri checktri, SweepEvent[] eventheap, ref int heapsize) - { - SweepEvent deadevent; - SweepEventVertex eventvertex; - int eventnum = -1; - - eventvertex = checktri.Org() as SweepEventVertex; - if (eventvertex != null) - { - deadevent = eventvertex.evt; - eventnum = deadevent.heapposition; - - HeapDelete(eventheap, heapsize, eventnum); - heapsize--; - checktri.SetOrg(null); - } - } - - /// - /// Removes ghost triangles. - /// - /// - /// Number of vertices on the hull. - int RemoveGhosts(ref Otri startghost) - { - Otri searchedge = default(Otri); - Otri dissolveedge = default(Otri); - Otri deadtriangle = default(Otri); - Vertex markorg; - int hullsize; - - bool noPoly = !mesh.behavior.Poly; - - var dummytri = mesh.dummytri; - - // Find an edge on the convex hull to start point location from. - startghost.Lprev(ref searchedge); - searchedge.Sym(); - dummytri.neighbors[0] = searchedge; - // Remove the bounding box and count the convex hull edges. - startghost.Copy(ref dissolveedge); - hullsize = 0; - do - { - hullsize++; - dissolveedge.Lnext(ref deadtriangle); - dissolveedge.Lprev(); - dissolveedge.Sym(); - - // If no PSLG is involved, set the boundary markers of all the vertices - // on the convex hull. If a PSLG is used, this step is done later. - if (noPoly) - { - // Watch out for the case where all the input vertices are collinear. - if (dissolveedge.tri.id != Mesh.DUMMY) - { - markorg = dissolveedge.Org(); - if (markorg.label == 0) - { - markorg.label = 1; - } - } - } - // Remove a bounding triangle from a convex hull triangle. - dissolveedge.Dissolve(dummytri); - // Find the next bounding triangle. - deadtriangle.Sym(ref dissolveedge); - - // Delete the bounding triangle. - mesh.TriangleDealloc(deadtriangle.tri); - } while (!dissolveedge.Equals(startghost)); - - return hullsize; - } - - #region Internal classes - - /// - /// A node in a heap used to store events for the sweepline Delaunay algorithm. - /// - /// - /// Only used in the sweepline algorithm. - /// - /// Nodes do not point directly to their parents or children in the heap. Instead, each - /// node knows its position in the heap, and can look up its parent and children in a - /// separate array. To distinguish site events from circle events, all circle events are - /// given an invalid (smaller than 'xmin') x-coordinate 'xkey'. - /// - class SweepEvent - { - public double xkey, ykey; // Coordinates of the event. - public Vertex vertexEvent; // Vertex event. - public Otri otriEvent; // Circle event. - public int heapposition; // Marks this event's position in the heap. - } - - /// - /// Introducing a new class which aggregates a sweep event is the easiest way - /// to handle the pointer magic of the original code (casting a sweep event - /// to vertex etc.). - /// - class SweepEventVertex : Vertex - { - public SweepEvent evt; - - public SweepEventVertex(SweepEvent e) - { - evt = e; - } - } - - /// - /// A node in the splay tree. - /// - /// - /// Only used in the sweepline algorithm. - /// - /// Each node holds an oriented ghost triangle that represents a boundary edge - /// of the growing triangulation. When a circle event covers two boundary edges - /// with a triangle, so that they are no longer boundary edges, those edges are - /// not immediately deleted from the tree; rather, they are lazily deleted when - /// they are next encountered. (Since only a random sample of boundary edges are - /// kept in the tree, lazy deletion is faster.) 'keydest' is used to verify that - /// a triangle is still the same as when it entered the splay tree; if it has - /// been rotated (due to a circle event), it no longer represents a boundary - /// edge and should be deleted. - /// - class SplayNode - { - public Otri keyedge; // Lprev of an edge on the front. - public Vertex keydest; // Used to verify that splay node is still live. - public SplayNode lchild, rchild; // Children in splay tree. - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing.Algorithm +{ + using System; + using System.Collections.Generic; + using TriangleNet.Topology; + using TriangleNet.Geometry; + using TriangleNet.Tools; + + /// + /// Builds a delaunay triangulation using the sweepline algorithm. + /// + public class SweepLine : ITriangulator + { + static int randomseed = 1; + static int SAMPLERATE = 10; + + static int randomnation(int choices) + { + randomseed = (randomseed * 1366 + 150889) % 714025; + return randomseed / (714025 / choices + 1); + } + + IPredicates predicates; + + Mesh mesh; + double xminextreme; // Nonexistent x value used as a flag in sweepline. + List splaynodes; + + public IMesh Triangulate(IList points, Configuration config) + { + this.predicates = config.Predicates(); + + this.mesh = new Mesh(config); + this.mesh.TransferNodes(points); + + // Nonexistent x value used as a flag to mark circle events in sweepline + // Delaunay algorithm. + xminextreme = 10 * mesh.bounds.Left - 9 * mesh.bounds.Right; + + SweepEvent[] eventheap; + + SweepEvent nextevent; + SweepEvent newevent; + SplayNode splayroot; + Otri bottommost = default(Otri); + Otri searchtri = default(Otri); + Otri fliptri; + Otri lefttri = default(Otri); + Otri righttri = default(Otri); + Otri farlefttri = default(Otri); + Otri farrighttri = default(Otri); + Otri inserttri = default(Otri); + Vertex firstvertex, secondvertex; + Vertex nextvertex, lastvertex; + Vertex connectvertex; + Vertex leftvertex, midvertex, rightvertex; + double lefttest, righttest; + int heapsize; + bool check4events, farrightflag = false; + + splaynodes = new List(); + splayroot = null; + + heapsize = points.Count; + CreateHeap(out eventheap, heapsize);//, out events, out freeevents); + + mesh.MakeTriangle(ref lefttri); + mesh.MakeTriangle(ref righttri); + lefttri.Bond(ref righttri); + lefttri.Lnext(); + righttri.Lprev(); + lefttri.Bond(ref righttri); + lefttri.Lnext(); + righttri.Lprev(); + lefttri.Bond(ref righttri); + firstvertex = eventheap[0].vertexEvent; + + HeapDelete(eventheap, heapsize, 0); + heapsize--; + do + { + if (heapsize == 0) + { + Log.Instance.Error("Input vertices are all identical.", "SweepLine.Triangulate()"); + throw new Exception("Input vertices are all identical."); + } + secondvertex = eventheap[0].vertexEvent; + HeapDelete(eventheap, heapsize, 0); + heapsize--; + if ((firstvertex.x == secondvertex.x) && + (firstvertex.y == secondvertex.y)) + { + if (Log.Verbose) + { + Log.Instance.Warning("A duplicate vertex appeared and was ignored (ID " + secondvertex.id + ").", + "SweepLine.Triangulate().1"); + } + secondvertex.type = VertexType.UndeadVertex; + mesh.undeads++; + } + } while ((firstvertex.x == secondvertex.x) && + (firstvertex.y == secondvertex.y)); + lefttri.SetOrg(firstvertex); + lefttri.SetDest(secondvertex); + righttri.SetOrg(secondvertex); + righttri.SetDest(firstvertex); + lefttri.Lprev(ref bottommost); + lastvertex = secondvertex; + + while (heapsize > 0) + { + nextevent = eventheap[0]; + HeapDelete(eventheap, heapsize, 0); + heapsize--; + check4events = true; + if (nextevent.xkey < mesh.bounds.Left) + { + fliptri = nextevent.otriEvent; + fliptri.Oprev(ref farlefttri); + Check4DeadEvent(ref farlefttri, eventheap, ref heapsize); + fliptri.Onext(ref farrighttri); + Check4DeadEvent(ref farrighttri, eventheap, ref heapsize); + + if (farlefttri.Equals(bottommost)) + { + fliptri.Lprev(ref bottommost); + } + mesh.Flip(ref fliptri); + fliptri.SetApex(null); + fliptri.Lprev(ref lefttri); + fliptri.Lnext(ref righttri); + lefttri.Sym(ref farlefttri); + + if (randomnation(SAMPLERATE) == 0) + { + fliptri.Sym(); + leftvertex = fliptri.Dest(); + midvertex = fliptri.Apex(); + rightvertex = fliptri.Org(); + splayroot = CircleTopInsert(splayroot, lefttri, leftvertex, midvertex, rightvertex, nextevent.ykey); + } + } + else + { + nextvertex = nextevent.vertexEvent; + if ((nextvertex.x == lastvertex.x) && + (nextvertex.y == lastvertex.y)) + { + if (Log.Verbose) + { + Log.Instance.Warning("A duplicate vertex appeared and was ignored (ID " + nextvertex.id + ").", + "SweepLine.Triangulate().2"); + } + nextvertex.type = VertexType.UndeadVertex; + mesh.undeads++; + check4events = false; + } + else + { + lastvertex = nextvertex; + + splayroot = FrontLocate(splayroot, bottommost, nextvertex, ref searchtri, ref farrightflag); + + //bottommost.Copy(ref searchtri); + //farrightflag = false; + //while (!farrightflag && RightOfHyperbola(ref searchtri, nextvertex)) + //{ + // searchtri.OnextSelf(); + // farrightflag = searchtri.Equal(bottommost); + //} + + Check4DeadEvent(ref searchtri, eventheap, ref heapsize); + + searchtri.Copy(ref farrighttri); + searchtri.Sym(ref farlefttri); + mesh.MakeTriangle(ref lefttri); + mesh.MakeTriangle(ref righttri); + connectvertex = farrighttri.Dest(); + lefttri.SetOrg(connectvertex); + lefttri.SetDest(nextvertex); + righttri.SetOrg(nextvertex); + righttri.SetDest(connectvertex); + lefttri.Bond(ref righttri); + lefttri.Lnext(); + righttri.Lprev(); + lefttri.Bond(ref righttri); + lefttri.Lnext(); + righttri.Lprev(); + lefttri.Bond(ref farlefttri); + righttri.Bond(ref farrighttri); + if (!farrightflag && farrighttri.Equals(bottommost)) + { + lefttri.Copy(ref bottommost); + } + + if (randomnation(SAMPLERATE) == 0) + { + splayroot = SplayInsert(splayroot, lefttri, nextvertex); + } + else if (randomnation(SAMPLERATE) == 0) + { + righttri.Lnext(ref inserttri); + splayroot = SplayInsert(splayroot, inserttri, nextvertex); + } + } + } + + if (check4events) + { + leftvertex = farlefttri.Apex(); + midvertex = lefttri.Dest(); + rightvertex = lefttri.Apex(); + lefttest = predicates.CounterClockwise(leftvertex, midvertex, rightvertex); + if (lefttest > 0.0) + { + newevent = new SweepEvent(); + + newevent.xkey = xminextreme; + newevent.ykey = CircleTop(leftvertex, midvertex, rightvertex, lefttest); + newevent.otriEvent = lefttri; + HeapInsert(eventheap, heapsize, newevent); + heapsize++; + lefttri.SetOrg(new SweepEventVertex(newevent)); + } + leftvertex = righttri.Apex(); + midvertex = righttri.Org(); + rightvertex = farrighttri.Apex(); + righttest = predicates.CounterClockwise(leftvertex, midvertex, rightvertex); + if (righttest > 0.0) + { + newevent = new SweepEvent(); + + newevent.xkey = xminextreme; + newevent.ykey = CircleTop(leftvertex, midvertex, rightvertex, righttest); + newevent.otriEvent = farrighttri; + HeapInsert(eventheap, heapsize, newevent); + heapsize++; + farrighttri.SetOrg(new SweepEventVertex(newevent)); + } + } + } + + splaynodes.Clear(); + bottommost.Lprev(); + + this.mesh.hullsize = RemoveGhosts(ref bottommost); + + return this.mesh; + } + + #region Heap + + void HeapInsert(SweepEvent[] heap, int heapsize, SweepEvent newevent) + { + double eventx, eventy; + int eventnum; + int parent; + bool notdone; + + eventx = newevent.xkey; + eventy = newevent.ykey; + eventnum = heapsize; + notdone = eventnum > 0; + while (notdone) + { + parent = (eventnum - 1) >> 1; + if ((heap[parent].ykey < eventy) || + ((heap[parent].ykey == eventy) + && (heap[parent].xkey <= eventx))) + { + notdone = false; + } + else + { + heap[eventnum] = heap[parent]; + heap[eventnum].heapposition = eventnum; + + eventnum = parent; + notdone = eventnum > 0; + } + } + heap[eventnum] = newevent; + newevent.heapposition = eventnum; + } + + void Heapify(SweepEvent[] heap, int heapsize, int eventnum) + { + SweepEvent thisevent; + double eventx, eventy; + int leftchild, rightchild; + int smallest; + bool notdone; + + thisevent = heap[eventnum]; + eventx = thisevent.xkey; + eventy = thisevent.ykey; + leftchild = 2 * eventnum + 1; + notdone = leftchild < heapsize; + while (notdone) + { + if ((heap[leftchild].ykey < eventy) || + ((heap[leftchild].ykey == eventy) + && (heap[leftchild].xkey < eventx))) + { + smallest = leftchild; + } + else + { + smallest = eventnum; + } + rightchild = leftchild + 1; + if (rightchild < heapsize) + { + if ((heap[rightchild].ykey < heap[smallest].ykey) || + ((heap[rightchild].ykey == heap[smallest].ykey) + && (heap[rightchild].xkey < heap[smallest].xkey))) + { + smallest = rightchild; + } + } + if (smallest == eventnum) + { + notdone = false; + } + else + { + heap[eventnum] = heap[smallest]; + heap[eventnum].heapposition = eventnum; + heap[smallest] = thisevent; + thisevent.heapposition = smallest; + + eventnum = smallest; + leftchild = 2 * eventnum + 1; + notdone = leftchild < heapsize; + } + } + } + + void HeapDelete(SweepEvent[] heap, int heapsize, int eventnum) + { + SweepEvent moveevent; + double eventx, eventy; + int parent; + bool notdone; + + moveevent = heap[heapsize - 1]; + if (eventnum > 0) + { + eventx = moveevent.xkey; + eventy = moveevent.ykey; + do + { + parent = (eventnum - 1) >> 1; + if ((heap[parent].ykey < eventy) || + ((heap[parent].ykey == eventy) + && (heap[parent].xkey <= eventx))) + { + notdone = false; + } + else + { + heap[eventnum] = heap[parent]; + heap[eventnum].heapposition = eventnum; + + eventnum = parent; + notdone = eventnum > 0; + } + } while (notdone); + } + heap[eventnum] = moveevent; + moveevent.heapposition = eventnum; + Heapify(heap, heapsize - 1, eventnum); + } + + void CreateHeap(out SweepEvent[] eventheap, int size) + { + Vertex thisvertex; + int maxevents; + int i; + SweepEvent evt; + + maxevents = (3 * size) / 2; + eventheap = new SweepEvent[maxevents]; + + i = 0; + foreach (var v in mesh.vertices.Values) + { + thisvertex = v; + evt = new SweepEvent(); + evt.vertexEvent = thisvertex; + evt.xkey = thisvertex.x; + evt.ykey = thisvertex.y; + HeapInsert(eventheap, i++, evt); + } + } + + #endregion + + #region Splaytree + + SplayNode Splay(SplayNode splaytree, Point searchpoint, ref Otri searchtri) + { + SplayNode child, grandchild; + SplayNode lefttree, righttree; + SplayNode leftright; + Vertex checkvertex; + bool rightofroot, rightofchild; + + if (splaytree == null) + { + return null; + } + checkvertex = splaytree.keyedge.Dest(); + if (checkvertex == splaytree.keydest) + { + rightofroot = RightOfHyperbola(ref splaytree.keyedge, searchpoint); + if (rightofroot) + { + splaytree.keyedge.Copy(ref searchtri); + child = splaytree.rchild; + } + else + { + child = splaytree.lchild; + } + if (child == null) + { + return splaytree; + } + checkvertex = child.keyedge.Dest(); + if (checkvertex != child.keydest) + { + child = Splay(child, searchpoint, ref searchtri); + if (child == null) + { + if (rightofroot) + { + splaytree.rchild = null; + } + else + { + splaytree.lchild = null; + } + return splaytree; + } + } + rightofchild = RightOfHyperbola(ref child.keyedge, searchpoint); + if (rightofchild) + { + child.keyedge.Copy(ref searchtri); + grandchild = Splay(child.rchild, searchpoint, ref searchtri); + child.rchild = grandchild; + } + else + { + grandchild = Splay(child.lchild, searchpoint, ref searchtri); + child.lchild = grandchild; + } + if (grandchild == null) + { + if (rightofroot) + { + splaytree.rchild = child.lchild; + child.lchild = splaytree; + } + else + { + splaytree.lchild = child.rchild; + child.rchild = splaytree; + } + return child; + } + if (rightofchild) + { + if (rightofroot) + { + splaytree.rchild = child.lchild; + child.lchild = splaytree; + } + else + { + splaytree.lchild = grandchild.rchild; + grandchild.rchild = splaytree; + } + child.rchild = grandchild.lchild; + grandchild.lchild = child; + } + else + { + if (rightofroot) + { + splaytree.rchild = grandchild.lchild; + grandchild.lchild = splaytree; + } + else + { + splaytree.lchild = child.rchild; + child.rchild = splaytree; + } + child.lchild = grandchild.rchild; + grandchild.rchild = child; + } + return grandchild; + } + else + { + lefttree = Splay(splaytree.lchild, searchpoint, ref searchtri); + righttree = Splay(splaytree.rchild, searchpoint, ref searchtri); + + splaynodes.Remove(splaytree); + if (lefttree == null) + { + return righttree; + } + else if (righttree == null) + { + return lefttree; + } + else if (lefttree.rchild == null) + { + lefttree.rchild = righttree.lchild; + righttree.lchild = lefttree; + return righttree; + } + else if (righttree.lchild == null) + { + righttree.lchild = lefttree.rchild; + lefttree.rchild = righttree; + return lefttree; + } + else + { + // printf("Holy Toledo!!!\n"); + leftright = lefttree.rchild; + while (leftright.rchild != null) + { + leftright = leftright.rchild; + } + leftright.rchild = righttree; + return lefttree; + } + } + } + + SplayNode SplayInsert(SplayNode splayroot, Otri newkey, Point searchpoint) + { + SplayNode newsplaynode; + + newsplaynode = new SplayNode(); //poolalloc(m.splaynodes); + splaynodes.Add(newsplaynode); + newkey.Copy(ref newsplaynode.keyedge); + newsplaynode.keydest = newkey.Dest(); + if (splayroot == null) + { + newsplaynode.lchild = null; + newsplaynode.rchild = null; + } + else if (RightOfHyperbola(ref splayroot.keyedge, searchpoint)) + { + newsplaynode.lchild = splayroot; + newsplaynode.rchild = splayroot.rchild; + splayroot.rchild = null; + } + else + { + newsplaynode.lchild = splayroot.lchild; + newsplaynode.rchild = splayroot; + splayroot.lchild = null; + } + return newsplaynode; + } + + SplayNode FrontLocate(SplayNode splayroot, Otri bottommost, Vertex searchvertex, + ref Otri searchtri, ref bool farright) + { + bool farrightflag; + + bottommost.Copy(ref searchtri); + splayroot = Splay(splayroot, searchvertex, ref searchtri); + + farrightflag = false; + while (!farrightflag && RightOfHyperbola(ref searchtri, searchvertex)) + { + searchtri.Onext(); + farrightflag = searchtri.Equals(bottommost); + } + farright = farrightflag; + return splayroot; + } + + SplayNode CircleTopInsert(SplayNode splayroot, Otri newkey, + Vertex pa, Vertex pb, Vertex pc, double topy) + { + double ccwabc; + double xac, yac, xbc, ybc; + double aclen2, bclen2; + Point searchpoint = new Point(); // TODO: mesh.nextras + Otri dummytri = default(Otri); + + ccwabc = predicates.CounterClockwise(pa, pb, pc); + xac = pa.x - pc.x; + yac = pa.y - pc.y; + xbc = pb.x - pc.x; + ybc = pb.y - pc.y; + aclen2 = xac * xac + yac * yac; + bclen2 = xbc * xbc + ybc * ybc; + searchpoint.x = pc.x - (yac * bclen2 - ybc * aclen2) / (2.0 * ccwabc); + searchpoint.y = topy; + return SplayInsert(Splay(splayroot, searchpoint, ref dummytri), newkey, searchpoint); + } + + #endregion + + bool RightOfHyperbola(ref Otri fronttri, Point newsite) + { + Vertex leftvertex, rightvertex; + double dxa, dya, dxb, dyb; + + Statistic.HyperbolaCount++; + + leftvertex = fronttri.Dest(); + rightvertex = fronttri.Apex(); + if ((leftvertex.y < rightvertex.y) || + ((leftvertex.y == rightvertex.y) && + (leftvertex.x < rightvertex.x))) + { + if (newsite.x >= rightvertex.x) + { + return true; + } + } + else + { + if (newsite.x <= leftvertex.x) + { + return false; + } + } + dxa = leftvertex.x - newsite.x; + dya = leftvertex.y - newsite.y; + dxb = rightvertex.x - newsite.x; + dyb = rightvertex.y - newsite.y; + return dya * (dxb * dxb + dyb * dyb) > dyb * (dxa * dxa + dya * dya); + } + + double CircleTop(Vertex pa, Vertex pb, Vertex pc, double ccwabc) + { + double xac, yac, xbc, ybc, xab, yab; + double aclen2, bclen2, ablen2; + + Statistic.CircleTopCount++; + + xac = pa.x - pc.x; + yac = pa.y - pc.y; + xbc = pb.x - pc.x; + ybc = pb.y - pc.y; + xab = pa.x - pb.x; + yab = pa.y - pb.y; + aclen2 = xac * xac + yac * yac; + bclen2 = xbc * xbc + ybc * ybc; + ablen2 = xab * xab + yab * yab; + return pc.y + (xac * bclen2 - xbc * aclen2 + Math.Sqrt(aclen2 * bclen2 * ablen2)) / (2.0 * ccwabc); + } + + void Check4DeadEvent(ref Otri checktri, SweepEvent[] eventheap, ref int heapsize) + { + SweepEvent deadevent; + SweepEventVertex eventvertex; + int eventnum = -1; + + eventvertex = checktri.Org() as SweepEventVertex; + if (eventvertex != null) + { + deadevent = eventvertex.evt; + eventnum = deadevent.heapposition; + + HeapDelete(eventheap, heapsize, eventnum); + heapsize--; + checktri.SetOrg(null); + } + } + + /// + /// Removes ghost triangles. + /// + /// + /// Number of vertices on the hull. + int RemoveGhosts(ref Otri startghost) + { + Otri searchedge = default(Otri); + Otri dissolveedge = default(Otri); + Otri deadtriangle = default(Otri); + Vertex markorg; + int hullsize; + + bool noPoly = !mesh.behavior.Poly; + + var dummytri = mesh.dummytri; + + // Find an edge on the convex hull to start point location from. + startghost.Lprev(ref searchedge); + searchedge.Sym(); + dummytri.neighbors[0] = searchedge; + // Remove the bounding box and count the convex hull edges. + startghost.Copy(ref dissolveedge); + hullsize = 0; + do + { + hullsize++; + dissolveedge.Lnext(ref deadtriangle); + dissolveedge.Lprev(); + dissolveedge.Sym(); + + // If no PSLG is involved, set the boundary markers of all the vertices + // on the convex hull. If a PSLG is used, this step is done later. + if (noPoly) + { + // Watch out for the case where all the input vertices are collinear. + if (dissolveedge.tri.id != Mesh.DUMMY) + { + markorg = dissolveedge.Org(); + if (markorg.label == 0) + { + markorg.label = 1; + } + } + } + // Remove a bounding triangle from a convex hull triangle. + dissolveedge.Dissolve(dummytri); + // Find the next bounding triangle. + deadtriangle.Sym(ref dissolveedge); + + // Delete the bounding triangle. + mesh.TriangleDealloc(deadtriangle.tri); + } while (!dissolveedge.Equals(startghost)); + + return hullsize; + } + + #region Internal classes + + /// + /// A node in a heap used to store events for the sweepline Delaunay algorithm. + /// + /// + /// Only used in the sweepline algorithm. + /// + /// Nodes do not point directly to their parents or children in the heap. Instead, each + /// node knows its position in the heap, and can look up its parent and children in a + /// separate array. To distinguish site events from circle events, all circle events are + /// given an invalid (smaller than 'xmin') x-coordinate 'xkey'. + /// + class SweepEvent + { + public double xkey, ykey; // Coordinates of the event. + public Vertex vertexEvent; // Vertex event. + public Otri otriEvent; // Circle event. + public int heapposition; // Marks this event's position in the heap. + } + + /// + /// Introducing a new class which aggregates a sweep event is the easiest way + /// to handle the pointer magic of the original code (casting a sweep event + /// to vertex etc.). + /// + class SweepEventVertex : Vertex + { + public SweepEvent evt; + + public SweepEventVertex(SweepEvent e) + { + evt = e; + } + } + + /// + /// A node in the splay tree. + /// + /// + /// Only used in the sweepline algorithm. + /// + /// Each node holds an oriented ghost triangle that represents a boundary edge + /// of the growing triangulation. When a circle event covers two boundary edges + /// with a triangle, so that they are no longer boundary edges, those edges are + /// not immediately deleted from the tree; rather, they are lazily deleted when + /// they are next encountered. (Since only a random sample of boundary edges are + /// kept in the tree, lazy deletion is faster.) 'keydest' is used to verify that + /// a triangle is still the same as when it entered the splay tree; if it has + /// been rotated (due to a circle event), it no longer represents a boundary + /// edge and should be deleted. + /// + class SplayNode + { + public Otri keyedge; // Lprev of an edge on the front. + public Vertex keydest; // Used to verify that splay node is still live. + public SplayNode lchild, rchild; // Children in splay tree. + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Meshing/ConstraintMesher.cs b/src/Triangle/Meshing/ConstraintMesher.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/ConstraintMesher.cs rename to src/Triangle/Meshing/ConstraintMesher.cs index ee42aaf..a5b5824 100644 --- a/Triangle.NET/Triangle/Meshing/ConstraintMesher.cs +++ b/src/Triangle/Meshing/ConstraintMesher.cs @@ -1,1228 +1,1228 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing -{ - using System; - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Logging; - using TriangleNet.Meshing.Iterators; - using TriangleNet.Topology; - - internal class ConstraintMesher - { - IPredicates predicates; - - Mesh mesh; - Behavior behavior; - TriangleLocator locator; - - List viri; - - ILog logger; - - public ConstraintMesher(Mesh mesh, Configuration config) - { - this.mesh = mesh; - this.predicates = config.Predicates(); - - this.behavior = mesh.behavior; - this.locator = mesh.locator; - - this.viri = new List(); - - logger = Log.Instance; - } - - - /// - /// Insert segments into the mesh. - /// - /// The polygon. - /// Constraint options. - public void Apply(IPolygon input, ConstraintOptions options) - { - behavior.Poly = input.Segments.Count > 0; - - // Copy constraint options - if (options != null) - { - behavior.ConformingDelaunay = options.ConformingDelaunay; - behavior.Convex = options.Convex; - behavior.NoBisect = options.SegmentSplitting; - - if (behavior.ConformingDelaunay) - { - behavior.Quality = true; - } - } - - //if (input.EdgeMarkers != null) - //{ - // behavior.UseBoundaryMarkers = true; - //} - - behavior.useRegions = input.Regions.Count > 0; - - // Ensure that no vertex can be mistaken for a triangular bounding - // box vertex in insertvertex(). - mesh.infvertex1 = null; - mesh.infvertex2 = null; - mesh.infvertex3 = null; - - if (behavior.useSegments) - { - // Segments will be introduced next. - mesh.checksegments = true; - - // Insert PSLG segments and/or convex hull segments. - FormSkeleton(input); - } - - if (behavior.Poly && (mesh.triangles.Count > 0)) - { - // Copy holes and regions - mesh.holes.AddRange(input.Holes); - mesh.regions.AddRange(input.Regions); - - // Carve out holes and concavities. - CarveHoles(); - } - } - - /// - /// 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. - /// - private void CarveHoles() - { - Otri searchtri = default(Otri); - Vertex searchorg, searchdest; - LocateResult intersect; - - Triangle[] regionTris = null; - - var dummytri = mesh.dummytri; - - 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.tri = dummytri; - searchtri.orient = 0; - searchtri.Sym(); - // 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 (predicates.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.tri); - } - } - } - } - } - - // 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] = 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.tri = dummytri; - searchtri.orient = 0; - searchtri.Sym(); - // 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 (predicates.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.tri; - regionTris[i].label = region.id; - regionTris[i].area = region.area; - } - } - } - - 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].id != Mesh.DUMMY) - { - // 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(); - } - - /// - /// Create the segments of a triangulation, including PSLG segments and edges - /// on the convex hull. - /// - private void FormSkeleton(IPolygon input) - { - // The segment endpoints. - Vertex p, q; - - mesh.insegments = 0; - - if (behavior.Poly) - { - // If the input vertices are collinear, there is no triangulation, - // so don't try to insert segments. - if (mesh.triangles.Count == 0) - { - return; - } - - // If segments are to be inserted, compute a mapping - // from vertices to triangles. - if (input.Segments.Count > 0) - { - mesh.MakeVertexMap(); - } - - // Read and insert the segments. - foreach (var seg in input.Segments) - { - mesh.insegments++; - - p = seg.GetVertex(0); - q = seg.GetVertex(1); - - if ((p.x == q.x) && (p.y == q.y)) - { - if (Log.Verbose) - { - logger.Warning("Endpoints of segment (IDs " + p.id + "/" + q.id + ") are coincident.", - "Mesh.FormSkeleton()"); - } - } - else - { - InsertSegment(p, q, seg.Label); - } - } - } - - if (behavior.Convex || !behavior.Poly) - { - // Enclose the convex hull with subsegments. - MarkHull(); - } - } - - #region Carving holes - - /// - /// Virally infect all of the triangles of the convex hull that are not - /// protected by subsegments. Where there are subsegments, set boundary - /// markers as appropriate. - /// - private void InfectHull() - { - Otri hulltri = default(Otri); - Otri nexttri = default(Otri); - Otri starttri = default(Otri); - Osub hullsubseg = default(Osub); - Vertex horg, hdest; - - var dummytri = mesh.dummytri; - - // Find a triangle handle on the hull. - hulltri.tri = dummytri; - hulltri.orient = 0; - hulltri.Sym(); - - // Remember where we started so we know when to stop. - hulltri.Copy(ref starttri); - // Go once counterclockwise around the convex hull. - do - { - // Ignore triangles that are already infected. - if (!hulltri.IsInfected()) - { - // Is the triangle protected by a subsegment? - hulltri.Pivot(ref hullsubseg); - if (hullsubseg.seg.hash == Mesh.DUMMY) - { - // The triangle is not protected; infect it. - if (!hulltri.IsInfected()) - { - hulltri.Infect(); - viri.Add(hulltri.tri); - } - } - else - { - // The triangle is protected; set boundary markers if appropriate. - if (hullsubseg.seg.boundary == 0) - { - hullsubseg.seg.boundary = 1; - horg = hulltri.Org(); - hdest = hulltri.Dest(); - if (horg.label == 0) - { - horg.label = 1; - } - if (hdest.label == 0) - { - hdest.label = 1; - } - } - } - } - // To find the next hull edge, go clockwise around the next vertex. - hulltri.Lnext(); - hulltri.Oprev(ref nexttri); - while (nexttri.tri.id != Mesh.DUMMY) - { - nexttri.Copy(ref hulltri); - hulltri.Oprev(ref nexttri); - } - - } while (!hulltri.Equals(starttri)); - } - - /// - /// Spread the virus from all infected triangles to any neighbors not - /// protected by subsegments. Delete all infected triangles. - /// - /// - /// This is the procedure that actually creates holes and concavities. - /// - /// This procedure operates in two phases. The first phase identifies all - /// the triangles that will die, and marks them as infected. They are - /// marked to ensure that each triangle is added to the virus pool only - /// once, so the procedure will terminate. - /// - /// The second phase actually eliminates the infected triangles. It also - /// eliminates orphaned vertices. - /// - void Plague() - { - Otri testtri = default(Otri); - Otri neighbor = default(Otri); - Osub neighborsubseg = default(Osub); - Vertex testvertex; - Vertex norg, ndest; - - var dummysub = mesh.dummysub; - var dummytri = mesh.dummytri; - - bool killorg; - - // Loop through all the infected triangles, spreading the virus to - // their neighbors, then to their neighbors' neighbors. - for (int i = 0; i < viri.Count; i++) - { - // WARNING: Don't use foreach, mesh.viri list may get modified. - - testtri.tri = viri[i]; - // A triangle is marked as infected by messing with one of its pointers - // to subsegments, setting it to an illegal value. Hence, we have to - // temporarily uninfect this triangle so that we can examine its - // adjacent subsegments. - // TODO: Not true in the C# version (so we could skip this). - testtri.Uninfect(); - - // Check each of the triangle's three neighbors. - for (testtri.orient = 0; testtri.orient < 3; testtri.orient++) - { - // Find the neighbor. - testtri.Sym(ref neighbor); - // Check for a subsegment between the triangle and its neighbor. - testtri.Pivot(ref neighborsubseg); - // Check if the neighbor is nonexistent or already infected. - if ((neighbor.tri.id == Mesh.DUMMY) || neighbor.IsInfected()) - { - if (neighborsubseg.seg.hash != Mesh.DUMMY) - { - // There is a subsegment separating the triangle from its - // neighbor, but both triangles are dying, so the subsegment - // dies too. - mesh.SubsegDealloc(neighborsubseg.seg); - if (neighbor.tri.id != Mesh.DUMMY) - { - // Make sure the subsegment doesn't get deallocated again - // later when the infected neighbor is visited. - neighbor.Uninfect(); - neighbor.SegDissolve(dummysub); - neighbor.Infect(); - } - } - } - else - { // The neighbor exists and is not infected. - if (neighborsubseg.seg.hash == Mesh.DUMMY) - { - // There is no subsegment protecting the neighbor, so - // the neighbor becomes infected. - neighbor.Infect(); - // Ensure that the neighbor's neighbors will be infected. - viri.Add(neighbor.tri); - } - else - { - // The neighbor is protected by a subsegment. - // Remove this triangle from the subsegment. - neighborsubseg.TriDissolve(dummytri); - // The subsegment becomes a boundary. Set markers accordingly. - if (neighborsubseg.seg.boundary == 0) - { - neighborsubseg.seg.boundary = 1; - } - norg = neighbor.Org(); - ndest = neighbor.Dest(); - if (norg.label == 0) - { - norg.label = 1; - } - if (ndest.label == 0) - { - ndest.label = 1; - } - } - } - } - // Remark the triangle as infected, so it doesn't get added to the - // virus pool again. - testtri.Infect(); - } - - foreach (var virus in viri) - { - testtri.tri = virus; - - // Check each of the three corners of the triangle for elimination. - // This is done by walking around each vertex, checking if it is - // still connected to at least one live triangle. - for (testtri.orient = 0; testtri.orient < 3; testtri.orient++) - { - testvertex = testtri.Org(); - // Check if the vertex has already been tested. - if (testvertex != null) - { - killorg = true; - // Mark the corner of the triangle as having been tested. - testtri.SetOrg(null); - // Walk counterclockwise about the vertex. - testtri.Onext(ref neighbor); - // Stop upon reaching a boundary or the starting triangle. - while ((neighbor.tri.id != Mesh.DUMMY) && - (!neighbor.Equals(testtri))) - { - if (neighbor.IsInfected()) - { - // Mark the corner of this triangle as having been tested. - neighbor.SetOrg(null); - } - else - { - // A live triangle. The vertex survives. - killorg = false; - } - // Walk counterclockwise about the vertex. - neighbor.Onext(); - } - // If we reached a boundary, we must walk clockwise as well. - if (neighbor.tri.id == Mesh.DUMMY) - { - // Walk clockwise about the vertex. - testtri.Oprev(ref neighbor); - // Stop upon reaching a boundary. - while (neighbor.tri.id != Mesh.DUMMY) - { - if (neighbor.IsInfected()) - { - // Mark the corner of this triangle as having been tested. - neighbor.SetOrg(null); - } - else - { - // A live triangle. The vertex survives. - killorg = false; - } - // Walk clockwise about the vertex. - neighbor.Oprev(); - } - } - if (killorg) - { - // Deleting vertex - testvertex.type = VertexType.UndeadVertex; - mesh.undeads++; - } - } - } - - // Record changes in the number of boundary edges, and disconnect - // dead triangles from their neighbors. - for (testtri.orient = 0; testtri.orient < 3; testtri.orient++) - { - testtri.Sym(ref neighbor); - if (neighbor.tri.id == Mesh.DUMMY) - { - // There is no neighboring triangle on this edge, so this edge - // is a boundary edge. This triangle is being deleted, so this - // boundary edge is deleted. - mesh.hullsize--; - } - else - { - // Disconnect the triangle from its neighbor. - neighbor.Dissolve(dummytri); - // There is a neighboring triangle on this edge, so this edge - // becomes a boundary edge when this triangle is deleted. - mesh.hullsize++; - } - } - // Return the dead triangle to the pool of triangles. - mesh.TriangleDealloc(testtri.tri); - } - - // Empty the virus pool. - viri.Clear(); - } - - #endregion - - #region Segment insertion - - /// - /// Find the first triangle on the path from one point to another. - /// - /// - /// - /// - /// The return value notes whether the destination or apex of the found - /// triangle is collinear with the two points in question. - /// - /// Finds the triangle that intersects a line segment drawn from the - /// origin of 'searchtri' to the point 'searchpoint', and returns the result - /// in 'searchtri'. The origin of 'searchtri' does not change, even though - /// the triangle returned may differ from the one passed in. This routine - /// is used to find the direction to move in to get from one point to - /// another. - /// - private FindDirectionResult FindDirection(ref Otri searchtri, Vertex searchpoint) - { - Otri checktri = default(Otri); - Vertex startvertex; - Vertex leftvertex, rightvertex; - double leftccw, rightccw; - bool leftflag, rightflag; - - startvertex = searchtri.Org(); - rightvertex = searchtri.Dest(); - leftvertex = searchtri.Apex(); - // Is 'searchpoint' to the left? - leftccw = predicates.CounterClockwise(searchpoint, startvertex, leftvertex); - leftflag = leftccw > 0.0; - // Is 'searchpoint' to the right? - rightccw = predicates.CounterClockwise(startvertex, searchpoint, rightvertex); - rightflag = rightccw > 0.0; - if (leftflag && rightflag) - { - // 'searchtri' faces directly away from 'searchpoint'. We could go left - // or right. Ask whether it's a triangle or a boundary on the left. - searchtri.Onext(ref checktri); - if (checktri.tri.id == Mesh.DUMMY) - { - leftflag = false; - } - else - { - rightflag = false; - } - } - while (leftflag) - { - // Turn left until satisfied. - searchtri.Onext(); - if (searchtri.tri.id == Mesh.DUMMY) - { - logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().1"); - throw new Exception("Unable to find a triangle on path."); - } - leftvertex = searchtri.Apex(); - rightccw = leftccw; - leftccw = predicates.CounterClockwise(searchpoint, startvertex, leftvertex); - leftflag = leftccw > 0.0; - } - while (rightflag) - { - // Turn right until satisfied. - searchtri.Oprev(); - if (searchtri.tri.id == Mesh.DUMMY) - { - logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().2"); - throw new Exception("Unable to find a triangle on path."); - } - rightvertex = searchtri.Dest(); - leftccw = rightccw; - rightccw = predicates.CounterClockwise(startvertex, searchpoint, rightvertex); - rightflag = rightccw > 0.0; - } - if (leftccw == 0.0) - { - return FindDirectionResult.Leftcollinear; - } - else if (rightccw == 0.0) - { - return FindDirectionResult.Rightcollinear; - } - else - { - return FindDirectionResult.Within; - } - } - - /// - /// Find the intersection of an existing segment and a segment that is being - /// inserted. Insert a vertex at the intersection, splitting an existing subsegment. - /// - /// - /// - /// - /// - /// The segment being inserted connects the apex of splittri to endpoint2. - /// splitsubseg is the subsegment being split, and MUST adjoin splittri. - /// Hence, endpoints of the subsegment being split are the origin and - /// destination of splittri. - /// - /// On completion, splittri is a handle having the newly inserted - /// intersection point as its origin, and endpoint1 as its destination. - /// - private void SegmentIntersection(ref Otri splittri, ref Osub splitsubseg, Vertex endpoint2) - { - Osub opposubseg = default(Osub); - Vertex endpoint1; - Vertex torg, tdest; - Vertex leftvertex, rightvertex; - Vertex newvertex; - InsertVertexResult success; - - var dummysub = mesh.dummysub; - - double ex, ey; - double tx, ty; - double etx, ety; - double split, denom; - - // Find the other three segment endpoints. - endpoint1 = splittri.Apex(); - torg = splittri.Org(); - tdest = splittri.Dest(); - // Segment intersection formulae; see the Antonio reference. - tx = tdest.x - torg.x; - ty = tdest.y - torg.y; - ex = endpoint2.x - endpoint1.x; - ey = endpoint2.y - endpoint1.y; - etx = torg.x - endpoint2.x; - ety = torg.y - endpoint2.y; - denom = ty * ex - tx * ey; - if (denom == 0.0) - { - logger.Error("Attempt to find intersection of parallel segments.", - "Mesh.SegmentIntersection()"); - throw new Exception("Attempt to find intersection of parallel segments."); - } - split = (ey * etx - ex * ety) / denom; - - // Create the new vertex. - newvertex = new Vertex( - torg.x + split * (tdest.x - torg.x), - torg.y + split * (tdest.y - torg.y), - splitsubseg.seg.boundary -#if USE_ATTRIBS - , mesh.nextras -#endif - ); - - newvertex.hash = mesh.hash_vtx++; - newvertex.id = newvertex.hash; - -#if USE_ATTRIBS - // Interpolate its attributes. - for (int i = 0; i < mesh.nextras; i++) - { - newvertex.attributes[i] = torg.attributes[i] + split * (tdest.attributes[i] - torg.attributes[i]); - } -#endif -#if USE_Z - newvertex.z = torg.z + split * (tdest.z - torg.z); -#endif - - mesh.vertices.Add(newvertex.hash, newvertex); - - // Insert the intersection vertex. This should always succeed. - success = mesh.InsertVertex(newvertex, ref splittri, ref splitsubseg, false, false); - if (success != InsertVertexResult.Successful) - { - logger.Error("Failure to split a segment.", "Mesh.SegmentIntersection()"); - throw new Exception("Failure to split a segment."); - } - // Record a triangle whose origin is the new vertex. - newvertex.tri = splittri; - if (mesh.steinerleft > 0) - { - mesh.steinerleft--; - } - - // Divide the segment into two, and correct the segment endpoints. - splitsubseg.Sym(); - splitsubseg.Pivot(ref opposubseg); - splitsubseg.Dissolve(dummysub); - opposubseg.Dissolve(dummysub); - do - { - splitsubseg.SetSegOrg(newvertex); - splitsubseg.Next(); - } while (splitsubseg.seg.hash != Mesh.DUMMY); - do - { - opposubseg.SetSegOrg(newvertex); - opposubseg.Next(); - } while (opposubseg.seg.hash != Mesh.DUMMY); - - // Inserting the vertex may have caused edge flips. We wish to rediscover - // the edge connecting endpoint1 to the new intersection vertex. - FindDirection(ref splittri, endpoint1); - - rightvertex = splittri.Dest(); - leftvertex = splittri.Apex(); - if ((leftvertex.x == endpoint1.x) && (leftvertex.y == endpoint1.y)) - { - splittri.Onext(); - } - else if ((rightvertex.x != endpoint1.x) || (rightvertex.y != endpoint1.y)) - { - logger.Error("Topological inconsistency after splitting a segment.", "Mesh.SegmentIntersection()"); - throw new Exception("Topological inconsistency after splitting a segment."); - } - // 'splittri' should have destination endpoint1. - } - - /// - /// Scout the first triangle on the path from one endpoint to another, and check - /// for completion (reaching the second endpoint), a collinear vertex, or the - /// intersection of two segments. - /// - /// - /// - /// - /// Returns true if the entire segment is successfully inserted, and false - /// if the job must be finished by ConstrainedEdge(). - /// - /// If the first triangle on the path has the second endpoint as its - /// destination or apex, a subsegment is inserted and the job is done. - /// - /// If the first triangle on the path has a destination or apex that lies on - /// the segment, a subsegment is inserted connecting the first endpoint to - /// the collinear vertex, and the search is continued from the collinear - /// vertex. - /// - /// If the first triangle on the path has a subsegment opposite its origin, - /// then there is a segment that intersects the segment being inserted. - /// Their intersection vertex is inserted, splitting the subsegment. - /// - private bool ScoutSegment(ref Otri searchtri, Vertex endpoint2, int newmark) - { - Otri crosstri = default(Otri); - Osub crosssubseg = default(Osub); - Vertex leftvertex, rightvertex; - FindDirectionResult collinear; - - collinear = FindDirection(ref searchtri, endpoint2); - rightvertex = searchtri.Dest(); - leftvertex = searchtri.Apex(); - if (((leftvertex.x == endpoint2.x) && (leftvertex.y == endpoint2.y)) || - ((rightvertex.x == endpoint2.x) && (rightvertex.y == endpoint2.y))) - { - // The segment is already an edge in the mesh. - if ((leftvertex.x == endpoint2.x) && (leftvertex.y == endpoint2.y)) - { - searchtri.Lprev(); - } - // Insert a subsegment, if there isn't already one there. - mesh.InsertSubseg(ref searchtri, newmark); - return true; - } - else if (collinear == FindDirectionResult.Leftcollinear) - { - // We've collided with a vertex between the segment's endpoints. - // Make the collinear vertex be the triangle's origin. - searchtri.Lprev(); - mesh.InsertSubseg(ref searchtri, newmark); - // Insert the remainder of the segment. - return ScoutSegment(ref searchtri, endpoint2, newmark); - } - else if (collinear == FindDirectionResult.Rightcollinear) - { - // We've collided with a vertex between the segment's endpoints. - mesh.InsertSubseg(ref searchtri, newmark); - // Make the collinear vertex be the triangle's origin. - searchtri.Lnext(); - // Insert the remainder of the segment. - return ScoutSegment(ref searchtri, endpoint2, newmark); - } - else - { - searchtri.Lnext(ref crosstri); - crosstri.Pivot(ref crosssubseg); - // Check for a crossing segment. - if (crosssubseg.seg.hash == Mesh.DUMMY) - { - return false; - } - else - { - // Insert a vertex at the intersection. - SegmentIntersection(ref crosstri, ref crosssubseg, endpoint2); - crosstri.Copy(ref searchtri); - mesh.InsertSubseg(ref searchtri, newmark); - // Insert the remainder of the segment. - return ScoutSegment(ref searchtri, endpoint2, newmark); - } - } - } - - /// - /// Enforce the Delaunay condition at an edge, fanning out recursively from - /// an existing vertex. Pay special attention to stacking inverted triangles. - /// - /// - /// Indicates whether or not fixuptri is to the left of - /// the segment being inserted. (Imagine that the segment is pointing up from - /// endpoint1 to endpoint2.) - /// - /// This is a support routine for inserting segments into a constrained - /// Delaunay triangulation. - /// - /// The origin of fixuptri is treated as if it has just been inserted, and - /// the local Delaunay condition needs to be enforced. It is only enforced - /// in one sector, however, that being the angular range defined by - /// fixuptri. - /// - /// This routine also needs to make decisions regarding the "stacking" of - /// triangles. (Read the description of ConstrainedEdge() below before - /// reading on here, so you understand the algorithm.) If the position of - /// the new vertex (the origin of fixuptri) indicates that the vertex before - /// it on the polygon is a reflex vertex, then "stack" the triangle by - /// doing nothing. (fixuptri is an inverted triangle, which is how stacked - /// triangles are identified.) - /// - /// Otherwise, check whether the vertex before that was a reflex vertex. - /// If so, perform an edge flip, thereby eliminating an inverted triangle - /// (popping it off the stack). The edge flip may result in the creation - /// of a new inverted triangle, depending on whether or not the new vertex - /// is visible to the vertex three edges behind on the polygon. - /// - /// If neither of the two vertices behind the new vertex are reflex - /// vertices, fixuptri and fartri, the triangle opposite it, are not - /// inverted; hence, ensure that the edge between them is locally Delaunay. - /// - private void DelaunayFixup(ref Otri fixuptri, bool leftside) - { - Otri neartri = default(Otri); - Otri fartri = default(Otri); - Osub faredge = default(Osub); - Vertex nearvertex, leftvertex, rightvertex, farvertex; - - fixuptri.Lnext(ref neartri); - neartri.Sym(ref fartri); - // Check if the edge opposite the origin of fixuptri can be flipped. - if (fartri.tri.id == Mesh.DUMMY) - { - return; - } - neartri.Pivot(ref faredge); - if (faredge.seg.hash != Mesh.DUMMY) - { - return; - } - // Find all the relevant vertices. - nearvertex = neartri.Apex(); - leftvertex = neartri.Org(); - rightvertex = neartri.Dest(); - farvertex = fartri.Apex(); - // Check whether the previous polygon vertex is a reflex vertex. - if (leftside) - { - if (predicates.CounterClockwise(nearvertex, leftvertex, farvertex) <= 0.0) - { - // leftvertex is a reflex vertex too. Nothing can - // be done until a convex section is found. - return; - } - } - else - { - if (predicates.CounterClockwise(farvertex, rightvertex, nearvertex) <= 0.0) - { - // rightvertex is a reflex vertex too. Nothing can - // be done until a convex section is found. - return; - } - } - if (predicates.CounterClockwise(rightvertex, leftvertex, farvertex) > 0.0) - { - // fartri is not an inverted triangle, and farvertex is not a reflex - // vertex. As there are no reflex vertices, fixuptri isn't an - // inverted triangle, either. Hence, test the edge between the - // triangles to ensure it is locally Delaunay. - if (predicates.InCircle(leftvertex, farvertex, rightvertex, nearvertex) <= 0.0) - { - return; - } - // Not locally Delaunay; go on to an edge flip. - } - // else fartri is inverted; remove it from the stack by flipping. - mesh.Flip(ref neartri); - fixuptri.Lprev(); // Restore the origin of fixuptri after the flip. - // Recursively process the two triangles that result from the flip. - DelaunayFixup(ref fixuptri, leftside); - DelaunayFixup(ref fartri, leftside); - } - - /// - /// Force a segment into a constrained Delaunay triangulation by deleting the - /// triangles it intersects, and triangulating the polygons that form on each - /// side of it. - /// - /// - /// - /// - /// - /// Generates a single subsegment connecting 'endpoint1' to 'endpoint2'. - /// The triangle 'starttri' has 'endpoint1' as its origin. 'newmark' is the - /// boundary marker of the segment. - /// - /// To insert a segment, every triangle whose interior intersects the - /// segment is deleted. The union of these deleted triangles is a polygon - /// (which is not necessarily monotone, but is close enough), which is - /// divided into two polygons by the new segment. This routine's task is - /// to generate the Delaunay triangulation of these two polygons. - /// - /// You might think of this routine's behavior as a two-step process. The - /// first step is to walk from endpoint1 to endpoint2, flipping each edge - /// encountered. This step creates a fan of edges connected to endpoint1, - /// including the desired edge to endpoint2. The second step enforces the - /// Delaunay condition on each side of the segment in an incremental manner: - /// proceeding along the polygon from endpoint1 to endpoint2 (this is done - /// independently on each side of the segment), each vertex is "enforced" - /// as if it had just been inserted, but affecting only the previous - /// vertices. The result is the same as if the vertices had been inserted - /// in the order they appear on the polygon, so the result is Delaunay. - /// - /// In truth, ConstrainedEdge() interleaves these two steps. The procedure - /// walks from endpoint1 to endpoint2, and each time an edge is encountered - /// and flipped, the newly exposed vertex (at the far end of the flipped - /// edge) is "enforced" upon the previously flipped edges, usually affecting - /// only one side of the polygon (depending upon which side of the segment - /// the vertex falls on). - /// - /// The algorithm is complicated by the need to handle polygons that are not - /// convex. Although the polygon is not necessarily monotone, it can be - /// triangulated in a manner similar to the stack-based algorithms for - /// monotone polygons. For each reflex vertex (local concavity) of the - /// polygon, there will be an inverted triangle formed by one of the edge - /// flips. (An inverted triangle is one with negative area - that is, its - /// vertices are arranged in clockwise order - and is best thought of as a - /// wrinkle in the fabric of the mesh.) Each inverted triangle can be - /// thought of as a reflex vertex pushed on the stack, waiting to be fixed - /// later. - /// - /// A reflex vertex is popped from the stack when a vertex is inserted that - /// is visible to the reflex vertex. (However, if the vertex behind the - /// reflex vertex is not visible to the reflex vertex, a new inverted - /// triangle will take its place on the stack.) These details are handled - /// by the DelaunayFixup() routine above. - /// - private void ConstrainedEdge(ref Otri starttri, Vertex endpoint2, int newmark) - { - Otri fixuptri = default(Otri), fixuptri2 = default(Otri); - Osub crosssubseg = default(Osub); - Vertex endpoint1; - Vertex farvertex; - double area; - bool collision; - bool done; - - endpoint1 = starttri.Org(); - starttri.Lnext(ref fixuptri); - mesh.Flip(ref fixuptri); - // 'collision' indicates whether we have found a vertex directly - // between endpoint1 and endpoint2. - collision = false; - done = false; - do - { - farvertex = fixuptri.Org(); - // 'farvertex' is the extreme point of the polygon we are "digging" - // to get from endpoint1 to endpoint2. - if ((farvertex.x == endpoint2.x) && (farvertex.y == endpoint2.y)) - { - fixuptri.Oprev(ref fixuptri2); - // Enforce the Delaunay condition around endpoint2. - DelaunayFixup(ref fixuptri, false); - DelaunayFixup(ref fixuptri2, true); - done = true; - } - else - { - // Check whether farvertex is to the left or right of the segment being - // inserted, to decide which edge of fixuptri to dig through next. - area = predicates.CounterClockwise(endpoint1, endpoint2, farvertex); - if (area == 0.0) - { - // We've collided with a vertex between endpoint1 and endpoint2. - collision = true; - fixuptri.Oprev(ref fixuptri2); - // Enforce the Delaunay condition around farvertex. - DelaunayFixup(ref fixuptri, false); - DelaunayFixup(ref fixuptri2, true); - done = true; - } - else - { - if (area > 0.0) - { - // farvertex is to the left of the segment. - fixuptri.Oprev(ref fixuptri2); - // Enforce the Delaunay condition around farvertex, on the - // left side of the segment only. - DelaunayFixup(ref fixuptri2, true); - // Flip the edge that crosses the segment. After the edge is - // flipped, one of its endpoints is the fan vertex, and the - // destination of fixuptri is the fan vertex. - fixuptri.Lprev(); - } - else - { - // farvertex is to the right of the segment. - DelaunayFixup(ref fixuptri, false); - // Flip the edge that crosses the segment. After the edge is - // flipped, one of its endpoints is the fan vertex, and the - // destination of fixuptri is the fan vertex. - fixuptri.Oprev(); - } - // Check for two intersecting segments. - fixuptri.Pivot(ref crosssubseg); - if (crosssubseg.seg.hash == Mesh.DUMMY) - { - mesh.Flip(ref fixuptri); // May create inverted triangle at left. - } - else - { - // We've collided with a segment between endpoint1 and endpoint2. - collision = true; - // Insert a vertex at the intersection. - SegmentIntersection(ref fixuptri, ref crosssubseg, endpoint2); - done = true; - } - } - } - } while (!done); - // Insert a subsegment to make the segment permanent. - mesh.InsertSubseg(ref fixuptri, newmark); - // If there was a collision with an interceding vertex, install another - // segment connecting that vertex with endpoint2. - if (collision) - { - // Insert the remainder of the segment. - if (!ScoutSegment(ref fixuptri, endpoint2, newmark)) - { - ConstrainedEdge(ref fixuptri, endpoint2, newmark); - } - } - } - - /// - /// Insert a PSLG segment into a triangulation. - /// - /// - /// - /// - private void InsertSegment(Vertex endpoint1, Vertex endpoint2, int newmark) - { - Otri searchtri1 = default(Otri), searchtri2 = default(Otri); - Vertex checkvertex = null; - - var dummytri = mesh.dummytri; - - // Find a triangle whose origin is the segment's first endpoint. - searchtri1 = endpoint1.tri; - if (searchtri1.tri != null) - { - checkvertex = searchtri1.Org(); - } - - if (checkvertex != endpoint1) - { - // Find a boundary triangle to search from. - searchtri1.tri = dummytri; - searchtri1.orient = 0; - searchtri1.Sym(); - // Search for the segment's first endpoint by point location. - if (locator.Locate(endpoint1, ref searchtri1) != LocateResult.OnVertex) - { - logger.Error("Unable to locate PSLG vertex in triangulation.", "Mesh.InsertSegment().1"); - throw new Exception("Unable to locate PSLG vertex in triangulation."); - } - } - // Remember this triangle to improve subsequent point location. - locator.Update(ref searchtri1); - - // Scout the beginnings of a path from the first endpoint - // toward the second. - if (ScoutSegment(ref searchtri1, endpoint2, newmark)) - { - // The segment was easily inserted. - return; - } - // The first endpoint may have changed if a collision with an intervening - // vertex on the segment occurred. - endpoint1 = searchtri1.Org(); - - // Find a triangle whose origin is the segment's second endpoint. - checkvertex = null; - searchtri2 = endpoint2.tri; - if (searchtri2.tri != null) - { - checkvertex = searchtri2.Org(); - } - if (checkvertex != endpoint2) - { - // Find a boundary triangle to search from. - searchtri2.tri = dummytri; - searchtri2.orient = 0; - searchtri2.Sym(); - // Search for the segment's second endpoint by point location. - if (locator.Locate(endpoint2, ref searchtri2) != LocateResult.OnVertex) - { - logger.Error("Unable to locate PSLG vertex in triangulation.", "Mesh.InsertSegment().2"); - throw new Exception("Unable to locate PSLG vertex in triangulation."); - } - } - // Remember this triangle to improve subsequent point location. - locator.Update(ref searchtri2); - // Scout the beginnings of a path from the second endpoint - // toward the first. - if (ScoutSegment(ref searchtri2, endpoint1, newmark)) - { - // The segment was easily inserted. - return; - } - // The second endpoint may have changed if a collision with an intervening - // vertex on the segment occurred. - endpoint2 = searchtri2.Org(); - - // Insert the segment directly into the triangulation. - ConstrainedEdge(ref searchtri1, endpoint2, newmark); - } - - /// - /// Cover the convex hull of a triangulation with subsegments. - /// - private void MarkHull() - { - Otri hulltri = default(Otri); - Otri nexttri = default(Otri); - Otri starttri = default(Otri); - - // Find a triangle handle on the hull. - hulltri.tri = mesh.dummytri; - hulltri.orient = 0; - hulltri.Sym(); - // Remember where we started so we know when to stop. - hulltri.Copy(ref starttri); - // Go once counterclockwise around the convex hull. - do - { - // Create a subsegment if there isn't already one here. - mesh.InsertSubseg(ref hulltri, 1); - // To find the next hull edge, go clockwise around the next vertex. - hulltri.Lnext(); - hulltri.Oprev(ref nexttri); - while (nexttri.tri.id != Mesh.DUMMY) - { - nexttri.Copy(ref hulltri); - hulltri.Oprev(ref nexttri); - } - } while (!hulltri.Equals(starttri)); - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing +{ + using System; + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Logging; + using TriangleNet.Meshing.Iterators; + using TriangleNet.Topology; + + internal class ConstraintMesher + { + IPredicates predicates; + + Mesh mesh; + Behavior behavior; + TriangleLocator locator; + + List viri; + + ILog logger; + + public ConstraintMesher(Mesh mesh, Configuration config) + { + this.mesh = mesh; + this.predicates = config.Predicates(); + + this.behavior = mesh.behavior; + this.locator = mesh.locator; + + this.viri = new List(); + + logger = Log.Instance; + } + + + /// + /// Insert segments into the mesh. + /// + /// The polygon. + /// Constraint options. + public void Apply(IPolygon input, ConstraintOptions options) + { + behavior.Poly = input.Segments.Count > 0; + + // Copy constraint options + if (options != null) + { + behavior.ConformingDelaunay = options.ConformingDelaunay; + behavior.Convex = options.Convex; + behavior.NoBisect = options.SegmentSplitting; + + if (behavior.ConformingDelaunay) + { + behavior.Quality = true; + } + } + + //if (input.EdgeMarkers != null) + //{ + // behavior.UseBoundaryMarkers = true; + //} + + behavior.useRegions = input.Regions.Count > 0; + + // Ensure that no vertex can be mistaken for a triangular bounding + // box vertex in insertvertex(). + mesh.infvertex1 = null; + mesh.infvertex2 = null; + mesh.infvertex3 = null; + + if (behavior.useSegments) + { + // Segments will be introduced next. + mesh.checksegments = true; + + // Insert PSLG segments and/or convex hull segments. + FormSkeleton(input); + } + + if (behavior.Poly && (mesh.triangles.Count > 0)) + { + // Copy holes and regions + mesh.holes.AddRange(input.Holes); + mesh.regions.AddRange(input.Regions); + + // Carve out holes and concavities. + CarveHoles(); + } + } + + /// + /// 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. + /// + private void CarveHoles() + { + Otri searchtri = default(Otri); + Vertex searchorg, searchdest; + LocateResult intersect; + + Triangle[] regionTris = null; + + var dummytri = mesh.dummytri; + + 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.tri = dummytri; + searchtri.orient = 0; + searchtri.Sym(); + // 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 (predicates.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.tri); + } + } + } + } + } + + // 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] = 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.tri = dummytri; + searchtri.orient = 0; + searchtri.Sym(); + // 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 (predicates.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.tri; + regionTris[i].label = region.id; + regionTris[i].area = region.area; + } + } + } + + 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].id != Mesh.DUMMY) + { + // 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(); + } + + /// + /// Create the segments of a triangulation, including PSLG segments and edges + /// on the convex hull. + /// + private void FormSkeleton(IPolygon input) + { + // The segment endpoints. + Vertex p, q; + + mesh.insegments = 0; + + if (behavior.Poly) + { + // If the input vertices are collinear, there is no triangulation, + // so don't try to insert segments. + if (mesh.triangles.Count == 0) + { + return; + } + + // If segments are to be inserted, compute a mapping + // from vertices to triangles. + if (input.Segments.Count > 0) + { + mesh.MakeVertexMap(); + } + + // Read and insert the segments. + foreach (var seg in input.Segments) + { + mesh.insegments++; + + p = seg.GetVertex(0); + q = seg.GetVertex(1); + + if ((p.x == q.x) && (p.y == q.y)) + { + if (Log.Verbose) + { + logger.Warning("Endpoints of segment (IDs " + p.id + "/" + q.id + ") are coincident.", + "Mesh.FormSkeleton()"); + } + } + else + { + InsertSegment(p, q, seg.Label); + } + } + } + + if (behavior.Convex || !behavior.Poly) + { + // Enclose the convex hull with subsegments. + MarkHull(); + } + } + + #region Carving holes + + /// + /// Virally infect all of the triangles of the convex hull that are not + /// protected by subsegments. Where there are subsegments, set boundary + /// markers as appropriate. + /// + private void InfectHull() + { + Otri hulltri = default(Otri); + Otri nexttri = default(Otri); + Otri starttri = default(Otri); + Osub hullsubseg = default(Osub); + Vertex horg, hdest; + + var dummytri = mesh.dummytri; + + // Find a triangle handle on the hull. + hulltri.tri = dummytri; + hulltri.orient = 0; + hulltri.Sym(); + + // Remember where we started so we know when to stop. + hulltri.Copy(ref starttri); + // Go once counterclockwise around the convex hull. + do + { + // Ignore triangles that are already infected. + if (!hulltri.IsInfected()) + { + // Is the triangle protected by a subsegment? + hulltri.Pivot(ref hullsubseg); + if (hullsubseg.seg.hash == Mesh.DUMMY) + { + // The triangle is not protected; infect it. + if (!hulltri.IsInfected()) + { + hulltri.Infect(); + viri.Add(hulltri.tri); + } + } + else + { + // The triangle is protected; set boundary markers if appropriate. + if (hullsubseg.seg.boundary == 0) + { + hullsubseg.seg.boundary = 1; + horg = hulltri.Org(); + hdest = hulltri.Dest(); + if (horg.label == 0) + { + horg.label = 1; + } + if (hdest.label == 0) + { + hdest.label = 1; + } + } + } + } + // To find the next hull edge, go clockwise around the next vertex. + hulltri.Lnext(); + hulltri.Oprev(ref nexttri); + while (nexttri.tri.id != Mesh.DUMMY) + { + nexttri.Copy(ref hulltri); + hulltri.Oprev(ref nexttri); + } + + } while (!hulltri.Equals(starttri)); + } + + /// + /// Spread the virus from all infected triangles to any neighbors not + /// protected by subsegments. Delete all infected triangles. + /// + /// + /// This is the procedure that actually creates holes and concavities. + /// + /// This procedure operates in two phases. The first phase identifies all + /// the triangles that will die, and marks them as infected. They are + /// marked to ensure that each triangle is added to the virus pool only + /// once, so the procedure will terminate. + /// + /// The second phase actually eliminates the infected triangles. It also + /// eliminates orphaned vertices. + /// + void Plague() + { + Otri testtri = default(Otri); + Otri neighbor = default(Otri); + Osub neighborsubseg = default(Osub); + Vertex testvertex; + Vertex norg, ndest; + + var dummysub = mesh.dummysub; + var dummytri = mesh.dummytri; + + bool killorg; + + // Loop through all the infected triangles, spreading the virus to + // their neighbors, then to their neighbors' neighbors. + for (int i = 0; i < viri.Count; i++) + { + // WARNING: Don't use foreach, mesh.viri list may get modified. + + testtri.tri = viri[i]; + // A triangle is marked as infected by messing with one of its pointers + // to subsegments, setting it to an illegal value. Hence, we have to + // temporarily uninfect this triangle so that we can examine its + // adjacent subsegments. + // TODO: Not true in the C# version (so we could skip this). + testtri.Uninfect(); + + // Check each of the triangle's three neighbors. + for (testtri.orient = 0; testtri.orient < 3; testtri.orient++) + { + // Find the neighbor. + testtri.Sym(ref neighbor); + // Check for a subsegment between the triangle and its neighbor. + testtri.Pivot(ref neighborsubseg); + // Check if the neighbor is nonexistent or already infected. + if ((neighbor.tri.id == Mesh.DUMMY) || neighbor.IsInfected()) + { + if (neighborsubseg.seg.hash != Mesh.DUMMY) + { + // There is a subsegment separating the triangle from its + // neighbor, but both triangles are dying, so the subsegment + // dies too. + mesh.SubsegDealloc(neighborsubseg.seg); + if (neighbor.tri.id != Mesh.DUMMY) + { + // Make sure the subsegment doesn't get deallocated again + // later when the infected neighbor is visited. + neighbor.Uninfect(); + neighbor.SegDissolve(dummysub); + neighbor.Infect(); + } + } + } + else + { // The neighbor exists and is not infected. + if (neighborsubseg.seg.hash == Mesh.DUMMY) + { + // There is no subsegment protecting the neighbor, so + // the neighbor becomes infected. + neighbor.Infect(); + // Ensure that the neighbor's neighbors will be infected. + viri.Add(neighbor.tri); + } + else + { + // The neighbor is protected by a subsegment. + // Remove this triangle from the subsegment. + neighborsubseg.TriDissolve(dummytri); + // The subsegment becomes a boundary. Set markers accordingly. + if (neighborsubseg.seg.boundary == 0) + { + neighborsubseg.seg.boundary = 1; + } + norg = neighbor.Org(); + ndest = neighbor.Dest(); + if (norg.label == 0) + { + norg.label = 1; + } + if (ndest.label == 0) + { + ndest.label = 1; + } + } + } + } + // Remark the triangle as infected, so it doesn't get added to the + // virus pool again. + testtri.Infect(); + } + + foreach (var virus in viri) + { + testtri.tri = virus; + + // Check each of the three corners of the triangle for elimination. + // This is done by walking around each vertex, checking if it is + // still connected to at least one live triangle. + for (testtri.orient = 0; testtri.orient < 3; testtri.orient++) + { + testvertex = testtri.Org(); + // Check if the vertex has already been tested. + if (testvertex != null) + { + killorg = true; + // Mark the corner of the triangle as having been tested. + testtri.SetOrg(null); + // Walk counterclockwise about the vertex. + testtri.Onext(ref neighbor); + // Stop upon reaching a boundary or the starting triangle. + while ((neighbor.tri.id != Mesh.DUMMY) && + (!neighbor.Equals(testtri))) + { + if (neighbor.IsInfected()) + { + // Mark the corner of this triangle as having been tested. + neighbor.SetOrg(null); + } + else + { + // A live triangle. The vertex survives. + killorg = false; + } + // Walk counterclockwise about the vertex. + neighbor.Onext(); + } + // If we reached a boundary, we must walk clockwise as well. + if (neighbor.tri.id == Mesh.DUMMY) + { + // Walk clockwise about the vertex. + testtri.Oprev(ref neighbor); + // Stop upon reaching a boundary. + while (neighbor.tri.id != Mesh.DUMMY) + { + if (neighbor.IsInfected()) + { + // Mark the corner of this triangle as having been tested. + neighbor.SetOrg(null); + } + else + { + // A live triangle. The vertex survives. + killorg = false; + } + // Walk clockwise about the vertex. + neighbor.Oprev(); + } + } + if (killorg) + { + // Deleting vertex + testvertex.type = VertexType.UndeadVertex; + mesh.undeads++; + } + } + } + + // Record changes in the number of boundary edges, and disconnect + // dead triangles from their neighbors. + for (testtri.orient = 0; testtri.orient < 3; testtri.orient++) + { + testtri.Sym(ref neighbor); + if (neighbor.tri.id == Mesh.DUMMY) + { + // There is no neighboring triangle on this edge, so this edge + // is a boundary edge. This triangle is being deleted, so this + // boundary edge is deleted. + mesh.hullsize--; + } + else + { + // Disconnect the triangle from its neighbor. + neighbor.Dissolve(dummytri); + // There is a neighboring triangle on this edge, so this edge + // becomes a boundary edge when this triangle is deleted. + mesh.hullsize++; + } + } + // Return the dead triangle to the pool of triangles. + mesh.TriangleDealloc(testtri.tri); + } + + // Empty the virus pool. + viri.Clear(); + } + + #endregion + + #region Segment insertion + + /// + /// Find the first triangle on the path from one point to another. + /// + /// + /// + /// + /// The return value notes whether the destination or apex of the found + /// triangle is collinear with the two points in question. + /// + /// Finds the triangle that intersects a line segment drawn from the + /// origin of 'searchtri' to the point 'searchpoint', and returns the result + /// in 'searchtri'. The origin of 'searchtri' does not change, even though + /// the triangle returned may differ from the one passed in. This routine + /// is used to find the direction to move in to get from one point to + /// another. + /// + private FindDirectionResult FindDirection(ref Otri searchtri, Vertex searchpoint) + { + Otri checktri = default(Otri); + Vertex startvertex; + Vertex leftvertex, rightvertex; + double leftccw, rightccw; + bool leftflag, rightflag; + + startvertex = searchtri.Org(); + rightvertex = searchtri.Dest(); + leftvertex = searchtri.Apex(); + // Is 'searchpoint' to the left? + leftccw = predicates.CounterClockwise(searchpoint, startvertex, leftvertex); + leftflag = leftccw > 0.0; + // Is 'searchpoint' to the right? + rightccw = predicates.CounterClockwise(startvertex, searchpoint, rightvertex); + rightflag = rightccw > 0.0; + if (leftflag && rightflag) + { + // 'searchtri' faces directly away from 'searchpoint'. We could go left + // or right. Ask whether it's a triangle or a boundary on the left. + searchtri.Onext(ref checktri); + if (checktri.tri.id == Mesh.DUMMY) + { + leftflag = false; + } + else + { + rightflag = false; + } + } + while (leftflag) + { + // Turn left until satisfied. + searchtri.Onext(); + if (searchtri.tri.id == Mesh.DUMMY) + { + logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().1"); + throw new Exception("Unable to find a triangle on path."); + } + leftvertex = searchtri.Apex(); + rightccw = leftccw; + leftccw = predicates.CounterClockwise(searchpoint, startvertex, leftvertex); + leftflag = leftccw > 0.0; + } + while (rightflag) + { + // Turn right until satisfied. + searchtri.Oprev(); + if (searchtri.tri.id == Mesh.DUMMY) + { + logger.Error("Unable to find a triangle on path.", "Mesh.FindDirection().2"); + throw new Exception("Unable to find a triangle on path."); + } + rightvertex = searchtri.Dest(); + leftccw = rightccw; + rightccw = predicates.CounterClockwise(startvertex, searchpoint, rightvertex); + rightflag = rightccw > 0.0; + } + if (leftccw == 0.0) + { + return FindDirectionResult.Leftcollinear; + } + else if (rightccw == 0.0) + { + return FindDirectionResult.Rightcollinear; + } + else + { + return FindDirectionResult.Within; + } + } + + /// + /// Find the intersection of an existing segment and a segment that is being + /// inserted. Insert a vertex at the intersection, splitting an existing subsegment. + /// + /// + /// + /// + /// + /// The segment being inserted connects the apex of splittri to endpoint2. + /// splitsubseg is the subsegment being split, and MUST adjoin splittri. + /// Hence, endpoints of the subsegment being split are the origin and + /// destination of splittri. + /// + /// On completion, splittri is a handle having the newly inserted + /// intersection point as its origin, and endpoint1 as its destination. + /// + private void SegmentIntersection(ref Otri splittri, ref Osub splitsubseg, Vertex endpoint2) + { + Osub opposubseg = default(Osub); + Vertex endpoint1; + Vertex torg, tdest; + Vertex leftvertex, rightvertex; + Vertex newvertex; + InsertVertexResult success; + + var dummysub = mesh.dummysub; + + double ex, ey; + double tx, ty; + double etx, ety; + double split, denom; + + // Find the other three segment endpoints. + endpoint1 = splittri.Apex(); + torg = splittri.Org(); + tdest = splittri.Dest(); + // Segment intersection formulae; see the Antonio reference. + tx = tdest.x - torg.x; + ty = tdest.y - torg.y; + ex = endpoint2.x - endpoint1.x; + ey = endpoint2.y - endpoint1.y; + etx = torg.x - endpoint2.x; + ety = torg.y - endpoint2.y; + denom = ty * ex - tx * ey; + if (denom == 0.0) + { + logger.Error("Attempt to find intersection of parallel segments.", + "Mesh.SegmentIntersection()"); + throw new Exception("Attempt to find intersection of parallel segments."); + } + split = (ey * etx - ex * ety) / denom; + + // Create the new vertex. + newvertex = new Vertex( + torg.x + split * (tdest.x - torg.x), + torg.y + split * (tdest.y - torg.y), + splitsubseg.seg.boundary +#if USE_ATTRIBS + , mesh.nextras +#endif + ); + + newvertex.hash = mesh.hash_vtx++; + newvertex.id = newvertex.hash; + +#if USE_ATTRIBS + // Interpolate its attributes. + for (int i = 0; i < mesh.nextras; i++) + { + newvertex.attributes[i] = torg.attributes[i] + split * (tdest.attributes[i] - torg.attributes[i]); + } +#endif +#if USE_Z + newvertex.z = torg.z + split * (tdest.z - torg.z); +#endif + + mesh.vertices.Add(newvertex.hash, newvertex); + + // Insert the intersection vertex. This should always succeed. + success = mesh.InsertVertex(newvertex, ref splittri, ref splitsubseg, false, false); + if (success != InsertVertexResult.Successful) + { + logger.Error("Failure to split a segment.", "Mesh.SegmentIntersection()"); + throw new Exception("Failure to split a segment."); + } + // Record a triangle whose origin is the new vertex. + newvertex.tri = splittri; + if (mesh.steinerleft > 0) + { + mesh.steinerleft--; + } + + // Divide the segment into two, and correct the segment endpoints. + splitsubseg.Sym(); + splitsubseg.Pivot(ref opposubseg); + splitsubseg.Dissolve(dummysub); + opposubseg.Dissolve(dummysub); + do + { + splitsubseg.SetSegOrg(newvertex); + splitsubseg.Next(); + } while (splitsubseg.seg.hash != Mesh.DUMMY); + do + { + opposubseg.SetSegOrg(newvertex); + opposubseg.Next(); + } while (opposubseg.seg.hash != Mesh.DUMMY); + + // Inserting the vertex may have caused edge flips. We wish to rediscover + // the edge connecting endpoint1 to the new intersection vertex. + FindDirection(ref splittri, endpoint1); + + rightvertex = splittri.Dest(); + leftvertex = splittri.Apex(); + if ((leftvertex.x == endpoint1.x) && (leftvertex.y == endpoint1.y)) + { + splittri.Onext(); + } + else if ((rightvertex.x != endpoint1.x) || (rightvertex.y != endpoint1.y)) + { + logger.Error("Topological inconsistency after splitting a segment.", "Mesh.SegmentIntersection()"); + throw new Exception("Topological inconsistency after splitting a segment."); + } + // 'splittri' should have destination endpoint1. + } + + /// + /// Scout the first triangle on the path from one endpoint to another, and check + /// for completion (reaching the second endpoint), a collinear vertex, or the + /// intersection of two segments. + /// + /// + /// + /// + /// Returns true if the entire segment is successfully inserted, and false + /// if the job must be finished by ConstrainedEdge(). + /// + /// If the first triangle on the path has the second endpoint as its + /// destination or apex, a subsegment is inserted and the job is done. + /// + /// If the first triangle on the path has a destination or apex that lies on + /// the segment, a subsegment is inserted connecting the first endpoint to + /// the collinear vertex, and the search is continued from the collinear + /// vertex. + /// + /// If the first triangle on the path has a subsegment opposite its origin, + /// then there is a segment that intersects the segment being inserted. + /// Their intersection vertex is inserted, splitting the subsegment. + /// + private bool ScoutSegment(ref Otri searchtri, Vertex endpoint2, int newmark) + { + Otri crosstri = default(Otri); + Osub crosssubseg = default(Osub); + Vertex leftvertex, rightvertex; + FindDirectionResult collinear; + + collinear = FindDirection(ref searchtri, endpoint2); + rightvertex = searchtri.Dest(); + leftvertex = searchtri.Apex(); + if (((leftvertex.x == endpoint2.x) && (leftvertex.y == endpoint2.y)) || + ((rightvertex.x == endpoint2.x) && (rightvertex.y == endpoint2.y))) + { + // The segment is already an edge in the mesh. + if ((leftvertex.x == endpoint2.x) && (leftvertex.y == endpoint2.y)) + { + searchtri.Lprev(); + } + // Insert a subsegment, if there isn't already one there. + mesh.InsertSubseg(ref searchtri, newmark); + return true; + } + else if (collinear == FindDirectionResult.Leftcollinear) + { + // We've collided with a vertex between the segment's endpoints. + // Make the collinear vertex be the triangle's origin. + searchtri.Lprev(); + mesh.InsertSubseg(ref searchtri, newmark); + // Insert the remainder of the segment. + return ScoutSegment(ref searchtri, endpoint2, newmark); + } + else if (collinear == FindDirectionResult.Rightcollinear) + { + // We've collided with a vertex between the segment's endpoints. + mesh.InsertSubseg(ref searchtri, newmark); + // Make the collinear vertex be the triangle's origin. + searchtri.Lnext(); + // Insert the remainder of the segment. + return ScoutSegment(ref searchtri, endpoint2, newmark); + } + else + { + searchtri.Lnext(ref crosstri); + crosstri.Pivot(ref crosssubseg); + // Check for a crossing segment. + if (crosssubseg.seg.hash == Mesh.DUMMY) + { + return false; + } + else + { + // Insert a vertex at the intersection. + SegmentIntersection(ref crosstri, ref crosssubseg, endpoint2); + crosstri.Copy(ref searchtri); + mesh.InsertSubseg(ref searchtri, newmark); + // Insert the remainder of the segment. + return ScoutSegment(ref searchtri, endpoint2, newmark); + } + } + } + + /// + /// Enforce the Delaunay condition at an edge, fanning out recursively from + /// an existing vertex. Pay special attention to stacking inverted triangles. + /// + /// + /// Indicates whether or not fixuptri is to the left of + /// the segment being inserted. (Imagine that the segment is pointing up from + /// endpoint1 to endpoint2.) + /// + /// This is a support routine for inserting segments into a constrained + /// Delaunay triangulation. + /// + /// The origin of fixuptri is treated as if it has just been inserted, and + /// the local Delaunay condition needs to be enforced. It is only enforced + /// in one sector, however, that being the angular range defined by + /// fixuptri. + /// + /// This routine also needs to make decisions regarding the "stacking" of + /// triangles. (Read the description of ConstrainedEdge() below before + /// reading on here, so you understand the algorithm.) If the position of + /// the new vertex (the origin of fixuptri) indicates that the vertex before + /// it on the polygon is a reflex vertex, then "stack" the triangle by + /// doing nothing. (fixuptri is an inverted triangle, which is how stacked + /// triangles are identified.) + /// + /// Otherwise, check whether the vertex before that was a reflex vertex. + /// If so, perform an edge flip, thereby eliminating an inverted triangle + /// (popping it off the stack). The edge flip may result in the creation + /// of a new inverted triangle, depending on whether or not the new vertex + /// is visible to the vertex three edges behind on the polygon. + /// + /// If neither of the two vertices behind the new vertex are reflex + /// vertices, fixuptri and fartri, the triangle opposite it, are not + /// inverted; hence, ensure that the edge between them is locally Delaunay. + /// + private void DelaunayFixup(ref Otri fixuptri, bool leftside) + { + Otri neartri = default(Otri); + Otri fartri = default(Otri); + Osub faredge = default(Osub); + Vertex nearvertex, leftvertex, rightvertex, farvertex; + + fixuptri.Lnext(ref neartri); + neartri.Sym(ref fartri); + // Check if the edge opposite the origin of fixuptri can be flipped. + if (fartri.tri.id == Mesh.DUMMY) + { + return; + } + neartri.Pivot(ref faredge); + if (faredge.seg.hash != Mesh.DUMMY) + { + return; + } + // Find all the relevant vertices. + nearvertex = neartri.Apex(); + leftvertex = neartri.Org(); + rightvertex = neartri.Dest(); + farvertex = fartri.Apex(); + // Check whether the previous polygon vertex is a reflex vertex. + if (leftside) + { + if (predicates.CounterClockwise(nearvertex, leftvertex, farvertex) <= 0.0) + { + // leftvertex is a reflex vertex too. Nothing can + // be done until a convex section is found. + return; + } + } + else + { + if (predicates.CounterClockwise(farvertex, rightvertex, nearvertex) <= 0.0) + { + // rightvertex is a reflex vertex too. Nothing can + // be done until a convex section is found. + return; + } + } + if (predicates.CounterClockwise(rightvertex, leftvertex, farvertex) > 0.0) + { + // fartri is not an inverted triangle, and farvertex is not a reflex + // vertex. As there are no reflex vertices, fixuptri isn't an + // inverted triangle, either. Hence, test the edge between the + // triangles to ensure it is locally Delaunay. + if (predicates.InCircle(leftvertex, farvertex, rightvertex, nearvertex) <= 0.0) + { + return; + } + // Not locally Delaunay; go on to an edge flip. + } + // else fartri is inverted; remove it from the stack by flipping. + mesh.Flip(ref neartri); + fixuptri.Lprev(); // Restore the origin of fixuptri after the flip. + // Recursively process the two triangles that result from the flip. + DelaunayFixup(ref fixuptri, leftside); + DelaunayFixup(ref fartri, leftside); + } + + /// + /// Force a segment into a constrained Delaunay triangulation by deleting the + /// triangles it intersects, and triangulating the polygons that form on each + /// side of it. + /// + /// + /// + /// + /// + /// Generates a single subsegment connecting 'endpoint1' to 'endpoint2'. + /// The triangle 'starttri' has 'endpoint1' as its origin. 'newmark' is the + /// boundary marker of the segment. + /// + /// To insert a segment, every triangle whose interior intersects the + /// segment is deleted. The union of these deleted triangles is a polygon + /// (which is not necessarily monotone, but is close enough), which is + /// divided into two polygons by the new segment. This routine's task is + /// to generate the Delaunay triangulation of these two polygons. + /// + /// You might think of this routine's behavior as a two-step process. The + /// first step is to walk from endpoint1 to endpoint2, flipping each edge + /// encountered. This step creates a fan of edges connected to endpoint1, + /// including the desired edge to endpoint2. The second step enforces the + /// Delaunay condition on each side of the segment in an incremental manner: + /// proceeding along the polygon from endpoint1 to endpoint2 (this is done + /// independently on each side of the segment), each vertex is "enforced" + /// as if it had just been inserted, but affecting only the previous + /// vertices. The result is the same as if the vertices had been inserted + /// in the order they appear on the polygon, so the result is Delaunay. + /// + /// In truth, ConstrainedEdge() interleaves these two steps. The procedure + /// walks from endpoint1 to endpoint2, and each time an edge is encountered + /// and flipped, the newly exposed vertex (at the far end of the flipped + /// edge) is "enforced" upon the previously flipped edges, usually affecting + /// only one side of the polygon (depending upon which side of the segment + /// the vertex falls on). + /// + /// The algorithm is complicated by the need to handle polygons that are not + /// convex. Although the polygon is not necessarily monotone, it can be + /// triangulated in a manner similar to the stack-based algorithms for + /// monotone polygons. For each reflex vertex (local concavity) of the + /// polygon, there will be an inverted triangle formed by one of the edge + /// flips. (An inverted triangle is one with negative area - that is, its + /// vertices are arranged in clockwise order - and is best thought of as a + /// wrinkle in the fabric of the mesh.) Each inverted triangle can be + /// thought of as a reflex vertex pushed on the stack, waiting to be fixed + /// later. + /// + /// A reflex vertex is popped from the stack when a vertex is inserted that + /// is visible to the reflex vertex. (However, if the vertex behind the + /// reflex vertex is not visible to the reflex vertex, a new inverted + /// triangle will take its place on the stack.) These details are handled + /// by the DelaunayFixup() routine above. + /// + private void ConstrainedEdge(ref Otri starttri, Vertex endpoint2, int newmark) + { + Otri fixuptri = default(Otri), fixuptri2 = default(Otri); + Osub crosssubseg = default(Osub); + Vertex endpoint1; + Vertex farvertex; + double area; + bool collision; + bool done; + + endpoint1 = starttri.Org(); + starttri.Lnext(ref fixuptri); + mesh.Flip(ref fixuptri); + // 'collision' indicates whether we have found a vertex directly + // between endpoint1 and endpoint2. + collision = false; + done = false; + do + { + farvertex = fixuptri.Org(); + // 'farvertex' is the extreme point of the polygon we are "digging" + // to get from endpoint1 to endpoint2. + if ((farvertex.x == endpoint2.x) && (farvertex.y == endpoint2.y)) + { + fixuptri.Oprev(ref fixuptri2); + // Enforce the Delaunay condition around endpoint2. + DelaunayFixup(ref fixuptri, false); + DelaunayFixup(ref fixuptri2, true); + done = true; + } + else + { + // Check whether farvertex is to the left or right of the segment being + // inserted, to decide which edge of fixuptri to dig through next. + area = predicates.CounterClockwise(endpoint1, endpoint2, farvertex); + if (area == 0.0) + { + // We've collided with a vertex between endpoint1 and endpoint2. + collision = true; + fixuptri.Oprev(ref fixuptri2); + // Enforce the Delaunay condition around farvertex. + DelaunayFixup(ref fixuptri, false); + DelaunayFixup(ref fixuptri2, true); + done = true; + } + else + { + if (area > 0.0) + { + // farvertex is to the left of the segment. + fixuptri.Oprev(ref fixuptri2); + // Enforce the Delaunay condition around farvertex, on the + // left side of the segment only. + DelaunayFixup(ref fixuptri2, true); + // Flip the edge that crosses the segment. After the edge is + // flipped, one of its endpoints is the fan vertex, and the + // destination of fixuptri is the fan vertex. + fixuptri.Lprev(); + } + else + { + // farvertex is to the right of the segment. + DelaunayFixup(ref fixuptri, false); + // Flip the edge that crosses the segment. After the edge is + // flipped, one of its endpoints is the fan vertex, and the + // destination of fixuptri is the fan vertex. + fixuptri.Oprev(); + } + // Check for two intersecting segments. + fixuptri.Pivot(ref crosssubseg); + if (crosssubseg.seg.hash == Mesh.DUMMY) + { + mesh.Flip(ref fixuptri); // May create inverted triangle at left. + } + else + { + // We've collided with a segment between endpoint1 and endpoint2. + collision = true; + // Insert a vertex at the intersection. + SegmentIntersection(ref fixuptri, ref crosssubseg, endpoint2); + done = true; + } + } + } + } while (!done); + // Insert a subsegment to make the segment permanent. + mesh.InsertSubseg(ref fixuptri, newmark); + // If there was a collision with an interceding vertex, install another + // segment connecting that vertex with endpoint2. + if (collision) + { + // Insert the remainder of the segment. + if (!ScoutSegment(ref fixuptri, endpoint2, newmark)) + { + ConstrainedEdge(ref fixuptri, endpoint2, newmark); + } + } + } + + /// + /// Insert a PSLG segment into a triangulation. + /// + /// + /// + /// + private void InsertSegment(Vertex endpoint1, Vertex endpoint2, int newmark) + { + Otri searchtri1 = default(Otri), searchtri2 = default(Otri); + Vertex checkvertex = null; + + var dummytri = mesh.dummytri; + + // Find a triangle whose origin is the segment's first endpoint. + searchtri1 = endpoint1.tri; + if (searchtri1.tri != null) + { + checkvertex = searchtri1.Org(); + } + + if (checkvertex != endpoint1) + { + // Find a boundary triangle to search from. + searchtri1.tri = dummytri; + searchtri1.orient = 0; + searchtri1.Sym(); + // Search for the segment's first endpoint by point location. + if (locator.Locate(endpoint1, ref searchtri1) != LocateResult.OnVertex) + { + logger.Error("Unable to locate PSLG vertex in triangulation.", "Mesh.InsertSegment().1"); + throw new Exception("Unable to locate PSLG vertex in triangulation."); + } + } + // Remember this triangle to improve subsequent point location. + locator.Update(ref searchtri1); + + // Scout the beginnings of a path from the first endpoint + // toward the second. + if (ScoutSegment(ref searchtri1, endpoint2, newmark)) + { + // The segment was easily inserted. + return; + } + // The first endpoint may have changed if a collision with an intervening + // vertex on the segment occurred. + endpoint1 = searchtri1.Org(); + + // Find a triangle whose origin is the segment's second endpoint. + checkvertex = null; + searchtri2 = endpoint2.tri; + if (searchtri2.tri != null) + { + checkvertex = searchtri2.Org(); + } + if (checkvertex != endpoint2) + { + // Find a boundary triangle to search from. + searchtri2.tri = dummytri; + searchtri2.orient = 0; + searchtri2.Sym(); + // Search for the segment's second endpoint by point location. + if (locator.Locate(endpoint2, ref searchtri2) != LocateResult.OnVertex) + { + logger.Error("Unable to locate PSLG vertex in triangulation.", "Mesh.InsertSegment().2"); + throw new Exception("Unable to locate PSLG vertex in triangulation."); + } + } + // Remember this triangle to improve subsequent point location. + locator.Update(ref searchtri2); + // Scout the beginnings of a path from the second endpoint + // toward the first. + if (ScoutSegment(ref searchtri2, endpoint1, newmark)) + { + // The segment was easily inserted. + return; + } + // The second endpoint may have changed if a collision with an intervening + // vertex on the segment occurred. + endpoint2 = searchtri2.Org(); + + // Insert the segment directly into the triangulation. + ConstrainedEdge(ref searchtri1, endpoint2, newmark); + } + + /// + /// Cover the convex hull of a triangulation with subsegments. + /// + private void MarkHull() + { + Otri hulltri = default(Otri); + Otri nexttri = default(Otri); + Otri starttri = default(Otri); + + // Find a triangle handle on the hull. + hulltri.tri = mesh.dummytri; + hulltri.orient = 0; + hulltri.Sym(); + // Remember where we started so we know when to stop. + hulltri.Copy(ref starttri); + // Go once counterclockwise around the convex hull. + do + { + // Create a subsegment if there isn't already one here. + mesh.InsertSubseg(ref hulltri, 1); + // To find the next hull edge, go clockwise around the next vertex. + hulltri.Lnext(); + hulltri.Oprev(ref nexttri); + while (nexttri.tri.id != Mesh.DUMMY) + { + nexttri.Copy(ref hulltri); + hulltri.Oprev(ref nexttri); + } + } while (!hulltri.Equals(starttri)); + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Meshing/ConstraintOptions.cs b/src/Triangle/Meshing/ConstraintOptions.cs similarity index 96% rename from Triangle.NET/Triangle/Meshing/ConstraintOptions.cs rename to src/Triangle/Meshing/ConstraintOptions.cs index 4325b3a..684273e 100644 --- a/Triangle.NET/Triangle/Meshing/ConstraintOptions.cs +++ b/src/Triangle/Meshing/ConstraintOptions.cs @@ -1,40 +1,40 @@ - -namespace TriangleNet.Meshing -{ - /// - /// Mesh constraint options for polygon triangulation. - /// - public class ConstraintOptions - { - // TODO: remove ConstraintOptions.UseRegions - - /// - /// Gets or sets a value indicating whether to use regions. - /// - [System.Obsolete("Not used anywhere, will be removed in beta 4.")] - public bool UseRegions { get; set; } - - /// - /// Gets or sets a value indicating whether to create a Conforming - /// Delaunay triangulation. - /// - public bool ConformingDelaunay { get; set; } - - /// - /// Gets or sets a value indicating whether to enclose the convex - /// hull with segments. - /// - public bool Convex { get; set; } - - /// - /// Gets or sets a flag indicating whether to suppress boundary - /// segment splitting. - /// - /// - /// 0 = split segments (default) - /// 1 = no new vertices on the boundary - /// 2 = prevent all segment splitting, including internal boundaries - /// - public int SegmentSplitting { get; set; } - } -} + +namespace TriangleNet.Meshing +{ + /// + /// Mesh constraint options for polygon triangulation. + /// + public class ConstraintOptions + { + // TODO: remove ConstraintOptions.UseRegions + + /// + /// Gets or sets a value indicating whether to use regions. + /// + [System.Obsolete("Not used anywhere, will be removed in beta 4.")] + public bool UseRegions { get; set; } + + /// + /// Gets or sets a value indicating whether to create a Conforming + /// Delaunay triangulation. + /// + public bool ConformingDelaunay { get; set; } + + /// + /// Gets or sets a value indicating whether to enclose the convex + /// hull with segments. + /// + public bool Convex { get; set; } + + /// + /// Gets or sets a flag indicating whether to suppress boundary + /// segment splitting. + /// + /// + /// 0 = split segments (default) + /// 1 = no new vertices on the boundary + /// 2 = prevent all segment splitting, including internal boundaries + /// + public int SegmentSplitting { get; set; } + } +} diff --git a/Triangle.NET/Triangle/Meshing/Converter.cs b/src/Triangle/Meshing/Converter.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/Converter.cs rename to src/Triangle/Meshing/Converter.cs index e8cba91..2f653c9 100644 --- a/Triangle.NET/Triangle/Meshing/Converter.cs +++ b/src/Triangle/Meshing/Converter.cs @@ -1,487 +1,487 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing -{ - using System; - using System.Collections.Generic; - using System.Linq; - using TriangleNet.Geometry; - using TriangleNet.Topology; - using TriangleNet.Topology.DCEL; - - using HVertex = TriangleNet.Topology.DCEL.Vertex; - using TVertex = TriangleNet.Geometry.Vertex; - - /// - /// The Converter class provides methods for mesh reconstruction and conversion. - /// - public static class Converter - { - #region Triangle mesh conversion - - /// - /// Reconstruct a triangulation from its raw data representation. - /// - public static Mesh ToMesh(Polygon polygon, IList triangles) - { - return ToMesh(polygon, triangles.ToArray()); - } - - /// - /// Reconstruct a triangulation from its raw data representation. - /// - public static Mesh ToMesh(Polygon polygon, ITriangle[] triangles) - { - Otri tri = default(Otri); - Osub subseg = default(Osub); - int i = 0; - - int elements = triangles == null ? 0 : triangles.Length; - int segments = polygon.Segments.Count; - - // TODO: Configuration should be a function argument. - var mesh = new Mesh(new Configuration()); - - mesh.TransferNodes(polygon.Points); - - mesh.regions.AddRange(polygon.Regions); - mesh.behavior.useRegions = polygon.Regions.Count > 0; - - if (polygon.Segments.Count > 0) - { - mesh.behavior.Poly = true; - mesh.holes.AddRange(polygon.Holes); - } - - // Create the triangles. - for (i = 0; i < elements; i++) - { - mesh.MakeTriangle(ref tri); - } - - if (mesh.behavior.Poly) - { - mesh.insegments = segments; - - // Create the subsegments. - for (i = 0; i < segments; i++) - { - mesh.MakeSegment(ref subseg); - } - } - - var vertexarray = SetNeighbors(mesh, triangles); - - SetSegments(mesh, polygon, vertexarray); - - return mesh; - } - - /// - /// Finds the adjacencies between triangles by forming a stack of triangles for - /// each vertex. Each triangle is on three different stacks simultaneously. - /// - private static List[] SetNeighbors(Mesh mesh, ITriangle[] triangles) - { - Otri tri = default(Otri); - Otri triangleleft = default(Otri); - Otri checktri = default(Otri); - Otri checkleft = default(Otri); - Otri nexttri; - TVertex tdest, tapex; - TVertex checkdest, checkapex; - int[] corner = new int[3]; - int aroundvertex; - int i; - - // Allocate a temporary array that maps each vertex to some adjacent triangle. - var vertexarray = new List[mesh.vertices.Count]; - - // Each vertex is initially unrepresented. - for (i = 0; i < mesh.vertices.Count; i++) - { - Otri tmp = default(Otri); - tmp.tri = mesh.dummytri; - vertexarray[i] = new List(3); - vertexarray[i].Add(tmp); - } - - i = 0; - - // Read the triangles from the .ele file, and link - // together those that share an edge. - foreach (var item in mesh.triangles) - { - tri.tri = item; - - // Copy the triangle's three corners. - for (int j = 0; j < 3; j++) - { - corner[j] = triangles[i].GetVertexID(j); - - if ((corner[j] < 0) || (corner[j] >= mesh.invertices)) - { - Log.Instance.Error("Triangle has an invalid vertex index.", "MeshReader.Reconstruct()"); - throw new Exception("Triangle has an invalid vertex index."); - } - } - - // Read the triangle's attributes. - tri.tri.label = triangles[i].Label; - - // TODO: VarArea - if (mesh.behavior.VarArea) - { - tri.tri.area = triangles[i].Area; - } - - // Set the triangle's vertices. - tri.orient = 0; - tri.SetOrg(mesh.vertices[corner[0]]); - tri.SetDest(mesh.vertices[corner[1]]); - tri.SetApex(mesh.vertices[corner[2]]); - - // Try linking the triangle to others that share these vertices. - for (tri.orient = 0; tri.orient < 3; tri.orient++) - { - // Take the number for the origin of triangleloop. - aroundvertex = corner[tri.orient]; - - int index = vertexarray[aroundvertex].Count - 1; - - // Look for other triangles having this vertex. - nexttri = vertexarray[aroundvertex][index]; - - // Push the current triangle onto the stack. - vertexarray[aroundvertex].Add(tri); - - checktri = nexttri; - - if (checktri.tri.id != Mesh.DUMMY) - { - tdest = tri.Dest(); - tapex = tri.Apex(); - - // Look for other triangles that share an edge. - do - { - checkdest = checktri.Dest(); - checkapex = checktri.Apex(); - - if (tapex == checkdest) - { - // The two triangles share an edge; bond them together. - tri.Lprev(ref triangleleft); - triangleleft.Bond(ref checktri); - } - if (tdest == checkapex) - { - // The two triangles share an edge; bond them together. - checktri.Lprev(ref checkleft); - tri.Bond(ref checkleft); - } - // Find the next triangle in the stack. - index--; - nexttri = vertexarray[aroundvertex][index]; - - checktri = nexttri; - } while (checktri.tri.id != Mesh.DUMMY); - } - } - - i++; - } - - return vertexarray; - } - - /// - /// Finds the adjacencies between triangles and subsegments. - /// - private static void SetSegments(Mesh mesh, Polygon polygon, List[] vertexarray) - { - Otri checktri = default(Otri); - Otri nexttri; // Triangle - TVertex checkdest; - Otri checkneighbor = default(Otri); - Osub subseg = default(Osub); - Otri prevlink; // Triangle - - TVertex tmp; - TVertex sorg, sdest; - - bool notfound; - - //bool segmentmarkers = false; - int boundmarker; - int aroundvertex; - int i; - - int hullsize = 0; - - // Prepare to count the boundary edges. - if (mesh.behavior.Poly) - { - // Link the segments to their neighboring triangles. - boundmarker = 0; - i = 0; - foreach (var item in mesh.subsegs.Values) - { - subseg.seg = item; - - sorg = polygon.Segments[i].GetVertex(0); - sdest = polygon.Segments[i].GetVertex(1); - - boundmarker = polygon.Segments[i].Label; - - if ((sorg.id < 0 || sorg.id >= mesh.invertices) || (sdest.id < 0 || sdest.id >= mesh.invertices)) - { - Log.Instance.Error("Segment has an invalid vertex index.", "MeshReader.Reconstruct()"); - throw new Exception("Segment has an invalid vertex index."); - } - - // set the subsegment's vertices. - subseg.orient = 0; - subseg.SetOrg(sorg); - subseg.SetDest(sdest); - subseg.SetSegOrg(sorg); - subseg.SetSegDest(sdest); - subseg.seg.boundary = boundmarker; - // Try linking the subsegment to triangles that share these vertices. - for (subseg.orient = 0; subseg.orient < 2; subseg.orient++) - { - // Take the number for the destination of subsegloop. - aroundvertex = subseg.orient == 1 ? sorg.id : sdest.id; - - int index = vertexarray[aroundvertex].Count - 1; - - // Look for triangles having this vertex. - prevlink = vertexarray[aroundvertex][index]; - nexttri = vertexarray[aroundvertex][index]; - - checktri = nexttri; - tmp = subseg.Org(); - notfound = true; - // Look for triangles having this edge. Note that I'm only - // comparing each triangle's destination with the subsegment; - // each triangle's apex is handled through a different vertex. - // Because each triangle appears on three vertices' lists, each - // occurrence of a triangle on a list can (and does) represent - // an edge. In this way, most edges are represented twice, and - // every triangle-subsegment bond is represented once. - while (notfound && (checktri.tri.id != Mesh.DUMMY)) - { - checkdest = checktri.Dest(); - - if (tmp == checkdest) - { - // We have a match. Remove this triangle from the list. - //prevlink = vertexarray[aroundvertex][index]; - vertexarray[aroundvertex].Remove(prevlink); - // Bond the subsegment to the triangle. - checktri.SegBond(ref subseg); - // Check if this is a boundary edge. - checktri.Sym(ref checkneighbor); - if (checkneighbor.tri.id == Mesh.DUMMY) - { - // The next line doesn't insert a subsegment (because there's - // already one there), but it sets the boundary markers of - // the existing subsegment and its vertices. - mesh.InsertSubseg(ref checktri, 1); - hullsize++; - } - notfound = false; - } - index--; - // Find the next triangle in the stack. - prevlink = vertexarray[aroundvertex][index]; - nexttri = vertexarray[aroundvertex][index]; - - checktri = nexttri; - } - } - - i++; - } - } - - // Mark the remaining edges as not being attached to any subsegment. - // Also, count the (yet uncounted) boundary edges. - for (i = 0; i < mesh.vertices.Count; i++) - { - // Search the stack of triangles adjacent to a vertex. - int index = vertexarray[i].Count - 1; - nexttri = vertexarray[i][index]; - checktri = nexttri; - - while (checktri.tri.id != Mesh.DUMMY) - { - // Find the next triangle in the stack before this - // information gets overwritten. - index--; - nexttri = vertexarray[i][index]; - // No adjacent subsegment. (This overwrites the stack info.) - checktri.SegDissolve(mesh.dummysub); - checktri.Sym(ref checkneighbor); - if (checkneighbor.tri.id == Mesh.DUMMY) - { - mesh.InsertSubseg(ref checktri, 1); - hullsize++; - } - - checktri = nexttri; - } - } - - mesh.hullsize = hullsize; - } - - #endregion - - #region DCEL conversion - - public static DcelMesh ToDCEL(Mesh mesh) - { - var dcel = new DcelMesh(); - - var vertices = new HVertex[mesh.vertices.Count]; - var faces = new Face[mesh.triangles.Count]; - - dcel.HalfEdges.Capacity = 2 * mesh.NumberOfEdges; - - mesh.Renumber(); - - HVertex vertex; - - foreach (var v in mesh.vertices.Values) - { - vertex = new HVertex(v.x, v.y); - vertex.id = v.id; - vertex.label = v.label; - - vertices[v.id] = vertex; - } - - // Maps a triangle to its 3 edges (used to set next pointers). - var map = new List[mesh.triangles.Count]; - - Face face; - - foreach (var t in mesh.triangles) - { - face = new Face(null); - face.id = t.id; - - faces[t.id] = face; - - map[t.id] = new List(3); - } - - Otri tri = default(Otri), neighbor = default(Otri); - TriangleNet.Geometry.Vertex org, dest; - - int id, nid, count = mesh.triangles.Count; - - HalfEdge edge, twin, next; - - var edges = dcel.HalfEdges; - - // Count half-edges (edge ids). - int k = 0; - - // Maps a vertex to its leaving boundary edge. - var boundary = new Dictionary(); - - foreach (var t in mesh.triangles) - { - id = t.id; - - tri.tri = t; - - for (int i = 0; i < 3; i++) - { - tri.orient = i; - tri.Sym(ref neighbor); - - nid = neighbor.tri.id; - - if (id < nid || nid < 0) - { - face = faces[id]; - - // Get the endpoints of the current triangle edge. - org = tri.Org(); - dest = tri.Dest(); - - // Create half-edges. - edge = new HalfEdge(vertices[org.id], face); - twin = new HalfEdge(vertices[dest.id], nid < 0 ? Face.Empty : faces[nid]); - - map[id].Add(edge); - - if (nid >= 0) - { - map[nid].Add(twin); - } - else - { - boundary.Add(dest.id, twin); - } - - // Set leaving edges. - edge.origin.leaving = edge; - twin.origin.leaving = twin; - - // Set twin edges. - edge.twin = twin; - twin.twin = edge; - - edge.id = k++; - twin.id = k++; - - edges.Add(edge); - edges.Add(twin); - } - } - } - - // Set next pointers for each triangle face. - foreach (var t in map) - { - edge = t[0]; - next = t[1]; - - if (edge.twin.origin.id == next.origin.id) - { - edge.next = next; - next.next = t[2]; - t[2].next = edge; - } - else - { - edge.next = t[2]; - next.next = edge; - t[2].next = next; - } - } - - // Resolve boundary edges. - foreach (var e in boundary.Values) - { - e.next = boundary[e.twin.origin.id]; - } - - dcel.Vertices.AddRange(vertices); - dcel.Faces.AddRange(faces); - - return dcel; - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing +{ + using System; + using System.Collections.Generic; + using System.Linq; + using TriangleNet.Geometry; + using TriangleNet.Topology; + using TriangleNet.Topology.DCEL; + + using HVertex = TriangleNet.Topology.DCEL.Vertex; + using TVertex = TriangleNet.Geometry.Vertex; + + /// + /// The Converter class provides methods for mesh reconstruction and conversion. + /// + public static class Converter + { + #region Triangle mesh conversion + + /// + /// Reconstruct a triangulation from its raw data representation. + /// + public static Mesh ToMesh(Polygon polygon, IList triangles) + { + return ToMesh(polygon, triangles.ToArray()); + } + + /// + /// Reconstruct a triangulation from its raw data representation. + /// + public static Mesh ToMesh(Polygon polygon, ITriangle[] triangles) + { + Otri tri = default(Otri); + Osub subseg = default(Osub); + int i = 0; + + int elements = triangles == null ? 0 : triangles.Length; + int segments = polygon.Segments.Count; + + // TODO: Configuration should be a function argument. + var mesh = new Mesh(new Configuration()); + + mesh.TransferNodes(polygon.Points); + + mesh.regions.AddRange(polygon.Regions); + mesh.behavior.useRegions = polygon.Regions.Count > 0; + + if (polygon.Segments.Count > 0) + { + mesh.behavior.Poly = true; + mesh.holes.AddRange(polygon.Holes); + } + + // Create the triangles. + for (i = 0; i < elements; i++) + { + mesh.MakeTriangle(ref tri); + } + + if (mesh.behavior.Poly) + { + mesh.insegments = segments; + + // Create the subsegments. + for (i = 0; i < segments; i++) + { + mesh.MakeSegment(ref subseg); + } + } + + var vertexarray = SetNeighbors(mesh, triangles); + + SetSegments(mesh, polygon, vertexarray); + + return mesh; + } + + /// + /// Finds the adjacencies between triangles by forming a stack of triangles for + /// each vertex. Each triangle is on three different stacks simultaneously. + /// + private static List[] SetNeighbors(Mesh mesh, ITriangle[] triangles) + { + Otri tri = default(Otri); + Otri triangleleft = default(Otri); + Otri checktri = default(Otri); + Otri checkleft = default(Otri); + Otri nexttri; + TVertex tdest, tapex; + TVertex checkdest, checkapex; + int[] corner = new int[3]; + int aroundvertex; + int i; + + // Allocate a temporary array that maps each vertex to some adjacent triangle. + var vertexarray = new List[mesh.vertices.Count]; + + // Each vertex is initially unrepresented. + for (i = 0; i < mesh.vertices.Count; i++) + { + Otri tmp = default(Otri); + tmp.tri = mesh.dummytri; + vertexarray[i] = new List(3); + vertexarray[i].Add(tmp); + } + + i = 0; + + // Read the triangles from the .ele file, and link + // together those that share an edge. + foreach (var item in mesh.triangles) + { + tri.tri = item; + + // Copy the triangle's three corners. + for (int j = 0; j < 3; j++) + { + corner[j] = triangles[i].GetVertexID(j); + + if ((corner[j] < 0) || (corner[j] >= mesh.invertices)) + { + Log.Instance.Error("Triangle has an invalid vertex index.", "MeshReader.Reconstruct()"); + throw new Exception("Triangle has an invalid vertex index."); + } + } + + // Read the triangle's attributes. + tri.tri.label = triangles[i].Label; + + // TODO: VarArea + if (mesh.behavior.VarArea) + { + tri.tri.area = triangles[i].Area; + } + + // Set the triangle's vertices. + tri.orient = 0; + tri.SetOrg(mesh.vertices[corner[0]]); + tri.SetDest(mesh.vertices[corner[1]]); + tri.SetApex(mesh.vertices[corner[2]]); + + // Try linking the triangle to others that share these vertices. + for (tri.orient = 0; tri.orient < 3; tri.orient++) + { + // Take the number for the origin of triangleloop. + aroundvertex = corner[tri.orient]; + + int index = vertexarray[aroundvertex].Count - 1; + + // Look for other triangles having this vertex. + nexttri = vertexarray[aroundvertex][index]; + + // Push the current triangle onto the stack. + vertexarray[aroundvertex].Add(tri); + + checktri = nexttri; + + if (checktri.tri.id != Mesh.DUMMY) + { + tdest = tri.Dest(); + tapex = tri.Apex(); + + // Look for other triangles that share an edge. + do + { + checkdest = checktri.Dest(); + checkapex = checktri.Apex(); + + if (tapex == checkdest) + { + // The two triangles share an edge; bond them together. + tri.Lprev(ref triangleleft); + triangleleft.Bond(ref checktri); + } + if (tdest == checkapex) + { + // The two triangles share an edge; bond them together. + checktri.Lprev(ref checkleft); + tri.Bond(ref checkleft); + } + // Find the next triangle in the stack. + index--; + nexttri = vertexarray[aroundvertex][index]; + + checktri = nexttri; + } while (checktri.tri.id != Mesh.DUMMY); + } + } + + i++; + } + + return vertexarray; + } + + /// + /// Finds the adjacencies between triangles and subsegments. + /// + private static void SetSegments(Mesh mesh, Polygon polygon, List[] vertexarray) + { + Otri checktri = default(Otri); + Otri nexttri; // Triangle + TVertex checkdest; + Otri checkneighbor = default(Otri); + Osub subseg = default(Osub); + Otri prevlink; // Triangle + + TVertex tmp; + TVertex sorg, sdest; + + bool notfound; + + //bool segmentmarkers = false; + int boundmarker; + int aroundvertex; + int i; + + int hullsize = 0; + + // Prepare to count the boundary edges. + if (mesh.behavior.Poly) + { + // Link the segments to their neighboring triangles. + boundmarker = 0; + i = 0; + foreach (var item in mesh.subsegs.Values) + { + subseg.seg = item; + + sorg = polygon.Segments[i].GetVertex(0); + sdest = polygon.Segments[i].GetVertex(1); + + boundmarker = polygon.Segments[i].Label; + + if ((sorg.id < 0 || sorg.id >= mesh.invertices) || (sdest.id < 0 || sdest.id >= mesh.invertices)) + { + Log.Instance.Error("Segment has an invalid vertex index.", "MeshReader.Reconstruct()"); + throw new Exception("Segment has an invalid vertex index."); + } + + // set the subsegment's vertices. + subseg.orient = 0; + subseg.SetOrg(sorg); + subseg.SetDest(sdest); + subseg.SetSegOrg(sorg); + subseg.SetSegDest(sdest); + subseg.seg.boundary = boundmarker; + // Try linking the subsegment to triangles that share these vertices. + for (subseg.orient = 0; subseg.orient < 2; subseg.orient++) + { + // Take the number for the destination of subsegloop. + aroundvertex = subseg.orient == 1 ? sorg.id : sdest.id; + + int index = vertexarray[aroundvertex].Count - 1; + + // Look for triangles having this vertex. + prevlink = vertexarray[aroundvertex][index]; + nexttri = vertexarray[aroundvertex][index]; + + checktri = nexttri; + tmp = subseg.Org(); + notfound = true; + // Look for triangles having this edge. Note that I'm only + // comparing each triangle's destination with the subsegment; + // each triangle's apex is handled through a different vertex. + // Because each triangle appears on three vertices' lists, each + // occurrence of a triangle on a list can (and does) represent + // an edge. In this way, most edges are represented twice, and + // every triangle-subsegment bond is represented once. + while (notfound && (checktri.tri.id != Mesh.DUMMY)) + { + checkdest = checktri.Dest(); + + if (tmp == checkdest) + { + // We have a match. Remove this triangle from the list. + //prevlink = vertexarray[aroundvertex][index]; + vertexarray[aroundvertex].Remove(prevlink); + // Bond the subsegment to the triangle. + checktri.SegBond(ref subseg); + // Check if this is a boundary edge. + checktri.Sym(ref checkneighbor); + if (checkneighbor.tri.id == Mesh.DUMMY) + { + // The next line doesn't insert a subsegment (because there's + // already one there), but it sets the boundary markers of + // the existing subsegment and its vertices. + mesh.InsertSubseg(ref checktri, 1); + hullsize++; + } + notfound = false; + } + index--; + // Find the next triangle in the stack. + prevlink = vertexarray[aroundvertex][index]; + nexttri = vertexarray[aroundvertex][index]; + + checktri = nexttri; + } + } + + i++; + } + } + + // Mark the remaining edges as not being attached to any subsegment. + // Also, count the (yet uncounted) boundary edges. + for (i = 0; i < mesh.vertices.Count; i++) + { + // Search the stack of triangles adjacent to a vertex. + int index = vertexarray[i].Count - 1; + nexttri = vertexarray[i][index]; + checktri = nexttri; + + while (checktri.tri.id != Mesh.DUMMY) + { + // Find the next triangle in the stack before this + // information gets overwritten. + index--; + nexttri = vertexarray[i][index]; + // No adjacent subsegment. (This overwrites the stack info.) + checktri.SegDissolve(mesh.dummysub); + checktri.Sym(ref checkneighbor); + if (checkneighbor.tri.id == Mesh.DUMMY) + { + mesh.InsertSubseg(ref checktri, 1); + hullsize++; + } + + checktri = nexttri; + } + } + + mesh.hullsize = hullsize; + } + + #endregion + + #region DCEL conversion + + public static DcelMesh ToDCEL(Mesh mesh) + { + var dcel = new DcelMesh(); + + var vertices = new HVertex[mesh.vertices.Count]; + var faces = new Face[mesh.triangles.Count]; + + dcel.HalfEdges.Capacity = 2 * mesh.NumberOfEdges; + + mesh.Renumber(); + + HVertex vertex; + + foreach (var v in mesh.vertices.Values) + { + vertex = new HVertex(v.x, v.y); + vertex.id = v.id; + vertex.label = v.label; + + vertices[v.id] = vertex; + } + + // Maps a triangle to its 3 edges (used to set next pointers). + var map = new List[mesh.triangles.Count]; + + Face face; + + foreach (var t in mesh.triangles) + { + face = new Face(null); + face.id = t.id; + + faces[t.id] = face; + + map[t.id] = new List(3); + } + + Otri tri = default(Otri), neighbor = default(Otri); + TriangleNet.Geometry.Vertex org, dest; + + int id, nid, count = mesh.triangles.Count; + + HalfEdge edge, twin, next; + + var edges = dcel.HalfEdges; + + // Count half-edges (edge ids). + int k = 0; + + // Maps a vertex to its leaving boundary edge. + var boundary = new Dictionary(); + + foreach (var t in mesh.triangles) + { + id = t.id; + + tri.tri = t; + + for (int i = 0; i < 3; i++) + { + tri.orient = i; + tri.Sym(ref neighbor); + + nid = neighbor.tri.id; + + if (id < nid || nid < 0) + { + face = faces[id]; + + // Get the endpoints of the current triangle edge. + org = tri.Org(); + dest = tri.Dest(); + + // Create half-edges. + edge = new HalfEdge(vertices[org.id], face); + twin = new HalfEdge(vertices[dest.id], nid < 0 ? Face.Empty : faces[nid]); + + map[id].Add(edge); + + if (nid >= 0) + { + map[nid].Add(twin); + } + else + { + boundary.Add(dest.id, twin); + } + + // Set leaving edges. + edge.origin.leaving = edge; + twin.origin.leaving = twin; + + // Set twin edges. + edge.twin = twin; + twin.twin = edge; + + edge.id = k++; + twin.id = k++; + + edges.Add(edge); + edges.Add(twin); + } + } + } + + // Set next pointers for each triangle face. + foreach (var t in map) + { + edge = t[0]; + next = t[1]; + + if (edge.twin.origin.id == next.origin.id) + { + edge.next = next; + next.next = t[2]; + t[2].next = edge; + } + else + { + edge.next = t[2]; + next.next = edge; + t[2].next = next; + } + } + + // Resolve boundary edges. + foreach (var e in boundary.Values) + { + e.next = boundary[e.twin.origin.id]; + } + + dcel.Vertices.AddRange(vertices); + dcel.Faces.AddRange(faces); + + return dcel; + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Meshing/Data/BadSubseg.cs b/src/Triangle/Meshing/Data/BadSubseg.cs similarity index 96% rename from Triangle.NET/Triangle/Meshing/Data/BadSubseg.cs rename to src/Triangle/Meshing/Data/BadSubseg.cs index 85f23a2..32ac7a7 100644 --- a/Triangle.NET/Triangle/Meshing/Data/BadSubseg.cs +++ b/src/Triangle/Meshing/Data/BadSubseg.cs @@ -1,36 +1,36 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing.Data -{ - using System; - using TriangleNet.Geometry; - using TriangleNet.Topology; - - /// - /// A queue used to store encroached subsegments. - /// - /// - /// Each subsegment's vertices are stored so that we can check whether a - /// subsegment is still the same. - /// - class BadSubseg - { - public Osub subseg; // An encroached subsegment. - public Vertex org, dest; // Its two vertices. - - public override int GetHashCode() - { - return subseg.seg.hash; - } - - public override string ToString() - { - return String.Format("B-SID {0}", subseg.seg.hash); - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing.Data +{ + using System; + using TriangleNet.Geometry; + using TriangleNet.Topology; + + /// + /// A queue used to store encroached subsegments. + /// + /// + /// Each subsegment's vertices are stored so that we can check whether a + /// subsegment is still the same. + /// + class BadSubseg + { + public Osub subseg; // An encroached subsegment. + public Vertex org, dest; // Its two vertices. + + public override int GetHashCode() + { + return subseg.seg.hash; + } + + public override string ToString() + { + return String.Format("B-SID {0}", subseg.seg.hash); + } + } +} diff --git a/Triangle.NET/Triangle/Meshing/Data/BadTriQueue.cs b/src/Triangle/Meshing/Data/BadTriQueue.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/Data/BadTriQueue.cs rename to src/Triangle/Meshing/Data/BadTriQueue.cs index 87d5d18..4c0c8a7 100644 --- a/Triangle.NET/Triangle/Meshing/Data/BadTriQueue.cs +++ b/src/Triangle/Meshing/Data/BadTriQueue.cs @@ -1,194 +1,194 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing.Data -{ - using TriangleNet.Geometry; - using TriangleNet.Topology; - - /// - /// A (priority) queue for bad triangles. - /// - /// - // The queue is actually a set of 4096 queues. I use multiple queues to - // give priority to smaller angles. I originally implemented a heap, but - // the queues are faster by a larger margin than I'd suspected. - /// - class BadTriQueue - { - const double SQRT2 = 1.4142135623730950488016887242096980785696718753769480732; - - public int Count { get { return this.count; } } - - // Variables that maintain the bad triangle queues. The queues are - // ordered from 4095 (highest priority) to 0 (lowest priority). - BadTriangle[] queuefront; - BadTriangle[] queuetail; - int[] nextnonemptyq; - int firstnonemptyq; - - int count; - - public BadTriQueue() - { - queuefront = new BadTriangle[4096]; - queuetail = new BadTriangle[4096]; - nextnonemptyq = new int[4096]; - - firstnonemptyq = -1; - - count = 0; - } - - /// - /// Add a bad triangle data structure to the end of a queue. - /// - /// The bad triangle to enqueue. - public void Enqueue(BadTriangle badtri) - { - double length, multiplier; - int exponent, expincrement; - int queuenumber; - int posexponent; - int i; - - this.count++; - - // Determine the appropriate queue to put the bad triangle into. - // Recall that the key is the square of its shortest edge length. - if (badtri.key >= 1.0) - { - length = badtri.key; - posexponent = 1; - } - else - { - // 'badtri.key' is 2.0 to a negative exponent, so we'll record that - // fact and use the reciprocal of 'badtri.key', which is > 1.0. - length = 1.0 / badtri.key; - posexponent = 0; - } - // 'length' is approximately 2.0 to what exponent? The following code - // determines the answer in time logarithmic in the exponent. - exponent = 0; - while (length > 2.0) - { - // Find an approximation by repeated squaring of two. - expincrement = 1; - multiplier = 0.5; - while (length * multiplier * multiplier > 1.0) - { - expincrement *= 2; - multiplier *= multiplier; - } - // Reduce the value of 'length', then iterate if necessary. - exponent += expincrement; - length *= multiplier; - } - // 'length' is approximately squareroot(2.0) to what exponent? - exponent = 2 * exponent + (length > SQRT2 ? 1 : 0); - // 'exponent' is now in the range 0...2047 for IEEE double precision. - // Choose a queue in the range 0...4095. The shortest edges have the - // highest priority (queue 4095). - if (posexponent > 0) - { - queuenumber = 2047 - exponent; - } - else - { - queuenumber = 2048 + exponent; - } - - // Are we inserting into an empty queue? - if (queuefront[queuenumber] == null) - { - // Yes, we are inserting into an empty queue. - // Will this become the highest-priority queue? - if (queuenumber > firstnonemptyq) - { - // Yes, this is the highest-priority queue. - nextnonemptyq[queuenumber] = firstnonemptyq; - firstnonemptyq = queuenumber; - } - else - { - // No, this is not the highest-priority queue. - // Find the queue with next higher priority. - i = queuenumber + 1; - while (queuefront[i] == null) - { - i++; - } - // Mark the newly nonempty queue as following a higher-priority queue. - nextnonemptyq[queuenumber] = nextnonemptyq[i]; - nextnonemptyq[i] = queuenumber; - } - // Put the bad triangle at the beginning of the (empty) queue. - queuefront[queuenumber] = badtri; - } - else - { - // Add the bad triangle to the end of an already nonempty queue. - queuetail[queuenumber].next = badtri; - } - // Maintain a pointer to the last triangle of the queue. - queuetail[queuenumber] = badtri; - // Newly enqueued bad triangle has no successor in the queue. - badtri.next = null; - } - - /// - /// Add a bad triangle to the end of a queue. - /// - /// - /// - /// - /// - /// - public void Enqueue(ref Otri enqtri, double minedge, Vertex apex, Vertex org, Vertex dest) - { - // Allocate space for the bad triangle. - BadTriangle newbad = new BadTriangle(); - - newbad.poortri = enqtri; - newbad.key = minedge; - newbad.apex = apex; - newbad.org = org; - newbad.dest = dest; - - Enqueue(newbad); - } - - /// - /// Remove a triangle from the front of the queue. - /// - /// - public BadTriangle Dequeue() - { - // If no queues are nonempty, return NULL. - if (firstnonemptyq < 0) - { - return null; - } - - this.count--; - - // Find the first triangle of the highest-priority queue. - BadTriangle result = queuefront[firstnonemptyq]; - // Remove the triangle from the queue. - queuefront[firstnonemptyq] = result.next; - // If this queue is now empty, note the new highest-priority - // nonempty queue. - if (result == queuetail[firstnonemptyq]) - { - firstnonemptyq = nextnonemptyq[firstnonemptyq]; - } - - return result; - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing.Data +{ + using TriangleNet.Geometry; + using TriangleNet.Topology; + + /// + /// A (priority) queue for bad triangles. + /// + /// + // The queue is actually a set of 4096 queues. I use multiple queues to + // give priority to smaller angles. I originally implemented a heap, but + // the queues are faster by a larger margin than I'd suspected. + /// + class BadTriQueue + { + const double SQRT2 = 1.4142135623730950488016887242096980785696718753769480732; + + public int Count { get { return this.count; } } + + // Variables that maintain the bad triangle queues. The queues are + // ordered from 4095 (highest priority) to 0 (lowest priority). + BadTriangle[] queuefront; + BadTriangle[] queuetail; + int[] nextnonemptyq; + int firstnonemptyq; + + int count; + + public BadTriQueue() + { + queuefront = new BadTriangle[4096]; + queuetail = new BadTriangle[4096]; + nextnonemptyq = new int[4096]; + + firstnonemptyq = -1; + + count = 0; + } + + /// + /// Add a bad triangle data structure to the end of a queue. + /// + /// The bad triangle to enqueue. + public void Enqueue(BadTriangle badtri) + { + double length, multiplier; + int exponent, expincrement; + int queuenumber; + int posexponent; + int i; + + this.count++; + + // Determine the appropriate queue to put the bad triangle into. + // Recall that the key is the square of its shortest edge length. + if (badtri.key >= 1.0) + { + length = badtri.key; + posexponent = 1; + } + else + { + // 'badtri.key' is 2.0 to a negative exponent, so we'll record that + // fact and use the reciprocal of 'badtri.key', which is > 1.0. + length = 1.0 / badtri.key; + posexponent = 0; + } + // 'length' is approximately 2.0 to what exponent? The following code + // determines the answer in time logarithmic in the exponent. + exponent = 0; + while (length > 2.0) + { + // Find an approximation by repeated squaring of two. + expincrement = 1; + multiplier = 0.5; + while (length * multiplier * multiplier > 1.0) + { + expincrement *= 2; + multiplier *= multiplier; + } + // Reduce the value of 'length', then iterate if necessary. + exponent += expincrement; + length *= multiplier; + } + // 'length' is approximately squareroot(2.0) to what exponent? + exponent = 2 * exponent + (length > SQRT2 ? 1 : 0); + // 'exponent' is now in the range 0...2047 for IEEE double precision. + // Choose a queue in the range 0...4095. The shortest edges have the + // highest priority (queue 4095). + if (posexponent > 0) + { + queuenumber = 2047 - exponent; + } + else + { + queuenumber = 2048 + exponent; + } + + // Are we inserting into an empty queue? + if (queuefront[queuenumber] == null) + { + // Yes, we are inserting into an empty queue. + // Will this become the highest-priority queue? + if (queuenumber > firstnonemptyq) + { + // Yes, this is the highest-priority queue. + nextnonemptyq[queuenumber] = firstnonemptyq; + firstnonemptyq = queuenumber; + } + else + { + // No, this is not the highest-priority queue. + // Find the queue with next higher priority. + i = queuenumber + 1; + while (queuefront[i] == null) + { + i++; + } + // Mark the newly nonempty queue as following a higher-priority queue. + nextnonemptyq[queuenumber] = nextnonemptyq[i]; + nextnonemptyq[i] = queuenumber; + } + // Put the bad triangle at the beginning of the (empty) queue. + queuefront[queuenumber] = badtri; + } + else + { + // Add the bad triangle to the end of an already nonempty queue. + queuetail[queuenumber].next = badtri; + } + // Maintain a pointer to the last triangle of the queue. + queuetail[queuenumber] = badtri; + // Newly enqueued bad triangle has no successor in the queue. + badtri.next = null; + } + + /// + /// Add a bad triangle to the end of a queue. + /// + /// + /// + /// + /// + /// + public void Enqueue(ref Otri enqtri, double minedge, Vertex apex, Vertex org, Vertex dest) + { + // Allocate space for the bad triangle. + BadTriangle newbad = new BadTriangle(); + + newbad.poortri = enqtri; + newbad.key = minedge; + newbad.apex = apex; + newbad.org = org; + newbad.dest = dest; + + Enqueue(newbad); + } + + /// + /// Remove a triangle from the front of the queue. + /// + /// + public BadTriangle Dequeue() + { + // If no queues are nonempty, return NULL. + if (firstnonemptyq < 0) + { + return null; + } + + this.count--; + + // Find the first triangle of the highest-priority queue. + BadTriangle result = queuefront[firstnonemptyq]; + // Remove the triangle from the queue. + queuefront[firstnonemptyq] = result.next; + // If this queue is now empty, note the new highest-priority + // nonempty queue. + if (result == queuetail[firstnonemptyq]) + { + firstnonemptyq = nextnonemptyq[firstnonemptyq]; + } + + return result; + } + } +} diff --git a/Triangle.NET/Triangle/Meshing/Data/BadTriangle.cs b/src/Triangle/Meshing/Data/BadTriangle.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/Data/BadTriangle.cs rename to src/Triangle/Meshing/Data/BadTriangle.cs index 40cc398..7c9878f 100644 --- a/Triangle.NET/Triangle/Meshing/Data/BadTriangle.cs +++ b/src/Triangle/Meshing/Data/BadTriangle.cs @@ -1,34 +1,34 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing.Data -{ - using System; - using TriangleNet.Geometry; - using TriangleNet.Topology; - - /// - /// A queue used to store bad triangles. - /// - /// - /// The key is the square of the cosine of the smallest angle of the triangle. - /// Each triangle's vertices are stored so that one can check whether a - /// triangle is still the same. - /// - class BadTriangle - { - public Otri poortri; // A skinny or too-large triangle. - public double key; // cos^2 of smallest (apical) angle. - public Vertex org, dest, apex; // Its three vertices. - public BadTriangle next; // Pointer to next bad triangle. - - public override string ToString() - { - return String.Format("B-TID {0}", poortri.tri.hash); - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing.Data +{ + using System; + using TriangleNet.Geometry; + using TriangleNet.Topology; + + /// + /// A queue used to store bad triangles. + /// + /// + /// The key is the square of the cosine of the smallest angle of the triangle. + /// Each triangle's vertices are stored so that one can check whether a + /// triangle is still the same. + /// + class BadTriangle + { + public Otri poortri; // A skinny or too-large triangle. + public double key; // cos^2 of smallest (apical) angle. + public Vertex org, dest, apex; // Its three vertices. + public BadTriangle next; // Pointer to next bad triangle. + + public override string ToString() + { + return String.Format("B-TID {0}", poortri.tri.hash); + } + } +} diff --git a/Triangle.NET/Triangle/Meshing/GenericMesher.cs b/src/Triangle/Meshing/GenericMesher.cs similarity index 96% rename from Triangle.NET/Triangle/Meshing/GenericMesher.cs rename to src/Triangle/Meshing/GenericMesher.cs index 75c6dfc..3d8c2cb 100644 --- a/Triangle.NET/Triangle/Meshing/GenericMesher.cs +++ b/src/Triangle/Meshing/GenericMesher.cs @@ -1,233 +1,233 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing -{ - using System; - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.IO; - using TriangleNet.Meshing.Algorithm; - - /// - /// Create meshes of point sets or polygons. - /// - public class GenericMesher - { - Configuration config; - ITriangulator triangulator; - - public GenericMesher() - : this(new Dwyer(), new Configuration()) - { - } - - public GenericMesher(ITriangulator triangulator) - : this(triangulator, new Configuration()) - { - } - - public GenericMesher(Configuration config) - : this(new Dwyer(), config) - { - } - - public GenericMesher(ITriangulator triangulator, Configuration config) - { - this.config = config; - this.triangulator = triangulator; - } - - /// - public IMesh Triangulate(IList points) - { - return triangulator.Triangulate(points, config); - } - - /// - public IMesh Triangulate(IPolygon polygon) - { - return Triangulate(polygon, null, null); - } - - /// - public IMesh Triangulate(IPolygon polygon, ConstraintOptions options) - { - return Triangulate(polygon, options, null); - } - - /// - public IMesh Triangulate(IPolygon polygon, QualityOptions quality) - { - return Triangulate(polygon, null, quality); - } - - /// - public IMesh Triangulate(IPolygon polygon, ConstraintOptions options, QualityOptions quality) - { - var mesh = (Mesh)triangulator.Triangulate(polygon.Points, config); - - var cmesher = new ConstraintMesher(mesh, config); - var qmesher = new QualityMesher(mesh, config); - - mesh.SetQualityMesher(qmesher); - - // Insert segments. - cmesher.Apply(polygon, options); - - // Refine mesh. - qmesher.Apply(quality); - - return mesh; - } - - /// - /// Generates a structured mesh with bounds [0, 0, width, height]. - /// - /// Width of the mesh (must be > 0). - /// Height of the mesh (must be > 0). - /// Number of segments in x direction. - /// Number of segments in y direction. - /// Mesh - public static IMesh StructuredMesh(double width, double height, int nx, int ny) - { - if (width <= 0.0) - { - throw new ArgumentException("width"); - } - - if (height <= 0.0) - { - throw new ArgumentException("height"); - } - - return StructuredMesh(new Rectangle(0.0, 0.0, width, height), nx, ny); - } - - /// - /// Generates a structured mesh. - /// - /// Bounds of the mesh. - /// Number of segments in x direction. - /// Number of segments in y direction. - /// Mesh - public static IMesh StructuredMesh(Rectangle bounds, int nx, int ny) - { - var polygon = new Polygon((nx + 1) * (ny + 1)); - - double x, y, dx, dy, left, bottom; - - dx = bounds.Width / nx; - dy = bounds.Height / ny; - - left = bounds.Left; - bottom = bounds.Bottom; - - int i, j, k, l, n = 0; - - // Add vertices. - var points = new Vertex[(nx + 1) * (ny + 1)]; - - for (i = 0; i <= nx; i++) - { - x = left + i * dx; - - for (j = 0; j <= ny; j++) - { - y = bottom + j * dy; - - points[n++] = new Vertex(x, y); - } - } - - polygon.Points.AddRange(points); - - n = 0; - - // Set vertex hash and id. - foreach (var v in points) - { - v.hash = v.id = n++; - } - - // Add boundary segments. - var segments = polygon.Segments; - - segments.Capacity = 2 * (nx + ny); - - Vertex a, b; - - for (j = 0; j < ny; j++) - { - // Left - a = points[j]; - b = points[j + 1]; - - segments.Add(new Segment(a, b, 1)); - - a.Label = b.Label = 1; - - // Right - a = points[nx * (ny + 1) + j]; - b = points[nx * (ny + 1) + (j + 1)]; - - segments.Add(new Segment(a, b, 1)); - - a.Label = b.Label = 1; - } - - for (i = 0; i < nx; i++) - { - // Bottom - a = points[(ny + 1) * i]; - b = points[(ny + 1) * (i + 1)]; - - segments.Add(new Segment(a, b, 1)); - - a.Label = b.Label = 1; - - // Top - a = points[ny + (ny + 1) * i]; - b = points[ny + (ny + 1) * (i + 1)]; - - segments.Add(new Segment(a, b, 1)); - - a.Label = b.Label = 1; - } - - // Add triangles. - var triangles = new InputTriangle[2 * nx * ny]; - - n = 0; - - for (i = 0; i < nx; i++) - { - for (j = 0; j < ny; j++) - { - k = j + (ny + 1) * i; - l = j + (ny + 1) * (i + 1); - - // Create 2 triangles in rectangle [k, l, l + 1, k + 1]. - - if ((i + j) % 2 == 0) - { - // Diagonal from bottom left to top right. - triangles[n++] = new InputTriangle(k, l, l + 1); - triangles[n++] = new InputTriangle(k, l + 1, k + 1); - } - else - { - // Diagonal from top left to bottom right. - triangles[n++] = new InputTriangle(k, l, k + 1); - triangles[n++] = new InputTriangle(l, l + 1, k + 1); - } - } - } - - return Converter.ToMesh(polygon, triangles); - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing +{ + using System; + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.IO; + using TriangleNet.Meshing.Algorithm; + + /// + /// Create meshes of point sets or polygons. + /// + public class GenericMesher + { + Configuration config; + ITriangulator triangulator; + + public GenericMesher() + : this(new Dwyer(), new Configuration()) + { + } + + public GenericMesher(ITriangulator triangulator) + : this(triangulator, new Configuration()) + { + } + + public GenericMesher(Configuration config) + : this(new Dwyer(), config) + { + } + + public GenericMesher(ITriangulator triangulator, Configuration config) + { + this.config = config; + this.triangulator = triangulator; + } + + /// + public IMesh Triangulate(IList points) + { + return triangulator.Triangulate(points, config); + } + + /// + public IMesh Triangulate(IPolygon polygon) + { + return Triangulate(polygon, null, null); + } + + /// + public IMesh Triangulate(IPolygon polygon, ConstraintOptions options) + { + return Triangulate(polygon, options, null); + } + + /// + public IMesh Triangulate(IPolygon polygon, QualityOptions quality) + { + return Triangulate(polygon, null, quality); + } + + /// + public IMesh Triangulate(IPolygon polygon, ConstraintOptions options, QualityOptions quality) + { + var mesh = (Mesh)triangulator.Triangulate(polygon.Points, config); + + var cmesher = new ConstraintMesher(mesh, config); + var qmesher = new QualityMesher(mesh, config); + + mesh.SetQualityMesher(qmesher); + + // Insert segments. + cmesher.Apply(polygon, options); + + // Refine mesh. + qmesher.Apply(quality); + + return mesh; + } + + /// + /// Generates a structured mesh with bounds [0, 0, width, height]. + /// + /// Width of the mesh (must be > 0). + /// Height of the mesh (must be > 0). + /// Number of segments in x direction. + /// Number of segments in y direction. + /// Mesh + public static IMesh StructuredMesh(double width, double height, int nx, int ny) + { + if (width <= 0.0) + { + throw new ArgumentException("width"); + } + + if (height <= 0.0) + { + throw new ArgumentException("height"); + } + + return StructuredMesh(new Rectangle(0.0, 0.0, width, height), nx, ny); + } + + /// + /// Generates a structured mesh. + /// + /// Bounds of the mesh. + /// Number of segments in x direction. + /// Number of segments in y direction. + /// Mesh + public static IMesh StructuredMesh(Rectangle bounds, int nx, int ny) + { + var polygon = new Polygon((nx + 1) * (ny + 1)); + + double x, y, dx, dy, left, bottom; + + dx = bounds.Width / nx; + dy = bounds.Height / ny; + + left = bounds.Left; + bottom = bounds.Bottom; + + int i, j, k, l, n = 0; + + // Add vertices. + var points = new Vertex[(nx + 1) * (ny + 1)]; + + for (i = 0; i <= nx; i++) + { + x = left + i * dx; + + for (j = 0; j <= ny; j++) + { + y = bottom + j * dy; + + points[n++] = new Vertex(x, y); + } + } + + polygon.Points.AddRange(points); + + n = 0; + + // Set vertex hash and id. + foreach (var v in points) + { + v.hash = v.id = n++; + } + + // Add boundary segments. + var segments = polygon.Segments; + + segments.Capacity = 2 * (nx + ny); + + Vertex a, b; + + for (j = 0; j < ny; j++) + { + // Left + a = points[j]; + b = points[j + 1]; + + segments.Add(new Segment(a, b, 1)); + + a.Label = b.Label = 1; + + // Right + a = points[nx * (ny + 1) + j]; + b = points[nx * (ny + 1) + (j + 1)]; + + segments.Add(new Segment(a, b, 1)); + + a.Label = b.Label = 1; + } + + for (i = 0; i < nx; i++) + { + // Bottom + a = points[(ny + 1) * i]; + b = points[(ny + 1) * (i + 1)]; + + segments.Add(new Segment(a, b, 1)); + + a.Label = b.Label = 1; + + // Top + a = points[ny + (ny + 1) * i]; + b = points[ny + (ny + 1) * (i + 1)]; + + segments.Add(new Segment(a, b, 1)); + + a.Label = b.Label = 1; + } + + // Add triangles. + var triangles = new InputTriangle[2 * nx * ny]; + + n = 0; + + for (i = 0; i < nx; i++) + { + for (j = 0; j < ny; j++) + { + k = j + (ny + 1) * i; + l = j + (ny + 1) * (i + 1); + + // Create 2 triangles in rectangle [k, l, l + 1, k + 1]. + + if ((i + j) % 2 == 0) + { + // Diagonal from bottom left to top right. + triangles[n++] = new InputTriangle(k, l, l + 1); + triangles[n++] = new InputTriangle(k, l + 1, k + 1); + } + else + { + // Diagonal from top left to bottom right. + triangles[n++] = new InputTriangle(k, l, k + 1); + triangles[n++] = new InputTriangle(l, l + 1, k + 1); + } + } + } + + return Converter.ToMesh(polygon, triangles); + } + } +} diff --git a/Triangle.NET/Triangle/Meshing/IConstraintMesher.cs b/src/Triangle/Meshing/IConstraintMesher.cs similarity index 96% rename from Triangle.NET/Triangle/Meshing/IConstraintMesher.cs rename to src/Triangle/Meshing/IConstraintMesher.cs index 1336417..d54ed32 100644 --- a/Triangle.NET/Triangle/Meshing/IConstraintMesher.cs +++ b/src/Triangle/Meshing/IConstraintMesher.cs @@ -1,26 +1,26 @@ - -namespace TriangleNet.Meshing -{ - using TriangleNet.Geometry; - - /// - /// Interface for polygon triangulation. - /// - public interface IConstraintMesher - { - /// - /// Triangulates a polygon. - /// - /// The polygon. - /// Mesh - IMesh Triangulate(IPolygon polygon); - - /// - /// Triangulates a polygon, applying constraint options. - /// - /// The polygon. - /// Constraint options. - /// Mesh - IMesh Triangulate(IPolygon polygon, ConstraintOptions options); - } -} + +namespace TriangleNet.Meshing +{ + using TriangleNet.Geometry; + + /// + /// Interface for polygon triangulation. + /// + public interface IConstraintMesher + { + /// + /// Triangulates a polygon. + /// + /// The polygon. + /// Mesh + IMesh Triangulate(IPolygon polygon); + + /// + /// Triangulates a polygon, applying constraint options. + /// + /// The polygon. + /// Constraint options. + /// Mesh + IMesh Triangulate(IPolygon polygon, ConstraintOptions options); + } +} diff --git a/Triangle.NET/Triangle/Meshing/IMesh.cs b/src/Triangle/Meshing/IMesh.cs similarity index 96% rename from Triangle.NET/Triangle/Meshing/IMesh.cs rename to src/Triangle/Meshing/IMesh.cs index f5fb484..1203c31 100644 --- a/Triangle.NET/Triangle/Meshing/IMesh.cs +++ b/src/Triangle/Meshing/IMesh.cs @@ -1,57 +1,57 @@ - -namespace TriangleNet.Meshing -{ - using System.Collections.Generic; - using TriangleNet.Topology; - using TriangleNet.Geometry; - - /// - /// Mesh interface. - /// - public interface IMesh - { - /// - /// Gets the vertices of the mesh. - /// - ICollection Vertices { get; } - - /// - /// Gets the edges of the mesh. - /// - IEnumerable Edges { get; } - - /// - /// Gets the segments (constraint edges) of the mesh. - /// - ICollection Segments { get; } - - /// - /// Gets the triangles of the mesh. - /// - ICollection Triangles { get; } - - /// - /// Gets the holes of the mesh. - /// - IList Holes { get; } - - /// - /// Gets the bounds of the mesh. - /// - Rectangle Bounds { get; } - - /// - /// Renumber mesh vertices and triangles. - /// - void Renumber(); - - /// - /// Refine the mesh. - /// - /// The quality constraints. - /// - /// A value indicating, if the refined mesh should be Conforming Delaunay. - /// - void Refine(QualityOptions quality, bool delaunay); - } -} + +namespace TriangleNet.Meshing +{ + using System.Collections.Generic; + using TriangleNet.Topology; + using TriangleNet.Geometry; + + /// + /// Mesh interface. + /// + public interface IMesh + { + /// + /// Gets the vertices of the mesh. + /// + ICollection Vertices { get; } + + /// + /// Gets the edges of the mesh. + /// + IEnumerable Edges { get; } + + /// + /// Gets the segments (constraint edges) of the mesh. + /// + ICollection Segments { get; } + + /// + /// Gets the triangles of the mesh. + /// + ICollection Triangles { get; } + + /// + /// Gets the holes of the mesh. + /// + IList Holes { get; } + + /// + /// Gets the bounds of the mesh. + /// + Rectangle Bounds { get; } + + /// + /// Renumber mesh vertices and triangles. + /// + void Renumber(); + + /// + /// Refine the mesh. + /// + /// The quality constraints. + /// + /// A value indicating, if the refined mesh should be Conforming Delaunay. + /// + void Refine(QualityOptions quality, bool delaunay); + } +} diff --git a/Triangle.NET/Triangle/Meshing/IQualityMesher.cs b/src/Triangle/Meshing/IQualityMesher.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/IQualityMesher.cs rename to src/Triangle/Meshing/IQualityMesher.cs index 8d8a1ff..8f97960 100644 --- a/Triangle.NET/Triangle/Meshing/IQualityMesher.cs +++ b/src/Triangle/Meshing/IQualityMesher.cs @@ -1,28 +1,28 @@ - -namespace TriangleNet.Meshing -{ - using TriangleNet.Geometry; - - /// - /// Interface for polygon triangulation with quality constraints. - /// - public interface IQualityMesher - { - /// - /// Triangulates a polygon, applying quality options. - /// - /// The polygon. - /// Quality options. - /// Mesh - IMesh Triangulate(IPolygon polygon, QualityOptions quality); - - /// - /// Triangulates a polygon, applying quality and constraint options. - /// - /// The polygon. - /// Constraint options. - /// Quality options. - /// Mesh - IMesh Triangulate(IPolygon polygon, ConstraintOptions options, QualityOptions quality); - } -} + +namespace TriangleNet.Meshing +{ + using TriangleNet.Geometry; + + /// + /// Interface for polygon triangulation with quality constraints. + /// + public interface IQualityMesher + { + /// + /// Triangulates a polygon, applying quality options. + /// + /// The polygon. + /// Quality options. + /// Mesh + IMesh Triangulate(IPolygon polygon, QualityOptions quality); + + /// + /// Triangulates a polygon, applying quality and constraint options. + /// + /// The polygon. + /// Constraint options. + /// Quality options. + /// Mesh + IMesh Triangulate(IPolygon polygon, ConstraintOptions options, QualityOptions quality); + } +} diff --git a/Triangle.NET/Triangle/Meshing/ITriangulator.cs b/src/Triangle/Meshing/ITriangulator.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/ITriangulator.cs rename to src/Triangle/Meshing/ITriangulator.cs index 5bc1541..a5cd6c3 100644 --- a/Triangle.NET/Triangle/Meshing/ITriangulator.cs +++ b/src/Triangle/Meshing/ITriangulator.cs @@ -1,25 +1,25 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - - /// - /// Interface for point set triangulation. - /// - public interface ITriangulator - { - /// - /// Triangulates a point set. - /// - /// Collection of points. - /// - /// Mesh - IMesh Triangulate(IList points, Configuration config); - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + + /// + /// Interface for point set triangulation. + /// + public interface ITriangulator + { + /// + /// Triangulates a point set. + /// + /// Collection of points. + /// + /// Mesh + IMesh Triangulate(IList points, Configuration config); + } +} diff --git a/Triangle.NET/Triangle/Meshing/Iterators/EdgeIterator.cs b/src/Triangle/Meshing/Iterators/EdgeIterator.cs similarity index 96% rename from Triangle.NET/Triangle/Meshing/Iterators/EdgeIterator.cs rename to src/Triangle/Meshing/Iterators/EdgeIterator.cs index 1b247f4..58d88bb 100644 --- a/Triangle.NET/Triangle/Meshing/Iterators/EdgeIterator.cs +++ b/src/Triangle/Meshing/Iterators/EdgeIterator.cs @@ -1,101 +1,101 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing.Iterators -{ - using System.Collections.Generic; - using TriangleNet.Topology; - using TriangleNet.Geometry; - - /// - /// Enumerates the edges of a triangulation. - /// - public class EdgeIterator : IEnumerator - { - IEnumerator triangles; - Otri tri = default(Otri); - Otri neighbor = default(Otri); - Osub sub = default(Osub); - Edge current; - Vertex p1, p2; - - /// - /// Initializes a new instance of the class. - /// - public EdgeIterator(Mesh mesh) - { - triangles = mesh.triangles.GetEnumerator(); - triangles.MoveNext(); - - tri.tri = triangles.Current; - tri.orient = 0; - } - - public Edge Current - { - get { return current; } - } - - public void Dispose() - { - this.triangles.Dispose(); - } - - object System.Collections.IEnumerator.Current - { - get { return current; } - } - - public bool MoveNext() - { - if (tri.tri == null) - { - return false; - } - - current = null; - - while (current == null) - { - if (tri.orient == 3) - { - if (triangles.MoveNext()) - { - tri.tri = triangles.Current; - tri.orient = 0; - } - else - { - // Finally no more triangles - return false; - } - } - - tri.Sym(ref neighbor); - - if ((tri.tri.id < neighbor.tri.id) || (neighbor.tri.id == Mesh.DUMMY)) - { - p1 = tri.Org(); - p2 = tri.Dest(); - - tri.Pivot(ref sub); - - // Boundary mark of dummysub is 0, so we don't need to worry about that. - current = new Edge(p1.id, p2.id, sub.seg.boundary); - } - - tri.orient++; - } - - return true; - } - - public void Reset() - { - this.triangles.Reset(); - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing.Iterators +{ + using System.Collections.Generic; + using TriangleNet.Topology; + using TriangleNet.Geometry; + + /// + /// Enumerates the edges of a triangulation. + /// + public class EdgeIterator : IEnumerator + { + IEnumerator triangles; + Otri tri = default(Otri); + Otri neighbor = default(Otri); + Osub sub = default(Osub); + Edge current; + Vertex p1, p2; + + /// + /// Initializes a new instance of the class. + /// + public EdgeIterator(Mesh mesh) + { + triangles = mesh.triangles.GetEnumerator(); + triangles.MoveNext(); + + tri.tri = triangles.Current; + tri.orient = 0; + } + + public Edge Current + { + get { return current; } + } + + public void Dispose() + { + this.triangles.Dispose(); + } + + object System.Collections.IEnumerator.Current + { + get { return current; } + } + + public bool MoveNext() + { + if (tri.tri == null) + { + return false; + } + + current = null; + + while (current == null) + { + if (tri.orient == 3) + { + if (triangles.MoveNext()) + { + tri.tri = triangles.Current; + tri.orient = 0; + } + else + { + // Finally no more triangles + return false; + } + } + + tri.Sym(ref neighbor); + + if ((tri.tri.id < neighbor.tri.id) || (neighbor.tri.id == Mesh.DUMMY)) + { + p1 = tri.Org(); + p2 = tri.Dest(); + + tri.Pivot(ref sub); + + // Boundary mark of dummysub is 0, so we don't need to worry about that. + current = new Edge(p1.id, p2.id, sub.seg.boundary); + } + + tri.orient++; + } + + return true; + } + + public void Reset() + { + this.triangles.Reset(); + } + } +} diff --git a/Triangle.NET/Triangle/Meshing/Iterators/RegionIterator.cs b/src/Triangle/Meshing/Iterators/RegionIterator.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/Iterators/RegionIterator.cs rename to src/Triangle/Meshing/Iterators/RegionIterator.cs index 0ae494b..7e668d5 100644 --- a/Triangle.NET/Triangle/Meshing/Iterators/RegionIterator.cs +++ b/src/Triangle/Meshing/Iterators/RegionIterator.cs @@ -1,135 +1,135 @@ -// ----------------------------------------------------------------------- -// -// Original Matlab code by John Burkardt, Florida State University -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing.Iterators -{ - using System; - using System.Collections.Generic; - using TriangleNet.Topology; - - /// - /// Iterates the region a given triangle belongs to and applies an action - /// to each connected trianlge in that region. - /// - /// - /// The default action is to set the region id and area constraint. - /// - public class RegionIterator - { - List region; - - public RegionIterator(Mesh mesh) - { - this.region = new List(); - } - - /// - /// Set the region attribute of all trianlges connected to given triangle. - /// - /// The triangle seed. - /// If non-zero, process all triangles of the - /// region that is enclosed by segments with given boundary label. - public void Process(Triangle triangle, int boundary = 0) - { - this.Process(triangle, (tri) => - { - // Set the region id and area constraint. - tri.label = triangle.label; - tri.area = triangle.area; - }, boundary); - } - - /// - /// Process all trianlges connected to given triangle and apply given action. - /// - /// The seeding triangle. - /// The action to apply to each triangle. - /// If non-zero, process all triangles of the - /// region that is enclosed by segments with given boundary label. - public void Process(Triangle triangle, Action action, int boundary = 0) - { - // Make sure the triangle under consideration still exists. - // It may have been eaten by the virus. - if (triangle.id == Mesh.DUMMY || Otri.IsDead(triangle)) - { - return; - } - - // Add the seeding triangle to the region. - region.Add(triangle); - - triangle.infected = true; - - if (boundary == 0) - { - // Stop at any subsegment. - ProcessRegion(action, seg => seg.hash == Mesh.DUMMY); - } - else - { - // Stop at segments that have the given boundary label. - ProcessRegion(action, seg => seg.boundary != boundary); - } - - // Free up memory (virus pool should be empty anyway). - region.Clear(); - } - - /// - /// Apply given action to each triangle of selected region. - /// - /// - /// - void ProcessRegion(Action action, Func protector) - { - Otri testtri = default(Otri); - Otri neighbor = default(Otri); - Osub neighborsubseg = default(Osub); - - // Loop through all the infected triangles, spreading the attribute - // and/or area constraint to their neighbors, then to their neighbors' - // neighbors. - for (int i = 0; i < region.Count; i++) - { - // WARNING: Don't use foreach, viri list gets modified. - - testtri.tri = region[i]; - - // Apply function. - action(testtri.tri); - - // Check each of the triangle's three neighbors. - for (testtri.orient = 0; testtri.orient < 3; testtri.orient++) - { - // Find the neighbor. - testtri.Sym(ref neighbor); - // Check for a subsegment between the triangle and its neighbor. - testtri.Pivot(ref neighborsubseg); - // Make sure the neighbor exists, is not already infected, and - // isn't protected by a subsegment. - if ((neighbor.tri.id != Mesh.DUMMY) && !neighbor.IsInfected() - && protector(neighborsubseg.seg)) - { - // Infect the neighbor. - neighbor.Infect(); - // Ensure that the neighbor's neighbors will be infected. - region.Add(neighbor.tri); - } - } - } - - // Uninfect all triangles. - foreach (var virus in region) - { - virus.infected = false; - } - - // Empty the virus pool. - region.Clear(); - } - } -} +// ----------------------------------------------------------------------- +// +// Original Matlab code by John Burkardt, Florida State University +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing.Iterators +{ + using System; + using System.Collections.Generic; + using TriangleNet.Topology; + + /// + /// Iterates the region a given triangle belongs to and applies an action + /// to each connected trianlge in that region. + /// + /// + /// The default action is to set the region id and area constraint. + /// + public class RegionIterator + { + List region; + + public RegionIterator(Mesh mesh) + { + this.region = new List(); + } + + /// + /// Set the region attribute of all trianlges connected to given triangle. + /// + /// The triangle seed. + /// If non-zero, process all triangles of the + /// region that is enclosed by segments with given boundary label. + public void Process(Triangle triangle, int boundary = 0) + { + this.Process(triangle, (tri) => + { + // Set the region id and area constraint. + tri.label = triangle.label; + tri.area = triangle.area; + }, boundary); + } + + /// + /// Process all trianlges connected to given triangle and apply given action. + /// + /// The seeding triangle. + /// The action to apply to each triangle. + /// If non-zero, process all triangles of the + /// region that is enclosed by segments with given boundary label. + public void Process(Triangle triangle, Action action, int boundary = 0) + { + // Make sure the triangle under consideration still exists. + // It may have been eaten by the virus. + if (triangle.id == Mesh.DUMMY || Otri.IsDead(triangle)) + { + return; + } + + // Add the seeding triangle to the region. + region.Add(triangle); + + triangle.infected = true; + + if (boundary == 0) + { + // Stop at any subsegment. + ProcessRegion(action, seg => seg.hash == Mesh.DUMMY); + } + else + { + // Stop at segments that have the given boundary label. + ProcessRegion(action, seg => seg.boundary != boundary); + } + + // Free up memory (virus pool should be empty anyway). + region.Clear(); + } + + /// + /// Apply given action to each triangle of selected region. + /// + /// + /// + void ProcessRegion(Action action, Func protector) + { + Otri testtri = default(Otri); + Otri neighbor = default(Otri); + Osub neighborsubseg = default(Osub); + + // Loop through all the infected triangles, spreading the attribute + // and/or area constraint to their neighbors, then to their neighbors' + // neighbors. + for (int i = 0; i < region.Count; i++) + { + // WARNING: Don't use foreach, viri list gets modified. + + testtri.tri = region[i]; + + // Apply function. + action(testtri.tri); + + // Check each of the triangle's three neighbors. + for (testtri.orient = 0; testtri.orient < 3; testtri.orient++) + { + // Find the neighbor. + testtri.Sym(ref neighbor); + // Check for a subsegment between the triangle and its neighbor. + testtri.Pivot(ref neighborsubseg); + // Make sure the neighbor exists, is not already infected, and + // isn't protected by a subsegment. + if ((neighbor.tri.id != Mesh.DUMMY) && !neighbor.IsInfected() + && protector(neighborsubseg.seg)) + { + // Infect the neighbor. + neighbor.Infect(); + // Ensure that the neighbor's neighbors will be infected. + region.Add(neighbor.tri); + } + } + } + + // Uninfect all triangles. + foreach (var virus in region) + { + virus.infected = false; + } + + // Empty the virus pool. + region.Clear(); + } + } +} diff --git a/Triangle.NET/Triangle/Meshing/Iterators/VertexCirculator.cs b/src/Triangle/Meshing/Iterators/VertexCirculator.cs similarity index 96% rename from Triangle.NET/Triangle/Meshing/Iterators/VertexCirculator.cs rename to src/Triangle/Meshing/Iterators/VertexCirculator.cs index 44821a6..9122771 100644 --- a/Triangle.NET/Triangle/Meshing/Iterators/VertexCirculator.cs +++ b/src/Triangle/Meshing/Iterators/VertexCirculator.cs @@ -1,100 +1,100 @@ - -namespace TriangleNet.Meshing.Iterators -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Topology; - - public class VertexCirculator - { - List cache = new List(); - - public VertexCirculator(Mesh mesh) - { - mesh.MakeVertexMap(); - } - - /// - /// Enumerate all vertices adjacent to given vertex. - /// - /// The center vertex. - /// - public IEnumerable EnumerateVertices(Vertex vertex) - { - BuildCache(vertex, true); - - foreach (var item in cache) - { - yield return item.Dest(); - } - } - - /// - /// Enumerate all triangles adjacent to given vertex. - /// - /// The center vertex. - /// - public IEnumerable EnumerateTriangles(Vertex vertex) - { - BuildCache(vertex, false); - - foreach (var item in cache) - { - yield return item.tri; - } - } - - private void BuildCache(Vertex vertex, bool vertices) - { - cache.Clear(); - - Otri init = vertex.tri; - Otri next = default(Otri); - Otri prev = default(Otri); - - init.Copy(ref next); - - // Move counter-clockwise around the vertex. - while (next.tri.id != Mesh.DUMMY) - { - cache.Add(next); - - next.Copy(ref prev); - next.Onext(); - - if (next.Equals(init)) - { - break; - } - } - - if (next.tri.id == Mesh.DUMMY) - { - // We reached the boundary. To get all adjacent triangles, start - // again at init triangle and now move clockwise. - init.Copy(ref next); - - if (vertices) - { - // Don't forget to add the vertex lying on the boundary. - prev.Lnext(); - cache.Add(prev); - } - - next.Oprev(); - - while (next.tri.id != Mesh.DUMMY) - { - cache.Insert(0, next); - - next.Oprev(); - - if (next.Equals(init)) - { - break; - } - } - } - } - } -} + +namespace TriangleNet.Meshing.Iterators +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Topology; + + public class VertexCirculator + { + List cache = new List(); + + public VertexCirculator(Mesh mesh) + { + mesh.MakeVertexMap(); + } + + /// + /// Enumerate all vertices adjacent to given vertex. + /// + /// The center vertex. + /// + public IEnumerable EnumerateVertices(Vertex vertex) + { + BuildCache(vertex, true); + + foreach (var item in cache) + { + yield return item.Dest(); + } + } + + /// + /// Enumerate all triangles adjacent to given vertex. + /// + /// The center vertex. + /// + public IEnumerable EnumerateTriangles(Vertex vertex) + { + BuildCache(vertex, false); + + foreach (var item in cache) + { + yield return item.tri; + } + } + + private void BuildCache(Vertex vertex, bool vertices) + { + cache.Clear(); + + Otri init = vertex.tri; + Otri next = default(Otri); + Otri prev = default(Otri); + + init.Copy(ref next); + + // Move counter-clockwise around the vertex. + while (next.tri.id != Mesh.DUMMY) + { + cache.Add(next); + + next.Copy(ref prev); + next.Onext(); + + if (next.Equals(init)) + { + break; + } + } + + if (next.tri.id == Mesh.DUMMY) + { + // We reached the boundary. To get all adjacent triangles, start + // again at init triangle and now move clockwise. + init.Copy(ref next); + + if (vertices) + { + // Don't forget to add the vertex lying on the boundary. + prev.Lnext(); + cache.Add(prev); + } + + next.Oprev(); + + while (next.tri.id != Mesh.DUMMY) + { + cache.Insert(0, next); + + next.Oprev(); + + if (next.Equals(init)) + { + break; + } + } + } + } + } +} diff --git a/Triangle.NET/Triangle/Meshing/QualityMesher.cs b/src/Triangle/Meshing/QualityMesher.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/QualityMesher.cs rename to src/Triangle/Meshing/QualityMesher.cs index edeef48..13b2fb7 100644 --- a/Triangle.NET/Triangle/Meshing/QualityMesher.cs +++ b/src/Triangle/Meshing/QualityMesher.cs @@ -1,898 +1,898 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Meshing -{ - using System; - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Logging; - using TriangleNet.Meshing.Data; - using TriangleNet.Tools; - using TriangleNet.Topology; - - /// - /// Provides methods for mesh quality enforcement and testing. - /// - class QualityMesher - { - IPredicates predicates; - - Queue badsubsegs; - BadTriQueue queue; - Mesh mesh; - Behavior behavior; - - NewLocation newLocation; - - ILog logger; - - // Stores the vertices of the triangle that contains newvertex - // in SplitTriangle method. - Triangle newvertex_tri; - - public QualityMesher(Mesh mesh, Configuration config) - { - logger = Log.Instance; - - badsubsegs = new Queue(); - queue = new BadTriQueue(); - - this.mesh = mesh; - this.predicates = config.Predicates(); - - this.behavior = mesh.behavior; - - newLocation = new NewLocation(mesh, predicates); - - newvertex_tri = new Triangle(); - } - - /// - /// Apply quality constraints to a mesh. - /// - /// The quality constraints. - /// A value indicating, if the refined mesh should be Conforming Delaunay. - public void Apply(QualityOptions quality, bool delaunay = false) - { - // Copy quality options - if (quality != null) - { - behavior.Quality = true; - - behavior.MinAngle = quality.MinimumAngle; - behavior.MaxAngle = quality.MaximumAngle; - behavior.MaxArea = quality.MaximumArea; - behavior.UserTest = quality.UserTest; - behavior.VarArea = quality.VariableArea; - - behavior.ConformingDelaunay = behavior.ConformingDelaunay || delaunay; - - mesh.steinerleft = quality.SteinerPoints == 0 ? -1 : quality.SteinerPoints; - } - - // TODO: remove - if (!behavior.Poly) - { - // Be careful not to allocate space for element area constraints that - // will never be assigned any value (other than the default -1.0). - behavior.VarArea = false; - } - - // Ensure that no vertex can be mistaken for a triangular bounding - // box vertex in insertvertex(). - mesh.infvertex1 = null; - mesh.infvertex2 = null; - mesh.infvertex3 = null; - - if (behavior.useSegments) - { - mesh.checksegments = true; - } - - if (behavior.Quality && mesh.triangles.Count > 0) - { - // Enforce angle and area constraints. - EnforceQuality(); - } - } - - /// - /// Add a bad subsegment to the queue. - /// - /// Bad subsegment. - public void AddBadSubseg(BadSubseg badseg) - { - badsubsegs.Enqueue(badseg); - } - - #region Check - - /// - /// Check a subsegment to see if it is encroached; add it to the list if it is. - /// - /// The subsegment to check. - /// Returns a nonzero value if the subsegment is encroached. - /// - /// 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. - /// - public int CheckSeg4Encroach(ref Osub testsubseg) - { - Otri neighbortri = default(Otri); - Osub testsym = default(Osub); - BadSubseg encroachedseg; - double 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.Pivot(ref neighbortri); - // Does the neighbor exist, or is this a boundary edge? - if (neighbortri.tri.id != Mesh.DUMMY) - { - 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.Pivot(ref neighbortri); - // Does the neighbor exist, or is this a boundary edge? - if (neighbortri.tri.id != Mesh.DUMMY) - { - 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.subseg = testsubseg; - encroachedseg.org = eorg; - encroachedseg.dest = edest; - } - else - { - encroachedseg.subseg = testsym; - encroachedseg.org = edest; - encroachedseg.dest = eorg; - } - - badsubsegs.Enqueue(encroachedseg); - } - - return encroached; - } - - /// - /// Test a triangle for quality and size. - /// - /// Triangle to check. - /// - /// Tests a triangle to see if it satisfies the minimum angle condition and - /// the maximum area condition. Triangles that aren't up to spec are added - /// to the bad triangle queue. - /// - public void TestTriangle(ref Otri testtri) - { - Otri tri1 = default(Otri), tri2 = default(Otri); - Osub testsub = default(Osub); - Vertex torg, tdest, tapex; - Vertex base1, base2; - Vertex org1, dest1, org2, dest2; - Vertex joinvertex; - double dxod, dyod, dxda, dyda, dxao, dyao; - double dxod2, dyod2, dxda2, dyda2, dxao2, dyao2; - double apexlen, orglen, destlen, minedge; - double angle; - double area; - double dist1, dist2; - - double maxangle; - - torg = testtri.Org(); - tdest = testtri.Dest(); - tapex = testtri.Apex(); - dxod = torg.x - tdest.x; - dyod = torg.y - tdest.y; - dxda = tdest.x - tapex.x; - dyda = tdest.y - tapex.y; - dxao = tapex.x - torg.x; - dyao = tapex.y - torg.y; - dxod2 = dxod * dxod; - dyod2 = dyod * dyod; - dxda2 = dxda * dxda; - dyda2 = dyda * dyda; - dxao2 = dxao * dxao; - dyao2 = dyao * dyao; - // Find the lengths of the triangle's three edges. - apexlen = dxod2 + dyod2; - orglen = dxda2 + dyda2; - destlen = dxao2 + dyao2; - - if ((apexlen < orglen) && (apexlen < destlen)) - { - // The edge opposite the apex is shortest. - minedge = apexlen; - // Find the square of the cosine of the angle at the apex. - angle = dxda * dxao + dyda * dyao; - angle = angle * angle / (orglen * destlen); - base1 = torg; - base2 = tdest; - testtri.Copy(ref tri1); - } - else if (orglen < destlen) - { - // The edge opposite the origin is shortest. - minedge = orglen; - // Find the square of the cosine of the angle at the origin. - angle = dxod * dxao + dyod * dyao; - angle = angle * angle / (apexlen * destlen); - base1 = tdest; - base2 = tapex; - testtri.Lnext(ref tri1); - } - else - { - // The edge opposite the destination is shortest. - minedge = destlen; - // Find the square of the cosine of the angle at the destination. - angle = dxod * dxda + dyod * dyda; - angle = angle * angle / (apexlen * orglen); - base1 = tapex; - base2 = torg; - testtri.Lprev(ref tri1); - } - - if (behavior.VarArea || behavior.fixedArea || (behavior.UserTest != null)) - { - // Check whether the area is larger than permitted. - area = 0.5 * (dxod * dyda - dyod * dxda); - if (behavior.fixedArea && (area > behavior.MaxArea)) - { - // Add this triangle to the list of bad triangles. - queue.Enqueue(ref testtri, minedge, tapex, torg, tdest); - return; - } - - // Nonpositive area constraints are treated as unconstrained. - if ((behavior.VarArea) && (area > testtri.tri.area) && (testtri.tri.area > 0.0)) - { - // Add this triangle to the list of bad triangles. - queue.Enqueue(ref testtri, minedge, tapex, torg, tdest); - return; - } - - // Check whether the user thinks this triangle is too large. - if ((behavior.UserTest != null) && behavior.UserTest(testtri.tri, area)) - { - queue.Enqueue(ref testtri, minedge, tapex, torg, tdest); - return; - } - } - - // find the maximum edge and accordingly the pqr orientation - if ((apexlen > orglen) && (apexlen > destlen)) - { - // The edge opposite the apex is longest. - // maxedge = apexlen; - // Find the cosine of the angle at the apex. - maxangle = (orglen + destlen - apexlen) / (2 * Math.Sqrt(orglen * destlen)); - } - else if (orglen > destlen) - { - // The edge opposite the origin is longest. - // maxedge = orglen; - // Find the cosine of the angle at the origin. - maxangle = (apexlen + destlen - orglen) / (2 * Math.Sqrt(apexlen * destlen)); - } - else - { - // The edge opposite the destination is longest. - // maxedge = destlen; - // Find the cosine of the angle at the destination. - maxangle = (apexlen + orglen - destlen) / (2 * Math.Sqrt(apexlen * orglen)); - } - - // Check whether the angle is smaller than permitted. - if ((angle > behavior.goodAngle) || (maxangle < behavior.maxGoodAngle && behavior.MaxAngle != 0.0)) - { - // Use the rules of Miller, Pav, and Walkington to decide that certain - // triangles should not be split, even if they have bad angles. - // A skinny triangle is not split if its shortest edge subtends a - // small input angle, and both endpoints of the edge lie on a - // concentric circular shell. For convenience, I make a small - // adjustment to that rule: I check if the endpoints of the edge - // both lie in segment interiors, equidistant from the apex where - // the two segments meet. - // First, check if both points lie in segment interiors. - if ((base1.type == VertexType.SegmentVertex) && - (base2.type == VertexType.SegmentVertex)) - { - // Check if both points lie in a common segment. If they do, the - // skinny triangle is enqueued to be split as usual. - tri1.Pivot(ref testsub); - if (testsub.seg.hash == Mesh.DUMMY) - { - // No common segment. Find a subsegment that contains 'torg'. - tri1.Copy(ref tri2); - do - { - tri1.Oprev(); - tri1.Pivot(ref testsub); - } while (testsub.seg.hash == Mesh.DUMMY); - // Find the endpoints of the containing segment. - org1 = testsub.SegOrg(); - dest1 = testsub.SegDest(); - // Find a subsegment that contains 'tdest'. - do - { - tri2.Dnext(); - tri2.Pivot(ref testsub); - } while (testsub.seg.hash == Mesh.DUMMY); - // Find the endpoints of the containing segment. - org2 = testsub.SegOrg(); - dest2 = testsub.SegDest(); - // Check if the two containing segments have an endpoint in common. - joinvertex = null; - if ((dest1.x == org2.x) && (dest1.y == org2.y)) - { - joinvertex = dest1; - } - else if ((org1.x == dest2.x) && (org1.y == dest2.y)) - { - joinvertex = org1; - } - if (joinvertex != null) - { - // Compute the distance from the common endpoint (of the two - // segments) to each of the endpoints of the shortest edge. - dist1 = ((base1.x - joinvertex.x) * (base1.x - joinvertex.x) + - (base1.y - joinvertex.y) * (base1.y - joinvertex.y)); - dist2 = ((base2.x - joinvertex.x) * (base2.x - joinvertex.x) + - (base2.y - joinvertex.y) * (base2.y - joinvertex.y)); - // If the two distances are equal, don't split the triangle. - if ((dist1 < 1.001 * dist2) && (dist1 > 0.999 * dist2)) - { - // Return now to avoid enqueueing the bad triangle. - return; - } - } - } - } - - // Add this triangle to the list of bad triangles. - queue.Enqueue(ref testtri, minedge, tapex, torg, tdest); - } - } - - #endregion - - #region Maintanance - - /// - /// Traverse the entire list of subsegments, and check each to see if it - /// is encroached. If so, add it to the list. - /// - private void TallyEncs() - { - Osub subsegloop = default(Osub); - subsegloop.orient = 0; - - foreach (var seg in mesh.subsegs.Values) - { - subsegloop.seg = seg; - // If the segment is encroached, add it to the list. - CheckSeg4Encroach(ref subsegloop); - } - } - - /// - /// Split all the encroached subsegments. - /// - /// A flag that specifies whether one should take - /// note of new bad triangles that result from inserting vertices to repair - /// encroached subsegments. - /// - /// 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. - /// - 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.subseg; - 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.org) && (edest == seg.dest)) - { - // 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.Pivot(ref enctri); - enctri.Lnext(ref testtri); - testtri.Pivot(ref testsh); - acuteorg = testsh.seg.hash != Mesh.DUMMY; - // Is the destination shared with another segment? - testtri.Lnext(); - testtri.Pivot(ref testsh); - acutedest = testsh.seg.hash != Mesh.DUMMY; - - // 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.Pivot(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.tri.id != Mesh.DUMMY) - { - // Is the destination shared with another segment? - testtri.Lnext(); - testtri.Pivot(ref testsh); - acutedest2 = testsh.seg.hash != Mesh.DUMMY; - acutedest = acutedest || acutedest2; - // Is the origin shared with another segment? - testtri.Lnext(); - testtri.Pivot(ref testsh); - acuteorg2 = testsh.seg.hash != Mesh.DUMMY; - 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.Lprev(); - } - } - } - - // 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.seg.boundary -#if USE_ATTRIBS - , mesh.nextras -#endif - ); - - newvertex.type = VertexType.SegmentVertex; - - newvertex.hash = mesh.hash_vtx++; - newvertex.id = newvertex.hash; - - mesh.vertices.Add(newvertex.hash, newvertex); -#if USE_ATTRIBS - // Interpolate attributes. - for (int i = 0; i < mesh.nextras; i++) - { - newvertex.attributes[i] = eorg.attributes[i] - + split * (edest.attributes[i] - eorg.attributes[i]); - } -#endif -#if USE_Z - newvertex.z = eorg.z + split * (edest.z - eorg.z); -#endif - 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 = predicates.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.Next(); - 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.org = null; - } - } - - /// - /// Test every triangle in the mesh for quality measures. - /// - private void TallyFaces() - { - Otri triangleloop = default(Otri); - triangleloop.orient = 0; - - foreach (var tri in mesh.triangles) - { - triangleloop.tri = tri; - - // If the triangle is bad, enqueue it. - TestTriangle(ref triangleloop); - } - } - - /// - /// Inserts a vertex at the circumcenter of a triangle. Deletes - /// the newly inserted vertex if it encroaches upon a segment. - /// - /// - 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.tri) && (borg == badtri.org) && - (bdest == badtri.dest) && (bapex == badtri.apex)) - { - 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 = predicates.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 (Log.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 -#if USE_ATTRIBS - , mesh.nextras -#endif - ); - - newvertex.type = VertexType.FreeVertex; - - // 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.Lprev(); - } - - // Assign triangle for attributes interpolation. - newvertex.tri.tri = newvertex_tri; - - // 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; -#if USE_ATTRIBS - if (mesh.nextras > 0) - { - Interpolation.InterpolateAttributes(newvertex, newvertex.tri.tri, mesh.nextras); - } -#endif -#if USE_Z - Interpolation.InterpolateZ(newvertex, newvertex.tri.tri); -#endif - 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 (Log.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."); - } - } - } - - /// - /// Remove all the encroached subsegments and bad triangles from the triangulation. - /// - private void EnforceQuality() - { - BadTriangle badtri; - - // Test all segments to see if they're encroached. - TallyEncs(); - - // Fix encroached subsegments without noting bad triangles. - SplitEncSegs(false); - // At this point, if we haven't run out of Steiner points, the - // triangulation should be (conforming) Delaunay. - - // Next, we worry about enforcing triangle quality. - if ((behavior.MinAngle > 0.0) || behavior.VarArea || behavior.fixedArea || behavior.UserTest != null) - { - // TODO: Reset queue? (Or is it always empty at this point) - - // Test all triangles to see if they're bad. - TallyFaces(); - - mesh.checkquality = true; - while ((queue.Count > 0) && (mesh.steinerleft != 0)) - { - // Fix one bad triangle by inserting a vertex at its circumcenter. - badtri = queue.Dequeue(); - SplitTriangle(badtri); - - if (badsubsegs.Count > 0) - { - // Put bad triangle back in queue for another try later. - queue.Enqueue(badtri); - // Fix any encroached subsegments that resulted. - // Record any new bad triangles that result. - SplitEncSegs(true); - } - } - } - - // At this point, if the "-D" switch was selected and we haven't run out - // of Steiner points, the triangulation should be (conforming) Delaunay - // and have no low-quality triangles. - - // Might we have run out of Steiner points too soon? - if (Log.Verbose && behavior.ConformingDelaunay && (badsubsegs.Count > 0) && (mesh.steinerleft == 0)) - { - - logger.Warning("I ran out of Steiner points, but the mesh has encroached subsegments, " - + "and therefore might not be truly Delaunay. If the Delaunay property is important " - + "to you, try increasing the number of Steiner points.", - "Quality.EnforceQuality()"); - } - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Meshing +{ + using System; + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Logging; + using TriangleNet.Meshing.Data; + using TriangleNet.Tools; + using TriangleNet.Topology; + + /// + /// Provides methods for mesh quality enforcement and testing. + /// + class QualityMesher + { + IPredicates predicates; + + Queue badsubsegs; + BadTriQueue queue; + Mesh mesh; + Behavior behavior; + + NewLocation newLocation; + + ILog logger; + + // Stores the vertices of the triangle that contains newvertex + // in SplitTriangle method. + Triangle newvertex_tri; + + public QualityMesher(Mesh mesh, Configuration config) + { + logger = Log.Instance; + + badsubsegs = new Queue(); + queue = new BadTriQueue(); + + this.mesh = mesh; + this.predicates = config.Predicates(); + + this.behavior = mesh.behavior; + + newLocation = new NewLocation(mesh, predicates); + + newvertex_tri = new Triangle(); + } + + /// + /// Apply quality constraints to a mesh. + /// + /// The quality constraints. + /// A value indicating, if the refined mesh should be Conforming Delaunay. + public void Apply(QualityOptions quality, bool delaunay = false) + { + // Copy quality options + if (quality != null) + { + behavior.Quality = true; + + behavior.MinAngle = quality.MinimumAngle; + behavior.MaxAngle = quality.MaximumAngle; + behavior.MaxArea = quality.MaximumArea; + behavior.UserTest = quality.UserTest; + behavior.VarArea = quality.VariableArea; + + behavior.ConformingDelaunay = behavior.ConformingDelaunay || delaunay; + + mesh.steinerleft = quality.SteinerPoints == 0 ? -1 : quality.SteinerPoints; + } + + // TODO: remove + if (!behavior.Poly) + { + // Be careful not to allocate space for element area constraints that + // will never be assigned any value (other than the default -1.0). + behavior.VarArea = false; + } + + // Ensure that no vertex can be mistaken for a triangular bounding + // box vertex in insertvertex(). + mesh.infvertex1 = null; + mesh.infvertex2 = null; + mesh.infvertex3 = null; + + if (behavior.useSegments) + { + mesh.checksegments = true; + } + + if (behavior.Quality && mesh.triangles.Count > 0) + { + // Enforce angle and area constraints. + EnforceQuality(); + } + } + + /// + /// Add a bad subsegment to the queue. + /// + /// Bad subsegment. + public void AddBadSubseg(BadSubseg badseg) + { + badsubsegs.Enqueue(badseg); + } + + #region Check + + /// + /// Check a subsegment to see if it is encroached; add it to the list if it is. + /// + /// The subsegment to check. + /// Returns a nonzero value if the subsegment is encroached. + /// + /// 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. + /// + public int CheckSeg4Encroach(ref Osub testsubseg) + { + Otri neighbortri = default(Otri); + Osub testsym = default(Osub); + BadSubseg encroachedseg; + double 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.Pivot(ref neighbortri); + // Does the neighbor exist, or is this a boundary edge? + if (neighbortri.tri.id != Mesh.DUMMY) + { + 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.Pivot(ref neighbortri); + // Does the neighbor exist, or is this a boundary edge? + if (neighbortri.tri.id != Mesh.DUMMY) + { + 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.subseg = testsubseg; + encroachedseg.org = eorg; + encroachedseg.dest = edest; + } + else + { + encroachedseg.subseg = testsym; + encroachedseg.org = edest; + encroachedseg.dest = eorg; + } + + badsubsegs.Enqueue(encroachedseg); + } + + return encroached; + } + + /// + /// Test a triangle for quality and size. + /// + /// Triangle to check. + /// + /// Tests a triangle to see if it satisfies the minimum angle condition and + /// the maximum area condition. Triangles that aren't up to spec are added + /// to the bad triangle queue. + /// + public void TestTriangle(ref Otri testtri) + { + Otri tri1 = default(Otri), tri2 = default(Otri); + Osub testsub = default(Osub); + Vertex torg, tdest, tapex; + Vertex base1, base2; + Vertex org1, dest1, org2, dest2; + Vertex joinvertex; + double dxod, dyod, dxda, dyda, dxao, dyao; + double dxod2, dyod2, dxda2, dyda2, dxao2, dyao2; + double apexlen, orglen, destlen, minedge; + double angle; + double area; + double dist1, dist2; + + double maxangle; + + torg = testtri.Org(); + tdest = testtri.Dest(); + tapex = testtri.Apex(); + dxod = torg.x - tdest.x; + dyod = torg.y - tdest.y; + dxda = tdest.x - tapex.x; + dyda = tdest.y - tapex.y; + dxao = tapex.x - torg.x; + dyao = tapex.y - torg.y; + dxod2 = dxod * dxod; + dyod2 = dyod * dyod; + dxda2 = dxda * dxda; + dyda2 = dyda * dyda; + dxao2 = dxao * dxao; + dyao2 = dyao * dyao; + // Find the lengths of the triangle's three edges. + apexlen = dxod2 + dyod2; + orglen = dxda2 + dyda2; + destlen = dxao2 + dyao2; + + if ((apexlen < orglen) && (apexlen < destlen)) + { + // The edge opposite the apex is shortest. + minedge = apexlen; + // Find the square of the cosine of the angle at the apex. + angle = dxda * dxao + dyda * dyao; + angle = angle * angle / (orglen * destlen); + base1 = torg; + base2 = tdest; + testtri.Copy(ref tri1); + } + else if (orglen < destlen) + { + // The edge opposite the origin is shortest. + minedge = orglen; + // Find the square of the cosine of the angle at the origin. + angle = dxod * dxao + dyod * dyao; + angle = angle * angle / (apexlen * destlen); + base1 = tdest; + base2 = tapex; + testtri.Lnext(ref tri1); + } + else + { + // The edge opposite the destination is shortest. + minedge = destlen; + // Find the square of the cosine of the angle at the destination. + angle = dxod * dxda + dyod * dyda; + angle = angle * angle / (apexlen * orglen); + base1 = tapex; + base2 = torg; + testtri.Lprev(ref tri1); + } + + if (behavior.VarArea || behavior.fixedArea || (behavior.UserTest != null)) + { + // Check whether the area is larger than permitted. + area = 0.5 * (dxod * dyda - dyod * dxda); + if (behavior.fixedArea && (area > behavior.MaxArea)) + { + // Add this triangle to the list of bad triangles. + queue.Enqueue(ref testtri, minedge, tapex, torg, tdest); + return; + } + + // Nonpositive area constraints are treated as unconstrained. + if ((behavior.VarArea) && (area > testtri.tri.area) && (testtri.tri.area > 0.0)) + { + // Add this triangle to the list of bad triangles. + queue.Enqueue(ref testtri, minedge, tapex, torg, tdest); + return; + } + + // Check whether the user thinks this triangle is too large. + if ((behavior.UserTest != null) && behavior.UserTest(testtri.tri, area)) + { + queue.Enqueue(ref testtri, minedge, tapex, torg, tdest); + return; + } + } + + // find the maximum edge and accordingly the pqr orientation + if ((apexlen > orglen) && (apexlen > destlen)) + { + // The edge opposite the apex is longest. + // maxedge = apexlen; + // Find the cosine of the angle at the apex. + maxangle = (orglen + destlen - apexlen) / (2 * Math.Sqrt(orglen * destlen)); + } + else if (orglen > destlen) + { + // The edge opposite the origin is longest. + // maxedge = orglen; + // Find the cosine of the angle at the origin. + maxangle = (apexlen + destlen - orglen) / (2 * Math.Sqrt(apexlen * destlen)); + } + else + { + // The edge opposite the destination is longest. + // maxedge = destlen; + // Find the cosine of the angle at the destination. + maxangle = (apexlen + orglen - destlen) / (2 * Math.Sqrt(apexlen * orglen)); + } + + // Check whether the angle is smaller than permitted. + if ((angle > behavior.goodAngle) || (maxangle < behavior.maxGoodAngle && behavior.MaxAngle != 0.0)) + { + // Use the rules of Miller, Pav, and Walkington to decide that certain + // triangles should not be split, even if they have bad angles. + // A skinny triangle is not split if its shortest edge subtends a + // small input angle, and both endpoints of the edge lie on a + // concentric circular shell. For convenience, I make a small + // adjustment to that rule: I check if the endpoints of the edge + // both lie in segment interiors, equidistant from the apex where + // the two segments meet. + // First, check if both points lie in segment interiors. + if ((base1.type == VertexType.SegmentVertex) && + (base2.type == VertexType.SegmentVertex)) + { + // Check if both points lie in a common segment. If they do, the + // skinny triangle is enqueued to be split as usual. + tri1.Pivot(ref testsub); + if (testsub.seg.hash == Mesh.DUMMY) + { + // No common segment. Find a subsegment that contains 'torg'. + tri1.Copy(ref tri2); + do + { + tri1.Oprev(); + tri1.Pivot(ref testsub); + } while (testsub.seg.hash == Mesh.DUMMY); + // Find the endpoints of the containing segment. + org1 = testsub.SegOrg(); + dest1 = testsub.SegDest(); + // Find a subsegment that contains 'tdest'. + do + { + tri2.Dnext(); + tri2.Pivot(ref testsub); + } while (testsub.seg.hash == Mesh.DUMMY); + // Find the endpoints of the containing segment. + org2 = testsub.SegOrg(); + dest2 = testsub.SegDest(); + // Check if the two containing segments have an endpoint in common. + joinvertex = null; + if ((dest1.x == org2.x) && (dest1.y == org2.y)) + { + joinvertex = dest1; + } + else if ((org1.x == dest2.x) && (org1.y == dest2.y)) + { + joinvertex = org1; + } + if (joinvertex != null) + { + // Compute the distance from the common endpoint (of the two + // segments) to each of the endpoints of the shortest edge. + dist1 = ((base1.x - joinvertex.x) * (base1.x - joinvertex.x) + + (base1.y - joinvertex.y) * (base1.y - joinvertex.y)); + dist2 = ((base2.x - joinvertex.x) * (base2.x - joinvertex.x) + + (base2.y - joinvertex.y) * (base2.y - joinvertex.y)); + // If the two distances are equal, don't split the triangle. + if ((dist1 < 1.001 * dist2) && (dist1 > 0.999 * dist2)) + { + // Return now to avoid enqueueing the bad triangle. + return; + } + } + } + } + + // Add this triangle to the list of bad triangles. + queue.Enqueue(ref testtri, minedge, tapex, torg, tdest); + } + } + + #endregion + + #region Maintanance + + /// + /// Traverse the entire list of subsegments, and check each to see if it + /// is encroached. If so, add it to the list. + /// + private void TallyEncs() + { + Osub subsegloop = default(Osub); + subsegloop.orient = 0; + + foreach (var seg in mesh.subsegs.Values) + { + subsegloop.seg = seg; + // If the segment is encroached, add it to the list. + CheckSeg4Encroach(ref subsegloop); + } + } + + /// + /// Split all the encroached subsegments. + /// + /// A flag that specifies whether one should take + /// note of new bad triangles that result from inserting vertices to repair + /// encroached subsegments. + /// + /// 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. + /// + 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.subseg; + 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.org) && (edest == seg.dest)) + { + // 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.Pivot(ref enctri); + enctri.Lnext(ref testtri); + testtri.Pivot(ref testsh); + acuteorg = testsh.seg.hash != Mesh.DUMMY; + // Is the destination shared with another segment? + testtri.Lnext(); + testtri.Pivot(ref testsh); + acutedest = testsh.seg.hash != Mesh.DUMMY; + + // 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.Pivot(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.tri.id != Mesh.DUMMY) + { + // Is the destination shared with another segment? + testtri.Lnext(); + testtri.Pivot(ref testsh); + acutedest2 = testsh.seg.hash != Mesh.DUMMY; + acutedest = acutedest || acutedest2; + // Is the origin shared with another segment? + testtri.Lnext(); + testtri.Pivot(ref testsh); + acuteorg2 = testsh.seg.hash != Mesh.DUMMY; + 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.Lprev(); + } + } + } + + // 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.seg.boundary +#if USE_ATTRIBS + , mesh.nextras +#endif + ); + + newvertex.type = VertexType.SegmentVertex; + + newvertex.hash = mesh.hash_vtx++; + newvertex.id = newvertex.hash; + + mesh.vertices.Add(newvertex.hash, newvertex); +#if USE_ATTRIBS + // Interpolate attributes. + for (int i = 0; i < mesh.nextras; i++) + { + newvertex.attributes[i] = eorg.attributes[i] + + split * (edest.attributes[i] - eorg.attributes[i]); + } +#endif +#if USE_Z + newvertex.z = eorg.z + split * (edest.z - eorg.z); +#endif + 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 = predicates.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.Next(); + 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.org = null; + } + } + + /// + /// Test every triangle in the mesh for quality measures. + /// + private void TallyFaces() + { + Otri triangleloop = default(Otri); + triangleloop.orient = 0; + + foreach (var tri in mesh.triangles) + { + triangleloop.tri = tri; + + // If the triangle is bad, enqueue it. + TestTriangle(ref triangleloop); + } + } + + /// + /// Inserts a vertex at the circumcenter of a triangle. Deletes + /// the newly inserted vertex if it encroaches upon a segment. + /// + /// + 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.tri) && (borg == badtri.org) && + (bdest == badtri.dest) && (bapex == badtri.apex)) + { + 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 = predicates.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 (Log.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 +#if USE_ATTRIBS + , mesh.nextras +#endif + ); + + newvertex.type = VertexType.FreeVertex; + + // 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.Lprev(); + } + + // Assign triangle for attributes interpolation. + newvertex.tri.tri = newvertex_tri; + + // 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; +#if USE_ATTRIBS + if (mesh.nextras > 0) + { + Interpolation.InterpolateAttributes(newvertex, newvertex.tri.tri, mesh.nextras); + } +#endif +#if USE_Z + Interpolation.InterpolateZ(newvertex, newvertex.tri.tri); +#endif + 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 (Log.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."); + } + } + } + + /// + /// Remove all the encroached subsegments and bad triangles from the triangulation. + /// + private void EnforceQuality() + { + BadTriangle badtri; + + // Test all segments to see if they're encroached. + TallyEncs(); + + // Fix encroached subsegments without noting bad triangles. + SplitEncSegs(false); + // At this point, if we haven't run out of Steiner points, the + // triangulation should be (conforming) Delaunay. + + // Next, we worry about enforcing triangle quality. + if ((behavior.MinAngle > 0.0) || behavior.VarArea || behavior.fixedArea || behavior.UserTest != null) + { + // TODO: Reset queue? (Or is it always empty at this point) + + // Test all triangles to see if they're bad. + TallyFaces(); + + mesh.checkquality = true; + while ((queue.Count > 0) && (mesh.steinerleft != 0)) + { + // Fix one bad triangle by inserting a vertex at its circumcenter. + badtri = queue.Dequeue(); + SplitTriangle(badtri); + + if (badsubsegs.Count > 0) + { + // Put bad triangle back in queue for another try later. + queue.Enqueue(badtri); + // Fix any encroached subsegments that resulted. + // Record any new bad triangles that result. + SplitEncSegs(true); + } + } + } + + // At this point, if the "-D" switch was selected and we haven't run out + // of Steiner points, the triangulation should be (conforming) Delaunay + // and have no low-quality triangles. + + // Might we have run out of Steiner points too soon? + if (Log.Verbose && behavior.ConformingDelaunay && (badsubsegs.Count > 0) && (mesh.steinerleft == 0)) + { + + logger.Warning("I ran out of Steiner points, but the mesh has encroached subsegments, " + + "and therefore might not be truly Delaunay. If the Delaunay property is important " + + "to you, try increasing the number of Steiner points.", + "Quality.EnforceQuality()"); + } + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Meshing/QualityOptions.cs b/src/Triangle/Meshing/QualityOptions.cs similarity index 97% rename from Triangle.NET/Triangle/Meshing/QualityOptions.cs rename to src/Triangle/Meshing/QualityOptions.cs index bf9f8b8..8b2372c 100644 --- a/Triangle.NET/Triangle/Meshing/QualityOptions.cs +++ b/src/Triangle/Meshing/QualityOptions.cs @@ -1,55 +1,55 @@ - -namespace TriangleNet.Meshing -{ - using System; - using TriangleNet.Geometry; - - /// - /// Mesh constraint options for quality triangulation. - /// - public class QualityOptions - { - /// - /// Gets or sets a maximum angle constraint. - /// - public double MaximumAngle { get; set; } - - /// - /// Gets or sets a minimum angle constraint. - /// - public double MinimumAngle { get; set; } - - /// - /// Gets or sets a maximum triangle area constraint. - /// - public double MaximumArea { get; set; } - - /// - /// Gets or sets a user-defined triangle constraint. - /// - /// - /// The test function will be called for each triangle in the mesh. The - /// second argument is the area of the triangle tested. If the function - /// returns true, the triangle is considered bad and will be refined. - /// - public Func UserTest { get; set; } - - /// - /// Gets or sets an area constraint per triangle. - /// - /// - /// If this flag is set to true, the value will - /// be used to check if a triangle needs refinement. - /// - public bool VariableArea { get; set; } - - /// - /// Gets or sets the maximum number of Steiner points to be inserted into the mesh. - /// - /// - /// If the value is 0 (default), an unknown number of Steiner points may be inserted - /// to meet the other quality constraints. - /// - public int SteinerPoints { get; set; } - } -} + +namespace TriangleNet.Meshing +{ + using System; + using TriangleNet.Geometry; + + /// + /// Mesh constraint options for quality triangulation. + /// + public class QualityOptions + { + /// + /// Gets or sets a maximum angle constraint. + /// + public double MaximumAngle { get; set; } + + /// + /// Gets or sets a minimum angle constraint. + /// + public double MinimumAngle { get; set; } + + /// + /// Gets or sets a maximum triangle area constraint. + /// + public double MaximumArea { get; set; } + + /// + /// Gets or sets a user-defined triangle constraint. + /// + /// + /// The test function will be called for each triangle in the mesh. The + /// second argument is the area of the triangle tested. If the function + /// returns true, the triangle is considered bad and will be refined. + /// + public Func UserTest { get; set; } + + /// + /// Gets or sets an area constraint per triangle. + /// + /// + /// If this flag is set to true, the value will + /// be used to check if a triangle needs refinement. + /// + public bool VariableArea { get; set; } + + /// + /// Gets or sets the maximum number of Steiner points to be inserted into the mesh. + /// + /// + /// If the value is 0 (default), an unknown number of Steiner points may be inserted + /// to meet the other quality constraints. + /// + public int SteinerPoints { get; set; } + } +} diff --git a/Triangle.NET/Triangle/NewLocation.cs b/src/Triangle/NewLocation.cs similarity index 98% rename from Triangle.NET/Triangle/NewLocation.cs rename to src/Triangle/NewLocation.cs index 4755b21..c281c36 100644 --- a/Triangle.NET/Triangle/NewLocation.cs +++ b/src/Triangle/NewLocation.cs @@ -1,4115 +1,4115 @@ -// ----------------------------------------------------------------------- -// -// Original code by Hale Erten and Alper Üngör, http://www.cise.ufl.edu/~ungor/aCute/index.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - using System; - using TriangleNet.Topology; - using TriangleNet.Geometry; - using TriangleNet.Tools; - - /// - /// Find new Steiner point locations. - /// - /// - /// http://www.cise.ufl.edu/~ungor/aCute/index.html - /// - class NewLocation - { - const double EPS = 1e-50; - - IPredicates predicates; - - Mesh mesh; - Behavior behavior; - - // Work arrays for wegde intersection - double[] petalx = new double[20]; - double[] petaly = new double[20]; - double[] petalr = new double[20]; - double[] wedges = new double[500]; - double[] initialConvexPoly = new double[500]; - - // Work arrays for smoothing - double[] points_p = new double[500]; - double[] points_q = new double[500]; - double[] points_r = new double[500]; - - // Work arrays for convex polygon split - double[] poly1 = new double[100]; - double[] poly2 = new double[100]; - double[][] polys = new double[3][]; - - public NewLocation(Mesh mesh, IPredicates predicates) - { - this.mesh = mesh; - this.predicates = predicates; - - this.behavior = mesh.behavior; - } - - /// - /// Find a new location for a Steiner point. - /// - /// - /// - /// - /// - /// - /// - /// - /// - public Point FindLocation(Vertex org, Vertex dest, Vertex apex, - ref double xi, ref double eta, bool offcenter, Otri badotri) - { - // Based on using -U switch, call the corresponding function - if (behavior.MaxAngle == 0.0) - { - // Disable the "no max angle" code. It may return weired vertex locations. - return FindNewLocationWithoutMaxAngle(org, dest, apex, ref xi, ref eta, true, badotri); - } - - // With max angle - return FindNewLocation(org, dest, apex, ref xi, ref eta, true, badotri); - } - - /// - /// Find a new location for a Steiner point. - /// - /// - /// - /// - /// - /// - /// - /// - /// - private Point FindNewLocationWithoutMaxAngle(Vertex torg, Vertex tdest, Vertex tapex, - ref double xi, ref double eta, bool offcenter, Otri badotri) - { - double offconstant = behavior.offconstant; - - // for calculating the distances of the edges - double xdo, ydo, xao, yao, xda, yda; - double dodist, aodist, dadist; - // for exact calculation - double denominator; - double dx, dy, dxoff, dyoff; - - ////////////////////////////// HALE'S VARIABLES ////////////////////////////// - // keeps the difference of coordinates edge - double xShortestEdge = 0, yShortestEdge = 0; - - // keeps the square of edge lengths - double shortestEdgeDist = 0, middleEdgeDist = 0, longestEdgeDist = 0; - - // keeps the vertices according to the angle incident to that vertex in a triangle - Point smallestAngleCorner, middleAngleCorner, largestAngleCorner; - - // keeps the type of orientation if the triangle - int orientation = 0; - // keeps the coordinates of circumcenter of itself and neighbor triangle circumcenter - Point myCircumcenter, neighborCircumcenter; - - // keeps if bad triangle is almost good or not - int almostGood = 0; - // keeps the cosine of the largest angle - double cosMaxAngle; - bool isObtuse; // 1: obtuse 0: nonobtuse - // keeps the radius of petal - double petalRadius; - // for calculating petal center - double xPetalCtr_1, yPetalCtr_1, xPetalCtr_2, yPetalCtr_2, xPetalCtr, yPetalCtr, xMidOfShortestEdge, yMidOfShortestEdge; - double dxcenter1, dycenter1, dxcenter2, dycenter2; - // for finding neighbor - Otri neighborotri = default(Otri); - double[] thirdPoint = new double[2]; - //int neighborNotFound = -1; - bool neighborNotFound; - // for keeping the vertices of the neighbor triangle - Vertex neighborvertex_1; - Vertex neighborvertex_2; - Vertex neighborvertex_3; - // dummy variables - double xi_tmp = 0, eta_tmp = 0; - //vertex thirdVertex; - // for petal intersection - double vector_x, vector_y, xMidOfLongestEdge, yMidOfLongestEdge, inter_x, inter_y; - double[] p = new double[5], voronoiOrInter = new double[4]; - bool isCorrect; - - // for vector calculations in perturbation - double ax, ay, d; - double pertConst = 0.06; // perturbation constant - - double lengthConst = 1; // used at comparing circumcenter's distance to proposed point's distance - double justAcute = 1; // used for making the program working for one direction only - // for smoothing - int relocated = 0;// used to differentiate between calling the deletevertex and just proposing a steiner point - double[] newloc = new double[2]; // new location suggested by smoothing - double origin_x = 0, origin_y = 0; // for keeping torg safe - Otri delotri; // keeping the original orientation for relocation process - // keeps the first and second direction suggested points - double dxFirstSuggestion, dyFirstSuggestion, dxSecondSuggestion, dySecondSuggestion; - // second direction variables - double xMidOfMiddleEdge, yMidOfMiddleEdge; - ////////////////////////////// END OF HALE'S VARIABLES ////////////////////////////// - - Statistic.CircumcenterCount++; - - // Compute the circumcenter of the triangle. - xdo = tdest.x - torg.x; - ydo = tdest.y - torg.y; - xao = tapex.x - torg.x; - yao = tapex.y - torg.y; - xda = tapex.x - tdest.x; - yda = tapex.y - tdest.y; - // keeps the square of the distances - dodist = xdo * xdo + ydo * ydo; - aodist = xao * xao + yao * yao; - dadist = (tdest.x - tapex.x) * (tdest.x - tapex.x) + - (tdest.y - tapex.y) * (tdest.y - tapex.y); - // checking if the user wanted exact arithmetic or not - if (Behavior.NoExact) - { - denominator = 0.5 / (xdo * yao - xao * ydo); - } - else - { - // Use the counterclockwise() routine to ensure a positive (and - // reasonably accurate) result, avoiding any possibility of - // division by zero. - denominator = 0.5 / predicates.CounterClockwise(tdest, tapex, torg); - // Don't count the above as an orientation test. - Statistic.CounterClockwiseCount--; - } - // calculate the circumcenter in terms of distance to origin point - dx = (yao * dodist - ydo * aodist) * denominator; - dy = (xdo * aodist - xao * dodist) * denominator; - // for debugging and for keeping circumcenter to use later - // coordinate value of the circumcenter - myCircumcenter = new Point(torg.x + dx, torg.y + dy); - - delotri = badotri; // save for later - ///////////////// FINDING THE ORIENTATION OF TRIANGLE ////////////////// - // Find the (squared) length of the triangle's shortest edge. This - // serves as a conservative estimate of the insertion radius of the - // circumcenter's parent. The estimate is used to ensure that - // the algorithm terminates even if very small angles appear in - // the input PSLG. - // find the orientation of the triangle, basically shortest and longest edges - orientation = LongestShortestEdge(aodist, dadist, dodist); - //printf("org: (%f,%f), dest: (%f,%f), apex: (%f,%f)\n",torg[0],torg[1],tdest[0],tdest[1],tapex[0],tapex[1]); - ///////////////////////////////////////////////////////////////////////////////////////////// - // 123: shortest: aodist // 213: shortest: dadist // 312: shortest: dodist // - // middle: dadist // middle: aodist // middle: aodist // - // longest: dodist // longest: dodist // longest: dadist // - // 132: shortest: aodist // 231: shortest: dadist // 321: shortest: dodist // - // middle: dodist // middle: dodist // middle: dadist // - // longest: dadist // longest: aodist // longest: aodist // - ///////////////////////////////////////////////////////////////////////////////////////////// - - switch (orientation) - { - case 123: // assign necessary information - /// smallest angle corner: dest - /// largest angle corner: apex - xShortestEdge = xao; yShortestEdge = yao; - - shortestEdgeDist = aodist; - middleEdgeDist = dadist; - longestEdgeDist = dodist; - - smallestAngleCorner = tdest; - middleAngleCorner = torg; - largestAngleCorner = tapex; - break; - - case 132: // assign necessary information - /// smallest angle corner: dest - /// largest angle corner: org - xShortestEdge = xao; yShortestEdge = yao; - - shortestEdgeDist = aodist; - middleEdgeDist = dodist; - longestEdgeDist = dadist; - - smallestAngleCorner = tdest; - middleAngleCorner = tapex; - largestAngleCorner = torg; - - break; - case 213: // assign necessary information - /// smallest angle corner: org - /// largest angle corner: apex - xShortestEdge = xda; yShortestEdge = yda; - - shortestEdgeDist = dadist; - middleEdgeDist = aodist; - longestEdgeDist = dodist; - - smallestAngleCorner = torg; - middleAngleCorner = tdest; - largestAngleCorner = tapex; - break; - case 231: // assign necessary information - /// smallest angle corner: org - /// largest angle corner: dest - xShortestEdge = xda; yShortestEdge = yda; - - shortestEdgeDist = dadist; - middleEdgeDist = dodist; - longestEdgeDist = aodist; - - smallestAngleCorner = torg; - middleAngleCorner = tapex; - largestAngleCorner = tdest; - break; - case 312: // assign necessary information - /// smallest angle corner: apex - /// largest angle corner: org - xShortestEdge = xdo; yShortestEdge = ydo; - - shortestEdgeDist = dodist; - middleEdgeDist = aodist; - longestEdgeDist = dadist; - - smallestAngleCorner = tapex; - middleAngleCorner = tdest; - largestAngleCorner = torg; - break; - case 321: // assign necessary information - default: // TODO: is this safe? - /// smallest angle corner: apex - /// largest angle corner: dest - xShortestEdge = xdo; yShortestEdge = ydo; - - shortestEdgeDist = dodist; - middleEdgeDist = dadist; - longestEdgeDist = aodist; - - smallestAngleCorner = tapex; - middleAngleCorner = torg; - largestAngleCorner = tdest; - break; - - }// end of switch - // check for offcenter condition - if (offcenter && (offconstant > 0.0)) - { - // origin has the smallest angle - if (orientation == 213 || orientation == 231) - { - // Find the position of the off-center, as described by Alper Ungor. - dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge; - dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge; - // If the off-center is closer to destination than the - // circumcenter, use the off-center instead. - /// doubleLY BAD CASE /// - if (dxoff * dxoff + dyoff * dyoff < - (dx - xdo) * (dx - xdo) + (dy - ydo) * (dy - ydo)) - { - dx = xdo + dxoff; - dy = ydo + dyoff; - } - /// ALMOST GOOD CASE /// - else - { - almostGood = 1; - } - // destination has the smallest angle - } - else if (orientation == 123 || orientation == 132) - { - // Find the position of the off-center, as described by Alper Ungor. - dxoff = 0.5 * xShortestEdge + offconstant * yShortestEdge; - dyoff = 0.5 * yShortestEdge - offconstant * xShortestEdge; - // If the off-center is closer to the origin than the - // circumcenter, use the off-center instead. - /// doubleLY BAD CASE /// - if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) - { - dx = dxoff; - dy = dyoff; - } - /// ALMOST GOOD CASE /// - else - { - almostGood = 1; - } - // apex has the smallest angle - } - else - {//orientation == 312 || orientation == 321 - // Find the position of the off-center, as described by Alper Ungor. - dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge; - dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge; - // If the off-center is closer to the origin than the - // circumcenter, use the off-center instead. - /// doubleLY BAD CASE /// - if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) - { - dx = dxoff; - dy = dyoff; - } - /// ALMOST GOOD CASE /// - else - { - almostGood = 1; - } - } - } - // if the bad triangle is almost good, apply our approach - if (almostGood == 1) - { - - /// calculate cosine of largest angle /// - cosMaxAngle = (middleEdgeDist + shortestEdgeDist - longestEdgeDist) / (2 * Math.Sqrt(middleEdgeDist) * Math.Sqrt(shortestEdgeDist)); - if (cosMaxAngle < 0.0) - { - // obtuse - isObtuse = true; - } - else if (Math.Abs(cosMaxAngle - 0.0) <= EPS) - { - // right triangle (largest angle is 90 degrees) - isObtuse = true; - } - else - { - // nonobtuse - isObtuse = false; - } - /// RELOCATION (LOCAL SMOOTHING) /// - /// check for possible relocation of one of triangle's points /// - relocated = DoSmoothing(delotri, torg, tdest, tapex, ref newloc); - /// if relocation is possible, delete that vertex and insert a vertex at the new location /// - if (relocated > 0) - { - Statistic.RelocationCount++; - - dx = newloc[0] - torg.x; - dy = newloc[1] - torg.y; - origin_x = torg.x; // keep for later use - origin_y = torg.y; - switch (relocated) - { - case 1: - //printf("Relocate: (%f,%f)\n", torg[0],torg[1]); - mesh.DeleteVertex(ref delotri); - break; - case 2: - //printf("Relocate: (%f,%f)\n", tdest[0],tdest[1]); - delotri.Lnext(); - mesh.DeleteVertex(ref delotri); - break; - case 3: - //printf("Relocate: (%f,%f)\n", tapex[0],tapex[1]); - delotri.Lprev(); - mesh.DeleteVertex(ref delotri); - break; - - } - } - else - { - // calculate radius of the petal according to angle constraint - // first find the visible region, PETAL - // find the center of the circle and radius - petalRadius = Math.Sqrt(shortestEdgeDist) / (2 * Math.Sin(behavior.MinAngle * Math.PI / 180.0)); - /// compute two possible centers of the petal /// - // finding the center - // first find the middle point of smallest edge - xMidOfShortestEdge = (middleAngleCorner.x + largestAngleCorner.x) / 2.0; - yMidOfShortestEdge = (middleAngleCorner.y + largestAngleCorner.y) / 2.0; - // two possible centers - xPetalCtr_1 = xMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y - - largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist); - yPetalCtr_1 = yMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x - - middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist); - - xPetalCtr_2 = xMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y - - largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist); - yPetalCtr_2 = yMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x - - middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist); - // find the correct circle since there will be two possible circles - // calculate the distance to smallest angle corner - dxcenter1 = (xPetalCtr_1 - smallestAngleCorner.x) * (xPetalCtr_1 - smallestAngleCorner.x); - dycenter1 = (yPetalCtr_1 - smallestAngleCorner.y) * (yPetalCtr_1 - smallestAngleCorner.y); - dxcenter2 = (xPetalCtr_2 - smallestAngleCorner.x) * (xPetalCtr_2 - smallestAngleCorner.x); - dycenter2 = (yPetalCtr_2 - smallestAngleCorner.y) * (yPetalCtr_2 - smallestAngleCorner.y); - - // whichever is closer to smallest angle corner, it must be the center - if (dxcenter1 + dycenter1 <= dxcenter2 + dycenter2) - { - xPetalCtr = xPetalCtr_1; yPetalCtr = yPetalCtr_1; - } - else - { - xPetalCtr = xPetalCtr_2; yPetalCtr = yPetalCtr_2; - } - - /// find the third point of the neighbor triangle /// - neighborNotFound = GetNeighborsVertex(badotri, middleAngleCorner.x, middleAngleCorner.y, - smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri); - /// find the circumcenter of the neighbor triangle /// - dxFirstSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter - dyFirstSuggestion = dy; - // if there is a neighbor triangle - if (!neighborNotFound) - { - neighborvertex_1 = neighborotri.Org(); - neighborvertex_2 = neighborotri.Dest(); - neighborvertex_3 = neighborotri.Apex(); - // now calculate neighbor's circumcenter which is the voronoi site - neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3, - ref xi_tmp, ref eta_tmp); - - /// compute petal and Voronoi edge intersection /// - // in order to avoid degenerate cases, we need to do a vector based calculation for line - vector_x = (middleAngleCorner.y - smallestAngleCorner.y);//(-y, x) - vector_y = smallestAngleCorner.x - middleAngleCorner.x; - vector_x = myCircumcenter.x + vector_x; - vector_y = myCircumcenter.y + vector_y; - - - // by intersecting bisectors you will end up with the one you want to walk on - // then this line and circle should be intersected - CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, - xPetalCtr, yPetalCtr, petalRadius, ref p); - /// choose the correct intersection point /// - // calculate middle point of the longest edge(bisector) - xMidOfLongestEdge = (middleAngleCorner.x + smallestAngleCorner.x) / 2.0; - yMidOfLongestEdge = (middleAngleCorner.y + smallestAngleCorner.y) / 2.0; - // we need to find correct intersection point, since line intersects circle twice - isCorrect = ChooseCorrectPoint(xMidOfLongestEdge, yMidOfLongestEdge, p[3], p[4], - myCircumcenter.x, myCircumcenter.y, isObtuse); - // make sure which point is the correct one to be considered - if (isCorrect) - { - inter_x = p[3]; - inter_y = p[4]; - } - else - { - inter_x = p[1]; - inter_y = p[2]; - } - /// check if there is a Voronoi vertex between before intersection /// - // check if the voronoi vertex is between the intersection and circumcenter - PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, - neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter); - - /// determine the point to be suggested /// - if (p[0] > 0.0) - { // there is at least one intersection point - // if it is between circumcenter and intersection - // if it returns 1.0 this means we have a voronoi vertex within feasible region - if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS) - { - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y)) - { - // go back to circumcenter - dxFirstSuggestion = dx; - dyFirstSuggestion = dy; - - } - else - { // we are not creating a bad triangle - // neighbor's circumcenter is suggested - dxFirstSuggestion = voronoiOrInter[2] - torg.x; - dyFirstSuggestion = voronoiOrInter[3] - torg.y; - } - - } - else - { // there is no voronoi vertex between intersection point and circumcenter - if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, inter_x, inter_y)) - { - // if it is inside feasible region, then insert v2 - // apply perturbation - // find the distance between circumcenter and intersection point - d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) + - (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y)); - // then find the vector going from intersection point to circumcenter - ax = myCircumcenter.x - inter_x; - ay = myCircumcenter.y - inter_y; - - ax = ax / d; - ay = ay / d; - // now calculate the new intersection point which is perturbated towards the circumcenter - inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); - inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) - { - // go back to circumcenter - dxFirstSuggestion = dx; - dyFirstSuggestion = dy; - - } - else - { - // intersection point is suggested - dxFirstSuggestion = inter_x - torg.x; - dyFirstSuggestion = inter_y - torg.y; - - } - } - else - { - // intersection point is suggested - dxFirstSuggestion = inter_x - torg.x; - dyFirstSuggestion = inter_y - torg.y; - } - } - /// if it is an acute triangle, check if it is a good enough location /// - // for acute triangle case, we need to check if it is ok to use either of them - if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) + - (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) > - lengthConst * ((smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)))) - { - // use circumcenter - dxFirstSuggestion = dx; - dyFirstSuggestion = dy; - }// else we stick to what we have found - }// intersection point - - }// if it is on the boundary, meaning no neighbor triangle in this direction, try other direction - - /// DO THE SAME THING FOR THE OTHER DIRECTION /// - /// find the third point of the neighbor triangle /// - neighborNotFound = GetNeighborsVertex(badotri, largestAngleCorner.x, largestAngleCorner.y, - smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri); - /// find the circumcenter of the neighbor triangle /// - dxSecondSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter - dySecondSuggestion = dy; - // if there is a neighbor triangle - if (!neighborNotFound) - { - neighborvertex_1 = neighborotri.Org(); - neighborvertex_2 = neighborotri.Dest(); - neighborvertex_3 = neighborotri.Apex(); - // now calculate neighbor's circumcenter which is the voronoi site - neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3, - ref xi_tmp, ref eta_tmp); - - /// compute petal and Voronoi edge intersection /// - // in order to avoid degenerate cases, we need to do a vector based calculation for line - vector_x = (largestAngleCorner.y - smallestAngleCorner.y);//(-y, x) - vector_y = smallestAngleCorner.x - largestAngleCorner.x; - vector_x = myCircumcenter.x + vector_x; - vector_y = myCircumcenter.y + vector_y; - - - // by intersecting bisectors you will end up with the one you want to walk on - // then this line and circle should be intersected - CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, - xPetalCtr, yPetalCtr, petalRadius, ref p); - - /// choose the correct intersection point /// - // calcuwedgeslate middle point of the longest edge(bisector) - xMidOfMiddleEdge = (largestAngleCorner.x + smallestAngleCorner.x) / 2.0; - yMidOfMiddleEdge = (largestAngleCorner.y + smallestAngleCorner.y) / 2.0; - // we need to find correct intersection point, since line intersects circle twice - // this direction is always ACUTE - isCorrect = ChooseCorrectPoint(xMidOfMiddleEdge, yMidOfMiddleEdge, p[3], p[4], - myCircumcenter.x, myCircumcenter.y, false/*(isObtuse+1)%2*/); - // make sure which point is the correct one to be considered - if (isCorrect) - { - inter_x = p[3]; - inter_y = p[4]; - } - else - { - inter_x = p[1]; - inter_y = p[2]; - } - - /// check if there is a Voronoi vertex between before intersection /// - // check if the voronoi vertex is between the intersection and circumcenter - PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, - neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter); - - /// determine the point to be suggested /// - if (p[0] > 0.0) - { // there is at least one intersection point - // if it is between circumcenter and intersection - // if it returns 1.0 this means we have a voronoi vertex within feasible region - if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS) - { - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y)) - { - // go back to circumcenter - dxSecondSuggestion = dx; - dySecondSuggestion = dy; - - } - else - { // we are not creating a bad triangle - // neighbor's circumcenter is suggested - dxSecondSuggestion = voronoiOrInter[2] - torg.x; - dySecondSuggestion = voronoiOrInter[3] - torg.y; - - } - - } - else - { // there is no voronoi vertex between intersection point and circumcenter - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) - { - // if it is inside feasible region, then insert v2 - // apply perturbation - // find the distance between circumcenter and intersection point - d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) + - (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y)); - // then find the vector going from intersection point to circumcenter - ax = myCircumcenter.x - inter_x; - ay = myCircumcenter.y - inter_y; - - ax = ax / d; - ay = ay / d; - // now calculate the new intersection point which is perturbated towards the circumcenter - inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); - inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) - { - // go back to circumcenter - dxSecondSuggestion = dx; - dySecondSuggestion = dy; - - } - else - { - // intersection point is suggested - dxSecondSuggestion = inter_x - torg.x; - dySecondSuggestion = inter_y - torg.y; - } - } - else - { - - // intersection point is suggested - dxSecondSuggestion = inter_x - torg.x; - dySecondSuggestion = inter_y - torg.y; - } - } - /// if it is an acute triangle, check if it is a good enough location /// - // for acute triangle case, we need to check if it is ok to use either of them - if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) + - (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) > - lengthConst * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + - (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * - (smallestAngleCorner.y - (dySecondSuggestion + torg.y)))) - { - // use circumcenter - dxSecondSuggestion = dx; - dySecondSuggestion = dy; - }// else we stick on what we have found - } - }// if it is on the boundary, meaning no neighbor triangle in this direction, the other direction might be ok - if (isObtuse) - { - //obtuse: do nothing - dx = dxFirstSuggestion; - dy = dyFirstSuggestion; - } - else - { // acute : consider other direction - if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + - (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * - (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) > - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))) - { - dx = dxSecondSuggestion; - dy = dySecondSuggestion; - } - else - { - dx = dxFirstSuggestion; - dy = dyFirstSuggestion; - } - - }// end if obtuse - }// end of relocation - }// end of almostGood - - Point circumcenter = new Point(); - - if (relocated <= 0) - { - circumcenter.x = torg.x + dx; - circumcenter.y = torg.y + dy; - } - else - { - circumcenter.x = origin_x + dx; - circumcenter.y = origin_y + dy; - } - - xi = (yao * dx - xao * dy) * (2.0 * denominator); - eta = (xdo * dy - ydo * dx) * (2.0 * denominator); - - return circumcenter; - } - - /// - /// Find a new location for a Steiner point. - /// - /// - /// - /// - /// - /// - /// - /// - /// - private Point FindNewLocation(Vertex torg, Vertex tdest, Vertex tapex, - ref double xi, ref double eta, bool offcenter, Otri badotri) - { - double offconstant = behavior.offconstant; - - // for calculating the distances of the edges - double xdo, ydo, xao, yao, xda, yda; - double dodist, aodist, dadist; - // for exact calculation - double denominator; - double dx, dy, dxoff, dyoff; - - ////////////////////////////// HALE'S VARIABLES ////////////////////////////// - // keeps the difference of coordinates edge - double xShortestEdge = 0, yShortestEdge = 0; - - // keeps the square of edge lengths - double shortestEdgeDist = 0, middleEdgeDist = 0, longestEdgeDist = 0; - - // keeps the vertices according to the angle incident to that vertex in a triangle - Point smallestAngleCorner, middleAngleCorner, largestAngleCorner; - - // keeps the type of orientation if the triangle - int orientation = 0; - // keeps the coordinates of circumcenter of itself and neighbor triangle circumcenter - Point myCircumcenter, neighborCircumcenter; - - // keeps if bad triangle is almost good or not - int almostGood = 0; - // keeps the cosine of the largest angle - double cosMaxAngle; - bool isObtuse; // 1: obtuse 0: nonobtuse - // keeps the radius of petal - double petalRadius; - // for calculating petal center - double xPetalCtr_1, yPetalCtr_1, xPetalCtr_2, yPetalCtr_2, xPetalCtr, yPetalCtr, xMidOfShortestEdge, yMidOfShortestEdge; - double dxcenter1, dycenter1, dxcenter2, dycenter2; - // for finding neighbor - Otri neighborotri = default(Otri); - double[] thirdPoint = new double[2]; - //int neighborNotFound = -1; - // for keeping the vertices of the neighbor triangle - Vertex neighborvertex_1; - Vertex neighborvertex_2; - Vertex neighborvertex_3; - // dummy variables - double xi_tmp = 0, eta_tmp = 0; - //vertex thirdVertex; - // for petal intersection - double vector_x, vector_y, xMidOfLongestEdge, yMidOfLongestEdge, inter_x, inter_y; - double[] p = new double[5], voronoiOrInter = new double[4]; - bool isCorrect; - - // for vector calculations in perturbation - double ax, ay, d; - double pertConst = 0.06; // perturbation constant - - double lengthConst = 1; // used at comparing circumcenter's distance to proposed point's distance - double justAcute = 1; // used for making the program working for one direction only - // for smoothing - int relocated = 0;// used to differentiate between calling the deletevertex and just proposing a steiner point - double[] newloc = new double[2]; // new location suggested by smoothing - double origin_x = 0, origin_y = 0; // for keeping torg safe - Otri delotri; // keeping the original orientation for relocation process - // keeps the first and second direction suggested points - double dxFirstSuggestion, dyFirstSuggestion, dxSecondSuggestion, dySecondSuggestion; - // second direction variables - double xMidOfMiddleEdge, yMidOfMiddleEdge; - - double minangle; // in order to make sure that the circumcircle of the bad triangle is greater than petal - // for calculating the slab - double linepnt1_x, linepnt1_y, linepnt2_x, linepnt2_y; // two points of the line - double line_inter_x = 0, line_inter_y = 0; - double line_vector_x, line_vector_y; - double[] line_p = new double[3]; // used for getting the return values of functions related to line intersection - double[] line_result = new double[4]; - // intersection of slab and the petal - double petal_slab_inter_x_first, petal_slab_inter_y_first, petal_slab_inter_x_second, petal_slab_inter_y_second, x_1, y_1, x_2, y_2; - double petal_bisector_x, petal_bisector_y, dist; - double alpha; - bool neighborNotFound_first; - bool neighborNotFound_second; - ////////////////////////////// END OF HALE'S VARIABLES ////////////////////////////// - - Statistic.CircumcenterCount++; - - // Compute the circumcenter of the triangle. - xdo = tdest.x - torg.x; - ydo = tdest.y - torg.y; - xao = tapex.x - torg.x; - yao = tapex.y - torg.y; - xda = tapex.x - tdest.x; - yda = tapex.y - tdest.y; - // keeps the square of the distances - dodist = xdo * xdo + ydo * ydo; - aodist = xao * xao + yao * yao; - dadist = (tdest.x - tapex.x) * (tdest.x - tapex.x) + - (tdest.y - tapex.y) * (tdest.y - tapex.y); - // checking if the user wanted exact arithmetic or not - if (Behavior.NoExact) - { - denominator = 0.5 / (xdo * yao - xao * ydo); - } - else - { - // Use the counterclockwise() routine to ensure a positive (and - // reasonably accurate) result, avoiding any possibility of - // division by zero. - denominator = 0.5 / predicates.CounterClockwise(tdest, tapex, torg); - // Don't count the above as an orientation test. - Statistic.CounterClockwiseCount--; - } - // calculate the circumcenter in terms of distance to origin point - dx = (yao * dodist - ydo * aodist) * denominator; - dy = (xdo * aodist - xao * dodist) * denominator; - // for debugging and for keeping circumcenter to use later - // coordinate value of the circumcenter - myCircumcenter = new Point(torg.x + dx, torg.y + dy); - - delotri = badotri; // save for later - ///////////////// FINDING THE ORIENTATION OF TRIANGLE ////////////////// - // Find the (squared) length of the triangle's shortest edge. This - // serves as a conservative estimate of the insertion radius of the - // circumcenter's parent. The estimate is used to ensure that - // the algorithm terminates even if very small angles appear in - // the input PSLG. - // find the orientation of the triangle, basically shortest and longest edges - orientation = LongestShortestEdge(aodist, dadist, dodist); - //printf("org: (%f,%f), dest: (%f,%f), apex: (%f,%f)\n",torg[0],torg[1],tdest[0],tdest[1],tapex[0],tapex[1]); - ///////////////////////////////////////////////////////////////////////////////////////////// - // 123: shortest: aodist // 213: shortest: dadist // 312: shortest: dodist // - // middle: dadist // middle: aodist // middle: aodist // - // longest: dodist // longest: dodist // longest: dadist // - // 132: shortest: aodist // 231: shortest: dadist // 321: shortest: dodist // - // middle: dodist // middle: dodist // middle: dadist // - // longest: dadist // longest: aodist // longest: aodist // - ///////////////////////////////////////////////////////////////////////////////////////////// - - switch (orientation) - { - case 123: // assign necessary information - /// smallest angle corner: dest - /// largest angle corner: apex - xShortestEdge = xao; yShortestEdge = yao; - - shortestEdgeDist = aodist; - middleEdgeDist = dadist; - longestEdgeDist = dodist; - - smallestAngleCorner = tdest; - middleAngleCorner = torg; - largestAngleCorner = tapex; - break; - - case 132: // assign necessary information - /// smallest angle corner: dest - /// largest angle corner: org - xShortestEdge = xao; yShortestEdge = yao; - - shortestEdgeDist = aodist; - middleEdgeDist = dodist; - longestEdgeDist = dadist; - - smallestAngleCorner = tdest; - middleAngleCorner = tapex; - largestAngleCorner = torg; - - break; - case 213: // assign necessary information - /// smallest angle corner: org - /// largest angle corner: apex - xShortestEdge = xda; yShortestEdge = yda; - - shortestEdgeDist = dadist; - middleEdgeDist = aodist; - longestEdgeDist = dodist; - - smallestAngleCorner = torg; - middleAngleCorner = tdest; - largestAngleCorner = tapex; - break; - case 231: // assign necessary information - /// smallest angle corner: org - /// largest angle corner: dest - xShortestEdge = xda; yShortestEdge = yda; - - shortestEdgeDist = dadist; - middleEdgeDist = dodist; - longestEdgeDist = aodist; - - smallestAngleCorner = torg; - middleAngleCorner = tapex; - largestAngleCorner = tdest; - break; - case 312: // assign necessary information - /// smallest angle corner: apex - /// largest angle corner: org - xShortestEdge = xdo; yShortestEdge = ydo; - - shortestEdgeDist = dodist; - middleEdgeDist = aodist; - longestEdgeDist = dadist; - - smallestAngleCorner = tapex; - middleAngleCorner = tdest; - largestAngleCorner = torg; - break; - case 321: // assign necessary information - default: // TODO: is this safe? - /// smallest angle corner: apex - /// largest angle corner: dest - xShortestEdge = xdo; yShortestEdge = ydo; - - shortestEdgeDist = dodist; - middleEdgeDist = dadist; - longestEdgeDist = aodist; - - smallestAngleCorner = tapex; - middleAngleCorner = torg; - largestAngleCorner = tdest; - break; - - }// end of switch - // check for offcenter condition - if (offcenter && (offconstant > 0.0)) - { - // origin has the smallest angle - if (orientation == 213 || orientation == 231) - { - // Find the position of the off-center, as described by Alper Ungor. - dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge; - dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge; - // If the off-center is closer to destination than the - // circumcenter, use the off-center instead. - /// doubleLY BAD CASE /// - if (dxoff * dxoff + dyoff * dyoff < - (dx - xdo) * (dx - xdo) + (dy - ydo) * (dy - ydo)) - { - dx = xdo + dxoff; - dy = ydo + dyoff; - } - /// ALMOST GOOD CASE /// - else - { - almostGood = 1; - } - // destination has the smallest angle - } - else if (orientation == 123 || orientation == 132) - { - // Find the position of the off-center, as described by Alper Ungor. - dxoff = 0.5 * xShortestEdge + offconstant * yShortestEdge; - dyoff = 0.5 * yShortestEdge - offconstant * xShortestEdge; - // If the off-center is closer to the origin than the - // circumcenter, use the off-center instead. - /// doubleLY BAD CASE /// - if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) - { - dx = dxoff; - dy = dyoff; - } - /// ALMOST GOOD CASE /// - else - { - almostGood = 1; - } - // apex has the smallest angle - } - else - {//orientation == 312 || orientation == 321 - // Find the position of the off-center, as described by Alper Ungor. - dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge; - dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge; - // If the off-center is closer to the origin than the - // circumcenter, use the off-center instead. - /// doubleLY BAD CASE /// - if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) - { - dx = dxoff; - dy = dyoff; - } - /// ALMOST GOOD CASE /// - else - { - almostGood = 1; - } - } - } - // if the bad triangle is almost good, apply our approach - if (almostGood == 1) - { - - /// calculate cosine of largest angle /// - cosMaxAngle = (middleEdgeDist + shortestEdgeDist - longestEdgeDist) / (2 * Math.Sqrt(middleEdgeDist) * Math.Sqrt(shortestEdgeDist)); - if (cosMaxAngle < 0.0) - { - // obtuse - isObtuse = true; - } - else if (Math.Abs(cosMaxAngle - 0.0) <= EPS) - { - // right triangle (largest angle is 90 degrees) - isObtuse = true; - } - else - { - // nonobtuse - isObtuse = false; - } - /// RELOCATION (LOCAL SMOOTHING) /// - /// check for possible relocation of one of triangle's points /// - relocated = DoSmoothing(delotri, torg, tdest, tapex, ref newloc); - /// if relocation is possible, delete that vertex and insert a vertex at the new location /// - if (relocated > 0) - { - Statistic.RelocationCount++; - - dx = newloc[0] - torg.x; - dy = newloc[1] - torg.y; - origin_x = torg.x; // keep for later use - origin_y = torg.y; - switch (relocated) - { - case 1: - //printf("Relocate: (%f,%f)\n", torg[0],torg[1]); - mesh.DeleteVertex(ref delotri); - break; - case 2: - //printf("Relocate: (%f,%f)\n", tdest[0],tdest[1]); - delotri.Lnext(); - mesh.DeleteVertex(ref delotri); - break; - case 3: - //printf("Relocate: (%f,%f)\n", tapex[0],tapex[1]); - delotri.Lprev(); - mesh.DeleteVertex(ref delotri); - break; - } - } - else - { - // calculate radius of the petal according to angle constraint - // first find the visible region, PETAL - // find the center of the circle and radius - // choose minimum angle as the maximum of quality angle and the minimum angle of the bad triangle - minangle = Math.Acos((middleEdgeDist + longestEdgeDist - shortestEdgeDist) / (2 * Math.Sqrt(middleEdgeDist) * Math.Sqrt(longestEdgeDist))) * 180.0 / Math.PI; - if (behavior.MinAngle > minangle) - { - minangle = behavior.MinAngle; - } - else - { - minangle = minangle + 0.5; - } - petalRadius = Math.Sqrt(shortestEdgeDist) / (2 * Math.Sin(minangle * Math.PI / 180.0)); - /// compute two possible centers of the petal /// - // finding the center - // first find the middle point of smallest edge - xMidOfShortestEdge = (middleAngleCorner.x + largestAngleCorner.x) / 2.0; - yMidOfShortestEdge = (middleAngleCorner.y + largestAngleCorner.y) / 2.0; - // two possible centers - xPetalCtr_1 = xMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y - - largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist); - yPetalCtr_1 = yMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x - - middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist); - - xPetalCtr_2 = xMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y - - largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist); - yPetalCtr_2 = yMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x - - middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist); - // find the correct circle since there will be two possible circles - // calculate the distance to smallest angle corner - dxcenter1 = (xPetalCtr_1 - smallestAngleCorner.x) * (xPetalCtr_1 - smallestAngleCorner.x); - dycenter1 = (yPetalCtr_1 - smallestAngleCorner.y) * (yPetalCtr_1 - smallestAngleCorner.y); - dxcenter2 = (xPetalCtr_2 - smallestAngleCorner.x) * (xPetalCtr_2 - smallestAngleCorner.x); - dycenter2 = (yPetalCtr_2 - smallestAngleCorner.y) * (yPetalCtr_2 - smallestAngleCorner.y); - - // whichever is closer to smallest angle corner, it must be the center - if (dxcenter1 + dycenter1 <= dxcenter2 + dycenter2) - { - xPetalCtr = xPetalCtr_1; yPetalCtr = yPetalCtr_1; - } - else - { - xPetalCtr = xPetalCtr_2; yPetalCtr = yPetalCtr_2; - } - /// find the third point of the neighbor triangle /// - neighborNotFound_first = GetNeighborsVertex(badotri, middleAngleCorner.x, middleAngleCorner.y, - smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri); - /// find the circumcenter of the neighbor triangle /// - dxFirstSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter - dyFirstSuggestion = dy; - /// before checking the neighbor, find the petal and slab intersections /// - // calculate the intersection point of the petal and the slab lines - // first find the vector - // distance between xmid and petal center - dist = Math.Sqrt((xPetalCtr - xMidOfShortestEdge) * (xPetalCtr - xMidOfShortestEdge) + (yPetalCtr - yMidOfShortestEdge) * (yPetalCtr - yMidOfShortestEdge)); - // find the unit vector goes from mid point to petal center - line_vector_x = (xPetalCtr - xMidOfShortestEdge) / dist; - line_vector_y = (yPetalCtr - yMidOfShortestEdge) / dist; - // find the third point other than p and q - petal_bisector_x = xPetalCtr + line_vector_x * petalRadius; - petal_bisector_y = yPetalCtr + line_vector_y * petalRadius; - alpha = (2.0 * behavior.MaxAngle + minangle - 180.0) * Math.PI / 180.0; - // rotate the vector cw around the petal center - x_1 = petal_bisector_x * Math.Cos(alpha) + petal_bisector_y * Math.Sin(alpha) + xPetalCtr - xPetalCtr * Math.Cos(alpha) - yPetalCtr * Math.Sin(alpha); - y_1 = -petal_bisector_x * Math.Sin(alpha) + petal_bisector_y * Math.Cos(alpha) + yPetalCtr + xPetalCtr * Math.Sin(alpha) - yPetalCtr * Math.Cos(alpha); - // rotate the vector ccw around the petal center - x_2 = petal_bisector_x * Math.Cos(alpha) - petal_bisector_y * Math.Sin(alpha) + xPetalCtr - xPetalCtr * Math.Cos(alpha) + yPetalCtr * Math.Sin(alpha); - y_2 = petal_bisector_x * Math.Sin(alpha) + petal_bisector_y * Math.Cos(alpha) + yPetalCtr - xPetalCtr * Math.Sin(alpha) - yPetalCtr * Math.Cos(alpha); - // we need to find correct intersection point, since there are two possibilities - // weather it is obtuse/acute the one closer to the minimum angle corner is the first direction - isCorrect = ChooseCorrectPoint(x_2, y_2, middleAngleCorner.x, middleAngleCorner.y, x_1, y_1, true); - // make sure which point is the correct one to be considered - if (isCorrect) - { - petal_slab_inter_x_first = x_1; - petal_slab_inter_y_first = y_1; - petal_slab_inter_x_second = x_2; - petal_slab_inter_y_second = y_2; - } - else - { - petal_slab_inter_x_first = x_2; - petal_slab_inter_y_first = y_2; - petal_slab_inter_x_second = x_1; - petal_slab_inter_y_second = y_1; - } - /// choose the correct intersection point /// - // calculate middle point of the longest edge(bisector) - xMidOfLongestEdge = (middleAngleCorner.x + smallestAngleCorner.x) / 2.0; - yMidOfLongestEdge = (middleAngleCorner.y + smallestAngleCorner.y) / 2.0; - // if there is a neighbor triangle - if (!neighborNotFound_first) - { - neighborvertex_1 = neighborotri.Org(); - neighborvertex_2 = neighborotri.Dest(); - neighborvertex_3 = neighborotri.Apex(); - // now calculate neighbor's circumcenter which is the voronoi site - neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3, - ref xi_tmp, ref eta_tmp); - - /// compute petal and Voronoi edge intersection /// - // in order to avoid degenerate cases, we need to do a vector based calculation for line - vector_x = (middleAngleCorner.y - smallestAngleCorner.y);//(-y, x) - vector_y = smallestAngleCorner.x - middleAngleCorner.x; - vector_x = myCircumcenter.x + vector_x; - vector_y = myCircumcenter.y + vector_y; - // by intersecting bisectors you will end up with the one you want to walk on - // then this line and circle should be intersected - CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, - xPetalCtr, yPetalCtr, petalRadius, ref p); - // we need to find correct intersection point, since line intersects circle twice - isCorrect = ChooseCorrectPoint(xMidOfLongestEdge, yMidOfLongestEdge, p[3], p[4], - myCircumcenter.x, myCircumcenter.y, isObtuse); - // make sure which point is the correct one to be considered - if (isCorrect) - { - inter_x = p[3]; - inter_y = p[4]; - } - else - { - inter_x = p[1]; - inter_y = p[2]; - } - //----------------------hale new first direction: for slab calculation---------------// - // calculate the intersection of angle lines and Voronoi - linepnt1_x = middleAngleCorner.x; - linepnt1_y = middleAngleCorner.y; - // vector from middleAngleCorner to largestAngleCorner - line_vector_x = largestAngleCorner.x - middleAngleCorner.x; - line_vector_y = largestAngleCorner.y - middleAngleCorner.y; - // rotate the vector around middleAngleCorner in cw by maxangle degrees - linepnt2_x = petal_slab_inter_x_first; - linepnt2_y = petal_slab_inter_y_first; - // now calculate the intersection of two lines - LineLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, linepnt1_x, linepnt1_y, linepnt2_x, linepnt2_y, ref line_p); - // check if there is a suitable intersection - if (line_p[0] > 0.0) - { - line_inter_x = line_p[1]; - line_inter_y = line_p[2]; - } - else - { - // for debugging (to make sure) - //printf("1) No intersection between two lines!!!\n"); - //printf("(%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f)\n",myCircumcenter.x,myCircumcenter.y,vector_x,vector_y,linepnt1_x,linepnt1_y,linepnt2_x,linepnt2_y); - } - - //---------------------------------------------------------------------// - /// check if there is a Voronoi vertex between before intersection /// - // check if the voronoi vertex is between the intersection and circumcenter - PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, - neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter); - - /// determine the point to be suggested /// - if (p[0] > 0.0) - { // there is at least one intersection point - // if it is between circumcenter and intersection - // if it returns 1.0 this means we have a voronoi vertex within feasible region - if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS) - { - //-----------------hale new continues 1------------------// - // now check if the line intersection is between cc and voronoi - PointBetweenPoints(voronoiOrInter[2], voronoiOrInter[3], myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result); - if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0) - { - // check if we can go further by picking the slab line and petal intersection - // calculate the distance to the smallest angle corner - // check if we create a bad triangle or not - if (((smallestAngleCorner.x - petal_slab_inter_x_first) * (smallestAngleCorner.x - petal_slab_inter_x_first) + - (smallestAngleCorner.y - petal_slab_inter_y_first) * (smallestAngleCorner.y - petal_slab_inter_y_first) > - lengthConst * ((smallestAngleCorner.x - line_inter_x) * - (smallestAngleCorner.x - line_inter_x) + - (smallestAngleCorner.y - line_inter_y) * - (smallestAngleCorner.y - line_inter_y))) - && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_first, petal_slab_inter_y_first)) - && MinDistanceToNeighbor(petal_slab_inter_x_first, petal_slab_inter_y_first, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri)) - { - // check the neighbor's vertices also, which one if better - //slab and petal intersection is advised - dxFirstSuggestion = petal_slab_inter_x_first - torg.x; - dyFirstSuggestion = petal_slab_inter_y_first - torg.y; - } - else - { // slab intersection point is further away - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) - { - // apply perturbation - // find the distance between circumcenter and intersection point - d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) + - (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y)); - // then find the vector going from intersection point to circumcenter - ax = myCircumcenter.x - line_inter_x; - ay = myCircumcenter.y - line_inter_y; - - ax = ax / d; - ay = ay / d; - // now calculate the new intersection point which is perturbated towards the circumcenter - line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); - line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) - { - // go back to circumcenter - dxFirstSuggestion = dx; - dyFirstSuggestion = dy; - } - else - { - // intersection point is suggested - dxFirstSuggestion = line_inter_x - torg.x; - dyFirstSuggestion = line_inter_y - torg.y; - } - } - else - {// we are not creating a bad triangle - // slab intersection is advised - dxFirstSuggestion = line_result[2] - torg.x; - dyFirstSuggestion = line_result[3] - torg.y; - } - } - //------------------------------------------------------// - } - else - { - /// NOW APPLY A BREADTH-FIRST SEARCH ON THE VORONOI - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y)) - { - // go back to circumcenter - dxFirstSuggestion = dx; - dyFirstSuggestion = dy; - } - else - { - // we are not creating a bad triangle - // neighbor's circumcenter is suggested - dxFirstSuggestion = voronoiOrInter[2] - torg.x; - dyFirstSuggestion = voronoiOrInter[3] - torg.y; - } - } - } - else - { // there is no voronoi vertex between intersection point and circumcenter - //-----------------hale new continues 2-----------------// - // now check if the line intersection is between cc and intersection point - PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result); - if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0) - { - // check if we can go further by picking the slab line and petal intersection - // calculate the distance to the smallest angle corner - if (((smallestAngleCorner.x - petal_slab_inter_x_first) * (smallestAngleCorner.x - petal_slab_inter_x_first) + - (smallestAngleCorner.y - petal_slab_inter_y_first) * (smallestAngleCorner.y - petal_slab_inter_y_first) > - lengthConst * ((smallestAngleCorner.x - line_inter_x) * - (smallestAngleCorner.x - line_inter_x) + - (smallestAngleCorner.y - line_inter_y) * - (smallestAngleCorner.y - line_inter_y))) - && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_first, petal_slab_inter_y_first)) - && MinDistanceToNeighbor(petal_slab_inter_x_first, petal_slab_inter_y_first, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri)) - { - //slab and petal intersection is advised - dxFirstSuggestion = petal_slab_inter_x_first - torg.x; - dyFirstSuggestion = petal_slab_inter_y_first - torg.y; - } - else - { // slab intersection point is further away - if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, line_inter_x, line_inter_y)) - { - // apply perturbation - // find the distance between circumcenter and intersection point - d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) + - (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y)); - // then find the vector going from intersection point to circumcenter - ax = myCircumcenter.x - line_inter_x; - ay = myCircumcenter.y - line_inter_y; - - ax = ax / d; - ay = ay / d; - // now calculate the new intersection point which is perturbated towards the circumcenter - line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); - line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) - { - // go back to circumcenter - dxFirstSuggestion = dx; - dyFirstSuggestion = dy; - } - else - { - // intersection point is suggested - dxFirstSuggestion = line_inter_x - torg.x; - dyFirstSuggestion = line_inter_y - torg.y; - } - } - else - {// we are not creating a bad triangle - // slab intersection is advised - dxFirstSuggestion = line_result[2] - torg.x; - dyFirstSuggestion = line_result[3] - torg.y; - } - } - //------------------------------------------------------// - } - else - { - if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, inter_x, inter_y)) - { - //printf("testtriangle returned false! bad triangle\n"); - // if it is inside feasible region, then insert v2 - // apply perturbation - // find the distance between circumcenter and intersection point - d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) + - (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y)); - // then find the vector going from intersection point to circumcenter - ax = myCircumcenter.x - inter_x; - ay = myCircumcenter.y - inter_y; - - ax = ax / d; - ay = ay / d; - // now calculate the new intersection point which is perturbated towards the circumcenter - inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); - inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) - { - // go back to circumcenter - dxFirstSuggestion = dx; - dyFirstSuggestion = dy; - } - else - { - // intersection point is suggested - dxFirstSuggestion = inter_x - torg.x; - dyFirstSuggestion = inter_y - torg.y; - } - } - else - { - // intersection point is suggested - dxFirstSuggestion = inter_x - torg.x; - dyFirstSuggestion = inter_y - torg.y; - } - } - } - /// if it is an acute triangle, check if it is a good enough location /// - // for acute triangle case, we need to check if it is ok to use either of them - if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) + - (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) > - lengthConst * ((smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)))) - { - // use circumcenter - dxFirstSuggestion = dx; - dyFirstSuggestion = dy; - - }// else we stick to what we have found - }// intersection point - - }// if it is on the boundary, meaning no neighbor triangle in this direction, try other direction - - /// DO THE SAME THING FOR THE OTHER DIRECTION /// - /// find the third point of the neighbor triangle /// - neighborNotFound_second = GetNeighborsVertex(badotri, largestAngleCorner.x, largestAngleCorner.y, - smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri); - /// find the circumcenter of the neighbor triangle /// - dxSecondSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter - dySecondSuggestion = dy; - - /// choose the correct intersection point /// - // calculate middle point of the longest edge(bisector) - xMidOfMiddleEdge = (largestAngleCorner.x + smallestAngleCorner.x) / 2.0; - yMidOfMiddleEdge = (largestAngleCorner.y + smallestAngleCorner.y) / 2.0; - // if there is a neighbor triangle - if (!neighborNotFound_second) - { - neighborvertex_1 = neighborotri.Org(); - neighborvertex_2 = neighborotri.Dest(); - neighborvertex_3 = neighborotri.Apex(); - // now calculate neighbor's circumcenter which is the voronoi site - neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3, - ref xi_tmp, ref eta_tmp); - - /// compute petal and Voronoi edge intersection /// - // in order to avoid degenerate cases, we need to do a vector based calculation for line - vector_x = (largestAngleCorner.y - smallestAngleCorner.y);//(-y, x) - vector_y = smallestAngleCorner.x - largestAngleCorner.x; - vector_x = myCircumcenter.x + vector_x; - vector_y = myCircumcenter.y + vector_y; - - - // by intersecting bisectors you will end up with the one you want to walk on - // then this line and circle should be intersected - CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, - xPetalCtr, yPetalCtr, petalRadius, ref p); - - // we need to find correct intersection point, since line intersects circle twice - // this direction is always ACUTE - isCorrect = ChooseCorrectPoint(xMidOfMiddleEdge, yMidOfMiddleEdge, p[3], p[4], - myCircumcenter.x, myCircumcenter.y, false/*(isObtuse+1)%2*/); - // make sure which point is the correct one to be considered - if (isCorrect) - { - inter_x = p[3]; - inter_y = p[4]; - } - else - { - inter_x = p[1]; - inter_y = p[2]; - } - //----------------------hale new second direction:for slab calculation---------------// - // calculate the intersection of angle lines and Voronoi - linepnt1_x = largestAngleCorner.x; - linepnt1_y = largestAngleCorner.y; - // vector from largestAngleCorner to middleAngleCorner - line_vector_x = middleAngleCorner.x - largestAngleCorner.x; - line_vector_y = middleAngleCorner.y - largestAngleCorner.y; - // rotate the vector around largestAngleCorner in ccw by maxangle degrees - linepnt2_x = petal_slab_inter_x_second; - linepnt2_y = petal_slab_inter_y_second; - // now calculate the intersection of two lines - LineLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, linepnt1_x, linepnt1_y, linepnt2_x, linepnt2_y, ref line_p); - // check if there is a suitable intersection - if (line_p[0] > 0.0) - { - line_inter_x = line_p[1]; - line_inter_y = line_p[2]; - } - else - { - // for debugging (to make sure) - //printf("1) No intersection between two lines!!!\n"); - //printf("(%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f)\n",myCircumcenter.x,myCircumcenter.y,vector_x,vector_y,linepnt1_x,linepnt1_y,linepnt2_x,linepnt2_y); - } - //---------------------------------------------------------------------// - /// check if there is a Voronoi vertex between before intersection /// - // check if the voronoi vertex is between the intersection and circumcenter - PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, - neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter); - /// determine the point to be suggested /// - if (p[0] > 0.0) - { // there is at least one intersection point - // if it is between circumcenter and intersection - // if it returns 1.0 this means we have a voronoi vertex within feasible region - if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS) - { - //-----------------hale new continues 1------------------// - // now check if the line intersection is between cc and voronoi - PointBetweenPoints(voronoiOrInter[2], voronoiOrInter[3], myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result); - if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0) - { - // check if we can go further by picking the slab line and petal intersection - // calculate the distance to the smallest angle corner - // - if (((smallestAngleCorner.x - petal_slab_inter_x_second) * (smallestAngleCorner.x - petal_slab_inter_x_second) + - (smallestAngleCorner.y - petal_slab_inter_y_second) * (smallestAngleCorner.y - petal_slab_inter_y_second) > - lengthConst * ((smallestAngleCorner.x - line_inter_x) * - (smallestAngleCorner.x - line_inter_x) + - (smallestAngleCorner.y - line_inter_y) * - (smallestAngleCorner.y - line_inter_y))) - && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_second, petal_slab_inter_y_second)) - && MinDistanceToNeighbor(petal_slab_inter_x_second, petal_slab_inter_y_second, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri)) - { - // slab and petal intersection is advised - dxSecondSuggestion = petal_slab_inter_x_second - torg.x; - dySecondSuggestion = petal_slab_inter_y_second - torg.y; - } - else - { // slab intersection point is further away - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) - { - // apply perturbation - // find the distance between circumcenter and intersection point - d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) + - (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y)); - // then find the vector going from intersection point to circumcenter - ax = myCircumcenter.x - line_inter_x; - ay = myCircumcenter.y - line_inter_y; - - ax = ax / d; - ay = ay / d; - // now calculate the new intersection point which is perturbated towards the circumcenter - line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); - line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) - { - // go back to circumcenter - dxSecondSuggestion = dx; - dySecondSuggestion = dy; - } - else - { - // intersection point is suggested - dxSecondSuggestion = line_inter_x - torg.x; - dySecondSuggestion = line_inter_y - torg.y; - - } - } - else - {// we are not creating a bad triangle - // slab intersection is advised - dxSecondSuggestion = line_result[2] - torg.x; - dySecondSuggestion = line_result[3] - torg.y; - } - } - //------------------------------------------------------// - } - else - { - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y)) - { - // go back to circumcenter - dxSecondSuggestion = dx; - dySecondSuggestion = dy; - } - else - { // we are not creating a bad triangle - // neighbor's circumcenter is suggested - dxSecondSuggestion = voronoiOrInter[2] - torg.x; - dySecondSuggestion = voronoiOrInter[3] - torg.y; - } - } - } - else - { // there is no voronoi vertex between intersection point and circumcenter - //-----------------hale new continues 2-----------------// - // now check if the line intersection is between cc and intersection point - PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result); - if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0) - { - // check if we can go further by picking the slab line and petal intersection - // calculate the distance to the smallest angle corner - if (((smallestAngleCorner.x - petal_slab_inter_x_second) * (smallestAngleCorner.x - petal_slab_inter_x_second) + - (smallestAngleCorner.y - petal_slab_inter_y_second) * (smallestAngleCorner.y - petal_slab_inter_y_second) > - lengthConst * ((smallestAngleCorner.x - line_inter_x) * - (smallestAngleCorner.x - line_inter_x) + - (smallestAngleCorner.y - line_inter_y) * - (smallestAngleCorner.y - line_inter_y))) - && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_second, petal_slab_inter_y_second)) - && MinDistanceToNeighbor(petal_slab_inter_x_second, petal_slab_inter_y_second, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri)) - { - // slab and petal intersection is advised - dxSecondSuggestion = petal_slab_inter_x_second - torg.x; - dySecondSuggestion = petal_slab_inter_y_second - torg.y; - } - else - { // slab intersection point is further away ; - if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, line_inter_x, line_inter_y)) - { - // apply perturbation - // find the distance between circumcenter and intersection point - d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) + - (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y)); - // then find the vector going from intersection point to circumcenter - ax = myCircumcenter.x - line_inter_x; - ay = myCircumcenter.y - line_inter_y; - - ax = ax / d; - ay = ay / d; - // now calculate the new intersection point which is perturbated towards the circumcenter - line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); - line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) - { - // go back to circumcenter - dxSecondSuggestion = dx; - dySecondSuggestion = dy; - } - else - { - // intersection point is suggested - dxSecondSuggestion = line_inter_x - torg.x; - dySecondSuggestion = line_inter_y - torg.y; - } - } - else - { - // we are not creating a bad triangle - // slab intersection is advised - dxSecondSuggestion = line_result[2] - torg.x; - dySecondSuggestion = line_result[3] - torg.y; - } - } - //------------------------------------------------------// - } - else - { - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) - { - // if it is inside feasible region, then insert v2 - // apply perturbation - // find the distance between circumcenter and intersection point - d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) + - (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y)); - // then find the vector going from intersection point to circumcenter - ax = myCircumcenter.x - inter_x; - ay = myCircumcenter.y - inter_y; - - ax = ax / d; - ay = ay / d; - // now calculate the new intersection point which is perturbated towards the circumcenter - inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); - inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); - if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) - { - // go back to circumcenter - dxSecondSuggestion = dx; - dySecondSuggestion = dy; - } - else - { - // intersection point is suggested - dxSecondSuggestion = inter_x - torg.x; - dySecondSuggestion = inter_y - torg.y; - } - } - else - { - // intersection point is suggested - dxSecondSuggestion = inter_x - torg.x; - dySecondSuggestion = inter_y - torg.y; - } - } - } - - /// if it is an acute triangle, check if it is a good enough location /// - // for acute triangle case, we need to check if it is ok to use either of them - if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) + - (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) > - lengthConst * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + - (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * - (smallestAngleCorner.y - (dySecondSuggestion + torg.y)))) - { - // use circumcenter - dxSecondSuggestion = dx; - dySecondSuggestion = dy; - - }// else we stick on what we have found - } - }// if it is on the boundary, meaning no neighbor triangle in this direction, the other direction might be ok - if (isObtuse) - { - if (neighborNotFound_first && neighborNotFound_second) - { - //obtuse: check if the other direction works - if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) * - (smallestAngleCorner.x - (xMidOfMiddleEdge)) + - (smallestAngleCorner.y - (yMidOfMiddleEdge)) * - (smallestAngleCorner.y - (yMidOfMiddleEdge))) > - (smallestAngleCorner.x - (xMidOfLongestEdge)) * - (smallestAngleCorner.x - (xMidOfLongestEdge)) + - (smallestAngleCorner.y - (yMidOfLongestEdge)) * - (smallestAngleCorner.y - (yMidOfLongestEdge))) - { - dx = dxSecondSuggestion; - dy = dySecondSuggestion; - } - else - { - dx = dxFirstSuggestion; - dy = dyFirstSuggestion; - } - } - else if (neighborNotFound_first) - { - //obtuse: check if the other direction works - if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + - (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * - (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) > - (smallestAngleCorner.x - (xMidOfLongestEdge)) * - (smallestAngleCorner.x - (xMidOfLongestEdge)) + - (smallestAngleCorner.y - (yMidOfLongestEdge)) * - (smallestAngleCorner.y - (yMidOfLongestEdge))) - { - dx = dxSecondSuggestion; - dy = dySecondSuggestion; - } - else - { - dx = dxFirstSuggestion; - dy = dyFirstSuggestion; - } - } - else if (neighborNotFound_second) - { - //obtuse: check if the other direction works - if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) * - (smallestAngleCorner.x - (xMidOfMiddleEdge)) + - (smallestAngleCorner.y - (yMidOfMiddleEdge)) * - (smallestAngleCorner.y - (yMidOfMiddleEdge))) > - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))) - { - dx = dxSecondSuggestion; - dy = dySecondSuggestion; - } - else - { - dx = dxFirstSuggestion; - dy = dyFirstSuggestion; - } - } - else - { - //obtuse: check if the other direction works - if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + - (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * - (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) > - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))) - { - dx = dxSecondSuggestion; - dy = dySecondSuggestion; - } - else - { - dx = dxFirstSuggestion; - dy = dyFirstSuggestion; - } - } - } - else - { // acute : consider other direction - if (neighborNotFound_first && neighborNotFound_second) - { - //obtuse: check if the other direction works - if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) * - (smallestAngleCorner.x - (xMidOfMiddleEdge)) + - (smallestAngleCorner.y - (yMidOfMiddleEdge)) * - (smallestAngleCorner.y - (yMidOfMiddleEdge))) > - (smallestAngleCorner.x - (xMidOfLongestEdge)) * - (smallestAngleCorner.x - (xMidOfLongestEdge)) + - (smallestAngleCorner.y - (yMidOfLongestEdge)) * - (smallestAngleCorner.y - (yMidOfLongestEdge))) - { - dx = dxSecondSuggestion; - dy = dySecondSuggestion; - } - else - { - dx = dxFirstSuggestion; - dy = dyFirstSuggestion; - } - } - else if (neighborNotFound_first) - { - //obtuse: check if the other direction works - if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + - (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * - (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) > - (smallestAngleCorner.x - (xMidOfLongestEdge)) * - (smallestAngleCorner.x - (xMidOfLongestEdge)) + - (smallestAngleCorner.y - (yMidOfLongestEdge)) * - (smallestAngleCorner.y - (yMidOfLongestEdge))) - { - dx = dxSecondSuggestion; - dy = dySecondSuggestion; - } - else - { - dx = dxFirstSuggestion; - dy = dyFirstSuggestion; - } - } - else if (neighborNotFound_second) - { - //obtuse: check if the other direction works - if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) * - (smallestAngleCorner.x - (xMidOfMiddleEdge)) + - (smallestAngleCorner.y - (yMidOfMiddleEdge)) * - (smallestAngleCorner.y - (yMidOfMiddleEdge))) > - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))) - { - dx = dxSecondSuggestion; - dy = dySecondSuggestion; - } - else - { - dx = dxFirstSuggestion; - dy = dyFirstSuggestion; - } - } - else - { - //obtuse: check if the other direction works - if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + - (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * - (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) > - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * - (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * - (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))) - { - dx = dxSecondSuggestion; - dy = dySecondSuggestion; - } - else - { - dx = dxFirstSuggestion; - dy = dyFirstSuggestion; - } - } - - }// end if obtuse - }// end of relocation - }// end of almostGood - - Point circumcenter = new Point(); - - if (relocated <= 0) - { - circumcenter.x = torg.x + dx; - circumcenter.y = torg.y + dy; - } - else - { - circumcenter.x = origin_x + dx; - circumcenter.y = origin_y + dy; - } - xi = (yao * dx - xao * dy) * (2.0 * denominator); - eta = (xdo * dy - ydo * dx) * (2.0 * denominator); - - return circumcenter; - } - - /// - /// Given square of edge lengths of a triangle, - // determine its orientation - /// - /// - /// - /// - /// Returns a number indicating an orientation. - private int LongestShortestEdge(double aodist, double dadist, double dodist) - { - // 123: shortest: aodist // 213: shortest: dadist // 312: shortest: dodist - // middle: dadist // middle: aodist // middle: aodist - // longest: dodist // longest: dodist // longest: dadist - // 132: shortest: aodist // 231: shortest: dadist // 321: shortest: dodist - // middle: dodist // middle: dodist // middle: dadist - // longest: dadist // longest: aodist // longest: aodist - - int max = 0, min = 0, mid = 0, minMidMax; - if (dodist < aodist && dodist < dadist) - { - min = 3; // apex is the smallest angle, dodist is the longest edge - if (aodist < dadist) - { - max = 2; // dadist is the longest edge - mid = 1; // aodist is the middle longest edge - } - else - { - max = 1; // aodist is the longest edge - mid = 2; // dadist is the middle longest edge - } - } - else if (aodist < dadist) - { - min = 1; // dest is the smallest angle, aodist is the biggest edge - if (dodist < dadist) - { - max = 2; // dadist is the longest edge - mid = 3; // dodist is the middle longest edge - } - else - { - max = 3; // dodist is the longest edge - mid = 2; // dadist is the middle longest edge - } - } - else - { - min = 2; // origin is the smallest angle, dadist is the biggest edge - if (aodist < dodist) - { - max = 3; // dodist is the longest edge - mid = 1; // aodist is the middle longest edge - } - else - { - max = 1; // aodist is the longest edge - mid = 3; // dodist is the middle longest edge - } - } - minMidMax = min * 100 + mid * 10 + max; - // HANDLE ISOSCELES TRIANGLE CASE - return minMidMax; - } - - /// - /// Checks if smothing is possible for a given bad triangle. - /// - /// - /// - /// - /// - /// The new location for the point, if somothing is possible. - /// Returns 1, 2 or 3 if smoothing will work, 0 otherwise. - private int DoSmoothing(Otri badotri, Vertex torg, Vertex tdest, Vertex tapex, - ref double[] newloc) - { - - int numpoints_p = 0;// keeps the number of points in a star of point p, q, r - int numpoints_q = 0; - int numpoints_r = 0; - //int i; - double[] possibilities = new double[6];//there can be more than one possibilities - int num_pos = 0; // number of possibilities - int flag1 = 0, flag2 = 0, flag3 = 0; - bool newLocFound = false; - - //vertex v1, v2, v3; // for ccw test - //double p1[2], p2[2], p3[2]; - //double temp[2]; - - //********************* TRY TO RELOCATE POINT "p" *************** - - // get the surrounding points of p, so this gives us the triangles - numpoints_p = GetStarPoints(badotri, torg, tdest, tapex, 1, ref points_p); - // check if the points in counterclockwise order - // p1[0] = points_p[0]; p1[1] = points_p[1]; - // p2[0] = points_p[2]; p2[1] = points_p[3]; - // p3[0] = points_p[4]; p3[1] = points_p[5]; - // v1 = (vertex)p1; v2 = (vertex)p2; v3 = (vertex)p3; - // if(counterclockwise(m,b,v1,v2,v3) < 0){ - // // reverse the order to ccw - // for(i = 0; i < numpoints_p/2; i++){ - // temp[0] = points_p[2*i]; - // temp[1] = points_p[2*i+1]; - // points_p[2*i] = points_p[2*(numpoints_p-1)-2*i]; - // points_p[2*i+1] = points_p[2*(numpoints_p-1)+1-2*i]; - // points_p[2*(numpoints_p-1)-2*i] = temp[0]; - // points_p[2*(numpoints_p-1)+1-2*i] = temp[1]; - // } - // } - // m.counterclockcount--; - // INTERSECTION OF PETALS - // first check whether the star angles are appropriate for relocation - if (torg.type == VertexType.FreeVertex && numpoints_p != 0 && ValidPolygonAngles(numpoints_p, points_p)) - { - //newLocFound = getPetalIntersection(m, b, numpoints_p, points_p, newloc); - //newLocFound = getPetalIntersectionBruteForce(m, b,numpoints_p, points_p, newloc,torg[0],torg[1]); - if (behavior.MaxAngle == 0.0) - { - newLocFound = GetWedgeIntersectionWithoutMaxAngle(numpoints_p, points_p, ref newloc); - } - else - { - newLocFound = GetWedgeIntersection(numpoints_p, points_p, ref newloc); - } - //printf("call petal intersection for p\n"); - // make sure the relocated point is a free vertex - if (newLocFound) - { - possibilities[0] = newloc[0];// something found - possibilities[1] = newloc[1]; - num_pos++;// increase the number of possibilities - flag1 = 1; - } - } - - //********************* TRY TO RELOCATE POINT "q" *************** - - // get the surrounding points of q, so this gives us the triangles - numpoints_q = GetStarPoints(badotri, torg, tdest, tapex, 2, ref points_q); - // // check if the points in counterclockwise order - // v1[0] = points_q[0]; v1[1] = points_q[1]; - // v2[0] = points_q[2]; v2[1] = points_q[3]; - // v3[0] = points_q[4]; v3[1] = points_q[5]; - // if(counterclockwise(m,b,v1,v2,v3) < 0){ - // // reverse the order to ccw - // for(i = 0; i < numpoints_q/2; i++){ - // temp[0] = points_q[2*i]; - // temp[1] = points_q[2*i+1]; - // points_q[2*i] = points_q[2*(numpoints_q-1)-2*i]; - // points_q[2*i+1] = points_q[2*(numpoints_q-1)+1-2*i]; - // points_q[2*(numpoints_q-1)-2*i] = temp[0]; - // points_q[2*(numpoints_q-1)+1-2*i] = temp[1]; - // } - // } - // m.counterclockcount--; - // INTERSECTION OF PETALS - // first check whether the star angles are appropriate for relocation - if (tdest.type == VertexType.FreeVertex && numpoints_q != 0 && ValidPolygonAngles(numpoints_q, points_q)) - { - //newLocFound = getPetalIntersection(m, b,numpoints_q, points_q, newloc); - //newLocFound = getPetalIntersectionBruteForce(m, b,numpoints_q, points_q, newloc,tapex[0],tapex[1]); - if (behavior.MaxAngle == 0.0) - { - newLocFound = GetWedgeIntersectionWithoutMaxAngle(numpoints_q, points_q, ref newloc); - } - else - { - newLocFound = GetWedgeIntersection(numpoints_q, points_q, ref newloc); - } - //printf("call petal intersection for q\n"); - - // make sure the relocated point is a free vertex - if (newLocFound) - { - possibilities[2] = newloc[0];// something found - possibilities[3] = newloc[1]; - num_pos++;// increase the number of possibilities - flag2 = 2; - } - } - - - //********************* TRY TO RELOCATE POINT "q" *************** - // get the surrounding points of r, so this gives us the triangles - numpoints_r = GetStarPoints(badotri, torg, tdest, tapex, 3, ref points_r); - // check if the points in counterclockwise order - // v1[0] = points_r[0]; v1[1] = points_r[1]; - // v2[0] = points_r[2]; v2[1] = points_r[3]; - // v3[0] = points_r[4]; v3[1] = points_r[5]; - // if(counterclockwise(m,b,v1,v2,v3) < 0){ - // // reverse the order to ccw - // for(i = 0; i < numpoints_r/2; i++){ - // temp[0] = points_r[2*i]; - // temp[1] = points_r[2*i+1]; - // points_r[2*i] = points_r[2*(numpoints_r-1)-2*i]; - // points_r[2*i+1] = points_r[2*(numpoints_r-1)+1-2*i]; - // points_r[2*(numpoints_r-1)-2*i] = temp[0]; - // points_r[2*(numpoints_r-1)+1-2*i] = temp[1]; - // } - // } - // m.counterclockcount--; - // INTERSECTION OF PETALS - // first check whether the star angles are appropriate for relocation - if (tapex.type == VertexType.FreeVertex && numpoints_r != 0 && ValidPolygonAngles(numpoints_r, points_r)) - { - //newLocFound = getPetalIntersection(m, b,numpoints_r, points_r, newloc); - //newLocFound = getPetalIntersectionBruteForce(m, b,numpoints_r, points_r, newloc,tdest[0],tdest[1]); - if (behavior.MaxAngle == 0.0) - { - newLocFound = GetWedgeIntersectionWithoutMaxAngle(numpoints_r, points_r, ref newloc); - } - else - { - newLocFound = GetWedgeIntersection(numpoints_r, points_r, ref newloc); - } - - //printf("call petal intersection for r\n"); - - - // make sure the relocated point is a free vertex - if (newLocFound) - { - possibilities[4] = newloc[0];// something found - possibilities[5] = newloc[1]; - num_pos++;// increase the number of possibilities - flag3 = 3; - } - } - //printf("numpossibilities %d\n",num_pos); - //////////// AFTER FINISH CHECKING EVERY POSSIBILITY, CHOOSE ANY OF THE AVAILABLE ONE ////////////////////// - if (num_pos > 0) - { - if (flag1 > 0) - { // suggest to relocate origin - newloc[0] = possibilities[0]; - newloc[1] = possibilities[1]; - return flag1; - - } - else - { - if (flag2 > 0) - { // suggest to relocate apex - newloc[0] = possibilities[2]; - newloc[1] = possibilities[3]; - return flag2; - - } - else - {// suggest to relocate destination - if (flag3 > 0) - { - newloc[0] = possibilities[4]; - newloc[1] = possibilities[5]; - return flag3; - - } - } - } - } - - return 0;// could not find any good relocation - } - - /// - /// Finds the star of a given point. - /// - /// - /// - /// - /// - /// - /// List of points on the star of the given point. - /// Number of points on the star of the given point. - private int GetStarPoints(Otri badotri, Vertex p, Vertex q, Vertex r, - int whichPoint, ref double[] points) - { - - Otri neighotri = default(Otri); // for return value of the function - Otri tempotri; // for temporary usage - double first_x = 0, first_y = 0; // keeps the first point to be considered - double second_x = 0, second_y = 0; // for determining the edge we will begin - double third_x = 0, third_y = 0; // termination - double[] returnPoint = new double[2]; // for keeping the returned point - int numvertices = 0; // for keeping number of surrounding vertices - - // first determine which point to be used to find its neighbor triangles - switch (whichPoint) - { - case 1: - first_x = p.x; // point at the center - first_y = p.y; - second_x = r.x; // second vertex of first edge to consider - second_y = r.y; - third_x = q.x; // for terminating the search - third_y = q.y; - break; - case 2: - first_x = q.x; // point at the center - first_y = q.y; - second_x = p.x; // second vertex of first edge to consider - second_y = p.y; - third_x = r.x; // for terminating the search - third_y = r.y; - break; - case 3: - first_x = r.x; // point at the center - first_y = r.y; - second_x = q.x; // second vertex of first edge to consider - second_y = q.y; - third_x = p.x; // for terminating the search - third_y = p.y; - break; - } - tempotri = badotri; - // add first point as the end of first edge - points[numvertices] = second_x; - numvertices++; - points[numvertices] = second_y; - numvertices++; - // assign as dummy value - returnPoint[0] = second_x; returnPoint[1] = second_y; - // until we reach the third point of the beginning triangle - do - { - // find the neighbor's third point where it is incident to given edge - if (!GetNeighborsVertex(tempotri, first_x, first_y, second_x, second_y, ref returnPoint, ref neighotri)) - { - // go to next triangle - tempotri = neighotri; - // now the second point is the neighbor's third vertex - second_x = returnPoint[0]; - second_y = returnPoint[1]; - // add a new point to the list of surrounding points - points[numvertices] = returnPoint[0]; - numvertices++; - points[numvertices] = returnPoint[1]; - numvertices++; - } - else - { - numvertices = 0; - break; - } - - } while (!((Math.Abs(returnPoint[0] - third_x) <= EPS) && - (Math.Abs(returnPoint[1] - third_y) <= EPS))); - return numvertices / 2; - - } - - /// - /// Gets a neighbours vertex. - /// - /// - /// - /// - /// - /// - /// Neighbor's third vertex incident to given edge. - /// Pointer for the neighbor triangle. - /// Returns true if vertex was found. - private bool GetNeighborsVertex(Otri badotri, - double first_x, double first_y, - double second_x, double second_y, - ref double[] thirdpoint, ref Otri neighotri) - { - - Otri neighbor = default(Otri); // keeps the neighbor triangles - bool notFound = false; // boolean variable if we can find that neighbor or not - - // for keeping the vertices of the neighbor triangle - Vertex neighborvertex_1 = null; - Vertex neighborvertex_2 = null; - Vertex neighborvertex_3 = null; - - // used for finding neighbor triangle - int firstVertexMatched = 0, secondVertexMatched = 0; // to find the correct neighbor - //triangle ptr; // Temporary variable used by sym() - //int i; // index variable - // find neighbors - // Check each of the triangle's three neighbors to find the correct one - for (badotri.orient = 0; badotri.orient < 3; badotri.orient++) - { - // Find the neighbor. - badotri.Sym(ref neighbor); - // check if it is the one we are looking for by checking the corners - // first check if the neighbor is nonexistent, since it can be on the border - if (neighbor.tri.id != Mesh.DUMMY) - { - // then check if two wanted corners are also in this triangle - // take the vertices of the candidate neighbor - neighborvertex_1 = neighbor.Org(); - neighborvertex_2 = neighbor.Dest(); - neighborvertex_3 = neighbor.Apex(); - - // check if it is really a triangle - if ((neighborvertex_1.x == neighborvertex_2.x && neighborvertex_1.y == neighborvertex_2.y) - || (neighborvertex_2.x == neighborvertex_3.x && neighborvertex_2.y == neighborvertex_3.y) - || (neighborvertex_1.x == neighborvertex_3.x && neighborvertex_1.y == neighborvertex_3.y)) - { - //printf("Two vertices are the same!!!!!!!\n"); - } - else - { - // begin searching for the correct neighbor triangle - firstVertexMatched = 0; - if ((Math.Abs(first_x - neighborvertex_1.x) < EPS) && - (Math.Abs(first_y - neighborvertex_1.y) < EPS)) - { - firstVertexMatched = 11; // neighbor's 1st vertex is matched to first vertex - - } - else if ((Math.Abs(first_x - neighborvertex_2.x) < EPS) && - (Math.Abs(first_y - neighborvertex_2.y) < EPS)) - { - firstVertexMatched = 12; // neighbor's 2nd vertex is matched to first vertex - - } - else if ((Math.Abs(first_x - neighborvertex_3.x) < EPS) && - (Math.Abs(first_y - neighborvertex_3.y) < EPS)) - { - firstVertexMatched = 13; // neighbor's 3rd vertex is matched to first vertex - - }/*else{ - // none of them matched - } // end of first vertex matching */ - - secondVertexMatched = 0; - if ((Math.Abs(second_x - neighborvertex_1.x) < EPS) && - (Math.Abs(second_y - neighborvertex_1.y) < EPS)) - { - secondVertexMatched = 21; // neighbor's 1st vertex is matched to second vertex - } - else if ((Math.Abs(second_x - neighborvertex_2.x) < EPS) && - (Math.Abs(second_y - neighborvertex_2.y) < EPS)) - { - secondVertexMatched = 22; // neighbor's 2nd vertex is matched to second vertex - } - else if ((Math.Abs(second_x - neighborvertex_3.x) < EPS) && - (Math.Abs(second_y - neighborvertex_3.y) < EPS)) - { - secondVertexMatched = 23; // neighbor's 3rd vertex is matched to second vertex - }/*else{ - // none of them matched - } // end of second vertex matching*/ - - } - - }// if neighbor exists or not - - if (((firstVertexMatched == 11) && (secondVertexMatched == 22 || secondVertexMatched == 23)) - || ((firstVertexMatched == 12) && (secondVertexMatched == 21 || secondVertexMatched == 23)) - || ((firstVertexMatched == 13) && (secondVertexMatched == 21 || secondVertexMatched == 22))) - break; - }// end of for loop over all orientations - - switch (firstVertexMatched) - { - case 0: - notFound = true; - break; - case 11: - if (secondVertexMatched == 22) - { - thirdpoint[0] = neighborvertex_3.x; - thirdpoint[1] = neighborvertex_3.y; - } - else if (secondVertexMatched == 23) - { - thirdpoint[0] = neighborvertex_2.x; - thirdpoint[1] = neighborvertex_2.y; - } - else { notFound = true; } - break; - case 12: - if (secondVertexMatched == 21) - { - thirdpoint[0] = neighborvertex_3.x; - thirdpoint[1] = neighborvertex_3.y; - } - else if (secondVertexMatched == 23) - { - thirdpoint[0] = neighborvertex_1.x; - thirdpoint[1] = neighborvertex_1.y; - } - else { notFound = true; } - break; - case 13: - if (secondVertexMatched == 21) - { - thirdpoint[0] = neighborvertex_2.x; - thirdpoint[1] = neighborvertex_2.y; - } - else if (secondVertexMatched == 22) - { - thirdpoint[0] = neighborvertex_1.x; - thirdpoint[1] = neighborvertex_1.y; - } - else { notFound = true; } - break; - default: - if (secondVertexMatched == 0) { notFound = true; } - break; - } - // pointer of the neighbor triangle - neighotri = neighbor; - return notFound; - - } - - /// - /// Find a new point location by wedge intersection. - /// - /// - /// - /// A new location for the point according to surrounding points. - /// Returns true if new location found - private bool GetWedgeIntersectionWithoutMaxAngle(int numpoints, - double[] points, ref double[] newloc) - { - //double total_x = 0; - //double total_y = 0; - double x0, y0, x1, y1, x2, y2; - //double compConst = 0.01; // for comparing real numbers - - double x01, y01; - //double x12, y12; - - //double ax, ay, bx, by; //two intersections of two petals disks - - double d01;//, d12 - - //double petalx0, petaly0, petalr0, petalx1, petaly1, petalr1; - - //double p[5]; - - // Resize work arrays - if (2 * numpoints > petalx.Length) - { - petalx = new double[2 * numpoints]; - petaly = new double[2 * numpoints]; - petalr = new double[2 * numpoints]; - wedges = new double[2 * numpoints * 16 + 36]; - } - - double xmid, ymid, dist, x3, y3; - double x_1, y_1, x_2, y_2, x_3, y_3, x_4, y_4, tempx, tempy; - double ux, uy; - double alpha; - double[] p1 = new double[3]; - - //double poly_points; - int numpolypoints = 0; - - //int numBadTriangle; - - int i, j; - - int s, flag, count, num; - - double petalcenterconstant, petalradiusconstant; - - x0 = points[2 * numpoints - 4]; - y0 = points[2 * numpoints - 3]; - x1 = points[2 * numpoints - 2]; - y1 = points[2 * numpoints - 1]; - - // minimum angle - alpha = behavior.MinAngle * Math.PI / 180.0; - // initialize the constants - if (behavior.goodAngle == 1.0) - { - petalcenterconstant = 0; - petalradiusconstant = 0; - } - else - { - petalcenterconstant = 0.5 / Math.Tan(alpha); - petalradiusconstant = 0.5 / Math.Sin(alpha); - } - - for (i = 0; i < numpoints * 2; i = i + 2) - { - x2 = points[i]; - y2 = points[i + 1]; - - //printf("POLYGON POINTS (p,q) #%d (%.12f, %.12f) (%.12f, %.12f)\n", i/2, x0, y0,x1, y1); - - x01 = x1 - x0; - y01 = y1 - y0; - d01 = Math.Sqrt(x01 * x01 + y01 * y01); - // find the petal of each edge 01; - - // printf("PETAL CONSTANT (%.12f, %.12f)\n", - // b.petalcenterconstant, b.petalradiusconstant ); - // printf("PETAL DIFFS (%.6f, %.6f, %.4f)\n", x01, y01, d01); - - petalx[i / 2] = x0 + 0.5 * x01 - petalcenterconstant * y01; - petaly[i / 2] = y0 + 0.5 * y01 + petalcenterconstant * x01; - petalr[i / 2] = petalradiusconstant * d01; - petalx[numpoints + i / 2] = petalx[i / 2]; - petaly[numpoints + i / 2] = petaly[i / 2]; - petalr[numpoints + i / 2] = petalr[i / 2]; - //printf("PETAL POINTS #%d (%.12f, %.12f) R= %.12f\n", i/2, petalx[i/2],petaly[i/2], petalr[i/2]); - - /// FIRST FIND THE HALF-PLANE POINTS FOR EACH PETAL - xmid = (x0 + x1) / 2.0; // mid point of pq - ymid = (y0 + y1) / 2.0; - - // distance between xmid and petal center - dist = Math.Sqrt((petalx[i / 2] - xmid) * (petalx[i / 2] - xmid) + (petaly[i / 2] - ymid) * (petaly[i / 2] - ymid)); - // find the unit vector goes from mid point to petal center - ux = (petalx[i / 2] - xmid) / dist; - uy = (petaly[i / 2] - ymid) / dist; - // find the third point other than p and q - x3 = petalx[i / 2] + ux * petalr[i / 2]; - y3 = petaly[i / 2] + uy * petalr[i / 2]; - /// FIND THE LINE POINTS BY THE ROTATION MATRIX - // cw rotation matrix [cosX sinX; -sinX cosX] - // cw rotation about (x,y) [ux*cosX + uy*sinX + x - x*cosX - y*sinX; -ux*sinX + uy*cosX + y + x*sinX - y*cosX] - // ccw rotation matrix [cosX -sinX; sinX cosX] - // ccw rotation about (x,y) [ux*cosX - uy*sinX + x - x*cosX + y*sinX; ux*sinX + uy*cosX + y - x*sinX - y*cosX] - /// LINE #1: (x1,y1) & (x_1,y_1) - // vector from p to q - ux = x1 - x0; - uy = y1 - y0; - // rotate the vector around p = (x0,y0) in ccw by alpha degrees - x_1 = x1 * Math.Cos(alpha) - y1 * Math.Sin(alpha) + x0 - x0 * Math.Cos(alpha) + y0 * Math.Sin(alpha); - y_1 = x1 * Math.Sin(alpha) + y1 * Math.Cos(alpha) + y0 - x0 * Math.Sin(alpha) - y0 * Math.Cos(alpha); - // add these to wedges list as lines in order - wedges[i * 16] = x0; wedges[i * 16 + 1] = y0; - wedges[i * 16 + 2] = x_1; wedges[i * 16 + 3] = y_1; - //printf("LINE #1 (%.12f, %.12f) (%.12f, %.12f)\n", x0,y0,x_1,y_1); - /// LINE #2: (x2,y2) & (x_2,y_2) - // vector from p to q - ux = x0 - x1; - uy = y0 - y1; - // rotate the vector around q = (x1,y1) in cw by alpha degrees - x_2 = x0 * Math.Cos(alpha) + y0 * Math.Sin(alpha) + x1 - x1 * Math.Cos(alpha) - y1 * Math.Sin(alpha); - y_2 = -x0 * Math.Sin(alpha) + y0 * Math.Cos(alpha) + y1 + x1 * Math.Sin(alpha) - y1 * Math.Cos(alpha); - // add these to wedges list as lines in order - wedges[i * 16 + 4] = x_2; wedges[i * 16 + 5] = y_2; - wedges[i * 16 + 6] = x1; wedges[i * 16 + 7] = y1; - //printf("LINE #2 (%.12f, %.12f) (%.12f, %.12f)\n", x_2,y_2,x1,y1); - // vector from (petalx, petaly) to (x3,y3) - ux = x3 - petalx[i / 2]; - uy = y3 - petaly[i / 2]; - tempx = x3; tempy = y3; - /// LINE #3, #4, #5: (x3,y3) & (x_3,y_3) - for (j = 1; j < 4; j++) - { - // rotate the vector around (petalx,petaly) in cw by (60 - alpha)*j degrees - x_3 = x3 * Math.Cos((Math.PI / 3.0 - alpha) * j) + y3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + petalx[i / 2] - petalx[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j) - petaly[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j); - y_3 = -x3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + y3 * Math.Cos((Math.PI / 3.0 - alpha) * j) + petaly[i / 2] + petalx[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j) - petaly[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j); - // add these to wedges list as lines in order - wedges[i * 16 + 8 + 4 * (j - 1)] = x_3; wedges[i * 16 + 9 + 4 * (j - 1)] = y_3; - wedges[i * 16 + 10 + 4 * (j - 1)] = tempx; wedges[i * 16 + 11 + 4 * (j - 1)] = tempy; - tempx = x_3; tempy = y_3; - } - tempx = x3; tempy = y3; - /// LINE #6, #7, #8: (x3,y3) & (x_4,y_4) - for (j = 1; j < 4; j++) - { - // rotate the vector around (petalx,petaly) in ccw by (60 - alpha)*j degrees - x_4 = x3 * Math.Cos((Math.PI / 3.0 - alpha) * j) - y3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + petalx[i / 2] - petalx[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j) + petaly[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j); - y_4 = x3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + y3 * Math.Cos((Math.PI / 3.0 - alpha) * j) + petaly[i / 2] - petalx[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j) - petaly[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j); - - // add these to wedges list as lines in order - wedges[i * 16 + 20 + 4 * (j - 1)] = tempx; wedges[i * 16 + 21 + 4 * (j - 1)] = tempy; - wedges[i * 16 + 22 + 4 * (j - 1)] = x_4; wedges[i * 16 + 23 + 4 * (j - 1)] = y_4; - tempx = x_4; tempy = y_4; - } - //printf("LINE #3 (%.12f, %.12f) (%.12f, %.12f)\n", x_3,y_3,x3,y3); - //printf("LINE #4 (%.12f, %.12f) (%.12f, %.12f)\n", x3,y3,x_4,y_4); - - /// IF IT IS THE FIRST ONE, FIND THE CONVEX POLYGON - if (i == 0) - { - // line1 & line2: p1 - LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1); - if ((p1[0] == 1.0)) - { - // #0 - initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2]; - // #1 - initialConvexPoly[2] = wedges[i * 16 + 16]; initialConvexPoly[3] = wedges[i * 16 + 17]; - // #2 - initialConvexPoly[4] = wedges[i * 16 + 12]; initialConvexPoly[5] = wedges[i * 16 + 13]; - // #3 - initialConvexPoly[6] = wedges[i * 16 + 8]; initialConvexPoly[7] = wedges[i * 16 + 9]; - // #4 - initialConvexPoly[8] = x3; initialConvexPoly[9] = y3; - // #5 - initialConvexPoly[10] = wedges[i * 16 + 22]; initialConvexPoly[11] = wedges[i * 16 + 23]; - // #6 - initialConvexPoly[12] = wedges[i * 16 + 26]; initialConvexPoly[13] = wedges[i * 16 + 27]; - // #7 - initialConvexPoly[14] = wedges[i * 16 + 30]; initialConvexPoly[15] = wedges[i * 16 + 31]; - //printf("INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f]\n", initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15]); - } - } - - x0 = x1; y0 = y1; - x1 = x2; y1 = y2; - } - - /// HALF PLANE INTERSECTION: START SPLITTING THE INITIAL POLYGON TO FIND FEASIBLE REGION - if (numpoints != 0) - { - // first intersect the opposite located ones - s = (numpoints - 1) / 2 + 1; - flag = 0; - count = 0; - i = 1; - num = 8; - for (j = 0; j < 32; j = j + 4) - { - numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[32 * s + j], wedges[32 * s + 1 + j], wedges[32 * s + 2 + j], wedges[32 * s + 3 + j]); - if (numpolypoints == 0) - return false; - else - num = numpolypoints; - } - count++; - while (count < numpoints - 1) - { - for (j = 0; j < 32; j = j + 4) - { - numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[32 * (i + s * flag) + j], wedges[32 * (i + s * flag) + 1 + j], wedges[32 * (i + s * flag) + 2 + j], wedges[32 * (i + s * flag) + 3 + j]); - if (numpolypoints == 0) - return false; - else - num = numpolypoints; - } - i = i + flag; - flag = (flag + 1) % 2; - count++; - } - /// IF THERE IS A FEASIBLE INTERSECTION POLYGON, FIND ITS CENTROID AS THE NEW LOCATION - FindPolyCentroid(numpolypoints, initialConvexPoly, ref newloc); - - if (behavior.fixedArea) - { - // numBadTriangle = 0; - // for(j= 0; j < numpoints *2-2; j = j+2){ - // if(testTriangleAngleArea(m,b,&newloc[0],&newloc[1], &points[j], &points[j+1], &points[j+2], &points[j+3] )){ - // numBadTriangle++; - // } - // } - // if(testTriangleAngleArea(m,b, &newloc[0],&newloc[1], &points[0], &points[1], &points[numpoints*2-2], &points[numpoints*2-1] )){ - // numBadTriangle++; - // } - // - // if (numBadTriangle == 0) { - // - // return 1; - // } - } - else - { - //printf("yes, we found a feasible region num: %d newloc (%.12f,%.12f)\n", numpolypoints, newloc[0], newloc[1]); - // for(i = 0; i < 2*numpolypoints; i = i+2){ - // printf("point %d) (%.12f,%.12f)\n", i/2, initialConvexPoly[i], initialConvexPoly[i+1]); - // } - // printf("numpoints %d\n",numpoints); - return true; - } - } - - - return false; - } - - /// - /// Find a new point location by wedge intersection. - /// - /// - /// - /// A new location for the point according to surrounding points. - /// Returns true if new location found - private bool GetWedgeIntersection(int numpoints, double[] points, ref double[] newloc) - { - //double total_x = 0; - //double total_y = 0; - double x0, y0, x1, y1, x2, y2; - //double compConst = 0.01; // for comparing real numbers - - double x01, y01; - //double x12, y12; - - //double ax, ay, bx, by; //two intersections of two petals disks - - double d01;//, d12 - - //double petalx0, petaly1, petaly0, petalr0, petalx1, petalr1; - - //double p[5]; - - // Resize work arrays - if (2 * numpoints > petalx.Length) - { - petalx = new double[2 * numpoints]; - petaly = new double[2 * numpoints]; - petalr = new double[2 * numpoints]; - wedges = new double[2 * numpoints * 20 + 40]; - } - - double xmid, ymid, dist, x3, y3; - double x_1, y_1, x_2, y_2, x_3, y_3, x_4, y_4, tempx, tempy, x_5, y_5, x_6, y_6; - double ux, uy; - - double[] p1 = new double[3]; - double[] p2 = new double[3]; - double[] p3 = new double[3]; - double[] p4 = new double[3]; - - //double poly_points; - int numpolypoints = 0; - int howManyPoints = 0; // keeps the number of points used for representing the wedge - double line345 = 4.0, line789 = 4.0; // flag keeping which line to skip or construct - - int numBadTriangle; - - int i, j, k; - - int s, flag, count, num; - - int n, e; - - double weight; - - double petalcenterconstant, petalradiusconstant; - - x0 = points[2 * numpoints - 4]; - y0 = points[2 * numpoints - 3]; - x1 = points[2 * numpoints - 2]; - y1 = points[2 * numpoints - 1]; - - // minimum / maximum angle - double alpha, sinAlpha, cosAlpha, beta, sinBeta, cosBeta; - alpha = behavior.MinAngle * Math.PI / 180.0; - sinAlpha = Math.Sin(alpha); - cosAlpha = Math.Cos(alpha); - beta = behavior.MaxAngle * Math.PI / 180.0; - sinBeta = Math.Sin(beta); - cosBeta = Math.Cos(beta); - - // initialize the constants - if (behavior.goodAngle == 1.0) - { - petalcenterconstant = 0; - petalradiusconstant = 0; - } - else - { - petalcenterconstant = 0.5 / Math.Tan(alpha); - petalradiusconstant = 0.5 / Math.Sin(alpha); - } - - for (i = 0; i < numpoints * 2; i = i + 2) - { - // go to the next point - x2 = points[i]; - y2 = points[i + 1]; - - // printf("POLYGON POINTS (p,q) #%d (%.12f, %.12f) (%.12f, %.12f)\n", i/2, x0, y0,x1, y1); - - x01 = x1 - x0; - y01 = y1 - y0; - d01 = Math.Sqrt(x01 * x01 + y01 * y01); - // find the petal of each edge 01; - - // printf("PETAL CONSTANT (%.12f, %.12f)\n", - // b.petalcenterconstant, b.petalradiusconstant ); - // printf("PETAL DIFFS (%.6f, %.6f, %.4f)\n", x01, y01, d01); - //printf("i:%d numpoints:%d\n", i, numpoints); - petalx[i / 2] = x0 + 0.5 * x01 - petalcenterconstant * y01; - petaly[i / 2] = y0 + 0.5 * y01 + petalcenterconstant * x01; - petalr[i / 2] = petalradiusconstant * d01; - petalx[numpoints + i / 2] = petalx[i / 2]; - petaly[numpoints + i / 2] = petaly[i / 2]; - petalr[numpoints + i / 2] = petalr[i / 2]; - //printf("PETAL POINTS #%d (%.12f, %.12f) R= %.12f\n", i/2, petalx[i/2],petaly[i/2], petalr[i/2]); - - /// FIRST FIND THE HALF-PLANE POINTS FOR EACH PETAL - xmid = (x0 + x1) / 2.0; // mid point of pq - ymid = (y0 + y1) / 2.0; - - // distance between xmid and petal center - dist = Math.Sqrt((petalx[i / 2] - xmid) * (petalx[i / 2] - xmid) + (petaly[i / 2] - ymid) * (petaly[i / 2] - ymid)); - // find the unit vector goes from mid point to petal center - ux = (petalx[i / 2] - xmid) / dist; - uy = (petaly[i / 2] - ymid) / dist; - // find the third point other than p and q - x3 = petalx[i / 2] + ux * petalr[i / 2]; - y3 = petaly[i / 2] + uy * petalr[i / 2]; - /// FIND THE LINE POINTS BY THE ROTATION MATRIX - // cw rotation matrix [cosX sinX; -sinX cosX] - // cw rotation about (x,y) [ux*cosX + uy*sinX + x - x*cosX - y*sinX; -ux*sinX + uy*cosX + y + x*sinX - y*cosX] - // ccw rotation matrix [cosX -sinX; sinX cosX] - // ccw rotation about (x,y) [ux*cosX - uy*sinX + x - x*cosX + y*sinX; ux*sinX + uy*cosX + y - x*sinX - y*cosX] - /// LINE #1: (x1,y1) & (x_1,y_1) - // vector from p to q - ux = x1 - x0; - uy = y1 - y0; - // rotate the vector around p = (x0,y0) in ccw by alpha degrees - x_1 = x1 * cosAlpha - y1 * sinAlpha + x0 - x0 * cosAlpha + y0 * sinAlpha; - y_1 = x1 * sinAlpha + y1 * cosAlpha + y0 - x0 * sinAlpha - y0 * cosAlpha; - // add these to wedges list as lines in order - wedges[i * 20] = x0; wedges[i * 20 + 1] = y0; - wedges[i * 20 + 2] = x_1; wedges[i * 20 + 3] = y_1; - //printf("LINE #1 (%.12f, %.12f) (%.12f, %.12f)\n", x0,y0,x_1,y_1); - /// LINE #2: (x2,y2) & (x_2,y_2) - // vector from q to p - ux = x0 - x1; - uy = y0 - y1; - // rotate the vector around q = (x1,y1) in cw by alpha degrees - x_2 = x0 * cosAlpha + y0 * sinAlpha + x1 - x1 * cosAlpha - y1 * sinAlpha; - y_2 = -x0 * sinAlpha + y0 * cosAlpha + y1 + x1 * sinAlpha - y1 * cosAlpha; - // add these to wedges list as lines in order - wedges[i * 20 + 4] = x_2; wedges[i * 20 + 5] = y_2; - wedges[i * 20 + 6] = x1; wedges[i * 20 + 7] = y1; - //printf("LINE #2 (%.12f, %.12f) (%.12f, %.12f)\n", x_2,y_2,x1,y1); - // vector from (petalx, petaly) to (x3,y3) - ux = x3 - petalx[i / 2]; - uy = y3 - petaly[i / 2]; - tempx = x3; tempy = y3; - - /// DETERMINE HOW MANY POINTS TO USE ACCORDING TO THE MINANGLE-MAXANGLE COMBINATION - // petal center angle - alpha = (2.0 * behavior.MaxAngle + behavior.MinAngle - 180.0); - if (alpha <= 0.0) - {// when only angle lines needed - // 4 point case - howManyPoints = 4; - //printf("4 point case\n"); - line345 = 1.0; - line789 = 1.0; - } - else if (alpha <= 5.0) - {// when only angle lines plus two other lines are needed - // 6 point case - howManyPoints = 6; - //printf("6 point case\n"); - line345 = 2.0; - line789 = 2.0; - } - else if (alpha <= 10.0) - {// when we need more lines - // 8 point case - howManyPoints = 8; - line345 = 3.0; - line789 = 3.0; - //printf("8 point case\n"); - } - else - {// when we have a big wedge - // 10 point case - howManyPoints = 10; - //printf("10 point case\n"); - line345 = 4.0; - line789 = 4.0; - } - alpha = alpha * Math.PI / 180.0; - /// LINE #3, #4, #5: (x3,y3) & (x_3,y_3) - for (j = 1; j < line345; j++) - { - if (line345 == 1) - continue; - // rotate the vector around (petalx,petaly) in cw by (alpha/3.0)*j degrees - x_3 = x3 * Math.Cos((alpha / (line345 - 1.0)) * j) + y3 * Math.Sin(((alpha / (line345 - 1.0)) * j)) + petalx[i / 2] - petalx[i / 2] * Math.Cos(((alpha / (line345 - 1.0)) * j)) - petaly[i / 2] * Math.Sin(((alpha / (line345 - 1.0)) * j)); - y_3 = -x3 * Math.Sin(((alpha / (line345 - 1.0)) * j)) + y3 * Math.Cos(((alpha / (line345 - 1.0)) * j)) + petaly[i / 2] + petalx[i / 2] * Math.Sin(((alpha / (line345 - 1.0)) * j)) - petaly[i / 2] * Math.Cos(((alpha / (line345 - 1.0)) * j)); - // add these to wedges list as lines in order - wedges[i * 20 + 8 + 4 * (j - 1)] = x_3; wedges[i * 20 + 9 + 4 * (j - 1)] = y_3; - wedges[i * 20 + 10 + 4 * (j - 1)] = tempx; wedges[i * 20 + 11 + 4 * (j - 1)] = tempy; - tempx = x_3; tempy = y_3; - } - /// LINE #6: (x2,y2) & (x_3,y_3) - // vector from q to p - ux = x0 - x1; - uy = y0 - y1; - // rotate the vector around q = (x1,y1) in cw by alpha degrees - x_5 = x0 * cosBeta + y0 * sinBeta + x1 - x1 * cosBeta - y1 * sinBeta; - y_5 = -x0 * sinBeta + y0 * cosBeta + y1 + x1 * sinBeta - y1 * cosBeta; - wedges[i * 20 + 20] = x1; wedges[i * 20 + 21] = y1; - wedges[i * 20 + 22] = x_5; wedges[i * 20 + 23] = y_5; - - tempx = x3; tempy = y3; - /// LINE #7, #8, #9: (x3,y3) & (x_4,y_4) - for (j = 1; j < line789; j++) - { - if (line789 == 1) - continue; - // rotate the vector around (petalx,petaly) in ccw by (alpha/3.0)*j degrees - x_4 = x3 * Math.Cos((alpha / (line789 - 1.0)) * j) - y3 * Math.Sin((alpha / (line789 - 1.0)) * j) + petalx[i / 2] - petalx[i / 2] * Math.Cos((alpha / (line789 - 1.0)) * j) + petaly[i / 2] * Math.Sin((alpha / (line789 - 1.0)) * j); - y_4 = x3 * Math.Sin((alpha / (line789 - 1.0)) * j) + y3 * Math.Cos((alpha / (line789 - 1.0)) * j) + petaly[i / 2] - petalx[i / 2] * Math.Sin((alpha / (line789 - 1.0)) * j) - petaly[i / 2] * Math.Cos((alpha / (line789 - 1.0)) * j); - - // add these to wedges list as lines in order - wedges[i * 20 + 24 + 4 * (j - 1)] = tempx; wedges[i * 20 + 25 + 4 * (j - 1)] = tempy; - wedges[i * 20 + 26 + 4 * (j - 1)] = x_4; wedges[i * 20 + 27 + 4 * (j - 1)] = y_4; - tempx = x_4; tempy = y_4; - } - /// LINE #10: (x1,y1) & (x_3,y_3) - // vector from p to q - ux = x1 - x0; - uy = y1 - y0; - // rotate the vector around p = (x0,y0) in ccw by alpha degrees - x_6 = x1 * cosBeta - y1 * sinBeta + x0 - x0 * cosBeta + y0 * sinBeta; - y_6 = x1 * sinBeta + y1 * cosBeta + y0 - x0 * sinBeta - y0 * cosBeta; - wedges[i * 20 + 36] = x_6; wedges[i * 20 + 37] = y_6; - wedges[i * 20 + 38] = x0; wedges[i * 20 + 39] = y0; - - //printf("LINE #1 (%.12f, %.12f) (%.12f, %.12f)\n", x0,y0,x_1,y_1); - /// IF IT IS THE FIRST ONE, FIND THE CONVEX POLYGON - if (i == 0) - { - switch (howManyPoints) - { - case 4: - // line1 & line2 & line3 & line4 - LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1); - LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2); - LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_5, y_5, ref p3); - LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p4); - if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0) && (p4[0] == 1.0)) - { - // #0 - initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2]; - // #1 - initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2]; - // #2 - initialConvexPoly[4] = p3[1]; initialConvexPoly[5] = p3[2]; - // #3 - initialConvexPoly[6] = p4[1]; initialConvexPoly[7] = p4[2]; - } - break; - case 6: - // line1 & line2 & line3 - LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1); - LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2); - LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p3); - if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0)) - { - // #0 - initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2]; - // #1 - initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2]; - // #2 - initialConvexPoly[4] = wedges[i * 20 + 8]; initialConvexPoly[5] = wedges[i * 20 + 9]; - // #3 - initialConvexPoly[6] = x3; initialConvexPoly[7] = y3; - // #4 - initialConvexPoly[8] = wedges[i * 20 + 26]; initialConvexPoly[9] = wedges[i * 20 + 27]; - // #5 - initialConvexPoly[10] = p3[1]; initialConvexPoly[11] = p3[2]; - } - break; - case 8: - // line1 & line2: p1 - LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1); - LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2); - LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p3); - if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0)) - { - // #0 - initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2]; - // #1 - initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2]; - // #2 - initialConvexPoly[4] = wedges[i * 20 + 12]; initialConvexPoly[5] = wedges[i * 20 + 13]; - // #3 - initialConvexPoly[6] = wedges[i * 20 + 8]; initialConvexPoly[7] = wedges[i * 20 + 9]; - // #4 - initialConvexPoly[8] = x3; initialConvexPoly[9] = y3; - // #5 - initialConvexPoly[10] = wedges[i * 20 + 26]; initialConvexPoly[11] = wedges[i * 20 + 27]; - // #6 - initialConvexPoly[12] = wedges[i * 20 + 30]; initialConvexPoly[13] = wedges[i * 20 + 31]; - // #7 - initialConvexPoly[14] = p3[1]; initialConvexPoly[15] = p3[2]; - } - break; - case 10: - // line1 & line2: p1 - LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1); - LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2); - LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p3); - //printf("p3 %f %f %f (%f %f) (%f %f) (%f %f) (%f %f)\n",p3[0],p3[1],p3[2], x0, y0, x_6, x_6, x1, y1, x_2, y_2); - if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0)) - { - // #0 - initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2]; - // #1 - initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2]; - // #2 - initialConvexPoly[4] = wedges[i * 20 + 16]; initialConvexPoly[5] = wedges[i * 20 + 17]; - // #3 - initialConvexPoly[6] = wedges[i * 20 + 12]; initialConvexPoly[7] = wedges[i * 20 + 13]; - // #4 - initialConvexPoly[8] = wedges[i * 20 + 8]; initialConvexPoly[9] = wedges[i * 20 + 9]; - // #5 - initialConvexPoly[10] = x3; initialConvexPoly[11] = y3; - // #6 - initialConvexPoly[12] = wedges[i * 20 + 28]; initialConvexPoly[13] = wedges[i * 20 + 29]; - // #7 - initialConvexPoly[14] = wedges[i * 20 + 32]; initialConvexPoly[15] = wedges[i * 20 + 33]; - // #8 - initialConvexPoly[16] = wedges[i * 20 + 34]; initialConvexPoly[17] = wedges[i * 20 + 35]; - // #9 - initialConvexPoly[18] = p3[1]; initialConvexPoly[19] = p3[2]; - } - break; - } - // printf("smallest edge (%f,%f) (%f,%f)\n", x0,y0, x1,y1); - // printf("real INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;]\n", initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15],initialConvexPoly[16],initialConvexPoly[17],initialConvexPoly[18],initialConvexPoly[19]); - } - - x0 = x1; y0 = y1; - x1 = x2; y1 = y2; - } - /// HALF PLANE INTERSECTION: START SPLITTING THE INITIAL POLYGON TO FIND FEASIBLE REGION - if (numpoints != 0) - { - // first intersect the opposite located ones - s = (numpoints - 1) / 2 + 1; - flag = 0; - count = 0; - i = 1; - num = howManyPoints; - for (j = 0; j < 40; j = j + 4) - { - // in order to skip non-existent lines - if (howManyPoints == 4 && (j == 8 || j == 12 || j == 16 || j == 24 || j == 28 || j == 32)) - { - continue; - } - else if (howManyPoints == 6 && (j == 12 || j == 16 || j == 28 || j == 32)) - { - continue; - } - else if (howManyPoints == 8 && (j == 16 || j == 32)) - { - continue; - } - // printf("%d 1 INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;]\n",num, initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15],initialConvexPoly[16],initialConvexPoly[17],initialConvexPoly[18],initialConvexPoly[19]); - // printf("line (%f, %f) (%f, %f)\n",wedges[40*s+j],wedges[40*s+1+j], wedges[40*s+2+j], wedges[40*s+3+j]); - numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[40 * s + j], wedges[40 * s + 1 + j], wedges[40 * s + 2 + j], wedges[40 * s + 3 + j]); - - if (numpolypoints == 0) - return false; - else - num = numpolypoints; - } - count++; - //printf("yes here\n"); - while (count < numpoints - 1) - { - for (j = 0; j < 40; j = j + 4) - { - // in order to skip non-existent lines - if (howManyPoints == 4 && (j == 8 || j == 12 || j == 16 || j == 24 || j == 28 || j == 32)) - { - continue; - } - else if (howManyPoints == 6 && (j == 12 || j == 16 || j == 28 || j == 32)) - { - continue; - } - else if (howManyPoints == 8 && (j == 16 || j == 32)) - { - continue; - } - ////printf("%d 2 INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;]\n",numpolypoints, initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15],initialConvexPoly[16],initialConvexPoly[17],initialConvexPoly[18],initialConvexPoly[19]); - //printf("line (%.20f, %.20f) (%.20f, %.20f)\n", wedges[40 * (i + s * flag) + j], wedges[40 * (i + s * flag) + 1 + j], wedges[40 * (i + s * flag) + 2 + j], wedges[40 * (i + s * flag) + 3 + j]); - numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[40 * (i + s * flag) + j], wedges[40 * (i + s * flag) + 1 + j], wedges[40 * (i + s * flag) + 2 + j], wedges[40 * (i + s * flag) + 3 + j]); - - if (numpolypoints == 0) - return false; - else - num = numpolypoints; - } - i = i + flag; - flag = (flag + 1) % 2; - count++; - } - /// IF THERE IS A FEASIBLE INTERSECTION POLYGON, FIND ITS CENTROID AS THE NEW LOCATION - FindPolyCentroid(numpolypoints, initialConvexPoly, ref newloc); - - if (behavior.MaxAngle != 0.0) - { - numBadTriangle = 0; - for (j = 0; j < numpoints * 2 - 2; j = j + 2) - { - if (IsBadTriangleAngle(newloc[0], newloc[1], points[j], points[j + 1], points[j + 2], points[j + 3])) - { - numBadTriangle++; - } - } - if (IsBadTriangleAngle(newloc[0], newloc[1], points[0], points[1], points[numpoints * 2 - 2], points[numpoints * 2 - 1])) - { - numBadTriangle++; - } - - if (numBadTriangle == 0) - { - - return true; - } - n = (numpoints <= 2) ? 20 : 30; - // try points other than centroid - for (k = 0; k < 2 * numpoints; k = k + 2) - { - for (e = 1; e < n; e = e + 1) - { - newloc[0] = 0.0; newloc[1] = 0.0; - for (i = 0; i < 2 * numpoints; i = i + 2) - { - weight = 1.0 / numpoints; - if (i == k) - { - newloc[0] = newloc[0] + 0.1 * e * weight * points[i]; - newloc[1] = newloc[1] + 0.1 * e * weight * points[i + 1]; - } - else - { - weight = (1.0 - 0.1 * e * weight) / (double)(numpoints - 1.0); - newloc[0] = newloc[0] + weight * points[i]; - newloc[1] = newloc[1] + weight * points[i + 1]; - } - - } - numBadTriangle = 0; - for (j = 0; j < numpoints * 2 - 2; j = j + 2) - { - if (IsBadTriangleAngle(newloc[0], newloc[1], points[j], points[j + 1], points[j + 2], points[j + 3])) - { - numBadTriangle++; - } - } - if (IsBadTriangleAngle(newloc[0], newloc[1], points[0], points[1], points[numpoints * 2 - 2], points[numpoints * 2 - 1])) - { - numBadTriangle++; - } - - if (numBadTriangle == 0) - { - - return true; - } - } - } - } - else - { - //printf("yes, we found a feasible region num: %d newloc (%.12f,%.12f)\n", numpolypoints, newloc[0], newloc[1]); - // for(i = 0; i < 2*numpolypoints; i = i+2){ - // printf("point %d) (%.12f,%.12f)\n", i/2, initialConvexPoly[i], initialConvexPoly[i+1]); - // } - // printf("numpoints %d\n",numpoints); - return true; - } - } - - - return false; - } - - /// - /// Check polygon for min angle. - /// - /// - /// - /// Returns true if the polygon has angles greater than 2*minangle. - private bool ValidPolygonAngles(int numpoints, double[] points) - { - int i;//,j - for (i = 0; i < numpoints; i++) - { - if (i == numpoints - 1) - { - if (IsBadPolygonAngle(points[i * 2], points[i * 2 + 1], points[0], points[1], points[2], points[3])) - { - return false; // one of the inner angles is less than required - } - } - else if (i == numpoints - 2) - { - if (IsBadPolygonAngle(points[i * 2], points[i * 2 + 1], points[(i + 1) * 2], points[(i + 1) * 2 + 1], points[0], points[1])) - { - return false; // one of the inner angles is less than required - } - } - else - { - if (IsBadPolygonAngle(points[i * 2], points[i * 2 + 1], points[(i + 1) * 2], points[(i + 1) * 2 + 1], points[(i + 2) * 2], points[(i + 2) * 2 + 1])) - { - return false; // one of the inner angles is less than required - } - } - } - return true; // all angles are valid - } - - /// - /// Given three coordinates of a polygon, tests to see if it satisfies the minimum - /// angle condition for relocation. - /// - /// - /// - /// - /// - /// - /// - /// Returns true, if it is a BAD polygon corner, returns false if it is a GOOD - /// polygon corner - private bool IsBadPolygonAngle(double x1, double y1, - double x2, double y2, double x3, double y3) - { - // variables keeping the distance values for the edges - double dx12, dy12, dx23, dy23, dx31, dy31; - double dist12, dist23, dist31; - - double cosAngle; // in order to check minimum angle condition - - // calculate the side lengths - - dx12 = x1 - x2; - dy12 = y1 - y2; - dx23 = x2 - x3; - dy23 = y2 - y3; - dx31 = x3 - x1; - dy31 = y3 - y1; - // calculate the squares of the side lentghs - dist12 = dx12 * dx12 + dy12 * dy12; - dist23 = dx23 * dx23 + dy23 * dy23; - dist31 = dx31 * dx31 + dy31 * dy31; - - /// calculate cosine of largest angle /// - cosAngle = (dist12 + dist23 - dist31) / (2 * Math.Sqrt(dist12) * Math.Sqrt(dist23)); - // Check whether the angle is smaller than permitted which is 2*minangle!!! - //printf("angle: %f 2*minangle = %f\n",acos(cosAngle)*180/PI, 2*acos(Math.Sqrt(b.goodangle))*180/PI); - if (Math.Acos(cosAngle) < 2 * Math.Acos(Math.Sqrt(behavior.goodAngle))) - { - return true;// it is a BAD triangle - } - return false;// it is a GOOD triangle - - } - - /// - /// Given four points representing two lines, returns the intersection point. - /// - /// - /// - /// - /// - /// - /// - /// - /// - /// The intersection point. - /// - // referenced to: http://local.wasp.uwa.edu.au/~pbourke/geometry/ - /// - private void LineLineIntersection( - double x1, double y1, - double x2, double y2, - double x3, double y3, - double x4, double y4, ref double[] p) - { - // x1,y1 P1 coordinates (point of line 1) - // x2,y2 P2 coordinates (point of line 1) - // x3,y3 P3 coordinates (point of line 2) - // x4,y4 P4 coordinates (point of line 2) - // p[1],p[2] intersection coordinates - // - // This function returns a pointer array which first index indicates - // weather they intersect on one point or not, followed by coordinate pairs. - - double u_a, u_b, denom; - - // calculate denominator first - denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); - u_a = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); - u_b = (x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3); - // if denominator and numerator equal to zero, lines are coincident - if (Math.Abs(denom - 0.0) < EPS && (Math.Abs(u_b - 0.0) < EPS && Math.Abs(u_a - 0.0) < EPS)) - { - p[0] = 0.0; - } - // if denominator equals to zero, lines are parallel - else if (Math.Abs(denom - 0.0) < EPS) - { - p[0] = 0.0; - } - else - { - p[0] = 1.0; - u_a = u_a / denom; - u_b = u_b / denom; - p[1] = x1 + u_a * (x2 - x1); // not the intersection point - p[2] = y1 + u_a * (y2 - y1); - } - } - - /// - /// Returns the convex polygon which is the intersection of the given convex - /// polygon with the halfplane on the left side (regarding the directional vector) - /// of the given line. - /// - /// - /// - /// - /// - /// - /// - /// - /// - /// http://www.mathematik.uni-ulm.de/stochastik/lehre/ws03_04/rt/Geometry2D.ps - /// - private int HalfPlaneIntersection(int numvertices, ref double[] convexPoly, double x1, double y1, double x2, double y2) - { - double dx, dy; // direction of the line - double z, min, max; - int i, j; - - int numpolys; - double[] res = null; - int count = 0; - int intFound = 0; - dx = x2 - x1; - dy = y2 - y1; - numpolys = SplitConvexPolygon(numvertices, convexPoly, x1, y1, x2, y2, polys); - - if (numpolys == 3) - { - count = numvertices; - } - else - { - for (i = 0; i < numpolys; i++) - { - min = double.MaxValue; - max = double.MinValue; - // compute the minimum and maximum of the - // third coordinate of the cross product - for (j = 1; j <= 2 * polys[i][0] - 1; j = j + 2) - { - z = dx * (polys[i][j + 1] - y1) - dy * (polys[i][j] - x1); - min = (z < min ? z : min); - max = (z > max ? z : max); - } - // ... and choose the (absolute) greater of both - z = (Math.Abs(min) > Math.Abs(max) ? min : max); - // and if it is positive, the polygon polys[i] - // is on the left side of line - if (z > 0.0) - { - res = polys[i]; - intFound = 1; - break; - } - } - if (intFound == 1) - { - while (count < res[0]) - { - convexPoly[2 * count] = res[2 * count + 1]; - convexPoly[2 * count + 1] = res[2 * count + 2]; - count++; - - } - } - } - // update convexPoly - return count; - } - - /// - /// Splits a convex polygons into one or two polygons through the intersection - /// with the given line (regarding the directional vector of the given line). - /// - /// - /// - /// - /// - /// - /// - /// - /// - /// - /// http://www.mathematik.uni-ulm.de/stochastik/lehre/ws03_04/rt/Geometry2D.ps - /// - private int SplitConvexPolygon(int numvertices, double[] convexPoly, double x1, double y1, double x2, double y2, double[][] polys) - { - // state = 0: before the first intersection (with the line) - // state = 1: after the first intersection (with the line) - // state = 2: after the second intersection (with the line) - - int state = 0; - double[] p = new double[3]; - int poly1counter = 0; - int poly2counter = 0; - int numpolys; - int i; - double compConst = 0.000000000001; - // for debugging - int case1 = 0, case2 = 0, case3 = 0, case31 = 0, case32 = 0, case33 = 0, case311 = 0, case3111 = 0; - // intersect all edges of poly with line - for (i = 0; i < 2 * numvertices; i = i + 2) - { - int j = (i + 2 >= 2 * numvertices) ? 0 : i + 2; - LineLineSegmentIntersection(x1, y1, x2, y2, convexPoly[i], convexPoly[i + 1], convexPoly[j], convexPoly[j + 1], ref p); - // if this edge does not intersect with line - if (Math.Abs(p[0] - 0.0) <= compConst) - { - //System.out.println("null"); - // add p[j] to the proper polygon - if (state == 1) - { - poly2counter++; - poly2[2 * poly2counter - 1] = convexPoly[j]; - poly2[2 * poly2counter] = convexPoly[j + 1]; - } - else - { - poly1counter++; - poly1[2 * poly1counter - 1] = convexPoly[j]; - poly1[2 * poly1counter] = convexPoly[j + 1]; - } - // debug - case1++; - } - // ... or if the intersection is the whole edge - else if (Math.Abs(p[0] - 2.0) <= compConst) - { - //System.out.println(o); - // then we can not reach state 1 and 2 - poly1counter++; - poly1[2 * poly1counter - 1] = convexPoly[j]; - poly1[2 * poly1counter] = convexPoly[j + 1]; - // debug - case2++; - } - // ... or if the intersection is a point - else - { - // debug - case3++; - // if the point is the second vertex of the edge - if (Math.Abs(p[1] - convexPoly[j]) <= compConst && Math.Abs(p[2] - convexPoly[j + 1]) <= compConst) - { - // debug - case31++; - if (state == 1) - { - poly2counter++; - poly2[2 * poly2counter - 1] = convexPoly[j]; - poly2[2 * poly2counter] = convexPoly[j + 1]; - poly1counter++; - poly1[2 * poly1counter - 1] = convexPoly[j]; - poly1[2 * poly1counter] = convexPoly[j + 1]; - state++; - } - else if (state == 0) - { - // debug - case311++; - poly1counter++; - poly1[2 * poly1counter - 1] = convexPoly[j]; - poly1[2 * poly1counter] = convexPoly[j + 1]; - // test whether the polygon is splitted - // or the line only touches the polygon - if (i + 4 < 2 * numvertices) - { - int s1 = LinePointLocation(x1, y1, x2, y2, convexPoly[i], convexPoly[i + 1]); - int s2 = LinePointLocation(x1, y1, x2, y2, convexPoly[i + 4], convexPoly[i + 5]); - // the line only splits the polygon - // when the previous and next vertex lie - // on different sides of the line - if (s1 != s2 && s1 != 0 && s2 != 0) - { - // debug - case3111++; - poly2counter++; - poly2[2 * poly2counter - 1] = convexPoly[j]; - poly2[2 * poly2counter] = convexPoly[j + 1]; - state++; - } - } - } - } - // ... if the point is not the other vertex of the edge - else if (!(Math.Abs(p[1] - convexPoly[i]) <= compConst && Math.Abs(p[2] - convexPoly[i + 1]) <= compConst)) - { - // debug - case32++; - poly1counter++; - poly1[2 * poly1counter - 1] = p[1]; - poly1[2 * poly1counter] = p[2]; - poly2counter++; - poly2[2 * poly2counter - 1] = p[1]; - poly2[2 * poly2counter] = p[2]; - if (state == 1) - { - poly1counter++; - poly1[2 * poly1counter - 1] = convexPoly[j]; - poly1[2 * poly1counter] = convexPoly[j + 1]; - } - else if (state == 0) - { - poly2counter++; - poly2[2 * poly2counter - 1] = convexPoly[j]; - poly2[2 * poly2counter] = convexPoly[j + 1]; - } - state++; - } - // ... else if the point is the second vertex of the edge - else - { - // debug - case33++; - if (state == 1) - { - poly2counter++; - poly2[2 * poly2counter - 1] = convexPoly[j]; - poly2[2 * poly2counter] = convexPoly[j + 1]; - } - else - { - poly1counter++; - poly1[2 * poly1counter - 1] = convexPoly[j]; - poly1[2 * poly1counter] = convexPoly[j + 1]; - } - } - } - } - // after splitting the state must be 0 or 2 - // (depending whether the polygon was splitted or not) - if (state != 0 && state != 2) - { - // printf("there is something wrong state: %d\n", state); - // printf("polygon might not be convex!!\n"); - // printf("case1: %d\ncase2: %d\ncase3: %d\ncase31: %d case311: %d case3111: %d\ncase32: %d\ncase33: %d\n", case1, case2, case3, case31, case311, case3111, case32, case33); - // printf("numvertices %d\n=============\n", numvertices); - - // if there is something wrong with the intersection, just ignore this one - numpolys = 3; - } - else - { - // finally convert the vertex lists into convex polygons - numpolys = (state == 0) ? 1 : 2; - poly1[0] = poly1counter; - poly2[0] = poly2counter; - // convert the first convex polygon - polys[0] = poly1; - // convert the second convex polygon - if (state == 2) - { - polys[1] = poly2; - } - } - return numpolys; - } - - /// - /// Determines on which side (relative to the direction) of the given line and the - /// point lies (regarding the directional vector) of the given line. - /// - /// - /// - /// - /// - /// - /// - /// - /// - /// http://www.mathematik.uni-ulm.de/stochastik/lehre/ws03_04/rt/Geometry2D.ps - /// - private int LinePointLocation(double x1, double y1, double x2, double y2, double x, double y) - { - double z; - if (Math.Atan((y2 - y1) / (x2 - x1)) * 180.0 / Math.PI == 90.0) - { - if (Math.Abs(x1 - x) <= 0.00000000001) - return 0; - } - else - { - if (Math.Abs(y1 + (((y2 - y1) * (x - x1)) / (x2 - x1)) - y) <= EPS) - return 0; - } - // third component of the 3 dimensional product - z = (x2 - x1) * (y - y1) - (y2 - y1) * (x - x1); - if (Math.Abs(z - 0.0) <= 0.00000000001) - { - return 0; - } - else if (z > 0) - { - return 1; - } - else - { - return 2; - } - } - - /// - /// Given four points representing one line and a line segment, returns the intersection point - /// - /// - /// - /// - /// - /// - /// - /// - /// - /// - /// - /// referenced to: http://local.wasp.uwa.edu.au/~pbourke/geometry/ - /// - private void LineLineSegmentIntersection( - double x1, double y1, - double x2, double y2, - double x3, double y3, - double x4, double y4, ref double[] p) - { - // x1,y1 P1 coordinates (point of line) - // x2,y2 P2 coordinates (point of line) - // x3,y3 P3 coordinates (point of line segment) - // x4,y4 P4 coordinates (point of line segment) - // p[1],p[2] intersection coordinates - // - // This function returns a pointer array which first index indicates - // weather they intersect on one point or not, followed by coordinate pairs. - - double u_a, u_b, denom; - double compConst = 0.0000000000001; - // calculate denominator first - denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); - u_a = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); - u_b = (x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3); - - - //if(fabs(denom-0.0) < compConst && (fabs(u_b-0.0) < compConst && fabs(u_a-0.0) < compConst)){ - //printf("denom %.20f u_b %.20f u_a %.20f\n",denom, u_b, u_a); - if (Math.Abs(denom - 0.0) < compConst) - { - if (Math.Abs(u_b - 0.0) < compConst && Math.Abs(u_a - 0.0) < compConst) - { - p[0] = 2.0; // if denominator and numerator equal to zero, lines are coincident - } - else - { - p[0] = 0.0;// if denominator equals to zero, lines are parallel - } - - } - else - { - u_b = u_b / denom; - u_a = u_a / denom; - // printf("u_b %.20f\n", u_b); - if (u_b < -compConst || u_b > 1.0 + compConst) - { // check if it is on the line segment - // printf("line (%.20f, %.20f) (%.20f, %.20f) line seg (%.20f, %.20f) (%.20f, %.20f) \n",x1, y1 ,x2, y2 ,x3, y3 , x4, y4); - p[0] = 0.0; - } - else - { - p[0] = 1.0; - p[1] = x1 + u_a * (x2 - x1); // intersection point - p[2] = y1 + u_a * (y2 - y1); - } - } - - } - - /// - /// Returns the centroid of a given polygon - /// - /// - /// - /// Centroid of a given polygon - private void FindPolyCentroid(int numpoints, double[] points, ref double[] centroid) - { - int i; - //double area = 0.0;//, temp - centroid[0] = 0.0; centroid[1] = 0.0; - - for (i = 0; i < 2 * numpoints; i = i + 2) - { - - centroid[0] = centroid[0] + points[i]; - centroid[1] = centroid[1] + points[i + 1]; - - } - centroid[0] = centroid[0] / numpoints; - centroid[1] = centroid[1] / numpoints; - } - - /// - /// Given two points representing a line and a radius together with a center point - /// representing a circle, returns the intersection points. - /// - /// - /// - /// - /// - /// - /// - /// - /// Pointer to list of intersection points - /// - /// referenced to: http://local.wasp.uwa.edu.au/~pbourke/geometry/sphereline/ - /// - private void CircleLineIntersection( - double x1, double y1, - double x2, double y2, - double x3, double y3, double r, ref double[] p) - { - // x1,y1 P1 coordinates [point of line] - // x2,y2 P2 coordinates [point of line] - // x3,y3, r P3 coordinates(circle center) and radius [circle] - // p[1],p[2]; p[3],p[4] intersection coordinates - // - // This function returns a pointer array which first index indicates - // the number of intersection points, followed by coordinate pairs. - - //double x , y ; - double a, b, c, mu, i; - - a = (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1); - b = 2 * ((x2 - x1) * (x1 - x3) + (y2 - y1) * (y1 - y3)); - c = x3 * x3 + y3 * y3 + x1 * x1 + y1 * y1 - 2 * (x3 * x1 + y3 * y1) - r * r; - i = b * b - 4 * a * c; - - if (i < 0.0) - { - // no intersection - p[0] = 0.0; - } - else if (Math.Abs(i - 0.0) < EPS) - { - // one intersection - p[0] = 1.0; - - mu = -b / (2 * a); - p[1] = x1 + mu * (x2 - x1); - p[2] = y1 + mu * (y2 - y1); - - } - else if (i > 0.0 && !(Math.Abs(a - 0.0) < EPS)) - { - // two intersections - p[0] = 2.0; - // first intersection - mu = (-b + Math.Sqrt(i)) / (2 * a); - p[1] = x1 + mu * (x2 - x1); - p[2] = y1 + mu * (y2 - y1); - // second intersection - mu = (-b - Math.Sqrt(i)) / (2 * a); - p[3] = x1 + mu * (x2 - x1); - p[4] = y1 + mu * (y2 - y1); - - - } - else - { - p[0] = 0.0; - } - } - - /// - /// Given three points, check if the point is the correct point that we are looking for. - /// - /// P1 coordinates (bisector point of dual edge on triangle) - /// P1 coordinates (bisector point of dual edge on triangle) - /// P2 coordinates (intersection point) - /// P2 coordinates (intersection point) - /// P3 coordinates (circumcenter point) - /// P3 coordinates (circumcenter point) - /// - /// Returns true, if given point is the correct one otherwise return false. - private bool ChooseCorrectPoint( - double x1, double y1, - double x2, double y2, - double x3, double y3, bool isObtuse) - { - double d1, d2; - bool p; - - // squared distance between circumcenter and intersection point - d1 = (x2 - x3) * (x2 - x3) + (y2 - y3) * (y2 - y3); - // squared distance between bisector point and intersection point - d2 = (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1); - - if (isObtuse) - { - // obtuse case - if (d2 >= d1) - { - p = true; // means we have found the right point - } - else - { - p = false; // means take the other point - } - } - else - { - // non-obtuse case - if (d2 < d1) - { - p = true; // means we have found the right point - } - else - { - p = false; // means take the other point - } - } - /// HANDLE RIGHT TRIANGLE CASE!!!!!!!!!!!!!!!!!!!!!!!!!!!! - return p; - - } - - /// - /// This function returns a pointer array which first index indicates the whether - /// the point is in between the other points, followed by coordinate pairs. - /// - /// P1 coordinates [point of line] (point on Voronoi edge - intersection) - /// P1 coordinates [point of line] (point on Voronoi edge - intersection) - /// P2 coordinates [point of line] (circumcenter) - /// P2 coordinates [point of line] (circumcenter) - /// P3 coordinates [point to be compared] (neighbor's circumcenter) - /// P3 coordinates [point to be compared] (neighbor's circumcenter) - /// - private void PointBetweenPoints(double x1, double y1, double x2, double y2, double x, double y, ref double[] p) - { - // now check whether the point is close to circumcenter than intersection point - // BETWEEN THE POINTS - if ((x2 - x) * (x2 - x) + (y2 - y) * (y2 - y) < (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)) - { - p[0] = 1.0; - // calculate the squared distance to circumcenter - p[1] = (x - x2) * (x - x2) + (y - y2) * (y - y2); - p[2] = x; - p[3] = y; - }// *NOT* BETWEEN THE POINTS - else - { - p[0] = 0.0; - p[1] = 0.0; - p[2] = 0.0; - p[3] = 0.0; - } - } - - /// - /// Given three coordinates of a triangle, tests a triangle to see if it satisfies - /// the minimum and/or maximum angle condition. - /// - /// - /// - /// - /// - /// - /// - /// Returns true, if it is a BAD triangle, returns false if it is a GOOD triangle. - private bool IsBadTriangleAngle(double x1, double y1, double x2, double y2, double x3, double y3) - { - // variables keeping the distance values for the edges - double dxod, dyod, dxda, dyda, dxao, dyao; - double dxod2, dyod2, dxda2, dyda2, dxao2, dyao2; - - double apexlen, orglen, destlen; - double angle; // in order to check minimum angle condition - - double maxangle; // in order to check minimum angle condition - // calculate the side lengths - - dxod = x1 - x2; - dyod = y1 - y2; - dxda = x2 - x3; - dyda = y2 - y3; - dxao = x3 - x1; - dyao = y3 - y1; - // calculate the squares of the side lentghs - dxod2 = dxod * dxod; - dyod2 = dyod * dyod; - dxda2 = dxda * dxda; - dyda2 = dyda * dyda; - dxao2 = dxao * dxao; - dyao2 = dyao * dyao; - - // Find the lengths of the triangle's three edges. - apexlen = dxod2 + dyod2; - orglen = dxda2 + dyda2; - destlen = dxao2 + dyao2; - - // try to find the minimum edge and accordingly the pqr orientation - if ((apexlen < orglen) && (apexlen < destlen)) - { - // Find the square of the cosine of the angle at the apex. - angle = dxda * dxao + dyda * dyao; - angle = angle * angle / (orglen * destlen); - } - else if (orglen < destlen) - { - // Find the square of the cosine of the angle at the origin. - angle = dxod * dxao + dyod * dyao; - angle = angle * angle / (apexlen * destlen); - } - else - { - // Find the square of the cosine of the angle at the destination. - angle = dxod * dxda + dyod * dyda; - angle = angle * angle / (apexlen * orglen); - - } - - // try to find the maximum edge and accordingly the pqr orientation - if ((apexlen > orglen) && (apexlen > destlen)) - { - // Find the cosine of the angle at the apex. - maxangle = (orglen + destlen - apexlen) / (2 * Math.Sqrt(orglen * destlen)); - } - else if (orglen > destlen) - { - // Find the cosine of the angle at the origin. - maxangle = (apexlen + destlen - orglen) / (2 * Math.Sqrt(apexlen * destlen)); - } - else - { - // Find the cosine of the angle at the destination. - maxangle = (apexlen + orglen - destlen) / (2 * Math.Sqrt(apexlen * orglen)); - } - - // Check whether the angle is smaller than permitted. - if ((angle > behavior.goodAngle) || (behavior.MaxAngle != 0.00 && maxangle < behavior.maxGoodAngle)) - { - return true;// it is a bad triangle - } - - return false;// it is a good triangle - } - - /// - /// Given the triangulation, and a vertex returns the minimum distance to the - /// vertices of the triangle where the given vertex located. - /// - /// - /// - /// - /// - private double MinDistanceToNeighbor(double newlocX, double newlocY, ref Otri searchtri) - { - Otri horiz = default(Otri); // for search operation - LocateResult intersect = LocateResult.Outside; - Vertex v1, v2, v3, torg, tdest; - double d1, d2, d3, ahead; - //triangle ptr; // Temporary variable used by sym(). - - Point newvertex = new Point(newlocX, newlocY); - - // printf("newvertex %f,%f\n", newvertex[0], newvertex[1]); - // Find the location of the vertex to be inserted. Check if a good - // starting triangle has already been provided by the caller. - // Find a boundary triangle. - //horiz.tri = m.dummytri; - //horiz.orient = 0; - //horiz.symself(); - // Search for a triangle containing 'newvertex'. - // Start searching from the triangle provided by the caller. - // Where are we? - torg = searchtri.Org(); - tdest = searchtri.Dest(); - // Check the starting triangle's vertices. - if ((torg.x == newvertex.x) && (torg.y == newvertex.y)) - { - intersect = LocateResult.OnVertex; - searchtri.Copy(ref horiz); - - } - else if ((tdest.x == newvertex.x) && (tdest.y == newvertex.y)) - { - searchtri.Lnext(); - intersect = LocateResult.OnVertex; - searchtri.Copy(ref horiz); - } - else - { - // Orient 'searchtri' to fit the preconditions of calling preciselocate(). - ahead = predicates.CounterClockwise(torg, tdest, newvertex); - if (ahead < 0.0) - { - // Turn around so that 'searchpoint' is to the left of the - // edge specified by 'searchtri'. - searchtri.Sym(); - searchtri.Copy(ref horiz); - intersect = mesh.locator.PreciseLocate(newvertex, ref horiz, false); - } - else if (ahead == 0.0) - { - // Check if 'searchpoint' is between 'torg' and 'tdest'. - if (((torg.x < newvertex.x) == (newvertex.x < tdest.x)) && - ((torg.y < newvertex.y) == (newvertex.y < tdest.y))) - { - intersect = LocateResult.OnEdge; - searchtri.Copy(ref horiz); - - } - } - else - { - searchtri.Copy(ref horiz); - intersect = mesh.locator.PreciseLocate(newvertex, ref horiz, false); - } - } - if (intersect == LocateResult.OnVertex || intersect == LocateResult.Outside) - { - // set distance to 0 - //m.VertexDealloc(newvertex); - return 0.0; - } - else - { // intersect == ONEDGE || intersect == INTRIANGLE - // find the triangle vertices - v1 = horiz.Org(); - v2 = horiz.Dest(); - v3 = horiz.Apex(); - d1 = (v1.x - newvertex.x) * (v1.x - newvertex.x) + (v1.y - newvertex.y) * (v1.y - newvertex.y); - d2 = (v2.x - newvertex.x) * (v2.x - newvertex.x) + (v2.y - newvertex.y) * (v2.y - newvertex.y); - d3 = (v3.x - newvertex.x) * (v3.x - newvertex.x) + (v3.y - newvertex.y) * (v3.y - newvertex.y); - //m.VertexDealloc(newvertex); - // find minimum of the distance - if (d1 <= d2 && d1 <= d3) - { - return d1; - } - else if (d2 <= d3) - { - return d2; - } - else - { - return d3; - } - } - } - } +// ----------------------------------------------------------------------- +// +// Original code by Hale Erten and Alper Üngör, http://www.cise.ufl.edu/~ungor/aCute/index.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + using System; + using TriangleNet.Topology; + using TriangleNet.Geometry; + using TriangleNet.Tools; + + /// + /// Find new Steiner point locations. + /// + /// + /// http://www.cise.ufl.edu/~ungor/aCute/index.html + /// + class NewLocation + { + const double EPS = 1e-50; + + IPredicates predicates; + + Mesh mesh; + Behavior behavior; + + // Work arrays for wegde intersection + double[] petalx = new double[20]; + double[] petaly = new double[20]; + double[] petalr = new double[20]; + double[] wedges = new double[500]; + double[] initialConvexPoly = new double[500]; + + // Work arrays for smoothing + double[] points_p = new double[500]; + double[] points_q = new double[500]; + double[] points_r = new double[500]; + + // Work arrays for convex polygon split + double[] poly1 = new double[100]; + double[] poly2 = new double[100]; + double[][] polys = new double[3][]; + + public NewLocation(Mesh mesh, IPredicates predicates) + { + this.mesh = mesh; + this.predicates = predicates; + + this.behavior = mesh.behavior; + } + + /// + /// Find a new location for a Steiner point. + /// + /// + /// + /// + /// + /// + /// + /// + /// + public Point FindLocation(Vertex org, Vertex dest, Vertex apex, + ref double xi, ref double eta, bool offcenter, Otri badotri) + { + // Based on using -U switch, call the corresponding function + if (behavior.MaxAngle == 0.0) + { + // Disable the "no max angle" code. It may return weired vertex locations. + return FindNewLocationWithoutMaxAngle(org, dest, apex, ref xi, ref eta, true, badotri); + } + + // With max angle + return FindNewLocation(org, dest, apex, ref xi, ref eta, true, badotri); + } + + /// + /// Find a new location for a Steiner point. + /// + /// + /// + /// + /// + /// + /// + /// + /// + private Point FindNewLocationWithoutMaxAngle(Vertex torg, Vertex tdest, Vertex tapex, + ref double xi, ref double eta, bool offcenter, Otri badotri) + { + double offconstant = behavior.offconstant; + + // for calculating the distances of the edges + double xdo, ydo, xao, yao, xda, yda; + double dodist, aodist, dadist; + // for exact calculation + double denominator; + double dx, dy, dxoff, dyoff; + + ////////////////////////////// HALE'S VARIABLES ////////////////////////////// + // keeps the difference of coordinates edge + double xShortestEdge = 0, yShortestEdge = 0; + + // keeps the square of edge lengths + double shortestEdgeDist = 0, middleEdgeDist = 0, longestEdgeDist = 0; + + // keeps the vertices according to the angle incident to that vertex in a triangle + Point smallestAngleCorner, middleAngleCorner, largestAngleCorner; + + // keeps the type of orientation if the triangle + int orientation = 0; + // keeps the coordinates of circumcenter of itself and neighbor triangle circumcenter + Point myCircumcenter, neighborCircumcenter; + + // keeps if bad triangle is almost good or not + int almostGood = 0; + // keeps the cosine of the largest angle + double cosMaxAngle; + bool isObtuse; // 1: obtuse 0: nonobtuse + // keeps the radius of petal + double petalRadius; + // for calculating petal center + double xPetalCtr_1, yPetalCtr_1, xPetalCtr_2, yPetalCtr_2, xPetalCtr, yPetalCtr, xMidOfShortestEdge, yMidOfShortestEdge; + double dxcenter1, dycenter1, dxcenter2, dycenter2; + // for finding neighbor + Otri neighborotri = default(Otri); + double[] thirdPoint = new double[2]; + //int neighborNotFound = -1; + bool neighborNotFound; + // for keeping the vertices of the neighbor triangle + Vertex neighborvertex_1; + Vertex neighborvertex_2; + Vertex neighborvertex_3; + // dummy variables + double xi_tmp = 0, eta_tmp = 0; + //vertex thirdVertex; + // for petal intersection + double vector_x, vector_y, xMidOfLongestEdge, yMidOfLongestEdge, inter_x, inter_y; + double[] p = new double[5], voronoiOrInter = new double[4]; + bool isCorrect; + + // for vector calculations in perturbation + double ax, ay, d; + double pertConst = 0.06; // perturbation constant + + double lengthConst = 1; // used at comparing circumcenter's distance to proposed point's distance + double justAcute = 1; // used for making the program working for one direction only + // for smoothing + int relocated = 0;// used to differentiate between calling the deletevertex and just proposing a steiner point + double[] newloc = new double[2]; // new location suggested by smoothing + double origin_x = 0, origin_y = 0; // for keeping torg safe + Otri delotri; // keeping the original orientation for relocation process + // keeps the first and second direction suggested points + double dxFirstSuggestion, dyFirstSuggestion, dxSecondSuggestion, dySecondSuggestion; + // second direction variables + double xMidOfMiddleEdge, yMidOfMiddleEdge; + ////////////////////////////// END OF HALE'S VARIABLES ////////////////////////////// + + Statistic.CircumcenterCount++; + + // Compute the circumcenter of the triangle. + xdo = tdest.x - torg.x; + ydo = tdest.y - torg.y; + xao = tapex.x - torg.x; + yao = tapex.y - torg.y; + xda = tapex.x - tdest.x; + yda = tapex.y - tdest.y; + // keeps the square of the distances + dodist = xdo * xdo + ydo * ydo; + aodist = xao * xao + yao * yao; + dadist = (tdest.x - tapex.x) * (tdest.x - tapex.x) + + (tdest.y - tapex.y) * (tdest.y - tapex.y); + // checking if the user wanted exact arithmetic or not + if (Behavior.NoExact) + { + denominator = 0.5 / (xdo * yao - xao * ydo); + } + else + { + // Use the counterclockwise() routine to ensure a positive (and + // reasonably accurate) result, avoiding any possibility of + // division by zero. + denominator = 0.5 / predicates.CounterClockwise(tdest, tapex, torg); + // Don't count the above as an orientation test. + Statistic.CounterClockwiseCount--; + } + // calculate the circumcenter in terms of distance to origin point + dx = (yao * dodist - ydo * aodist) * denominator; + dy = (xdo * aodist - xao * dodist) * denominator; + // for debugging and for keeping circumcenter to use later + // coordinate value of the circumcenter + myCircumcenter = new Point(torg.x + dx, torg.y + dy); + + delotri = badotri; // save for later + ///////////////// FINDING THE ORIENTATION OF TRIANGLE ////////////////// + // Find the (squared) length of the triangle's shortest edge. This + // serves as a conservative estimate of the insertion radius of the + // circumcenter's parent. The estimate is used to ensure that + // the algorithm terminates even if very small angles appear in + // the input PSLG. + // find the orientation of the triangle, basically shortest and longest edges + orientation = LongestShortestEdge(aodist, dadist, dodist); + //printf("org: (%f,%f), dest: (%f,%f), apex: (%f,%f)\n",torg[0],torg[1],tdest[0],tdest[1],tapex[0],tapex[1]); + ///////////////////////////////////////////////////////////////////////////////////////////// + // 123: shortest: aodist // 213: shortest: dadist // 312: shortest: dodist // + // middle: dadist // middle: aodist // middle: aodist // + // longest: dodist // longest: dodist // longest: dadist // + // 132: shortest: aodist // 231: shortest: dadist // 321: shortest: dodist // + // middle: dodist // middle: dodist // middle: dadist // + // longest: dadist // longest: aodist // longest: aodist // + ///////////////////////////////////////////////////////////////////////////////////////////// + + switch (orientation) + { + case 123: // assign necessary information + /// smallest angle corner: dest + /// largest angle corner: apex + xShortestEdge = xao; yShortestEdge = yao; + + shortestEdgeDist = aodist; + middleEdgeDist = dadist; + longestEdgeDist = dodist; + + smallestAngleCorner = tdest; + middleAngleCorner = torg; + largestAngleCorner = tapex; + break; + + case 132: // assign necessary information + /// smallest angle corner: dest + /// largest angle corner: org + xShortestEdge = xao; yShortestEdge = yao; + + shortestEdgeDist = aodist; + middleEdgeDist = dodist; + longestEdgeDist = dadist; + + smallestAngleCorner = tdest; + middleAngleCorner = tapex; + largestAngleCorner = torg; + + break; + case 213: // assign necessary information + /// smallest angle corner: org + /// largest angle corner: apex + xShortestEdge = xda; yShortestEdge = yda; + + shortestEdgeDist = dadist; + middleEdgeDist = aodist; + longestEdgeDist = dodist; + + smallestAngleCorner = torg; + middleAngleCorner = tdest; + largestAngleCorner = tapex; + break; + case 231: // assign necessary information + /// smallest angle corner: org + /// largest angle corner: dest + xShortestEdge = xda; yShortestEdge = yda; + + shortestEdgeDist = dadist; + middleEdgeDist = dodist; + longestEdgeDist = aodist; + + smallestAngleCorner = torg; + middleAngleCorner = tapex; + largestAngleCorner = tdest; + break; + case 312: // assign necessary information + /// smallest angle corner: apex + /// largest angle corner: org + xShortestEdge = xdo; yShortestEdge = ydo; + + shortestEdgeDist = dodist; + middleEdgeDist = aodist; + longestEdgeDist = dadist; + + smallestAngleCorner = tapex; + middleAngleCorner = tdest; + largestAngleCorner = torg; + break; + case 321: // assign necessary information + default: // TODO: is this safe? + /// smallest angle corner: apex + /// largest angle corner: dest + xShortestEdge = xdo; yShortestEdge = ydo; + + shortestEdgeDist = dodist; + middleEdgeDist = dadist; + longestEdgeDist = aodist; + + smallestAngleCorner = tapex; + middleAngleCorner = torg; + largestAngleCorner = tdest; + break; + + }// end of switch + // check for offcenter condition + if (offcenter && (offconstant > 0.0)) + { + // origin has the smallest angle + if (orientation == 213 || orientation == 231) + { + // Find the position of the off-center, as described by Alper Ungor. + dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge; + dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge; + // If the off-center is closer to destination than the + // circumcenter, use the off-center instead. + /// doubleLY BAD CASE /// + if (dxoff * dxoff + dyoff * dyoff < + (dx - xdo) * (dx - xdo) + (dy - ydo) * (dy - ydo)) + { + dx = xdo + dxoff; + dy = ydo + dyoff; + } + /// ALMOST GOOD CASE /// + else + { + almostGood = 1; + } + // destination has the smallest angle + } + else if (orientation == 123 || orientation == 132) + { + // Find the position of the off-center, as described by Alper Ungor. + dxoff = 0.5 * xShortestEdge + offconstant * yShortestEdge; + dyoff = 0.5 * yShortestEdge - offconstant * xShortestEdge; + // If the off-center is closer to the origin than the + // circumcenter, use the off-center instead. + /// doubleLY BAD CASE /// + if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) + { + dx = dxoff; + dy = dyoff; + } + /// ALMOST GOOD CASE /// + else + { + almostGood = 1; + } + // apex has the smallest angle + } + else + {//orientation == 312 || orientation == 321 + // Find the position of the off-center, as described by Alper Ungor. + dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge; + dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge; + // If the off-center is closer to the origin than the + // circumcenter, use the off-center instead. + /// doubleLY BAD CASE /// + if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) + { + dx = dxoff; + dy = dyoff; + } + /// ALMOST GOOD CASE /// + else + { + almostGood = 1; + } + } + } + // if the bad triangle is almost good, apply our approach + if (almostGood == 1) + { + + /// calculate cosine of largest angle /// + cosMaxAngle = (middleEdgeDist + shortestEdgeDist - longestEdgeDist) / (2 * Math.Sqrt(middleEdgeDist) * Math.Sqrt(shortestEdgeDist)); + if (cosMaxAngle < 0.0) + { + // obtuse + isObtuse = true; + } + else if (Math.Abs(cosMaxAngle - 0.0) <= EPS) + { + // right triangle (largest angle is 90 degrees) + isObtuse = true; + } + else + { + // nonobtuse + isObtuse = false; + } + /// RELOCATION (LOCAL SMOOTHING) /// + /// check for possible relocation of one of triangle's points /// + relocated = DoSmoothing(delotri, torg, tdest, tapex, ref newloc); + /// if relocation is possible, delete that vertex and insert a vertex at the new location /// + if (relocated > 0) + { + Statistic.RelocationCount++; + + dx = newloc[0] - torg.x; + dy = newloc[1] - torg.y; + origin_x = torg.x; // keep for later use + origin_y = torg.y; + switch (relocated) + { + case 1: + //printf("Relocate: (%f,%f)\n", torg[0],torg[1]); + mesh.DeleteVertex(ref delotri); + break; + case 2: + //printf("Relocate: (%f,%f)\n", tdest[0],tdest[1]); + delotri.Lnext(); + mesh.DeleteVertex(ref delotri); + break; + case 3: + //printf("Relocate: (%f,%f)\n", tapex[0],tapex[1]); + delotri.Lprev(); + mesh.DeleteVertex(ref delotri); + break; + + } + } + else + { + // calculate radius of the petal according to angle constraint + // first find the visible region, PETAL + // find the center of the circle and radius + petalRadius = Math.Sqrt(shortestEdgeDist) / (2 * Math.Sin(behavior.MinAngle * Math.PI / 180.0)); + /// compute two possible centers of the petal /// + // finding the center + // first find the middle point of smallest edge + xMidOfShortestEdge = (middleAngleCorner.x + largestAngleCorner.x) / 2.0; + yMidOfShortestEdge = (middleAngleCorner.y + largestAngleCorner.y) / 2.0; + // two possible centers + xPetalCtr_1 = xMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y - + largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist); + yPetalCtr_1 = yMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x - + middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist); + + xPetalCtr_2 = xMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y - + largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist); + yPetalCtr_2 = yMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x - + middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist); + // find the correct circle since there will be two possible circles + // calculate the distance to smallest angle corner + dxcenter1 = (xPetalCtr_1 - smallestAngleCorner.x) * (xPetalCtr_1 - smallestAngleCorner.x); + dycenter1 = (yPetalCtr_1 - smallestAngleCorner.y) * (yPetalCtr_1 - smallestAngleCorner.y); + dxcenter2 = (xPetalCtr_2 - smallestAngleCorner.x) * (xPetalCtr_2 - smallestAngleCorner.x); + dycenter2 = (yPetalCtr_2 - smallestAngleCorner.y) * (yPetalCtr_2 - smallestAngleCorner.y); + + // whichever is closer to smallest angle corner, it must be the center + if (dxcenter1 + dycenter1 <= dxcenter2 + dycenter2) + { + xPetalCtr = xPetalCtr_1; yPetalCtr = yPetalCtr_1; + } + else + { + xPetalCtr = xPetalCtr_2; yPetalCtr = yPetalCtr_2; + } + + /// find the third point of the neighbor triangle /// + neighborNotFound = GetNeighborsVertex(badotri, middleAngleCorner.x, middleAngleCorner.y, + smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri); + /// find the circumcenter of the neighbor triangle /// + dxFirstSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter + dyFirstSuggestion = dy; + // if there is a neighbor triangle + if (!neighborNotFound) + { + neighborvertex_1 = neighborotri.Org(); + neighborvertex_2 = neighborotri.Dest(); + neighborvertex_3 = neighborotri.Apex(); + // now calculate neighbor's circumcenter which is the voronoi site + neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3, + ref xi_tmp, ref eta_tmp); + + /// compute petal and Voronoi edge intersection /// + // in order to avoid degenerate cases, we need to do a vector based calculation for line + vector_x = (middleAngleCorner.y - smallestAngleCorner.y);//(-y, x) + vector_y = smallestAngleCorner.x - middleAngleCorner.x; + vector_x = myCircumcenter.x + vector_x; + vector_y = myCircumcenter.y + vector_y; + + + // by intersecting bisectors you will end up with the one you want to walk on + // then this line and circle should be intersected + CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, + xPetalCtr, yPetalCtr, petalRadius, ref p); + /// choose the correct intersection point /// + // calculate middle point of the longest edge(bisector) + xMidOfLongestEdge = (middleAngleCorner.x + smallestAngleCorner.x) / 2.0; + yMidOfLongestEdge = (middleAngleCorner.y + smallestAngleCorner.y) / 2.0; + // we need to find correct intersection point, since line intersects circle twice + isCorrect = ChooseCorrectPoint(xMidOfLongestEdge, yMidOfLongestEdge, p[3], p[4], + myCircumcenter.x, myCircumcenter.y, isObtuse); + // make sure which point is the correct one to be considered + if (isCorrect) + { + inter_x = p[3]; + inter_y = p[4]; + } + else + { + inter_x = p[1]; + inter_y = p[2]; + } + /// check if there is a Voronoi vertex between before intersection /// + // check if the voronoi vertex is between the intersection and circumcenter + PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, + neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter); + + /// determine the point to be suggested /// + if (p[0] > 0.0) + { // there is at least one intersection point + // if it is between circumcenter and intersection + // if it returns 1.0 this means we have a voronoi vertex within feasible region + if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS) + { + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y)) + { + // go back to circumcenter + dxFirstSuggestion = dx; + dyFirstSuggestion = dy; + + } + else + { // we are not creating a bad triangle + // neighbor's circumcenter is suggested + dxFirstSuggestion = voronoiOrInter[2] - torg.x; + dyFirstSuggestion = voronoiOrInter[3] - torg.y; + } + + } + else + { // there is no voronoi vertex between intersection point and circumcenter + if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, inter_x, inter_y)) + { + // if it is inside feasible region, then insert v2 + // apply perturbation + // find the distance between circumcenter and intersection point + d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) + + (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y)); + // then find the vector going from intersection point to circumcenter + ax = myCircumcenter.x - inter_x; + ay = myCircumcenter.y - inter_y; + + ax = ax / d; + ay = ay / d; + // now calculate the new intersection point which is perturbated towards the circumcenter + inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); + inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) + { + // go back to circumcenter + dxFirstSuggestion = dx; + dyFirstSuggestion = dy; + + } + else + { + // intersection point is suggested + dxFirstSuggestion = inter_x - torg.x; + dyFirstSuggestion = inter_y - torg.y; + + } + } + else + { + // intersection point is suggested + dxFirstSuggestion = inter_x - torg.x; + dyFirstSuggestion = inter_y - torg.y; + } + } + /// if it is an acute triangle, check if it is a good enough location /// + // for acute triangle case, we need to check if it is ok to use either of them + if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) + + (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) > + lengthConst * ((smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)))) + { + // use circumcenter + dxFirstSuggestion = dx; + dyFirstSuggestion = dy; + }// else we stick to what we have found + }// intersection point + + }// if it is on the boundary, meaning no neighbor triangle in this direction, try other direction + + /// DO THE SAME THING FOR THE OTHER DIRECTION /// + /// find the third point of the neighbor triangle /// + neighborNotFound = GetNeighborsVertex(badotri, largestAngleCorner.x, largestAngleCorner.y, + smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri); + /// find the circumcenter of the neighbor triangle /// + dxSecondSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter + dySecondSuggestion = dy; + // if there is a neighbor triangle + if (!neighborNotFound) + { + neighborvertex_1 = neighborotri.Org(); + neighborvertex_2 = neighborotri.Dest(); + neighborvertex_3 = neighborotri.Apex(); + // now calculate neighbor's circumcenter which is the voronoi site + neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3, + ref xi_tmp, ref eta_tmp); + + /// compute petal and Voronoi edge intersection /// + // in order to avoid degenerate cases, we need to do a vector based calculation for line + vector_x = (largestAngleCorner.y - smallestAngleCorner.y);//(-y, x) + vector_y = smallestAngleCorner.x - largestAngleCorner.x; + vector_x = myCircumcenter.x + vector_x; + vector_y = myCircumcenter.y + vector_y; + + + // by intersecting bisectors you will end up with the one you want to walk on + // then this line and circle should be intersected + CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, + xPetalCtr, yPetalCtr, petalRadius, ref p); + + /// choose the correct intersection point /// + // calcuwedgeslate middle point of the longest edge(bisector) + xMidOfMiddleEdge = (largestAngleCorner.x + smallestAngleCorner.x) / 2.0; + yMidOfMiddleEdge = (largestAngleCorner.y + smallestAngleCorner.y) / 2.0; + // we need to find correct intersection point, since line intersects circle twice + // this direction is always ACUTE + isCorrect = ChooseCorrectPoint(xMidOfMiddleEdge, yMidOfMiddleEdge, p[3], p[4], + myCircumcenter.x, myCircumcenter.y, false/*(isObtuse+1)%2*/); + // make sure which point is the correct one to be considered + if (isCorrect) + { + inter_x = p[3]; + inter_y = p[4]; + } + else + { + inter_x = p[1]; + inter_y = p[2]; + } + + /// check if there is a Voronoi vertex between before intersection /// + // check if the voronoi vertex is between the intersection and circumcenter + PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, + neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter); + + /// determine the point to be suggested /// + if (p[0] > 0.0) + { // there is at least one intersection point + // if it is between circumcenter and intersection + // if it returns 1.0 this means we have a voronoi vertex within feasible region + if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS) + { + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y)) + { + // go back to circumcenter + dxSecondSuggestion = dx; + dySecondSuggestion = dy; + + } + else + { // we are not creating a bad triangle + // neighbor's circumcenter is suggested + dxSecondSuggestion = voronoiOrInter[2] - torg.x; + dySecondSuggestion = voronoiOrInter[3] - torg.y; + + } + + } + else + { // there is no voronoi vertex between intersection point and circumcenter + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) + { + // if it is inside feasible region, then insert v2 + // apply perturbation + // find the distance between circumcenter and intersection point + d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) + + (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y)); + // then find the vector going from intersection point to circumcenter + ax = myCircumcenter.x - inter_x; + ay = myCircumcenter.y - inter_y; + + ax = ax / d; + ay = ay / d; + // now calculate the new intersection point which is perturbated towards the circumcenter + inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); + inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) + { + // go back to circumcenter + dxSecondSuggestion = dx; + dySecondSuggestion = dy; + + } + else + { + // intersection point is suggested + dxSecondSuggestion = inter_x - torg.x; + dySecondSuggestion = inter_y - torg.y; + } + } + else + { + + // intersection point is suggested + dxSecondSuggestion = inter_x - torg.x; + dySecondSuggestion = inter_y - torg.y; + } + } + /// if it is an acute triangle, check if it is a good enough location /// + // for acute triangle case, we need to check if it is ok to use either of them + if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) + + (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) > + lengthConst * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + + (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * + (smallestAngleCorner.y - (dySecondSuggestion + torg.y)))) + { + // use circumcenter + dxSecondSuggestion = dx; + dySecondSuggestion = dy; + }// else we stick on what we have found + } + }// if it is on the boundary, meaning no neighbor triangle in this direction, the other direction might be ok + if (isObtuse) + { + //obtuse: do nothing + dx = dxFirstSuggestion; + dy = dyFirstSuggestion; + } + else + { // acute : consider other direction + if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + + (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * + (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) > + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))) + { + dx = dxSecondSuggestion; + dy = dySecondSuggestion; + } + else + { + dx = dxFirstSuggestion; + dy = dyFirstSuggestion; + } + + }// end if obtuse + }// end of relocation + }// end of almostGood + + Point circumcenter = new Point(); + + if (relocated <= 0) + { + circumcenter.x = torg.x + dx; + circumcenter.y = torg.y + dy; + } + else + { + circumcenter.x = origin_x + dx; + circumcenter.y = origin_y + dy; + } + + xi = (yao * dx - xao * dy) * (2.0 * denominator); + eta = (xdo * dy - ydo * dx) * (2.0 * denominator); + + return circumcenter; + } + + /// + /// Find a new location for a Steiner point. + /// + /// + /// + /// + /// + /// + /// + /// + /// + private Point FindNewLocation(Vertex torg, Vertex tdest, Vertex tapex, + ref double xi, ref double eta, bool offcenter, Otri badotri) + { + double offconstant = behavior.offconstant; + + // for calculating the distances of the edges + double xdo, ydo, xao, yao, xda, yda; + double dodist, aodist, dadist; + // for exact calculation + double denominator; + double dx, dy, dxoff, dyoff; + + ////////////////////////////// HALE'S VARIABLES ////////////////////////////// + // keeps the difference of coordinates edge + double xShortestEdge = 0, yShortestEdge = 0; + + // keeps the square of edge lengths + double shortestEdgeDist = 0, middleEdgeDist = 0, longestEdgeDist = 0; + + // keeps the vertices according to the angle incident to that vertex in a triangle + Point smallestAngleCorner, middleAngleCorner, largestAngleCorner; + + // keeps the type of orientation if the triangle + int orientation = 0; + // keeps the coordinates of circumcenter of itself and neighbor triangle circumcenter + Point myCircumcenter, neighborCircumcenter; + + // keeps if bad triangle is almost good or not + int almostGood = 0; + // keeps the cosine of the largest angle + double cosMaxAngle; + bool isObtuse; // 1: obtuse 0: nonobtuse + // keeps the radius of petal + double petalRadius; + // for calculating petal center + double xPetalCtr_1, yPetalCtr_1, xPetalCtr_2, yPetalCtr_2, xPetalCtr, yPetalCtr, xMidOfShortestEdge, yMidOfShortestEdge; + double dxcenter1, dycenter1, dxcenter2, dycenter2; + // for finding neighbor + Otri neighborotri = default(Otri); + double[] thirdPoint = new double[2]; + //int neighborNotFound = -1; + // for keeping the vertices of the neighbor triangle + Vertex neighborvertex_1; + Vertex neighborvertex_2; + Vertex neighborvertex_3; + // dummy variables + double xi_tmp = 0, eta_tmp = 0; + //vertex thirdVertex; + // for petal intersection + double vector_x, vector_y, xMidOfLongestEdge, yMidOfLongestEdge, inter_x, inter_y; + double[] p = new double[5], voronoiOrInter = new double[4]; + bool isCorrect; + + // for vector calculations in perturbation + double ax, ay, d; + double pertConst = 0.06; // perturbation constant + + double lengthConst = 1; // used at comparing circumcenter's distance to proposed point's distance + double justAcute = 1; // used for making the program working for one direction only + // for smoothing + int relocated = 0;// used to differentiate between calling the deletevertex and just proposing a steiner point + double[] newloc = new double[2]; // new location suggested by smoothing + double origin_x = 0, origin_y = 0; // for keeping torg safe + Otri delotri; // keeping the original orientation for relocation process + // keeps the first and second direction suggested points + double dxFirstSuggestion, dyFirstSuggestion, dxSecondSuggestion, dySecondSuggestion; + // second direction variables + double xMidOfMiddleEdge, yMidOfMiddleEdge; + + double minangle; // in order to make sure that the circumcircle of the bad triangle is greater than petal + // for calculating the slab + double linepnt1_x, linepnt1_y, linepnt2_x, linepnt2_y; // two points of the line + double line_inter_x = 0, line_inter_y = 0; + double line_vector_x, line_vector_y; + double[] line_p = new double[3]; // used for getting the return values of functions related to line intersection + double[] line_result = new double[4]; + // intersection of slab and the petal + double petal_slab_inter_x_first, petal_slab_inter_y_first, petal_slab_inter_x_second, petal_slab_inter_y_second, x_1, y_1, x_2, y_2; + double petal_bisector_x, petal_bisector_y, dist; + double alpha; + bool neighborNotFound_first; + bool neighborNotFound_second; + ////////////////////////////// END OF HALE'S VARIABLES ////////////////////////////// + + Statistic.CircumcenterCount++; + + // Compute the circumcenter of the triangle. + xdo = tdest.x - torg.x; + ydo = tdest.y - torg.y; + xao = tapex.x - torg.x; + yao = tapex.y - torg.y; + xda = tapex.x - tdest.x; + yda = tapex.y - tdest.y; + // keeps the square of the distances + dodist = xdo * xdo + ydo * ydo; + aodist = xao * xao + yao * yao; + dadist = (tdest.x - tapex.x) * (tdest.x - tapex.x) + + (tdest.y - tapex.y) * (tdest.y - tapex.y); + // checking if the user wanted exact arithmetic or not + if (Behavior.NoExact) + { + denominator = 0.5 / (xdo * yao - xao * ydo); + } + else + { + // Use the counterclockwise() routine to ensure a positive (and + // reasonably accurate) result, avoiding any possibility of + // division by zero. + denominator = 0.5 / predicates.CounterClockwise(tdest, tapex, torg); + // Don't count the above as an orientation test. + Statistic.CounterClockwiseCount--; + } + // calculate the circumcenter in terms of distance to origin point + dx = (yao * dodist - ydo * aodist) * denominator; + dy = (xdo * aodist - xao * dodist) * denominator; + // for debugging and for keeping circumcenter to use later + // coordinate value of the circumcenter + myCircumcenter = new Point(torg.x + dx, torg.y + dy); + + delotri = badotri; // save for later + ///////////////// FINDING THE ORIENTATION OF TRIANGLE ////////////////// + // Find the (squared) length of the triangle's shortest edge. This + // serves as a conservative estimate of the insertion radius of the + // circumcenter's parent. The estimate is used to ensure that + // the algorithm terminates even if very small angles appear in + // the input PSLG. + // find the orientation of the triangle, basically shortest and longest edges + orientation = LongestShortestEdge(aodist, dadist, dodist); + //printf("org: (%f,%f), dest: (%f,%f), apex: (%f,%f)\n",torg[0],torg[1],tdest[0],tdest[1],tapex[0],tapex[1]); + ///////////////////////////////////////////////////////////////////////////////////////////// + // 123: shortest: aodist // 213: shortest: dadist // 312: shortest: dodist // + // middle: dadist // middle: aodist // middle: aodist // + // longest: dodist // longest: dodist // longest: dadist // + // 132: shortest: aodist // 231: shortest: dadist // 321: shortest: dodist // + // middle: dodist // middle: dodist // middle: dadist // + // longest: dadist // longest: aodist // longest: aodist // + ///////////////////////////////////////////////////////////////////////////////////////////// + + switch (orientation) + { + case 123: // assign necessary information + /// smallest angle corner: dest + /// largest angle corner: apex + xShortestEdge = xao; yShortestEdge = yao; + + shortestEdgeDist = aodist; + middleEdgeDist = dadist; + longestEdgeDist = dodist; + + smallestAngleCorner = tdest; + middleAngleCorner = torg; + largestAngleCorner = tapex; + break; + + case 132: // assign necessary information + /// smallest angle corner: dest + /// largest angle corner: org + xShortestEdge = xao; yShortestEdge = yao; + + shortestEdgeDist = aodist; + middleEdgeDist = dodist; + longestEdgeDist = dadist; + + smallestAngleCorner = tdest; + middleAngleCorner = tapex; + largestAngleCorner = torg; + + break; + case 213: // assign necessary information + /// smallest angle corner: org + /// largest angle corner: apex + xShortestEdge = xda; yShortestEdge = yda; + + shortestEdgeDist = dadist; + middleEdgeDist = aodist; + longestEdgeDist = dodist; + + smallestAngleCorner = torg; + middleAngleCorner = tdest; + largestAngleCorner = tapex; + break; + case 231: // assign necessary information + /// smallest angle corner: org + /// largest angle corner: dest + xShortestEdge = xda; yShortestEdge = yda; + + shortestEdgeDist = dadist; + middleEdgeDist = dodist; + longestEdgeDist = aodist; + + smallestAngleCorner = torg; + middleAngleCorner = tapex; + largestAngleCorner = tdest; + break; + case 312: // assign necessary information + /// smallest angle corner: apex + /// largest angle corner: org + xShortestEdge = xdo; yShortestEdge = ydo; + + shortestEdgeDist = dodist; + middleEdgeDist = aodist; + longestEdgeDist = dadist; + + smallestAngleCorner = tapex; + middleAngleCorner = tdest; + largestAngleCorner = torg; + break; + case 321: // assign necessary information + default: // TODO: is this safe? + /// smallest angle corner: apex + /// largest angle corner: dest + xShortestEdge = xdo; yShortestEdge = ydo; + + shortestEdgeDist = dodist; + middleEdgeDist = dadist; + longestEdgeDist = aodist; + + smallestAngleCorner = tapex; + middleAngleCorner = torg; + largestAngleCorner = tdest; + break; + + }// end of switch + // check for offcenter condition + if (offcenter && (offconstant > 0.0)) + { + // origin has the smallest angle + if (orientation == 213 || orientation == 231) + { + // Find the position of the off-center, as described by Alper Ungor. + dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge; + dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge; + // If the off-center is closer to destination than the + // circumcenter, use the off-center instead. + /// doubleLY BAD CASE /// + if (dxoff * dxoff + dyoff * dyoff < + (dx - xdo) * (dx - xdo) + (dy - ydo) * (dy - ydo)) + { + dx = xdo + dxoff; + dy = ydo + dyoff; + } + /// ALMOST GOOD CASE /// + else + { + almostGood = 1; + } + // destination has the smallest angle + } + else if (orientation == 123 || orientation == 132) + { + // Find the position of the off-center, as described by Alper Ungor. + dxoff = 0.5 * xShortestEdge + offconstant * yShortestEdge; + dyoff = 0.5 * yShortestEdge - offconstant * xShortestEdge; + // If the off-center is closer to the origin than the + // circumcenter, use the off-center instead. + /// doubleLY BAD CASE /// + if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) + { + dx = dxoff; + dy = dyoff; + } + /// ALMOST GOOD CASE /// + else + { + almostGood = 1; + } + // apex has the smallest angle + } + else + {//orientation == 312 || orientation == 321 + // Find the position of the off-center, as described by Alper Ungor. + dxoff = 0.5 * xShortestEdge - offconstant * yShortestEdge; + dyoff = 0.5 * yShortestEdge + offconstant * xShortestEdge; + // If the off-center is closer to the origin than the + // circumcenter, use the off-center instead. + /// doubleLY BAD CASE /// + if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) + { + dx = dxoff; + dy = dyoff; + } + /// ALMOST GOOD CASE /// + else + { + almostGood = 1; + } + } + } + // if the bad triangle is almost good, apply our approach + if (almostGood == 1) + { + + /// calculate cosine of largest angle /// + cosMaxAngle = (middleEdgeDist + shortestEdgeDist - longestEdgeDist) / (2 * Math.Sqrt(middleEdgeDist) * Math.Sqrt(shortestEdgeDist)); + if (cosMaxAngle < 0.0) + { + // obtuse + isObtuse = true; + } + else if (Math.Abs(cosMaxAngle - 0.0) <= EPS) + { + // right triangle (largest angle is 90 degrees) + isObtuse = true; + } + else + { + // nonobtuse + isObtuse = false; + } + /// RELOCATION (LOCAL SMOOTHING) /// + /// check for possible relocation of one of triangle's points /// + relocated = DoSmoothing(delotri, torg, tdest, tapex, ref newloc); + /// if relocation is possible, delete that vertex and insert a vertex at the new location /// + if (relocated > 0) + { + Statistic.RelocationCount++; + + dx = newloc[0] - torg.x; + dy = newloc[1] - torg.y; + origin_x = torg.x; // keep for later use + origin_y = torg.y; + switch (relocated) + { + case 1: + //printf("Relocate: (%f,%f)\n", torg[0],torg[1]); + mesh.DeleteVertex(ref delotri); + break; + case 2: + //printf("Relocate: (%f,%f)\n", tdest[0],tdest[1]); + delotri.Lnext(); + mesh.DeleteVertex(ref delotri); + break; + case 3: + //printf("Relocate: (%f,%f)\n", tapex[0],tapex[1]); + delotri.Lprev(); + mesh.DeleteVertex(ref delotri); + break; + } + } + else + { + // calculate radius of the petal according to angle constraint + // first find the visible region, PETAL + // find the center of the circle and radius + // choose minimum angle as the maximum of quality angle and the minimum angle of the bad triangle + minangle = Math.Acos((middleEdgeDist + longestEdgeDist - shortestEdgeDist) / (2 * Math.Sqrt(middleEdgeDist) * Math.Sqrt(longestEdgeDist))) * 180.0 / Math.PI; + if (behavior.MinAngle > minangle) + { + minangle = behavior.MinAngle; + } + else + { + minangle = minangle + 0.5; + } + petalRadius = Math.Sqrt(shortestEdgeDist) / (2 * Math.Sin(minangle * Math.PI / 180.0)); + /// compute two possible centers of the petal /// + // finding the center + // first find the middle point of smallest edge + xMidOfShortestEdge = (middleAngleCorner.x + largestAngleCorner.x) / 2.0; + yMidOfShortestEdge = (middleAngleCorner.y + largestAngleCorner.y) / 2.0; + // two possible centers + xPetalCtr_1 = xMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y - + largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist); + yPetalCtr_1 = yMidOfShortestEdge + Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x - + middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist); + + xPetalCtr_2 = xMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (middleAngleCorner.y - + largestAngleCorner.y) / Math.Sqrt(shortestEdgeDist); + yPetalCtr_2 = yMidOfShortestEdge - Math.Sqrt(petalRadius * petalRadius - (shortestEdgeDist / 4)) * (largestAngleCorner.x - + middleAngleCorner.x) / Math.Sqrt(shortestEdgeDist); + // find the correct circle since there will be two possible circles + // calculate the distance to smallest angle corner + dxcenter1 = (xPetalCtr_1 - smallestAngleCorner.x) * (xPetalCtr_1 - smallestAngleCorner.x); + dycenter1 = (yPetalCtr_1 - smallestAngleCorner.y) * (yPetalCtr_1 - smallestAngleCorner.y); + dxcenter2 = (xPetalCtr_2 - smallestAngleCorner.x) * (xPetalCtr_2 - smallestAngleCorner.x); + dycenter2 = (yPetalCtr_2 - smallestAngleCorner.y) * (yPetalCtr_2 - smallestAngleCorner.y); + + // whichever is closer to smallest angle corner, it must be the center + if (dxcenter1 + dycenter1 <= dxcenter2 + dycenter2) + { + xPetalCtr = xPetalCtr_1; yPetalCtr = yPetalCtr_1; + } + else + { + xPetalCtr = xPetalCtr_2; yPetalCtr = yPetalCtr_2; + } + /// find the third point of the neighbor triangle /// + neighborNotFound_first = GetNeighborsVertex(badotri, middleAngleCorner.x, middleAngleCorner.y, + smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri); + /// find the circumcenter of the neighbor triangle /// + dxFirstSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter + dyFirstSuggestion = dy; + /// before checking the neighbor, find the petal and slab intersections /// + // calculate the intersection point of the petal and the slab lines + // first find the vector + // distance between xmid and petal center + dist = Math.Sqrt((xPetalCtr - xMidOfShortestEdge) * (xPetalCtr - xMidOfShortestEdge) + (yPetalCtr - yMidOfShortestEdge) * (yPetalCtr - yMidOfShortestEdge)); + // find the unit vector goes from mid point to petal center + line_vector_x = (xPetalCtr - xMidOfShortestEdge) / dist; + line_vector_y = (yPetalCtr - yMidOfShortestEdge) / dist; + // find the third point other than p and q + petal_bisector_x = xPetalCtr + line_vector_x * petalRadius; + petal_bisector_y = yPetalCtr + line_vector_y * petalRadius; + alpha = (2.0 * behavior.MaxAngle + minangle - 180.0) * Math.PI / 180.0; + // rotate the vector cw around the petal center + x_1 = petal_bisector_x * Math.Cos(alpha) + petal_bisector_y * Math.Sin(alpha) + xPetalCtr - xPetalCtr * Math.Cos(alpha) - yPetalCtr * Math.Sin(alpha); + y_1 = -petal_bisector_x * Math.Sin(alpha) + petal_bisector_y * Math.Cos(alpha) + yPetalCtr + xPetalCtr * Math.Sin(alpha) - yPetalCtr * Math.Cos(alpha); + // rotate the vector ccw around the petal center + x_2 = petal_bisector_x * Math.Cos(alpha) - petal_bisector_y * Math.Sin(alpha) + xPetalCtr - xPetalCtr * Math.Cos(alpha) + yPetalCtr * Math.Sin(alpha); + y_2 = petal_bisector_x * Math.Sin(alpha) + petal_bisector_y * Math.Cos(alpha) + yPetalCtr - xPetalCtr * Math.Sin(alpha) - yPetalCtr * Math.Cos(alpha); + // we need to find correct intersection point, since there are two possibilities + // weather it is obtuse/acute the one closer to the minimum angle corner is the first direction + isCorrect = ChooseCorrectPoint(x_2, y_2, middleAngleCorner.x, middleAngleCorner.y, x_1, y_1, true); + // make sure which point is the correct one to be considered + if (isCorrect) + { + petal_slab_inter_x_first = x_1; + petal_slab_inter_y_first = y_1; + petal_slab_inter_x_second = x_2; + petal_slab_inter_y_second = y_2; + } + else + { + petal_slab_inter_x_first = x_2; + petal_slab_inter_y_first = y_2; + petal_slab_inter_x_second = x_1; + petal_slab_inter_y_second = y_1; + } + /// choose the correct intersection point /// + // calculate middle point of the longest edge(bisector) + xMidOfLongestEdge = (middleAngleCorner.x + smallestAngleCorner.x) / 2.0; + yMidOfLongestEdge = (middleAngleCorner.y + smallestAngleCorner.y) / 2.0; + // if there is a neighbor triangle + if (!neighborNotFound_first) + { + neighborvertex_1 = neighborotri.Org(); + neighborvertex_2 = neighborotri.Dest(); + neighborvertex_3 = neighborotri.Apex(); + // now calculate neighbor's circumcenter which is the voronoi site + neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3, + ref xi_tmp, ref eta_tmp); + + /// compute petal and Voronoi edge intersection /// + // in order to avoid degenerate cases, we need to do a vector based calculation for line + vector_x = (middleAngleCorner.y - smallestAngleCorner.y);//(-y, x) + vector_y = smallestAngleCorner.x - middleAngleCorner.x; + vector_x = myCircumcenter.x + vector_x; + vector_y = myCircumcenter.y + vector_y; + // by intersecting bisectors you will end up with the one you want to walk on + // then this line and circle should be intersected + CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, + xPetalCtr, yPetalCtr, petalRadius, ref p); + // we need to find correct intersection point, since line intersects circle twice + isCorrect = ChooseCorrectPoint(xMidOfLongestEdge, yMidOfLongestEdge, p[3], p[4], + myCircumcenter.x, myCircumcenter.y, isObtuse); + // make sure which point is the correct one to be considered + if (isCorrect) + { + inter_x = p[3]; + inter_y = p[4]; + } + else + { + inter_x = p[1]; + inter_y = p[2]; + } + //----------------------hale new first direction: for slab calculation---------------// + // calculate the intersection of angle lines and Voronoi + linepnt1_x = middleAngleCorner.x; + linepnt1_y = middleAngleCorner.y; + // vector from middleAngleCorner to largestAngleCorner + line_vector_x = largestAngleCorner.x - middleAngleCorner.x; + line_vector_y = largestAngleCorner.y - middleAngleCorner.y; + // rotate the vector around middleAngleCorner in cw by maxangle degrees + linepnt2_x = petal_slab_inter_x_first; + linepnt2_y = petal_slab_inter_y_first; + // now calculate the intersection of two lines + LineLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, linepnt1_x, linepnt1_y, linepnt2_x, linepnt2_y, ref line_p); + // check if there is a suitable intersection + if (line_p[0] > 0.0) + { + line_inter_x = line_p[1]; + line_inter_y = line_p[2]; + } + else + { + // for debugging (to make sure) + //printf("1) No intersection between two lines!!!\n"); + //printf("(%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f)\n",myCircumcenter.x,myCircumcenter.y,vector_x,vector_y,linepnt1_x,linepnt1_y,linepnt2_x,linepnt2_y); + } + + //---------------------------------------------------------------------// + /// check if there is a Voronoi vertex between before intersection /// + // check if the voronoi vertex is between the intersection and circumcenter + PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, + neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter); + + /// determine the point to be suggested /// + if (p[0] > 0.0) + { // there is at least one intersection point + // if it is between circumcenter and intersection + // if it returns 1.0 this means we have a voronoi vertex within feasible region + if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS) + { + //-----------------hale new continues 1------------------// + // now check if the line intersection is between cc and voronoi + PointBetweenPoints(voronoiOrInter[2], voronoiOrInter[3], myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result); + if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0) + { + // check if we can go further by picking the slab line and petal intersection + // calculate the distance to the smallest angle corner + // check if we create a bad triangle or not + if (((smallestAngleCorner.x - petal_slab_inter_x_first) * (smallestAngleCorner.x - petal_slab_inter_x_first) + + (smallestAngleCorner.y - petal_slab_inter_y_first) * (smallestAngleCorner.y - petal_slab_inter_y_first) > + lengthConst * ((smallestAngleCorner.x - line_inter_x) * + (smallestAngleCorner.x - line_inter_x) + + (smallestAngleCorner.y - line_inter_y) * + (smallestAngleCorner.y - line_inter_y))) + && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_first, petal_slab_inter_y_first)) + && MinDistanceToNeighbor(petal_slab_inter_x_first, petal_slab_inter_y_first, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri)) + { + // check the neighbor's vertices also, which one if better + //slab and petal intersection is advised + dxFirstSuggestion = petal_slab_inter_x_first - torg.x; + dyFirstSuggestion = petal_slab_inter_y_first - torg.y; + } + else + { // slab intersection point is further away + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) + { + // apply perturbation + // find the distance between circumcenter and intersection point + d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) + + (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y)); + // then find the vector going from intersection point to circumcenter + ax = myCircumcenter.x - line_inter_x; + ay = myCircumcenter.y - line_inter_y; + + ax = ax / d; + ay = ay / d; + // now calculate the new intersection point which is perturbated towards the circumcenter + line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); + line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) + { + // go back to circumcenter + dxFirstSuggestion = dx; + dyFirstSuggestion = dy; + } + else + { + // intersection point is suggested + dxFirstSuggestion = line_inter_x - torg.x; + dyFirstSuggestion = line_inter_y - torg.y; + } + } + else + {// we are not creating a bad triangle + // slab intersection is advised + dxFirstSuggestion = line_result[2] - torg.x; + dyFirstSuggestion = line_result[3] - torg.y; + } + } + //------------------------------------------------------// + } + else + { + /// NOW APPLY A BREADTH-FIRST SEARCH ON THE VORONOI + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y)) + { + // go back to circumcenter + dxFirstSuggestion = dx; + dyFirstSuggestion = dy; + } + else + { + // we are not creating a bad triangle + // neighbor's circumcenter is suggested + dxFirstSuggestion = voronoiOrInter[2] - torg.x; + dyFirstSuggestion = voronoiOrInter[3] - torg.y; + } + } + } + else + { // there is no voronoi vertex between intersection point and circumcenter + //-----------------hale new continues 2-----------------// + // now check if the line intersection is between cc and intersection point + PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result); + if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0) + { + // check if we can go further by picking the slab line and petal intersection + // calculate the distance to the smallest angle corner + if (((smallestAngleCorner.x - petal_slab_inter_x_first) * (smallestAngleCorner.x - petal_slab_inter_x_first) + + (smallestAngleCorner.y - petal_slab_inter_y_first) * (smallestAngleCorner.y - petal_slab_inter_y_first) > + lengthConst * ((smallestAngleCorner.x - line_inter_x) * + (smallestAngleCorner.x - line_inter_x) + + (smallestAngleCorner.y - line_inter_y) * + (smallestAngleCorner.y - line_inter_y))) + && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_first, petal_slab_inter_y_first)) + && MinDistanceToNeighbor(petal_slab_inter_x_first, petal_slab_inter_y_first, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri)) + { + //slab and petal intersection is advised + dxFirstSuggestion = petal_slab_inter_x_first - torg.x; + dyFirstSuggestion = petal_slab_inter_y_first - torg.y; + } + else + { // slab intersection point is further away + if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, line_inter_x, line_inter_y)) + { + // apply perturbation + // find the distance between circumcenter and intersection point + d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) + + (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y)); + // then find the vector going from intersection point to circumcenter + ax = myCircumcenter.x - line_inter_x; + ay = myCircumcenter.y - line_inter_y; + + ax = ax / d; + ay = ay / d; + // now calculate the new intersection point which is perturbated towards the circumcenter + line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); + line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) + { + // go back to circumcenter + dxFirstSuggestion = dx; + dyFirstSuggestion = dy; + } + else + { + // intersection point is suggested + dxFirstSuggestion = line_inter_x - torg.x; + dyFirstSuggestion = line_inter_y - torg.y; + } + } + else + {// we are not creating a bad triangle + // slab intersection is advised + dxFirstSuggestion = line_result[2] - torg.x; + dyFirstSuggestion = line_result[3] - torg.y; + } + } + //------------------------------------------------------// + } + else + { + if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, inter_x, inter_y)) + { + //printf("testtriangle returned false! bad triangle\n"); + // if it is inside feasible region, then insert v2 + // apply perturbation + // find the distance between circumcenter and intersection point + d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) + + (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y)); + // then find the vector going from intersection point to circumcenter + ax = myCircumcenter.x - inter_x; + ay = myCircumcenter.y - inter_y; + + ax = ax / d; + ay = ay / d; + // now calculate the new intersection point which is perturbated towards the circumcenter + inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); + inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) + { + // go back to circumcenter + dxFirstSuggestion = dx; + dyFirstSuggestion = dy; + } + else + { + // intersection point is suggested + dxFirstSuggestion = inter_x - torg.x; + dyFirstSuggestion = inter_y - torg.y; + } + } + else + { + // intersection point is suggested + dxFirstSuggestion = inter_x - torg.x; + dyFirstSuggestion = inter_y - torg.y; + } + } + } + /// if it is an acute triangle, check if it is a good enough location /// + // for acute triangle case, we need to check if it is ok to use either of them + if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) + + (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) > + lengthConst * ((smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)))) + { + // use circumcenter + dxFirstSuggestion = dx; + dyFirstSuggestion = dy; + + }// else we stick to what we have found + }// intersection point + + }// if it is on the boundary, meaning no neighbor triangle in this direction, try other direction + + /// DO THE SAME THING FOR THE OTHER DIRECTION /// + /// find the third point of the neighbor triangle /// + neighborNotFound_second = GetNeighborsVertex(badotri, largestAngleCorner.x, largestAngleCorner.y, + smallestAngleCorner.x, smallestAngleCorner.y, ref thirdPoint, ref neighborotri); + /// find the circumcenter of the neighbor triangle /// + dxSecondSuggestion = dx; // if we cannot find any appropriate suggestion, we use circumcenter + dySecondSuggestion = dy; + + /// choose the correct intersection point /// + // calculate middle point of the longest edge(bisector) + xMidOfMiddleEdge = (largestAngleCorner.x + smallestAngleCorner.x) / 2.0; + yMidOfMiddleEdge = (largestAngleCorner.y + smallestAngleCorner.y) / 2.0; + // if there is a neighbor triangle + if (!neighborNotFound_second) + { + neighborvertex_1 = neighborotri.Org(); + neighborvertex_2 = neighborotri.Dest(); + neighborvertex_3 = neighborotri.Apex(); + // now calculate neighbor's circumcenter which is the voronoi site + neighborCircumcenter = predicates.FindCircumcenter(neighborvertex_1, neighborvertex_2, neighborvertex_3, + ref xi_tmp, ref eta_tmp); + + /// compute petal and Voronoi edge intersection /// + // in order to avoid degenerate cases, we need to do a vector based calculation for line + vector_x = (largestAngleCorner.y - smallestAngleCorner.y);//(-y, x) + vector_y = smallestAngleCorner.x - largestAngleCorner.x; + vector_x = myCircumcenter.x + vector_x; + vector_y = myCircumcenter.y + vector_y; + + + // by intersecting bisectors you will end up with the one you want to walk on + // then this line and circle should be intersected + CircleLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, + xPetalCtr, yPetalCtr, petalRadius, ref p); + + // we need to find correct intersection point, since line intersects circle twice + // this direction is always ACUTE + isCorrect = ChooseCorrectPoint(xMidOfMiddleEdge, yMidOfMiddleEdge, p[3], p[4], + myCircumcenter.x, myCircumcenter.y, false/*(isObtuse+1)%2*/); + // make sure which point is the correct one to be considered + if (isCorrect) + { + inter_x = p[3]; + inter_y = p[4]; + } + else + { + inter_x = p[1]; + inter_y = p[2]; + } + //----------------------hale new second direction:for slab calculation---------------// + // calculate the intersection of angle lines and Voronoi + linepnt1_x = largestAngleCorner.x; + linepnt1_y = largestAngleCorner.y; + // vector from largestAngleCorner to middleAngleCorner + line_vector_x = middleAngleCorner.x - largestAngleCorner.x; + line_vector_y = middleAngleCorner.y - largestAngleCorner.y; + // rotate the vector around largestAngleCorner in ccw by maxangle degrees + linepnt2_x = petal_slab_inter_x_second; + linepnt2_y = petal_slab_inter_y_second; + // now calculate the intersection of two lines + LineLineIntersection(myCircumcenter.x, myCircumcenter.y, vector_x, vector_y, linepnt1_x, linepnt1_y, linepnt2_x, linepnt2_y, ref line_p); + // check if there is a suitable intersection + if (line_p[0] > 0.0) + { + line_inter_x = line_p[1]; + line_inter_y = line_p[2]; + } + else + { + // for debugging (to make sure) + //printf("1) No intersection between two lines!!!\n"); + //printf("(%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f) (%.14f,%.14f)\n",myCircumcenter.x,myCircumcenter.y,vector_x,vector_y,linepnt1_x,linepnt1_y,linepnt2_x,linepnt2_y); + } + //---------------------------------------------------------------------// + /// check if there is a Voronoi vertex between before intersection /// + // check if the voronoi vertex is between the intersection and circumcenter + PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, + neighborCircumcenter.x, neighborCircumcenter.y, ref voronoiOrInter); + /// determine the point to be suggested /// + if (p[0] > 0.0) + { // there is at least one intersection point + // if it is between circumcenter and intersection + // if it returns 1.0 this means we have a voronoi vertex within feasible region + if (Math.Abs(voronoiOrInter[0] - 1.0) <= EPS) + { + //-----------------hale new continues 1------------------// + // now check if the line intersection is between cc and voronoi + PointBetweenPoints(voronoiOrInter[2], voronoiOrInter[3], myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result); + if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0) + { + // check if we can go further by picking the slab line and petal intersection + // calculate the distance to the smallest angle corner + // + if (((smallestAngleCorner.x - petal_slab_inter_x_second) * (smallestAngleCorner.x - petal_slab_inter_x_second) + + (smallestAngleCorner.y - petal_slab_inter_y_second) * (smallestAngleCorner.y - petal_slab_inter_y_second) > + lengthConst * ((smallestAngleCorner.x - line_inter_x) * + (smallestAngleCorner.x - line_inter_x) + + (smallestAngleCorner.y - line_inter_y) * + (smallestAngleCorner.y - line_inter_y))) + && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_second, petal_slab_inter_y_second)) + && MinDistanceToNeighbor(petal_slab_inter_x_second, petal_slab_inter_y_second, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri)) + { + // slab and petal intersection is advised + dxSecondSuggestion = petal_slab_inter_x_second - torg.x; + dySecondSuggestion = petal_slab_inter_y_second - torg.y; + } + else + { // slab intersection point is further away + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) + { + // apply perturbation + // find the distance between circumcenter and intersection point + d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) + + (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y)); + // then find the vector going from intersection point to circumcenter + ax = myCircumcenter.x - line_inter_x; + ay = myCircumcenter.y - line_inter_y; + + ax = ax / d; + ay = ay / d; + // now calculate the new intersection point which is perturbated towards the circumcenter + line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); + line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) + { + // go back to circumcenter + dxSecondSuggestion = dx; + dySecondSuggestion = dy; + } + else + { + // intersection point is suggested + dxSecondSuggestion = line_inter_x - torg.x; + dySecondSuggestion = line_inter_y - torg.y; + + } + } + else + {// we are not creating a bad triangle + // slab intersection is advised + dxSecondSuggestion = line_result[2] - torg.x; + dySecondSuggestion = line_result[3] - torg.y; + } + } + //------------------------------------------------------// + } + else + { + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, neighborCircumcenter.x, neighborCircumcenter.y)) + { + // go back to circumcenter + dxSecondSuggestion = dx; + dySecondSuggestion = dy; + } + else + { // we are not creating a bad triangle + // neighbor's circumcenter is suggested + dxSecondSuggestion = voronoiOrInter[2] - torg.x; + dySecondSuggestion = voronoiOrInter[3] - torg.y; + } + } + } + else + { // there is no voronoi vertex between intersection point and circumcenter + //-----------------hale new continues 2-----------------// + // now check if the line intersection is between cc and intersection point + PointBetweenPoints(inter_x, inter_y, myCircumcenter.x, myCircumcenter.y, line_inter_x, line_inter_y, ref line_result); + if (Math.Abs(line_result[0] - 1.0) <= EPS && line_p[0] > 0.0) + { + // check if we can go further by picking the slab line and petal intersection + // calculate the distance to the smallest angle corner + if (((smallestAngleCorner.x - petal_slab_inter_x_second) * (smallestAngleCorner.x - petal_slab_inter_x_second) + + (smallestAngleCorner.y - petal_slab_inter_y_second) * (smallestAngleCorner.y - petal_slab_inter_y_second) > + lengthConst * ((smallestAngleCorner.x - line_inter_x) * + (smallestAngleCorner.x - line_inter_x) + + (smallestAngleCorner.y - line_inter_y) * + (smallestAngleCorner.y - line_inter_y))) + && (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, petal_slab_inter_x_second, petal_slab_inter_y_second)) + && MinDistanceToNeighbor(petal_slab_inter_x_second, petal_slab_inter_y_second, ref neighborotri) > MinDistanceToNeighbor(line_inter_x, line_inter_y, ref neighborotri)) + { + // slab and petal intersection is advised + dxSecondSuggestion = petal_slab_inter_x_second - torg.x; + dySecondSuggestion = petal_slab_inter_y_second - torg.y; + } + else + { // slab intersection point is further away ; + if (IsBadTriangleAngle(largestAngleCorner.x, largestAngleCorner.y, middleAngleCorner.x, middleAngleCorner.y, line_inter_x, line_inter_y)) + { + // apply perturbation + // find the distance between circumcenter and intersection point + d = Math.Sqrt((line_inter_x - myCircumcenter.x) * (line_inter_x - myCircumcenter.x) + + (line_inter_y - myCircumcenter.y) * (line_inter_y - myCircumcenter.y)); + // then find the vector going from intersection point to circumcenter + ax = myCircumcenter.x - line_inter_x; + ay = myCircumcenter.y - line_inter_y; + + ax = ax / d; + ay = ay / d; + // now calculate the new intersection point which is perturbated towards the circumcenter + line_inter_x = line_inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); + line_inter_y = line_inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, line_inter_x, line_inter_y)) + { + // go back to circumcenter + dxSecondSuggestion = dx; + dySecondSuggestion = dy; + } + else + { + // intersection point is suggested + dxSecondSuggestion = line_inter_x - torg.x; + dySecondSuggestion = line_inter_y - torg.y; + } + } + else + { + // we are not creating a bad triangle + // slab intersection is advised + dxSecondSuggestion = line_result[2] - torg.x; + dySecondSuggestion = line_result[3] - torg.y; + } + } + //------------------------------------------------------// + } + else + { + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) + { + // if it is inside feasible region, then insert v2 + // apply perturbation + // find the distance between circumcenter and intersection point + d = Math.Sqrt((inter_x - myCircumcenter.x) * (inter_x - myCircumcenter.x) + + (inter_y - myCircumcenter.y) * (inter_y - myCircumcenter.y)); + // then find the vector going from intersection point to circumcenter + ax = myCircumcenter.x - inter_x; + ay = myCircumcenter.y - inter_y; + + ax = ax / d; + ay = ay / d; + // now calculate the new intersection point which is perturbated towards the circumcenter + inter_x = inter_x + ax * pertConst * Math.Sqrt(shortestEdgeDist); + inter_y = inter_y + ay * pertConst * Math.Sqrt(shortestEdgeDist); + if (IsBadTriangleAngle(middleAngleCorner.x, middleAngleCorner.y, largestAngleCorner.x, largestAngleCorner.y, inter_x, inter_y)) + { + // go back to circumcenter + dxSecondSuggestion = dx; + dySecondSuggestion = dy; + } + else + { + // intersection point is suggested + dxSecondSuggestion = inter_x - torg.x; + dySecondSuggestion = inter_y - torg.y; + } + } + else + { + // intersection point is suggested + dxSecondSuggestion = inter_x - torg.x; + dySecondSuggestion = inter_y - torg.y; + } + } + } + + /// if it is an acute triangle, check if it is a good enough location /// + // for acute triangle case, we need to check if it is ok to use either of them + if ((smallestAngleCorner.x - myCircumcenter.x) * (smallestAngleCorner.x - myCircumcenter.x) + + (smallestAngleCorner.y - myCircumcenter.y) * (smallestAngleCorner.y - myCircumcenter.y) > + lengthConst * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + + (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * + (smallestAngleCorner.y - (dySecondSuggestion + torg.y)))) + { + // use circumcenter + dxSecondSuggestion = dx; + dySecondSuggestion = dy; + + }// else we stick on what we have found + } + }// if it is on the boundary, meaning no neighbor triangle in this direction, the other direction might be ok + if (isObtuse) + { + if (neighborNotFound_first && neighborNotFound_second) + { + //obtuse: check if the other direction works + if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) * + (smallestAngleCorner.x - (xMidOfMiddleEdge)) + + (smallestAngleCorner.y - (yMidOfMiddleEdge)) * + (smallestAngleCorner.y - (yMidOfMiddleEdge))) > + (smallestAngleCorner.x - (xMidOfLongestEdge)) * + (smallestAngleCorner.x - (xMidOfLongestEdge)) + + (smallestAngleCorner.y - (yMidOfLongestEdge)) * + (smallestAngleCorner.y - (yMidOfLongestEdge))) + { + dx = dxSecondSuggestion; + dy = dySecondSuggestion; + } + else + { + dx = dxFirstSuggestion; + dy = dyFirstSuggestion; + } + } + else if (neighborNotFound_first) + { + //obtuse: check if the other direction works + if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + + (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * + (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) > + (smallestAngleCorner.x - (xMidOfLongestEdge)) * + (smallestAngleCorner.x - (xMidOfLongestEdge)) + + (smallestAngleCorner.y - (yMidOfLongestEdge)) * + (smallestAngleCorner.y - (yMidOfLongestEdge))) + { + dx = dxSecondSuggestion; + dy = dySecondSuggestion; + } + else + { + dx = dxFirstSuggestion; + dy = dyFirstSuggestion; + } + } + else if (neighborNotFound_second) + { + //obtuse: check if the other direction works + if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) * + (smallestAngleCorner.x - (xMidOfMiddleEdge)) + + (smallestAngleCorner.y - (yMidOfMiddleEdge)) * + (smallestAngleCorner.y - (yMidOfMiddleEdge))) > + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))) + { + dx = dxSecondSuggestion; + dy = dySecondSuggestion; + } + else + { + dx = dxFirstSuggestion; + dy = dyFirstSuggestion; + } + } + else + { + //obtuse: check if the other direction works + if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + + (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * + (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) > + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))) + { + dx = dxSecondSuggestion; + dy = dySecondSuggestion; + } + else + { + dx = dxFirstSuggestion; + dy = dyFirstSuggestion; + } + } + } + else + { // acute : consider other direction + if (neighborNotFound_first && neighborNotFound_second) + { + //obtuse: check if the other direction works + if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) * + (smallestAngleCorner.x - (xMidOfMiddleEdge)) + + (smallestAngleCorner.y - (yMidOfMiddleEdge)) * + (smallestAngleCorner.y - (yMidOfMiddleEdge))) > + (smallestAngleCorner.x - (xMidOfLongestEdge)) * + (smallestAngleCorner.x - (xMidOfLongestEdge)) + + (smallestAngleCorner.y - (yMidOfLongestEdge)) * + (smallestAngleCorner.y - (yMidOfLongestEdge))) + { + dx = dxSecondSuggestion; + dy = dySecondSuggestion; + } + else + { + dx = dxFirstSuggestion; + dy = dyFirstSuggestion; + } + } + else if (neighborNotFound_first) + { + //obtuse: check if the other direction works + if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + + (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * + (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) > + (smallestAngleCorner.x - (xMidOfLongestEdge)) * + (smallestAngleCorner.x - (xMidOfLongestEdge)) + + (smallestAngleCorner.y - (yMidOfLongestEdge)) * + (smallestAngleCorner.y - (yMidOfLongestEdge))) + { + dx = dxSecondSuggestion; + dy = dySecondSuggestion; + } + else + { + dx = dxFirstSuggestion; + dy = dyFirstSuggestion; + } + } + else if (neighborNotFound_second) + { + //obtuse: check if the other direction works + if (justAcute * ((smallestAngleCorner.x - (xMidOfMiddleEdge)) * + (smallestAngleCorner.x - (xMidOfMiddleEdge)) + + (smallestAngleCorner.y - (yMidOfMiddleEdge)) * + (smallestAngleCorner.y - (yMidOfMiddleEdge))) > + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))) + { + dx = dxSecondSuggestion; + dy = dySecondSuggestion; + } + else + { + dx = dxFirstSuggestion; + dy = dyFirstSuggestion; + } + } + else + { + //obtuse: check if the other direction works + if (justAcute * ((smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxSecondSuggestion + torg.x)) + + (smallestAngleCorner.y - (dySecondSuggestion + torg.y)) * + (smallestAngleCorner.y - (dySecondSuggestion + torg.y))) > + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) * + (smallestAngleCorner.x - (dxFirstSuggestion + torg.x)) + + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y)) * + (smallestAngleCorner.y - (dyFirstSuggestion + torg.y))) + { + dx = dxSecondSuggestion; + dy = dySecondSuggestion; + } + else + { + dx = dxFirstSuggestion; + dy = dyFirstSuggestion; + } + } + + }// end if obtuse + }// end of relocation + }// end of almostGood + + Point circumcenter = new Point(); + + if (relocated <= 0) + { + circumcenter.x = torg.x + dx; + circumcenter.y = torg.y + dy; + } + else + { + circumcenter.x = origin_x + dx; + circumcenter.y = origin_y + dy; + } + xi = (yao * dx - xao * dy) * (2.0 * denominator); + eta = (xdo * dy - ydo * dx) * (2.0 * denominator); + + return circumcenter; + } + + /// + /// Given square of edge lengths of a triangle, + // determine its orientation + /// + /// + /// + /// + /// Returns a number indicating an orientation. + private int LongestShortestEdge(double aodist, double dadist, double dodist) + { + // 123: shortest: aodist // 213: shortest: dadist // 312: shortest: dodist + // middle: dadist // middle: aodist // middle: aodist + // longest: dodist // longest: dodist // longest: dadist + // 132: shortest: aodist // 231: shortest: dadist // 321: shortest: dodist + // middle: dodist // middle: dodist // middle: dadist + // longest: dadist // longest: aodist // longest: aodist + + int max = 0, min = 0, mid = 0, minMidMax; + if (dodist < aodist && dodist < dadist) + { + min = 3; // apex is the smallest angle, dodist is the longest edge + if (aodist < dadist) + { + max = 2; // dadist is the longest edge + mid = 1; // aodist is the middle longest edge + } + else + { + max = 1; // aodist is the longest edge + mid = 2; // dadist is the middle longest edge + } + } + else if (aodist < dadist) + { + min = 1; // dest is the smallest angle, aodist is the biggest edge + if (dodist < dadist) + { + max = 2; // dadist is the longest edge + mid = 3; // dodist is the middle longest edge + } + else + { + max = 3; // dodist is the longest edge + mid = 2; // dadist is the middle longest edge + } + } + else + { + min = 2; // origin is the smallest angle, dadist is the biggest edge + if (aodist < dodist) + { + max = 3; // dodist is the longest edge + mid = 1; // aodist is the middle longest edge + } + else + { + max = 1; // aodist is the longest edge + mid = 3; // dodist is the middle longest edge + } + } + minMidMax = min * 100 + mid * 10 + max; + // HANDLE ISOSCELES TRIANGLE CASE + return minMidMax; + } + + /// + /// Checks if smothing is possible for a given bad triangle. + /// + /// + /// + /// + /// + /// The new location for the point, if somothing is possible. + /// Returns 1, 2 or 3 if smoothing will work, 0 otherwise. + private int DoSmoothing(Otri badotri, Vertex torg, Vertex tdest, Vertex tapex, + ref double[] newloc) + { + + int numpoints_p = 0;// keeps the number of points in a star of point p, q, r + int numpoints_q = 0; + int numpoints_r = 0; + //int i; + double[] possibilities = new double[6];//there can be more than one possibilities + int num_pos = 0; // number of possibilities + int flag1 = 0, flag2 = 0, flag3 = 0; + bool newLocFound = false; + + //vertex v1, v2, v3; // for ccw test + //double p1[2], p2[2], p3[2]; + //double temp[2]; + + //********************* TRY TO RELOCATE POINT "p" *************** + + // get the surrounding points of p, so this gives us the triangles + numpoints_p = GetStarPoints(badotri, torg, tdest, tapex, 1, ref points_p); + // check if the points in counterclockwise order + // p1[0] = points_p[0]; p1[1] = points_p[1]; + // p2[0] = points_p[2]; p2[1] = points_p[3]; + // p3[0] = points_p[4]; p3[1] = points_p[5]; + // v1 = (vertex)p1; v2 = (vertex)p2; v3 = (vertex)p3; + // if(counterclockwise(m,b,v1,v2,v3) < 0){ + // // reverse the order to ccw + // for(i = 0; i < numpoints_p/2; i++){ + // temp[0] = points_p[2*i]; + // temp[1] = points_p[2*i+1]; + // points_p[2*i] = points_p[2*(numpoints_p-1)-2*i]; + // points_p[2*i+1] = points_p[2*(numpoints_p-1)+1-2*i]; + // points_p[2*(numpoints_p-1)-2*i] = temp[0]; + // points_p[2*(numpoints_p-1)+1-2*i] = temp[1]; + // } + // } + // m.counterclockcount--; + // INTERSECTION OF PETALS + // first check whether the star angles are appropriate for relocation + if (torg.type == VertexType.FreeVertex && numpoints_p != 0 && ValidPolygonAngles(numpoints_p, points_p)) + { + //newLocFound = getPetalIntersection(m, b, numpoints_p, points_p, newloc); + //newLocFound = getPetalIntersectionBruteForce(m, b,numpoints_p, points_p, newloc,torg[0],torg[1]); + if (behavior.MaxAngle == 0.0) + { + newLocFound = GetWedgeIntersectionWithoutMaxAngle(numpoints_p, points_p, ref newloc); + } + else + { + newLocFound = GetWedgeIntersection(numpoints_p, points_p, ref newloc); + } + //printf("call petal intersection for p\n"); + // make sure the relocated point is a free vertex + if (newLocFound) + { + possibilities[0] = newloc[0];// something found + possibilities[1] = newloc[1]; + num_pos++;// increase the number of possibilities + flag1 = 1; + } + } + + //********************* TRY TO RELOCATE POINT "q" *************** + + // get the surrounding points of q, so this gives us the triangles + numpoints_q = GetStarPoints(badotri, torg, tdest, tapex, 2, ref points_q); + // // check if the points in counterclockwise order + // v1[0] = points_q[0]; v1[1] = points_q[1]; + // v2[0] = points_q[2]; v2[1] = points_q[3]; + // v3[0] = points_q[4]; v3[1] = points_q[5]; + // if(counterclockwise(m,b,v1,v2,v3) < 0){ + // // reverse the order to ccw + // for(i = 0; i < numpoints_q/2; i++){ + // temp[0] = points_q[2*i]; + // temp[1] = points_q[2*i+1]; + // points_q[2*i] = points_q[2*(numpoints_q-1)-2*i]; + // points_q[2*i+1] = points_q[2*(numpoints_q-1)+1-2*i]; + // points_q[2*(numpoints_q-1)-2*i] = temp[0]; + // points_q[2*(numpoints_q-1)+1-2*i] = temp[1]; + // } + // } + // m.counterclockcount--; + // INTERSECTION OF PETALS + // first check whether the star angles are appropriate for relocation + if (tdest.type == VertexType.FreeVertex && numpoints_q != 0 && ValidPolygonAngles(numpoints_q, points_q)) + { + //newLocFound = getPetalIntersection(m, b,numpoints_q, points_q, newloc); + //newLocFound = getPetalIntersectionBruteForce(m, b,numpoints_q, points_q, newloc,tapex[0],tapex[1]); + if (behavior.MaxAngle == 0.0) + { + newLocFound = GetWedgeIntersectionWithoutMaxAngle(numpoints_q, points_q, ref newloc); + } + else + { + newLocFound = GetWedgeIntersection(numpoints_q, points_q, ref newloc); + } + //printf("call petal intersection for q\n"); + + // make sure the relocated point is a free vertex + if (newLocFound) + { + possibilities[2] = newloc[0];// something found + possibilities[3] = newloc[1]; + num_pos++;// increase the number of possibilities + flag2 = 2; + } + } + + + //********************* TRY TO RELOCATE POINT "q" *************** + // get the surrounding points of r, so this gives us the triangles + numpoints_r = GetStarPoints(badotri, torg, tdest, tapex, 3, ref points_r); + // check if the points in counterclockwise order + // v1[0] = points_r[0]; v1[1] = points_r[1]; + // v2[0] = points_r[2]; v2[1] = points_r[3]; + // v3[0] = points_r[4]; v3[1] = points_r[5]; + // if(counterclockwise(m,b,v1,v2,v3) < 0){ + // // reverse the order to ccw + // for(i = 0; i < numpoints_r/2; i++){ + // temp[0] = points_r[2*i]; + // temp[1] = points_r[2*i+1]; + // points_r[2*i] = points_r[2*(numpoints_r-1)-2*i]; + // points_r[2*i+1] = points_r[2*(numpoints_r-1)+1-2*i]; + // points_r[2*(numpoints_r-1)-2*i] = temp[0]; + // points_r[2*(numpoints_r-1)+1-2*i] = temp[1]; + // } + // } + // m.counterclockcount--; + // INTERSECTION OF PETALS + // first check whether the star angles are appropriate for relocation + if (tapex.type == VertexType.FreeVertex && numpoints_r != 0 && ValidPolygonAngles(numpoints_r, points_r)) + { + //newLocFound = getPetalIntersection(m, b,numpoints_r, points_r, newloc); + //newLocFound = getPetalIntersectionBruteForce(m, b,numpoints_r, points_r, newloc,tdest[0],tdest[1]); + if (behavior.MaxAngle == 0.0) + { + newLocFound = GetWedgeIntersectionWithoutMaxAngle(numpoints_r, points_r, ref newloc); + } + else + { + newLocFound = GetWedgeIntersection(numpoints_r, points_r, ref newloc); + } + + //printf("call petal intersection for r\n"); + + + // make sure the relocated point is a free vertex + if (newLocFound) + { + possibilities[4] = newloc[0];// something found + possibilities[5] = newloc[1]; + num_pos++;// increase the number of possibilities + flag3 = 3; + } + } + //printf("numpossibilities %d\n",num_pos); + //////////// AFTER FINISH CHECKING EVERY POSSIBILITY, CHOOSE ANY OF THE AVAILABLE ONE ////////////////////// + if (num_pos > 0) + { + if (flag1 > 0) + { // suggest to relocate origin + newloc[0] = possibilities[0]; + newloc[1] = possibilities[1]; + return flag1; + + } + else + { + if (flag2 > 0) + { // suggest to relocate apex + newloc[0] = possibilities[2]; + newloc[1] = possibilities[3]; + return flag2; + + } + else + {// suggest to relocate destination + if (flag3 > 0) + { + newloc[0] = possibilities[4]; + newloc[1] = possibilities[5]; + return flag3; + + } + } + } + } + + return 0;// could not find any good relocation + } + + /// + /// Finds the star of a given point. + /// + /// + /// + /// + /// + /// + /// List of points on the star of the given point. + /// Number of points on the star of the given point. + private int GetStarPoints(Otri badotri, Vertex p, Vertex q, Vertex r, + int whichPoint, ref double[] points) + { + + Otri neighotri = default(Otri); // for return value of the function + Otri tempotri; // for temporary usage + double first_x = 0, first_y = 0; // keeps the first point to be considered + double second_x = 0, second_y = 0; // for determining the edge we will begin + double third_x = 0, third_y = 0; // termination + double[] returnPoint = new double[2]; // for keeping the returned point + int numvertices = 0; // for keeping number of surrounding vertices + + // first determine which point to be used to find its neighbor triangles + switch (whichPoint) + { + case 1: + first_x = p.x; // point at the center + first_y = p.y; + second_x = r.x; // second vertex of first edge to consider + second_y = r.y; + third_x = q.x; // for terminating the search + third_y = q.y; + break; + case 2: + first_x = q.x; // point at the center + first_y = q.y; + second_x = p.x; // second vertex of first edge to consider + second_y = p.y; + third_x = r.x; // for terminating the search + third_y = r.y; + break; + case 3: + first_x = r.x; // point at the center + first_y = r.y; + second_x = q.x; // second vertex of first edge to consider + second_y = q.y; + third_x = p.x; // for terminating the search + third_y = p.y; + break; + } + tempotri = badotri; + // add first point as the end of first edge + points[numvertices] = second_x; + numvertices++; + points[numvertices] = second_y; + numvertices++; + // assign as dummy value + returnPoint[0] = second_x; returnPoint[1] = second_y; + // until we reach the third point of the beginning triangle + do + { + // find the neighbor's third point where it is incident to given edge + if (!GetNeighborsVertex(tempotri, first_x, first_y, second_x, second_y, ref returnPoint, ref neighotri)) + { + // go to next triangle + tempotri = neighotri; + // now the second point is the neighbor's third vertex + second_x = returnPoint[0]; + second_y = returnPoint[1]; + // add a new point to the list of surrounding points + points[numvertices] = returnPoint[0]; + numvertices++; + points[numvertices] = returnPoint[1]; + numvertices++; + } + else + { + numvertices = 0; + break; + } + + } while (!((Math.Abs(returnPoint[0] - third_x) <= EPS) && + (Math.Abs(returnPoint[1] - third_y) <= EPS))); + return numvertices / 2; + + } + + /// + /// Gets a neighbours vertex. + /// + /// + /// + /// + /// + /// + /// Neighbor's third vertex incident to given edge. + /// Pointer for the neighbor triangle. + /// Returns true if vertex was found. + private bool GetNeighborsVertex(Otri badotri, + double first_x, double first_y, + double second_x, double second_y, + ref double[] thirdpoint, ref Otri neighotri) + { + + Otri neighbor = default(Otri); // keeps the neighbor triangles + bool notFound = false; // boolean variable if we can find that neighbor or not + + // for keeping the vertices of the neighbor triangle + Vertex neighborvertex_1 = null; + Vertex neighborvertex_2 = null; + Vertex neighborvertex_3 = null; + + // used for finding neighbor triangle + int firstVertexMatched = 0, secondVertexMatched = 0; // to find the correct neighbor + //triangle ptr; // Temporary variable used by sym() + //int i; // index variable + // find neighbors + // Check each of the triangle's three neighbors to find the correct one + for (badotri.orient = 0; badotri.orient < 3; badotri.orient++) + { + // Find the neighbor. + badotri.Sym(ref neighbor); + // check if it is the one we are looking for by checking the corners + // first check if the neighbor is nonexistent, since it can be on the border + if (neighbor.tri.id != Mesh.DUMMY) + { + // then check if two wanted corners are also in this triangle + // take the vertices of the candidate neighbor + neighborvertex_1 = neighbor.Org(); + neighborvertex_2 = neighbor.Dest(); + neighborvertex_3 = neighbor.Apex(); + + // check if it is really a triangle + if ((neighborvertex_1.x == neighborvertex_2.x && neighborvertex_1.y == neighborvertex_2.y) + || (neighborvertex_2.x == neighborvertex_3.x && neighborvertex_2.y == neighborvertex_3.y) + || (neighborvertex_1.x == neighborvertex_3.x && neighborvertex_1.y == neighborvertex_3.y)) + { + //printf("Two vertices are the same!!!!!!!\n"); + } + else + { + // begin searching for the correct neighbor triangle + firstVertexMatched = 0; + if ((Math.Abs(first_x - neighborvertex_1.x) < EPS) && + (Math.Abs(first_y - neighborvertex_1.y) < EPS)) + { + firstVertexMatched = 11; // neighbor's 1st vertex is matched to first vertex + + } + else if ((Math.Abs(first_x - neighborvertex_2.x) < EPS) && + (Math.Abs(first_y - neighborvertex_2.y) < EPS)) + { + firstVertexMatched = 12; // neighbor's 2nd vertex is matched to first vertex + + } + else if ((Math.Abs(first_x - neighborvertex_3.x) < EPS) && + (Math.Abs(first_y - neighborvertex_3.y) < EPS)) + { + firstVertexMatched = 13; // neighbor's 3rd vertex is matched to first vertex + + }/*else{ + // none of them matched + } // end of first vertex matching */ + + secondVertexMatched = 0; + if ((Math.Abs(second_x - neighborvertex_1.x) < EPS) && + (Math.Abs(second_y - neighborvertex_1.y) < EPS)) + { + secondVertexMatched = 21; // neighbor's 1st vertex is matched to second vertex + } + else if ((Math.Abs(second_x - neighborvertex_2.x) < EPS) && + (Math.Abs(second_y - neighborvertex_2.y) < EPS)) + { + secondVertexMatched = 22; // neighbor's 2nd vertex is matched to second vertex + } + else if ((Math.Abs(second_x - neighborvertex_3.x) < EPS) && + (Math.Abs(second_y - neighborvertex_3.y) < EPS)) + { + secondVertexMatched = 23; // neighbor's 3rd vertex is matched to second vertex + }/*else{ + // none of them matched + } // end of second vertex matching*/ + + } + + }// if neighbor exists or not + + if (((firstVertexMatched == 11) && (secondVertexMatched == 22 || secondVertexMatched == 23)) + || ((firstVertexMatched == 12) && (secondVertexMatched == 21 || secondVertexMatched == 23)) + || ((firstVertexMatched == 13) && (secondVertexMatched == 21 || secondVertexMatched == 22))) + break; + }// end of for loop over all orientations + + switch (firstVertexMatched) + { + case 0: + notFound = true; + break; + case 11: + if (secondVertexMatched == 22) + { + thirdpoint[0] = neighborvertex_3.x; + thirdpoint[1] = neighborvertex_3.y; + } + else if (secondVertexMatched == 23) + { + thirdpoint[0] = neighborvertex_2.x; + thirdpoint[1] = neighborvertex_2.y; + } + else { notFound = true; } + break; + case 12: + if (secondVertexMatched == 21) + { + thirdpoint[0] = neighborvertex_3.x; + thirdpoint[1] = neighborvertex_3.y; + } + else if (secondVertexMatched == 23) + { + thirdpoint[0] = neighborvertex_1.x; + thirdpoint[1] = neighborvertex_1.y; + } + else { notFound = true; } + break; + case 13: + if (secondVertexMatched == 21) + { + thirdpoint[0] = neighborvertex_2.x; + thirdpoint[1] = neighborvertex_2.y; + } + else if (secondVertexMatched == 22) + { + thirdpoint[0] = neighborvertex_1.x; + thirdpoint[1] = neighborvertex_1.y; + } + else { notFound = true; } + break; + default: + if (secondVertexMatched == 0) { notFound = true; } + break; + } + // pointer of the neighbor triangle + neighotri = neighbor; + return notFound; + + } + + /// + /// Find a new point location by wedge intersection. + /// + /// + /// + /// A new location for the point according to surrounding points. + /// Returns true if new location found + private bool GetWedgeIntersectionWithoutMaxAngle(int numpoints, + double[] points, ref double[] newloc) + { + //double total_x = 0; + //double total_y = 0; + double x0, y0, x1, y1, x2, y2; + //double compConst = 0.01; // for comparing real numbers + + double x01, y01; + //double x12, y12; + + //double ax, ay, bx, by; //two intersections of two petals disks + + double d01;//, d12 + + //double petalx0, petaly0, petalr0, petalx1, petaly1, petalr1; + + //double p[5]; + + // Resize work arrays + if (2 * numpoints > petalx.Length) + { + petalx = new double[2 * numpoints]; + petaly = new double[2 * numpoints]; + petalr = new double[2 * numpoints]; + wedges = new double[2 * numpoints * 16 + 36]; + } + + double xmid, ymid, dist, x3, y3; + double x_1, y_1, x_2, y_2, x_3, y_3, x_4, y_4, tempx, tempy; + double ux, uy; + double alpha; + double[] p1 = new double[3]; + + //double poly_points; + int numpolypoints = 0; + + //int numBadTriangle; + + int i, j; + + int s, flag, count, num; + + double petalcenterconstant, petalradiusconstant; + + x0 = points[2 * numpoints - 4]; + y0 = points[2 * numpoints - 3]; + x1 = points[2 * numpoints - 2]; + y1 = points[2 * numpoints - 1]; + + // minimum angle + alpha = behavior.MinAngle * Math.PI / 180.0; + // initialize the constants + if (behavior.goodAngle == 1.0) + { + petalcenterconstant = 0; + petalradiusconstant = 0; + } + else + { + petalcenterconstant = 0.5 / Math.Tan(alpha); + petalradiusconstant = 0.5 / Math.Sin(alpha); + } + + for (i = 0; i < numpoints * 2; i = i + 2) + { + x2 = points[i]; + y2 = points[i + 1]; + + //printf("POLYGON POINTS (p,q) #%d (%.12f, %.12f) (%.12f, %.12f)\n", i/2, x0, y0,x1, y1); + + x01 = x1 - x0; + y01 = y1 - y0; + d01 = Math.Sqrt(x01 * x01 + y01 * y01); + // find the petal of each edge 01; + + // printf("PETAL CONSTANT (%.12f, %.12f)\n", + // b.petalcenterconstant, b.petalradiusconstant ); + // printf("PETAL DIFFS (%.6f, %.6f, %.4f)\n", x01, y01, d01); + + petalx[i / 2] = x0 + 0.5 * x01 - petalcenterconstant * y01; + petaly[i / 2] = y0 + 0.5 * y01 + petalcenterconstant * x01; + petalr[i / 2] = petalradiusconstant * d01; + petalx[numpoints + i / 2] = petalx[i / 2]; + petaly[numpoints + i / 2] = petaly[i / 2]; + petalr[numpoints + i / 2] = petalr[i / 2]; + //printf("PETAL POINTS #%d (%.12f, %.12f) R= %.12f\n", i/2, petalx[i/2],petaly[i/2], petalr[i/2]); + + /// FIRST FIND THE HALF-PLANE POINTS FOR EACH PETAL + xmid = (x0 + x1) / 2.0; // mid point of pq + ymid = (y0 + y1) / 2.0; + + // distance between xmid and petal center + dist = Math.Sqrt((petalx[i / 2] - xmid) * (petalx[i / 2] - xmid) + (petaly[i / 2] - ymid) * (petaly[i / 2] - ymid)); + // find the unit vector goes from mid point to petal center + ux = (petalx[i / 2] - xmid) / dist; + uy = (petaly[i / 2] - ymid) / dist; + // find the third point other than p and q + x3 = petalx[i / 2] + ux * petalr[i / 2]; + y3 = petaly[i / 2] + uy * petalr[i / 2]; + /// FIND THE LINE POINTS BY THE ROTATION MATRIX + // cw rotation matrix [cosX sinX; -sinX cosX] + // cw rotation about (x,y) [ux*cosX + uy*sinX + x - x*cosX - y*sinX; -ux*sinX + uy*cosX + y + x*sinX - y*cosX] + // ccw rotation matrix [cosX -sinX; sinX cosX] + // ccw rotation about (x,y) [ux*cosX - uy*sinX + x - x*cosX + y*sinX; ux*sinX + uy*cosX + y - x*sinX - y*cosX] + /// LINE #1: (x1,y1) & (x_1,y_1) + // vector from p to q + ux = x1 - x0; + uy = y1 - y0; + // rotate the vector around p = (x0,y0) in ccw by alpha degrees + x_1 = x1 * Math.Cos(alpha) - y1 * Math.Sin(alpha) + x0 - x0 * Math.Cos(alpha) + y0 * Math.Sin(alpha); + y_1 = x1 * Math.Sin(alpha) + y1 * Math.Cos(alpha) + y0 - x0 * Math.Sin(alpha) - y0 * Math.Cos(alpha); + // add these to wedges list as lines in order + wedges[i * 16] = x0; wedges[i * 16 + 1] = y0; + wedges[i * 16 + 2] = x_1; wedges[i * 16 + 3] = y_1; + //printf("LINE #1 (%.12f, %.12f) (%.12f, %.12f)\n", x0,y0,x_1,y_1); + /// LINE #2: (x2,y2) & (x_2,y_2) + // vector from p to q + ux = x0 - x1; + uy = y0 - y1; + // rotate the vector around q = (x1,y1) in cw by alpha degrees + x_2 = x0 * Math.Cos(alpha) + y0 * Math.Sin(alpha) + x1 - x1 * Math.Cos(alpha) - y1 * Math.Sin(alpha); + y_2 = -x0 * Math.Sin(alpha) + y0 * Math.Cos(alpha) + y1 + x1 * Math.Sin(alpha) - y1 * Math.Cos(alpha); + // add these to wedges list as lines in order + wedges[i * 16 + 4] = x_2; wedges[i * 16 + 5] = y_2; + wedges[i * 16 + 6] = x1; wedges[i * 16 + 7] = y1; + //printf("LINE #2 (%.12f, %.12f) (%.12f, %.12f)\n", x_2,y_2,x1,y1); + // vector from (petalx, petaly) to (x3,y3) + ux = x3 - petalx[i / 2]; + uy = y3 - petaly[i / 2]; + tempx = x3; tempy = y3; + /// LINE #3, #4, #5: (x3,y3) & (x_3,y_3) + for (j = 1; j < 4; j++) + { + // rotate the vector around (petalx,petaly) in cw by (60 - alpha)*j degrees + x_3 = x3 * Math.Cos((Math.PI / 3.0 - alpha) * j) + y3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + petalx[i / 2] - petalx[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j) - petaly[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j); + y_3 = -x3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + y3 * Math.Cos((Math.PI / 3.0 - alpha) * j) + petaly[i / 2] + petalx[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j) - petaly[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j); + // add these to wedges list as lines in order + wedges[i * 16 + 8 + 4 * (j - 1)] = x_3; wedges[i * 16 + 9 + 4 * (j - 1)] = y_3; + wedges[i * 16 + 10 + 4 * (j - 1)] = tempx; wedges[i * 16 + 11 + 4 * (j - 1)] = tempy; + tempx = x_3; tempy = y_3; + } + tempx = x3; tempy = y3; + /// LINE #6, #7, #8: (x3,y3) & (x_4,y_4) + for (j = 1; j < 4; j++) + { + // rotate the vector around (petalx,petaly) in ccw by (60 - alpha)*j degrees + x_4 = x3 * Math.Cos((Math.PI / 3.0 - alpha) * j) - y3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + petalx[i / 2] - petalx[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j) + petaly[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j); + y_4 = x3 * Math.Sin((Math.PI / 3.0 - alpha) * j) + y3 * Math.Cos((Math.PI / 3.0 - alpha) * j) + petaly[i / 2] - petalx[i / 2] * Math.Sin((Math.PI / 3.0 - alpha) * j) - petaly[i / 2] * Math.Cos((Math.PI / 3.0 - alpha) * j); + + // add these to wedges list as lines in order + wedges[i * 16 + 20 + 4 * (j - 1)] = tempx; wedges[i * 16 + 21 + 4 * (j - 1)] = tempy; + wedges[i * 16 + 22 + 4 * (j - 1)] = x_4; wedges[i * 16 + 23 + 4 * (j - 1)] = y_4; + tempx = x_4; tempy = y_4; + } + //printf("LINE #3 (%.12f, %.12f) (%.12f, %.12f)\n", x_3,y_3,x3,y3); + //printf("LINE #4 (%.12f, %.12f) (%.12f, %.12f)\n", x3,y3,x_4,y_4); + + /// IF IT IS THE FIRST ONE, FIND THE CONVEX POLYGON + if (i == 0) + { + // line1 & line2: p1 + LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1); + if ((p1[0] == 1.0)) + { + // #0 + initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2]; + // #1 + initialConvexPoly[2] = wedges[i * 16 + 16]; initialConvexPoly[3] = wedges[i * 16 + 17]; + // #2 + initialConvexPoly[4] = wedges[i * 16 + 12]; initialConvexPoly[5] = wedges[i * 16 + 13]; + // #3 + initialConvexPoly[6] = wedges[i * 16 + 8]; initialConvexPoly[7] = wedges[i * 16 + 9]; + // #4 + initialConvexPoly[8] = x3; initialConvexPoly[9] = y3; + // #5 + initialConvexPoly[10] = wedges[i * 16 + 22]; initialConvexPoly[11] = wedges[i * 16 + 23]; + // #6 + initialConvexPoly[12] = wedges[i * 16 + 26]; initialConvexPoly[13] = wedges[i * 16 + 27]; + // #7 + initialConvexPoly[14] = wedges[i * 16 + 30]; initialConvexPoly[15] = wedges[i * 16 + 31]; + //printf("INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f]\n", initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15]); + } + } + + x0 = x1; y0 = y1; + x1 = x2; y1 = y2; + } + + /// HALF PLANE INTERSECTION: START SPLITTING THE INITIAL POLYGON TO FIND FEASIBLE REGION + if (numpoints != 0) + { + // first intersect the opposite located ones + s = (numpoints - 1) / 2 + 1; + flag = 0; + count = 0; + i = 1; + num = 8; + for (j = 0; j < 32; j = j + 4) + { + numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[32 * s + j], wedges[32 * s + 1 + j], wedges[32 * s + 2 + j], wedges[32 * s + 3 + j]); + if (numpolypoints == 0) + return false; + else + num = numpolypoints; + } + count++; + while (count < numpoints - 1) + { + for (j = 0; j < 32; j = j + 4) + { + numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[32 * (i + s * flag) + j], wedges[32 * (i + s * flag) + 1 + j], wedges[32 * (i + s * flag) + 2 + j], wedges[32 * (i + s * flag) + 3 + j]); + if (numpolypoints == 0) + return false; + else + num = numpolypoints; + } + i = i + flag; + flag = (flag + 1) % 2; + count++; + } + /// IF THERE IS A FEASIBLE INTERSECTION POLYGON, FIND ITS CENTROID AS THE NEW LOCATION + FindPolyCentroid(numpolypoints, initialConvexPoly, ref newloc); + + if (behavior.fixedArea) + { + // numBadTriangle = 0; + // for(j= 0; j < numpoints *2-2; j = j+2){ + // if(testTriangleAngleArea(m,b,&newloc[0],&newloc[1], &points[j], &points[j+1], &points[j+2], &points[j+3] )){ + // numBadTriangle++; + // } + // } + // if(testTriangleAngleArea(m,b, &newloc[0],&newloc[1], &points[0], &points[1], &points[numpoints*2-2], &points[numpoints*2-1] )){ + // numBadTriangle++; + // } + // + // if (numBadTriangle == 0) { + // + // return 1; + // } + } + else + { + //printf("yes, we found a feasible region num: %d newloc (%.12f,%.12f)\n", numpolypoints, newloc[0], newloc[1]); + // for(i = 0; i < 2*numpolypoints; i = i+2){ + // printf("point %d) (%.12f,%.12f)\n", i/2, initialConvexPoly[i], initialConvexPoly[i+1]); + // } + // printf("numpoints %d\n",numpoints); + return true; + } + } + + + return false; + } + + /// + /// Find a new point location by wedge intersection. + /// + /// + /// + /// A new location for the point according to surrounding points. + /// Returns true if new location found + private bool GetWedgeIntersection(int numpoints, double[] points, ref double[] newloc) + { + //double total_x = 0; + //double total_y = 0; + double x0, y0, x1, y1, x2, y2; + //double compConst = 0.01; // for comparing real numbers + + double x01, y01; + //double x12, y12; + + //double ax, ay, bx, by; //two intersections of two petals disks + + double d01;//, d12 + + //double petalx0, petaly1, petaly0, petalr0, petalx1, petalr1; + + //double p[5]; + + // Resize work arrays + if (2 * numpoints > petalx.Length) + { + petalx = new double[2 * numpoints]; + petaly = new double[2 * numpoints]; + petalr = new double[2 * numpoints]; + wedges = new double[2 * numpoints * 20 + 40]; + } + + double xmid, ymid, dist, x3, y3; + double x_1, y_1, x_2, y_2, x_3, y_3, x_4, y_4, tempx, tempy, x_5, y_5, x_6, y_6; + double ux, uy; + + double[] p1 = new double[3]; + double[] p2 = new double[3]; + double[] p3 = new double[3]; + double[] p4 = new double[3]; + + //double poly_points; + int numpolypoints = 0; + int howManyPoints = 0; // keeps the number of points used for representing the wedge + double line345 = 4.0, line789 = 4.0; // flag keeping which line to skip or construct + + int numBadTriangle; + + int i, j, k; + + int s, flag, count, num; + + int n, e; + + double weight; + + double petalcenterconstant, petalradiusconstant; + + x0 = points[2 * numpoints - 4]; + y0 = points[2 * numpoints - 3]; + x1 = points[2 * numpoints - 2]; + y1 = points[2 * numpoints - 1]; + + // minimum / maximum angle + double alpha, sinAlpha, cosAlpha, beta, sinBeta, cosBeta; + alpha = behavior.MinAngle * Math.PI / 180.0; + sinAlpha = Math.Sin(alpha); + cosAlpha = Math.Cos(alpha); + beta = behavior.MaxAngle * Math.PI / 180.0; + sinBeta = Math.Sin(beta); + cosBeta = Math.Cos(beta); + + // initialize the constants + if (behavior.goodAngle == 1.0) + { + petalcenterconstant = 0; + petalradiusconstant = 0; + } + else + { + petalcenterconstant = 0.5 / Math.Tan(alpha); + petalradiusconstant = 0.5 / Math.Sin(alpha); + } + + for (i = 0; i < numpoints * 2; i = i + 2) + { + // go to the next point + x2 = points[i]; + y2 = points[i + 1]; + + // printf("POLYGON POINTS (p,q) #%d (%.12f, %.12f) (%.12f, %.12f)\n", i/2, x0, y0,x1, y1); + + x01 = x1 - x0; + y01 = y1 - y0; + d01 = Math.Sqrt(x01 * x01 + y01 * y01); + // find the petal of each edge 01; + + // printf("PETAL CONSTANT (%.12f, %.12f)\n", + // b.petalcenterconstant, b.petalradiusconstant ); + // printf("PETAL DIFFS (%.6f, %.6f, %.4f)\n", x01, y01, d01); + //printf("i:%d numpoints:%d\n", i, numpoints); + petalx[i / 2] = x0 + 0.5 * x01 - petalcenterconstant * y01; + petaly[i / 2] = y0 + 0.5 * y01 + petalcenterconstant * x01; + petalr[i / 2] = petalradiusconstant * d01; + petalx[numpoints + i / 2] = petalx[i / 2]; + petaly[numpoints + i / 2] = petaly[i / 2]; + petalr[numpoints + i / 2] = petalr[i / 2]; + //printf("PETAL POINTS #%d (%.12f, %.12f) R= %.12f\n", i/2, petalx[i/2],petaly[i/2], petalr[i/2]); + + /// FIRST FIND THE HALF-PLANE POINTS FOR EACH PETAL + xmid = (x0 + x1) / 2.0; // mid point of pq + ymid = (y0 + y1) / 2.0; + + // distance between xmid and petal center + dist = Math.Sqrt((petalx[i / 2] - xmid) * (petalx[i / 2] - xmid) + (petaly[i / 2] - ymid) * (petaly[i / 2] - ymid)); + // find the unit vector goes from mid point to petal center + ux = (petalx[i / 2] - xmid) / dist; + uy = (petaly[i / 2] - ymid) / dist; + // find the third point other than p and q + x3 = petalx[i / 2] + ux * petalr[i / 2]; + y3 = petaly[i / 2] + uy * petalr[i / 2]; + /// FIND THE LINE POINTS BY THE ROTATION MATRIX + // cw rotation matrix [cosX sinX; -sinX cosX] + // cw rotation about (x,y) [ux*cosX + uy*sinX + x - x*cosX - y*sinX; -ux*sinX + uy*cosX + y + x*sinX - y*cosX] + // ccw rotation matrix [cosX -sinX; sinX cosX] + // ccw rotation about (x,y) [ux*cosX - uy*sinX + x - x*cosX + y*sinX; ux*sinX + uy*cosX + y - x*sinX - y*cosX] + /// LINE #1: (x1,y1) & (x_1,y_1) + // vector from p to q + ux = x1 - x0; + uy = y1 - y0; + // rotate the vector around p = (x0,y0) in ccw by alpha degrees + x_1 = x1 * cosAlpha - y1 * sinAlpha + x0 - x0 * cosAlpha + y0 * sinAlpha; + y_1 = x1 * sinAlpha + y1 * cosAlpha + y0 - x0 * sinAlpha - y0 * cosAlpha; + // add these to wedges list as lines in order + wedges[i * 20] = x0; wedges[i * 20 + 1] = y0; + wedges[i * 20 + 2] = x_1; wedges[i * 20 + 3] = y_1; + //printf("LINE #1 (%.12f, %.12f) (%.12f, %.12f)\n", x0,y0,x_1,y_1); + /// LINE #2: (x2,y2) & (x_2,y_2) + // vector from q to p + ux = x0 - x1; + uy = y0 - y1; + // rotate the vector around q = (x1,y1) in cw by alpha degrees + x_2 = x0 * cosAlpha + y0 * sinAlpha + x1 - x1 * cosAlpha - y1 * sinAlpha; + y_2 = -x0 * sinAlpha + y0 * cosAlpha + y1 + x1 * sinAlpha - y1 * cosAlpha; + // add these to wedges list as lines in order + wedges[i * 20 + 4] = x_2; wedges[i * 20 + 5] = y_2; + wedges[i * 20 + 6] = x1; wedges[i * 20 + 7] = y1; + //printf("LINE #2 (%.12f, %.12f) (%.12f, %.12f)\n", x_2,y_2,x1,y1); + // vector from (petalx, petaly) to (x3,y3) + ux = x3 - petalx[i / 2]; + uy = y3 - petaly[i / 2]; + tempx = x3; tempy = y3; + + /// DETERMINE HOW MANY POINTS TO USE ACCORDING TO THE MINANGLE-MAXANGLE COMBINATION + // petal center angle + alpha = (2.0 * behavior.MaxAngle + behavior.MinAngle - 180.0); + if (alpha <= 0.0) + {// when only angle lines needed + // 4 point case + howManyPoints = 4; + //printf("4 point case\n"); + line345 = 1.0; + line789 = 1.0; + } + else if (alpha <= 5.0) + {// when only angle lines plus two other lines are needed + // 6 point case + howManyPoints = 6; + //printf("6 point case\n"); + line345 = 2.0; + line789 = 2.0; + } + else if (alpha <= 10.0) + {// when we need more lines + // 8 point case + howManyPoints = 8; + line345 = 3.0; + line789 = 3.0; + //printf("8 point case\n"); + } + else + {// when we have a big wedge + // 10 point case + howManyPoints = 10; + //printf("10 point case\n"); + line345 = 4.0; + line789 = 4.0; + } + alpha = alpha * Math.PI / 180.0; + /// LINE #3, #4, #5: (x3,y3) & (x_3,y_3) + for (j = 1; j < line345; j++) + { + if (line345 == 1) + continue; + // rotate the vector around (petalx,petaly) in cw by (alpha/3.0)*j degrees + x_3 = x3 * Math.Cos((alpha / (line345 - 1.0)) * j) + y3 * Math.Sin(((alpha / (line345 - 1.0)) * j)) + petalx[i / 2] - petalx[i / 2] * Math.Cos(((alpha / (line345 - 1.0)) * j)) - petaly[i / 2] * Math.Sin(((alpha / (line345 - 1.0)) * j)); + y_3 = -x3 * Math.Sin(((alpha / (line345 - 1.0)) * j)) + y3 * Math.Cos(((alpha / (line345 - 1.0)) * j)) + petaly[i / 2] + petalx[i / 2] * Math.Sin(((alpha / (line345 - 1.0)) * j)) - petaly[i / 2] * Math.Cos(((alpha / (line345 - 1.0)) * j)); + // add these to wedges list as lines in order + wedges[i * 20 + 8 + 4 * (j - 1)] = x_3; wedges[i * 20 + 9 + 4 * (j - 1)] = y_3; + wedges[i * 20 + 10 + 4 * (j - 1)] = tempx; wedges[i * 20 + 11 + 4 * (j - 1)] = tempy; + tempx = x_3; tempy = y_3; + } + /// LINE #6: (x2,y2) & (x_3,y_3) + // vector from q to p + ux = x0 - x1; + uy = y0 - y1; + // rotate the vector around q = (x1,y1) in cw by alpha degrees + x_5 = x0 * cosBeta + y0 * sinBeta + x1 - x1 * cosBeta - y1 * sinBeta; + y_5 = -x0 * sinBeta + y0 * cosBeta + y1 + x1 * sinBeta - y1 * cosBeta; + wedges[i * 20 + 20] = x1; wedges[i * 20 + 21] = y1; + wedges[i * 20 + 22] = x_5; wedges[i * 20 + 23] = y_5; + + tempx = x3; tempy = y3; + /// LINE #7, #8, #9: (x3,y3) & (x_4,y_4) + for (j = 1; j < line789; j++) + { + if (line789 == 1) + continue; + // rotate the vector around (petalx,petaly) in ccw by (alpha/3.0)*j degrees + x_4 = x3 * Math.Cos((alpha / (line789 - 1.0)) * j) - y3 * Math.Sin((alpha / (line789 - 1.0)) * j) + petalx[i / 2] - petalx[i / 2] * Math.Cos((alpha / (line789 - 1.0)) * j) + petaly[i / 2] * Math.Sin((alpha / (line789 - 1.0)) * j); + y_4 = x3 * Math.Sin((alpha / (line789 - 1.0)) * j) + y3 * Math.Cos((alpha / (line789 - 1.0)) * j) + petaly[i / 2] - petalx[i / 2] * Math.Sin((alpha / (line789 - 1.0)) * j) - petaly[i / 2] * Math.Cos((alpha / (line789 - 1.0)) * j); + + // add these to wedges list as lines in order + wedges[i * 20 + 24 + 4 * (j - 1)] = tempx; wedges[i * 20 + 25 + 4 * (j - 1)] = tempy; + wedges[i * 20 + 26 + 4 * (j - 1)] = x_4; wedges[i * 20 + 27 + 4 * (j - 1)] = y_4; + tempx = x_4; tempy = y_4; + } + /// LINE #10: (x1,y1) & (x_3,y_3) + // vector from p to q + ux = x1 - x0; + uy = y1 - y0; + // rotate the vector around p = (x0,y0) in ccw by alpha degrees + x_6 = x1 * cosBeta - y1 * sinBeta + x0 - x0 * cosBeta + y0 * sinBeta; + y_6 = x1 * sinBeta + y1 * cosBeta + y0 - x0 * sinBeta - y0 * cosBeta; + wedges[i * 20 + 36] = x_6; wedges[i * 20 + 37] = y_6; + wedges[i * 20 + 38] = x0; wedges[i * 20 + 39] = y0; + + //printf("LINE #1 (%.12f, %.12f) (%.12f, %.12f)\n", x0,y0,x_1,y_1); + /// IF IT IS THE FIRST ONE, FIND THE CONVEX POLYGON + if (i == 0) + { + switch (howManyPoints) + { + case 4: + // line1 & line2 & line3 & line4 + LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1); + LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2); + LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_5, y_5, ref p3); + LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p4); + if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0) && (p4[0] == 1.0)) + { + // #0 + initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2]; + // #1 + initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2]; + // #2 + initialConvexPoly[4] = p3[1]; initialConvexPoly[5] = p3[2]; + // #3 + initialConvexPoly[6] = p4[1]; initialConvexPoly[7] = p4[2]; + } + break; + case 6: + // line1 & line2 & line3 + LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1); + LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2); + LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p3); + if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0)) + { + // #0 + initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2]; + // #1 + initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2]; + // #2 + initialConvexPoly[4] = wedges[i * 20 + 8]; initialConvexPoly[5] = wedges[i * 20 + 9]; + // #3 + initialConvexPoly[6] = x3; initialConvexPoly[7] = y3; + // #4 + initialConvexPoly[8] = wedges[i * 20 + 26]; initialConvexPoly[9] = wedges[i * 20 + 27]; + // #5 + initialConvexPoly[10] = p3[1]; initialConvexPoly[11] = p3[2]; + } + break; + case 8: + // line1 & line2: p1 + LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1); + LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2); + LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p3); + if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0)) + { + // #0 + initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2]; + // #1 + initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2]; + // #2 + initialConvexPoly[4] = wedges[i * 20 + 12]; initialConvexPoly[5] = wedges[i * 20 + 13]; + // #3 + initialConvexPoly[6] = wedges[i * 20 + 8]; initialConvexPoly[7] = wedges[i * 20 + 9]; + // #4 + initialConvexPoly[8] = x3; initialConvexPoly[9] = y3; + // #5 + initialConvexPoly[10] = wedges[i * 20 + 26]; initialConvexPoly[11] = wedges[i * 20 + 27]; + // #6 + initialConvexPoly[12] = wedges[i * 20 + 30]; initialConvexPoly[13] = wedges[i * 20 + 31]; + // #7 + initialConvexPoly[14] = p3[1]; initialConvexPoly[15] = p3[2]; + } + break; + case 10: + // line1 & line2: p1 + LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_2, y_2, ref p1); + LineLineIntersection(x0, y0, x_1, y_1, x1, y1, x_5, y_5, ref p2); + LineLineIntersection(x0, y0, x_6, y_6, x1, y1, x_2, y_2, ref p3); + //printf("p3 %f %f %f (%f %f) (%f %f) (%f %f) (%f %f)\n",p3[0],p3[1],p3[2], x0, y0, x_6, x_6, x1, y1, x_2, y_2); + if ((p1[0] == 1.0) && (p2[0] == 1.0) && (p3[0] == 1.0)) + { + // #0 + initialConvexPoly[0] = p1[1]; initialConvexPoly[1] = p1[2]; + // #1 + initialConvexPoly[2] = p2[1]; initialConvexPoly[3] = p2[2]; + // #2 + initialConvexPoly[4] = wedges[i * 20 + 16]; initialConvexPoly[5] = wedges[i * 20 + 17]; + // #3 + initialConvexPoly[6] = wedges[i * 20 + 12]; initialConvexPoly[7] = wedges[i * 20 + 13]; + // #4 + initialConvexPoly[8] = wedges[i * 20 + 8]; initialConvexPoly[9] = wedges[i * 20 + 9]; + // #5 + initialConvexPoly[10] = x3; initialConvexPoly[11] = y3; + // #6 + initialConvexPoly[12] = wedges[i * 20 + 28]; initialConvexPoly[13] = wedges[i * 20 + 29]; + // #7 + initialConvexPoly[14] = wedges[i * 20 + 32]; initialConvexPoly[15] = wedges[i * 20 + 33]; + // #8 + initialConvexPoly[16] = wedges[i * 20 + 34]; initialConvexPoly[17] = wedges[i * 20 + 35]; + // #9 + initialConvexPoly[18] = p3[1]; initialConvexPoly[19] = p3[2]; + } + break; + } + // printf("smallest edge (%f,%f) (%f,%f)\n", x0,y0, x1,y1); + // printf("real INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;]\n", initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15],initialConvexPoly[16],initialConvexPoly[17],initialConvexPoly[18],initialConvexPoly[19]); + } + + x0 = x1; y0 = y1; + x1 = x2; y1 = y2; + } + /// HALF PLANE INTERSECTION: START SPLITTING THE INITIAL POLYGON TO FIND FEASIBLE REGION + if (numpoints != 0) + { + // first intersect the opposite located ones + s = (numpoints - 1) / 2 + 1; + flag = 0; + count = 0; + i = 1; + num = howManyPoints; + for (j = 0; j < 40; j = j + 4) + { + // in order to skip non-existent lines + if (howManyPoints == 4 && (j == 8 || j == 12 || j == 16 || j == 24 || j == 28 || j == 32)) + { + continue; + } + else if (howManyPoints == 6 && (j == 12 || j == 16 || j == 28 || j == 32)) + { + continue; + } + else if (howManyPoints == 8 && (j == 16 || j == 32)) + { + continue; + } + // printf("%d 1 INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;]\n",num, initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15],initialConvexPoly[16],initialConvexPoly[17],initialConvexPoly[18],initialConvexPoly[19]); + // printf("line (%f, %f) (%f, %f)\n",wedges[40*s+j],wedges[40*s+1+j], wedges[40*s+2+j], wedges[40*s+3+j]); + numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[40 * s + j], wedges[40 * s + 1 + j], wedges[40 * s + 2 + j], wedges[40 * s + 3 + j]); + + if (numpolypoints == 0) + return false; + else + num = numpolypoints; + } + count++; + //printf("yes here\n"); + while (count < numpoints - 1) + { + for (j = 0; j < 40; j = j + 4) + { + // in order to skip non-existent lines + if (howManyPoints == 4 && (j == 8 || j == 12 || j == 16 || j == 24 || j == 28 || j == 32)) + { + continue; + } + else if (howManyPoints == 6 && (j == 12 || j == 16 || j == 28 || j == 32)) + { + continue; + } + else if (howManyPoints == 8 && (j == 16 || j == 32)) + { + continue; + } + ////printf("%d 2 INITIAL POLY [%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;%.12f, %.12f;]\n",numpolypoints, initialConvexPoly[0],initialConvexPoly[1],initialConvexPoly[2],initialConvexPoly[3],initialConvexPoly[4],initialConvexPoly[5],initialConvexPoly[6],initialConvexPoly[7],initialConvexPoly[8],initialConvexPoly[9],initialConvexPoly[10],initialConvexPoly[11],initialConvexPoly[12],initialConvexPoly[13],initialConvexPoly[14],initialConvexPoly[15],initialConvexPoly[16],initialConvexPoly[17],initialConvexPoly[18],initialConvexPoly[19]); + //printf("line (%.20f, %.20f) (%.20f, %.20f)\n", wedges[40 * (i + s * flag) + j], wedges[40 * (i + s * flag) + 1 + j], wedges[40 * (i + s * flag) + 2 + j], wedges[40 * (i + s * flag) + 3 + j]); + numpolypoints = HalfPlaneIntersection(num, ref initialConvexPoly, wedges[40 * (i + s * flag) + j], wedges[40 * (i + s * flag) + 1 + j], wedges[40 * (i + s * flag) + 2 + j], wedges[40 * (i + s * flag) + 3 + j]); + + if (numpolypoints == 0) + return false; + else + num = numpolypoints; + } + i = i + flag; + flag = (flag + 1) % 2; + count++; + } + /// IF THERE IS A FEASIBLE INTERSECTION POLYGON, FIND ITS CENTROID AS THE NEW LOCATION + FindPolyCentroid(numpolypoints, initialConvexPoly, ref newloc); + + if (behavior.MaxAngle != 0.0) + { + numBadTriangle = 0; + for (j = 0; j < numpoints * 2 - 2; j = j + 2) + { + if (IsBadTriangleAngle(newloc[0], newloc[1], points[j], points[j + 1], points[j + 2], points[j + 3])) + { + numBadTriangle++; + } + } + if (IsBadTriangleAngle(newloc[0], newloc[1], points[0], points[1], points[numpoints * 2 - 2], points[numpoints * 2 - 1])) + { + numBadTriangle++; + } + + if (numBadTriangle == 0) + { + + return true; + } + n = (numpoints <= 2) ? 20 : 30; + // try points other than centroid + for (k = 0; k < 2 * numpoints; k = k + 2) + { + for (e = 1; e < n; e = e + 1) + { + newloc[0] = 0.0; newloc[1] = 0.0; + for (i = 0; i < 2 * numpoints; i = i + 2) + { + weight = 1.0 / numpoints; + if (i == k) + { + newloc[0] = newloc[0] + 0.1 * e * weight * points[i]; + newloc[1] = newloc[1] + 0.1 * e * weight * points[i + 1]; + } + else + { + weight = (1.0 - 0.1 * e * weight) / (double)(numpoints - 1.0); + newloc[0] = newloc[0] + weight * points[i]; + newloc[1] = newloc[1] + weight * points[i + 1]; + } + + } + numBadTriangle = 0; + for (j = 0; j < numpoints * 2 - 2; j = j + 2) + { + if (IsBadTriangleAngle(newloc[0], newloc[1], points[j], points[j + 1], points[j + 2], points[j + 3])) + { + numBadTriangle++; + } + } + if (IsBadTriangleAngle(newloc[0], newloc[1], points[0], points[1], points[numpoints * 2 - 2], points[numpoints * 2 - 1])) + { + numBadTriangle++; + } + + if (numBadTriangle == 0) + { + + return true; + } + } + } + } + else + { + //printf("yes, we found a feasible region num: %d newloc (%.12f,%.12f)\n", numpolypoints, newloc[0], newloc[1]); + // for(i = 0; i < 2*numpolypoints; i = i+2){ + // printf("point %d) (%.12f,%.12f)\n", i/2, initialConvexPoly[i], initialConvexPoly[i+1]); + // } + // printf("numpoints %d\n",numpoints); + return true; + } + } + + + return false; + } + + /// + /// Check polygon for min angle. + /// + /// + /// + /// Returns true if the polygon has angles greater than 2*minangle. + private bool ValidPolygonAngles(int numpoints, double[] points) + { + int i;//,j + for (i = 0; i < numpoints; i++) + { + if (i == numpoints - 1) + { + if (IsBadPolygonAngle(points[i * 2], points[i * 2 + 1], points[0], points[1], points[2], points[3])) + { + return false; // one of the inner angles is less than required + } + } + else if (i == numpoints - 2) + { + if (IsBadPolygonAngle(points[i * 2], points[i * 2 + 1], points[(i + 1) * 2], points[(i + 1) * 2 + 1], points[0], points[1])) + { + return false; // one of the inner angles is less than required + } + } + else + { + if (IsBadPolygonAngle(points[i * 2], points[i * 2 + 1], points[(i + 1) * 2], points[(i + 1) * 2 + 1], points[(i + 2) * 2], points[(i + 2) * 2 + 1])) + { + return false; // one of the inner angles is less than required + } + } + } + return true; // all angles are valid + } + + /// + /// Given three coordinates of a polygon, tests to see if it satisfies the minimum + /// angle condition for relocation. + /// + /// + /// + /// + /// + /// + /// + /// Returns true, if it is a BAD polygon corner, returns false if it is a GOOD + /// polygon corner + private bool IsBadPolygonAngle(double x1, double y1, + double x2, double y2, double x3, double y3) + { + // variables keeping the distance values for the edges + double dx12, dy12, dx23, dy23, dx31, dy31; + double dist12, dist23, dist31; + + double cosAngle; // in order to check minimum angle condition + + // calculate the side lengths + + dx12 = x1 - x2; + dy12 = y1 - y2; + dx23 = x2 - x3; + dy23 = y2 - y3; + dx31 = x3 - x1; + dy31 = y3 - y1; + // calculate the squares of the side lentghs + dist12 = dx12 * dx12 + dy12 * dy12; + dist23 = dx23 * dx23 + dy23 * dy23; + dist31 = dx31 * dx31 + dy31 * dy31; + + /// calculate cosine of largest angle /// + cosAngle = (dist12 + dist23 - dist31) / (2 * Math.Sqrt(dist12) * Math.Sqrt(dist23)); + // Check whether the angle is smaller than permitted which is 2*minangle!!! + //printf("angle: %f 2*minangle = %f\n",acos(cosAngle)*180/PI, 2*acos(Math.Sqrt(b.goodangle))*180/PI); + if (Math.Acos(cosAngle) < 2 * Math.Acos(Math.Sqrt(behavior.goodAngle))) + { + return true;// it is a BAD triangle + } + return false;// it is a GOOD triangle + + } + + /// + /// Given four points representing two lines, returns the intersection point. + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// The intersection point. + /// + // referenced to: http://local.wasp.uwa.edu.au/~pbourke/geometry/ + /// + private void LineLineIntersection( + double x1, double y1, + double x2, double y2, + double x3, double y3, + double x4, double y4, ref double[] p) + { + // x1,y1 P1 coordinates (point of line 1) + // x2,y2 P2 coordinates (point of line 1) + // x3,y3 P3 coordinates (point of line 2) + // x4,y4 P4 coordinates (point of line 2) + // p[1],p[2] intersection coordinates + // + // This function returns a pointer array which first index indicates + // weather they intersect on one point or not, followed by coordinate pairs. + + double u_a, u_b, denom; + + // calculate denominator first + denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); + u_a = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); + u_b = (x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3); + // if denominator and numerator equal to zero, lines are coincident + if (Math.Abs(denom - 0.0) < EPS && (Math.Abs(u_b - 0.0) < EPS && Math.Abs(u_a - 0.0) < EPS)) + { + p[0] = 0.0; + } + // if denominator equals to zero, lines are parallel + else if (Math.Abs(denom - 0.0) < EPS) + { + p[0] = 0.0; + } + else + { + p[0] = 1.0; + u_a = u_a / denom; + u_b = u_b / denom; + p[1] = x1 + u_a * (x2 - x1); // not the intersection point + p[2] = y1 + u_a * (y2 - y1); + } + } + + /// + /// Returns the convex polygon which is the intersection of the given convex + /// polygon with the halfplane on the left side (regarding the directional vector) + /// of the given line. + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// http://www.mathematik.uni-ulm.de/stochastik/lehre/ws03_04/rt/Geometry2D.ps + /// + private int HalfPlaneIntersection(int numvertices, ref double[] convexPoly, double x1, double y1, double x2, double y2) + { + double dx, dy; // direction of the line + double z, min, max; + int i, j; + + int numpolys; + double[] res = null; + int count = 0; + int intFound = 0; + dx = x2 - x1; + dy = y2 - y1; + numpolys = SplitConvexPolygon(numvertices, convexPoly, x1, y1, x2, y2, polys); + + if (numpolys == 3) + { + count = numvertices; + } + else + { + for (i = 0; i < numpolys; i++) + { + min = double.MaxValue; + max = double.MinValue; + // compute the minimum and maximum of the + // third coordinate of the cross product + for (j = 1; j <= 2 * polys[i][0] - 1; j = j + 2) + { + z = dx * (polys[i][j + 1] - y1) - dy * (polys[i][j] - x1); + min = (z < min ? z : min); + max = (z > max ? z : max); + } + // ... and choose the (absolute) greater of both + z = (Math.Abs(min) > Math.Abs(max) ? min : max); + // and if it is positive, the polygon polys[i] + // is on the left side of line + if (z > 0.0) + { + res = polys[i]; + intFound = 1; + break; + } + } + if (intFound == 1) + { + while (count < res[0]) + { + convexPoly[2 * count] = res[2 * count + 1]; + convexPoly[2 * count + 1] = res[2 * count + 2]; + count++; + + } + } + } + // update convexPoly + return count; + } + + /// + /// Splits a convex polygons into one or two polygons through the intersection + /// with the given line (regarding the directional vector of the given line). + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// http://www.mathematik.uni-ulm.de/stochastik/lehre/ws03_04/rt/Geometry2D.ps + /// + private int SplitConvexPolygon(int numvertices, double[] convexPoly, double x1, double y1, double x2, double y2, double[][] polys) + { + // state = 0: before the first intersection (with the line) + // state = 1: after the first intersection (with the line) + // state = 2: after the second intersection (with the line) + + int state = 0; + double[] p = new double[3]; + int poly1counter = 0; + int poly2counter = 0; + int numpolys; + int i; + double compConst = 0.000000000001; + // for debugging + int case1 = 0, case2 = 0, case3 = 0, case31 = 0, case32 = 0, case33 = 0, case311 = 0, case3111 = 0; + // intersect all edges of poly with line + for (i = 0; i < 2 * numvertices; i = i + 2) + { + int j = (i + 2 >= 2 * numvertices) ? 0 : i + 2; + LineLineSegmentIntersection(x1, y1, x2, y2, convexPoly[i], convexPoly[i + 1], convexPoly[j], convexPoly[j + 1], ref p); + // if this edge does not intersect with line + if (Math.Abs(p[0] - 0.0) <= compConst) + { + //System.out.println("null"); + // add p[j] to the proper polygon + if (state == 1) + { + poly2counter++; + poly2[2 * poly2counter - 1] = convexPoly[j]; + poly2[2 * poly2counter] = convexPoly[j + 1]; + } + else + { + poly1counter++; + poly1[2 * poly1counter - 1] = convexPoly[j]; + poly1[2 * poly1counter] = convexPoly[j + 1]; + } + // debug + case1++; + } + // ... or if the intersection is the whole edge + else if (Math.Abs(p[0] - 2.0) <= compConst) + { + //System.out.println(o); + // then we can not reach state 1 and 2 + poly1counter++; + poly1[2 * poly1counter - 1] = convexPoly[j]; + poly1[2 * poly1counter] = convexPoly[j + 1]; + // debug + case2++; + } + // ... or if the intersection is a point + else + { + // debug + case3++; + // if the point is the second vertex of the edge + if (Math.Abs(p[1] - convexPoly[j]) <= compConst && Math.Abs(p[2] - convexPoly[j + 1]) <= compConst) + { + // debug + case31++; + if (state == 1) + { + poly2counter++; + poly2[2 * poly2counter - 1] = convexPoly[j]; + poly2[2 * poly2counter] = convexPoly[j + 1]; + poly1counter++; + poly1[2 * poly1counter - 1] = convexPoly[j]; + poly1[2 * poly1counter] = convexPoly[j + 1]; + state++; + } + else if (state == 0) + { + // debug + case311++; + poly1counter++; + poly1[2 * poly1counter - 1] = convexPoly[j]; + poly1[2 * poly1counter] = convexPoly[j + 1]; + // test whether the polygon is splitted + // or the line only touches the polygon + if (i + 4 < 2 * numvertices) + { + int s1 = LinePointLocation(x1, y1, x2, y2, convexPoly[i], convexPoly[i + 1]); + int s2 = LinePointLocation(x1, y1, x2, y2, convexPoly[i + 4], convexPoly[i + 5]); + // the line only splits the polygon + // when the previous and next vertex lie + // on different sides of the line + if (s1 != s2 && s1 != 0 && s2 != 0) + { + // debug + case3111++; + poly2counter++; + poly2[2 * poly2counter - 1] = convexPoly[j]; + poly2[2 * poly2counter] = convexPoly[j + 1]; + state++; + } + } + } + } + // ... if the point is not the other vertex of the edge + else if (!(Math.Abs(p[1] - convexPoly[i]) <= compConst && Math.Abs(p[2] - convexPoly[i + 1]) <= compConst)) + { + // debug + case32++; + poly1counter++; + poly1[2 * poly1counter - 1] = p[1]; + poly1[2 * poly1counter] = p[2]; + poly2counter++; + poly2[2 * poly2counter - 1] = p[1]; + poly2[2 * poly2counter] = p[2]; + if (state == 1) + { + poly1counter++; + poly1[2 * poly1counter - 1] = convexPoly[j]; + poly1[2 * poly1counter] = convexPoly[j + 1]; + } + else if (state == 0) + { + poly2counter++; + poly2[2 * poly2counter - 1] = convexPoly[j]; + poly2[2 * poly2counter] = convexPoly[j + 1]; + } + state++; + } + // ... else if the point is the second vertex of the edge + else + { + // debug + case33++; + if (state == 1) + { + poly2counter++; + poly2[2 * poly2counter - 1] = convexPoly[j]; + poly2[2 * poly2counter] = convexPoly[j + 1]; + } + else + { + poly1counter++; + poly1[2 * poly1counter - 1] = convexPoly[j]; + poly1[2 * poly1counter] = convexPoly[j + 1]; + } + } + } + } + // after splitting the state must be 0 or 2 + // (depending whether the polygon was splitted or not) + if (state != 0 && state != 2) + { + // printf("there is something wrong state: %d\n", state); + // printf("polygon might not be convex!!\n"); + // printf("case1: %d\ncase2: %d\ncase3: %d\ncase31: %d case311: %d case3111: %d\ncase32: %d\ncase33: %d\n", case1, case2, case3, case31, case311, case3111, case32, case33); + // printf("numvertices %d\n=============\n", numvertices); + + // if there is something wrong with the intersection, just ignore this one + numpolys = 3; + } + else + { + // finally convert the vertex lists into convex polygons + numpolys = (state == 0) ? 1 : 2; + poly1[0] = poly1counter; + poly2[0] = poly2counter; + // convert the first convex polygon + polys[0] = poly1; + // convert the second convex polygon + if (state == 2) + { + polys[1] = poly2; + } + } + return numpolys; + } + + /// + /// Determines on which side (relative to the direction) of the given line and the + /// point lies (regarding the directional vector) of the given line. + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// http://www.mathematik.uni-ulm.de/stochastik/lehre/ws03_04/rt/Geometry2D.ps + /// + private int LinePointLocation(double x1, double y1, double x2, double y2, double x, double y) + { + double z; + if (Math.Atan((y2 - y1) / (x2 - x1)) * 180.0 / Math.PI == 90.0) + { + if (Math.Abs(x1 - x) <= 0.00000000001) + return 0; + } + else + { + if (Math.Abs(y1 + (((y2 - y1) * (x - x1)) / (x2 - x1)) - y) <= EPS) + return 0; + } + // third component of the 3 dimensional product + z = (x2 - x1) * (y - y1) - (y2 - y1) * (x - x1); + if (Math.Abs(z - 0.0) <= 0.00000000001) + { + return 0; + } + else if (z > 0) + { + return 1; + } + else + { + return 2; + } + } + + /// + /// Given four points representing one line and a line segment, returns the intersection point + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// + /// referenced to: http://local.wasp.uwa.edu.au/~pbourke/geometry/ + /// + private void LineLineSegmentIntersection( + double x1, double y1, + double x2, double y2, + double x3, double y3, + double x4, double y4, ref double[] p) + { + // x1,y1 P1 coordinates (point of line) + // x2,y2 P2 coordinates (point of line) + // x3,y3 P3 coordinates (point of line segment) + // x4,y4 P4 coordinates (point of line segment) + // p[1],p[2] intersection coordinates + // + // This function returns a pointer array which first index indicates + // weather they intersect on one point or not, followed by coordinate pairs. + + double u_a, u_b, denom; + double compConst = 0.0000000000001; + // calculate denominator first + denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); + u_a = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); + u_b = (x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3); + + + //if(fabs(denom-0.0) < compConst && (fabs(u_b-0.0) < compConst && fabs(u_a-0.0) < compConst)){ + //printf("denom %.20f u_b %.20f u_a %.20f\n",denom, u_b, u_a); + if (Math.Abs(denom - 0.0) < compConst) + { + if (Math.Abs(u_b - 0.0) < compConst && Math.Abs(u_a - 0.0) < compConst) + { + p[0] = 2.0; // if denominator and numerator equal to zero, lines are coincident + } + else + { + p[0] = 0.0;// if denominator equals to zero, lines are parallel + } + + } + else + { + u_b = u_b / denom; + u_a = u_a / denom; + // printf("u_b %.20f\n", u_b); + if (u_b < -compConst || u_b > 1.0 + compConst) + { // check if it is on the line segment + // printf("line (%.20f, %.20f) (%.20f, %.20f) line seg (%.20f, %.20f) (%.20f, %.20f) \n",x1, y1 ,x2, y2 ,x3, y3 , x4, y4); + p[0] = 0.0; + } + else + { + p[0] = 1.0; + p[1] = x1 + u_a * (x2 - x1); // intersection point + p[2] = y1 + u_a * (y2 - y1); + } + } + + } + + /// + /// Returns the centroid of a given polygon + /// + /// + /// + /// Centroid of a given polygon + private void FindPolyCentroid(int numpoints, double[] points, ref double[] centroid) + { + int i; + //double area = 0.0;//, temp + centroid[0] = 0.0; centroid[1] = 0.0; + + for (i = 0; i < 2 * numpoints; i = i + 2) + { + + centroid[0] = centroid[0] + points[i]; + centroid[1] = centroid[1] + points[i + 1]; + + } + centroid[0] = centroid[0] / numpoints; + centroid[1] = centroid[1] / numpoints; + } + + /// + /// Given two points representing a line and a radius together with a center point + /// representing a circle, returns the intersection points. + /// + /// + /// + /// + /// + /// + /// + /// + /// Pointer to list of intersection points + /// + /// referenced to: http://local.wasp.uwa.edu.au/~pbourke/geometry/sphereline/ + /// + private void CircleLineIntersection( + double x1, double y1, + double x2, double y2, + double x3, double y3, double r, ref double[] p) + { + // x1,y1 P1 coordinates [point of line] + // x2,y2 P2 coordinates [point of line] + // x3,y3, r P3 coordinates(circle center) and radius [circle] + // p[1],p[2]; p[3],p[4] intersection coordinates + // + // This function returns a pointer array which first index indicates + // the number of intersection points, followed by coordinate pairs. + + //double x , y ; + double a, b, c, mu, i; + + a = (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1); + b = 2 * ((x2 - x1) * (x1 - x3) + (y2 - y1) * (y1 - y3)); + c = x3 * x3 + y3 * y3 + x1 * x1 + y1 * y1 - 2 * (x3 * x1 + y3 * y1) - r * r; + i = b * b - 4 * a * c; + + if (i < 0.0) + { + // no intersection + p[0] = 0.0; + } + else if (Math.Abs(i - 0.0) < EPS) + { + // one intersection + p[0] = 1.0; + + mu = -b / (2 * a); + p[1] = x1 + mu * (x2 - x1); + p[2] = y1 + mu * (y2 - y1); + + } + else if (i > 0.0 && !(Math.Abs(a - 0.0) < EPS)) + { + // two intersections + p[0] = 2.0; + // first intersection + mu = (-b + Math.Sqrt(i)) / (2 * a); + p[1] = x1 + mu * (x2 - x1); + p[2] = y1 + mu * (y2 - y1); + // second intersection + mu = (-b - Math.Sqrt(i)) / (2 * a); + p[3] = x1 + mu * (x2 - x1); + p[4] = y1 + mu * (y2 - y1); + + + } + else + { + p[0] = 0.0; + } + } + + /// + /// Given three points, check if the point is the correct point that we are looking for. + /// + /// P1 coordinates (bisector point of dual edge on triangle) + /// P1 coordinates (bisector point of dual edge on triangle) + /// P2 coordinates (intersection point) + /// P2 coordinates (intersection point) + /// P3 coordinates (circumcenter point) + /// P3 coordinates (circumcenter point) + /// + /// Returns true, if given point is the correct one otherwise return false. + private bool ChooseCorrectPoint( + double x1, double y1, + double x2, double y2, + double x3, double y3, bool isObtuse) + { + double d1, d2; + bool p; + + // squared distance between circumcenter and intersection point + d1 = (x2 - x3) * (x2 - x3) + (y2 - y3) * (y2 - y3); + // squared distance between bisector point and intersection point + d2 = (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1); + + if (isObtuse) + { + // obtuse case + if (d2 >= d1) + { + p = true; // means we have found the right point + } + else + { + p = false; // means take the other point + } + } + else + { + // non-obtuse case + if (d2 < d1) + { + p = true; // means we have found the right point + } + else + { + p = false; // means take the other point + } + } + /// HANDLE RIGHT TRIANGLE CASE!!!!!!!!!!!!!!!!!!!!!!!!!!!! + return p; + + } + + /// + /// This function returns a pointer array which first index indicates the whether + /// the point is in between the other points, followed by coordinate pairs. + /// + /// P1 coordinates [point of line] (point on Voronoi edge - intersection) + /// P1 coordinates [point of line] (point on Voronoi edge - intersection) + /// P2 coordinates [point of line] (circumcenter) + /// P2 coordinates [point of line] (circumcenter) + /// P3 coordinates [point to be compared] (neighbor's circumcenter) + /// P3 coordinates [point to be compared] (neighbor's circumcenter) + /// + private void PointBetweenPoints(double x1, double y1, double x2, double y2, double x, double y, ref double[] p) + { + // now check whether the point is close to circumcenter than intersection point + // BETWEEN THE POINTS + if ((x2 - x) * (x2 - x) + (y2 - y) * (y2 - y) < (x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)) + { + p[0] = 1.0; + // calculate the squared distance to circumcenter + p[1] = (x - x2) * (x - x2) + (y - y2) * (y - y2); + p[2] = x; + p[3] = y; + }// *NOT* BETWEEN THE POINTS + else + { + p[0] = 0.0; + p[1] = 0.0; + p[2] = 0.0; + p[3] = 0.0; + } + } + + /// + /// Given three coordinates of a triangle, tests a triangle to see if it satisfies + /// the minimum and/or maximum angle condition. + /// + /// + /// + /// + /// + /// + /// + /// Returns true, if it is a BAD triangle, returns false if it is a GOOD triangle. + private bool IsBadTriangleAngle(double x1, double y1, double x2, double y2, double x3, double y3) + { + // variables keeping the distance values for the edges + double dxod, dyod, dxda, dyda, dxao, dyao; + double dxod2, dyod2, dxda2, dyda2, dxao2, dyao2; + + double apexlen, orglen, destlen; + double angle; // in order to check minimum angle condition + + double maxangle; // in order to check minimum angle condition + // calculate the side lengths + + dxod = x1 - x2; + dyod = y1 - y2; + dxda = x2 - x3; + dyda = y2 - y3; + dxao = x3 - x1; + dyao = y3 - y1; + // calculate the squares of the side lentghs + dxod2 = dxod * dxod; + dyod2 = dyod * dyod; + dxda2 = dxda * dxda; + dyda2 = dyda * dyda; + dxao2 = dxao * dxao; + dyao2 = dyao * dyao; + + // Find the lengths of the triangle's three edges. + apexlen = dxod2 + dyod2; + orglen = dxda2 + dyda2; + destlen = dxao2 + dyao2; + + // try to find the minimum edge and accordingly the pqr orientation + if ((apexlen < orglen) && (apexlen < destlen)) + { + // Find the square of the cosine of the angle at the apex. + angle = dxda * dxao + dyda * dyao; + angle = angle * angle / (orglen * destlen); + } + else if (orglen < destlen) + { + // Find the square of the cosine of the angle at the origin. + angle = dxod * dxao + dyod * dyao; + angle = angle * angle / (apexlen * destlen); + } + else + { + // Find the square of the cosine of the angle at the destination. + angle = dxod * dxda + dyod * dyda; + angle = angle * angle / (apexlen * orglen); + + } + + // try to find the maximum edge and accordingly the pqr orientation + if ((apexlen > orglen) && (apexlen > destlen)) + { + // Find the cosine of the angle at the apex. + maxangle = (orglen + destlen - apexlen) / (2 * Math.Sqrt(orglen * destlen)); + } + else if (orglen > destlen) + { + // Find the cosine of the angle at the origin. + maxangle = (apexlen + destlen - orglen) / (2 * Math.Sqrt(apexlen * destlen)); + } + else + { + // Find the cosine of the angle at the destination. + maxangle = (apexlen + orglen - destlen) / (2 * Math.Sqrt(apexlen * orglen)); + } + + // Check whether the angle is smaller than permitted. + if ((angle > behavior.goodAngle) || (behavior.MaxAngle != 0.00 && maxangle < behavior.maxGoodAngle)) + { + return true;// it is a bad triangle + } + + return false;// it is a good triangle + } + + /// + /// Given the triangulation, and a vertex returns the minimum distance to the + /// vertices of the triangle where the given vertex located. + /// + /// + /// + /// + /// + private double MinDistanceToNeighbor(double newlocX, double newlocY, ref Otri searchtri) + { + Otri horiz = default(Otri); // for search operation + LocateResult intersect = LocateResult.Outside; + Vertex v1, v2, v3, torg, tdest; + double d1, d2, d3, ahead; + //triangle ptr; // Temporary variable used by sym(). + + Point newvertex = new Point(newlocX, newlocY); + + // printf("newvertex %f,%f\n", newvertex[0], newvertex[1]); + // Find the location of the vertex to be inserted. Check if a good + // starting triangle has already been provided by the caller. + // Find a boundary triangle. + //horiz.tri = m.dummytri; + //horiz.orient = 0; + //horiz.symself(); + // Search for a triangle containing 'newvertex'. + // Start searching from the triangle provided by the caller. + // Where are we? + torg = searchtri.Org(); + tdest = searchtri.Dest(); + // Check the starting triangle's vertices. + if ((torg.x == newvertex.x) && (torg.y == newvertex.y)) + { + intersect = LocateResult.OnVertex; + searchtri.Copy(ref horiz); + + } + else if ((tdest.x == newvertex.x) && (tdest.y == newvertex.y)) + { + searchtri.Lnext(); + intersect = LocateResult.OnVertex; + searchtri.Copy(ref horiz); + } + else + { + // Orient 'searchtri' to fit the preconditions of calling preciselocate(). + ahead = predicates.CounterClockwise(torg, tdest, newvertex); + if (ahead < 0.0) + { + // Turn around so that 'searchpoint' is to the left of the + // edge specified by 'searchtri'. + searchtri.Sym(); + searchtri.Copy(ref horiz); + intersect = mesh.locator.PreciseLocate(newvertex, ref horiz, false); + } + else if (ahead == 0.0) + { + // Check if 'searchpoint' is between 'torg' and 'tdest'. + if (((torg.x < newvertex.x) == (newvertex.x < tdest.x)) && + ((torg.y < newvertex.y) == (newvertex.y < tdest.y))) + { + intersect = LocateResult.OnEdge; + searchtri.Copy(ref horiz); + + } + } + else + { + searchtri.Copy(ref horiz); + intersect = mesh.locator.PreciseLocate(newvertex, ref horiz, false); + } + } + if (intersect == LocateResult.OnVertex || intersect == LocateResult.Outside) + { + // set distance to 0 + //m.VertexDealloc(newvertex); + return 0.0; + } + else + { // intersect == ONEDGE || intersect == INTRIANGLE + // find the triangle vertices + v1 = horiz.Org(); + v2 = horiz.Dest(); + v3 = horiz.Apex(); + d1 = (v1.x - newvertex.x) * (v1.x - newvertex.x) + (v1.y - newvertex.y) * (v1.y - newvertex.y); + d2 = (v2.x - newvertex.x) * (v2.x - newvertex.x) + (v2.y - newvertex.y) * (v2.y - newvertex.y); + d3 = (v3.x - newvertex.x) * (v3.x - newvertex.x) + (v3.y - newvertex.y) * (v3.y - newvertex.y); + //m.VertexDealloc(newvertex); + // find minimum of the distance + if (d1 <= d2 && d1 <= d3) + { + return d1; + } + else if (d2 <= d3) + { + return d2; + } + else + { + return d3; + } + } + } + } } \ No newline at end of file diff --git a/Triangle.NET/Triangle/Properties/AssemblyInfo.cs b/src/Triangle/Properties/AssemblyInfo.cs similarity index 97% rename from Triangle.NET/Triangle/Properties/AssemblyInfo.cs rename to src/Triangle/Properties/AssemblyInfo.cs index 330e970..c6c70bd 100644 --- a/Triangle.NET/Triangle/Properties/AssemblyInfo.cs +++ b/src/Triangle/Properties/AssemblyInfo.cs @@ -1,36 +1,36 @@ -using System.Reflection; -using System.Runtime.CompilerServices; -using System.Runtime.InteropServices; - -// General Information about an assembly is controlled through the following -// set of attributes. Change these attribute values to modify the information -// associated with an assembly. -[assembly: AssemblyTitle("Triangle")] -[assembly: AssemblyDescription("")] -[assembly: AssemblyConfiguration("")] -[assembly: AssemblyCompany("")] -[assembly: AssemblyProduct("Triangle")] -[assembly: AssemblyCopyright("Copyright © 2012")] -[assembly: AssemblyTrademark("")] -[assembly: AssemblyCulture("")] - -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from -// COM, set the ComVisible attribute to true on that type. -[assembly: ComVisible(false)] - -// The following GUID is for the ID of the typelib if this project is exposed to COM -[assembly: Guid("96a540d0-1772-4bed-8d25-ef5fa23cd1bc")] - -// Version information for an assembly consists of the following four values: -// -// Major Version -// Minor Version -// Build Number -// Revision -// -// You can specify all the values or you can default the Build and Revision Numbers -// by using the '*' as shown below: -// [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("1.0.0.0")] -[assembly: AssemblyFileVersion("1.0.0.0")] +using System.Reflection; +using System.Runtime.CompilerServices; +using System.Runtime.InteropServices; + +// General Information about an assembly is controlled through the following +// set of attributes. Change these attribute values to modify the information +// associated with an assembly. +[assembly: AssemblyTitle("Triangle")] +[assembly: AssemblyDescription("")] +[assembly: AssemblyConfiguration("")] +[assembly: AssemblyCompany("")] +[assembly: AssemblyProduct("Triangle")] +[assembly: AssemblyCopyright("Copyright © 2012")] +[assembly: AssemblyTrademark("")] +[assembly: AssemblyCulture("")] + +// Setting ComVisible to false makes the types in this assembly not visible +// to COM components. If you need to access a type in this assembly from +// COM, set the ComVisible attribute to true on that type. +[assembly: ComVisible(false)] + +// The following GUID is for the ID of the typelib if this project is exposed to COM +[assembly: Guid("96a540d0-1772-4bed-8d25-ef5fa23cd1bc")] + +// Version information for an assembly consists of the following four values: +// +// Major Version +// Minor Version +// Build Number +// Revision +// +// You can specify all the values or you can default the Build and Revision Numbers +// by using the '*' as shown below: +// [assembly: AssemblyVersion("1.0.*")] +[assembly: AssemblyVersion("1.0.0.0")] +[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/Triangle.NET/Triangle/RobustPredicates.cs b/src/Triangle/RobustPredicates.cs similarity index 98% rename from Triangle.NET/Triangle/RobustPredicates.cs rename to src/Triangle/RobustPredicates.cs index fd47d07..ca69af5 100644 --- a/Triangle.NET/Triangle/RobustPredicates.cs +++ b/src/Triangle/RobustPredicates.cs @@ -1,1346 +1,1346 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - using System; - using TriangleNet.Geometry; - using TriangleNet.Tools; - - /// - /// Adaptive exact arithmetic geometric predicates. - /// - /// - /// The adaptive exact arithmetic geometric predicates implemented herein are described in - /// detail in the paper "Adaptive Precision Floating-Point Arithmetic and Fast Robust - /// Geometric Predicates." by Jonathan Richard Shewchuk, see - /// http://www.cs.cmu.edu/~quake/robust.html - /// - /// The macros of the original C code were automatically expanded using the Visual Studio - /// command prompt with the command "CL /P /C EXACT.C", see - /// http://msdn.microsoft.com/en-us/library/8z9z0bx6.aspx - /// - public class RobustPredicates : IPredicates - { - #region Default predicates instance (Singleton) - - private static readonly object creationLock = new object(); - private static RobustPredicates _default; - - /// - /// Gets the default configuration instance. - /// - public static RobustPredicates Default - { - get - { - if (_default == null) - { - lock (creationLock) - { - if (_default == null) - { - _default = new RobustPredicates(); - } - } - } - - return _default; - } - } - - #endregion - - #region Static initialization - - private static double epsilon, splitter, resulterrbound; - private static double ccwerrboundA, ccwerrboundB, ccwerrboundC; - private static double iccerrboundA, iccerrboundB, iccerrboundC; - //private static double o3derrboundA, o3derrboundB, o3derrboundC; - - /// - /// Initialize the variables used for exact arithmetic. - /// - /// - /// 'epsilon' is the largest power of two such that 1.0 + epsilon = 1.0 in - /// floating-point arithmetic. 'epsilon' bounds the relative roundoff - /// error. It is used for floating-point error analysis. - /// - /// 'splitter' is used to split floating-point numbers into two half- - /// length significands for exact multiplication. - /// - /// I imagine that a highly optimizing compiler might be too smart for its - /// own good, and somehow cause this routine to fail, if it pretends that - /// floating-point arithmetic is too much like double arithmetic. - /// - /// Don't change this routine unless you fully understand it. - /// - static RobustPredicates() - { - double half; - double check, lastcheck; - bool every_other; - - every_other = true; - half = 0.5; - epsilon = 1.0; - splitter = 1.0; - check = 1.0; - // Repeatedly divide 'epsilon' by two until it is too small to add to - // one without causing roundoff. (Also check if the sum is equal to - // the previous sum, for machines that round up instead of using exact - // rounding. Not that these routines will work on such machines.) - do - { - lastcheck = check; - epsilon *= half; - if (every_other) - { - splitter *= 2.0; - } - every_other = !every_other; - check = 1.0 + epsilon; - } while ((check != 1.0) && (check != lastcheck)); - splitter += 1.0; - // Error bounds for orientation and incircle tests. - resulterrbound = (3.0 + 8.0 * epsilon) * epsilon; - ccwerrboundA = (3.0 + 16.0 * epsilon) * epsilon; - ccwerrboundB = (2.0 + 12.0 * epsilon) * epsilon; - ccwerrboundC = (9.0 + 64.0 * epsilon) * epsilon * epsilon; - iccerrboundA = (10.0 + 96.0 * epsilon) * epsilon; - iccerrboundB = (4.0 + 48.0 * epsilon) * epsilon; - iccerrboundC = (44.0 + 576.0 * epsilon) * epsilon * epsilon; - //o3derrboundA = (7.0 + 56.0 * epsilon) * epsilon; - //o3derrboundB = (3.0 + 28.0 * epsilon) * epsilon; - //o3derrboundC = (26.0 + 288.0 * epsilon) * epsilon * epsilon; - } - - #endregion - - public RobustPredicates() - { - AllocateWorkspace(); - } - - /// - /// Check, if the three points appear in counterclockwise order. The result is - /// also a rough approximation of twice the signed area of the triangle defined - /// by the three points. - /// - /// Point a. - /// Point b. - /// Point c. - /// Return a positive value if the points pa, pb, and pc occur in - /// counterclockwise order; a negative value if they occur in clockwise order; - /// and zero if they are collinear. - public double CounterClockwise(Point pa, Point pb, Point pc) - { - double detleft, detright, det; - double detsum, errbound; - - Statistic.CounterClockwiseCount++; - - detleft = (pa.x - pc.x) * (pb.y - pc.y); - detright = (pa.y - pc.y) * (pb.x - pc.x); - det = detleft - detright; - - if (Behavior.NoExact) - { - return det; - } - - if (detleft > 0.0) - { - if (detright <= 0.0) - { - return det; - } - else - { - detsum = detleft + detright; - } - } - else if (detleft < 0.0) - { - if (detright >= 0.0) - { - return det; - } - else - { - detsum = -detleft - detright; - } - } - else - { - return det; - } - - errbound = ccwerrboundA * detsum; - if ((det >= errbound) || (-det >= errbound)) - { - return det; - } - - Statistic.CounterClockwiseAdaptCount++; - return CounterClockwiseAdapt(pa, pb, pc, detsum); - } - - /// - /// Check if the point pd lies inside the circle passing through pa, pb, and pc. The - /// points pa, pb, and pc must be in counterclockwise order, or the sign of the result - /// will be reversed. - /// - /// Point a. - /// Point b. - /// Point c. - /// Point d. - /// Return a positive value if the point pd lies inside the circle passing through - /// pa, pb, and pc; a negative value if it lies outside; and zero if the four points - /// are cocircular. - public double InCircle(Point pa, Point pb, Point pc, Point pd) - { - double adx, bdx, cdx, ady, bdy, cdy; - double bdxcdy, cdxbdy, cdxady, adxcdy, adxbdy, bdxady; - double alift, blift, clift; - double det; - double permanent, errbound; - - Statistic.InCircleCount++; - - adx = pa.x - pd.x; - bdx = pb.x - pd.x; - cdx = pc.x - pd.x; - ady = pa.y - pd.y; - bdy = pb.y - pd.y; - cdy = pc.y - pd.y; - - bdxcdy = bdx * cdy; - cdxbdy = cdx * bdy; - alift = adx * adx + ady * ady; - - cdxady = cdx * ady; - adxcdy = adx * cdy; - blift = bdx * bdx + bdy * bdy; - - adxbdy = adx * bdy; - bdxady = bdx * ady; - clift = cdx * cdx + cdy * cdy; - - det = alift * (bdxcdy - cdxbdy) - + blift * (cdxady - adxcdy) - + clift * (adxbdy - bdxady); - - if (Behavior.NoExact) - { - return det; - } - - permanent = (Math.Abs(bdxcdy) + Math.Abs(cdxbdy)) * alift - + (Math.Abs(cdxady) + Math.Abs(adxcdy)) * blift - + (Math.Abs(adxbdy) + Math.Abs(bdxady)) * clift; - errbound = iccerrboundA * permanent; - if ((det > errbound) || (-det > errbound)) - { - return det; - } - - Statistic.InCircleAdaptCount++; - return InCircleAdapt(pa, pb, pc, pd, permanent); - } - - /// - /// Return a positive value if the point pd is incompatible with the circle - /// or plane passing through pa, pb, and pc (meaning that pd is inside the - /// circle or below the plane); a negative value if it is compatible; and - /// zero if the four points are cocircular/coplanar. The points pa, pb, and - /// pc must be in counterclockwise order, or the sign of the result will be - /// reversed. - /// - /// Point a. - /// Point b. - /// Point c. - /// Point d. - /// Return a positive value if the point pd lies inside the circle passing through - /// pa, pb, and pc; a negative value if it lies outside; and zero if the four points - /// are cocircular. - public double NonRegular(Point pa, Point pb, Point pc, Point pd) - { - return InCircle(pa, pb, pc, pd); - } - - /// - /// Find the circumcenter of a triangle. - /// - /// Triangle point. - /// Triangle point. - /// Triangle point. - /// Relative coordinate of new location. - /// Relative coordinate of new location. - /// Off-center constant. - /// Coordinates of the circumcenter (or off-center) - public Point FindCircumcenter(Point org, Point dest, Point apex, - ref double xi, ref double eta, double offconstant) - { - double xdo, ydo, xao, yao; - double dodist, aodist, dadist; - double denominator; - double dx, dy, dxoff, dyoff; - - Statistic.CircumcenterCount++; - - // Compute the circumcenter of the triangle. - xdo = dest.x - org.x; - ydo = dest.y - org.y; - xao = apex.x - org.x; - yao = apex.y - org.y; - dodist = xdo * xdo + ydo * ydo; - aodist = xao * xao + yao * yao; - dadist = (dest.x - apex.x) * (dest.x - apex.x) + - (dest.y - apex.y) * (dest.y - apex.y); - - if (Behavior.NoExact) - { - denominator = 0.5 / (xdo * yao - xao * ydo); - } - else - { - // Use the counterclockwise() routine to ensure a positive (and - // reasonably accurate) result, avoiding any possibility of - // division by zero. - denominator = 0.5 / CounterClockwise(dest, apex, org); - // Don't count the above as an orientation test. - Statistic.CounterClockwiseCount--; - } - - dx = (yao * dodist - ydo * aodist) * denominator; - dy = (xdo * aodist - xao * dodist) * denominator; - - // Find the (squared) length of the triangle's shortest edge. This - // serves as a conservative estimate of the insertion radius of the - // circumcenter's parent. The estimate is used to ensure that - // the algorithm terminates even if very small angles appear in - // the input PSLG. - if ((dodist < aodist) && (dodist < dadist)) - { - if (offconstant > 0.0) - { - // Find the position of the off-center, as described by Alper Ungor. - dxoff = 0.5 * xdo - offconstant * ydo; - dyoff = 0.5 * ydo + offconstant * xdo; - // If the off-center is closer to the origin than the - // circumcenter, use the off-center instead. - if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) - { - dx = dxoff; - dy = dyoff; - } - } - } - else if (aodist < dadist) - { - if (offconstant > 0.0) - { - dxoff = 0.5 * xao + offconstant * yao; - dyoff = 0.5 * yao - offconstant * xao; - // If the off-center is closer to the origin than the - // circumcenter, use the off-center instead. - if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) - { - dx = dxoff; - dy = dyoff; - } - } - } - else - { - if (offconstant > 0.0) - { - dxoff = 0.5 * (apex.x - dest.x) - offconstant * (apex.y - dest.y); - dyoff = 0.5 * (apex.y - dest.y) + offconstant * (apex.x - dest.x); - // If the off-center is closer to the destination than the - // circumcenter, use the off-center instead. - if (dxoff * dxoff + dyoff * dyoff < - (dx - xdo) * (dx - xdo) + (dy - ydo) * (dy - ydo)) - { - dx = xdo + dxoff; - dy = ydo + dyoff; - } - } - } - - // To interpolate vertex attributes for the new vertex inserted at - // the circumcenter, define a coordinate system with a xi-axis, - // directed from the triangle's origin to its destination, and - // an eta-axis, directed from its origin to its apex. - // Calculate the xi and eta coordinates of the circumcenter. - xi = (yao * dx - xao * dy) * (2.0 * denominator); - eta = (xdo * dy - ydo * dx) * (2.0 * denominator); - - return new Point(org.x + dx, org.y + dy); - } - - /// - /// Find the circumcenter of a triangle. - /// - /// Triangle point. - /// Triangle point. - /// Triangle point. - /// Relative coordinate of new location. - /// Relative coordinate of new location. - /// Coordinates of the circumcenter - /// - /// The result is returned both in terms of x-y coordinates and xi-eta - /// (barycentric) coordinates. The xi-eta coordinate system is defined in - /// terms of the triangle: the origin of the triangle is the origin of the - /// coordinate system; the destination of the triangle is one unit along the - /// xi axis; and the apex of the triangle is one unit along the eta axis. - /// This procedure also returns the square of the length of the triangle's - /// shortest edge. - /// - public Point FindCircumcenter(Point org, Point dest, Point apex, - ref double xi, ref double eta) - { - double xdo, ydo, xao, yao; - double dodist, aodist; - double denominator; - double dx, dy; - - Statistic.CircumcenterCount++; - - // Compute the circumcenter of the triangle. - xdo = dest.x - org.x; - ydo = dest.y - org.y; - xao = apex.x - org.x; - yao = apex.y - org.y; - dodist = xdo * xdo + ydo * ydo; - aodist = xao * xao + yao * yao; - - if (Behavior.NoExact) - { - denominator = 0.5 / (xdo * yao - xao * ydo); - } - else - { - // Use the counterclockwise() routine to ensure a positive (and - // reasonably accurate) result, avoiding any possibility of - // division by zero. - denominator = 0.5 / CounterClockwise(dest, apex, org); - // Don't count the above as an orientation test. - Statistic.CounterClockwiseCount--; - } - - dx = (yao * dodist - ydo * aodist) * denominator; - dy = (xdo * aodist - xao * dodist) * denominator; - - // To interpolate vertex attributes for the new vertex inserted at - // the circumcenter, define a coordinate system with a xi-axis, - // directed from the triangle's origin to its destination, and - // an eta-axis, directed from its origin to its apex. - // Calculate the xi and eta coordinates of the circumcenter. - xi = (yao * dx - xao * dy) * (2.0 * denominator); - eta = (xdo * dy - ydo * dx) * (2.0 * denominator); - - return new Point(org.x + dx, org.y + dy); - } - - #region Exact arithmetics - - /// - /// Sum two expansions, eliminating zero components from the output expansion. - /// - /// - /// - /// - /// - /// - /// - /// - /// Sets h = e + f. See the Robust Predicates paper for details. - /// - /// If round-to-even is used (as with IEEE 754), maintains the strongly nonoverlapping - /// property. (That is, if e is strongly nonoverlapping, h will be also.) Does NOT - /// maintain the nonoverlapping or nonadjacent properties. - /// - private int FastExpansionSumZeroElim(int elen, double[] e, int flen, double[] f, double[] h) - { - double Q; - double Qnew; - double hh; - double bvirt; - double avirt, bround, around; - int eindex, findex, hindex; - double enow, fnow; - - enow = e[0]; - fnow = f[0]; - eindex = findex = 0; - if ((fnow > enow) == (fnow > -enow)) - { - Q = enow; - enow = e[++eindex]; - } - else - { - Q = fnow; - fnow = f[++findex]; - } - hindex = 0; - if ((eindex < elen) && (findex < flen)) - { - if ((fnow > enow) == (fnow > -enow)) - { - Qnew = (double)(enow + Q); bvirt = Qnew - enow; hh = Q - bvirt; - enow = e[++eindex]; - } - else - { - Qnew = (double)(fnow + Q); bvirt = Qnew - fnow; hh = Q - bvirt; - fnow = f[++findex]; - } - Q = Qnew; - if (hh != 0.0) - { - h[hindex++] = hh; - } - while ((eindex < elen) && (findex < flen)) - { - if ((fnow > enow) == (fnow > -enow)) - { - Qnew = (double)(Q + enow); - bvirt = (double)(Qnew - Q); - avirt = Qnew - bvirt; - bround = enow - bvirt; - around = Q - avirt; - hh = around + bround; - - enow = e[++eindex]; - } - else - { - Qnew = (double)(Q + fnow); - bvirt = (double)(Qnew - Q); - avirt = Qnew - bvirt; - bround = fnow - bvirt; - around = Q - avirt; - hh = around + bround; - - fnow = f[++findex]; - } - Q = Qnew; - if (hh != 0.0) - { - h[hindex++] = hh; - } - } - } - while (eindex < elen) - { - Qnew = (double)(Q + enow); - bvirt = (double)(Qnew - Q); - avirt = Qnew - bvirt; - bround = enow - bvirt; - around = Q - avirt; - hh = around + bround; - - enow = e[++eindex]; - Q = Qnew; - if (hh != 0.0) - { - h[hindex++] = hh; - } - } - while (findex < flen) - { - Qnew = (double)(Q + fnow); - bvirt = (double)(Qnew - Q); - avirt = Qnew - bvirt; - bround = fnow - bvirt; - around = Q - avirt; - hh = around + bround; - - fnow = f[++findex]; - Q = Qnew; - if (hh != 0.0) - { - h[hindex++] = hh; - } - } - if ((Q != 0.0) || (hindex == 0)) - { - h[hindex++] = Q; - } - return hindex; - } - - /// - /// Multiply an expansion by a scalar, eliminating zero components from the output expansion. - /// - /// - /// - /// - /// - /// - /// - /// Sets h = be. See my Robust Predicates paper for details. - /// - /// Maintains the nonoverlapping property. If round-to-even is used (as with IEEE 754), - /// maintains the strongly nonoverlapping and nonadjacent properties as well. (That is, - /// if e has one of these properties, so will h.) - /// - private int ScaleExpansionZeroElim(int elen, double[] e, double b, double[] h) - { - double Q, sum; - double hh; - double product1; - double product0; - int eindex, hindex; - double enow; - double bvirt; - double avirt, bround, around; - double c; - double abig; - double ahi, alo, bhi, blo; - double err1, err2, err3; - - c = (double)(splitter * b); abig = (double)(c - b); bhi = c - abig; blo = b - bhi; - Q = (double)(e[0] * b); c = (double)(splitter * e[0]); abig = (double)(c - e[0]); ahi = c - abig; alo = e[0] - ahi; err1 = Q - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); hh = (alo * blo) - err3; - hindex = 0; - if (hh != 0) - { - h[hindex++] = hh; - } - for (eindex = 1; eindex < elen; eindex++) - { - enow = e[eindex]; - product1 = (double)(enow * b); c = (double)(splitter * enow); abig = (double)(c - enow); ahi = c - abig; alo = enow - ahi; err1 = product1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); product0 = (alo * blo) - err3; - sum = (double)(Q + product0); bvirt = (double)(sum - Q); avirt = sum - bvirt; bround = product0 - bvirt; around = Q - avirt; hh = around + bround; - if (hh != 0) - { - h[hindex++] = hh; - } - Q = (double)(product1 + sum); bvirt = Q - product1; hh = sum - bvirt; - if (hh != 0) - { - h[hindex++] = hh; - } - } - if ((Q != 0.0) || (hindex == 0)) - { - h[hindex++] = Q; - } - return hindex; - } - - /// - /// Produce a one-word estimate of an expansion's value. - /// - /// - /// - /// - private double Estimate(int elen, double[] e) - { - double Q; - int eindex; - - Q = e[0]; - for (eindex = 1; eindex < elen; eindex++) - { - Q += e[eindex]; - } - return Q; - } - - /// - /// Return a positive value if the points pa, pb, and pc occur in counterclockwise - /// order; a negative value if they occur in clockwise order; and zero if they are - /// collinear. The result is also a rough approximation of twice the signed area of - /// the triangle defined by the three points. - /// - /// - /// - /// - /// - /// - /// - /// Uses exact arithmetic if necessary to ensure a correct answer. The result returned - /// is the determinant of a matrix. This determinant is computed adaptively, in the - /// sense that exact arithmetic is used only to the degree it is needed to ensure that - /// the returned value has the correct sign. Hence, this function is usually quite fast, - /// but will run more slowly when the input points are collinear or nearly so. - /// - private double CounterClockwiseAdapt(Point pa, Point pb, Point pc, double detsum) - { - double acx, acy, bcx, bcy; - double acxtail, acytail, bcxtail, bcytail; - double detleft, detright; - double detlefttail, detrighttail; - double det, errbound; - // Edited to work around index out of range exceptions (changed array length from 4 to 5). - // See unsafe indexing in FastExpansionSumZeroElim. - double[] B = new double[5], u = new double[5]; - double[] C1 = new double[8], C2 = new double[12], D = new double[16]; - double B3; - int C1length, C2length, Dlength; - - double u3; - double s1, t1; - double s0, t0; - - double bvirt; - double avirt, bround, around; - double c; - double abig; - double ahi, alo, bhi, blo; - double err1, err2, err3; - double _i, _j; - double _0; - - acx = (double)(pa.x - pc.x); - bcx = (double)(pb.x - pc.x); - acy = (double)(pa.y - pc.y); - bcy = (double)(pb.y - pc.y); - - detleft = (double)(acx * bcy); c = (double)(splitter * acx); abig = (double)(c - acx); ahi = c - abig; alo = acx - ahi; c = (double)(splitter * bcy); abig = (double)(c - bcy); bhi = c - abig; blo = bcy - bhi; err1 = detleft - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); detlefttail = (alo * blo) - err3; - detright = (double)(acy * bcx); c = (double)(splitter * acy); abig = (double)(c - acy); ahi = c - abig; alo = acy - ahi; c = (double)(splitter * bcx); abig = (double)(c - bcx); bhi = c - abig; blo = bcx - bhi; err1 = detright - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); detrighttail = (alo * blo) - err3; - - _i = (double)(detlefttail - detrighttail); bvirt = (double)(detlefttail - _i); avirt = _i + bvirt; bround = bvirt - detrighttail; around = detlefttail - avirt; B[0] = around + bround; _j = (double)(detleft + _i); bvirt = (double)(_j - detleft); avirt = _j - bvirt; bround = _i - bvirt; around = detleft - avirt; _0 = around + bround; _i = (double)(_0 - detright); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - detright; around = _0 - avirt; B[1] = around + bround; B3 = (double)(_j + _i); bvirt = (double)(B3 - _j); avirt = B3 - bvirt; bround = _i - bvirt; around = _j - avirt; B[2] = around + bround; - - B[3] = B3; - - det = Estimate(4, B); - errbound = ccwerrboundB * detsum; - if ((det >= errbound) || (-det >= errbound)) - { - return det; - } - - bvirt = (double)(pa.x - acx); avirt = acx + bvirt; bround = bvirt - pc.x; around = pa.x - avirt; acxtail = around + bround; - bvirt = (double)(pb.x - bcx); avirt = bcx + bvirt; bround = bvirt - pc.x; around = pb.x - avirt; bcxtail = around + bround; - bvirt = (double)(pa.y - acy); avirt = acy + bvirt; bround = bvirt - pc.y; around = pa.y - avirt; acytail = around + bround; - bvirt = (double)(pb.y - bcy); avirt = bcy + bvirt; bround = bvirt - pc.y; around = pb.y - avirt; bcytail = around + bround; - - if ((acxtail == 0.0) && (acytail == 0.0) - && (bcxtail == 0.0) && (bcytail == 0.0)) - { - return det; - } - - errbound = ccwerrboundC * detsum + resulterrbound * ((det) >= 0.0 ? (det) : -(det)); - det += (acx * bcytail + bcy * acxtail) - - (acy * bcxtail + bcx * acytail); - if ((det >= errbound) || (-det >= errbound)) - { - return det; - } - - s1 = (double)(acxtail * bcy); c = (double)(splitter * acxtail); abig = (double)(c - acxtail); ahi = c - abig; alo = acxtail - ahi; c = (double)(splitter * bcy); abig = (double)(c - bcy); bhi = c - abig; blo = bcy - bhi; err1 = s1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); s0 = (alo * blo) - err3; - t1 = (double)(acytail * bcx); c = (double)(splitter * acytail); abig = (double)(c - acytail); ahi = c - abig; alo = acytail - ahi; c = (double)(splitter * bcx); abig = (double)(c - bcx); bhi = c - abig; blo = bcx - bhi; err1 = t1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); t0 = (alo * blo) - err3; - _i = (double)(s0 - t0); bvirt = (double)(s0 - _i); avirt = _i + bvirt; bround = bvirt - t0; around = s0 - avirt; u[0] = around + bround; _j = (double)(s1 + _i); bvirt = (double)(_j - s1); avirt = _j - bvirt; bround = _i - bvirt; around = s1 - avirt; _0 = around + bround; _i = (double)(_0 - t1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - t1; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; - u[3] = u3; - C1length = FastExpansionSumZeroElim(4, B, 4, u, C1); - - s1 = (double)(acx * bcytail); c = (double)(splitter * acx); abig = (double)(c - acx); ahi = c - abig; alo = acx - ahi; c = (double)(splitter * bcytail); abig = (double)(c - bcytail); bhi = c - abig; blo = bcytail - bhi; err1 = s1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); s0 = (alo * blo) - err3; - t1 = (double)(acy * bcxtail); c = (double)(splitter * acy); abig = (double)(c - acy); ahi = c - abig; alo = acy - ahi; c = (double)(splitter * bcxtail); abig = (double)(c - bcxtail); bhi = c - abig; blo = bcxtail - bhi; err1 = t1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); t0 = (alo * blo) - err3; - _i = (double)(s0 - t0); bvirt = (double)(s0 - _i); avirt = _i + bvirt; bround = bvirt - t0; around = s0 - avirt; u[0] = around + bround; _j = (double)(s1 + _i); bvirt = (double)(_j - s1); avirt = _j - bvirt; bround = _i - bvirt; around = s1 - avirt; _0 = around + bround; _i = (double)(_0 - t1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - t1; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; - u[3] = u3; - C2length = FastExpansionSumZeroElim(C1length, C1, 4, u, C2); - - s1 = (double)(acxtail * bcytail); c = (double)(splitter * acxtail); abig = (double)(c - acxtail); ahi = c - abig; alo = acxtail - ahi; c = (double)(splitter * bcytail); abig = (double)(c - bcytail); bhi = c - abig; blo = bcytail - bhi; err1 = s1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); s0 = (alo * blo) - err3; - t1 = (double)(acytail * bcxtail); c = (double)(splitter * acytail); abig = (double)(c - acytail); ahi = c - abig; alo = acytail - ahi; c = (double)(splitter * bcxtail); abig = (double)(c - bcxtail); bhi = c - abig; blo = bcxtail - bhi; err1 = t1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); t0 = (alo * blo) - err3; - _i = (double)(s0 - t0); bvirt = (double)(s0 - _i); avirt = _i + bvirt; bround = bvirt - t0; around = s0 - avirt; u[0] = around + bround; _j = (double)(s1 + _i); bvirt = (double)(_j - s1); avirt = _j - bvirt; bround = _i - bvirt; around = s1 - avirt; _0 = around + bround; _i = (double)(_0 - t1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - t1; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; - u[3] = u3; - Dlength = FastExpansionSumZeroElim(C2length, C2, 4, u, D); - - return (D[Dlength - 1]); - } - - /// - /// Return a positive value if the point pd lies inside the circle passing through - /// pa, pb, and pc; a negative value if it lies outside; and zero if the four points - /// are cocircular. The points pa, pb, and pc must be in counterclockwise order, or - /// the sign of the result will be reversed. - /// - /// - /// - /// - /// - /// - /// - /// - /// Uses exact arithmetic if necessary to ensure a correct answer. The result returned - /// is the determinant of a matrix. This determinant is computed adaptively, in the - /// sense that exact arithmetic is used only to the degree it is needed to ensure that - /// the returned value has the correct sign. Hence, this function is usually quite fast, - /// but will run more slowly when the input points are cocircular or nearly so. - /// - private double InCircleAdapt(Point pa, Point pb, Point pc, Point pd, double permanent) - { - double adx, bdx, cdx, ady, bdy, cdy; - double det, errbound; - - double bdxcdy1, cdxbdy1, cdxady1, adxcdy1, adxbdy1, bdxady1; - double bdxcdy0, cdxbdy0, cdxady0, adxcdy0, adxbdy0, bdxady0; - double[] bc = new double[4], ca = new double[4], ab = new double[4]; - double bc3, ca3, ab3; - int axbclen, axxbclen, aybclen, ayybclen, alen; - int bxcalen, bxxcalen, bycalen, byycalen, blen; - int cxablen, cxxablen, cyablen, cyyablen, clen; - int ablen; - double[] finnow, finother, finswap; - int finlength; - - double adxtail, bdxtail, cdxtail, adytail, bdytail, cdytail; - double adxadx1, adyady1, bdxbdx1, bdybdy1, cdxcdx1, cdycdy1; - double adxadx0, adyady0, bdxbdx0, bdybdy0, cdxcdx0, cdycdy0; - double[] aa = new double[4], bb = new double[4], cc = new double[4]; - double aa3, bb3, cc3; - double ti1, tj1; - double ti0, tj0; - // Edited to work around index out of range exceptions (changed array length from 4 to 5). - // See unsafe indexing in FastExpansionSumZeroElim. - double[] u = new double[5], v = new double[5]; - double u3, v3; - int temp8len, temp16alen, temp16blen, temp16clen; - int temp32alen, temp32blen, temp48len, temp64len; - double[] axtbb = new double[8], axtcc = new double[8], aytbb = new double[8], aytcc = new double[8]; - int axtbblen, axtcclen, aytbblen, aytcclen; - double[] bxtaa = new double[8], bxtcc = new double[8], bytaa = new double[8], bytcc = new double[8]; - int bxtaalen, bxtcclen, bytaalen, bytcclen; - double[] cxtaa = new double[8], cxtbb = new double[8], cytaa = new double[8], cytbb = new double[8]; - int cxtaalen, cxtbblen, cytaalen, cytbblen; - double[] axtbc = new double[8], aytbc = new double[8], bxtca = new double[8], bytca = new double[8], cxtab = new double[8], cytab = new double[8]; - int axtbclen = 0, aytbclen = 0, bxtcalen = 0, bytcalen = 0, cxtablen = 0, cytablen = 0; - double[] axtbct = new double[16], aytbct = new double[16], bxtcat = new double[16], bytcat = new double[16], cxtabt = new double[16], cytabt = new double[16]; - int axtbctlen, aytbctlen, bxtcatlen, bytcatlen, cxtabtlen, cytabtlen; - double[] axtbctt = new double[8], aytbctt = new double[8], bxtcatt = new double[8]; - double[] bytcatt = new double[8], cxtabtt = new double[8], cytabtt = new double[8]; - int axtbcttlen, aytbcttlen, bxtcattlen, bytcattlen, cxtabttlen, cytabttlen; - double[] abt = new double[8], bct = new double[8], cat = new double[8]; - int abtlen, bctlen, catlen; - double[] abtt = new double[4], bctt = new double[4], catt = new double[4]; - int abttlen, bcttlen, cattlen; - double abtt3, bctt3, catt3; - double negate; - - double bvirt; - double avirt, bround, around; - double c; - double abig; - double ahi, alo, bhi, blo; - double err1, err2, err3; - double _i, _j; - double _0; - - adx = (double)(pa.x - pd.x); - bdx = (double)(pb.x - pd.x); - cdx = (double)(pc.x - pd.x); - ady = (double)(pa.y - pd.y); - bdy = (double)(pb.y - pd.y); - cdy = (double)(pc.y - pd.y); - - adx = (double)(pa.x - pd.x); - bdx = (double)(pb.x - pd.x); - cdx = (double)(pc.x - pd.x); - ady = (double)(pa.y - pd.y); - bdy = (double)(pb.y - pd.y); - cdy = (double)(pc.y - pd.y); - - bdxcdy1 = (double)(bdx * cdy); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * cdy); abig = (double)(c - cdy); bhi = c - abig; blo = cdy - bhi; err1 = bdxcdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); bdxcdy0 = (alo * blo) - err3; - cdxbdy1 = (double)(cdx * bdy); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * bdy); abig = (double)(c - bdy); bhi = c - abig; blo = bdy - bhi; err1 = cdxbdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); cdxbdy0 = (alo * blo) - err3; - _i = (double)(bdxcdy0 - cdxbdy0); bvirt = (double)(bdxcdy0 - _i); avirt = _i + bvirt; bround = bvirt - cdxbdy0; around = bdxcdy0 - avirt; bc[0] = around + bround; _j = (double)(bdxcdy1 + _i); bvirt = (double)(_j - bdxcdy1); avirt = _j - bvirt; bround = _i - bvirt; around = bdxcdy1 - avirt; _0 = around + bround; _i = (double)(_0 - cdxbdy1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - cdxbdy1; around = _0 - avirt; bc[1] = around + bround; bc3 = (double)(_j + _i); bvirt = (double)(bc3 - _j); avirt = bc3 - bvirt; bround = _i - bvirt; around = _j - avirt; bc[2] = around + bround; - bc[3] = bc3; - axbclen = ScaleExpansionZeroElim(4, bc, adx, axbc); - axxbclen = ScaleExpansionZeroElim(axbclen, axbc, adx, axxbc); - aybclen = ScaleExpansionZeroElim(4, bc, ady, aybc); - ayybclen = ScaleExpansionZeroElim(aybclen, aybc, ady, ayybc); - alen = FastExpansionSumZeroElim(axxbclen, axxbc, ayybclen, ayybc, adet); - - cdxady1 = (double)(cdx * ady); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * ady); abig = (double)(c - ady); bhi = c - abig; blo = ady - bhi; err1 = cdxady1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); cdxady0 = (alo * blo) - err3; - adxcdy1 = (double)(adx * cdy); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * cdy); abig = (double)(c - cdy); bhi = c - abig; blo = cdy - bhi; err1 = adxcdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); adxcdy0 = (alo * blo) - err3; - _i = (double)(cdxady0 - adxcdy0); bvirt = (double)(cdxady0 - _i); avirt = _i + bvirt; bround = bvirt - adxcdy0; around = cdxady0 - avirt; ca[0] = around + bround; _j = (double)(cdxady1 + _i); bvirt = (double)(_j - cdxady1); avirt = _j - bvirt; bround = _i - bvirt; around = cdxady1 - avirt; _0 = around + bround; _i = (double)(_0 - adxcdy1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - adxcdy1; around = _0 - avirt; ca[1] = around + bround; ca3 = (double)(_j + _i); bvirt = (double)(ca3 - _j); avirt = ca3 - bvirt; bround = _i - bvirt; around = _j - avirt; ca[2] = around + bround; - ca[3] = ca3; - bxcalen = ScaleExpansionZeroElim(4, ca, bdx, bxca); - bxxcalen = ScaleExpansionZeroElim(bxcalen, bxca, bdx, bxxca); - bycalen = ScaleExpansionZeroElim(4, ca, bdy, byca); - byycalen = ScaleExpansionZeroElim(bycalen, byca, bdy, byyca); - blen = FastExpansionSumZeroElim(bxxcalen, bxxca, byycalen, byyca, bdet); - - adxbdy1 = (double)(adx * bdy); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * bdy); abig = (double)(c - bdy); bhi = c - abig; blo = bdy - bhi; err1 = adxbdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); adxbdy0 = (alo * blo) - err3; - bdxady1 = (double)(bdx * ady); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * ady); abig = (double)(c - ady); bhi = c - abig; blo = ady - bhi; err1 = bdxady1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); bdxady0 = (alo * blo) - err3; - _i = (double)(adxbdy0 - bdxady0); bvirt = (double)(adxbdy0 - _i); avirt = _i + bvirt; bround = bvirt - bdxady0; around = adxbdy0 - avirt; ab[0] = around + bround; _j = (double)(adxbdy1 + _i); bvirt = (double)(_j - adxbdy1); avirt = _j - bvirt; bround = _i - bvirt; around = adxbdy1 - avirt; _0 = around + bround; _i = (double)(_0 - bdxady1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - bdxady1; around = _0 - avirt; ab[1] = around + bround; ab3 = (double)(_j + _i); bvirt = (double)(ab3 - _j); avirt = ab3 - bvirt; bround = _i - bvirt; around = _j - avirt; ab[2] = around + bround; - ab[3] = ab3; - cxablen = ScaleExpansionZeroElim(4, ab, cdx, cxab); - cxxablen = ScaleExpansionZeroElim(cxablen, cxab, cdx, cxxab); - cyablen = ScaleExpansionZeroElim(4, ab, cdy, cyab); - cyyablen = ScaleExpansionZeroElim(cyablen, cyab, cdy, cyyab); - clen = FastExpansionSumZeroElim(cxxablen, cxxab, cyyablen, cyyab, cdet); - - ablen = FastExpansionSumZeroElim(alen, adet, blen, bdet, abdet); - finlength = FastExpansionSumZeroElim(ablen, abdet, clen, cdet, fin1); - - det = Estimate(finlength, fin1); - errbound = iccerrboundB * permanent; - if ((det >= errbound) || (-det >= errbound)) - { - return det; - } - - bvirt = (double)(pa.x - adx); avirt = adx + bvirt; bround = bvirt - pd.x; around = pa.x - avirt; adxtail = around + bround; - bvirt = (double)(pa.y - ady); avirt = ady + bvirt; bround = bvirt - pd.y; around = pa.y - avirt; adytail = around + bround; - bvirt = (double)(pb.x - bdx); avirt = bdx + bvirt; bround = bvirt - pd.x; around = pb.x - avirt; bdxtail = around + bround; - bvirt = (double)(pb.y - bdy); avirt = bdy + bvirt; bround = bvirt - pd.y; around = pb.y - avirt; bdytail = around + bround; - bvirt = (double)(pc.x - cdx); avirt = cdx + bvirt; bround = bvirt - pd.x; around = pc.x - avirt; cdxtail = around + bround; - bvirt = (double)(pc.y - cdy); avirt = cdy + bvirt; bround = bvirt - pd.y; around = pc.y - avirt; cdytail = around + bround; - if ((adxtail == 0.0) && (bdxtail == 0.0) && (cdxtail == 0.0) - && (adytail == 0.0) && (bdytail == 0.0) && (cdytail == 0.0)) - { - return det; - } - - errbound = iccerrboundC * permanent + resulterrbound * ((det) >= 0.0 ? (det) : -(det)); - det += ((adx * adx + ady * ady) * ((bdx * cdytail + cdy * bdxtail) - (bdy * cdxtail + cdx * bdytail)) - + 2.0 * (adx * adxtail + ady * adytail) * (bdx * cdy - bdy * cdx)) - + ((bdx * bdx + bdy * bdy) * ((cdx * adytail + ady * cdxtail) - (cdy * adxtail + adx * cdytail)) - + 2.0 * (bdx * bdxtail + bdy * bdytail) * (cdx * ady - cdy * adx)) - + ((cdx * cdx + cdy * cdy) * ((adx * bdytail + bdy * adxtail) - (ady * bdxtail + bdx * adytail)) - + 2.0 * (cdx * cdxtail + cdy * cdytail) * (adx * bdy - ady * bdx)); - if ((det >= errbound) || (-det >= errbound)) - { - return det; - } - - finnow = fin1; - finother = fin2; - - if ((bdxtail != 0.0) || (bdytail != 0.0) || (cdxtail != 0.0) || (cdytail != 0.0)) - { - adxadx1 = (double)(adx * adx); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; err1 = adxadx1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); adxadx0 = (alo * alo) - err3; - adyady1 = (double)(ady * ady); c = (double)(splitter * ady); abig = (double)(c - ady); ahi = c - abig; alo = ady - ahi; err1 = adyady1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); adyady0 = (alo * alo) - err3; - _i = (double)(adxadx0 + adyady0); bvirt = (double)(_i - adxadx0); avirt = _i - bvirt; bround = adyady0 - bvirt; around = adxadx0 - avirt; aa[0] = around + bround; _j = (double)(adxadx1 + _i); bvirt = (double)(_j - adxadx1); avirt = _j - bvirt; bround = _i - bvirt; around = adxadx1 - avirt; _0 = around + bround; _i = (double)(_0 + adyady1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = adyady1 - bvirt; around = _0 - avirt; aa[1] = around + bround; aa3 = (double)(_j + _i); bvirt = (double)(aa3 - _j); avirt = aa3 - bvirt; bround = _i - bvirt; around = _j - avirt; aa[2] = around + bround; - aa[3] = aa3; - } - if ((cdxtail != 0.0) || (cdytail != 0.0) || (adxtail != 0.0) || (adytail != 0.0)) - { - bdxbdx1 = (double)(bdx * bdx); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; err1 = bdxbdx1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); bdxbdx0 = (alo * alo) - err3; - bdybdy1 = (double)(bdy * bdy); c = (double)(splitter * bdy); abig = (double)(c - bdy); ahi = c - abig; alo = bdy - ahi; err1 = bdybdy1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); bdybdy0 = (alo * alo) - err3; - _i = (double)(bdxbdx0 + bdybdy0); bvirt = (double)(_i - bdxbdx0); avirt = _i - bvirt; bround = bdybdy0 - bvirt; around = bdxbdx0 - avirt; bb[0] = around + bround; _j = (double)(bdxbdx1 + _i); bvirt = (double)(_j - bdxbdx1); avirt = _j - bvirt; bround = _i - bvirt; around = bdxbdx1 - avirt; _0 = around + bround; _i = (double)(_0 + bdybdy1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = bdybdy1 - bvirt; around = _0 - avirt; bb[1] = around + bround; bb3 = (double)(_j + _i); bvirt = (double)(bb3 - _j); avirt = bb3 - bvirt; bround = _i - bvirt; around = _j - avirt; bb[2] = around + bround; - bb[3] = bb3; - } - if ((adxtail != 0.0) || (adytail != 0.0) || (bdxtail != 0.0) || (bdytail != 0.0)) - { - cdxcdx1 = (double)(cdx * cdx); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; err1 = cdxcdx1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); cdxcdx0 = (alo * alo) - err3; - cdycdy1 = (double)(cdy * cdy); c = (double)(splitter * cdy); abig = (double)(c - cdy); ahi = c - abig; alo = cdy - ahi; err1 = cdycdy1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); cdycdy0 = (alo * alo) - err3; - _i = (double)(cdxcdx0 + cdycdy0); bvirt = (double)(_i - cdxcdx0); avirt = _i - bvirt; bround = cdycdy0 - bvirt; around = cdxcdx0 - avirt; cc[0] = around + bround; _j = (double)(cdxcdx1 + _i); bvirt = (double)(_j - cdxcdx1); avirt = _j - bvirt; bround = _i - bvirt; around = cdxcdx1 - avirt; _0 = around + bround; _i = (double)(_0 + cdycdy1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = cdycdy1 - bvirt; around = _0 - avirt; cc[1] = around + bround; cc3 = (double)(_j + _i); bvirt = (double)(cc3 - _j); avirt = cc3 - bvirt; bround = _i - bvirt; around = _j - avirt; cc[2] = around + bround; - cc[3] = cc3; - } - - if (adxtail != 0.0) - { - axtbclen = ScaleExpansionZeroElim(4, bc, adxtail, axtbc); - temp16alen = ScaleExpansionZeroElim(axtbclen, axtbc, 2.0 * adx, temp16a); - - axtcclen = ScaleExpansionZeroElim(4, cc, adxtail, axtcc); - temp16blen = ScaleExpansionZeroElim(axtcclen, axtcc, bdy, temp16b); - - axtbblen = ScaleExpansionZeroElim(4, bb, adxtail, axtbb); - temp16clen = ScaleExpansionZeroElim(axtbblen, axtbb, -cdy, temp16c); - - temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); - temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - if (adytail != 0.0) - { - aytbclen = ScaleExpansionZeroElim(4, bc, adytail, aytbc); - temp16alen = ScaleExpansionZeroElim(aytbclen, aytbc, 2.0 * ady, temp16a); - - aytbblen = ScaleExpansionZeroElim(4, bb, adytail, aytbb); - temp16blen = ScaleExpansionZeroElim(aytbblen, aytbb, cdx, temp16b); - - aytcclen = ScaleExpansionZeroElim(4, cc, adytail, aytcc); - temp16clen = ScaleExpansionZeroElim(aytcclen, aytcc, -bdx, temp16c); - - temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); - temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - if (bdxtail != 0.0) - { - bxtcalen = ScaleExpansionZeroElim(4, ca, bdxtail, bxtca); - temp16alen = ScaleExpansionZeroElim(bxtcalen, bxtca, 2.0 * bdx, temp16a); - - bxtaalen = ScaleExpansionZeroElim(4, aa, bdxtail, bxtaa); - temp16blen = ScaleExpansionZeroElim(bxtaalen, bxtaa, cdy, temp16b); - - bxtcclen = ScaleExpansionZeroElim(4, cc, bdxtail, bxtcc); - temp16clen = ScaleExpansionZeroElim(bxtcclen, bxtcc, -ady, temp16c); - - temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); - temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - if (bdytail != 0.0) - { - bytcalen = ScaleExpansionZeroElim(4, ca, bdytail, bytca); - temp16alen = ScaleExpansionZeroElim(bytcalen, bytca, 2.0 * bdy, temp16a); - - bytcclen = ScaleExpansionZeroElim(4, cc, bdytail, bytcc); - temp16blen = ScaleExpansionZeroElim(bytcclen, bytcc, adx, temp16b); - - bytaalen = ScaleExpansionZeroElim(4, aa, bdytail, bytaa); - temp16clen = ScaleExpansionZeroElim(bytaalen, bytaa, -cdx, temp16c); - - temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); - temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - if (cdxtail != 0.0) - { - cxtablen = ScaleExpansionZeroElim(4, ab, cdxtail, cxtab); - temp16alen = ScaleExpansionZeroElim(cxtablen, cxtab, 2.0 * cdx, temp16a); - - cxtbblen = ScaleExpansionZeroElim(4, bb, cdxtail, cxtbb); - temp16blen = ScaleExpansionZeroElim(cxtbblen, cxtbb, ady, temp16b); - - cxtaalen = ScaleExpansionZeroElim(4, aa, cdxtail, cxtaa); - temp16clen = ScaleExpansionZeroElim(cxtaalen, cxtaa, -bdy, temp16c); - - temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); - temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - if (cdytail != 0.0) - { - cytablen = ScaleExpansionZeroElim(4, ab, cdytail, cytab); - temp16alen = ScaleExpansionZeroElim(cytablen, cytab, 2.0 * cdy, temp16a); - - cytaalen = ScaleExpansionZeroElim(4, aa, cdytail, cytaa); - temp16blen = ScaleExpansionZeroElim(cytaalen, cytaa, bdx, temp16b); - - cytbblen = ScaleExpansionZeroElim(4, bb, cdytail, cytbb); - temp16clen = ScaleExpansionZeroElim(cytbblen, cytbb, -adx, temp16c); - - temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); - temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - - if ((adxtail != 0.0) || (adytail != 0.0)) - { - if ((bdxtail != 0.0) || (bdytail != 0.0) - || (cdxtail != 0.0) || (cdytail != 0.0)) - { - ti1 = (double)(bdxtail * cdy); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * cdy); abig = (double)(c - cdy); bhi = c - abig; blo = cdy - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; - tj1 = (double)(bdx * cdytail); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * cdytail); abig = (double)(c - cdytail); bhi = c - abig; blo = cdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; - _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; u[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; - u[3] = u3; - negate = -bdy; - ti1 = (double)(cdxtail * negate); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; - negate = -bdytail; - tj1 = (double)(cdx * negate); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; - _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; v[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; v[1] = around + bround; v3 = (double)(_j + _i); bvirt = (double)(v3 - _j); avirt = v3 - bvirt; bround = _i - bvirt; around = _j - avirt; v[2] = around + bround; - v[3] = v3; - bctlen = FastExpansionSumZeroElim(4, u, 4, v, bct); - - ti1 = (double)(bdxtail * cdytail); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * cdytail); abig = (double)(c - cdytail); bhi = c - abig; blo = cdytail - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; - tj1 = (double)(cdxtail * bdytail); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * bdytail); abig = (double)(c - bdytail); bhi = c - abig; blo = bdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; - _i = (double)(ti0 - tj0); bvirt = (double)(ti0 - _i); avirt = _i + bvirt; bround = bvirt - tj0; around = ti0 - avirt; bctt[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 - tj1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - tj1; around = _0 - avirt; bctt[1] = around + bround; bctt3 = (double)(_j + _i); bvirt = (double)(bctt3 - _j); avirt = bctt3 - bvirt; bround = _i - bvirt; around = _j - avirt; bctt[2] = around + bround; - bctt[3] = bctt3; - bcttlen = 4; - } - else - { - bct[0] = 0.0; - bctlen = 1; - bctt[0] = 0.0; - bcttlen = 1; - } - - if (adxtail != 0.0) - { - temp16alen = ScaleExpansionZeroElim(axtbclen, axtbc, adxtail, temp16a); - axtbctlen = ScaleExpansionZeroElim(bctlen, bct, adxtail, axtbct); - temp32alen = ScaleExpansionZeroElim(axtbctlen, axtbct, 2.0 * adx, temp32a); - temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - if (bdytail != 0.0) - { - temp8len = ScaleExpansionZeroElim(4, cc, adxtail, temp8); - temp16alen = ScaleExpansionZeroElim(temp8len, temp8, bdytail, temp16a); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - if (cdytail != 0.0) - { - temp8len = ScaleExpansionZeroElim(4, bb, -adxtail, temp8); - temp16alen = ScaleExpansionZeroElim(temp8len, temp8, cdytail, temp16a); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - - temp32alen = ScaleExpansionZeroElim(axtbctlen, axtbct, adxtail, temp32a); - axtbcttlen = ScaleExpansionZeroElim(bcttlen, bctt, adxtail, axtbctt); - temp16alen = ScaleExpansionZeroElim(axtbcttlen, axtbctt, 2.0 * adx, temp16a); - temp16blen = ScaleExpansionZeroElim(axtbcttlen, axtbctt, adxtail, temp16b); - temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); - temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - if (adytail != 0.0) - { - temp16alen = ScaleExpansionZeroElim(aytbclen, aytbc, adytail, temp16a); - aytbctlen = ScaleExpansionZeroElim(bctlen, bct, adytail, aytbct); - temp32alen = ScaleExpansionZeroElim(aytbctlen, aytbct, 2.0 * ady, temp32a); - temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - - - temp32alen = ScaleExpansionZeroElim(aytbctlen, aytbct, adytail, temp32a); - aytbcttlen = ScaleExpansionZeroElim(bcttlen, bctt, adytail, aytbctt); - temp16alen = ScaleExpansionZeroElim(aytbcttlen, aytbctt, 2.0 * ady, temp16a); - temp16blen = ScaleExpansionZeroElim(aytbcttlen, aytbctt, adytail, temp16b); - temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); - temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - } - if ((bdxtail != 0.0) || (bdytail != 0.0)) - { - if ((cdxtail != 0.0) || (cdytail != 0.0) - || (adxtail != 0.0) || (adytail != 0.0)) - { - ti1 = (double)(cdxtail * ady); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * ady); abig = (double)(c - ady); bhi = c - abig; blo = ady - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; - tj1 = (double)(cdx * adytail); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * adytail); abig = (double)(c - adytail); bhi = c - abig; blo = adytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; - _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; u[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; - u[3] = u3; - negate = -cdy; - ti1 = (double)(adxtail * negate); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; - negate = -cdytail; - tj1 = (double)(adx * negate); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; - _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; v[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; v[1] = around + bround; v3 = (double)(_j + _i); bvirt = (double)(v3 - _j); avirt = v3 - bvirt; bround = _i - bvirt; around = _j - avirt; v[2] = around + bround; - v[3] = v3; - catlen = FastExpansionSumZeroElim(4, u, 4, v, cat); - - ti1 = (double)(cdxtail * adytail); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * adytail); abig = (double)(c - adytail); bhi = c - abig; blo = adytail - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; - tj1 = (double)(adxtail * cdytail); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * cdytail); abig = (double)(c - cdytail); bhi = c - abig; blo = cdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; - _i = (double)(ti0 - tj0); bvirt = (double)(ti0 - _i); avirt = _i + bvirt; bround = bvirt - tj0; around = ti0 - avirt; catt[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 - tj1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - tj1; around = _0 - avirt; catt[1] = around + bround; catt3 = (double)(_j + _i); bvirt = (double)(catt3 - _j); avirt = catt3 - bvirt; bround = _i - bvirt; around = _j - avirt; catt[2] = around + bround; - catt[3] = catt3; - cattlen = 4; - } - else - { - cat[0] = 0.0; - catlen = 1; - catt[0] = 0.0; - cattlen = 1; - } - - if (bdxtail != 0.0) - { - temp16alen = ScaleExpansionZeroElim(bxtcalen, bxtca, bdxtail, temp16a); - bxtcatlen = ScaleExpansionZeroElim(catlen, cat, bdxtail, bxtcat); - temp32alen = ScaleExpansionZeroElim(bxtcatlen, bxtcat, 2.0 * bdx, temp32a); - temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - if (cdytail != 0.0) - { - temp8len = ScaleExpansionZeroElim(4, aa, bdxtail, temp8); - temp16alen = ScaleExpansionZeroElim(temp8len, temp8, cdytail, temp16a); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - if (adytail != 0.0) - { - temp8len = ScaleExpansionZeroElim(4, cc, -bdxtail, temp8); - temp16alen = ScaleExpansionZeroElim(temp8len, temp8, adytail, temp16a); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - - temp32alen = ScaleExpansionZeroElim(bxtcatlen, bxtcat, bdxtail, temp32a); - bxtcattlen = ScaleExpansionZeroElim(cattlen, catt, bdxtail, bxtcatt); - temp16alen = ScaleExpansionZeroElim(bxtcattlen, bxtcatt, 2.0 * bdx, temp16a); - temp16blen = ScaleExpansionZeroElim(bxtcattlen, bxtcatt, bdxtail, temp16b); - temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); - temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - if (bdytail != 0.0) - { - temp16alen = ScaleExpansionZeroElim(bytcalen, bytca, bdytail, temp16a); - bytcatlen = ScaleExpansionZeroElim(catlen, cat, bdytail, bytcat); - temp32alen = ScaleExpansionZeroElim(bytcatlen, bytcat, 2.0 * bdy, temp32a); - temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - - temp32alen = ScaleExpansionZeroElim(bytcatlen, bytcat, bdytail, temp32a); - bytcattlen = ScaleExpansionZeroElim(cattlen, catt, bdytail, bytcatt); - temp16alen = ScaleExpansionZeroElim(bytcattlen, bytcatt, 2.0 * bdy, temp16a); - temp16blen = ScaleExpansionZeroElim(bytcattlen, bytcatt, bdytail, temp16b); - temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); - temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - } - if ((cdxtail != 0.0) || (cdytail != 0.0)) - { - if ((adxtail != 0.0) || (adytail != 0.0) - || (bdxtail != 0.0) || (bdytail != 0.0)) - { - ti1 = (double)(adxtail * bdy); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * bdy); abig = (double)(c - bdy); bhi = c - abig; blo = bdy - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; - tj1 = (double)(adx * bdytail); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * bdytail); abig = (double)(c - bdytail); bhi = c - abig; blo = bdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; - _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; u[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; - u[3] = u3; - negate = -ady; - ti1 = (double)(bdxtail * negate); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; - negate = -adytail; - tj1 = (double)(bdx * negate); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; - _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; v[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; v[1] = around + bround; v3 = (double)(_j + _i); bvirt = (double)(v3 - _j); avirt = v3 - bvirt; bround = _i - bvirt; around = _j - avirt; v[2] = around + bround; - v[3] = v3; - abtlen = FastExpansionSumZeroElim(4, u, 4, v, abt); - - ti1 = (double)(adxtail * bdytail); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * bdytail); abig = (double)(c - bdytail); bhi = c - abig; blo = bdytail - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; - tj1 = (double)(bdxtail * adytail); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * adytail); abig = (double)(c - adytail); bhi = c - abig; blo = adytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; - _i = (double)(ti0 - tj0); bvirt = (double)(ti0 - _i); avirt = _i + bvirt; bround = bvirt - tj0; around = ti0 - avirt; abtt[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 - tj1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - tj1; around = _0 - avirt; abtt[1] = around + bround; abtt3 = (double)(_j + _i); bvirt = (double)(abtt3 - _j); avirt = abtt3 - bvirt; bround = _i - bvirt; around = _j - avirt; abtt[2] = around + bround; - abtt[3] = abtt3; - abttlen = 4; - } - else - { - abt[0] = 0.0; - abtlen = 1; - abtt[0] = 0.0; - abttlen = 1; - } - - if (cdxtail != 0.0) - { - temp16alen = ScaleExpansionZeroElim(cxtablen, cxtab, cdxtail, temp16a); - cxtabtlen = ScaleExpansionZeroElim(abtlen, abt, cdxtail, cxtabt); - temp32alen = ScaleExpansionZeroElim(cxtabtlen, cxtabt, 2.0 * cdx, temp32a); - temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - if (adytail != 0.0) - { - temp8len = ScaleExpansionZeroElim(4, bb, cdxtail, temp8); - temp16alen = ScaleExpansionZeroElim(temp8len, temp8, adytail, temp16a); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - if (bdytail != 0.0) - { - temp8len = ScaleExpansionZeroElim(4, aa, -cdxtail, temp8); - temp16alen = ScaleExpansionZeroElim(temp8len, temp8, bdytail, temp16a); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - - temp32alen = ScaleExpansionZeroElim(cxtabtlen, cxtabt, cdxtail, temp32a); - cxtabttlen = ScaleExpansionZeroElim(abttlen, abtt, cdxtail, cxtabtt); - temp16alen = ScaleExpansionZeroElim(cxtabttlen, cxtabtt, 2.0 * cdx, temp16a); - temp16blen = ScaleExpansionZeroElim(cxtabttlen, cxtabtt, cdxtail, temp16b); - temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); - temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - if (cdytail != 0.0) - { - temp16alen = ScaleExpansionZeroElim(cytablen, cytab, cdytail, temp16a); - cytabtlen = ScaleExpansionZeroElim(abtlen, abt, cdytail, cytabt); - temp32alen = ScaleExpansionZeroElim(cytabtlen, cytabt, 2.0 * cdy, temp32a); - temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); - finswap = finnow; finnow = finother; finother = finswap; - - - temp32alen = ScaleExpansionZeroElim(cytabtlen, cytabt, cdytail, temp32a); - cytabttlen = ScaleExpansionZeroElim(abttlen, abtt, cdytail, cytabtt); - temp16alen = ScaleExpansionZeroElim(cytabttlen, cytabtt, 2.0 * cdy, temp16a); - temp16blen = ScaleExpansionZeroElim(cytabttlen, cytabtt, cdytail, temp16b); - temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); - temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); - finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); - finswap = finnow; finnow = finother; finother = finswap; - } - } - - return finnow[finlength - 1]; - } - - #region Workspace - - // InCircleAdapt workspace: - double[] fin1, fin2, abdet; - - double[] axbc, axxbc, aybc, ayybc, adet; - double[] bxca, bxxca, byca, byyca, bdet; - double[] cxab, cxxab, cyab, cyyab, cdet; - - double[] temp8, temp16a, temp16b, temp16c; - double[] temp32a, temp32b, temp48, temp64; - - private void AllocateWorkspace() - { - fin1 = new double[1152]; - fin2 = new double[1152]; - abdet = new double[64]; - - axbc = new double[8]; - axxbc = new double[16]; - aybc = new double[8]; - ayybc = new double[16]; - adet = new double[32]; - - bxca = new double[8]; - bxxca = new double[16]; - byca = new double[8]; - byyca = new double[16]; - bdet = new double[32]; - - cxab = new double[8]; - cxxab = new double[16]; - cyab = new double[8]; - cyyab = new double[16]; - cdet = new double[32]; - - temp8 = new double[8]; - temp16a = new double[16]; - temp16b = new double[16]; - temp16c = new double[16]; - - temp32a = new double[32]; - temp32b = new double[32]; - temp48 = new double[48]; - temp64 = new double[64]; - } - - private void ClearWorkspace() - { - } - - #endregion - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + using System; + using TriangleNet.Geometry; + using TriangleNet.Tools; + + /// + /// Adaptive exact arithmetic geometric predicates. + /// + /// + /// The adaptive exact arithmetic geometric predicates implemented herein are described in + /// detail in the paper "Adaptive Precision Floating-Point Arithmetic and Fast Robust + /// Geometric Predicates." by Jonathan Richard Shewchuk, see + /// http://www.cs.cmu.edu/~quake/robust.html + /// + /// The macros of the original C code were automatically expanded using the Visual Studio + /// command prompt with the command "CL /P /C EXACT.C", see + /// http://msdn.microsoft.com/en-us/library/8z9z0bx6.aspx + /// + public class RobustPredicates : IPredicates + { + #region Default predicates instance (Singleton) + + private static readonly object creationLock = new object(); + private static RobustPredicates _default; + + /// + /// Gets the default configuration instance. + /// + public static RobustPredicates Default + { + get + { + if (_default == null) + { + lock (creationLock) + { + if (_default == null) + { + _default = new RobustPredicates(); + } + } + } + + return _default; + } + } + + #endregion + + #region Static initialization + + private static double epsilon, splitter, resulterrbound; + private static double ccwerrboundA, ccwerrboundB, ccwerrboundC; + private static double iccerrboundA, iccerrboundB, iccerrboundC; + //private static double o3derrboundA, o3derrboundB, o3derrboundC; + + /// + /// Initialize the variables used for exact arithmetic. + /// + /// + /// 'epsilon' is the largest power of two such that 1.0 + epsilon = 1.0 in + /// floating-point arithmetic. 'epsilon' bounds the relative roundoff + /// error. It is used for floating-point error analysis. + /// + /// 'splitter' is used to split floating-point numbers into two half- + /// length significands for exact multiplication. + /// + /// I imagine that a highly optimizing compiler might be too smart for its + /// own good, and somehow cause this routine to fail, if it pretends that + /// floating-point arithmetic is too much like double arithmetic. + /// + /// Don't change this routine unless you fully understand it. + /// + static RobustPredicates() + { + double half; + double check, lastcheck; + bool every_other; + + every_other = true; + half = 0.5; + epsilon = 1.0; + splitter = 1.0; + check = 1.0; + // Repeatedly divide 'epsilon' by two until it is too small to add to + // one without causing roundoff. (Also check if the sum is equal to + // the previous sum, for machines that round up instead of using exact + // rounding. Not that these routines will work on such machines.) + do + { + lastcheck = check; + epsilon *= half; + if (every_other) + { + splitter *= 2.0; + } + every_other = !every_other; + check = 1.0 + epsilon; + } while ((check != 1.0) && (check != lastcheck)); + splitter += 1.0; + // Error bounds for orientation and incircle tests. + resulterrbound = (3.0 + 8.0 * epsilon) * epsilon; + ccwerrboundA = (3.0 + 16.0 * epsilon) * epsilon; + ccwerrboundB = (2.0 + 12.0 * epsilon) * epsilon; + ccwerrboundC = (9.0 + 64.0 * epsilon) * epsilon * epsilon; + iccerrboundA = (10.0 + 96.0 * epsilon) * epsilon; + iccerrboundB = (4.0 + 48.0 * epsilon) * epsilon; + iccerrboundC = (44.0 + 576.0 * epsilon) * epsilon * epsilon; + //o3derrboundA = (7.0 + 56.0 * epsilon) * epsilon; + //o3derrboundB = (3.0 + 28.0 * epsilon) * epsilon; + //o3derrboundC = (26.0 + 288.0 * epsilon) * epsilon * epsilon; + } + + #endregion + + public RobustPredicates() + { + AllocateWorkspace(); + } + + /// + /// Check, if the three points appear in counterclockwise order. The result is + /// also a rough approximation of twice the signed area of the triangle defined + /// by the three points. + /// + /// Point a. + /// Point b. + /// Point c. + /// Return a positive value if the points pa, pb, and pc occur in + /// counterclockwise order; a negative value if they occur in clockwise order; + /// and zero if they are collinear. + public double CounterClockwise(Point pa, Point pb, Point pc) + { + double detleft, detright, det; + double detsum, errbound; + + Statistic.CounterClockwiseCount++; + + detleft = (pa.x - pc.x) * (pb.y - pc.y); + detright = (pa.y - pc.y) * (pb.x - pc.x); + det = detleft - detright; + + if (Behavior.NoExact) + { + return det; + } + + if (detleft > 0.0) + { + if (detright <= 0.0) + { + return det; + } + else + { + detsum = detleft + detright; + } + } + else if (detleft < 0.0) + { + if (detright >= 0.0) + { + return det; + } + else + { + detsum = -detleft - detright; + } + } + else + { + return det; + } + + errbound = ccwerrboundA * detsum; + if ((det >= errbound) || (-det >= errbound)) + { + return det; + } + + Statistic.CounterClockwiseAdaptCount++; + return CounterClockwiseAdapt(pa, pb, pc, detsum); + } + + /// + /// Check if the point pd lies inside the circle passing through pa, pb, and pc. The + /// points pa, pb, and pc must be in counterclockwise order, or the sign of the result + /// will be reversed. + /// + /// Point a. + /// Point b. + /// Point c. + /// Point d. + /// Return a positive value if the point pd lies inside the circle passing through + /// pa, pb, and pc; a negative value if it lies outside; and zero if the four points + /// are cocircular. + public double InCircle(Point pa, Point pb, Point pc, Point pd) + { + double adx, bdx, cdx, ady, bdy, cdy; + double bdxcdy, cdxbdy, cdxady, adxcdy, adxbdy, bdxady; + double alift, blift, clift; + double det; + double permanent, errbound; + + Statistic.InCircleCount++; + + adx = pa.x - pd.x; + bdx = pb.x - pd.x; + cdx = pc.x - pd.x; + ady = pa.y - pd.y; + bdy = pb.y - pd.y; + cdy = pc.y - pd.y; + + bdxcdy = bdx * cdy; + cdxbdy = cdx * bdy; + alift = adx * adx + ady * ady; + + cdxady = cdx * ady; + adxcdy = adx * cdy; + blift = bdx * bdx + bdy * bdy; + + adxbdy = adx * bdy; + bdxady = bdx * ady; + clift = cdx * cdx + cdy * cdy; + + det = alift * (bdxcdy - cdxbdy) + + blift * (cdxady - adxcdy) + + clift * (adxbdy - bdxady); + + if (Behavior.NoExact) + { + return det; + } + + permanent = (Math.Abs(bdxcdy) + Math.Abs(cdxbdy)) * alift + + (Math.Abs(cdxady) + Math.Abs(adxcdy)) * blift + + (Math.Abs(adxbdy) + Math.Abs(bdxady)) * clift; + errbound = iccerrboundA * permanent; + if ((det > errbound) || (-det > errbound)) + { + return det; + } + + Statistic.InCircleAdaptCount++; + return InCircleAdapt(pa, pb, pc, pd, permanent); + } + + /// + /// Return a positive value if the point pd is incompatible with the circle + /// or plane passing through pa, pb, and pc (meaning that pd is inside the + /// circle or below the plane); a negative value if it is compatible; and + /// zero if the four points are cocircular/coplanar. The points pa, pb, and + /// pc must be in counterclockwise order, or the sign of the result will be + /// reversed. + /// + /// Point a. + /// Point b. + /// Point c. + /// Point d. + /// Return a positive value if the point pd lies inside the circle passing through + /// pa, pb, and pc; a negative value if it lies outside; and zero if the four points + /// are cocircular. + public double NonRegular(Point pa, Point pb, Point pc, Point pd) + { + return InCircle(pa, pb, pc, pd); + } + + /// + /// Find the circumcenter of a triangle. + /// + /// Triangle point. + /// Triangle point. + /// Triangle point. + /// Relative coordinate of new location. + /// Relative coordinate of new location. + /// Off-center constant. + /// Coordinates of the circumcenter (or off-center) + public Point FindCircumcenter(Point org, Point dest, Point apex, + ref double xi, ref double eta, double offconstant) + { + double xdo, ydo, xao, yao; + double dodist, aodist, dadist; + double denominator; + double dx, dy, dxoff, dyoff; + + Statistic.CircumcenterCount++; + + // Compute the circumcenter of the triangle. + xdo = dest.x - org.x; + ydo = dest.y - org.y; + xao = apex.x - org.x; + yao = apex.y - org.y; + dodist = xdo * xdo + ydo * ydo; + aodist = xao * xao + yao * yao; + dadist = (dest.x - apex.x) * (dest.x - apex.x) + + (dest.y - apex.y) * (dest.y - apex.y); + + if (Behavior.NoExact) + { + denominator = 0.5 / (xdo * yao - xao * ydo); + } + else + { + // Use the counterclockwise() routine to ensure a positive (and + // reasonably accurate) result, avoiding any possibility of + // division by zero. + denominator = 0.5 / CounterClockwise(dest, apex, org); + // Don't count the above as an orientation test. + Statistic.CounterClockwiseCount--; + } + + dx = (yao * dodist - ydo * aodist) * denominator; + dy = (xdo * aodist - xao * dodist) * denominator; + + // Find the (squared) length of the triangle's shortest edge. This + // serves as a conservative estimate of the insertion radius of the + // circumcenter's parent. The estimate is used to ensure that + // the algorithm terminates even if very small angles appear in + // the input PSLG. + if ((dodist < aodist) && (dodist < dadist)) + { + if (offconstant > 0.0) + { + // Find the position of the off-center, as described by Alper Ungor. + dxoff = 0.5 * xdo - offconstant * ydo; + dyoff = 0.5 * ydo + offconstant * xdo; + // If the off-center is closer to the origin than the + // circumcenter, use the off-center instead. + if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) + { + dx = dxoff; + dy = dyoff; + } + } + } + else if (aodist < dadist) + { + if (offconstant > 0.0) + { + dxoff = 0.5 * xao + offconstant * yao; + dyoff = 0.5 * yao - offconstant * xao; + // If the off-center is closer to the origin than the + // circumcenter, use the off-center instead. + if (dxoff * dxoff + dyoff * dyoff < dx * dx + dy * dy) + { + dx = dxoff; + dy = dyoff; + } + } + } + else + { + if (offconstant > 0.0) + { + dxoff = 0.5 * (apex.x - dest.x) - offconstant * (apex.y - dest.y); + dyoff = 0.5 * (apex.y - dest.y) + offconstant * (apex.x - dest.x); + // If the off-center is closer to the destination than the + // circumcenter, use the off-center instead. + if (dxoff * dxoff + dyoff * dyoff < + (dx - xdo) * (dx - xdo) + (dy - ydo) * (dy - ydo)) + { + dx = xdo + dxoff; + dy = ydo + dyoff; + } + } + } + + // To interpolate vertex attributes for the new vertex inserted at + // the circumcenter, define a coordinate system with a xi-axis, + // directed from the triangle's origin to its destination, and + // an eta-axis, directed from its origin to its apex. + // Calculate the xi and eta coordinates of the circumcenter. + xi = (yao * dx - xao * dy) * (2.0 * denominator); + eta = (xdo * dy - ydo * dx) * (2.0 * denominator); + + return new Point(org.x + dx, org.y + dy); + } + + /// + /// Find the circumcenter of a triangle. + /// + /// Triangle point. + /// Triangle point. + /// Triangle point. + /// Relative coordinate of new location. + /// Relative coordinate of new location. + /// Coordinates of the circumcenter + /// + /// The result is returned both in terms of x-y coordinates and xi-eta + /// (barycentric) coordinates. The xi-eta coordinate system is defined in + /// terms of the triangle: the origin of the triangle is the origin of the + /// coordinate system; the destination of the triangle is one unit along the + /// xi axis; and the apex of the triangle is one unit along the eta axis. + /// This procedure also returns the square of the length of the triangle's + /// shortest edge. + /// + public Point FindCircumcenter(Point org, Point dest, Point apex, + ref double xi, ref double eta) + { + double xdo, ydo, xao, yao; + double dodist, aodist; + double denominator; + double dx, dy; + + Statistic.CircumcenterCount++; + + // Compute the circumcenter of the triangle. + xdo = dest.x - org.x; + ydo = dest.y - org.y; + xao = apex.x - org.x; + yao = apex.y - org.y; + dodist = xdo * xdo + ydo * ydo; + aodist = xao * xao + yao * yao; + + if (Behavior.NoExact) + { + denominator = 0.5 / (xdo * yao - xao * ydo); + } + else + { + // Use the counterclockwise() routine to ensure a positive (and + // reasonably accurate) result, avoiding any possibility of + // division by zero. + denominator = 0.5 / CounterClockwise(dest, apex, org); + // Don't count the above as an orientation test. + Statistic.CounterClockwiseCount--; + } + + dx = (yao * dodist - ydo * aodist) * denominator; + dy = (xdo * aodist - xao * dodist) * denominator; + + // To interpolate vertex attributes for the new vertex inserted at + // the circumcenter, define a coordinate system with a xi-axis, + // directed from the triangle's origin to its destination, and + // an eta-axis, directed from its origin to its apex. + // Calculate the xi and eta coordinates of the circumcenter. + xi = (yao * dx - xao * dy) * (2.0 * denominator); + eta = (xdo * dy - ydo * dx) * (2.0 * denominator); + + return new Point(org.x + dx, org.y + dy); + } + + #region Exact arithmetics + + /// + /// Sum two expansions, eliminating zero components from the output expansion. + /// + /// + /// + /// + /// + /// + /// + /// + /// Sets h = e + f. See the Robust Predicates paper for details. + /// + /// If round-to-even is used (as with IEEE 754), maintains the strongly nonoverlapping + /// property. (That is, if e is strongly nonoverlapping, h will be also.) Does NOT + /// maintain the nonoverlapping or nonadjacent properties. + /// + private int FastExpansionSumZeroElim(int elen, double[] e, int flen, double[] f, double[] h) + { + double Q; + double Qnew; + double hh; + double bvirt; + double avirt, bround, around; + int eindex, findex, hindex; + double enow, fnow; + + enow = e[0]; + fnow = f[0]; + eindex = findex = 0; + if ((fnow > enow) == (fnow > -enow)) + { + Q = enow; + enow = e[++eindex]; + } + else + { + Q = fnow; + fnow = f[++findex]; + } + hindex = 0; + if ((eindex < elen) && (findex < flen)) + { + if ((fnow > enow) == (fnow > -enow)) + { + Qnew = (double)(enow + Q); bvirt = Qnew - enow; hh = Q - bvirt; + enow = e[++eindex]; + } + else + { + Qnew = (double)(fnow + Q); bvirt = Qnew - fnow; hh = Q - bvirt; + fnow = f[++findex]; + } + Q = Qnew; + if (hh != 0.0) + { + h[hindex++] = hh; + } + while ((eindex < elen) && (findex < flen)) + { + if ((fnow > enow) == (fnow > -enow)) + { + Qnew = (double)(Q + enow); + bvirt = (double)(Qnew - Q); + avirt = Qnew - bvirt; + bround = enow - bvirt; + around = Q - avirt; + hh = around + bround; + + enow = e[++eindex]; + } + else + { + Qnew = (double)(Q + fnow); + bvirt = (double)(Qnew - Q); + avirt = Qnew - bvirt; + bround = fnow - bvirt; + around = Q - avirt; + hh = around + bround; + + fnow = f[++findex]; + } + Q = Qnew; + if (hh != 0.0) + { + h[hindex++] = hh; + } + } + } + while (eindex < elen) + { + Qnew = (double)(Q + enow); + bvirt = (double)(Qnew - Q); + avirt = Qnew - bvirt; + bround = enow - bvirt; + around = Q - avirt; + hh = around + bround; + + enow = e[++eindex]; + Q = Qnew; + if (hh != 0.0) + { + h[hindex++] = hh; + } + } + while (findex < flen) + { + Qnew = (double)(Q + fnow); + bvirt = (double)(Qnew - Q); + avirt = Qnew - bvirt; + bround = fnow - bvirt; + around = Q - avirt; + hh = around + bround; + + fnow = f[++findex]; + Q = Qnew; + if (hh != 0.0) + { + h[hindex++] = hh; + } + } + if ((Q != 0.0) || (hindex == 0)) + { + h[hindex++] = Q; + } + return hindex; + } + + /// + /// Multiply an expansion by a scalar, eliminating zero components from the output expansion. + /// + /// + /// + /// + /// + /// + /// + /// Sets h = be. See my Robust Predicates paper for details. + /// + /// Maintains the nonoverlapping property. If round-to-even is used (as with IEEE 754), + /// maintains the strongly nonoverlapping and nonadjacent properties as well. (That is, + /// if e has one of these properties, so will h.) + /// + private int ScaleExpansionZeroElim(int elen, double[] e, double b, double[] h) + { + double Q, sum; + double hh; + double product1; + double product0; + int eindex, hindex; + double enow; + double bvirt; + double avirt, bround, around; + double c; + double abig; + double ahi, alo, bhi, blo; + double err1, err2, err3; + + c = (double)(splitter * b); abig = (double)(c - b); bhi = c - abig; blo = b - bhi; + Q = (double)(e[0] * b); c = (double)(splitter * e[0]); abig = (double)(c - e[0]); ahi = c - abig; alo = e[0] - ahi; err1 = Q - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); hh = (alo * blo) - err3; + hindex = 0; + if (hh != 0) + { + h[hindex++] = hh; + } + for (eindex = 1; eindex < elen; eindex++) + { + enow = e[eindex]; + product1 = (double)(enow * b); c = (double)(splitter * enow); abig = (double)(c - enow); ahi = c - abig; alo = enow - ahi; err1 = product1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); product0 = (alo * blo) - err3; + sum = (double)(Q + product0); bvirt = (double)(sum - Q); avirt = sum - bvirt; bround = product0 - bvirt; around = Q - avirt; hh = around + bround; + if (hh != 0) + { + h[hindex++] = hh; + } + Q = (double)(product1 + sum); bvirt = Q - product1; hh = sum - bvirt; + if (hh != 0) + { + h[hindex++] = hh; + } + } + if ((Q != 0.0) || (hindex == 0)) + { + h[hindex++] = Q; + } + return hindex; + } + + /// + /// Produce a one-word estimate of an expansion's value. + /// + /// + /// + /// + private double Estimate(int elen, double[] e) + { + double Q; + int eindex; + + Q = e[0]; + for (eindex = 1; eindex < elen; eindex++) + { + Q += e[eindex]; + } + return Q; + } + + /// + /// Return a positive value if the points pa, pb, and pc occur in counterclockwise + /// order; a negative value if they occur in clockwise order; and zero if they are + /// collinear. The result is also a rough approximation of twice the signed area of + /// the triangle defined by the three points. + /// + /// + /// + /// + /// + /// + /// + /// Uses exact arithmetic if necessary to ensure a correct answer. The result returned + /// is the determinant of a matrix. This determinant is computed adaptively, in the + /// sense that exact arithmetic is used only to the degree it is needed to ensure that + /// the returned value has the correct sign. Hence, this function is usually quite fast, + /// but will run more slowly when the input points are collinear or nearly so. + /// + private double CounterClockwiseAdapt(Point pa, Point pb, Point pc, double detsum) + { + double acx, acy, bcx, bcy; + double acxtail, acytail, bcxtail, bcytail; + double detleft, detright; + double detlefttail, detrighttail; + double det, errbound; + // Edited to work around index out of range exceptions (changed array length from 4 to 5). + // See unsafe indexing in FastExpansionSumZeroElim. + double[] B = new double[5], u = new double[5]; + double[] C1 = new double[8], C2 = new double[12], D = new double[16]; + double B3; + int C1length, C2length, Dlength; + + double u3; + double s1, t1; + double s0, t0; + + double bvirt; + double avirt, bround, around; + double c; + double abig; + double ahi, alo, bhi, blo; + double err1, err2, err3; + double _i, _j; + double _0; + + acx = (double)(pa.x - pc.x); + bcx = (double)(pb.x - pc.x); + acy = (double)(pa.y - pc.y); + bcy = (double)(pb.y - pc.y); + + detleft = (double)(acx * bcy); c = (double)(splitter * acx); abig = (double)(c - acx); ahi = c - abig; alo = acx - ahi; c = (double)(splitter * bcy); abig = (double)(c - bcy); bhi = c - abig; blo = bcy - bhi; err1 = detleft - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); detlefttail = (alo * blo) - err3; + detright = (double)(acy * bcx); c = (double)(splitter * acy); abig = (double)(c - acy); ahi = c - abig; alo = acy - ahi; c = (double)(splitter * bcx); abig = (double)(c - bcx); bhi = c - abig; blo = bcx - bhi; err1 = detright - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); detrighttail = (alo * blo) - err3; + + _i = (double)(detlefttail - detrighttail); bvirt = (double)(detlefttail - _i); avirt = _i + bvirt; bround = bvirt - detrighttail; around = detlefttail - avirt; B[0] = around + bround; _j = (double)(detleft + _i); bvirt = (double)(_j - detleft); avirt = _j - bvirt; bround = _i - bvirt; around = detleft - avirt; _0 = around + bround; _i = (double)(_0 - detright); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - detright; around = _0 - avirt; B[1] = around + bround; B3 = (double)(_j + _i); bvirt = (double)(B3 - _j); avirt = B3 - bvirt; bround = _i - bvirt; around = _j - avirt; B[2] = around + bround; + + B[3] = B3; + + det = Estimate(4, B); + errbound = ccwerrboundB * detsum; + if ((det >= errbound) || (-det >= errbound)) + { + return det; + } + + bvirt = (double)(pa.x - acx); avirt = acx + bvirt; bround = bvirt - pc.x; around = pa.x - avirt; acxtail = around + bround; + bvirt = (double)(pb.x - bcx); avirt = bcx + bvirt; bround = bvirt - pc.x; around = pb.x - avirt; bcxtail = around + bround; + bvirt = (double)(pa.y - acy); avirt = acy + bvirt; bround = bvirt - pc.y; around = pa.y - avirt; acytail = around + bround; + bvirt = (double)(pb.y - bcy); avirt = bcy + bvirt; bround = bvirt - pc.y; around = pb.y - avirt; bcytail = around + bround; + + if ((acxtail == 0.0) && (acytail == 0.0) + && (bcxtail == 0.0) && (bcytail == 0.0)) + { + return det; + } + + errbound = ccwerrboundC * detsum + resulterrbound * ((det) >= 0.0 ? (det) : -(det)); + det += (acx * bcytail + bcy * acxtail) + - (acy * bcxtail + bcx * acytail); + if ((det >= errbound) || (-det >= errbound)) + { + return det; + } + + s1 = (double)(acxtail * bcy); c = (double)(splitter * acxtail); abig = (double)(c - acxtail); ahi = c - abig; alo = acxtail - ahi; c = (double)(splitter * bcy); abig = (double)(c - bcy); bhi = c - abig; blo = bcy - bhi; err1 = s1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); s0 = (alo * blo) - err3; + t1 = (double)(acytail * bcx); c = (double)(splitter * acytail); abig = (double)(c - acytail); ahi = c - abig; alo = acytail - ahi; c = (double)(splitter * bcx); abig = (double)(c - bcx); bhi = c - abig; blo = bcx - bhi; err1 = t1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); t0 = (alo * blo) - err3; + _i = (double)(s0 - t0); bvirt = (double)(s0 - _i); avirt = _i + bvirt; bround = bvirt - t0; around = s0 - avirt; u[0] = around + bround; _j = (double)(s1 + _i); bvirt = (double)(_j - s1); avirt = _j - bvirt; bround = _i - bvirt; around = s1 - avirt; _0 = around + bround; _i = (double)(_0 - t1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - t1; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; + u[3] = u3; + C1length = FastExpansionSumZeroElim(4, B, 4, u, C1); + + s1 = (double)(acx * bcytail); c = (double)(splitter * acx); abig = (double)(c - acx); ahi = c - abig; alo = acx - ahi; c = (double)(splitter * bcytail); abig = (double)(c - bcytail); bhi = c - abig; blo = bcytail - bhi; err1 = s1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); s0 = (alo * blo) - err3; + t1 = (double)(acy * bcxtail); c = (double)(splitter * acy); abig = (double)(c - acy); ahi = c - abig; alo = acy - ahi; c = (double)(splitter * bcxtail); abig = (double)(c - bcxtail); bhi = c - abig; blo = bcxtail - bhi; err1 = t1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); t0 = (alo * blo) - err3; + _i = (double)(s0 - t0); bvirt = (double)(s0 - _i); avirt = _i + bvirt; bround = bvirt - t0; around = s0 - avirt; u[0] = around + bround; _j = (double)(s1 + _i); bvirt = (double)(_j - s1); avirt = _j - bvirt; bround = _i - bvirt; around = s1 - avirt; _0 = around + bround; _i = (double)(_0 - t1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - t1; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; + u[3] = u3; + C2length = FastExpansionSumZeroElim(C1length, C1, 4, u, C2); + + s1 = (double)(acxtail * bcytail); c = (double)(splitter * acxtail); abig = (double)(c - acxtail); ahi = c - abig; alo = acxtail - ahi; c = (double)(splitter * bcytail); abig = (double)(c - bcytail); bhi = c - abig; blo = bcytail - bhi; err1 = s1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); s0 = (alo * blo) - err3; + t1 = (double)(acytail * bcxtail); c = (double)(splitter * acytail); abig = (double)(c - acytail); ahi = c - abig; alo = acytail - ahi; c = (double)(splitter * bcxtail); abig = (double)(c - bcxtail); bhi = c - abig; blo = bcxtail - bhi; err1 = t1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); t0 = (alo * blo) - err3; + _i = (double)(s0 - t0); bvirt = (double)(s0 - _i); avirt = _i + bvirt; bround = bvirt - t0; around = s0 - avirt; u[0] = around + bround; _j = (double)(s1 + _i); bvirt = (double)(_j - s1); avirt = _j - bvirt; bround = _i - bvirt; around = s1 - avirt; _0 = around + bround; _i = (double)(_0 - t1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - t1; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; + u[3] = u3; + Dlength = FastExpansionSumZeroElim(C2length, C2, 4, u, D); + + return (D[Dlength - 1]); + } + + /// + /// Return a positive value if the point pd lies inside the circle passing through + /// pa, pb, and pc; a negative value if it lies outside; and zero if the four points + /// are cocircular. The points pa, pb, and pc must be in counterclockwise order, or + /// the sign of the result will be reversed. + /// + /// + /// + /// + /// + /// + /// + /// + /// Uses exact arithmetic if necessary to ensure a correct answer. The result returned + /// is the determinant of a matrix. This determinant is computed adaptively, in the + /// sense that exact arithmetic is used only to the degree it is needed to ensure that + /// the returned value has the correct sign. Hence, this function is usually quite fast, + /// but will run more slowly when the input points are cocircular or nearly so. + /// + private double InCircleAdapt(Point pa, Point pb, Point pc, Point pd, double permanent) + { + double adx, bdx, cdx, ady, bdy, cdy; + double det, errbound; + + double bdxcdy1, cdxbdy1, cdxady1, adxcdy1, adxbdy1, bdxady1; + double bdxcdy0, cdxbdy0, cdxady0, adxcdy0, adxbdy0, bdxady0; + double[] bc = new double[4], ca = new double[4], ab = new double[4]; + double bc3, ca3, ab3; + int axbclen, axxbclen, aybclen, ayybclen, alen; + int bxcalen, bxxcalen, bycalen, byycalen, blen; + int cxablen, cxxablen, cyablen, cyyablen, clen; + int ablen; + double[] finnow, finother, finswap; + int finlength; + + double adxtail, bdxtail, cdxtail, adytail, bdytail, cdytail; + double adxadx1, adyady1, bdxbdx1, bdybdy1, cdxcdx1, cdycdy1; + double adxadx0, adyady0, bdxbdx0, bdybdy0, cdxcdx0, cdycdy0; + double[] aa = new double[4], bb = new double[4], cc = new double[4]; + double aa3, bb3, cc3; + double ti1, tj1; + double ti0, tj0; + // Edited to work around index out of range exceptions (changed array length from 4 to 5). + // See unsafe indexing in FastExpansionSumZeroElim. + double[] u = new double[5], v = new double[5]; + double u3, v3; + int temp8len, temp16alen, temp16blen, temp16clen; + int temp32alen, temp32blen, temp48len, temp64len; + double[] axtbb = new double[8], axtcc = new double[8], aytbb = new double[8], aytcc = new double[8]; + int axtbblen, axtcclen, aytbblen, aytcclen; + double[] bxtaa = new double[8], bxtcc = new double[8], bytaa = new double[8], bytcc = new double[8]; + int bxtaalen, bxtcclen, bytaalen, bytcclen; + double[] cxtaa = new double[8], cxtbb = new double[8], cytaa = new double[8], cytbb = new double[8]; + int cxtaalen, cxtbblen, cytaalen, cytbblen; + double[] axtbc = new double[8], aytbc = new double[8], bxtca = new double[8], bytca = new double[8], cxtab = new double[8], cytab = new double[8]; + int axtbclen = 0, aytbclen = 0, bxtcalen = 0, bytcalen = 0, cxtablen = 0, cytablen = 0; + double[] axtbct = new double[16], aytbct = new double[16], bxtcat = new double[16], bytcat = new double[16], cxtabt = new double[16], cytabt = new double[16]; + int axtbctlen, aytbctlen, bxtcatlen, bytcatlen, cxtabtlen, cytabtlen; + double[] axtbctt = new double[8], aytbctt = new double[8], bxtcatt = new double[8]; + double[] bytcatt = new double[8], cxtabtt = new double[8], cytabtt = new double[8]; + int axtbcttlen, aytbcttlen, bxtcattlen, bytcattlen, cxtabttlen, cytabttlen; + double[] abt = new double[8], bct = new double[8], cat = new double[8]; + int abtlen, bctlen, catlen; + double[] abtt = new double[4], bctt = new double[4], catt = new double[4]; + int abttlen, bcttlen, cattlen; + double abtt3, bctt3, catt3; + double negate; + + double bvirt; + double avirt, bround, around; + double c; + double abig; + double ahi, alo, bhi, blo; + double err1, err2, err3; + double _i, _j; + double _0; + + adx = (double)(pa.x - pd.x); + bdx = (double)(pb.x - pd.x); + cdx = (double)(pc.x - pd.x); + ady = (double)(pa.y - pd.y); + bdy = (double)(pb.y - pd.y); + cdy = (double)(pc.y - pd.y); + + adx = (double)(pa.x - pd.x); + bdx = (double)(pb.x - pd.x); + cdx = (double)(pc.x - pd.x); + ady = (double)(pa.y - pd.y); + bdy = (double)(pb.y - pd.y); + cdy = (double)(pc.y - pd.y); + + bdxcdy1 = (double)(bdx * cdy); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * cdy); abig = (double)(c - cdy); bhi = c - abig; blo = cdy - bhi; err1 = bdxcdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); bdxcdy0 = (alo * blo) - err3; + cdxbdy1 = (double)(cdx * bdy); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * bdy); abig = (double)(c - bdy); bhi = c - abig; blo = bdy - bhi; err1 = cdxbdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); cdxbdy0 = (alo * blo) - err3; + _i = (double)(bdxcdy0 - cdxbdy0); bvirt = (double)(bdxcdy0 - _i); avirt = _i + bvirt; bround = bvirt - cdxbdy0; around = bdxcdy0 - avirt; bc[0] = around + bround; _j = (double)(bdxcdy1 + _i); bvirt = (double)(_j - bdxcdy1); avirt = _j - bvirt; bround = _i - bvirt; around = bdxcdy1 - avirt; _0 = around + bround; _i = (double)(_0 - cdxbdy1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - cdxbdy1; around = _0 - avirt; bc[1] = around + bround; bc3 = (double)(_j + _i); bvirt = (double)(bc3 - _j); avirt = bc3 - bvirt; bround = _i - bvirt; around = _j - avirt; bc[2] = around + bround; + bc[3] = bc3; + axbclen = ScaleExpansionZeroElim(4, bc, adx, axbc); + axxbclen = ScaleExpansionZeroElim(axbclen, axbc, adx, axxbc); + aybclen = ScaleExpansionZeroElim(4, bc, ady, aybc); + ayybclen = ScaleExpansionZeroElim(aybclen, aybc, ady, ayybc); + alen = FastExpansionSumZeroElim(axxbclen, axxbc, ayybclen, ayybc, adet); + + cdxady1 = (double)(cdx * ady); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * ady); abig = (double)(c - ady); bhi = c - abig; blo = ady - bhi; err1 = cdxady1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); cdxady0 = (alo * blo) - err3; + adxcdy1 = (double)(adx * cdy); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * cdy); abig = (double)(c - cdy); bhi = c - abig; blo = cdy - bhi; err1 = adxcdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); adxcdy0 = (alo * blo) - err3; + _i = (double)(cdxady0 - adxcdy0); bvirt = (double)(cdxady0 - _i); avirt = _i + bvirt; bround = bvirt - adxcdy0; around = cdxady0 - avirt; ca[0] = around + bround; _j = (double)(cdxady1 + _i); bvirt = (double)(_j - cdxady1); avirt = _j - bvirt; bround = _i - bvirt; around = cdxady1 - avirt; _0 = around + bround; _i = (double)(_0 - adxcdy1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - adxcdy1; around = _0 - avirt; ca[1] = around + bround; ca3 = (double)(_j + _i); bvirt = (double)(ca3 - _j); avirt = ca3 - bvirt; bround = _i - bvirt; around = _j - avirt; ca[2] = around + bround; + ca[3] = ca3; + bxcalen = ScaleExpansionZeroElim(4, ca, bdx, bxca); + bxxcalen = ScaleExpansionZeroElim(bxcalen, bxca, bdx, bxxca); + bycalen = ScaleExpansionZeroElim(4, ca, bdy, byca); + byycalen = ScaleExpansionZeroElim(bycalen, byca, bdy, byyca); + blen = FastExpansionSumZeroElim(bxxcalen, bxxca, byycalen, byyca, bdet); + + adxbdy1 = (double)(adx * bdy); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * bdy); abig = (double)(c - bdy); bhi = c - abig; blo = bdy - bhi; err1 = adxbdy1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); adxbdy0 = (alo * blo) - err3; + bdxady1 = (double)(bdx * ady); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * ady); abig = (double)(c - ady); bhi = c - abig; blo = ady - bhi; err1 = bdxady1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); bdxady0 = (alo * blo) - err3; + _i = (double)(adxbdy0 - bdxady0); bvirt = (double)(adxbdy0 - _i); avirt = _i + bvirt; bround = bvirt - bdxady0; around = adxbdy0 - avirt; ab[0] = around + bround; _j = (double)(adxbdy1 + _i); bvirt = (double)(_j - adxbdy1); avirt = _j - bvirt; bround = _i - bvirt; around = adxbdy1 - avirt; _0 = around + bround; _i = (double)(_0 - bdxady1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - bdxady1; around = _0 - avirt; ab[1] = around + bround; ab3 = (double)(_j + _i); bvirt = (double)(ab3 - _j); avirt = ab3 - bvirt; bround = _i - bvirt; around = _j - avirt; ab[2] = around + bround; + ab[3] = ab3; + cxablen = ScaleExpansionZeroElim(4, ab, cdx, cxab); + cxxablen = ScaleExpansionZeroElim(cxablen, cxab, cdx, cxxab); + cyablen = ScaleExpansionZeroElim(4, ab, cdy, cyab); + cyyablen = ScaleExpansionZeroElim(cyablen, cyab, cdy, cyyab); + clen = FastExpansionSumZeroElim(cxxablen, cxxab, cyyablen, cyyab, cdet); + + ablen = FastExpansionSumZeroElim(alen, adet, blen, bdet, abdet); + finlength = FastExpansionSumZeroElim(ablen, abdet, clen, cdet, fin1); + + det = Estimate(finlength, fin1); + errbound = iccerrboundB * permanent; + if ((det >= errbound) || (-det >= errbound)) + { + return det; + } + + bvirt = (double)(pa.x - adx); avirt = adx + bvirt; bround = bvirt - pd.x; around = pa.x - avirt; adxtail = around + bround; + bvirt = (double)(pa.y - ady); avirt = ady + bvirt; bround = bvirt - pd.y; around = pa.y - avirt; adytail = around + bround; + bvirt = (double)(pb.x - bdx); avirt = bdx + bvirt; bround = bvirt - pd.x; around = pb.x - avirt; bdxtail = around + bround; + bvirt = (double)(pb.y - bdy); avirt = bdy + bvirt; bround = bvirt - pd.y; around = pb.y - avirt; bdytail = around + bround; + bvirt = (double)(pc.x - cdx); avirt = cdx + bvirt; bround = bvirt - pd.x; around = pc.x - avirt; cdxtail = around + bround; + bvirt = (double)(pc.y - cdy); avirt = cdy + bvirt; bround = bvirt - pd.y; around = pc.y - avirt; cdytail = around + bround; + if ((adxtail == 0.0) && (bdxtail == 0.0) && (cdxtail == 0.0) + && (adytail == 0.0) && (bdytail == 0.0) && (cdytail == 0.0)) + { + return det; + } + + errbound = iccerrboundC * permanent + resulterrbound * ((det) >= 0.0 ? (det) : -(det)); + det += ((adx * adx + ady * ady) * ((bdx * cdytail + cdy * bdxtail) - (bdy * cdxtail + cdx * bdytail)) + + 2.0 * (adx * adxtail + ady * adytail) * (bdx * cdy - bdy * cdx)) + + ((bdx * bdx + bdy * bdy) * ((cdx * adytail + ady * cdxtail) - (cdy * adxtail + adx * cdytail)) + + 2.0 * (bdx * bdxtail + bdy * bdytail) * (cdx * ady - cdy * adx)) + + ((cdx * cdx + cdy * cdy) * ((adx * bdytail + bdy * adxtail) - (ady * bdxtail + bdx * adytail)) + + 2.0 * (cdx * cdxtail + cdy * cdytail) * (adx * bdy - ady * bdx)); + if ((det >= errbound) || (-det >= errbound)) + { + return det; + } + + finnow = fin1; + finother = fin2; + + if ((bdxtail != 0.0) || (bdytail != 0.0) || (cdxtail != 0.0) || (cdytail != 0.0)) + { + adxadx1 = (double)(adx * adx); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; err1 = adxadx1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); adxadx0 = (alo * alo) - err3; + adyady1 = (double)(ady * ady); c = (double)(splitter * ady); abig = (double)(c - ady); ahi = c - abig; alo = ady - ahi; err1 = adyady1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); adyady0 = (alo * alo) - err3; + _i = (double)(adxadx0 + adyady0); bvirt = (double)(_i - adxadx0); avirt = _i - bvirt; bround = adyady0 - bvirt; around = adxadx0 - avirt; aa[0] = around + bround; _j = (double)(adxadx1 + _i); bvirt = (double)(_j - adxadx1); avirt = _j - bvirt; bround = _i - bvirt; around = adxadx1 - avirt; _0 = around + bround; _i = (double)(_0 + adyady1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = adyady1 - bvirt; around = _0 - avirt; aa[1] = around + bround; aa3 = (double)(_j + _i); bvirt = (double)(aa3 - _j); avirt = aa3 - bvirt; bround = _i - bvirt; around = _j - avirt; aa[2] = around + bround; + aa[3] = aa3; + } + if ((cdxtail != 0.0) || (cdytail != 0.0) || (adxtail != 0.0) || (adytail != 0.0)) + { + bdxbdx1 = (double)(bdx * bdx); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; err1 = bdxbdx1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); bdxbdx0 = (alo * alo) - err3; + bdybdy1 = (double)(bdy * bdy); c = (double)(splitter * bdy); abig = (double)(c - bdy); ahi = c - abig; alo = bdy - ahi; err1 = bdybdy1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); bdybdy0 = (alo * alo) - err3; + _i = (double)(bdxbdx0 + bdybdy0); bvirt = (double)(_i - bdxbdx0); avirt = _i - bvirt; bround = bdybdy0 - bvirt; around = bdxbdx0 - avirt; bb[0] = around + bround; _j = (double)(bdxbdx1 + _i); bvirt = (double)(_j - bdxbdx1); avirt = _j - bvirt; bround = _i - bvirt; around = bdxbdx1 - avirt; _0 = around + bround; _i = (double)(_0 + bdybdy1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = bdybdy1 - bvirt; around = _0 - avirt; bb[1] = around + bround; bb3 = (double)(_j + _i); bvirt = (double)(bb3 - _j); avirt = bb3 - bvirt; bround = _i - bvirt; around = _j - avirt; bb[2] = around + bround; + bb[3] = bb3; + } + if ((adxtail != 0.0) || (adytail != 0.0) || (bdxtail != 0.0) || (bdytail != 0.0)) + { + cdxcdx1 = (double)(cdx * cdx); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; err1 = cdxcdx1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); cdxcdx0 = (alo * alo) - err3; + cdycdy1 = (double)(cdy * cdy); c = (double)(splitter * cdy); abig = (double)(c - cdy); ahi = c - abig; alo = cdy - ahi; err1 = cdycdy1 - (ahi * ahi); err3 = err1 - ((ahi + ahi) * alo); cdycdy0 = (alo * alo) - err3; + _i = (double)(cdxcdx0 + cdycdy0); bvirt = (double)(_i - cdxcdx0); avirt = _i - bvirt; bround = cdycdy0 - bvirt; around = cdxcdx0 - avirt; cc[0] = around + bround; _j = (double)(cdxcdx1 + _i); bvirt = (double)(_j - cdxcdx1); avirt = _j - bvirt; bround = _i - bvirt; around = cdxcdx1 - avirt; _0 = around + bround; _i = (double)(_0 + cdycdy1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = cdycdy1 - bvirt; around = _0 - avirt; cc[1] = around + bround; cc3 = (double)(_j + _i); bvirt = (double)(cc3 - _j); avirt = cc3 - bvirt; bround = _i - bvirt; around = _j - avirt; cc[2] = around + bround; + cc[3] = cc3; + } + + if (adxtail != 0.0) + { + axtbclen = ScaleExpansionZeroElim(4, bc, adxtail, axtbc); + temp16alen = ScaleExpansionZeroElim(axtbclen, axtbc, 2.0 * adx, temp16a); + + axtcclen = ScaleExpansionZeroElim(4, cc, adxtail, axtcc); + temp16blen = ScaleExpansionZeroElim(axtcclen, axtcc, bdy, temp16b); + + axtbblen = ScaleExpansionZeroElim(4, bb, adxtail, axtbb); + temp16clen = ScaleExpansionZeroElim(axtbblen, axtbb, -cdy, temp16c); + + temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); + temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + if (adytail != 0.0) + { + aytbclen = ScaleExpansionZeroElim(4, bc, adytail, aytbc); + temp16alen = ScaleExpansionZeroElim(aytbclen, aytbc, 2.0 * ady, temp16a); + + aytbblen = ScaleExpansionZeroElim(4, bb, adytail, aytbb); + temp16blen = ScaleExpansionZeroElim(aytbblen, aytbb, cdx, temp16b); + + aytcclen = ScaleExpansionZeroElim(4, cc, adytail, aytcc); + temp16clen = ScaleExpansionZeroElim(aytcclen, aytcc, -bdx, temp16c); + + temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); + temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + if (bdxtail != 0.0) + { + bxtcalen = ScaleExpansionZeroElim(4, ca, bdxtail, bxtca); + temp16alen = ScaleExpansionZeroElim(bxtcalen, bxtca, 2.0 * bdx, temp16a); + + bxtaalen = ScaleExpansionZeroElim(4, aa, bdxtail, bxtaa); + temp16blen = ScaleExpansionZeroElim(bxtaalen, bxtaa, cdy, temp16b); + + bxtcclen = ScaleExpansionZeroElim(4, cc, bdxtail, bxtcc); + temp16clen = ScaleExpansionZeroElim(bxtcclen, bxtcc, -ady, temp16c); + + temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); + temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + if (bdytail != 0.0) + { + bytcalen = ScaleExpansionZeroElim(4, ca, bdytail, bytca); + temp16alen = ScaleExpansionZeroElim(bytcalen, bytca, 2.0 * bdy, temp16a); + + bytcclen = ScaleExpansionZeroElim(4, cc, bdytail, bytcc); + temp16blen = ScaleExpansionZeroElim(bytcclen, bytcc, adx, temp16b); + + bytaalen = ScaleExpansionZeroElim(4, aa, bdytail, bytaa); + temp16clen = ScaleExpansionZeroElim(bytaalen, bytaa, -cdx, temp16c); + + temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); + temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + if (cdxtail != 0.0) + { + cxtablen = ScaleExpansionZeroElim(4, ab, cdxtail, cxtab); + temp16alen = ScaleExpansionZeroElim(cxtablen, cxtab, 2.0 * cdx, temp16a); + + cxtbblen = ScaleExpansionZeroElim(4, bb, cdxtail, cxtbb); + temp16blen = ScaleExpansionZeroElim(cxtbblen, cxtbb, ady, temp16b); + + cxtaalen = ScaleExpansionZeroElim(4, aa, cdxtail, cxtaa); + temp16clen = ScaleExpansionZeroElim(cxtaalen, cxtaa, -bdy, temp16c); + + temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); + temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + if (cdytail != 0.0) + { + cytablen = ScaleExpansionZeroElim(4, ab, cdytail, cytab); + temp16alen = ScaleExpansionZeroElim(cytablen, cytab, 2.0 * cdy, temp16a); + + cytaalen = ScaleExpansionZeroElim(4, aa, cdytail, cytaa); + temp16blen = ScaleExpansionZeroElim(cytaalen, cytaa, bdx, temp16b); + + cytbblen = ScaleExpansionZeroElim(4, bb, cdytail, cytbb); + temp16clen = ScaleExpansionZeroElim(cytbblen, cytbb, -adx, temp16c); + + temp32alen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32a); + temp48len = FastExpansionSumZeroElim(temp16clen, temp16c, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + + if ((adxtail != 0.0) || (adytail != 0.0)) + { + if ((bdxtail != 0.0) || (bdytail != 0.0) + || (cdxtail != 0.0) || (cdytail != 0.0)) + { + ti1 = (double)(bdxtail * cdy); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * cdy); abig = (double)(c - cdy); bhi = c - abig; blo = cdy - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; + tj1 = (double)(bdx * cdytail); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * cdytail); abig = (double)(c - cdytail); bhi = c - abig; blo = cdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; + _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; u[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; + u[3] = u3; + negate = -bdy; + ti1 = (double)(cdxtail * negate); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; + negate = -bdytail; + tj1 = (double)(cdx * negate); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; + _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; v[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; v[1] = around + bround; v3 = (double)(_j + _i); bvirt = (double)(v3 - _j); avirt = v3 - bvirt; bround = _i - bvirt; around = _j - avirt; v[2] = around + bround; + v[3] = v3; + bctlen = FastExpansionSumZeroElim(4, u, 4, v, bct); + + ti1 = (double)(bdxtail * cdytail); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * cdytail); abig = (double)(c - cdytail); bhi = c - abig; blo = cdytail - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; + tj1 = (double)(cdxtail * bdytail); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * bdytail); abig = (double)(c - bdytail); bhi = c - abig; blo = bdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; + _i = (double)(ti0 - tj0); bvirt = (double)(ti0 - _i); avirt = _i + bvirt; bround = bvirt - tj0; around = ti0 - avirt; bctt[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 - tj1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - tj1; around = _0 - avirt; bctt[1] = around + bround; bctt3 = (double)(_j + _i); bvirt = (double)(bctt3 - _j); avirt = bctt3 - bvirt; bround = _i - bvirt; around = _j - avirt; bctt[2] = around + bround; + bctt[3] = bctt3; + bcttlen = 4; + } + else + { + bct[0] = 0.0; + bctlen = 1; + bctt[0] = 0.0; + bcttlen = 1; + } + + if (adxtail != 0.0) + { + temp16alen = ScaleExpansionZeroElim(axtbclen, axtbc, adxtail, temp16a); + axtbctlen = ScaleExpansionZeroElim(bctlen, bct, adxtail, axtbct); + temp32alen = ScaleExpansionZeroElim(axtbctlen, axtbct, 2.0 * adx, temp32a); + temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + if (bdytail != 0.0) + { + temp8len = ScaleExpansionZeroElim(4, cc, adxtail, temp8); + temp16alen = ScaleExpansionZeroElim(temp8len, temp8, bdytail, temp16a); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + if (cdytail != 0.0) + { + temp8len = ScaleExpansionZeroElim(4, bb, -adxtail, temp8); + temp16alen = ScaleExpansionZeroElim(temp8len, temp8, cdytail, temp16a); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + + temp32alen = ScaleExpansionZeroElim(axtbctlen, axtbct, adxtail, temp32a); + axtbcttlen = ScaleExpansionZeroElim(bcttlen, bctt, adxtail, axtbctt); + temp16alen = ScaleExpansionZeroElim(axtbcttlen, axtbctt, 2.0 * adx, temp16a); + temp16blen = ScaleExpansionZeroElim(axtbcttlen, axtbctt, adxtail, temp16b); + temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); + temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + if (adytail != 0.0) + { + temp16alen = ScaleExpansionZeroElim(aytbclen, aytbc, adytail, temp16a); + aytbctlen = ScaleExpansionZeroElim(bctlen, bct, adytail, aytbct); + temp32alen = ScaleExpansionZeroElim(aytbctlen, aytbct, 2.0 * ady, temp32a); + temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + + + temp32alen = ScaleExpansionZeroElim(aytbctlen, aytbct, adytail, temp32a); + aytbcttlen = ScaleExpansionZeroElim(bcttlen, bctt, adytail, aytbctt); + temp16alen = ScaleExpansionZeroElim(aytbcttlen, aytbctt, 2.0 * ady, temp16a); + temp16blen = ScaleExpansionZeroElim(aytbcttlen, aytbctt, adytail, temp16b); + temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); + temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + } + if ((bdxtail != 0.0) || (bdytail != 0.0)) + { + if ((cdxtail != 0.0) || (cdytail != 0.0) + || (adxtail != 0.0) || (adytail != 0.0)) + { + ti1 = (double)(cdxtail * ady); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * ady); abig = (double)(c - ady); bhi = c - abig; blo = ady - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; + tj1 = (double)(cdx * adytail); c = (double)(splitter * cdx); abig = (double)(c - cdx); ahi = c - abig; alo = cdx - ahi; c = (double)(splitter * adytail); abig = (double)(c - adytail); bhi = c - abig; blo = adytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; + _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; u[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; + u[3] = u3; + negate = -cdy; + ti1 = (double)(adxtail * negate); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; + negate = -cdytail; + tj1 = (double)(adx * negate); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; + _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; v[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; v[1] = around + bround; v3 = (double)(_j + _i); bvirt = (double)(v3 - _j); avirt = v3 - bvirt; bround = _i - bvirt; around = _j - avirt; v[2] = around + bround; + v[3] = v3; + catlen = FastExpansionSumZeroElim(4, u, 4, v, cat); + + ti1 = (double)(cdxtail * adytail); c = (double)(splitter * cdxtail); abig = (double)(c - cdxtail); ahi = c - abig; alo = cdxtail - ahi; c = (double)(splitter * adytail); abig = (double)(c - adytail); bhi = c - abig; blo = adytail - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; + tj1 = (double)(adxtail * cdytail); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * cdytail); abig = (double)(c - cdytail); bhi = c - abig; blo = cdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; + _i = (double)(ti0 - tj0); bvirt = (double)(ti0 - _i); avirt = _i + bvirt; bround = bvirt - tj0; around = ti0 - avirt; catt[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 - tj1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - tj1; around = _0 - avirt; catt[1] = around + bround; catt3 = (double)(_j + _i); bvirt = (double)(catt3 - _j); avirt = catt3 - bvirt; bround = _i - bvirt; around = _j - avirt; catt[2] = around + bround; + catt[3] = catt3; + cattlen = 4; + } + else + { + cat[0] = 0.0; + catlen = 1; + catt[0] = 0.0; + cattlen = 1; + } + + if (bdxtail != 0.0) + { + temp16alen = ScaleExpansionZeroElim(bxtcalen, bxtca, bdxtail, temp16a); + bxtcatlen = ScaleExpansionZeroElim(catlen, cat, bdxtail, bxtcat); + temp32alen = ScaleExpansionZeroElim(bxtcatlen, bxtcat, 2.0 * bdx, temp32a); + temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + if (cdytail != 0.0) + { + temp8len = ScaleExpansionZeroElim(4, aa, bdxtail, temp8); + temp16alen = ScaleExpansionZeroElim(temp8len, temp8, cdytail, temp16a); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + if (adytail != 0.0) + { + temp8len = ScaleExpansionZeroElim(4, cc, -bdxtail, temp8); + temp16alen = ScaleExpansionZeroElim(temp8len, temp8, adytail, temp16a); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + + temp32alen = ScaleExpansionZeroElim(bxtcatlen, bxtcat, bdxtail, temp32a); + bxtcattlen = ScaleExpansionZeroElim(cattlen, catt, bdxtail, bxtcatt); + temp16alen = ScaleExpansionZeroElim(bxtcattlen, bxtcatt, 2.0 * bdx, temp16a); + temp16blen = ScaleExpansionZeroElim(bxtcattlen, bxtcatt, bdxtail, temp16b); + temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); + temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + if (bdytail != 0.0) + { + temp16alen = ScaleExpansionZeroElim(bytcalen, bytca, bdytail, temp16a); + bytcatlen = ScaleExpansionZeroElim(catlen, cat, bdytail, bytcat); + temp32alen = ScaleExpansionZeroElim(bytcatlen, bytcat, 2.0 * bdy, temp32a); + temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + + temp32alen = ScaleExpansionZeroElim(bytcatlen, bytcat, bdytail, temp32a); + bytcattlen = ScaleExpansionZeroElim(cattlen, catt, bdytail, bytcatt); + temp16alen = ScaleExpansionZeroElim(bytcattlen, bytcatt, 2.0 * bdy, temp16a); + temp16blen = ScaleExpansionZeroElim(bytcattlen, bytcatt, bdytail, temp16b); + temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); + temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + } + if ((cdxtail != 0.0) || (cdytail != 0.0)) + { + if ((adxtail != 0.0) || (adytail != 0.0) + || (bdxtail != 0.0) || (bdytail != 0.0)) + { + ti1 = (double)(adxtail * bdy); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * bdy); abig = (double)(c - bdy); bhi = c - abig; blo = bdy - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; + tj1 = (double)(adx * bdytail); c = (double)(splitter * adx); abig = (double)(c - adx); ahi = c - abig; alo = adx - ahi; c = (double)(splitter * bdytail); abig = (double)(c - bdytail); bhi = c - abig; blo = bdytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; + _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; u[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; u[1] = around + bround; u3 = (double)(_j + _i); bvirt = (double)(u3 - _j); avirt = u3 - bvirt; bround = _i - bvirt; around = _j - avirt; u[2] = around + bround; + u[3] = u3; + negate = -ady; + ti1 = (double)(bdxtail * negate); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; + negate = -adytail; + tj1 = (double)(bdx * negate); c = (double)(splitter * bdx); abig = (double)(c - bdx); ahi = c - abig; alo = bdx - ahi; c = (double)(splitter * negate); abig = (double)(c - negate); bhi = c - abig; blo = negate - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; + _i = (double)(ti0 + tj0); bvirt = (double)(_i - ti0); avirt = _i - bvirt; bround = tj0 - bvirt; around = ti0 - avirt; v[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 + tj1); bvirt = (double)(_i - _0); avirt = _i - bvirt; bround = tj1 - bvirt; around = _0 - avirt; v[1] = around + bround; v3 = (double)(_j + _i); bvirt = (double)(v3 - _j); avirt = v3 - bvirt; bround = _i - bvirt; around = _j - avirt; v[2] = around + bround; + v[3] = v3; + abtlen = FastExpansionSumZeroElim(4, u, 4, v, abt); + + ti1 = (double)(adxtail * bdytail); c = (double)(splitter * adxtail); abig = (double)(c - adxtail); ahi = c - abig; alo = adxtail - ahi; c = (double)(splitter * bdytail); abig = (double)(c - bdytail); bhi = c - abig; blo = bdytail - bhi; err1 = ti1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); ti0 = (alo * blo) - err3; + tj1 = (double)(bdxtail * adytail); c = (double)(splitter * bdxtail); abig = (double)(c - bdxtail); ahi = c - abig; alo = bdxtail - ahi; c = (double)(splitter * adytail); abig = (double)(c - adytail); bhi = c - abig; blo = adytail - bhi; err1 = tj1 - (ahi * bhi); err2 = err1 - (alo * bhi); err3 = err2 - (ahi * blo); tj0 = (alo * blo) - err3; + _i = (double)(ti0 - tj0); bvirt = (double)(ti0 - _i); avirt = _i + bvirt; bround = bvirt - tj0; around = ti0 - avirt; abtt[0] = around + bround; _j = (double)(ti1 + _i); bvirt = (double)(_j - ti1); avirt = _j - bvirt; bround = _i - bvirt; around = ti1 - avirt; _0 = around + bround; _i = (double)(_0 - tj1); bvirt = (double)(_0 - _i); avirt = _i + bvirt; bround = bvirt - tj1; around = _0 - avirt; abtt[1] = around + bround; abtt3 = (double)(_j + _i); bvirt = (double)(abtt3 - _j); avirt = abtt3 - bvirt; bround = _i - bvirt; around = _j - avirt; abtt[2] = around + bround; + abtt[3] = abtt3; + abttlen = 4; + } + else + { + abt[0] = 0.0; + abtlen = 1; + abtt[0] = 0.0; + abttlen = 1; + } + + if (cdxtail != 0.0) + { + temp16alen = ScaleExpansionZeroElim(cxtablen, cxtab, cdxtail, temp16a); + cxtabtlen = ScaleExpansionZeroElim(abtlen, abt, cdxtail, cxtabt); + temp32alen = ScaleExpansionZeroElim(cxtabtlen, cxtabt, 2.0 * cdx, temp32a); + temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + if (adytail != 0.0) + { + temp8len = ScaleExpansionZeroElim(4, bb, cdxtail, temp8); + temp16alen = ScaleExpansionZeroElim(temp8len, temp8, adytail, temp16a); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + if (bdytail != 0.0) + { + temp8len = ScaleExpansionZeroElim(4, aa, -cdxtail, temp8); + temp16alen = ScaleExpansionZeroElim(temp8len, temp8, bdytail, temp16a); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp16alen, temp16a, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + + temp32alen = ScaleExpansionZeroElim(cxtabtlen, cxtabt, cdxtail, temp32a); + cxtabttlen = ScaleExpansionZeroElim(abttlen, abtt, cdxtail, cxtabtt); + temp16alen = ScaleExpansionZeroElim(cxtabttlen, cxtabtt, 2.0 * cdx, temp16a); + temp16blen = ScaleExpansionZeroElim(cxtabttlen, cxtabtt, cdxtail, temp16b); + temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); + temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + if (cdytail != 0.0) + { + temp16alen = ScaleExpansionZeroElim(cytablen, cytab, cdytail, temp16a); + cytabtlen = ScaleExpansionZeroElim(abtlen, abt, cdytail, cytabt); + temp32alen = ScaleExpansionZeroElim(cytabtlen, cytabt, 2.0 * cdy, temp32a); + temp48len = FastExpansionSumZeroElim(temp16alen, temp16a, temp32alen, temp32a, temp48); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp48len, temp48, finother); + finswap = finnow; finnow = finother; finother = finswap; + + + temp32alen = ScaleExpansionZeroElim(cytabtlen, cytabt, cdytail, temp32a); + cytabttlen = ScaleExpansionZeroElim(abttlen, abtt, cdytail, cytabtt); + temp16alen = ScaleExpansionZeroElim(cytabttlen, cytabtt, 2.0 * cdy, temp16a); + temp16blen = ScaleExpansionZeroElim(cytabttlen, cytabtt, cdytail, temp16b); + temp32blen = FastExpansionSumZeroElim(temp16alen, temp16a, temp16blen, temp16b, temp32b); + temp64len = FastExpansionSumZeroElim(temp32alen, temp32a, temp32blen, temp32b, temp64); + finlength = FastExpansionSumZeroElim(finlength, finnow, temp64len, temp64, finother); + finswap = finnow; finnow = finother; finother = finswap; + } + } + + return finnow[finlength - 1]; + } + + #region Workspace + + // InCircleAdapt workspace: + double[] fin1, fin2, abdet; + + double[] axbc, axxbc, aybc, ayybc, adet; + double[] bxca, bxxca, byca, byyca, bdet; + double[] cxab, cxxab, cyab, cyyab, cdet; + + double[] temp8, temp16a, temp16b, temp16c; + double[] temp32a, temp32b, temp48, temp64; + + private void AllocateWorkspace() + { + fin1 = new double[1152]; + fin2 = new double[1152]; + abdet = new double[64]; + + axbc = new double[8]; + axxbc = new double[16]; + aybc = new double[8]; + ayybc = new double[16]; + adet = new double[32]; + + bxca = new double[8]; + bxxca = new double[16]; + byca = new double[8]; + byyca = new double[16]; + bdet = new double[32]; + + cxab = new double[8]; + cxxab = new double[16]; + cyab = new double[8]; + cyyab = new double[16]; + cdet = new double[32]; + + temp8 = new double[8]; + temp16a = new double[16]; + temp16b = new double[16]; + temp16c = new double[16]; + + temp32a = new double[32]; + temp32b = new double[32]; + temp48 = new double[48]; + temp64 = new double[64]; + } + + private void ClearWorkspace() + { + } + + #endregion + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Smoothing/ISmoother.cs b/src/Triangle/Smoothing/ISmoother.cs similarity index 96% rename from Triangle.NET/Triangle/Smoothing/ISmoother.cs rename to src/Triangle/Smoothing/ISmoother.cs index 621a2c5..e386f15 100644 --- a/Triangle.NET/Triangle/Smoothing/ISmoother.cs +++ b/src/Triangle/Smoothing/ISmoother.cs @@ -1,19 +1,19 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Smoothing -{ - using TriangleNet.Meshing; - - /// - /// Interface for mesh smoothers. - /// - public interface ISmoother - { - void Smooth(IMesh mesh); - void Smooth(IMesh mesh, int limit); - } +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Smoothing +{ + using TriangleNet.Meshing; + + /// + /// Interface for mesh smoothers. + /// + public interface ISmoother + { + void Smooth(IMesh mesh); + void Smooth(IMesh mesh, int limit); + } } \ No newline at end of file diff --git a/Triangle.NET/Triangle/Smoothing/SimpleSmoother.cs b/src/Triangle/Smoothing/SimpleSmoother.cs similarity index 96% rename from Triangle.NET/Triangle/Smoothing/SimpleSmoother.cs rename to src/Triangle/Smoothing/SimpleSmoother.cs index 718a380..160ce25 100644 --- a/Triangle.NET/Triangle/Smoothing/SimpleSmoother.cs +++ b/src/Triangle/Smoothing/SimpleSmoother.cs @@ -1,170 +1,170 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Smoothing -{ - using TriangleNet.Geometry; - using TriangleNet.Meshing; - using TriangleNet.Topology.DCEL; - using TriangleNet.Voronoi; - - /// - /// Simple mesh smoother implementation. - /// - /// - /// Vertices wich should not move (e.g. segment vertices) MUST have a - /// boundary mark greater than 0. - /// - public class SimpleSmoother : ISmoother - { - TrianglePool pool; - Configuration config; - - IVoronoiFactory factory; - - ConstraintOptions options; - - /// - /// Initializes a new instance of the class. - /// - public SimpleSmoother() - : this(new VoronoiFactory()) - { - } - - /// - /// Initializes a new instance of the class. - /// - public SimpleSmoother(IVoronoiFactory factory) - { - this.factory = factory; - this.pool = new TrianglePool(); - - this.config = new Configuration( - () => RobustPredicates.Default, - () => pool.Restart()); - - this.options = new ConstraintOptions() { ConformingDelaunay = true }; - } - - /// - /// Initializes a new instance of the class. - /// - /// Voronoi object factory. - /// Configuration. - public SimpleSmoother(IVoronoiFactory factory, Configuration config) - { - this.factory = factory; - this.config = config; - - this.options = new ConstraintOptions() { ConformingDelaunay = true }; - } - - public void Smooth(IMesh mesh) - { - Smooth(mesh, 10); - } - - public void Smooth(IMesh mesh, int limit) - { - var smoothedMesh = (Mesh)mesh; - - var mesher = new GenericMesher(config); - var predicates = config.Predicates(); - - // The smoother should respect the mesh segment splitting behavior. - this.options.SegmentSplitting = smoothedMesh.behavior.NoBisect; - - // Take a few smoothing rounds (Lloyd's algorithm). - for (int i = 0; i < limit; i++) - { - Step(smoothedMesh, factory, predicates); - - // Actually, we only want to rebuild, if the mesh is no longer - // Delaunay. Flipping edges could be the right choice instead - // of re-triangulating... - smoothedMesh = (Mesh)mesher.Triangulate(Rebuild(smoothedMesh), options); - - factory.Reset(); - } - - smoothedMesh.CopyTo((Mesh)mesh); - } - - private void Step(Mesh mesh, IVoronoiFactory factory, IPredicates predicates) - { - var voronoi = new BoundedVoronoi(mesh, factory, predicates); - - double x, y; - - foreach (var face in voronoi.Faces) - { - if (face.generator.label == 0) - { - Centroid(face, out x, out y); - - face.generator.x = x; - face.generator.y = y; - } - } - } - - /// - /// Calculate the centroid of a polygon. - /// - private void Centroid(Face face, out double x, out double y) - { - double ai, atmp = 0, xtmp = 0, ytmp = 0; - - var edge = face.Edge; - var first = edge.Next.ID; - - Point p, q; - - do - { - p = edge.Origin; - q = edge.Twin.Origin; - - ai = p.x * q.y - q.x * p.y; - atmp += ai; - xtmp += (q.x + p.x) * ai; - ytmp += (q.y + p.y) * ai; - - edge = edge.Next; - - } while (edge.Next.ID != first); - - x = xtmp / (3 * atmp); - y = ytmp / (3 * atmp); - - //area = atmp / 2; - } - - /// - /// Rebuild the input geometry. - /// - private Polygon Rebuild(Mesh mesh) - { - var data = new Polygon(mesh.vertices.Count); - - foreach (var v in mesh.vertices.Values) - { - // Reset to input vertex. - v.type = VertexType.InputVertex; - - data.Points.Add(v); - } - - data.Segments.AddRange(mesh.subsegs.Values); - - data.Holes.AddRange(mesh.holes); - data.Regions.AddRange(mesh.regions); - - return data; - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Smoothing +{ + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Topology.DCEL; + using TriangleNet.Voronoi; + + /// + /// Simple mesh smoother implementation. + /// + /// + /// Vertices wich should not move (e.g. segment vertices) MUST have a + /// boundary mark greater than 0. + /// + public class SimpleSmoother : ISmoother + { + TrianglePool pool; + Configuration config; + + IVoronoiFactory factory; + + ConstraintOptions options; + + /// + /// Initializes a new instance of the class. + /// + public SimpleSmoother() + : this(new VoronoiFactory()) + { + } + + /// + /// Initializes a new instance of the class. + /// + public SimpleSmoother(IVoronoiFactory factory) + { + this.factory = factory; + this.pool = new TrianglePool(); + + this.config = new Configuration( + () => RobustPredicates.Default, + () => pool.Restart()); + + this.options = new ConstraintOptions() { ConformingDelaunay = true }; + } + + /// + /// Initializes a new instance of the class. + /// + /// Voronoi object factory. + /// Configuration. + public SimpleSmoother(IVoronoiFactory factory, Configuration config) + { + this.factory = factory; + this.config = config; + + this.options = new ConstraintOptions() { ConformingDelaunay = true }; + } + + public void Smooth(IMesh mesh) + { + Smooth(mesh, 10); + } + + public void Smooth(IMesh mesh, int limit) + { + var smoothedMesh = (Mesh)mesh; + + var mesher = new GenericMesher(config); + var predicates = config.Predicates(); + + // The smoother should respect the mesh segment splitting behavior. + this.options.SegmentSplitting = smoothedMesh.behavior.NoBisect; + + // Take a few smoothing rounds (Lloyd's algorithm). + for (int i = 0; i < limit; i++) + { + Step(smoothedMesh, factory, predicates); + + // Actually, we only want to rebuild, if the mesh is no longer + // Delaunay. Flipping edges could be the right choice instead + // of re-triangulating... + smoothedMesh = (Mesh)mesher.Triangulate(Rebuild(smoothedMesh), options); + + factory.Reset(); + } + + smoothedMesh.CopyTo((Mesh)mesh); + } + + private void Step(Mesh mesh, IVoronoiFactory factory, IPredicates predicates) + { + var voronoi = new BoundedVoronoi(mesh, factory, predicates); + + double x, y; + + foreach (var face in voronoi.Faces) + { + if (face.generator.label == 0) + { + Centroid(face, out x, out y); + + face.generator.x = x; + face.generator.y = y; + } + } + } + + /// + /// Calculate the centroid of a polygon. + /// + private void Centroid(Face face, out double x, out double y) + { + double ai, atmp = 0, xtmp = 0, ytmp = 0; + + var edge = face.Edge; + var first = edge.Next.ID; + + Point p, q; + + do + { + p = edge.Origin; + q = edge.Twin.Origin; + + ai = p.x * q.y - q.x * p.y; + atmp += ai; + xtmp += (q.x + p.x) * ai; + ytmp += (q.y + p.y) * ai; + + edge = edge.Next; + + } while (edge.Next.ID != first); + + x = xtmp / (3 * atmp); + y = ytmp / (3 * atmp); + + //area = atmp / 2; + } + + /// + /// Rebuild the input geometry. + /// + private Polygon Rebuild(Mesh mesh) + { + var data = new Polygon(mesh.vertices.Count); + + foreach (var v in mesh.vertices.Values) + { + // Reset to input vertex. + v.type = VertexType.InputVertex; + + data.Points.Add(v); + } + + data.Segments.AddRange(mesh.subsegs.Values); + + data.Holes.AddRange(mesh.holes); + data.Regions.AddRange(mesh.regions); + + return data; + } + } +} diff --git a/Triangle.NET/Triangle/Smoothing/VoronoiFactory.cs b/src/Triangle/Smoothing/VoronoiFactory.cs similarity index 95% rename from Triangle.NET/Triangle/Smoothing/VoronoiFactory.cs rename to src/Triangle/Smoothing/VoronoiFactory.cs index 8be31aa..c310693 100644 --- a/Triangle.NET/Triangle/Smoothing/VoronoiFactory.cs +++ b/src/Triangle/Smoothing/VoronoiFactory.cs @@ -1,201 +1,201 @@ - -namespace TriangleNet.Smoothing -{ - using System; - using TriangleNet.Topology.DCEL; - using TriangleNet.Voronoi; - - /// - /// Factory which re-uses objects in the smoothing loop to enhance performance. - /// - /// - /// See . - /// - class VoronoiFactory : IVoronoiFactory - { - ObjectPool vertices; - ObjectPool edges; - ObjectPool faces; - - public VoronoiFactory() - { - vertices = new ObjectPool(); - edges = new ObjectPool(); - faces = new ObjectPool(); - } - - public void Initialize(int vertexCount, int edgeCount, int faceCount) - { - vertices.Capacity = vertexCount; - edges.Capacity = edgeCount; - faces.Capacity = faceCount; - - for (int i = vertices.Count; i < vertexCount; i++) - { - vertices.Put(new Vertex(0, 0)); - } - - - for (int i = edges.Count; i < edgeCount; i++) - { - edges.Put(new HalfEdge(null)); - } - - for (int i = faces.Count; i < faceCount; i++) - { - faces.Put(new Face(null)); - } - - Reset(); - } - - public void Reset() - { - vertices.Release(); - edges.Release(); - faces.Release(); - } - - public Vertex CreateVertex(double x, double y) - { - Vertex vertex; - - if (vertices.TryGet(out vertex)) - { - vertex.x = x; - vertex.y = y; - vertex.leaving = null; - - return vertex; - } - - vertex = new Vertex(x, y); - - vertices.Put(vertex); - - return vertex; - } - - public HalfEdge CreateHalfEdge(Vertex origin, Face face) - { - HalfEdge edge; - - if (edges.TryGet(out edge)) - { - edge.origin = origin; - edge.face = face; - edge.next = null; - edge.twin = null; - - if (face != null && face.edge == null) - { - face.edge = edge; - } - - return edge; - } - - edge = new HalfEdge(origin, face); - - edges.Put(edge); - - return edge; - } - - public Face CreateFace(Geometry.Vertex vertex) - { - Face face; - - if (faces.TryGet(out face)) - { - face.id = vertex.id; - face.generator = vertex; - face.edge = null; - - return face; - } - - face = new Face(vertex); - - faces.Put(face); - - return face; - } - - class ObjectPool where T : class - { - int index, count; - - T[] pool; - - public int Count - { - get { return count; } - } - - - public int Capacity - { - get { return this.pool.Length; } - set { Resize(value); } - } - - public ObjectPool(int capacity = 3) - { - this.index = 0; - this.count = 0; - - this.pool = new T[capacity]; - } - - public ObjectPool(T[] pool) - { - this.index = 0; - this.count = 0; - - this.pool = pool; - } - - public bool TryGet(out T obj) - { - if (this.index < this.count) - { - obj = this.pool[this.index++]; - - return true; - } - - obj = null; - - return false; - } - - public void Put(T obj) - { - var capacity = this.pool.Length; - - if (capacity <= this.count) - { - Resize(2 * capacity); - } - - this.pool[this.count++] = obj; - - this.index++; - } - - public void Release() - { - this.index = 0; - } - - private void Resize(int size) - { - if (size > this.count) - { - Array.Resize(ref this.pool, size); - } - } - } - } -} + +namespace TriangleNet.Smoothing +{ + using System; + using TriangleNet.Topology.DCEL; + using TriangleNet.Voronoi; + + /// + /// Factory which re-uses objects in the smoothing loop to enhance performance. + /// + /// + /// See . + /// + class VoronoiFactory : IVoronoiFactory + { + ObjectPool vertices; + ObjectPool edges; + ObjectPool faces; + + public VoronoiFactory() + { + vertices = new ObjectPool(); + edges = new ObjectPool(); + faces = new ObjectPool(); + } + + public void Initialize(int vertexCount, int edgeCount, int faceCount) + { + vertices.Capacity = vertexCount; + edges.Capacity = edgeCount; + faces.Capacity = faceCount; + + for (int i = vertices.Count; i < vertexCount; i++) + { + vertices.Put(new Vertex(0, 0)); + } + + + for (int i = edges.Count; i < edgeCount; i++) + { + edges.Put(new HalfEdge(null)); + } + + for (int i = faces.Count; i < faceCount; i++) + { + faces.Put(new Face(null)); + } + + Reset(); + } + + public void Reset() + { + vertices.Release(); + edges.Release(); + faces.Release(); + } + + public Vertex CreateVertex(double x, double y) + { + Vertex vertex; + + if (vertices.TryGet(out vertex)) + { + vertex.x = x; + vertex.y = y; + vertex.leaving = null; + + return vertex; + } + + vertex = new Vertex(x, y); + + vertices.Put(vertex); + + return vertex; + } + + public HalfEdge CreateHalfEdge(Vertex origin, Face face) + { + HalfEdge edge; + + if (edges.TryGet(out edge)) + { + edge.origin = origin; + edge.face = face; + edge.next = null; + edge.twin = null; + + if (face != null && face.edge == null) + { + face.edge = edge; + } + + return edge; + } + + edge = new HalfEdge(origin, face); + + edges.Put(edge); + + return edge; + } + + public Face CreateFace(Geometry.Vertex vertex) + { + Face face; + + if (faces.TryGet(out face)) + { + face.id = vertex.id; + face.generator = vertex; + face.edge = null; + + return face; + } + + face = new Face(vertex); + + faces.Put(face); + + return face; + } + + class ObjectPool where T : class + { + int index, count; + + T[] pool; + + public int Count + { + get { return count; } + } + + + public int Capacity + { + get { return this.pool.Length; } + set { Resize(value); } + } + + public ObjectPool(int capacity = 3) + { + this.index = 0; + this.count = 0; + + this.pool = new T[capacity]; + } + + public ObjectPool(T[] pool) + { + this.index = 0; + this.count = 0; + + this.pool = pool; + } + + public bool TryGet(out T obj) + { + if (this.index < this.count) + { + obj = this.pool[this.index++]; + + return true; + } + + obj = null; + + return false; + } + + public void Put(T obj) + { + var capacity = this.pool.Length; + + if (capacity <= this.count) + { + Resize(2 * capacity); + } + + this.pool[this.count++] = obj; + + this.index++; + } + + public void Release() + { + this.index = 0; + } + + private void Resize(int size) + { + if (size > this.count) + { + Array.Resize(ref this.pool, size); + } + } + } + } +} diff --git a/Triangle.NET/Triangle/Tools/AdjacencyMatrix.cs b/src/Triangle/Tools/AdjacencyMatrix.cs similarity index 96% rename from Triangle.NET/Triangle/Tools/AdjacencyMatrix.cs rename to src/Triangle/Tools/AdjacencyMatrix.cs index 6cabe33..a575a9d 100644 --- a/Triangle.NET/Triangle/Tools/AdjacencyMatrix.cs +++ b/src/Triangle/Tools/AdjacencyMatrix.cs @@ -1,285 +1,285 @@ -// ----------------------------------------------------------------------- -// -// Original Matlab code by John Burkardt, Florida State University -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Tools -{ - using System; - - /// - /// The adjacency matrix of the mesh. - /// - public class AdjacencyMatrix - { - // Number of adjacency entries. - int nnz; - - // Pointers into the actual adjacency structure adj. Information about row k is - // stored in entries pcol(k) through pcol(k+1)-1 of adj. Size: N + 1 - int[] pcol; - - // The adjacency structure. For each row, it contains the column indices - // of the nonzero entries. Size: nnz - int[] irow; - - /// - /// Gets the number of columns (nodes of the mesh). - /// - public readonly int N; - - /// - /// Gets the column pointers. - /// - public int[] ColumnPointers - { - get { return pcol; } - } - - /// - /// Gets the row indices. - /// - public int[] RowIndices - { - get { return irow; } - } - - public AdjacencyMatrix(Mesh mesh) - { - this.N = mesh.vertices.Count; - - // Set up the adj_row adjacency pointer array. - this.pcol = AdjacencyCount(mesh); - this.nnz = pcol[N]; - - // Set up the adj adjacency array. - this.irow = AdjacencySet(mesh, this.pcol); - - SortIndices(); - } - - public AdjacencyMatrix(int[] pcol, int[] irow) - { - this.N = pcol.Length - 1; - - this.nnz = pcol[N]; - - this.pcol = pcol; - this.irow = irow; - - if (pcol[0] != 0) - { - throw new ArgumentException("Expected 0-based indexing.", "pcol"); - } - - if (irow.Length < nnz) - { - throw new ArgumentException(); - } - } - - /// - /// Computes the bandwidth of an adjacency matrix. - /// - /// Bandwidth of the adjacency matrix. - public int Bandwidth() - { - int band_hi; - int band_lo; - int col; - int i, j; - - band_lo = 0; - band_hi = 0; - - for (i = 0; i < N; i++) - { - for (j = pcol[i]; j < pcol[i + 1]; j++) - { - col = irow[j]; - band_lo = Math.Max(band_lo, i - col); - band_hi = Math.Max(band_hi, col - i); - } - } - - return band_lo + 1 + band_hi; - } - - #region Adjacency matrix - - /// - /// Counts adjacencies in a triangulation. - /// - /// - /// This routine is called to count the adjacencies, so that the - /// appropriate amount of memory can be set aside for storage when - /// the adjacency structure is created. - /// - /// The triangulation is assumed to involve 3-node triangles. - /// - /// Two nodes are "adjacent" if they are both nodes in some triangle. - /// Also, a node is considered to be adjacent to itself. - /// - int[] AdjacencyCount(Mesh mesh) - { - int n = N; - int n1, n2, n3; - int tid, nid; - - int[] pcol = new int[n + 1]; - - // Set every node to be adjacent to itself. - for (int i = 0; i < n; i++) - { - pcol[i] = 1; - } - - // Examine each triangle. - foreach (var tri in mesh.triangles) - { - tid = tri.id; - - n1 = tri.vertices[0].id; - n2 = tri.vertices[1].id; - n3 = tri.vertices[2].id; - - // Add edge (1,2) if this is the first occurrence, that is, if - // the edge (1,2) is on a boundary (nid <= 0) or if this triangle - // is the first of the pair in which the edge occurs (tid < nid). - nid = tri.neighbors[2].tri.id; - - if (nid < 0 || tid < nid) - { - pcol[n1] += 1; - pcol[n2] += 1; - } - - // Add edge (2,3). - nid = tri.neighbors[0].tri.id; - - if (nid < 0 || tid < nid) - { - pcol[n2] += 1; - pcol[n3] += 1; - } - - // Add edge (3,1). - nid = tri.neighbors[1].tri.id; - - if (nid < 0 || tid < nid) - { - pcol[n3] += 1; - pcol[n1] += 1; - } - } - - // We used PCOL to count the number of entries in each column. - // Convert it to pointers into the ADJ array. - for (int i = n; i > 0; i--) - { - pcol[i] = pcol[i - 1]; - } - - pcol[0] = 0; - for (int i = 1; i <= n; i++) - { - pcol[i] = pcol[i - 1] + pcol[i]; - } - - return pcol; - } - - /// - /// Sets adjacencies in a triangulation. - /// - /// - /// This routine can be used to create the compressed column storage - /// for a linear triangle finite element discretization of Poisson's - /// equation in two dimensions. - /// - int[] AdjacencySet(Mesh mesh, int[] pcol) - { - int n = this.N; - - int[] col = new int[n]; - - // Copy of the adjacency rows input. - Array.Copy(pcol, col, n); - - int i, nnz = pcol[n]; - - // Output list, stores the actual adjacency information. - int[] list = new int[nnz]; - - // Set every node to be adjacent to itself. - for (i = 0; i < n; i++) - { - list[col[i]] = i; - col[i] += 1; - } - - int n1, n2, n3; // Vertex numbers. - int tid, nid; // Triangle and neighbor id. - - // Examine each triangle. - foreach (var tri in mesh.triangles) - { - tid = tri.id; - - n1 = tri.vertices[0].id; - n2 = tri.vertices[1].id; - n3 = tri.vertices[2].id; - - // Add edge (1,2) if this is the first occurrence, that is, if - // the edge (1,2) is on a boundary (nid <= 0) or if this triangle - // is the first of the pair in which the edge occurs (tid < nid). - nid = tri.neighbors[2].tri.id; - - if (nid < 0 || tid < nid) - { - list[col[n1]++] = n2; - list[col[n2]++] = n1; - } - - // Add edge (2,3). - nid = tri.neighbors[0].tri.id; - - if (nid < 0 || tid < nid) - { - list[col[n2]++] = n3; - list[col[n3]++] = n2; - } - - // Add edge (3,1). - nid = tri.neighbors[1].tri.id; - - if (nid < 0 || tid < nid) - { - list[col[n1]++] = n3; - list[col[n3]++] = n1; - } - } - - return list; - } - - public void SortIndices() - { - int k1, k2, n = N; - - int[] list = this.irow; - - // Ascending sort the entries for each column. - for (int i = 0; i < n; i++) - { - k1 = pcol[i]; - k2 = pcol[i + 1]; - Array.Sort(list, k1, k2 - k1); - } - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Matlab code by John Burkardt, Florida State University +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Tools +{ + using System; + + /// + /// The adjacency matrix of the mesh. + /// + public class AdjacencyMatrix + { + // Number of adjacency entries. + int nnz; + + // Pointers into the actual adjacency structure adj. Information about row k is + // stored in entries pcol(k) through pcol(k+1)-1 of adj. Size: N + 1 + int[] pcol; + + // The adjacency structure. For each row, it contains the column indices + // of the nonzero entries. Size: nnz + int[] irow; + + /// + /// Gets the number of columns (nodes of the mesh). + /// + public readonly int N; + + /// + /// Gets the column pointers. + /// + public int[] ColumnPointers + { + get { return pcol; } + } + + /// + /// Gets the row indices. + /// + public int[] RowIndices + { + get { return irow; } + } + + public AdjacencyMatrix(Mesh mesh) + { + this.N = mesh.vertices.Count; + + // Set up the adj_row adjacency pointer array. + this.pcol = AdjacencyCount(mesh); + this.nnz = pcol[N]; + + // Set up the adj adjacency array. + this.irow = AdjacencySet(mesh, this.pcol); + + SortIndices(); + } + + public AdjacencyMatrix(int[] pcol, int[] irow) + { + this.N = pcol.Length - 1; + + this.nnz = pcol[N]; + + this.pcol = pcol; + this.irow = irow; + + if (pcol[0] != 0) + { + throw new ArgumentException("Expected 0-based indexing.", "pcol"); + } + + if (irow.Length < nnz) + { + throw new ArgumentException(); + } + } + + /// + /// Computes the bandwidth of an adjacency matrix. + /// + /// Bandwidth of the adjacency matrix. + public int Bandwidth() + { + int band_hi; + int band_lo; + int col; + int i, j; + + band_lo = 0; + band_hi = 0; + + for (i = 0; i < N; i++) + { + for (j = pcol[i]; j < pcol[i + 1]; j++) + { + col = irow[j]; + band_lo = Math.Max(band_lo, i - col); + band_hi = Math.Max(band_hi, col - i); + } + } + + return band_lo + 1 + band_hi; + } + + #region Adjacency matrix + + /// + /// Counts adjacencies in a triangulation. + /// + /// + /// This routine is called to count the adjacencies, so that the + /// appropriate amount of memory can be set aside for storage when + /// the adjacency structure is created. + /// + /// The triangulation is assumed to involve 3-node triangles. + /// + /// Two nodes are "adjacent" if they are both nodes in some triangle. + /// Also, a node is considered to be adjacent to itself. + /// + int[] AdjacencyCount(Mesh mesh) + { + int n = N; + int n1, n2, n3; + int tid, nid; + + int[] pcol = new int[n + 1]; + + // Set every node to be adjacent to itself. + for (int i = 0; i < n; i++) + { + pcol[i] = 1; + } + + // Examine each triangle. + foreach (var tri in mesh.triangles) + { + tid = tri.id; + + n1 = tri.vertices[0].id; + n2 = tri.vertices[1].id; + n3 = tri.vertices[2].id; + + // Add edge (1,2) if this is the first occurrence, that is, if + // the edge (1,2) is on a boundary (nid <= 0) or if this triangle + // is the first of the pair in which the edge occurs (tid < nid). + nid = tri.neighbors[2].tri.id; + + if (nid < 0 || tid < nid) + { + pcol[n1] += 1; + pcol[n2] += 1; + } + + // Add edge (2,3). + nid = tri.neighbors[0].tri.id; + + if (nid < 0 || tid < nid) + { + pcol[n2] += 1; + pcol[n3] += 1; + } + + // Add edge (3,1). + nid = tri.neighbors[1].tri.id; + + if (nid < 0 || tid < nid) + { + pcol[n3] += 1; + pcol[n1] += 1; + } + } + + // We used PCOL to count the number of entries in each column. + // Convert it to pointers into the ADJ array. + for (int i = n; i > 0; i--) + { + pcol[i] = pcol[i - 1]; + } + + pcol[0] = 0; + for (int i = 1; i <= n; i++) + { + pcol[i] = pcol[i - 1] + pcol[i]; + } + + return pcol; + } + + /// + /// Sets adjacencies in a triangulation. + /// + /// + /// This routine can be used to create the compressed column storage + /// for a linear triangle finite element discretization of Poisson's + /// equation in two dimensions. + /// + int[] AdjacencySet(Mesh mesh, int[] pcol) + { + int n = this.N; + + int[] col = new int[n]; + + // Copy of the adjacency rows input. + Array.Copy(pcol, col, n); + + int i, nnz = pcol[n]; + + // Output list, stores the actual adjacency information. + int[] list = new int[nnz]; + + // Set every node to be adjacent to itself. + for (i = 0; i < n; i++) + { + list[col[i]] = i; + col[i] += 1; + } + + int n1, n2, n3; // Vertex numbers. + int tid, nid; // Triangle and neighbor id. + + // Examine each triangle. + foreach (var tri in mesh.triangles) + { + tid = tri.id; + + n1 = tri.vertices[0].id; + n2 = tri.vertices[1].id; + n3 = tri.vertices[2].id; + + // Add edge (1,2) if this is the first occurrence, that is, if + // the edge (1,2) is on a boundary (nid <= 0) or if this triangle + // is the first of the pair in which the edge occurs (tid < nid). + nid = tri.neighbors[2].tri.id; + + if (nid < 0 || tid < nid) + { + list[col[n1]++] = n2; + list[col[n2]++] = n1; + } + + // Add edge (2,3). + nid = tri.neighbors[0].tri.id; + + if (nid < 0 || tid < nid) + { + list[col[n2]++] = n3; + list[col[n3]++] = n2; + } + + // Add edge (3,1). + nid = tri.neighbors[1].tri.id; + + if (nid < 0 || tid < nid) + { + list[col[n1]++] = n3; + list[col[n3]++] = n1; + } + } + + return list; + } + + public void SortIndices() + { + int k1, k2, n = N; + + int[] list = this.irow; + + // Ascending sort the entries for each column. + for (int i = 0; i < n; i++) + { + k1 = pcol[i]; + k2 = pcol[i + 1]; + Array.Sort(list, k1, k2 - k1); + } + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Tools/CuthillMcKee.cs b/src/Triangle/Tools/CuthillMcKee.cs similarity index 97% rename from Triangle.NET/Triangle/Tools/CuthillMcKee.cs rename to src/Triangle/Tools/CuthillMcKee.cs index 722ef49..92c511a 100644 --- a/Triangle.NET/Triangle/Tools/CuthillMcKee.cs +++ b/src/Triangle/Tools/CuthillMcKee.cs @@ -1,685 +1,685 @@ -// ----------------------------------------------------------------------- -// -// Original Matlab code by John Burkardt, Florida State University -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Tools -{ - using System; - - /// - /// Applies the Cuthill and McKee renumbering algorithm to reduce the bandwidth of - /// the adjacency matrix associated with the mesh. - /// - public class CuthillMcKee - { - // The adjacency matrix of the mesh. - AdjacencyMatrix matrix; - - /// - /// Gets the permutation vector for the Reverse Cuthill-McKee numbering. - /// - /// The mesh. - /// Permutation vector. - public int[] Renumber(Mesh mesh) - { - // Algorithm needs linear numbering of the nodes. - mesh.Renumber(NodeNumbering.Linear); - - return Renumber(new AdjacencyMatrix(mesh)); - } - - /// - /// Gets the permutation vector for the Reverse Cuthill-McKee numbering. - /// - /// The mesh. - /// Permutation vector. - public int[] Renumber(AdjacencyMatrix matrix) - { - this.matrix = matrix; - - int bandwidth1 = matrix.Bandwidth(); - - var pcol = matrix.ColumnPointers; - - // Adjust column pointers (1-based indexing). - Shift(pcol, true); - - // TODO: Make RCM work with 0-based matrix. - - // Compute the RCM permutation. - int[] perm = GenerateRcm(); - - int[] perm_inv = PermInverse(perm); - - int bandwidth2 = PermBandwidth(perm, perm_inv); - - if (Log.Verbose) - { - Log.Instance.Info(String.Format("Reverse Cuthill-McKee (Bandwidth: {0} > {1})", - bandwidth1, bandwidth2)); - } - - // Adjust column pointers (0-based indexing). - Shift(pcol, false); - - return perm_inv; - } - - #region RCM - - /// - /// Finds the reverse Cuthill-Mckee ordering for a general graph. - /// - /// The RCM ordering. - /// - /// For each connected component in the graph, the routine obtains - /// an ordering by calling RCM. - /// - int[] GenerateRcm() - { - // Number of nodes in the mesh. - int n = matrix.N; - - int[] perm = new int[n]; - - int i, num, root; - int iccsze = 0; - int level_num = 0; - - /// Index vector for a level structure. The level structure is stored in the - /// currently unused spaces in the permutation vector PERM. - int[] level_row = new int[n + 1]; - - /// Marks variables that have been numbered. - int[] mask = new int[n]; - - for (i = 0; i < n; i++) - { - mask[i] = 1; - } - - num = 1; - - for (i = 0; i < n; i++) - { - // For each masked connected component... - if (mask[i] != 0) - { - root = i; - - // Find a pseudo-peripheral node ROOT. The level structure found by - // ROOT_FIND is stored starting at PERM(NUM). - FindRoot(ref root, mask, ref level_num, level_row, perm, num - 1); - - // RCM orders the component using ROOT as the starting node. - Rcm(root, mask, perm, num - 1, ref iccsze); - - num += iccsze; - - // We can stop once every node is in one of the connected components. - if (n < num) - { - return perm; - } - } - } - - return perm; - } - - /// - /// RCM renumbers a connected component by the reverse Cuthill McKee algorithm. - /// - /// the node that defines the connected component. It is used as the starting - /// point for the RCM ordering. - /// Input/output, int MASK(NODE_NUM), a mask for the nodes. Only those nodes with - /// nonzero input mask values are considered by the routine. The nodes numbered by RCM will have - /// their mask values set to zero. - /// Output, int PERM(NODE_NUM), the RCM ordering. - /// Output, int ICCSZE, the size of the connected component that has been numbered. - /// the number of nodes. - /// - /// The connected component is specified by a node ROOT and a mask. - /// The numbering starts at the root node. - /// - /// An outline of the algorithm is as follows: - /// - /// X(1) = ROOT. - /// - /// for ( I = 1 to N-1) - /// Find all unlabeled neighbors of X(I), - /// assign them the next available labels, in order of increasing degree. - /// - /// When done, reverse the ordering. - /// - void Rcm(int root, int[] mask, int[] perm, int offset, ref int iccsze) - { - int[] pcol = matrix.ColumnPointers; - int[] irow = matrix.RowIndices; - - int fnbr; - int i, j, k, l; - int jstop, jstrt; - int lbegin, lnbr, lperm, lvlend; - int nbr, node; - - // Number of nodes in the mesh. - int n = matrix.N; - - /// Workspace, int DEG[NODE_NUM], a temporary vector used to hold - /// the degree of the nodes in the section graph specified by mask and root. - int[] deg = new int[n]; - - // Find the degrees of the nodes in the component specified by MASK and ROOT. - Degree(root, mask, deg, ref iccsze, perm, offset); - - mask[root] = 0; - - if (iccsze <= 1) - { - return; - } - - lvlend = 0; - lnbr = 1; - - // LBEGIN and LVLEND point to the beginning and - // the end of the current level respectively. - while (lvlend < lnbr) - { - lbegin = lvlend + 1; - lvlend = lnbr; - - for (i = lbegin; i <= lvlend; i++) - { - // For each node in the current level... - node = perm[offset + i - 1]; - jstrt = pcol[node]; - jstop = pcol[node + 1] - 1; - - // Find the unnumbered neighbors of NODE. - - // FNBR and LNBR point to the first and last neighbors - // of the current node in PERM. - fnbr = lnbr + 1; - - for (j = jstrt; j <= jstop; j++) - { - nbr = irow[j - 1]; - - if (mask[nbr] != 0) - { - lnbr += 1; - mask[nbr] = 0; - perm[offset + lnbr - 1] = nbr; - } - } - - // Node has neighbors - if (lnbr > fnbr) - { - // Sort the neighbors of NODE in increasing order by degree. - // Linear insertion is used. - k = fnbr; - - while (k < lnbr) - { - l = k; - k = k + 1; - nbr = perm[offset + k - 1]; - - while (fnbr < l) - { - lperm = perm[offset + l - 1]; - - if (deg[lperm - 1] <= deg[nbr - 1]) - { - break; - } - - perm[offset + l] = lperm; - l = l - 1; - } - perm[offset + l] = nbr; - } - } - } - } - - // We now have the Cuthill-McKee ordering. Reverse it. - ReverseVector(perm, offset, iccsze); - - return; - } - - /// - /// Finds a pseudo-peripheral node. - /// - /// On input, ROOT is a node in the the component of the graph for - /// which a pseudo-peripheral node is sought. On output, ROOT is the pseudo-peripheral - /// node obtained. - /// MASK[NODE_NUM], specifies a section subgraph. Nodes for which MASK - /// is zero are ignored by FNROOT. - /// Output, int LEVEL_NUM, is the number of levels in the level - /// structure rooted at the node ROOT. - /// Output, int LEVEL_ROW(NODE_NUM+1), the level structure array pair - /// containing the level structure found. - /// Output, int LEVEL(NODE_NUM), the level structure array pair - /// containing the level structure found. - /// the number of nodes. - /// - /// The diameter of a graph is the maximum distance (number of edges) - /// between any two nodes of the graph. - /// - /// The eccentricity of a node is the maximum distance between that - /// node and any other node of the graph. - /// - /// A peripheral node is a node whose eccentricity equals the - /// diameter of the graph. - /// - /// A pseudo-peripheral node is an approximation to a peripheral node; - /// it may be a peripheral node, but all we know is that we tried our - /// best. - /// - /// The routine is given a graph, and seeks pseudo-peripheral nodes, - /// using a modified version of the scheme of Gibbs, Poole and - /// Stockmeyer. It determines such a node for the section subgraph - /// specified by MASK and ROOT. - /// - /// The routine also determines the level structure associated with - /// the given pseudo-peripheral node; that is, how far each node - /// is from the pseudo-peripheral node. The level structure is - /// returned as a list of nodes LS, and pointers to the beginning - /// of the list of nodes that are at a distance of 0, 1, 2, ..., - /// NODE_NUM-1 from the pseudo-peripheral node. - /// - /// Reference: - /// Alan George, Joseph Liu, - /// Computer Solution of Large Sparse Positive Definite Systems, - /// Prentice Hall, 1981. - /// - /// Norman Gibbs, William Poole, Paul Stockmeyer, - /// An Algorithm for Reducing the Bandwidth and Profile of a Sparse Matrix, - /// SIAM Journal on Numerical Analysis, - /// Volume 13, pages 236-250, 1976. - /// - /// Norman Gibbs, - /// Algorithm 509: A Hybrid Profile Reduction Algorithm, - /// ACM Transactions on Mathematical Software, - /// Volume 2, pages 378-387, 1976. - /// - void FindRoot(ref int root, int[] mask, ref int level_num, int[] level_row, - int[] level, int offset) - { - int[] pcol = matrix.ColumnPointers; - int[] irow = matrix.RowIndices; - - int iccsze; - int j, jstrt; - int k, kstop, kstrt; - int mindeg; - int nghbor, ndeg; - int node; - int level_num2 = 0; - - // Determine the level structure rooted at ROOT. - GetLevelSet(ref root, mask, ref level_num, level_row, level, offset); - - // Count the number of nodes in this level structure. - iccsze = level_row[level_num] - 1; - - // Extreme cases: - // A complete graph has a level set of only a single level. - // Every node is equally good (or bad). - // or - // A "line graph" 0--0--0--0--0 has every node in its only level. - // By chance, we've stumbled on the ideal root. - if (level_num == 1 || level_num == iccsze) - { - return; - } - - // Pick any node from the last level that has minimum degree - // as the starting point to generate a new level set. - for (; ; ) - { - mindeg = iccsze; - - jstrt = level_row[level_num - 1]; - root = level[offset + jstrt - 1]; - - if (jstrt < iccsze) - { - for (j = jstrt; j <= iccsze; j++) - { - node = level[offset + j - 1]; - ndeg = 0; - kstrt = pcol[node - 1]; - kstop = pcol[node] - 1; - - for (k = kstrt; k <= kstop; k++) - { - nghbor = irow[k - 1]; - if (mask[nghbor] > 0) - { - ndeg += 1; - } - } - - if (ndeg < mindeg) - { - root = node; - mindeg = ndeg; - } - } - } - - // Generate the rooted level structure associated with this node. - GetLevelSet(ref root, mask, ref level_num2, level_row, level, offset); - - // If the number of levels did not increase, accept the new ROOT. - if (level_num2 <= level_num) - { - break; - } - - level_num = level_num2; - - // In the unlikely case that ROOT is one endpoint of a line graph, - // we can exit now. - if (iccsze <= level_num) - { - break; - } - } - - return; - } - - /// - /// Generates the connected level structure rooted at a given node. - /// - /// the node at which the level structure is to be rooted. - /// MASK[NODE_NUM]. On input, only nodes with nonzero MASK are to be processed. - /// On output, those nodes which were included in the level set have MASK set to 1. - /// Output, int LEVEL_NUM, the number of levels in the level structure. ROOT is - /// in level 1. The neighbors of ROOT are in level 2, and so on. - /// Output, int LEVEL_ROW[NODE_NUM+1], the rooted level structure. - /// Output, int LEVEL[NODE_NUM], the rooted level structure. - /// the number of nodes. - /// - /// Only nodes for which MASK is nonzero will be considered. - /// - /// The root node chosen by the user is assigned level 1, and masked. - /// All (unmasked) nodes reachable from a node in level 1 are - /// assigned level 2 and masked. The process continues until there - /// are no unmasked nodes adjacent to any node in the current level. - /// The number of levels may vary between 2 and NODE_NUM. - /// - /// Reference: - /// Alan George, Joseph Liu, - /// Computer Solution of Large Sparse Positive Definite Systems, - /// Prentice Hall, 1981. - /// - void GetLevelSet(ref int root, int[] mask, ref int level_num, int[] level_row, - int[] level, int offset) - { - int[] pcol = matrix.ColumnPointers; - int[] irow = matrix.RowIndices; - - int i, iccsze; - int j, jstop, jstrt; - int lbegin, lvlend, lvsize; - int nbr; - int node; - - mask[root] = 0; - level[offset] = root; - level_num = 0; - lvlend = 0; - iccsze = 1; - - // LBEGIN is the pointer to the beginning of the current level, and - // LVLEND points to the end of this level. - for (; ; ) - { - lbegin = lvlend + 1; - lvlend = iccsze; - level_num += 1; - level_row[level_num - 1] = lbegin; - - // Generate the next level by finding all the masked neighbors of nodes - // in the current level. - for (i = lbegin; i <= lvlend; i++) - { - node = level[offset + i - 1]; - jstrt = pcol[node]; - jstop = pcol[node + 1] - 1; - - for (j = jstrt; j <= jstop; j++) - { - nbr = irow[j - 1]; - - if (mask[nbr] != 0) - { - iccsze += 1; - level[offset + iccsze - 1] = nbr; - mask[nbr] = 0; - } - } - } - - // Compute the current level width (the number of nodes encountered.) - // If it is positive, generate the next level. - lvsize = iccsze - lvlend; - - if (lvsize <= 0) - { - break; - } - } - - level_row[level_num] = lvlend + 1; - - // Reset MASK to 1 for the nodes in the level structure. - for (i = 0; i < iccsze; i++) - { - mask[level[offset + i]] = 1; - } - - return; - } - - /// - /// Computes the degrees of the nodes in the connected component. - /// - /// the node that defines the connected component. - /// MASK[NODE_NUM], is nonzero for those nodes which are to be considered. - /// Output, int DEG[NODE_NUM], contains, for each node in the connected component, its degree. - /// Output, int ICCSIZE, the number of nodes in the connected component. - /// Output, int LS[NODE_NUM], stores in entries 1 through ICCSIZE the nodes in the - /// connected component, starting with ROOT, and proceeding by levels. - /// the number of nodes. - /// - /// The connected component is specified by MASK and ROOT. - /// Nodes for which MASK is zero are ignored. - /// - /// Reference: - /// Alan George, Joseph Liu, - /// Computer Solution of Large Sparse Positive Definite Systems, - /// Prentice Hall, 1981. - /// - void Degree(int root, int[] mask, int[] deg, ref int iccsze, int[] ls, int offset) - { - int[] pcol = matrix.ColumnPointers; - int[] irow = matrix.RowIndices; - - int i, ideg; - int j, jstop, jstrt; - int lbegin, lvlend; - int lvsize = 1; - int nbr, node; - - // The sign of ADJ_ROW(I) is used to indicate if node I has been considered. - ls[offset] = root; - pcol[root] = -pcol[root]; - lvlend = 0; - iccsze = 1; - - // If the current level width is nonzero, generate another level. - while (lvsize > 0) - { - // LBEGIN is the pointer to the beginning of the current level, and - // LVLEND points to the end of this level. - lbegin = lvlend + 1; - lvlend = iccsze; - - // Find the degrees of nodes in the current level, - // and at the same time, generate the next level. - for (i = lbegin; i <= lvlend; i++) - { - node = ls[offset + i - 1]; - jstrt = -pcol[node]; - jstop = Math.Abs(pcol[node + 1]) - 1; - ideg = 0; - - for (j = jstrt; j <= jstop; j++) - { - nbr = irow[j - 1]; - - if (mask[nbr] != 0) // EDIT: [nbr - 1] - { - ideg = ideg + 1; - - if (0 <= pcol[nbr]) // EDIT: [nbr - 1] - { - pcol[nbr] = -pcol[nbr]; // EDIT: [nbr - 1] - iccsze = iccsze + 1; - ls[offset + iccsze - 1] = nbr; - } - } - } - deg[node] = ideg; - } - - // Compute the current level width. - lvsize = iccsze - lvlend; - } - - // Reset ADJ_ROW to its correct sign and return. - for (i = 0; i < iccsze; i++) - { - node = ls[offset + i]; - pcol[node] = -pcol[node]; - } - - return; - } - - #endregion - - #region Tools - - /// - /// Computes the bandwidth of a permuted adjacency matrix. - /// - /// The permutation. - /// The inverse permutation. - /// Bandwidth of the permuted adjacency matrix. - /// - /// The matrix is defined by the adjacency information and a permutation. - /// The routine also computes the bandwidth and the size of the envelope. - /// - int PermBandwidth(int[] perm, int[] perm_inv) - { - int[] pcol = matrix.ColumnPointers; - int[] irow = matrix.RowIndices; - - int col, i, j; - - int band_lo = 0; - int band_hi = 0; - - int n = matrix.N; - - for (i = 0; i < n; i++) - { - for (j = pcol[perm[i]]; j < pcol[perm[i] + 1]; j++) - { - col = perm_inv[irow[j - 1]]; - band_lo = Math.Max(band_lo, i - col); - band_hi = Math.Max(band_hi, col - i); - } - } - - return band_lo + 1 + band_hi; - } - - /// - /// Produces the inverse of a given permutation. - /// - /// Number of items permuted. - /// PERM[N], a permutation. - /// The inverse permutation. - int[] PermInverse(int[] perm) - { - int n = matrix.N; - - int[] perm_inv = new int[n]; - - for (int i = 0; i < n; i++) - { - perm_inv[perm[i]] = i; - } - - return perm_inv; - } - - /// - /// Reverses the elements of an integer vector. - /// - /// number of entries in the array. - /// the array to be reversed. - /// - /// Input: - /// N = 5, - /// A = ( 11, 12, 13, 14, 15 ). - /// - /// Output: - /// A = ( 15, 14, 13, 12, 11 ). - /// - void ReverseVector(int[] a, int offset, int size) - { - int i; - int j; - - for (i = 0; i < size / 2; i++) - { - j = a[offset + i]; - a[offset + i] = a[offset + size - 1 - i]; - a[offset + size - 1 - i] = j; - } - - return; - } - - void Shift(int[] a, bool up) - { - int length = a.Length; - - if (up) - { - for (int i = 0; i < length; a[i]++, i++) ; - } - else - { - for (int i = 0; i < length; a[i]--, i++) ; - } - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Matlab code by John Burkardt, Florida State University +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Tools +{ + using System; + + /// + /// Applies the Cuthill and McKee renumbering algorithm to reduce the bandwidth of + /// the adjacency matrix associated with the mesh. + /// + public class CuthillMcKee + { + // The adjacency matrix of the mesh. + AdjacencyMatrix matrix; + + /// + /// Gets the permutation vector for the Reverse Cuthill-McKee numbering. + /// + /// The mesh. + /// Permutation vector. + public int[] Renumber(Mesh mesh) + { + // Algorithm needs linear numbering of the nodes. + mesh.Renumber(NodeNumbering.Linear); + + return Renumber(new AdjacencyMatrix(mesh)); + } + + /// + /// Gets the permutation vector for the Reverse Cuthill-McKee numbering. + /// + /// The mesh. + /// Permutation vector. + public int[] Renumber(AdjacencyMatrix matrix) + { + this.matrix = matrix; + + int bandwidth1 = matrix.Bandwidth(); + + var pcol = matrix.ColumnPointers; + + // Adjust column pointers (1-based indexing). + Shift(pcol, true); + + // TODO: Make RCM work with 0-based matrix. + + // Compute the RCM permutation. + int[] perm = GenerateRcm(); + + int[] perm_inv = PermInverse(perm); + + int bandwidth2 = PermBandwidth(perm, perm_inv); + + if (Log.Verbose) + { + Log.Instance.Info(String.Format("Reverse Cuthill-McKee (Bandwidth: {0} > {1})", + bandwidth1, bandwidth2)); + } + + // Adjust column pointers (0-based indexing). + Shift(pcol, false); + + return perm_inv; + } + + #region RCM + + /// + /// Finds the reverse Cuthill-Mckee ordering for a general graph. + /// + /// The RCM ordering. + /// + /// For each connected component in the graph, the routine obtains + /// an ordering by calling RCM. + /// + int[] GenerateRcm() + { + // Number of nodes in the mesh. + int n = matrix.N; + + int[] perm = new int[n]; + + int i, num, root; + int iccsze = 0; + int level_num = 0; + + /// Index vector for a level structure. The level structure is stored in the + /// currently unused spaces in the permutation vector PERM. + int[] level_row = new int[n + 1]; + + /// Marks variables that have been numbered. + int[] mask = new int[n]; + + for (i = 0; i < n; i++) + { + mask[i] = 1; + } + + num = 1; + + for (i = 0; i < n; i++) + { + // For each masked connected component... + if (mask[i] != 0) + { + root = i; + + // Find a pseudo-peripheral node ROOT. The level structure found by + // ROOT_FIND is stored starting at PERM(NUM). + FindRoot(ref root, mask, ref level_num, level_row, perm, num - 1); + + // RCM orders the component using ROOT as the starting node. + Rcm(root, mask, perm, num - 1, ref iccsze); + + num += iccsze; + + // We can stop once every node is in one of the connected components. + if (n < num) + { + return perm; + } + } + } + + return perm; + } + + /// + /// RCM renumbers a connected component by the reverse Cuthill McKee algorithm. + /// + /// the node that defines the connected component. It is used as the starting + /// point for the RCM ordering. + /// Input/output, int MASK(NODE_NUM), a mask for the nodes. Only those nodes with + /// nonzero input mask values are considered by the routine. The nodes numbered by RCM will have + /// their mask values set to zero. + /// Output, int PERM(NODE_NUM), the RCM ordering. + /// Output, int ICCSZE, the size of the connected component that has been numbered. + /// the number of nodes. + /// + /// The connected component is specified by a node ROOT and a mask. + /// The numbering starts at the root node. + /// + /// An outline of the algorithm is as follows: + /// + /// X(1) = ROOT. + /// + /// for ( I = 1 to N-1) + /// Find all unlabeled neighbors of X(I), + /// assign them the next available labels, in order of increasing degree. + /// + /// When done, reverse the ordering. + /// + void Rcm(int root, int[] mask, int[] perm, int offset, ref int iccsze) + { + int[] pcol = matrix.ColumnPointers; + int[] irow = matrix.RowIndices; + + int fnbr; + int i, j, k, l; + int jstop, jstrt; + int lbegin, lnbr, lperm, lvlend; + int nbr, node; + + // Number of nodes in the mesh. + int n = matrix.N; + + /// Workspace, int DEG[NODE_NUM], a temporary vector used to hold + /// the degree of the nodes in the section graph specified by mask and root. + int[] deg = new int[n]; + + // Find the degrees of the nodes in the component specified by MASK and ROOT. + Degree(root, mask, deg, ref iccsze, perm, offset); + + mask[root] = 0; + + if (iccsze <= 1) + { + return; + } + + lvlend = 0; + lnbr = 1; + + // LBEGIN and LVLEND point to the beginning and + // the end of the current level respectively. + while (lvlend < lnbr) + { + lbegin = lvlend + 1; + lvlend = lnbr; + + for (i = lbegin; i <= lvlend; i++) + { + // For each node in the current level... + node = perm[offset + i - 1]; + jstrt = pcol[node]; + jstop = pcol[node + 1] - 1; + + // Find the unnumbered neighbors of NODE. + + // FNBR and LNBR point to the first and last neighbors + // of the current node in PERM. + fnbr = lnbr + 1; + + for (j = jstrt; j <= jstop; j++) + { + nbr = irow[j - 1]; + + if (mask[nbr] != 0) + { + lnbr += 1; + mask[nbr] = 0; + perm[offset + lnbr - 1] = nbr; + } + } + + // Node has neighbors + if (lnbr > fnbr) + { + // Sort the neighbors of NODE in increasing order by degree. + // Linear insertion is used. + k = fnbr; + + while (k < lnbr) + { + l = k; + k = k + 1; + nbr = perm[offset + k - 1]; + + while (fnbr < l) + { + lperm = perm[offset + l - 1]; + + if (deg[lperm - 1] <= deg[nbr - 1]) + { + break; + } + + perm[offset + l] = lperm; + l = l - 1; + } + perm[offset + l] = nbr; + } + } + } + } + + // We now have the Cuthill-McKee ordering. Reverse it. + ReverseVector(perm, offset, iccsze); + + return; + } + + /// + /// Finds a pseudo-peripheral node. + /// + /// On input, ROOT is a node in the the component of the graph for + /// which a pseudo-peripheral node is sought. On output, ROOT is the pseudo-peripheral + /// node obtained. + /// MASK[NODE_NUM], specifies a section subgraph. Nodes for which MASK + /// is zero are ignored by FNROOT. + /// Output, int LEVEL_NUM, is the number of levels in the level + /// structure rooted at the node ROOT. + /// Output, int LEVEL_ROW(NODE_NUM+1), the level structure array pair + /// containing the level structure found. + /// Output, int LEVEL(NODE_NUM), the level structure array pair + /// containing the level structure found. + /// the number of nodes. + /// + /// The diameter of a graph is the maximum distance (number of edges) + /// between any two nodes of the graph. + /// + /// The eccentricity of a node is the maximum distance between that + /// node and any other node of the graph. + /// + /// A peripheral node is a node whose eccentricity equals the + /// diameter of the graph. + /// + /// A pseudo-peripheral node is an approximation to a peripheral node; + /// it may be a peripheral node, but all we know is that we tried our + /// best. + /// + /// The routine is given a graph, and seeks pseudo-peripheral nodes, + /// using a modified version of the scheme of Gibbs, Poole and + /// Stockmeyer. It determines such a node for the section subgraph + /// specified by MASK and ROOT. + /// + /// The routine also determines the level structure associated with + /// the given pseudo-peripheral node; that is, how far each node + /// is from the pseudo-peripheral node. The level structure is + /// returned as a list of nodes LS, and pointers to the beginning + /// of the list of nodes that are at a distance of 0, 1, 2, ..., + /// NODE_NUM-1 from the pseudo-peripheral node. + /// + /// Reference: + /// Alan George, Joseph Liu, + /// Computer Solution of Large Sparse Positive Definite Systems, + /// Prentice Hall, 1981. + /// + /// Norman Gibbs, William Poole, Paul Stockmeyer, + /// An Algorithm for Reducing the Bandwidth and Profile of a Sparse Matrix, + /// SIAM Journal on Numerical Analysis, + /// Volume 13, pages 236-250, 1976. + /// + /// Norman Gibbs, + /// Algorithm 509: A Hybrid Profile Reduction Algorithm, + /// ACM Transactions on Mathematical Software, + /// Volume 2, pages 378-387, 1976. + /// + void FindRoot(ref int root, int[] mask, ref int level_num, int[] level_row, + int[] level, int offset) + { + int[] pcol = matrix.ColumnPointers; + int[] irow = matrix.RowIndices; + + int iccsze; + int j, jstrt; + int k, kstop, kstrt; + int mindeg; + int nghbor, ndeg; + int node; + int level_num2 = 0; + + // Determine the level structure rooted at ROOT. + GetLevelSet(ref root, mask, ref level_num, level_row, level, offset); + + // Count the number of nodes in this level structure. + iccsze = level_row[level_num] - 1; + + // Extreme cases: + // A complete graph has a level set of only a single level. + // Every node is equally good (or bad). + // or + // A "line graph" 0--0--0--0--0 has every node in its only level. + // By chance, we've stumbled on the ideal root. + if (level_num == 1 || level_num == iccsze) + { + return; + } + + // Pick any node from the last level that has minimum degree + // as the starting point to generate a new level set. + for (; ; ) + { + mindeg = iccsze; + + jstrt = level_row[level_num - 1]; + root = level[offset + jstrt - 1]; + + if (jstrt < iccsze) + { + for (j = jstrt; j <= iccsze; j++) + { + node = level[offset + j - 1]; + ndeg = 0; + kstrt = pcol[node - 1]; + kstop = pcol[node] - 1; + + for (k = kstrt; k <= kstop; k++) + { + nghbor = irow[k - 1]; + if (mask[nghbor] > 0) + { + ndeg += 1; + } + } + + if (ndeg < mindeg) + { + root = node; + mindeg = ndeg; + } + } + } + + // Generate the rooted level structure associated with this node. + GetLevelSet(ref root, mask, ref level_num2, level_row, level, offset); + + // If the number of levels did not increase, accept the new ROOT. + if (level_num2 <= level_num) + { + break; + } + + level_num = level_num2; + + // In the unlikely case that ROOT is one endpoint of a line graph, + // we can exit now. + if (iccsze <= level_num) + { + break; + } + } + + return; + } + + /// + /// Generates the connected level structure rooted at a given node. + /// + /// the node at which the level structure is to be rooted. + /// MASK[NODE_NUM]. On input, only nodes with nonzero MASK are to be processed. + /// On output, those nodes which were included in the level set have MASK set to 1. + /// Output, int LEVEL_NUM, the number of levels in the level structure. ROOT is + /// in level 1. The neighbors of ROOT are in level 2, and so on. + /// Output, int LEVEL_ROW[NODE_NUM+1], the rooted level structure. + /// Output, int LEVEL[NODE_NUM], the rooted level structure. + /// the number of nodes. + /// + /// Only nodes for which MASK is nonzero will be considered. + /// + /// The root node chosen by the user is assigned level 1, and masked. + /// All (unmasked) nodes reachable from a node in level 1 are + /// assigned level 2 and masked. The process continues until there + /// are no unmasked nodes adjacent to any node in the current level. + /// The number of levels may vary between 2 and NODE_NUM. + /// + /// Reference: + /// Alan George, Joseph Liu, + /// Computer Solution of Large Sparse Positive Definite Systems, + /// Prentice Hall, 1981. + /// + void GetLevelSet(ref int root, int[] mask, ref int level_num, int[] level_row, + int[] level, int offset) + { + int[] pcol = matrix.ColumnPointers; + int[] irow = matrix.RowIndices; + + int i, iccsze; + int j, jstop, jstrt; + int lbegin, lvlend, lvsize; + int nbr; + int node; + + mask[root] = 0; + level[offset] = root; + level_num = 0; + lvlend = 0; + iccsze = 1; + + // LBEGIN is the pointer to the beginning of the current level, and + // LVLEND points to the end of this level. + for (; ; ) + { + lbegin = lvlend + 1; + lvlend = iccsze; + level_num += 1; + level_row[level_num - 1] = lbegin; + + // Generate the next level by finding all the masked neighbors of nodes + // in the current level. + for (i = lbegin; i <= lvlend; i++) + { + node = level[offset + i - 1]; + jstrt = pcol[node]; + jstop = pcol[node + 1] - 1; + + for (j = jstrt; j <= jstop; j++) + { + nbr = irow[j - 1]; + + if (mask[nbr] != 0) + { + iccsze += 1; + level[offset + iccsze - 1] = nbr; + mask[nbr] = 0; + } + } + } + + // Compute the current level width (the number of nodes encountered.) + // If it is positive, generate the next level. + lvsize = iccsze - lvlend; + + if (lvsize <= 0) + { + break; + } + } + + level_row[level_num] = lvlend + 1; + + // Reset MASK to 1 for the nodes in the level structure. + for (i = 0; i < iccsze; i++) + { + mask[level[offset + i]] = 1; + } + + return; + } + + /// + /// Computes the degrees of the nodes in the connected component. + /// + /// the node that defines the connected component. + /// MASK[NODE_NUM], is nonzero for those nodes which are to be considered. + /// Output, int DEG[NODE_NUM], contains, for each node in the connected component, its degree. + /// Output, int ICCSIZE, the number of nodes in the connected component. + /// Output, int LS[NODE_NUM], stores in entries 1 through ICCSIZE the nodes in the + /// connected component, starting with ROOT, and proceeding by levels. + /// the number of nodes. + /// + /// The connected component is specified by MASK and ROOT. + /// Nodes for which MASK is zero are ignored. + /// + /// Reference: + /// Alan George, Joseph Liu, + /// Computer Solution of Large Sparse Positive Definite Systems, + /// Prentice Hall, 1981. + /// + void Degree(int root, int[] mask, int[] deg, ref int iccsze, int[] ls, int offset) + { + int[] pcol = matrix.ColumnPointers; + int[] irow = matrix.RowIndices; + + int i, ideg; + int j, jstop, jstrt; + int lbegin, lvlend; + int lvsize = 1; + int nbr, node; + + // The sign of ADJ_ROW(I) is used to indicate if node I has been considered. + ls[offset] = root; + pcol[root] = -pcol[root]; + lvlend = 0; + iccsze = 1; + + // If the current level width is nonzero, generate another level. + while (lvsize > 0) + { + // LBEGIN is the pointer to the beginning of the current level, and + // LVLEND points to the end of this level. + lbegin = lvlend + 1; + lvlend = iccsze; + + // Find the degrees of nodes in the current level, + // and at the same time, generate the next level. + for (i = lbegin; i <= lvlend; i++) + { + node = ls[offset + i - 1]; + jstrt = -pcol[node]; + jstop = Math.Abs(pcol[node + 1]) - 1; + ideg = 0; + + for (j = jstrt; j <= jstop; j++) + { + nbr = irow[j - 1]; + + if (mask[nbr] != 0) // EDIT: [nbr - 1] + { + ideg = ideg + 1; + + if (0 <= pcol[nbr]) // EDIT: [nbr - 1] + { + pcol[nbr] = -pcol[nbr]; // EDIT: [nbr - 1] + iccsze = iccsze + 1; + ls[offset + iccsze - 1] = nbr; + } + } + } + deg[node] = ideg; + } + + // Compute the current level width. + lvsize = iccsze - lvlend; + } + + // Reset ADJ_ROW to its correct sign and return. + for (i = 0; i < iccsze; i++) + { + node = ls[offset + i]; + pcol[node] = -pcol[node]; + } + + return; + } + + #endregion + + #region Tools + + /// + /// Computes the bandwidth of a permuted adjacency matrix. + /// + /// The permutation. + /// The inverse permutation. + /// Bandwidth of the permuted adjacency matrix. + /// + /// The matrix is defined by the adjacency information and a permutation. + /// The routine also computes the bandwidth and the size of the envelope. + /// + int PermBandwidth(int[] perm, int[] perm_inv) + { + int[] pcol = matrix.ColumnPointers; + int[] irow = matrix.RowIndices; + + int col, i, j; + + int band_lo = 0; + int band_hi = 0; + + int n = matrix.N; + + for (i = 0; i < n; i++) + { + for (j = pcol[perm[i]]; j < pcol[perm[i] + 1]; j++) + { + col = perm_inv[irow[j - 1]]; + band_lo = Math.Max(band_lo, i - col); + band_hi = Math.Max(band_hi, col - i); + } + } + + return band_lo + 1 + band_hi; + } + + /// + /// Produces the inverse of a given permutation. + /// + /// Number of items permuted. + /// PERM[N], a permutation. + /// The inverse permutation. + int[] PermInverse(int[] perm) + { + int n = matrix.N; + + int[] perm_inv = new int[n]; + + for (int i = 0; i < n; i++) + { + perm_inv[perm[i]] = i; + } + + return perm_inv; + } + + /// + /// Reverses the elements of an integer vector. + /// + /// number of entries in the array. + /// the array to be reversed. + /// + /// Input: + /// N = 5, + /// A = ( 11, 12, 13, 14, 15 ). + /// + /// Output: + /// A = ( 15, 14, 13, 12, 11 ). + /// + void ReverseVector(int[] a, int offset, int size) + { + int i; + int j; + + for (i = 0; i < size / 2; i++) + { + j = a[offset + i]; + a[offset + i] = a[offset + size - 1 - i]; + a[offset + size - 1 - i] = j; + } + + return; + } + + void Shift(int[] a, bool up) + { + int length = a.Length; + + if (up) + { + for (int i = 0; i < length; a[i]++, i++) ; + } + else + { + for (int i = 0; i < length; a[i]--, i++) ; + } + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Tools/Interpolation.cs b/src/Triangle/Tools/Interpolation.cs similarity index 97% rename from Triangle.NET/Triangle/Tools/Interpolation.cs rename to src/Triangle/Tools/Interpolation.cs index f315b03..857275c 100644 --- a/Triangle.NET/Triangle/Tools/Interpolation.cs +++ b/src/Triangle/Tools/Interpolation.cs @@ -1,105 +1,105 @@ - -namespace TriangleNet.Tools -{ - using TriangleNet.Geometry; - - public static class Interpolation - { -#if USE_ATTRIBS - /// - /// Linear interpolation of vertex attributes. - /// - /// The interpolation vertex. - /// The triangle containing the vertex. - /// The number of vertex attributes. - /// - /// The vertex is expected to lie inside the triangle. - /// - public static void InterpolateAttributes(Vertex vertex, ITriangle triangle, int n) - { - Vertex org = triangle.GetVertex(0); - Vertex dest = triangle.GetVertex(1); - Vertex apex = triangle.GetVertex(2); - - double xdo, ydo, xao, yao; - double denominator; - double dx, dy; - double xi, eta; - - // Compute the circumcenter of the triangle. - xdo = dest.x - org.x; - ydo = dest.y - org.y; - xao = apex.x - org.x; - yao = apex.y - org.y; - - denominator = 0.5 / (xdo * yao - xao * ydo); - - //dx = (yao * dodist - ydo * aodist) * denominator; - //dy = (xdo * aodist - xao * dodist) * denominator; - - dx = vertex.x - org.x; - dy = vertex.y - org.y; - - // To interpolate vertex attributes for the new vertex, define a - // coordinate system with a xi-axis directed from the triangle's - // origin to its destination, and an eta-axis, directed from its - // origin to its apex. - xi = (yao * dx - xao * dy) * (2.0 * denominator); - eta = (xdo * dy - ydo * dx) * (2.0 * denominator); - - for (int i = 0; i < n; i++) - { - // Interpolate the vertex attributes. - vertex.attributes[i] = org.attributes[i] - + xi * (dest.attributes[i] - org.attributes[i]) - + eta * (apex.attributes[i] - org.attributes[i]); - } - } -#endif - -#if USE_Z - /// - /// Linear interpolation of a scalar value. - /// - /// The interpolation point. - /// The triangle containing the point. - /// - /// The point is expected to lie inside the triangle. - /// - public static void InterpolateZ(Point p, ITriangle triangle) - { - Vertex org = triangle.GetVertex(0); - Vertex dest = triangle.GetVertex(1); - Vertex apex = triangle.GetVertex(2); - - double xdo, ydo, xao, yao; - double denominator; - double dx, dy; - double xi, eta; - - // Compute the circumcenter of the triangle. - xdo = dest.x - org.x; - ydo = dest.y - org.y; - xao = apex.x - org.x; - yao = apex.y - org.y; - - denominator = 0.5 / (xdo * yao - xao * ydo); - - //dx = (yao * dodist - ydo * aodist) * denominator; - //dy = (xdo * aodist - xao * dodist) * denominator; - - dx = p.x - org.x; - dy = p.y - org.y; - - // To interpolate z value for the given point inserted, define a - // coordinate system with a xi-axis, directed from the triangle's - // origin to its destination, and an eta-axis, directed from its - // origin to its apex. - xi = (yao * dx - xao * dy) * (2.0 * denominator); - eta = (xdo * dy - ydo * dx) * (2.0 * denominator); - - p.z = org.z + xi * (dest.z - org.z) + eta * (apex.z - org.z); - } -#endif - } -} + +namespace TriangleNet.Tools +{ + using TriangleNet.Geometry; + + public static class Interpolation + { +#if USE_ATTRIBS + /// + /// Linear interpolation of vertex attributes. + /// + /// The interpolation vertex. + /// The triangle containing the vertex. + /// The number of vertex attributes. + /// + /// The vertex is expected to lie inside the triangle. + /// + public static void InterpolateAttributes(Vertex vertex, ITriangle triangle, int n) + { + Vertex org = triangle.GetVertex(0); + Vertex dest = triangle.GetVertex(1); + Vertex apex = triangle.GetVertex(2); + + double xdo, ydo, xao, yao; + double denominator; + double dx, dy; + double xi, eta; + + // Compute the circumcenter of the triangle. + xdo = dest.x - org.x; + ydo = dest.y - org.y; + xao = apex.x - org.x; + yao = apex.y - org.y; + + denominator = 0.5 / (xdo * yao - xao * ydo); + + //dx = (yao * dodist - ydo * aodist) * denominator; + //dy = (xdo * aodist - xao * dodist) * denominator; + + dx = vertex.x - org.x; + dy = vertex.y - org.y; + + // To interpolate vertex attributes for the new vertex, define a + // coordinate system with a xi-axis directed from the triangle's + // origin to its destination, and an eta-axis, directed from its + // origin to its apex. + xi = (yao * dx - xao * dy) * (2.0 * denominator); + eta = (xdo * dy - ydo * dx) * (2.0 * denominator); + + for (int i = 0; i < n; i++) + { + // Interpolate the vertex attributes. + vertex.attributes[i] = org.attributes[i] + + xi * (dest.attributes[i] - org.attributes[i]) + + eta * (apex.attributes[i] - org.attributes[i]); + } + } +#endif + +#if USE_Z + /// + /// Linear interpolation of a scalar value. + /// + /// The interpolation point. + /// The triangle containing the point. + /// + /// The point is expected to lie inside the triangle. + /// + public static void InterpolateZ(Point p, ITriangle triangle) + { + Vertex org = triangle.GetVertex(0); + Vertex dest = triangle.GetVertex(1); + Vertex apex = triangle.GetVertex(2); + + double xdo, ydo, xao, yao; + double denominator; + double dx, dy; + double xi, eta; + + // Compute the circumcenter of the triangle. + xdo = dest.x - org.x; + ydo = dest.y - org.y; + xao = apex.x - org.x; + yao = apex.y - org.y; + + denominator = 0.5 / (xdo * yao - xao * ydo); + + //dx = (yao * dodist - ydo * aodist) * denominator; + //dy = (xdo * aodist - xao * dodist) * denominator; + + dx = p.x - org.x; + dy = p.y - org.y; + + // To interpolate z value for the given point inserted, define a + // coordinate system with a xi-axis, directed from the triangle's + // origin to its destination, and an eta-axis, directed from its + // origin to its apex. + xi = (yao * dx - xao * dy) * (2.0 * denominator); + eta = (xdo * dy - ydo * dx) * (2.0 * denominator); + + p.z = org.z + xi * (dest.z - org.z) + eta * (apex.z - org.z); + } +#endif + } +} diff --git a/Triangle.NET/Triangle/Tools/IntersectionHelper.cs b/src/Triangle/Tools/IntersectionHelper.cs similarity index 97% rename from Triangle.NET/Triangle/Tools/IntersectionHelper.cs rename to src/Triangle/Tools/IntersectionHelper.cs index fa70936..478eafd 100644 --- a/Triangle.NET/Triangle/Tools/IntersectionHelper.cs +++ b/src/Triangle/Tools/IntersectionHelper.cs @@ -1,225 +1,225 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Tools -{ - using TriangleNet.Geometry; - - public static class IntersectionHelper - { - /// - /// Compute intersection of two segments. - /// - /// Segment 1 start point. - /// Segment 1 end point. - /// Segment 2 start point. - /// Segment 2 end point. - /// The intersection point. - /// - /// This is a special case of segment intersection. Since the calling algorithm assures - /// that a valid intersection exists, there's no need to check for any special cases. - /// - public static void IntersectSegments(Point p0, Point p1, Point q0, Point q1, ref Point c0) - { - double ux = p1.x - p0.x; - double uy = p1.y - p0.y; - double vx = q1.x - q0.x; - double vy = q1.y - q0.y; - double wx = p0.x - q0.x; - double wy = p0.y - q0.y; - - double d = (ux * vy - uy * vx); - double s = (vx * wy - vy * wx) / d; - - // Intersection point - c0.x = p0.X + s * ux; - c0.y = p0.Y + s * uy; - } - - /// - /// Intersect segment with a bounding box. - /// - /// The clip rectangle. - /// Segment endpoint. - /// Segment endpoint. - /// The new location of p0. - /// The new location of p1. - /// Returns true, if segment is clipped. - /// - /// Based on Liang-Barsky function by Daniel White: - /// http://www.skytopia.com/project/articles/compsci/clipping.html - /// - public static bool LiangBarsky(Rectangle rect, Point p0, Point p1, ref Point c0, ref Point c1) - { - // Define the x/y clipping values for the border. - double xmin = rect.Left; - double xmax = rect.Right; - double ymin = rect.Bottom; - double ymax = rect.Top; - - // Define the start and end points of the line. - double x0 = p0.X; - double y0 = p0.Y; - double x1 = p1.X; - double y1 = p1.Y; - - double t0 = 0.0; - double t1 = 1.0; - - double dx = x1 - x0; - double dy = y1 - y0; - - double p = 0.0, q = 0.0, r; - - for (int edge = 0; edge < 4; edge++) - { - // Traverse through left, right, bottom, top edges. - if (edge == 0) { p = -dx; q = -(xmin - x0); } - if (edge == 1) { p = dx; q = (xmax - x0); } - if (edge == 2) { p = -dy; q = -(ymin - y0); } - if (edge == 3) { p = dy; q = (ymax - y0); } - r = q / p; - if (p == 0 && q < 0) return false; // Don't draw line at all. (parallel line outside) - if (p < 0) - { - if (r > t1) return false; // Don't draw line at all. - else if (r > t0) t0 = r; // Line is clipped! - } - else if (p > 0) - { - if (r < t0) return false; // Don't draw line at all. - else if (r < t1) t1 = r; // Line is clipped! - } - } - - c0.X = x0 + t0 * dx; - c0.Y = y0 + t0 * dy; - c1.X = x0 + t1 * dx; - c1.Y = y0 + t1 * dy; - - return true; // (clipped) line is drawn - } - - /// - /// Intersect a ray with a bounding box. - /// - /// The clip rectangle. - /// The ray startpoint (inside the box). - /// Any point in ray direction (NOT the direction vector). - /// The intersection point. - /// Returns false, if startpoint is outside the box. - public static bool BoxRayIntersection(Rectangle rect, Point p0, Point p1, ref Point c1) - { - return BoxRayIntersection(rect, p0, p1.x - p0.x, p1.y - p0.y, ref c1); - } - - /// - /// Intersect a ray with a bounding box. - /// - /// The clip rectangle. - /// The ray startpoint (inside the box). - /// X direction. - /// Y direction. - /// Returns false, if startpoint is outside the box. - public static Point BoxRayIntersection(Rectangle rect, Point p, double dx, double dy) - { - var intersection = new Point(); - - if (BoxRayIntersection(rect, p, dx, dy, ref intersection)) - { - return intersection; - } - - return null; - } - - /// - /// Intersect a ray with a bounding box. - /// - /// The clip rectangle. - /// The ray startpoint (inside the box). - /// X direction. - /// Y direction. - /// The intersection point. - /// Returns false, if startpoint is outside the box. - public static bool BoxRayIntersection(Rectangle rect, Point p, double dx, double dy, ref Point c) - { - double x = p.X; - double y = p.Y; - - double t1, x1, y1, t2, x2, y2; - - // Bounding box - double xmin = rect.Left; - double xmax = rect.Right; - double ymin = rect.Bottom; - double ymax = rect.Top; - - // Check if point is inside the bounds - if (x < xmin || x > xmax || y < ymin || y > ymax) - { - return false; - } - - // Calculate the cut through the vertical boundaries - if (dx < 0) - { - // Line going to the left: intersect with x = minX - t1 = (xmin - x) / dx; - x1 = xmin; - y1 = y + t1 * dy; - } - else if (dx > 0) - { - // Line going to the right: intersect with x = maxX - t1 = (xmax - x) / dx; - x1 = xmax; - y1 = y + t1 * dy; - } - else - { - // Line going straight up or down: no intersection possible - t1 = double.MaxValue; - x1 = y1 = 0; - } - - // Calculate the cut through upper and lower boundaries - if (dy < 0) - { - // Line going downwards: intersect with y = minY - t2 = (ymin - y) / dy; - x2 = x + t2 * dx; - y2 = ymin; - } - else if (dy > 0) - { - // Line going upwards: intersect with y = maxY - t2 = (ymax - y) / dy; - x2 = x + t2 * dx; - y2 = ymax; - } - else - { - // Horizontal line: no intersection possible - t2 = double.MaxValue; - x2 = y2 = 0; - } - - if (t1 < t2) - { - c.x = x1; - c.y = y1; - } - else - { - c.x = x2; - c.y = y2; - } - - return true; - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Tools +{ + using TriangleNet.Geometry; + + public static class IntersectionHelper + { + /// + /// Compute intersection of two segments. + /// + /// Segment 1 start point. + /// Segment 1 end point. + /// Segment 2 start point. + /// Segment 2 end point. + /// The intersection point. + /// + /// This is a special case of segment intersection. Since the calling algorithm assures + /// that a valid intersection exists, there's no need to check for any special cases. + /// + public static void IntersectSegments(Point p0, Point p1, Point q0, Point q1, ref Point c0) + { + double ux = p1.x - p0.x; + double uy = p1.y - p0.y; + double vx = q1.x - q0.x; + double vy = q1.y - q0.y; + double wx = p0.x - q0.x; + double wy = p0.y - q0.y; + + double d = (ux * vy - uy * vx); + double s = (vx * wy - vy * wx) / d; + + // Intersection point + c0.x = p0.X + s * ux; + c0.y = p0.Y + s * uy; + } + + /// + /// Intersect segment with a bounding box. + /// + /// The clip rectangle. + /// Segment endpoint. + /// Segment endpoint. + /// The new location of p0. + /// The new location of p1. + /// Returns true, if segment is clipped. + /// + /// Based on Liang-Barsky function by Daniel White: + /// http://www.skytopia.com/project/articles/compsci/clipping.html + /// + public static bool LiangBarsky(Rectangle rect, Point p0, Point p1, ref Point c0, ref Point c1) + { + // Define the x/y clipping values for the border. + double xmin = rect.Left; + double xmax = rect.Right; + double ymin = rect.Bottom; + double ymax = rect.Top; + + // Define the start and end points of the line. + double x0 = p0.X; + double y0 = p0.Y; + double x1 = p1.X; + double y1 = p1.Y; + + double t0 = 0.0; + double t1 = 1.0; + + double dx = x1 - x0; + double dy = y1 - y0; + + double p = 0.0, q = 0.0, r; + + for (int edge = 0; edge < 4; edge++) + { + // Traverse through left, right, bottom, top edges. + if (edge == 0) { p = -dx; q = -(xmin - x0); } + if (edge == 1) { p = dx; q = (xmax - x0); } + if (edge == 2) { p = -dy; q = -(ymin - y0); } + if (edge == 3) { p = dy; q = (ymax - y0); } + r = q / p; + if (p == 0 && q < 0) return false; // Don't draw line at all. (parallel line outside) + if (p < 0) + { + if (r > t1) return false; // Don't draw line at all. + else if (r > t0) t0 = r; // Line is clipped! + } + else if (p > 0) + { + if (r < t0) return false; // Don't draw line at all. + else if (r < t1) t1 = r; // Line is clipped! + } + } + + c0.X = x0 + t0 * dx; + c0.Y = y0 + t0 * dy; + c1.X = x0 + t1 * dx; + c1.Y = y0 + t1 * dy; + + return true; // (clipped) line is drawn + } + + /// + /// Intersect a ray with a bounding box. + /// + /// The clip rectangle. + /// The ray startpoint (inside the box). + /// Any point in ray direction (NOT the direction vector). + /// The intersection point. + /// Returns false, if startpoint is outside the box. + public static bool BoxRayIntersection(Rectangle rect, Point p0, Point p1, ref Point c1) + { + return BoxRayIntersection(rect, p0, p1.x - p0.x, p1.y - p0.y, ref c1); + } + + /// + /// Intersect a ray with a bounding box. + /// + /// The clip rectangle. + /// The ray startpoint (inside the box). + /// X direction. + /// Y direction. + /// Returns false, if startpoint is outside the box. + public static Point BoxRayIntersection(Rectangle rect, Point p, double dx, double dy) + { + var intersection = new Point(); + + if (BoxRayIntersection(rect, p, dx, dy, ref intersection)) + { + return intersection; + } + + return null; + } + + /// + /// Intersect a ray with a bounding box. + /// + /// The clip rectangle. + /// The ray startpoint (inside the box). + /// X direction. + /// Y direction. + /// The intersection point. + /// Returns false, if startpoint is outside the box. + public static bool BoxRayIntersection(Rectangle rect, Point p, double dx, double dy, ref Point c) + { + double x = p.X; + double y = p.Y; + + double t1, x1, y1, t2, x2, y2; + + // Bounding box + double xmin = rect.Left; + double xmax = rect.Right; + double ymin = rect.Bottom; + double ymax = rect.Top; + + // Check if point is inside the bounds + if (x < xmin || x > xmax || y < ymin || y > ymax) + { + return false; + } + + // Calculate the cut through the vertical boundaries + if (dx < 0) + { + // Line going to the left: intersect with x = minX + t1 = (xmin - x) / dx; + x1 = xmin; + y1 = y + t1 * dy; + } + else if (dx > 0) + { + // Line going to the right: intersect with x = maxX + t1 = (xmax - x) / dx; + x1 = xmax; + y1 = y + t1 * dy; + } + else + { + // Line going straight up or down: no intersection possible + t1 = double.MaxValue; + x1 = y1 = 0; + } + + // Calculate the cut through upper and lower boundaries + if (dy < 0) + { + // Line going downwards: intersect with y = minY + t2 = (ymin - y) / dy; + x2 = x + t2 * dx; + y2 = ymin; + } + else if (dy > 0) + { + // Line going upwards: intersect with y = maxY + t2 = (ymax - y) / dy; + x2 = x + t2 * dx; + y2 = ymax; + } + else + { + // Horizontal line: no intersection possible + t2 = double.MaxValue; + x2 = y2 = 0; + } + + if (t1 < t2) + { + c.x = x1; + c.y = y1; + } + else + { + c.x = x2; + c.y = y2; + } + + return true; + } + } +} diff --git a/Triangle.NET/Triangle/Tools/PolygonValidator.cs b/src/Triangle/Tools/PolygonValidator.cs similarity index 96% rename from Triangle.NET/Triangle/Tools/PolygonValidator.cs rename to src/Triangle/Tools/PolygonValidator.cs index 8ec9f59..7d1c010 100644 --- a/Triangle.NET/Triangle/Tools/PolygonValidator.cs +++ b/src/Triangle/Tools/PolygonValidator.cs @@ -1,245 +1,245 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Tools -{ - using System; - using System.Collections.Generic; - using TriangleNet.Geometry; - - public static class PolygonValidator - { - /// - /// Test the polygon for consistency. - /// - public static bool IsConsistent(IPolygon poly) - { - var logger = Log.Instance; - - var points = poly.Points; - - int horrors = 0; - - int i = 0; - int count = points.Count; - - if (count < 3) - { - logger.Warning("Polygon must have at least 3 vertices.", "PolygonValidator.IsConsistent()"); - return false; - } - - foreach (var p in points) - { - if (p == null) - { - horrors++; - logger.Warning(String.Format("Point {0} is null.", i), "PolygonValidator.IsConsistent()"); - } - else if (double.IsNaN(p.x) || double.IsNaN(p.y)) - { - horrors++; - logger.Warning(String.Format("Point {0} has invalid coordinates.", i), "PolygonValidator.IsConsistent()"); - } - else if (double.IsInfinity(p.x) || double.IsInfinity(p.y)) - { - horrors++; - logger.Warning(String.Format("Point {0} has invalid coordinates.", i), "PolygonValidator.IsConsistent()"); - } - - i++; - } - - i = 0; - - foreach (var seg in poly.Segments) - { - if (seg == null) - { - horrors++; - logger.Warning(String.Format("Segment {0} is null.", i), "PolygonValidator.IsConsistent()"); - - // Always abort if a NULL-segment is found. - return false; - } - - var p = seg.GetVertex(0); - var q = seg.GetVertex(1); - - if ((p.x == q.x) && (p.y == q.y)) - { - horrors++; - logger.Warning(String.Format("Endpoints of segment {0} are coincident (IDs {1} / {2}).", i, p.id, q.id), - "PolygonValidator.IsConsistent()"); - } - - i++; - } - - if (points[0].id == points[1].id) - { - horrors += CheckVertexIDs(poly, count); - } - else - { - horrors += CheckDuplicateIDs(poly); - } - - return horrors == 0; - } - - /// - /// Test the polygon for duplicate vertices. - /// - public static bool HasDuplicateVertices(IPolygon poly) - { - var logger = Log.Instance; - - int horrors = 0; - - var points = poly.Points.ToArray(); - - VertexSorter.Sort(points); - - for (int i = 1; i < points.Length; i++) - { - if (points[i - 1] == points[i]) - { - horrors++; - logger.Warning(String.Format("Found duplicate point {0}.", points[i]), - "PolygonValidator.HasDuplicateVertices()"); - } - } - - return horrors > 0; - } - - /// - /// Test the polygon for 360 degree angles. - /// - /// The polygon. - /// The angle threshold. - public static bool HasBadAngles(IPolygon poly, double threshold = 2e-12) - { - var logger = Log.Instance; - - int horrors = 0; - int i = 0; - - Point p0 = null, p1 = null; - Point q0, q1; - - int count = poly.Points.Count; - - foreach (var seg in poly.Segments) - { - q0 = p0; // Previous segment start point. - q1 = p1; // Previous segment end point. - - p0 = seg.GetVertex(0); // Current segment start point. - p1 = seg.GetVertex(1); // Current segment end point. - - if (p0 == p1 || q0 == q1) - { - // Ignore zero-length segments. - continue; - } - - if (q0 != null && q1 != null) - { - // The two segments are connected. - if (p0 == q1 && p1 != null) - { - if (IsBadAngle(q0, p0, p1,threshold)) - { - horrors++; - logger.Warning(String.Format("Bad segment angle found at index {0}.", i), - "PolygonValidator.HasBadAngles()"); - } - } - } - - i++; - } - - return horrors > 0; - } - - private static bool IsBadAngle(Point a, Point b, Point c, double threshold = 0.0) - { - double x = DotProduct(a, b, c); - double y = CrossProductLength(a, b, c); - - return Math.Abs(Math.Atan2(y, x)) <= threshold; - } - - // Returns the dot product . - private static double DotProduct(Point a, Point b, Point c) - { - // Calculate the dot product. - return (a.x - b.x) * (c.x - b.x) + (a.y - b.y) * (c.y - b.y); - } - - // Returns the length of cross product AB x BC. - private static double CrossProductLength(Point a, Point b, Point c) - { - // Calculate the Z coordinate of the cross product. - return (a.x - b.x) * (c.y - b.y) - (a.y - b.y) * (c.x - b.x); - } - - private static int CheckVertexIDs(IPolygon poly, int count) - { - var logger = Log.Instance; - - int horrors = 0; - - int i = 0; - - Vertex p, q; - - foreach (var seg in poly.Segments) - { - p = seg.GetVertex(0); - q = seg.GetVertex(1); - - if (p.id < 0 || p.id >= count) - { - horrors++; - logger.Warning(String.Format("Segment {0} has invalid startpoint.", i), - "PolygonValidator.IsConsistent()"); - } - - if (q.id < 0 || q.id >= count) - { - horrors++; - logger.Warning(String.Format("Segment {0} has invalid endpoint.", i), - "PolygonValidator.IsConsistent()"); - } - - i++; - } - - return horrors; - } - - private static int CheckDuplicateIDs(IPolygon poly) - { - var ids = new HashSet(); - - // Check for duplicate ids. - foreach (var p in poly.Points) - { - if (!ids.Add(p.id)) - { - Log.Instance.Warning("Found duplicate vertex ids.", "PolygonValidator.IsConsistent()"); - return 1; - } - } - - return 0; - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Tools +{ + using System; + using System.Collections.Generic; + using TriangleNet.Geometry; + + public static class PolygonValidator + { + /// + /// Test the polygon for consistency. + /// + public static bool IsConsistent(IPolygon poly) + { + var logger = Log.Instance; + + var points = poly.Points; + + int horrors = 0; + + int i = 0; + int count = points.Count; + + if (count < 3) + { + logger.Warning("Polygon must have at least 3 vertices.", "PolygonValidator.IsConsistent()"); + return false; + } + + foreach (var p in points) + { + if (p == null) + { + horrors++; + logger.Warning(String.Format("Point {0} is null.", i), "PolygonValidator.IsConsistent()"); + } + else if (double.IsNaN(p.x) || double.IsNaN(p.y)) + { + horrors++; + logger.Warning(String.Format("Point {0} has invalid coordinates.", i), "PolygonValidator.IsConsistent()"); + } + else if (double.IsInfinity(p.x) || double.IsInfinity(p.y)) + { + horrors++; + logger.Warning(String.Format("Point {0} has invalid coordinates.", i), "PolygonValidator.IsConsistent()"); + } + + i++; + } + + i = 0; + + foreach (var seg in poly.Segments) + { + if (seg == null) + { + horrors++; + logger.Warning(String.Format("Segment {0} is null.", i), "PolygonValidator.IsConsistent()"); + + // Always abort if a NULL-segment is found. + return false; + } + + var p = seg.GetVertex(0); + var q = seg.GetVertex(1); + + if ((p.x == q.x) && (p.y == q.y)) + { + horrors++; + logger.Warning(String.Format("Endpoints of segment {0} are coincident (IDs {1} / {2}).", i, p.id, q.id), + "PolygonValidator.IsConsistent()"); + } + + i++; + } + + if (points[0].id == points[1].id) + { + horrors += CheckVertexIDs(poly, count); + } + else + { + horrors += CheckDuplicateIDs(poly); + } + + return horrors == 0; + } + + /// + /// Test the polygon for duplicate vertices. + /// + public static bool HasDuplicateVertices(IPolygon poly) + { + var logger = Log.Instance; + + int horrors = 0; + + var points = poly.Points.ToArray(); + + VertexSorter.Sort(points); + + for (int i = 1; i < points.Length; i++) + { + if (points[i - 1] == points[i]) + { + horrors++; + logger.Warning(String.Format("Found duplicate point {0}.", points[i]), + "PolygonValidator.HasDuplicateVertices()"); + } + } + + return horrors > 0; + } + + /// + /// Test the polygon for 360 degree angles. + /// + /// The polygon. + /// The angle threshold. + public static bool HasBadAngles(IPolygon poly, double threshold = 2e-12) + { + var logger = Log.Instance; + + int horrors = 0; + int i = 0; + + Point p0 = null, p1 = null; + Point q0, q1; + + int count = poly.Points.Count; + + foreach (var seg in poly.Segments) + { + q0 = p0; // Previous segment start point. + q1 = p1; // Previous segment end point. + + p0 = seg.GetVertex(0); // Current segment start point. + p1 = seg.GetVertex(1); // Current segment end point. + + if (p0 == p1 || q0 == q1) + { + // Ignore zero-length segments. + continue; + } + + if (q0 != null && q1 != null) + { + // The two segments are connected. + if (p0 == q1 && p1 != null) + { + if (IsBadAngle(q0, p0, p1,threshold)) + { + horrors++; + logger.Warning(String.Format("Bad segment angle found at index {0}.", i), + "PolygonValidator.HasBadAngles()"); + } + } + } + + i++; + } + + return horrors > 0; + } + + private static bool IsBadAngle(Point a, Point b, Point c, double threshold = 0.0) + { + double x = DotProduct(a, b, c); + double y = CrossProductLength(a, b, c); + + return Math.Abs(Math.Atan2(y, x)) <= threshold; + } + + // Returns the dot product . + private static double DotProduct(Point a, Point b, Point c) + { + // Calculate the dot product. + return (a.x - b.x) * (c.x - b.x) + (a.y - b.y) * (c.y - b.y); + } + + // Returns the length of cross product AB x BC. + private static double CrossProductLength(Point a, Point b, Point c) + { + // Calculate the Z coordinate of the cross product. + return (a.x - b.x) * (c.y - b.y) - (a.y - b.y) * (c.x - b.x); + } + + private static int CheckVertexIDs(IPolygon poly, int count) + { + var logger = Log.Instance; + + int horrors = 0; + + int i = 0; + + Vertex p, q; + + foreach (var seg in poly.Segments) + { + p = seg.GetVertex(0); + q = seg.GetVertex(1); + + if (p.id < 0 || p.id >= count) + { + horrors++; + logger.Warning(String.Format("Segment {0} has invalid startpoint.", i), + "PolygonValidator.IsConsistent()"); + } + + if (q.id < 0 || q.id >= count) + { + horrors++; + logger.Warning(String.Format("Segment {0} has invalid endpoint.", i), + "PolygonValidator.IsConsistent()"); + } + + i++; + } + + return horrors; + } + + private static int CheckDuplicateIDs(IPolygon poly) + { + var ids = new HashSet(); + + // Check for duplicate ids. + foreach (var p in poly.Points) + { + if (!ids.Add(p.id)) + { + Log.Instance.Warning("Found duplicate vertex ids.", "PolygonValidator.IsConsistent()"); + return 1; + } + } + + return 0; + } + } +} diff --git a/Triangle.NET/Triangle/Tools/QualityMeasure.cs b/src/Triangle/Tools/QualityMeasure.cs similarity index 96% rename from Triangle.NET/Triangle/Tools/QualityMeasure.cs rename to src/Triangle/Tools/QualityMeasure.cs index fc7bdc6..888332b 100644 --- a/Triangle.NET/Triangle/Tools/QualityMeasure.cs +++ b/src/Triangle/Tools/QualityMeasure.cs @@ -1,541 +1,541 @@ -// ----------------------------------------------------------------------- -// -// Original Matlab code by John Burkardt, Florida State University -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Tools -{ - using System; - using TriangleNet.Geometry; - - /// - /// Provides mesh quality information. - /// - /// - /// Given a triangle abc with points A (ax, ay), B (bx, by), C (cx, cy). - /// - /// The side lengths are given as - /// a = sqrt((cx - bx)^2 + (cy - by)^2) -- side BC opposite of A - /// b = sqrt((cx - ax)^2 + (cy - ay)^2) -- side CA opposite of B - /// c = sqrt((ax - bx)^2 + (ay - by)^2) -- side AB opposite of C - /// - /// The angles are given as - /// ang_a = acos((b^2 + c^2 - a^2) / (2 * b * c)) -- angle at A - /// ang_b = acos((c^2 + a^2 - b^2) / (2 * c * a)) -- angle at B - /// ang_c = acos((a^2 + b^2 - c^2) / (2 * a * b)) -- angle at C - /// - /// The semiperimeter is given as - /// s = (a + b + c) / 2 - /// - /// The area is given as - /// D = abs(ax * (by - cy) + bx * (cy - ay) + cx * (ay - by)) / 2 - /// = sqrt(s * (s - a) * (s - b) * (s - c)) - /// - /// The inradius is given as - /// r = D / s - /// - /// The circumradius is given as - /// R = a * b * c / (4 * D) - /// - /// The altitudes are given as - /// alt_a = 2 * D / a -- altitude above side a - /// alt_b = 2 * D / b -- altitude above side b - /// alt_c = 2 * D / c -- altitude above side c - /// - /// The aspect ratio may be given as the ratio of the longest to the - /// shortest edge or, more commonly as the ratio of the circumradius - /// to twice the inradius - /// ar = R / (2 * r) - /// = a * b * c / (8 * (s - a) * (s - b) * (s - c)) - /// = a * b * c / ((b + c - a) * (c + a - b) * (a + b - c)) - /// - public class QualityMeasure - { - AreaMeasure areaMeasure; - AlphaMeasure alphaMeasure; - Q_Measure qMeasure; - - Mesh mesh; - - public QualityMeasure() - { - areaMeasure = new AreaMeasure(); - alphaMeasure = new AlphaMeasure(); - qMeasure = new Q_Measure(); - } - - #region Public properties - - /// - /// Minimum triangle area. - /// - public double AreaMinimum - { - get { return areaMeasure.area_min; } - } - - /// - /// Maximum triangle area. - /// - public double AreaMaximum - { - get { return areaMeasure.area_max; } - } - - /// - /// Ratio of maximum and minimum triangle area. - /// - public double AreaRatio - { - get { return areaMeasure.area_max / areaMeasure.area_min; } - } - - /// - /// Smallest angle. - /// - public double AlphaMinimum - { - get { return alphaMeasure.alpha_min; } - } - - /// - /// Maximum smallest angle. - /// - public double AlphaMaximum - { - get { return alphaMeasure.alpha_max; } - } - - /// - /// Average angle. - /// - public double AlphaAverage - { - get { return alphaMeasure.alpha_ave; } - } - - /// - /// Average angle weighted by area. - /// - public double AlphaArea - { - get { return alphaMeasure.alpha_area; } - } - - /// - /// Smallest aspect ratio. - /// - public double Q_Minimum - { - get { return qMeasure.q_min; } - } - - /// - /// Largest aspect ratio. - /// - public double Q_Maximum - { - get { return qMeasure.q_max; } - } - - /// - /// Average aspect ratio. - /// - public double Q_Average - { - get { return qMeasure.q_ave; } - } - - /// - /// Average aspect ratio weighted by area. - /// - public double Q_Area - { - get { return qMeasure.q_area; } - } - - #endregion - - public void Update(Mesh mesh) - { - this.mesh = mesh; - - // Reset all measures. - areaMeasure.Reset(); - alphaMeasure.Reset(); - qMeasure.Reset(); - - Compute(); - } - - private void Compute() - { - Point a, b, c; - double ab, bc, ca; - double lx, ly; - double area; - - int n = 0; - - foreach (var tri in mesh.triangles) - { - n++; - - a = tri.vertices[0]; - b = tri.vertices[1]; - c = tri.vertices[2]; - - lx = a.x - b.x; - ly = a.y - b.y; - ab = Math.Sqrt(lx * lx + ly * ly); - lx = b.x - c.x; - ly = b.y - c.y; - bc = Math.Sqrt(lx * lx + ly * ly); - lx = c.x - a.x; - ly = c.y - a.y; - ca = Math.Sqrt(lx * lx + ly * ly); - - area = areaMeasure.Measure(a, b, c); - alphaMeasure.Measure(ab, bc, ca, area); - qMeasure.Measure(ab, bc, ca, area); - } - - // Normalize measures - alphaMeasure.Normalize(n, areaMeasure.area_total); - qMeasure.Normalize(n, areaMeasure.area_total); - } - - /// - /// Determines the bandwidth of the coefficient matrix. - /// - /// Bandwidth of the coefficient matrix. - /// - /// The quantity computed here is the "geometric" bandwidth determined - /// by the finite element mesh alone. - /// - /// If a single finite element variable is associated with each node - /// of the mesh, and if the nodes and variables are numbered in the - /// same way, then the geometric bandwidth is the same as the bandwidth - /// of a typical finite element matrix. - /// - /// The bandwidth M is defined in terms of the lower and upper bandwidths: - /// - /// M = ML + 1 + MU - /// - /// where - /// - /// ML = maximum distance from any diagonal entry to a nonzero - /// entry in the same row, but earlier column, - /// - /// MU = maximum distance from any diagonal entry to a nonzero - /// entry in the same row, but later column. - /// - /// Because the finite element node adjacency relationship is symmetric, - /// we are guaranteed that ML = MU. - /// - public int Bandwidth() - { - if (mesh == null) return 0; - - // Lower and upper bandwidth of the matrix - int ml = 0, mu = 0; - - int gi, gj; - - foreach (var tri in mesh.triangles) - { - for (int j = 0; j < 3; j++) - { - gi = tri.GetVertex(j).id; - - for (int k = 0; k < 3; k++) - { - gj = tri.GetVertex(k).id; - - mu = Math.Max(mu, gj - gi); - ml = Math.Max(ml, gi - gj); - } - } - } - - return ml + 1 + mu; - } - - class AreaMeasure - { - // Minimum area - public double area_min = double.MaxValue; - // Maximum area - public double area_max = -double.MaxValue; - // Total area of geometry - public double area_total = 0; - // Nmber of triangles with zero area - public int area_zero = 0; - - /// - /// Reset all values. - /// - public void Reset() - { - area_min = double.MaxValue; - area_max = -double.MaxValue; - area_total = 0; - area_zero = 0; - } - - /// - /// Compute the area of given triangle. - /// - /// Triangle corner a. - /// Triangle corner b. - /// Triangle corner c. - /// Triangle area. - public double Measure(Point a, Point b, Point c) - { - double area = 0.5 * Math.Abs(a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y)); - - area_min = Math.Min(area_min, area); - area_max = Math.Max(area_max, area); - area_total += area; - - if (area == 0.0) - { - area_zero = area_zero + 1; - } - - return area; - } - } - - /// - /// The alpha measure determines the triangulated pointset quality. - /// - /// - /// The alpha measure evaluates the uniformity of the shapes of the triangles - /// defined by a triangulated pointset. - /// - /// We compute the minimum angle among all the triangles in the triangulated - /// dataset and divide by the maximum possible value (which, in degrees, - /// is 60). The best possible value is 1, and the worst 0. A good - /// triangulation should have an alpha score close to 1. - /// - class AlphaMeasure - { - // Minimum value over all triangles - public double alpha_min; - // Maximum value over all triangles - public double alpha_max; - // Value averaged over all triangles - public double alpha_ave; - // Value averaged over all triangles and weighted by area - public double alpha_area; - - /// - /// Reset all values. - /// - public void Reset() - { - alpha_min = double.MaxValue; - alpha_max = -double.MaxValue; - alpha_ave = 0; - alpha_area = 0; - } - - double acos(double c) - { - if (c <= -1.0) - { - return Math.PI; - } - else if (1.0 <= c) - { - return 0.0; - } - else - { - return Math.Acos(c); - } - } - - /// - /// Compute q value of given triangle. - /// - /// Side length ab. - /// Side length bc. - /// Side length ca. - /// Triangle area. - /// - public double Measure(double ab, double bc, double ca, double area) - { - double alpha = double.MaxValue; - - double ab2 = ab * ab; - double bc2 = bc * bc; - double ca2 = ca * ca; - - double a_angle; - double b_angle; - double c_angle; - - // Take care of a ridiculous special case. - if (ab == 0.0 && bc == 0.0 && ca == 0.0) - { - a_angle = 2.0 * Math.PI / 3.0; - b_angle = 2.0 * Math.PI / 3.0; - c_angle = 2.0 * Math.PI / 3.0; - } - else - { - if (ca == 0.0 || ab == 0.0) - { - a_angle = Math.PI; - } - else - { - a_angle = acos((ca2 + ab2 - bc2) / (2.0 * ca * ab)); - } - - if (ab == 0.0 || bc == 0.0) - { - b_angle = Math.PI; - } - else - { - b_angle = acos((ab2 + bc2 - ca2) / (2.0 * ab * bc)); - } - - if (bc == 0.0 || ca == 0.0) - { - c_angle = Math.PI; - } - else - { - c_angle = acos((bc2 + ca2 - ab2) / (2.0 * bc * ca)); - } - } - - alpha = Math.Min(alpha, a_angle); - alpha = Math.Min(alpha, b_angle); - alpha = Math.Min(alpha, c_angle); - - // Normalize angle from [0,pi/3] radians into qualities in [0,1]. - alpha = alpha * 3.0 / Math.PI; - - alpha_ave += alpha; - alpha_area += area * alpha; - - alpha_min = Math.Min(alpha, alpha_min); - alpha_max = Math.Max(alpha, alpha_max); - - return alpha; - } - - /// - /// Normalize values. - /// - public void Normalize(int n, double area_total) - { - if (n > 0) - { - alpha_ave /= n; - } - else - { - alpha_ave = 0.0; - } - - if (0.0 < area_total) - { - alpha_area /= area_total; - } - else - { - alpha_area = 0.0; - } - } - } - - /// - /// The Q measure determines the triangulated pointset quality. - /// - /// - /// The Q measure evaluates the uniformity of the shapes of the triangles - /// defined by a triangulated pointset. It uses the aspect ratio - /// - /// 2 * (incircle radius) / (circumcircle radius) - /// - /// In an ideally regular mesh, all triangles would have the same - /// equilateral shape, for which Q = 1. A good mesh would have - /// 0.5 < Q. - /// - class Q_Measure - { - // Minimum value over all triangles - public double q_min; - // Maximum value over all triangles - public double q_max; - // Average value - public double q_ave; - // Average value weighted by the area of each triangle - public double q_area; - - /// - /// Reset all values. - /// - public void Reset() - { - q_min = double.MaxValue; - q_max = -double.MaxValue; - q_ave = 0; - q_area = 0; - } - - /// - /// Compute q value of given triangle. - /// - /// Side length ab. - /// Side length bc. - /// Side length ca. - /// Triangle area. - /// - public double Measure(double ab, double bc, double ca, double area) - { - double q = (bc + ca - ab) * (ca + ab - bc) * (ab + bc - ca) / (ab * bc * ca); - - q_min = Math.Min(q_min, q); - q_max = Math.Max(q_max, q); - - q_ave += q; - q_area += q * area; - - return q; - } - - /// - /// Normalize values. - /// - public void Normalize(int n, double area_total) - { - if (n > 0) - { - q_ave /= n; - } - else - { - q_ave = 0.0; - } - - if (area_total > 0.0) - { - q_area /= area_total; - } - else - { - q_area = 0.0; - } - } - } - } -} +// ----------------------------------------------------------------------- +// +// Original Matlab code by John Burkardt, Florida State University +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Tools +{ + using System; + using TriangleNet.Geometry; + + /// + /// Provides mesh quality information. + /// + /// + /// Given a triangle abc with points A (ax, ay), B (bx, by), C (cx, cy). + /// + /// The side lengths are given as + /// a = sqrt((cx - bx)^2 + (cy - by)^2) -- side BC opposite of A + /// b = sqrt((cx - ax)^2 + (cy - ay)^2) -- side CA opposite of B + /// c = sqrt((ax - bx)^2 + (ay - by)^2) -- side AB opposite of C + /// + /// The angles are given as + /// ang_a = acos((b^2 + c^2 - a^2) / (2 * b * c)) -- angle at A + /// ang_b = acos((c^2 + a^2 - b^2) / (2 * c * a)) -- angle at B + /// ang_c = acos((a^2 + b^2 - c^2) / (2 * a * b)) -- angle at C + /// + /// The semiperimeter is given as + /// s = (a + b + c) / 2 + /// + /// The area is given as + /// D = abs(ax * (by - cy) + bx * (cy - ay) + cx * (ay - by)) / 2 + /// = sqrt(s * (s - a) * (s - b) * (s - c)) + /// + /// The inradius is given as + /// r = D / s + /// + /// The circumradius is given as + /// R = a * b * c / (4 * D) + /// + /// The altitudes are given as + /// alt_a = 2 * D / a -- altitude above side a + /// alt_b = 2 * D / b -- altitude above side b + /// alt_c = 2 * D / c -- altitude above side c + /// + /// The aspect ratio may be given as the ratio of the longest to the + /// shortest edge or, more commonly as the ratio of the circumradius + /// to twice the inradius + /// ar = R / (2 * r) + /// = a * b * c / (8 * (s - a) * (s - b) * (s - c)) + /// = a * b * c / ((b + c - a) * (c + a - b) * (a + b - c)) + /// + public class QualityMeasure + { + AreaMeasure areaMeasure; + AlphaMeasure alphaMeasure; + Q_Measure qMeasure; + + Mesh mesh; + + public QualityMeasure() + { + areaMeasure = new AreaMeasure(); + alphaMeasure = new AlphaMeasure(); + qMeasure = new Q_Measure(); + } + + #region Public properties + + /// + /// Minimum triangle area. + /// + public double AreaMinimum + { + get { return areaMeasure.area_min; } + } + + /// + /// Maximum triangle area. + /// + public double AreaMaximum + { + get { return areaMeasure.area_max; } + } + + /// + /// Ratio of maximum and minimum triangle area. + /// + public double AreaRatio + { + get { return areaMeasure.area_max / areaMeasure.area_min; } + } + + /// + /// Smallest angle. + /// + public double AlphaMinimum + { + get { return alphaMeasure.alpha_min; } + } + + /// + /// Maximum smallest angle. + /// + public double AlphaMaximum + { + get { return alphaMeasure.alpha_max; } + } + + /// + /// Average angle. + /// + public double AlphaAverage + { + get { return alphaMeasure.alpha_ave; } + } + + /// + /// Average angle weighted by area. + /// + public double AlphaArea + { + get { return alphaMeasure.alpha_area; } + } + + /// + /// Smallest aspect ratio. + /// + public double Q_Minimum + { + get { return qMeasure.q_min; } + } + + /// + /// Largest aspect ratio. + /// + public double Q_Maximum + { + get { return qMeasure.q_max; } + } + + /// + /// Average aspect ratio. + /// + public double Q_Average + { + get { return qMeasure.q_ave; } + } + + /// + /// Average aspect ratio weighted by area. + /// + public double Q_Area + { + get { return qMeasure.q_area; } + } + + #endregion + + public void Update(Mesh mesh) + { + this.mesh = mesh; + + // Reset all measures. + areaMeasure.Reset(); + alphaMeasure.Reset(); + qMeasure.Reset(); + + Compute(); + } + + private void Compute() + { + Point a, b, c; + double ab, bc, ca; + double lx, ly; + double area; + + int n = 0; + + foreach (var tri in mesh.triangles) + { + n++; + + a = tri.vertices[0]; + b = tri.vertices[1]; + c = tri.vertices[2]; + + lx = a.x - b.x; + ly = a.y - b.y; + ab = Math.Sqrt(lx * lx + ly * ly); + lx = b.x - c.x; + ly = b.y - c.y; + bc = Math.Sqrt(lx * lx + ly * ly); + lx = c.x - a.x; + ly = c.y - a.y; + ca = Math.Sqrt(lx * lx + ly * ly); + + area = areaMeasure.Measure(a, b, c); + alphaMeasure.Measure(ab, bc, ca, area); + qMeasure.Measure(ab, bc, ca, area); + } + + // Normalize measures + alphaMeasure.Normalize(n, areaMeasure.area_total); + qMeasure.Normalize(n, areaMeasure.area_total); + } + + /// + /// Determines the bandwidth of the coefficient matrix. + /// + /// Bandwidth of the coefficient matrix. + /// + /// The quantity computed here is the "geometric" bandwidth determined + /// by the finite element mesh alone. + /// + /// If a single finite element variable is associated with each node + /// of the mesh, and if the nodes and variables are numbered in the + /// same way, then the geometric bandwidth is the same as the bandwidth + /// of a typical finite element matrix. + /// + /// The bandwidth M is defined in terms of the lower and upper bandwidths: + /// + /// M = ML + 1 + MU + /// + /// where + /// + /// ML = maximum distance from any diagonal entry to a nonzero + /// entry in the same row, but earlier column, + /// + /// MU = maximum distance from any diagonal entry to a nonzero + /// entry in the same row, but later column. + /// + /// Because the finite element node adjacency relationship is symmetric, + /// we are guaranteed that ML = MU. + /// + public int Bandwidth() + { + if (mesh == null) return 0; + + // Lower and upper bandwidth of the matrix + int ml = 0, mu = 0; + + int gi, gj; + + foreach (var tri in mesh.triangles) + { + for (int j = 0; j < 3; j++) + { + gi = tri.GetVertex(j).id; + + for (int k = 0; k < 3; k++) + { + gj = tri.GetVertex(k).id; + + mu = Math.Max(mu, gj - gi); + ml = Math.Max(ml, gi - gj); + } + } + } + + return ml + 1 + mu; + } + + class AreaMeasure + { + // Minimum area + public double area_min = double.MaxValue; + // Maximum area + public double area_max = -double.MaxValue; + // Total area of geometry + public double area_total = 0; + // Nmber of triangles with zero area + public int area_zero = 0; + + /// + /// Reset all values. + /// + public void Reset() + { + area_min = double.MaxValue; + area_max = -double.MaxValue; + area_total = 0; + area_zero = 0; + } + + /// + /// Compute the area of given triangle. + /// + /// Triangle corner a. + /// Triangle corner b. + /// Triangle corner c. + /// Triangle area. + public double Measure(Point a, Point b, Point c) + { + double area = 0.5 * Math.Abs(a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y)); + + area_min = Math.Min(area_min, area); + area_max = Math.Max(area_max, area); + area_total += area; + + if (area == 0.0) + { + area_zero = area_zero + 1; + } + + return area; + } + } + + /// + /// The alpha measure determines the triangulated pointset quality. + /// + /// + /// The alpha measure evaluates the uniformity of the shapes of the triangles + /// defined by a triangulated pointset. + /// + /// We compute the minimum angle among all the triangles in the triangulated + /// dataset and divide by the maximum possible value (which, in degrees, + /// is 60). The best possible value is 1, and the worst 0. A good + /// triangulation should have an alpha score close to 1. + /// + class AlphaMeasure + { + // Minimum value over all triangles + public double alpha_min; + // Maximum value over all triangles + public double alpha_max; + // Value averaged over all triangles + public double alpha_ave; + // Value averaged over all triangles and weighted by area + public double alpha_area; + + /// + /// Reset all values. + /// + public void Reset() + { + alpha_min = double.MaxValue; + alpha_max = -double.MaxValue; + alpha_ave = 0; + alpha_area = 0; + } + + double acos(double c) + { + if (c <= -1.0) + { + return Math.PI; + } + else if (1.0 <= c) + { + return 0.0; + } + else + { + return Math.Acos(c); + } + } + + /// + /// Compute q value of given triangle. + /// + /// Side length ab. + /// Side length bc. + /// Side length ca. + /// Triangle area. + /// + public double Measure(double ab, double bc, double ca, double area) + { + double alpha = double.MaxValue; + + double ab2 = ab * ab; + double bc2 = bc * bc; + double ca2 = ca * ca; + + double a_angle; + double b_angle; + double c_angle; + + // Take care of a ridiculous special case. + if (ab == 0.0 && bc == 0.0 && ca == 0.0) + { + a_angle = 2.0 * Math.PI / 3.0; + b_angle = 2.0 * Math.PI / 3.0; + c_angle = 2.0 * Math.PI / 3.0; + } + else + { + if (ca == 0.0 || ab == 0.0) + { + a_angle = Math.PI; + } + else + { + a_angle = acos((ca2 + ab2 - bc2) / (2.0 * ca * ab)); + } + + if (ab == 0.0 || bc == 0.0) + { + b_angle = Math.PI; + } + else + { + b_angle = acos((ab2 + bc2 - ca2) / (2.0 * ab * bc)); + } + + if (bc == 0.0 || ca == 0.0) + { + c_angle = Math.PI; + } + else + { + c_angle = acos((bc2 + ca2 - ab2) / (2.0 * bc * ca)); + } + } + + alpha = Math.Min(alpha, a_angle); + alpha = Math.Min(alpha, b_angle); + alpha = Math.Min(alpha, c_angle); + + // Normalize angle from [0,pi/3] radians into qualities in [0,1]. + alpha = alpha * 3.0 / Math.PI; + + alpha_ave += alpha; + alpha_area += area * alpha; + + alpha_min = Math.Min(alpha, alpha_min); + alpha_max = Math.Max(alpha, alpha_max); + + return alpha; + } + + /// + /// Normalize values. + /// + public void Normalize(int n, double area_total) + { + if (n > 0) + { + alpha_ave /= n; + } + else + { + alpha_ave = 0.0; + } + + if (0.0 < area_total) + { + alpha_area /= area_total; + } + else + { + alpha_area = 0.0; + } + } + } + + /// + /// The Q measure determines the triangulated pointset quality. + /// + /// + /// The Q measure evaluates the uniformity of the shapes of the triangles + /// defined by a triangulated pointset. It uses the aspect ratio + /// + /// 2 * (incircle radius) / (circumcircle radius) + /// + /// In an ideally regular mesh, all triangles would have the same + /// equilateral shape, for which Q = 1. A good mesh would have + /// 0.5 < Q. + /// + class Q_Measure + { + // Minimum value over all triangles + public double q_min; + // Maximum value over all triangles + public double q_max; + // Average value + public double q_ave; + // Average value weighted by the area of each triangle + public double q_area; + + /// + /// Reset all values. + /// + public void Reset() + { + q_min = double.MaxValue; + q_max = -double.MaxValue; + q_ave = 0; + q_area = 0; + } + + /// + /// Compute q value of given triangle. + /// + /// Side length ab. + /// Side length bc. + /// Side length ca. + /// Triangle area. + /// + public double Measure(double ab, double bc, double ca, double area) + { + double q = (bc + ca - ab) * (ca + ab - bc) * (ab + bc - ca) / (ab * bc * ca); + + q_min = Math.Min(q_min, q); + q_max = Math.Max(q_max, q); + + q_ave += q; + q_area += q * area; + + return q; + } + + /// + /// Normalize values. + /// + public void Normalize(int n, double area_total) + { + if (n > 0) + { + q_ave /= n; + } + else + { + q_ave = 0.0; + } + + if (area_total > 0.0) + { + q_area /= area_total; + } + else + { + q_area = 0.0; + } + } + } + } +} diff --git a/Triangle.NET/Triangle/Tools/Statistic.cs b/src/Triangle/Tools/Statistic.cs similarity index 96% rename from Triangle.NET/Triangle/Tools/Statistic.cs rename to src/Triangle/Tools/Statistic.cs index a530f8c..d9f5635 100644 --- a/Triangle.NET/Triangle/Tools/Statistic.cs +++ b/src/Triangle/Tools/Statistic.cs @@ -1,528 +1,528 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Tools -{ - using System; - using TriangleNet.Topology; - using TriangleNet.Geometry; - - /// - /// Gather mesh statistics. - /// - public class Statistic - { - #region Static members - - /// - /// Number of incircle tests performed. - /// - public static long InCircleCount = 0; - public static long InCircleAdaptCount = 0; - - /// - /// Number of counterclockwise tests performed. - /// - public static long CounterClockwiseCount = 0; - public static long CounterClockwiseAdaptCount = 0; - - /// - /// Number of 3D orientation tests performed. - /// - public static long Orient3dCount = 0; - - /// - /// Number of right-of-hyperbola tests performed. - /// - public static long HyperbolaCount = 0; - - /// - /// // Number of circumcenter calculations performed. - /// - public static long CircumcenterCount = 0; - - /// - /// Number of circle top calculations performed. - /// - public static long CircleTopCount = 0; - - /// - /// Number of vertex relocations. - /// - public static long RelocationCount = 0; - - #endregion - - #region Properties - - double minEdge = 0; - /// - /// Gets the shortest edge. - /// - public double ShortestEdge { get { return minEdge; } } - - double maxEdge = 0; - /// - /// Gets the longest edge. - /// - public double LongestEdge { get { return maxEdge; } } - - // - double minAspect = 0; - /// - /// Gets the shortest altitude. - /// - public double ShortestAltitude { get { return minAspect; } } - - double maxAspect = 0; - /// - /// Gets the largest aspect ratio. - /// - public double LargestAspectRatio { get { return maxAspect; } } - - double minArea = 0; - /// - /// Gets the smallest area. - /// - public double SmallestArea { get { return minArea; } } - - double maxArea = 0; - /// - /// Gets the largest area. - /// - public double LargestArea { get { return maxArea; } } - - double minAngle = 0; - /// - /// Gets the smallest angle. - /// - public double SmallestAngle { get { return minAngle; } } - - double maxAngle = 0; - /// - /// Gets the largest angle. - /// - public double LargestAngle { get { return maxAngle; } } - - int[] angleTable; - /// - /// Gets the angle histogram. - /// - public int[] AngleHistogram { get { return angleTable; } } - - int[] minAngles; - /// - /// Gets the min angles histogram. - /// - public int[] MinAngleHistogram { get { return minAngles; } } - - int[] maxAngles; - /// - /// Gets the max angles histogram. - /// - public int[] MaxAngleHistogram { get { return maxAngles; } } - - #endregion - - #region Private methods - - private void GetAspectHistogram(Mesh mesh) - { - int[] aspecttable; - double[] ratiotable; - - aspecttable = new int[16]; - ratiotable = new double[] { - 1.5, 2.0, 2.5, 3.0, 4.0, 6.0, 10.0, 15.0, 25.0, 50.0, - 100.0, 300.0, 1000.0, 10000.0, 100000.0, 0.0 }; - - - Otri tri = default(Otri); - Vertex[] p = new Vertex[3]; - double[] dx = new double[3], dy = new double[3]; - double[] edgelength = new double[3]; - double triarea; - double trilongest2; - double triminaltitude2; - double triaspect2; - - int aspectindex; - int i, j, k; - - tri.orient = 0; - foreach (var t in mesh.triangles) - { - tri.tri = t; - p[0] = tri.Org(); - p[1] = tri.Dest(); - p[2] = tri.Apex(); - trilongest2 = 0.0; - - for (i = 0; i < 3; i++) - { - j = plus1Mod3[i]; - k = minus1Mod3[i]; - dx[i] = p[j].x - p[k].x; - dy[i] = p[j].y - p[k].y; - edgelength[i] = dx[i] * dx[i] + dy[i] * dy[i]; - if (edgelength[i] > trilongest2) - { - trilongest2 = edgelength[i]; - } - } - - //triarea = Primitives.CounterClockwise(p[0], p[1], p[2]); - triarea = Math.Abs((p[2].x - p[0].x) * (p[1].y - p[0].y) - - (p[1].x - p[0].x) * (p[2].y - p[0].y)) / 2.0; - - triminaltitude2 = triarea * triarea / trilongest2; - - triaspect2 = trilongest2 / triminaltitude2; - - aspectindex = 0; - while ((triaspect2 > ratiotable[aspectindex] * ratiotable[aspectindex]) && (aspectindex < 15)) - { - aspectindex++; - } - aspecttable[aspectindex]++; - } - } - - #endregion - - static readonly int[] plus1Mod3 = { 1, 2, 0 }; - static readonly int[] minus1Mod3 = { 2, 0, 1 }; - - /// - /// Update statistics about the quality of the mesh. - /// - /// - public void Update(Mesh mesh, int sampleDegrees) - { - Point[] p = new Point[3]; - - int k1, k2; - int degreeStep; - - //sampleDegrees = 36; // sample every 5 degrees - //sampleDegrees = 45; // sample every 4 degrees - sampleDegrees = 60; // sample every 3 degrees - - double[] cosSquareTable = new double[sampleDegrees / 2 - 1]; - double[] dx = new double[3]; - double[] dy = new double[3]; - double[] edgeLength = new double[3]; - double dotProduct; - double cosSquare; - double triArea; - double triLongest2; - double triMinAltitude2; - double triAspect2; - - double radconst = Math.PI / sampleDegrees; - double degconst = 180.0 / Math.PI; - - // New angle table - angleTable = new int[sampleDegrees]; - minAngles = new int[sampleDegrees]; - maxAngles = new int[sampleDegrees]; - - for (int i = 0; i < sampleDegrees / 2 - 1; i++) - { - cosSquareTable[i] = Math.Cos(radconst * (i + 1)); - cosSquareTable[i] = cosSquareTable[i] * cosSquareTable[i]; - } - for (int i = 0; i < sampleDegrees; i++) - { - angleTable[i] = 0; - } - - minAspect = mesh.bounds.Width + mesh.bounds.Height; - minAspect = minAspect * minAspect; - maxAspect = 0.0; - minEdge = minAspect; - maxEdge = 0.0; - minArea = minAspect; - maxArea = 0.0; - minAngle = 0.0; - maxAngle = 2.0; - - bool acuteBiggest = true; - bool acuteBiggestTri = true; - - double triMinAngle, triMaxAngle = 1; - - foreach (var tri in mesh.triangles) - { - triMinAngle = 0; // Min angle: 0 < a < 60 degress - triMaxAngle = 1; // Max angle: 60 < a < 180 degress - - p[0] = tri.vertices[0]; - p[1] = tri.vertices[1]; - p[2] = tri.vertices[2]; - - triLongest2 = 0.0; - - for (int i = 0; i < 3; i++) - { - k1 = plus1Mod3[i]; - k2 = minus1Mod3[i]; - - dx[i] = p[k1].x - p[k2].x; - dy[i] = p[k1].y - p[k2].y; - - edgeLength[i] = dx[i] * dx[i] + dy[i] * dy[i]; - - if (edgeLength[i] > triLongest2) - { - triLongest2 = edgeLength[i]; - } - - if (edgeLength[i] > maxEdge) - { - maxEdge = edgeLength[i]; - } - - if (edgeLength[i] < minEdge) - { - minEdge = edgeLength[i]; - } - } - - //triarea = Primitives.CounterClockwise(p[0], p[1], p[2]); - triArea = Math.Abs((p[2].x - p[0].x) * (p[1].y - p[0].y) - - (p[1].x - p[0].x) * (p[2].y - p[0].y)); - - if (triArea < minArea) - { - minArea = triArea; - } - - if (triArea > maxArea) - { - maxArea = triArea; - } - - triMinAltitude2 = triArea * triArea / triLongest2; - if (triMinAltitude2 < minAspect) - { - minAspect = triMinAltitude2; - } - - triAspect2 = triLongest2 / triMinAltitude2; - if (triAspect2 > maxAspect) - { - maxAspect = triAspect2; - } - - for (int i = 0; i < 3; i++) - { - k1 = plus1Mod3[i]; - k2 = minus1Mod3[i]; - - dotProduct = dx[k1] * dx[k2] + dy[k1] * dy[k2]; - cosSquare = dotProduct * dotProduct / (edgeLength[k1] * edgeLength[k2]); - degreeStep = sampleDegrees / 2 - 1; - - for (int j = degreeStep - 1; j >= 0; j--) - { - if (cosSquare > cosSquareTable[j]) - { - degreeStep = j; - } - } - - if (dotProduct <= 0.0) - { - angleTable[degreeStep]++; - if (cosSquare > minAngle) - { - minAngle = cosSquare; - } - if (acuteBiggest && (cosSquare < maxAngle)) - { - maxAngle = cosSquare; - } - - // Update min/max angle per triangle - if (cosSquare > triMinAngle) - { - triMinAngle = cosSquare; - } - if (acuteBiggestTri && (cosSquare < triMaxAngle)) - { - triMaxAngle = cosSquare; - } - } - else - { - angleTable[sampleDegrees - degreeStep - 1]++; - if (acuteBiggest || (cosSquare > maxAngle)) - { - maxAngle = cosSquare; - acuteBiggest = false; - } - - // Update max angle for (possibly non-acute) triangle - if (acuteBiggestTri || (cosSquare > triMaxAngle)) - { - triMaxAngle = cosSquare; - acuteBiggestTri = false; - } - } - } - - // Update min angle histogram - degreeStep = sampleDegrees / 2 - 1; - - for (int j = degreeStep - 1; j >= 0; j--) - { - if (triMinAngle > cosSquareTable[j]) - { - degreeStep = j; - } - } - minAngles[degreeStep]++; - - // Update max angle histogram - degreeStep = sampleDegrees / 2 - 1; - - for (int j = degreeStep - 1; j >= 0; j--) - { - if (triMaxAngle > cosSquareTable[j]) - { - degreeStep = j; - } - } - - if (acuteBiggestTri) - { - maxAngles[degreeStep]++; - } - else - { - maxAngles[sampleDegrees - degreeStep - 1]++; - } - - acuteBiggestTri = true; - } - - minEdge = Math.Sqrt(minEdge); - maxEdge = Math.Sqrt(maxEdge); - minAspect = Math.Sqrt(minAspect); - maxAspect = Math.Sqrt(maxAspect); - minArea *= 0.5; - maxArea *= 0.5; - if (minAngle >= 1.0) - { - minAngle = 0.0; - } - else - { - minAngle = degconst * Math.Acos(Math.Sqrt(minAngle)); - } - - if (maxAngle >= 1.0) - { - maxAngle = 180.0; - } - else - { - if (acuteBiggest) - { - maxAngle = degconst * Math.Acos(Math.Sqrt(maxAngle)); - } - else - { - maxAngle = 180.0 - degconst * Math.Acos(Math.Sqrt(maxAngle)); - } - } - } - - /// - /// Compute angle information for given triangle. - /// - /// The triangle to check. - /// Array of doubles (length 6). - /// - /// On return, the squared cosines of the minimum and maximum angle will - /// be stored at position data[0] and data[1] respectively. - /// If the triangle was obtuse, data[2] will be set to -1 and maximum angle - /// is computed as (pi - acos(sqrt(data[1]))). - /// - public static void ComputeAngles(ITriangle triangle, double[] data) - { - double min = 0.0; - double max = 1.0; - - var va = triangle.GetVertex(0); - var vb = triangle.GetVertex(1); - var vc = triangle.GetVertex(2); - - double dxa = vb.x - vc.x; - double dya = vb.y - vc.y; - double lena = dxa * dxa + dya * dya; - - double dxb = vc.x - va.x; - double dyb = vc.y - va.y; - double lenb = dxb * dxb + dyb * dyb; - - double dxc = va.x - vb.x; - double dyc = va.y - vb.y; - double lenc = dxc * dxc + dyc * dyc; - - // Dot products. - double dota = data[0] = dxb * dxc + dyb * dyc; - double dotb = data[1] = dxc * dxa + dyc * dya; - double dotc = data[2] = dxa * dxb + dya * dyb; - - // Squared cosines. - data[3] = (dota * dota) / (lenb * lenc); - data[4] = (dotb * dotb) / (lenc * lena); - data[5] = (dotc * dotc) / (lena * lenb); - - // The sign of the dot product will tell us, if the angle is - // acute (value < 0) or obtuse (value > 0). - - bool acute = true; - - double cos, dot; - - for (int i = 0; i < 3; i++) - { - dot = data[i]; - cos = data[3 + i]; - - if (dot <= 0.0) - { - if (cos > min) - { - min = cos; - } - - if (acute && (cos < max)) - { - max = cos; - } - } - else - { - // Update max angle for (possibly non-acute) triangle - if (acute || (cos > max)) - { - max = cos; - acute = false; - } - } - } - - data[0] = min; - data[1] = max; - data[2] = acute ? 1.0 : -1.0; - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Tools +{ + using System; + using TriangleNet.Topology; + using TriangleNet.Geometry; + + /// + /// Gather mesh statistics. + /// + public class Statistic + { + #region Static members + + /// + /// Number of incircle tests performed. + /// + public static long InCircleCount = 0; + public static long InCircleAdaptCount = 0; + + /// + /// Number of counterclockwise tests performed. + /// + public static long CounterClockwiseCount = 0; + public static long CounterClockwiseAdaptCount = 0; + + /// + /// Number of 3D orientation tests performed. + /// + public static long Orient3dCount = 0; + + /// + /// Number of right-of-hyperbola tests performed. + /// + public static long HyperbolaCount = 0; + + /// + /// // Number of circumcenter calculations performed. + /// + public static long CircumcenterCount = 0; + + /// + /// Number of circle top calculations performed. + /// + public static long CircleTopCount = 0; + + /// + /// Number of vertex relocations. + /// + public static long RelocationCount = 0; + + #endregion + + #region Properties + + double minEdge = 0; + /// + /// Gets the shortest edge. + /// + public double ShortestEdge { get { return minEdge; } } + + double maxEdge = 0; + /// + /// Gets the longest edge. + /// + public double LongestEdge { get { return maxEdge; } } + + // + double minAspect = 0; + /// + /// Gets the shortest altitude. + /// + public double ShortestAltitude { get { return minAspect; } } + + double maxAspect = 0; + /// + /// Gets the largest aspect ratio. + /// + public double LargestAspectRatio { get { return maxAspect; } } + + double minArea = 0; + /// + /// Gets the smallest area. + /// + public double SmallestArea { get { return minArea; } } + + double maxArea = 0; + /// + /// Gets the largest area. + /// + public double LargestArea { get { return maxArea; } } + + double minAngle = 0; + /// + /// Gets the smallest angle. + /// + public double SmallestAngle { get { return minAngle; } } + + double maxAngle = 0; + /// + /// Gets the largest angle. + /// + public double LargestAngle { get { return maxAngle; } } + + int[] angleTable; + /// + /// Gets the angle histogram. + /// + public int[] AngleHistogram { get { return angleTable; } } + + int[] minAngles; + /// + /// Gets the min angles histogram. + /// + public int[] MinAngleHistogram { get { return minAngles; } } + + int[] maxAngles; + /// + /// Gets the max angles histogram. + /// + public int[] MaxAngleHistogram { get { return maxAngles; } } + + #endregion + + #region Private methods + + private void GetAspectHistogram(Mesh mesh) + { + int[] aspecttable; + double[] ratiotable; + + aspecttable = new int[16]; + ratiotable = new double[] { + 1.5, 2.0, 2.5, 3.0, 4.0, 6.0, 10.0, 15.0, 25.0, 50.0, + 100.0, 300.0, 1000.0, 10000.0, 100000.0, 0.0 }; + + + Otri tri = default(Otri); + Vertex[] p = new Vertex[3]; + double[] dx = new double[3], dy = new double[3]; + double[] edgelength = new double[3]; + double triarea; + double trilongest2; + double triminaltitude2; + double triaspect2; + + int aspectindex; + int i, j, k; + + tri.orient = 0; + foreach (var t in mesh.triangles) + { + tri.tri = t; + p[0] = tri.Org(); + p[1] = tri.Dest(); + p[2] = tri.Apex(); + trilongest2 = 0.0; + + for (i = 0; i < 3; i++) + { + j = plus1Mod3[i]; + k = minus1Mod3[i]; + dx[i] = p[j].x - p[k].x; + dy[i] = p[j].y - p[k].y; + edgelength[i] = dx[i] * dx[i] + dy[i] * dy[i]; + if (edgelength[i] > trilongest2) + { + trilongest2 = edgelength[i]; + } + } + + //triarea = Primitives.CounterClockwise(p[0], p[1], p[2]); + triarea = Math.Abs((p[2].x - p[0].x) * (p[1].y - p[0].y) - + (p[1].x - p[0].x) * (p[2].y - p[0].y)) / 2.0; + + triminaltitude2 = triarea * triarea / trilongest2; + + triaspect2 = trilongest2 / triminaltitude2; + + aspectindex = 0; + while ((triaspect2 > ratiotable[aspectindex] * ratiotable[aspectindex]) && (aspectindex < 15)) + { + aspectindex++; + } + aspecttable[aspectindex]++; + } + } + + #endregion + + static readonly int[] plus1Mod3 = { 1, 2, 0 }; + static readonly int[] minus1Mod3 = { 2, 0, 1 }; + + /// + /// Update statistics about the quality of the mesh. + /// + /// + public void Update(Mesh mesh, int sampleDegrees) + { + Point[] p = new Point[3]; + + int k1, k2; + int degreeStep; + + //sampleDegrees = 36; // sample every 5 degrees + //sampleDegrees = 45; // sample every 4 degrees + sampleDegrees = 60; // sample every 3 degrees + + double[] cosSquareTable = new double[sampleDegrees / 2 - 1]; + double[] dx = new double[3]; + double[] dy = new double[3]; + double[] edgeLength = new double[3]; + double dotProduct; + double cosSquare; + double triArea; + double triLongest2; + double triMinAltitude2; + double triAspect2; + + double radconst = Math.PI / sampleDegrees; + double degconst = 180.0 / Math.PI; + + // New angle table + angleTable = new int[sampleDegrees]; + minAngles = new int[sampleDegrees]; + maxAngles = new int[sampleDegrees]; + + for (int i = 0; i < sampleDegrees / 2 - 1; i++) + { + cosSquareTable[i] = Math.Cos(radconst * (i + 1)); + cosSquareTable[i] = cosSquareTable[i] * cosSquareTable[i]; + } + for (int i = 0; i < sampleDegrees; i++) + { + angleTable[i] = 0; + } + + minAspect = mesh.bounds.Width + mesh.bounds.Height; + minAspect = minAspect * minAspect; + maxAspect = 0.0; + minEdge = minAspect; + maxEdge = 0.0; + minArea = minAspect; + maxArea = 0.0; + minAngle = 0.0; + maxAngle = 2.0; + + bool acuteBiggest = true; + bool acuteBiggestTri = true; + + double triMinAngle, triMaxAngle = 1; + + foreach (var tri in mesh.triangles) + { + triMinAngle = 0; // Min angle: 0 < a < 60 degress + triMaxAngle = 1; // Max angle: 60 < a < 180 degress + + p[0] = tri.vertices[0]; + p[1] = tri.vertices[1]; + p[2] = tri.vertices[2]; + + triLongest2 = 0.0; + + for (int i = 0; i < 3; i++) + { + k1 = plus1Mod3[i]; + k2 = minus1Mod3[i]; + + dx[i] = p[k1].x - p[k2].x; + dy[i] = p[k1].y - p[k2].y; + + edgeLength[i] = dx[i] * dx[i] + dy[i] * dy[i]; + + if (edgeLength[i] > triLongest2) + { + triLongest2 = edgeLength[i]; + } + + if (edgeLength[i] > maxEdge) + { + maxEdge = edgeLength[i]; + } + + if (edgeLength[i] < minEdge) + { + minEdge = edgeLength[i]; + } + } + + //triarea = Primitives.CounterClockwise(p[0], p[1], p[2]); + triArea = Math.Abs((p[2].x - p[0].x) * (p[1].y - p[0].y) - + (p[1].x - p[0].x) * (p[2].y - p[0].y)); + + if (triArea < minArea) + { + minArea = triArea; + } + + if (triArea > maxArea) + { + maxArea = triArea; + } + + triMinAltitude2 = triArea * triArea / triLongest2; + if (triMinAltitude2 < minAspect) + { + minAspect = triMinAltitude2; + } + + triAspect2 = triLongest2 / triMinAltitude2; + if (triAspect2 > maxAspect) + { + maxAspect = triAspect2; + } + + for (int i = 0; i < 3; i++) + { + k1 = plus1Mod3[i]; + k2 = minus1Mod3[i]; + + dotProduct = dx[k1] * dx[k2] + dy[k1] * dy[k2]; + cosSquare = dotProduct * dotProduct / (edgeLength[k1] * edgeLength[k2]); + degreeStep = sampleDegrees / 2 - 1; + + for (int j = degreeStep - 1; j >= 0; j--) + { + if (cosSquare > cosSquareTable[j]) + { + degreeStep = j; + } + } + + if (dotProduct <= 0.0) + { + angleTable[degreeStep]++; + if (cosSquare > minAngle) + { + minAngle = cosSquare; + } + if (acuteBiggest && (cosSquare < maxAngle)) + { + maxAngle = cosSquare; + } + + // Update min/max angle per triangle + if (cosSquare > triMinAngle) + { + triMinAngle = cosSquare; + } + if (acuteBiggestTri && (cosSquare < triMaxAngle)) + { + triMaxAngle = cosSquare; + } + } + else + { + angleTable[sampleDegrees - degreeStep - 1]++; + if (acuteBiggest || (cosSquare > maxAngle)) + { + maxAngle = cosSquare; + acuteBiggest = false; + } + + // Update max angle for (possibly non-acute) triangle + if (acuteBiggestTri || (cosSquare > triMaxAngle)) + { + triMaxAngle = cosSquare; + acuteBiggestTri = false; + } + } + } + + // Update min angle histogram + degreeStep = sampleDegrees / 2 - 1; + + for (int j = degreeStep - 1; j >= 0; j--) + { + if (triMinAngle > cosSquareTable[j]) + { + degreeStep = j; + } + } + minAngles[degreeStep]++; + + // Update max angle histogram + degreeStep = sampleDegrees / 2 - 1; + + for (int j = degreeStep - 1; j >= 0; j--) + { + if (triMaxAngle > cosSquareTable[j]) + { + degreeStep = j; + } + } + + if (acuteBiggestTri) + { + maxAngles[degreeStep]++; + } + else + { + maxAngles[sampleDegrees - degreeStep - 1]++; + } + + acuteBiggestTri = true; + } + + minEdge = Math.Sqrt(minEdge); + maxEdge = Math.Sqrt(maxEdge); + minAspect = Math.Sqrt(minAspect); + maxAspect = Math.Sqrt(maxAspect); + minArea *= 0.5; + maxArea *= 0.5; + if (minAngle >= 1.0) + { + minAngle = 0.0; + } + else + { + minAngle = degconst * Math.Acos(Math.Sqrt(minAngle)); + } + + if (maxAngle >= 1.0) + { + maxAngle = 180.0; + } + else + { + if (acuteBiggest) + { + maxAngle = degconst * Math.Acos(Math.Sqrt(maxAngle)); + } + else + { + maxAngle = 180.0 - degconst * Math.Acos(Math.Sqrt(maxAngle)); + } + } + } + + /// + /// Compute angle information for given triangle. + /// + /// The triangle to check. + /// Array of doubles (length 6). + /// + /// On return, the squared cosines of the minimum and maximum angle will + /// be stored at position data[0] and data[1] respectively. + /// If the triangle was obtuse, data[2] will be set to -1 and maximum angle + /// is computed as (pi - acos(sqrt(data[1]))). + /// + public static void ComputeAngles(ITriangle triangle, double[] data) + { + double min = 0.0; + double max = 1.0; + + var va = triangle.GetVertex(0); + var vb = triangle.GetVertex(1); + var vc = triangle.GetVertex(2); + + double dxa = vb.x - vc.x; + double dya = vb.y - vc.y; + double lena = dxa * dxa + dya * dya; + + double dxb = vc.x - va.x; + double dyb = vc.y - va.y; + double lenb = dxb * dxb + dyb * dyb; + + double dxc = va.x - vb.x; + double dyc = va.y - vb.y; + double lenc = dxc * dxc + dyc * dyc; + + // Dot products. + double dota = data[0] = dxb * dxc + dyb * dyc; + double dotb = data[1] = dxc * dxa + dyc * dya; + double dotc = data[2] = dxa * dxb + dya * dyb; + + // Squared cosines. + data[3] = (dota * dota) / (lenb * lenc); + data[4] = (dotb * dotb) / (lenc * lena); + data[5] = (dotc * dotc) / (lena * lenb); + + // The sign of the dot product will tell us, if the angle is + // acute (value < 0) or obtuse (value > 0). + + bool acute = true; + + double cos, dot; + + for (int i = 0; i < 3; i++) + { + dot = data[i]; + cos = data[3 + i]; + + if (dot <= 0.0) + { + if (cos > min) + { + min = cos; + } + + if (acute && (cos < max)) + { + max = cos; + } + } + else + { + // Update max angle for (possibly non-acute) triangle + if (acute || (cos > max)) + { + max = cos; + acute = false; + } + } + } + + data[0] = min; + data[1] = max; + data[2] = acute ? 1.0 : -1.0; + } + } +} diff --git a/Triangle.NET/Triangle/Tools/TriangleQuadTree.cs b/src/Triangle/Tools/TriangleQuadTree.cs similarity index 97% rename from Triangle.NET/Triangle/Tools/TriangleQuadTree.cs rename to src/Triangle/Tools/TriangleQuadTree.cs index 0b7203a..bdfe114 100644 --- a/Triangle.NET/Triangle/Tools/TriangleQuadTree.cs +++ b/src/Triangle/Tools/TriangleQuadTree.cs @@ -1,426 +1,426 @@ -// ----------------------------------------------------------------------- -// -// Original code by Frank Dockhorn, [not available anymore: http://sourceforge.net/projects/quadtreesim/] -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Tools -{ - using System.Collections.Generic; - using System.Linq; - using TriangleNet.Geometry; - - /// - /// A Quadtree implementation optimized for triangles. - /// - public class TriangleQuadTree - { - QuadNode root; - - internal ITriangle[] triangles; - - internal int sizeBound; - internal int maxDepth; - - /// - /// Initializes a new instance of the class. - /// - /// Mesh containing triangles. - /// The maximum depth of the tree. - /// The maximum number of triangles contained in a leaf. - /// - /// The quadtree does not track changes of the mesh. If a mesh is refined or - /// changed in any other way, a new quadtree has to be built to make the point - /// location work. - /// - /// A node of the tree will be split, if its level if less than the max depth parameter - /// AND the number of triangles in the node is greater than the size bound. - /// - public TriangleQuadTree(Mesh mesh, int maxDepth = 10, int sizeBound = 10) - { - this.maxDepth = maxDepth; - this.sizeBound = sizeBound; - - triangles = mesh.Triangles.ToArray(); - - int currentDepth = 0; - - root = new QuadNode(mesh.Bounds, this, true); - root.CreateSubRegion(++currentDepth); - } - - public ITriangle Query(double x, double y) - { - var point = new Point(x, y); - var indices = root.FindTriangles(point); - - foreach (var i in indices) - { - var tri = this.triangles[i]; - - if (IsPointInTriangle(point, tri.GetVertex(0), tri.GetVertex(1), tri.GetVertex(2))) - { - return tri; - } - } - - return null; - } - - /// - /// Test, if a given point lies inside a triangle. - /// - /// Point to locate. - /// Corner point of triangle. - /// Corner point of triangle. - /// Corner point of triangle. - /// True, if point is inside or on the edge of this triangle. - internal static bool IsPointInTriangle(Point p, Point t0, Point t1, Point t2) - { - // TODO: no need to create new Point instances here - Point d0 = new Point(t1.x - t0.x, t1.y - t0.y); - Point d1 = new Point(t2.x - t0.x, t2.y - t0.y); - Point d2 = new Point(p.x - t0.x, p.y - t0.y); - - // crossproduct of (0, 0, 1) and d0 - Point c0 = new Point(-d0.y, d0.x); - - // crossproduct of (0, 0, 1) and d1 - Point c1 = new Point(-d1.y, d1.x); - - // Linear combination d2 = s * d0 + v * d1. - // - // Multiply both sides of the equation with c0 and c1 - // and solve for s and v respectively - // - // s = d2 * c1 / d0 * c1 - // v = d2 * c0 / d1 * c0 - - double s = DotProduct(d2, c1) / DotProduct(d0, c1); - double v = DotProduct(d2, c0) / DotProduct(d1, c0); - - if (s >= 0 && v >= 0 && ((s + v) <= 1)) - { - // Point is inside or on the edge of this triangle. - return true; - } - - return false; - } - - internal static double DotProduct(Point p, Point q) - { - return p.x * q.x + p.y * q.y; - } - - /// - /// A node of the quadtree. - /// - class QuadNode - { - const int SW = 0; - const int SE = 1; - const int NW = 2; - const int NE = 3; - - const double EPS = 1e-6; - - static readonly byte[] BITVECTOR = { 0x1, 0x2, 0x4, 0x8 }; - - Rectangle bounds; - Point pivot; - TriangleQuadTree tree; - QuadNode[] regions; - List triangles; - - byte bitRegions; - - public QuadNode(Rectangle box, TriangleQuadTree tree) - : this(box, tree, false) - { - } - - public QuadNode(Rectangle box, TriangleQuadTree tree, bool init) - { - this.tree = tree; - - this.bounds = new Rectangle(box.Left, box.Bottom, box.Width, box.Height); - this.pivot = new Point((box.Left + box.Right) / 2, (box.Bottom + box.Top) / 2); - - this.bitRegions = 0; - - this.regions = new QuadNode[4]; - this.triangles = new List(); - - if (init) - { - int count = tree.triangles.Length; - - // Allocate memory upfront - triangles.Capacity = count; - - for (int i = 0; i < count; i++) - { - triangles.Add(i); - } - } - } - - public List FindTriangles(Point searchPoint) - { - int region = FindRegion(searchPoint); - if (regions[region] == null) - { - return triangles; - } - return regions[region].FindTriangles(searchPoint); - } - - public void CreateSubRegion(int currentDepth) - { - // The four sub regions of the quad tree - // +--------------+ - // | nw 2 | ne 3 | - // |------+pivot--| - // | sw 0 | se 1 | - // +--------------+ - Rectangle box; - - var width = bounds.Right - pivot.x; - var height = bounds.Top - pivot.y; - - // 1. region south west - box = new Rectangle(bounds.Left, bounds.Bottom, width, height); - regions[0] = new QuadNode(box, tree); - - // 2. region south east - box = new Rectangle(pivot.x, bounds.Bottom, width, height); - regions[1] = new QuadNode(box, tree); - - // 3. region north west - box = new Rectangle(bounds.Left, pivot.y, width, height); - regions[2] = new QuadNode(box, tree); - - // 4. region north east - box = new Rectangle(pivot.x, pivot.y, width, height); - regions[3] = new QuadNode(box, tree); - - Point[] triangle = new Point[3]; - - // Find region for every triangle vertex - foreach (var index in triangles) - { - ITriangle tri = tree.triangles[index]; - - triangle[0] = tri.GetVertex(0); - triangle[1] = tri.GetVertex(1); - triangle[2] = tri.GetVertex(2); - - AddTriangleToRegion(triangle, index); - } - - for (int i = 0; i < 4; i++) - { - if (regions[i].triangles.Count > tree.sizeBound && currentDepth < tree.maxDepth) - { - regions[i].CreateSubRegion(currentDepth + 1); - } - } - } - - void AddTriangleToRegion(Point[] triangle, int index) - { - bitRegions = 0; - if (TriangleQuadTree.IsPointInTriangle(pivot, triangle[0], triangle[1], triangle[2])) - { - AddToRegion(index, SW); - AddToRegion(index, SE); - AddToRegion(index, NW); - AddToRegion(index, NE); - return; - } - - FindTriangleIntersections(triangle, index); - - if (bitRegions == 0) - { - // we didn't find any intersection so we add this triangle to a point's region - int region = FindRegion(triangle[0]); - regions[region].triangles.Add(index); - } - } - - void FindTriangleIntersections(Point[] triangle, int index) - { - // PLEASE NOTE: - // Handling of component comparison is tightly associated with the implementation - // of the findRegion() function. That means when the point to be compared equals - // the pivot point the triangle must be put at least into region 2. - // - // Linear equations are in parametric form. - // pivot.x = triangle[0].x + t * (triangle[1].x - triangle[0].x) - // pivot.y = triangle[0].y + t * (triangle[1].y - triangle[0].y) - - int k = 2; - - double dx, dy; - // Iterate through all triangle laterals and find bounding box intersections - for (int i = 0; i < 3; k = i++) - { - dx = triangle[i].x - triangle[k].x; - dy = triangle[i].y - triangle[k].y; - - if (dx != 0.0) - { - FindIntersectionsWithX(dx, dy, triangle, index, k); - } - if (dy != 0.0) - { - FindIntersectionsWithY(dx, dy, triangle, index, k); - } - } - } - - void FindIntersectionsWithX(double dx, double dy, Point[] triangle, int index, int k) - { - double t; - - // find intersection with plane x = m_pivot.dX - t = (pivot.x - triangle[k].x) / dx; - if (t < (1 + EPS) && t > -EPS) - { - // we have an intersection - double yComponent = triangle[k].y + t * dy; - - if (yComponent < pivot.y && yComponent >= bounds.Bottom) - { - AddToRegion(index, SW); - AddToRegion(index, SE); - } - else if (yComponent <= bounds.Top) - { - AddToRegion(index, NW); - AddToRegion(index, NE); - } - } - - // find intersection with plane x = m_boundingBox[0].dX - t = (bounds.Left - triangle[k].x) / dx; - if (t < (1 + EPS) && t > -EPS) - { - // we have an intersection - double yComponent = triangle[k].y + t * dy; - - if (yComponent < pivot.y && yComponent >= bounds.Bottom) - { - AddToRegion(index, SW); - } - else if (yComponent <= bounds.Top) // TODO: check && yComponent >= pivot.Y - { - AddToRegion(index, NW); - } - } - - // find intersection with plane x = m_boundingBox[1].dX - t = (bounds.Right - triangle[k].x) / dx; - if (t < (1 + EPS) && t > -EPS) - { - // we have an intersection - double yComponent = triangle[k].y + t * dy; - - if (yComponent < pivot.y && yComponent >= bounds.Bottom) - { - AddToRegion(index, SE); - } - else if (yComponent <= bounds.Top) - { - AddToRegion(index, NE); - } - } - } - - void FindIntersectionsWithY(double dx, double dy, Point[] triangle, int index, int k) - { - double t, xComponent; - - // find intersection with plane y = m_pivot.dY - t = (pivot.y - triangle[k].y) / dy; - if (t < (1 + EPS) && t > -EPS) - { - // we have an intersection - xComponent = triangle[k].x + t * dx; - - if (xComponent > pivot.x && xComponent <= bounds.Right) - { - AddToRegion(index, SE); - AddToRegion(index, NE); - } - else if (xComponent >= bounds.Left) - { - AddToRegion(index, SW); - AddToRegion(index, NW); - } - } - - // find intersection with plane y = m_boundingBox[0].dY - t = (bounds.Bottom - triangle[k].y) / dy; - if (t < (1 + EPS) && t > -EPS) - { - // we have an intersection - xComponent = triangle[k].x + t * dx; - - if (xComponent > pivot.x && xComponent <= bounds.Right) - { - AddToRegion(index, SE); - } - else if (xComponent >= bounds.Left) - { - AddToRegion(index, SW); - } - } - - // find intersection with plane y = m_boundingBox[1].dY - t = (bounds.Top - triangle[k].y) / dy; - if (t < (1 + EPS) && t > -EPS) - { - // we have an intersection - xComponent = triangle[k].x + t * dx; - - if (xComponent > pivot.x && xComponent <= bounds.Right) - { - AddToRegion(index, NE); - } - else if (xComponent >= bounds.Left) - { - AddToRegion(index, NW); - } - } - } - - int FindRegion(Point point) - { - int b = 2; - if (point.y < pivot.y) - { - b = 0; - } - if (point.x > pivot.x) - { - b++; - } - return b; - } - - void AddToRegion(int index, int region) - { - //if (!(m_bitRegions & BITVECTOR[region])) - if ((bitRegions & BITVECTOR[region]) == 0) - { - regions[region].triangles.Add(index); - bitRegions |= BITVECTOR[region]; - } - } - } - } -} +// ----------------------------------------------------------------------- +// +// Original code by Frank Dockhorn, [not available anymore: http://sourceforge.net/projects/quadtreesim/] +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Tools +{ + using System.Collections.Generic; + using System.Linq; + using TriangleNet.Geometry; + + /// + /// A Quadtree implementation optimized for triangles. + /// + public class TriangleQuadTree + { + QuadNode root; + + internal ITriangle[] triangles; + + internal int sizeBound; + internal int maxDepth; + + /// + /// Initializes a new instance of the class. + /// + /// Mesh containing triangles. + /// The maximum depth of the tree. + /// The maximum number of triangles contained in a leaf. + /// + /// The quadtree does not track changes of the mesh. If a mesh is refined or + /// changed in any other way, a new quadtree has to be built to make the point + /// location work. + /// + /// A node of the tree will be split, if its level if less than the max depth parameter + /// AND the number of triangles in the node is greater than the size bound. + /// + public TriangleQuadTree(Mesh mesh, int maxDepth = 10, int sizeBound = 10) + { + this.maxDepth = maxDepth; + this.sizeBound = sizeBound; + + triangles = mesh.Triangles.ToArray(); + + int currentDepth = 0; + + root = new QuadNode(mesh.Bounds, this, true); + root.CreateSubRegion(++currentDepth); + } + + public ITriangle Query(double x, double y) + { + var point = new Point(x, y); + var indices = root.FindTriangles(point); + + foreach (var i in indices) + { + var tri = this.triangles[i]; + + if (IsPointInTriangle(point, tri.GetVertex(0), tri.GetVertex(1), tri.GetVertex(2))) + { + return tri; + } + } + + return null; + } + + /// + /// Test, if a given point lies inside a triangle. + /// + /// Point to locate. + /// Corner point of triangle. + /// Corner point of triangle. + /// Corner point of triangle. + /// True, if point is inside or on the edge of this triangle. + internal static bool IsPointInTriangle(Point p, Point t0, Point t1, Point t2) + { + // TODO: no need to create new Point instances here + Point d0 = new Point(t1.x - t0.x, t1.y - t0.y); + Point d1 = new Point(t2.x - t0.x, t2.y - t0.y); + Point d2 = new Point(p.x - t0.x, p.y - t0.y); + + // crossproduct of (0, 0, 1) and d0 + Point c0 = new Point(-d0.y, d0.x); + + // crossproduct of (0, 0, 1) and d1 + Point c1 = new Point(-d1.y, d1.x); + + // Linear combination d2 = s * d0 + v * d1. + // + // Multiply both sides of the equation with c0 and c1 + // and solve for s and v respectively + // + // s = d2 * c1 / d0 * c1 + // v = d2 * c0 / d1 * c0 + + double s = DotProduct(d2, c1) / DotProduct(d0, c1); + double v = DotProduct(d2, c0) / DotProduct(d1, c0); + + if (s >= 0 && v >= 0 && ((s + v) <= 1)) + { + // Point is inside or on the edge of this triangle. + return true; + } + + return false; + } + + internal static double DotProduct(Point p, Point q) + { + return p.x * q.x + p.y * q.y; + } + + /// + /// A node of the quadtree. + /// + class QuadNode + { + const int SW = 0; + const int SE = 1; + const int NW = 2; + const int NE = 3; + + const double EPS = 1e-6; + + static readonly byte[] BITVECTOR = { 0x1, 0x2, 0x4, 0x8 }; + + Rectangle bounds; + Point pivot; + TriangleQuadTree tree; + QuadNode[] regions; + List triangles; + + byte bitRegions; + + public QuadNode(Rectangle box, TriangleQuadTree tree) + : this(box, tree, false) + { + } + + public QuadNode(Rectangle box, TriangleQuadTree tree, bool init) + { + this.tree = tree; + + this.bounds = new Rectangle(box.Left, box.Bottom, box.Width, box.Height); + this.pivot = new Point((box.Left + box.Right) / 2, (box.Bottom + box.Top) / 2); + + this.bitRegions = 0; + + this.regions = new QuadNode[4]; + this.triangles = new List(); + + if (init) + { + int count = tree.triangles.Length; + + // Allocate memory upfront + triangles.Capacity = count; + + for (int i = 0; i < count; i++) + { + triangles.Add(i); + } + } + } + + public List FindTriangles(Point searchPoint) + { + int region = FindRegion(searchPoint); + if (regions[region] == null) + { + return triangles; + } + return regions[region].FindTriangles(searchPoint); + } + + public void CreateSubRegion(int currentDepth) + { + // The four sub regions of the quad tree + // +--------------+ + // | nw 2 | ne 3 | + // |------+pivot--| + // | sw 0 | se 1 | + // +--------------+ + Rectangle box; + + var width = bounds.Right - pivot.x; + var height = bounds.Top - pivot.y; + + // 1. region south west + box = new Rectangle(bounds.Left, bounds.Bottom, width, height); + regions[0] = new QuadNode(box, tree); + + // 2. region south east + box = new Rectangle(pivot.x, bounds.Bottom, width, height); + regions[1] = new QuadNode(box, tree); + + // 3. region north west + box = new Rectangle(bounds.Left, pivot.y, width, height); + regions[2] = new QuadNode(box, tree); + + // 4. region north east + box = new Rectangle(pivot.x, pivot.y, width, height); + regions[3] = new QuadNode(box, tree); + + Point[] triangle = new Point[3]; + + // Find region for every triangle vertex + foreach (var index in triangles) + { + ITriangle tri = tree.triangles[index]; + + triangle[0] = tri.GetVertex(0); + triangle[1] = tri.GetVertex(1); + triangle[2] = tri.GetVertex(2); + + AddTriangleToRegion(triangle, index); + } + + for (int i = 0; i < 4; i++) + { + if (regions[i].triangles.Count > tree.sizeBound && currentDepth < tree.maxDepth) + { + regions[i].CreateSubRegion(currentDepth + 1); + } + } + } + + void AddTriangleToRegion(Point[] triangle, int index) + { + bitRegions = 0; + if (TriangleQuadTree.IsPointInTriangle(pivot, triangle[0], triangle[1], triangle[2])) + { + AddToRegion(index, SW); + AddToRegion(index, SE); + AddToRegion(index, NW); + AddToRegion(index, NE); + return; + } + + FindTriangleIntersections(triangle, index); + + if (bitRegions == 0) + { + // we didn't find any intersection so we add this triangle to a point's region + int region = FindRegion(triangle[0]); + regions[region].triangles.Add(index); + } + } + + void FindTriangleIntersections(Point[] triangle, int index) + { + // PLEASE NOTE: + // Handling of component comparison is tightly associated with the implementation + // of the findRegion() function. That means when the point to be compared equals + // the pivot point the triangle must be put at least into region 2. + // + // Linear equations are in parametric form. + // pivot.x = triangle[0].x + t * (triangle[1].x - triangle[0].x) + // pivot.y = triangle[0].y + t * (triangle[1].y - triangle[0].y) + + int k = 2; + + double dx, dy; + // Iterate through all triangle laterals and find bounding box intersections + for (int i = 0; i < 3; k = i++) + { + dx = triangle[i].x - triangle[k].x; + dy = triangle[i].y - triangle[k].y; + + if (dx != 0.0) + { + FindIntersectionsWithX(dx, dy, triangle, index, k); + } + if (dy != 0.0) + { + FindIntersectionsWithY(dx, dy, triangle, index, k); + } + } + } + + void FindIntersectionsWithX(double dx, double dy, Point[] triangle, int index, int k) + { + double t; + + // find intersection with plane x = m_pivot.dX + t = (pivot.x - triangle[k].x) / dx; + if (t < (1 + EPS) && t > -EPS) + { + // we have an intersection + double yComponent = triangle[k].y + t * dy; + + if (yComponent < pivot.y && yComponent >= bounds.Bottom) + { + AddToRegion(index, SW); + AddToRegion(index, SE); + } + else if (yComponent <= bounds.Top) + { + AddToRegion(index, NW); + AddToRegion(index, NE); + } + } + + // find intersection with plane x = m_boundingBox[0].dX + t = (bounds.Left - triangle[k].x) / dx; + if (t < (1 + EPS) && t > -EPS) + { + // we have an intersection + double yComponent = triangle[k].y + t * dy; + + if (yComponent < pivot.y && yComponent >= bounds.Bottom) + { + AddToRegion(index, SW); + } + else if (yComponent <= bounds.Top) // TODO: check && yComponent >= pivot.Y + { + AddToRegion(index, NW); + } + } + + // find intersection with plane x = m_boundingBox[1].dX + t = (bounds.Right - triangle[k].x) / dx; + if (t < (1 + EPS) && t > -EPS) + { + // we have an intersection + double yComponent = triangle[k].y + t * dy; + + if (yComponent < pivot.y && yComponent >= bounds.Bottom) + { + AddToRegion(index, SE); + } + else if (yComponent <= bounds.Top) + { + AddToRegion(index, NE); + } + } + } + + void FindIntersectionsWithY(double dx, double dy, Point[] triangle, int index, int k) + { + double t, xComponent; + + // find intersection with plane y = m_pivot.dY + t = (pivot.y - triangle[k].y) / dy; + if (t < (1 + EPS) && t > -EPS) + { + // we have an intersection + xComponent = triangle[k].x + t * dx; + + if (xComponent > pivot.x && xComponent <= bounds.Right) + { + AddToRegion(index, SE); + AddToRegion(index, NE); + } + else if (xComponent >= bounds.Left) + { + AddToRegion(index, SW); + AddToRegion(index, NW); + } + } + + // find intersection with plane y = m_boundingBox[0].dY + t = (bounds.Bottom - triangle[k].y) / dy; + if (t < (1 + EPS) && t > -EPS) + { + // we have an intersection + xComponent = triangle[k].x + t * dx; + + if (xComponent > pivot.x && xComponent <= bounds.Right) + { + AddToRegion(index, SE); + } + else if (xComponent >= bounds.Left) + { + AddToRegion(index, SW); + } + } + + // find intersection with plane y = m_boundingBox[1].dY + t = (bounds.Top - triangle[k].y) / dy; + if (t < (1 + EPS) && t > -EPS) + { + // we have an intersection + xComponent = triangle[k].x + t * dx; + + if (xComponent > pivot.x && xComponent <= bounds.Right) + { + AddToRegion(index, NE); + } + else if (xComponent >= bounds.Left) + { + AddToRegion(index, NW); + } + } + } + + int FindRegion(Point point) + { + int b = 2; + if (point.y < pivot.y) + { + b = 0; + } + if (point.x > pivot.x) + { + b++; + } + return b; + } + + void AddToRegion(int index, int region) + { + //if (!(m_bitRegions & BITVECTOR[region])) + if ((bitRegions & BITVECTOR[region]) == 0) + { + regions[region].triangles.Add(index); + bitRegions |= BITVECTOR[region]; + } + } + } + } +} diff --git a/Triangle.NET/Triangle/Tools/VertexSorter.cs b/src/Triangle/Tools/VertexSorter.cs similarity index 97% rename from Triangle.NET/Triangle/Tools/VertexSorter.cs rename to src/Triangle/Tools/VertexSorter.cs index 72e662e..be90ad9 100644 --- a/Triangle.NET/Triangle/Tools/VertexSorter.cs +++ b/src/Triangle/Tools/VertexSorter.cs @@ -1,371 +1,371 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Tools -{ - using System; - using TriangleNet.Geometry; - - /// - /// Sort an array of points using quicksort. - /// - public class VertexSorter - { - private const int RANDOM_SEED = 57113; - - Random rand; - - Vertex[] points; - - VertexSorter(Vertex[] points, int seed) - { - this.points = points; - this.rand = new Random(seed); - } - - /// - /// Sorts the given vertex array by x-coordinate. - /// - /// The vertex array. - /// Random seed used for pivoting. - public static void Sort(Vertex[] array, int seed = RANDOM_SEED) - { - var qs = new VertexSorter(array, seed); - - qs.QuickSort(0, array.Length - 1); - } - - /// - /// Impose alternating cuts on given vertex array. - /// - /// The vertex array. - /// The number of vertices to sort. - /// Random seed used for pivoting. - public static void Alternate(Vertex[] array, int length, int seed = RANDOM_SEED) - { - var qs = new VertexSorter(array, seed); - - int divider = length >> 1; - - // Re-sort the array of vertices to accommodate alternating cuts. - if (length - divider >= 2) - { - if (divider >= 2) - { - qs.AlternateAxes(0, divider - 1, 1); - } - - qs.AlternateAxes(divider, length - 1, 1); - } - } - - #region Quicksort - - /// - /// Sort an array of vertices by x-coordinate, using the y-coordinate as a secondary key. - /// - /// - /// - /// - /// Uses quicksort. Randomized O(n log n) time. No, I did not make any of - /// the usual quicksort mistakes. - /// - private void QuickSort(int left, int right) - { - int oleft = left; - int oright = right; - int arraysize = right - left + 1; - int pivot; - double pivotx, pivoty; - Vertex temp; - - var array = this.points; - - if (arraysize < 32) - { - // Insertion sort - for (int i = left + 1; i <= right; i++) - { - var a = array[i]; - int j = i - 1; - while (j >= left && (array[j].x > a.x || (array[j].x == a.x && array[j].y > a.y))) - { - array[j + 1] = array[j]; - j--; - } - array[j + 1] = a; - } - - return; - } - - // Choose a random pivot to split the array. - pivot = rand.Next(left, right); - pivotx = array[pivot].x; - pivoty = array[pivot].y; - // Split the array. - left--; - right++; - while (left < right) - { - // Search for a vertex whose x-coordinate is too large for the left. - do - { - left++; - } - while ((left <= right) && ((array[left].x < pivotx) || - ((array[left].x == pivotx) && (array[left].y < pivoty)))); - - // Search for a vertex whose x-coordinate is too small for the right. - do - { - right--; - } - while ((left <= right) && ((array[right].x > pivotx) || - ((array[right].x == pivotx) && (array[right].y > pivoty)))); - - if (left < right) - { - // Swap the left and right vertices. - temp = array[left]; - array[left] = array[right]; - array[right] = temp; - } - } - - if (left > oleft) - { - // Recursively sort the left subset. - QuickSort(oleft, left); - } - - if (oright > right + 1) - { - // Recursively sort the right subset. - QuickSort(right + 1, oright); - } - } - - #endregion - - #region Alternate axes - - /// - /// Sorts the vertices as appropriate for the divide-and-conquer algorithm with - /// alternating cuts. - /// - /// - /// - /// - /// - /// Partitions by x-coordinate if axis == 0; by y-coordinate if axis == 1. - /// For the base case, subsets containing only two or three vertices are - /// always sorted by x-coordinate. - /// - private void AlternateAxes(int left, int right, int axis) - { - int size = right - left + 1; - int divider = size >> 1; - - if (size <= 3) - { - // Recursive base case: subsets of two or three vertices will be - // handled specially, and should always be sorted by x-coordinate. - axis = 0; - } - - // Partition with a horizontal or vertical cut. - if (axis == 0) - { - VertexMedianX(left, right, left + divider); - } - else - { - VertexMedianY(left, right, left + divider); - } - - // Recursively partition the subsets with a cross cut. - if (size - divider >= 2) - { - if (divider >= 2) - { - AlternateAxes(left, left + divider - 1, 1 - axis); - } - - AlternateAxes(left + divider, right, 1 - axis); - } - } - - /// - /// An order statistic algorithm, almost. Shuffles an array of vertices so that the - /// first 'median' vertices occur lexicographically before the remaining vertices. - /// - /// - /// - /// - /// - /// Uses the x-coordinate as the primary key. Very similar to the QuickSort() - /// procedure, but runs in randomized linear time. - /// - private void VertexMedianX(int left, int right, int median) - { - int arraysize = right - left + 1; - int oleft = left, oright = right; - int pivot; - double pivot1, pivot2; - Vertex temp; - - var array = this.points; - - if (arraysize == 2) - { - // Recursive base case. - if ((array[left].x > array[right].x) || - ((array[left].x == array[right].x) && - (array[left].y > array[right].y))) - { - temp = array[right]; - array[right] = array[left]; - array[left] = temp; - } - return; - } - - // Choose a random pivot to split the array. - pivot = rand.Next(left, right); - pivot1 = array[pivot].x; - pivot2 = array[pivot].y; - - left--; - right++; - while (left < right) - { - // Search for a vertex whose x-coordinate is too large for the left. - do - { - left++; - } - while ((left <= right) && ((array[left].x < pivot1) || - ((array[left].x == pivot1) && (array[left].y < pivot2)))); - - // Search for a vertex whose x-coordinate is too small for the right. - do - { - right--; - } - while ((left <= right) && ((array[right].x > pivot1) || - ((array[right].x == pivot1) && (array[right].y > pivot2)))); - - if (left < right) - { - // Swap the left and right vertices. - temp = array[left]; - array[left] = array[right]; - array[right] = temp; - } - } - - // Unlike in vertexsort(), at most one of the following conditionals is true. - if (left > median) - { - // Recursively shuffle the left subset. - VertexMedianX(oleft, left - 1, median); - } - - if (right < median - 1) - { - // Recursively shuffle the right subset. - VertexMedianX(right + 1, oright, median); - } - } - - /// - /// An order statistic algorithm, almost. Shuffles an array of vertices so that - /// the first 'median' vertices occur lexicographically before the remaining vertices. - /// - /// - /// - /// - /// - /// Uses the y-coordinate as the primary key. Very similar to the QuickSort() - /// procedure, but runs in randomized linear time. - /// - private void VertexMedianY(int left, int right, int median) - { - int arraysize = right - left + 1; - int oleft = left, oright = right; - int pivot; - double pivot1, pivot2; - Vertex temp; - - var array = this.points; - - if (arraysize == 2) - { - // Recursive base case. - if ((array[left].y > array[right].y) || - ((array[left].y == array[right].y) && - (array[left].x > array[right].x))) - { - temp = array[right]; - array[right] = array[left]; - array[left] = temp; - } - return; - } - - // Choose a random pivot to split the array. - pivot = rand.Next(left, right); - pivot1 = array[pivot].y; - pivot2 = array[pivot].x; - - left--; - right++; - while (left < right) - { - // Search for a vertex whose x-coordinate is too large for the left. - do - { - left++; - } - while ((left <= right) && ((array[left].y < pivot1) || - ((array[left].y == pivot1) && (array[left].x < pivot2)))); - - // Search for a vertex whose x-coordinate is too small for the right. - do - { - right--; - } - while ((left <= right) && ((array[right].y > pivot1) || - ((array[right].y == pivot1) && (array[right].x > pivot2)))); - - if (left < right) - { - // Swap the left and right vertices. - temp = array[left]; - array[left] = array[right]; - array[right] = temp; - } - } - - // Unlike in QuickSort(), at most one of the following conditionals is true. - if (left > median) - { - // Recursively shuffle the left subset. - VertexMedianY(oleft, left - 1, median); - } - - if (right < median - 1) - { - // Recursively shuffle the right subset. - VertexMedianY(right + 1, oright, median); - } - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Tools +{ + using System; + using TriangleNet.Geometry; + + /// + /// Sort an array of points using quicksort. + /// + public class VertexSorter + { + private const int RANDOM_SEED = 57113; + + Random rand; + + Vertex[] points; + + VertexSorter(Vertex[] points, int seed) + { + this.points = points; + this.rand = new Random(seed); + } + + /// + /// Sorts the given vertex array by x-coordinate. + /// + /// The vertex array. + /// Random seed used for pivoting. + public static void Sort(Vertex[] array, int seed = RANDOM_SEED) + { + var qs = new VertexSorter(array, seed); + + qs.QuickSort(0, array.Length - 1); + } + + /// + /// Impose alternating cuts on given vertex array. + /// + /// The vertex array. + /// The number of vertices to sort. + /// Random seed used for pivoting. + public static void Alternate(Vertex[] array, int length, int seed = RANDOM_SEED) + { + var qs = new VertexSorter(array, seed); + + int divider = length >> 1; + + // Re-sort the array of vertices to accommodate alternating cuts. + if (length - divider >= 2) + { + if (divider >= 2) + { + qs.AlternateAxes(0, divider - 1, 1); + } + + qs.AlternateAxes(divider, length - 1, 1); + } + } + + #region Quicksort + + /// + /// Sort an array of vertices by x-coordinate, using the y-coordinate as a secondary key. + /// + /// + /// + /// + /// Uses quicksort. Randomized O(n log n) time. No, I did not make any of + /// the usual quicksort mistakes. + /// + private void QuickSort(int left, int right) + { + int oleft = left; + int oright = right; + int arraysize = right - left + 1; + int pivot; + double pivotx, pivoty; + Vertex temp; + + var array = this.points; + + if (arraysize < 32) + { + // Insertion sort + for (int i = left + 1; i <= right; i++) + { + var a = array[i]; + int j = i - 1; + while (j >= left && (array[j].x > a.x || (array[j].x == a.x && array[j].y > a.y))) + { + array[j + 1] = array[j]; + j--; + } + array[j + 1] = a; + } + + return; + } + + // Choose a random pivot to split the array. + pivot = rand.Next(left, right); + pivotx = array[pivot].x; + pivoty = array[pivot].y; + // Split the array. + left--; + right++; + while (left < right) + { + // Search for a vertex whose x-coordinate is too large for the left. + do + { + left++; + } + while ((left <= right) && ((array[left].x < pivotx) || + ((array[left].x == pivotx) && (array[left].y < pivoty)))); + + // Search for a vertex whose x-coordinate is too small for the right. + do + { + right--; + } + while ((left <= right) && ((array[right].x > pivotx) || + ((array[right].x == pivotx) && (array[right].y > pivoty)))); + + if (left < right) + { + // Swap the left and right vertices. + temp = array[left]; + array[left] = array[right]; + array[right] = temp; + } + } + + if (left > oleft) + { + // Recursively sort the left subset. + QuickSort(oleft, left); + } + + if (oright > right + 1) + { + // Recursively sort the right subset. + QuickSort(right + 1, oright); + } + } + + #endregion + + #region Alternate axes + + /// + /// Sorts the vertices as appropriate for the divide-and-conquer algorithm with + /// alternating cuts. + /// + /// + /// + /// + /// + /// Partitions by x-coordinate if axis == 0; by y-coordinate if axis == 1. + /// For the base case, subsets containing only two or three vertices are + /// always sorted by x-coordinate. + /// + private void AlternateAxes(int left, int right, int axis) + { + int size = right - left + 1; + int divider = size >> 1; + + if (size <= 3) + { + // Recursive base case: subsets of two or three vertices will be + // handled specially, and should always be sorted by x-coordinate. + axis = 0; + } + + // Partition with a horizontal or vertical cut. + if (axis == 0) + { + VertexMedianX(left, right, left + divider); + } + else + { + VertexMedianY(left, right, left + divider); + } + + // Recursively partition the subsets with a cross cut. + if (size - divider >= 2) + { + if (divider >= 2) + { + AlternateAxes(left, left + divider - 1, 1 - axis); + } + + AlternateAxes(left + divider, right, 1 - axis); + } + } + + /// + /// An order statistic algorithm, almost. Shuffles an array of vertices so that the + /// first 'median' vertices occur lexicographically before the remaining vertices. + /// + /// + /// + /// + /// + /// Uses the x-coordinate as the primary key. Very similar to the QuickSort() + /// procedure, but runs in randomized linear time. + /// + private void VertexMedianX(int left, int right, int median) + { + int arraysize = right - left + 1; + int oleft = left, oright = right; + int pivot; + double pivot1, pivot2; + Vertex temp; + + var array = this.points; + + if (arraysize == 2) + { + // Recursive base case. + if ((array[left].x > array[right].x) || + ((array[left].x == array[right].x) && + (array[left].y > array[right].y))) + { + temp = array[right]; + array[right] = array[left]; + array[left] = temp; + } + return; + } + + // Choose a random pivot to split the array. + pivot = rand.Next(left, right); + pivot1 = array[pivot].x; + pivot2 = array[pivot].y; + + left--; + right++; + while (left < right) + { + // Search for a vertex whose x-coordinate is too large for the left. + do + { + left++; + } + while ((left <= right) && ((array[left].x < pivot1) || + ((array[left].x == pivot1) && (array[left].y < pivot2)))); + + // Search for a vertex whose x-coordinate is too small for the right. + do + { + right--; + } + while ((left <= right) && ((array[right].x > pivot1) || + ((array[right].x == pivot1) && (array[right].y > pivot2)))); + + if (left < right) + { + // Swap the left and right vertices. + temp = array[left]; + array[left] = array[right]; + array[right] = temp; + } + } + + // Unlike in vertexsort(), at most one of the following conditionals is true. + if (left > median) + { + // Recursively shuffle the left subset. + VertexMedianX(oleft, left - 1, median); + } + + if (right < median - 1) + { + // Recursively shuffle the right subset. + VertexMedianX(right + 1, oright, median); + } + } + + /// + /// An order statistic algorithm, almost. Shuffles an array of vertices so that + /// the first 'median' vertices occur lexicographically before the remaining vertices. + /// + /// + /// + /// + /// + /// Uses the y-coordinate as the primary key. Very similar to the QuickSort() + /// procedure, but runs in randomized linear time. + /// + private void VertexMedianY(int left, int right, int median) + { + int arraysize = right - left + 1; + int oleft = left, oright = right; + int pivot; + double pivot1, pivot2; + Vertex temp; + + var array = this.points; + + if (arraysize == 2) + { + // Recursive base case. + if ((array[left].y > array[right].y) || + ((array[left].y == array[right].y) && + (array[left].x > array[right].x))) + { + temp = array[right]; + array[right] = array[left]; + array[left] = temp; + } + return; + } + + // Choose a random pivot to split the array. + pivot = rand.Next(left, right); + pivot1 = array[pivot].y; + pivot2 = array[pivot].x; + + left--; + right++; + while (left < right) + { + // Search for a vertex whose x-coordinate is too large for the left. + do + { + left++; + } + while ((left <= right) && ((array[left].y < pivot1) || + ((array[left].y == pivot1) && (array[left].x < pivot2)))); + + // Search for a vertex whose x-coordinate is too small for the right. + do + { + right--; + } + while ((left <= right) && ((array[right].y > pivot1) || + ((array[right].y == pivot1) && (array[right].x > pivot2)))); + + if (left < right) + { + // Swap the left and right vertices. + temp = array[left]; + array[left] = array[right]; + array[right] = temp; + } + } + + // Unlike in QuickSort(), at most one of the following conditionals is true. + if (left > median) + { + // Recursively shuffle the left subset. + VertexMedianY(oleft, left - 1, median); + } + + if (right < median - 1) + { + // Recursively shuffle the right subset. + VertexMedianY(right + 1, oright, median); + } + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Topology/DCEL/DcelMesh.cs b/src/Triangle/Topology/DCEL/DcelMesh.cs similarity index 96% rename from Triangle.NET/Triangle/Topology/DCEL/DcelMesh.cs rename to src/Triangle/Topology/DCEL/DcelMesh.cs index cf301db..f6be6ef 100644 --- a/Triangle.NET/Triangle/Topology/DCEL/DcelMesh.cs +++ b/src/Triangle/Topology/DCEL/DcelMesh.cs @@ -1,269 +1,269 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Topology.DCEL -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - - public class DcelMesh - { - protected List vertices; - protected List edges; - protected List faces; - - /// - /// Initializes a new instance of the class. - /// - public DcelMesh() - : this(true) - { - } - - /// - /// Initializes a new instance of the class. - /// - /// If false, lists will not be initialized. - protected DcelMesh(bool initialize) - { - if (initialize) - { - vertices = new List(); - edges = new List(); - faces = new List(); - } - } - - /// - /// Gets the vertices of the Voronoi diagram. - /// - public List Vertices - { - get { return vertices; } - } - - /// - /// Gets the list of half-edges specify the Voronoi diagram topology. - /// - public List HalfEdges - { - get { return edges; } - } - - /// - /// Gets the faces of the Voronoi diagram. - /// - public List Faces - { - get { return faces; } - } - - /// - /// Gets the collection of edges of the Voronoi diagram. - /// - public IEnumerable Edges - { - get { return EnumerateEdges(); } - } - - /// - /// Check if the DCEL is consistend. - /// - /// If true, faces are assumed to be closed (i.e. all edges must have - /// a valid next pointer). - /// Maximum edge count of faces (default = 0 means skip check). - /// - public virtual bool IsConsistent(bool closed = true, int depth = 0) - { - // Check vertices for null pointers. - foreach (var vertex in vertices) - { - if (vertex.id < 0) - { - continue; - } - - if (vertex.leaving == null) - { - return false; - } - - if (vertex.Leaving.Origin.id != vertex.id) - { - return false; - } - } - - // Check faces for null pointers. - foreach (var face in faces) - { - if (face.ID < 0) - { - continue; - } - - if (face.edge == null) - { - return false; - } - - if (face.id != face.edge.face.id) - { - return false; - } - } - - // Check half-edges for null pointers. - foreach (var edge in edges) - { - if (edge.id < 0) - { - continue; - } - - if (edge.twin == null) - { - return false; - } - - if (edge.origin == null) - { - return false; - } - - if (edge.face == null) - { - return false; - } - - if (closed && edge.next == null) - { - return false; - } - } - - // Check half-edges (topology). - foreach (var edge in edges) - { - if (edge.id < 0) - { - continue; - } - - var twin = edge.twin; - var next = edge.next; - - if (edge.id != twin.twin.id) - { - return false; - } - - if (closed) - { - if (next.origin.id != twin.origin.id) - { - return false; - } - - if (next.twin.next.origin.id != edge.twin.origin.id) - { - return false; - } - } - } - - if (closed && depth > 0) - { - // Check if faces are closed. - foreach (var face in faces) - { - if (face.id < 0) - { - continue; - } - - var edge = face.edge; - var next = edge.next; - - int id = edge.id; - int k = 0; - - while (next.id != id && k < depth) - { - next = next.next; - k++; - } - - if (next.id != id) - { - return false; - } - } - } - - return true; - } - - /// - /// Search for half-edge without twin and add a twin. Connect twins to form connected - /// boundary contours. - /// - /// - /// This method assumes that all faces are closed (i.e. no edge.next pointers are null). - /// - public void ResolveBoundaryEdges() - { - // Maps vertices to leaving boundary edge. - var map = new Dictionary(); - - // TODO: parallel? - foreach (var edge in this.edges) - { - if (edge.twin == null) - { - var twin = edge.twin = new HalfEdge(edge.next.origin, Face.Empty); - twin.twin = edge; - - map.Add(twin.origin.id, twin); - } - } - - int j = edges.Count; - - foreach (var edge in map.Values) - { - edge.id = j++; - edge.next = map[edge.twin.origin.id]; - - this.edges.Add(edge); - } - } - - /// - /// Enumerates all edges of the DCEL. - /// - /// - /// This method assumes that each half-edge has a twin (i.e. NOT null). - /// - protected virtual IEnumerable EnumerateEdges() - { - var edges = new List(this.edges.Count / 2); - - foreach (var edge in this.edges) - { - var twin = edge.twin; - - // Report edge only once. - if (edge.id < twin.id) - { - edges.Add(new Edge(edge.origin.id, twin.origin.id)); - } - } - - return edges; - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Topology.DCEL +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + + public class DcelMesh + { + protected List vertices; + protected List edges; + protected List faces; + + /// + /// Initializes a new instance of the class. + /// + public DcelMesh() + : this(true) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// If false, lists will not be initialized. + protected DcelMesh(bool initialize) + { + if (initialize) + { + vertices = new List(); + edges = new List(); + faces = new List(); + } + } + + /// + /// Gets the vertices of the Voronoi diagram. + /// + public List Vertices + { + get { return vertices; } + } + + /// + /// Gets the list of half-edges specify the Voronoi diagram topology. + /// + public List HalfEdges + { + get { return edges; } + } + + /// + /// Gets the faces of the Voronoi diagram. + /// + public List Faces + { + get { return faces; } + } + + /// + /// Gets the collection of edges of the Voronoi diagram. + /// + public IEnumerable Edges + { + get { return EnumerateEdges(); } + } + + /// + /// Check if the DCEL is consistend. + /// + /// If true, faces are assumed to be closed (i.e. all edges must have + /// a valid next pointer). + /// Maximum edge count of faces (default = 0 means skip check). + /// + public virtual bool IsConsistent(bool closed = true, int depth = 0) + { + // Check vertices for null pointers. + foreach (var vertex in vertices) + { + if (vertex.id < 0) + { + continue; + } + + if (vertex.leaving == null) + { + return false; + } + + if (vertex.Leaving.Origin.id != vertex.id) + { + return false; + } + } + + // Check faces for null pointers. + foreach (var face in faces) + { + if (face.ID < 0) + { + continue; + } + + if (face.edge == null) + { + return false; + } + + if (face.id != face.edge.face.id) + { + return false; + } + } + + // Check half-edges for null pointers. + foreach (var edge in edges) + { + if (edge.id < 0) + { + continue; + } + + if (edge.twin == null) + { + return false; + } + + if (edge.origin == null) + { + return false; + } + + if (edge.face == null) + { + return false; + } + + if (closed && edge.next == null) + { + return false; + } + } + + // Check half-edges (topology). + foreach (var edge in edges) + { + if (edge.id < 0) + { + continue; + } + + var twin = edge.twin; + var next = edge.next; + + if (edge.id != twin.twin.id) + { + return false; + } + + if (closed) + { + if (next.origin.id != twin.origin.id) + { + return false; + } + + if (next.twin.next.origin.id != edge.twin.origin.id) + { + return false; + } + } + } + + if (closed && depth > 0) + { + // Check if faces are closed. + foreach (var face in faces) + { + if (face.id < 0) + { + continue; + } + + var edge = face.edge; + var next = edge.next; + + int id = edge.id; + int k = 0; + + while (next.id != id && k < depth) + { + next = next.next; + k++; + } + + if (next.id != id) + { + return false; + } + } + } + + return true; + } + + /// + /// Search for half-edge without twin and add a twin. Connect twins to form connected + /// boundary contours. + /// + /// + /// This method assumes that all faces are closed (i.e. no edge.next pointers are null). + /// + public void ResolveBoundaryEdges() + { + // Maps vertices to leaving boundary edge. + var map = new Dictionary(); + + // TODO: parallel? + foreach (var edge in this.edges) + { + if (edge.twin == null) + { + var twin = edge.twin = new HalfEdge(edge.next.origin, Face.Empty); + twin.twin = edge; + + map.Add(twin.origin.id, twin); + } + } + + int j = edges.Count; + + foreach (var edge in map.Values) + { + edge.id = j++; + edge.next = map[edge.twin.origin.id]; + + this.edges.Add(edge); + } + } + + /// + /// Enumerates all edges of the DCEL. + /// + /// + /// This method assumes that each half-edge has a twin (i.e. NOT null). + /// + protected virtual IEnumerable EnumerateEdges() + { + var edges = new List(this.edges.Count / 2); + + foreach (var edge in this.edges) + { + var twin = edge.twin; + + // Report edge only once. + if (edge.id < twin.id) + { + edges.Add(new Edge(edge.origin.id, twin.origin.id)); + } + } + + return edges; + } + } +} diff --git a/Triangle.NET/Triangle/Topology/DCEL/Face.cs b/src/Triangle/Topology/DCEL/Face.cs similarity index 96% rename from Triangle.NET/Triangle/Topology/DCEL/Face.cs rename to src/Triangle/Topology/DCEL/Face.cs index 7073920..0a1f6cc 100644 --- a/Triangle.NET/Triangle/Topology/DCEL/Face.cs +++ b/src/Triangle/Topology/DCEL/Face.cs @@ -1,112 +1,112 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Topology.DCEL -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - - /// - /// A face of DCEL mesh. - /// - public class Face - { - #region Static initialization of "Outer Space" face - - public static readonly Face Empty; - - static Face() - { - Empty = new Face(null); - Empty.id = -1; - } - - #endregion - - internal int id; - internal int mark; - - internal Point generator; - - internal HalfEdge edge; - internal bool bounded; - - /// - /// Gets or sets the face id. - /// - public int ID - { - get { return id; } - set { id = value; } - } - - /// - /// Gets or sets a half-edge connected to the face. - /// - public HalfEdge Edge - { - get { return edge; } - set { edge = value; } - } - - /// - /// Gets or sets a value, indicating if the face is bounded (for Voronoi diagram). - /// - public bool Bounded - { - get { return bounded; } - set { bounded = value; } - } - - /// - /// Initializes a new instance of the class. - /// - /// The generator of this face (for Voronoi diagram) - public Face(Point generator) - : this(generator, null) - { - } - - /// - /// Initializes a new instance of the class. - /// - /// The generator of this face (for Voronoi diagram) - /// The half-edge connected to this face. - public Face(Point generator, HalfEdge edge) - { - this.generator = generator; - this.edge = edge; - this.bounded = true; - - if (generator != null) - { - this.id = generator.ID; - } - } - - /// - /// Enumerates all half-edges of the face boundary. - /// - /// - public IEnumerable EnumerateEdges() - { - var edge = this.Edge; - int first = edge.ID; - - do - { - yield return edge; - - edge = edge.Next; - } while (edge.ID != first); - } - - public override string ToString() - { - return string.Format("F-ID {0}", id); - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Topology.DCEL +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + + /// + /// A face of DCEL mesh. + /// + public class Face + { + #region Static initialization of "Outer Space" face + + public static readonly Face Empty; + + static Face() + { + Empty = new Face(null); + Empty.id = -1; + } + + #endregion + + internal int id; + internal int mark; + + internal Point generator; + + internal HalfEdge edge; + internal bool bounded; + + /// + /// Gets or sets the face id. + /// + public int ID + { + get { return id; } + set { id = value; } + } + + /// + /// Gets or sets a half-edge connected to the face. + /// + public HalfEdge Edge + { + get { return edge; } + set { edge = value; } + } + + /// + /// Gets or sets a value, indicating if the face is bounded (for Voronoi diagram). + /// + public bool Bounded + { + get { return bounded; } + set { bounded = value; } + } + + /// + /// Initializes a new instance of the class. + /// + /// The generator of this face (for Voronoi diagram) + public Face(Point generator) + : this(generator, null) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// The generator of this face (for Voronoi diagram) + /// The half-edge connected to this face. + public Face(Point generator, HalfEdge edge) + { + this.generator = generator; + this.edge = edge; + this.bounded = true; + + if (generator != null) + { + this.id = generator.ID; + } + } + + /// + /// Enumerates all half-edges of the face boundary. + /// + /// + public IEnumerable EnumerateEdges() + { + var edge = this.Edge; + int first = edge.ID; + + do + { + yield return edge; + + edge = edge.Next; + } while (edge.ID != first); + } + + public override string ToString() + { + return string.Format("F-ID {0}", id); + } + } +} diff --git a/Triangle.NET/Triangle/Topology/DCEL/HalfEdge.cs b/src/Triangle/Topology/DCEL/HalfEdge.cs similarity index 96% rename from Triangle.NET/Triangle/Topology/DCEL/HalfEdge.cs rename to src/Triangle/Topology/DCEL/HalfEdge.cs index bff3dcc..3cd9307 100644 --- a/Triangle.NET/Triangle/Topology/DCEL/HalfEdge.cs +++ b/src/Triangle/Topology/DCEL/HalfEdge.cs @@ -1,101 +1,101 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Topology.DCEL -{ - public class HalfEdge - { - internal int id; - internal int mark; - - internal Vertex origin; - internal Face face; - internal HalfEdge twin; - internal HalfEdge next; - - /// - /// Gets or sets the half-edge id. - /// - public int ID - { - get { return id; } - set { id = value; } - } - - public int Boundary - { - get { return mark; } - set { mark = value; } - } - - /// - /// Gets or sets the origin of the half-edge. - /// - public Vertex Origin - { - get { return origin; } - set { origin = value; } - } - - /// - /// Gets or sets the face connected to the half-edge. - /// - public Face Face - { - get { return face; } - set { face = value; } - } - - /// - /// Gets or sets the twin of the half-edge. - /// - public HalfEdge Twin - { - get { return twin; } - set { twin = value; } - } - - /// - /// Gets or sets the next pointer of the half-edge. - /// - public HalfEdge Next - { - get { return next; } - set { next = value; } - } - - /// - /// Initializes a new instance of the class. - /// - /// The origin of this half-edge. - public HalfEdge(Vertex origin) - { - this.origin = origin; - } - - /// - /// Initializes a new instance of the class. - /// - /// The origin of this half-edge. - /// The face connected to this half-edge. - public HalfEdge(Vertex origin, Face face) - { - this.origin = origin; - this.face = face; - - // IMPORTANT: do not remove the (face.edge == null) check! - if (face != null && face.edge == null) - { - face.edge = this; - } - } - - public override string ToString() - { - return string.Format("HE-ID {0} (Origin = VID-{1})", id, origin.id); - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Topology.DCEL +{ + public class HalfEdge + { + internal int id; + internal int mark; + + internal Vertex origin; + internal Face face; + internal HalfEdge twin; + internal HalfEdge next; + + /// + /// Gets or sets the half-edge id. + /// + public int ID + { + get { return id; } + set { id = value; } + } + + public int Boundary + { + get { return mark; } + set { mark = value; } + } + + /// + /// Gets or sets the origin of the half-edge. + /// + public Vertex Origin + { + get { return origin; } + set { origin = value; } + } + + /// + /// Gets or sets the face connected to the half-edge. + /// + public Face Face + { + get { return face; } + set { face = value; } + } + + /// + /// Gets or sets the twin of the half-edge. + /// + public HalfEdge Twin + { + get { return twin; } + set { twin = value; } + } + + /// + /// Gets or sets the next pointer of the half-edge. + /// + public HalfEdge Next + { + get { return next; } + set { next = value; } + } + + /// + /// Initializes a new instance of the class. + /// + /// The origin of this half-edge. + public HalfEdge(Vertex origin) + { + this.origin = origin; + } + + /// + /// Initializes a new instance of the class. + /// + /// The origin of this half-edge. + /// The face connected to this half-edge. + public HalfEdge(Vertex origin, Face face) + { + this.origin = origin; + this.face = face; + + // IMPORTANT: do not remove the (face.edge == null) check! + if (face != null && face.edge == null) + { + face.edge = this; + } + } + + public override string ToString() + { + return string.Format("HE-ID {0} (Origin = VID-{1})", id, origin.id); + } + } +} diff --git a/Triangle.NET/Triangle/Topology/DCEL/Vertex.cs b/src/Triangle/Topology/DCEL/Vertex.cs similarity index 96% rename from Triangle.NET/Triangle/Topology/DCEL/Vertex.cs rename to src/Triangle/Topology/DCEL/Vertex.cs index 2929e09..0d38a62 100644 --- a/Triangle.NET/Triangle/Topology/DCEL/Vertex.cs +++ b/src/Triangle/Topology/DCEL/Vertex.cs @@ -1,68 +1,68 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Topology.DCEL -{ - using System.Collections.Generic; - - public class Vertex : TriangleNet.Geometry.Point - { - internal HalfEdge leaving; - - /// - /// Gets or sets a half-edge leaving the vertex. - /// - public HalfEdge Leaving - { - get { return leaving; } - set { leaving = value; } - } - - /// - /// Initializes a new instance of the class. - /// - /// The x coordinate. - /// The y coordinate. - public Vertex(double x, double y) - : base(x, y) - { - } - - /// - /// Initializes a new instance of the class. - /// - /// The x coordinate. - /// The y coordinate. - /// A half-edge leaving this vertex. - public Vertex(double x, double y, HalfEdge leaving) - : base(x, y) - { - this.leaving = leaving; - } - - /// - /// Enumerates all half-edges leaving this vertex. - /// - /// - public IEnumerable EnumerateEdges() - { - var edge = this.Leaving; - int first = edge.ID; - - do - { - yield return edge; - - edge = edge.Twin.Next; - } while (edge.ID != first); - } - - public override string ToString() - { - return string.Format("V-ID {0}", base.id); - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Topology.DCEL +{ + using System.Collections.Generic; + + public class Vertex : TriangleNet.Geometry.Point + { + internal HalfEdge leaving; + + /// + /// Gets or sets a half-edge leaving the vertex. + /// + public HalfEdge Leaving + { + get { return leaving; } + set { leaving = value; } + } + + /// + /// Initializes a new instance of the class. + /// + /// The x coordinate. + /// The y coordinate. + public Vertex(double x, double y) + : base(x, y) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// The x coordinate. + /// The y coordinate. + /// A half-edge leaving this vertex. + public Vertex(double x, double y, HalfEdge leaving) + : base(x, y) + { + this.leaving = leaving; + } + + /// + /// Enumerates all half-edges leaving this vertex. + /// + /// + public IEnumerable EnumerateEdges() + { + var edge = this.Leaving; + int first = edge.ID; + + do + { + yield return edge; + + edge = edge.Twin.Next; + } while (edge.ID != first); + } + + public override string ToString() + { + return string.Format("V-ID {0}", base.id); + } + } +} diff --git a/Triangle.NET/Triangle/Topology/Osub.cs b/src/Triangle/Topology/Osub.cs similarity index 96% rename from Triangle.NET/Triangle/Topology/Osub.cs rename to src/Triangle/Topology/Osub.cs index f60281b..4d264e1 100644 --- a/Triangle.NET/Triangle/Topology/Osub.cs +++ b/src/Triangle/Topology/Osub.cs @@ -1,256 +1,256 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Topology -{ - using System; - using TriangleNet.Geometry; - - /// - /// An oriented subsegment. - /// - /// - /// Includes a pointer to a subsegment and an orientation. The orientation denotes a - /// side of the edge. Hence, there are two possible orientations. By convention, the - /// edge is always directed so that the "side" denoted is the right side of the edge. - /// - public struct Osub - { - internal SubSegment seg; - internal int orient; // Ranges from 0 to 1. - - public SubSegment Segment - { - get { return seg; } - } - - public override string ToString() - { - if (seg == null) - { - return "O-TID [null]"; - } - return String.Format("O-SID {0}", seg.hash); - } - - #region Osub primitives - - /// - /// Reverse the orientation of a subsegment. [sym(ab) -> ba] - /// - public void Sym(ref Osub os) - { - os.seg = seg; - os.orient = 1 - orient; - } - - /// - /// Reverse the orientation of a subsegment. [sym(ab) -> ba] - /// - public void Sym() - { - orient = 1 - orient; - } - - /// - /// Find adjoining subsegment with the same origin. [pivot(ab) -> a*] - /// - /// spivot() finds the other subsegment (from the same segment) - /// that shares the same origin. - /// - public void Pivot(ref Osub os) - { - os = seg.subsegs[orient]; - } - - /// - /// Finds a triangle abutting a subsegment. - /// - internal void Pivot(ref Otri ot) - { - ot = seg.triangles[orient]; - } - - /// - /// Find next subsegment in sequence. [next(ab) -> b*] - /// - public void Next(ref Osub ot) - { - ot = seg.subsegs[1 - orient]; - } - - /// - /// Find next subsegment in sequence. [next(ab) -> b*] - /// - public void Next() - { - this = seg.subsegs[1 - orient]; - } - - /// - /// Get the origin of a subsegment - /// - public Vertex Org() - { - return seg.vertices[orient]; - } - - /// - /// Get the destination of a subsegment - /// - public Vertex Dest() - { - return seg.vertices[1 - orient]; - } - - - #endregion - - #region Osub primitives (internal) - - /// - /// Set the origin or destination of a subsegment. - /// - internal void SetOrg(Vertex vertex) - { - seg.vertices[orient] = vertex; - } - - /// - /// Set destination of a subsegment. - /// - internal void SetDest(Vertex vertex) - { - seg.vertices[1 - orient] = vertex; - } - - /// - /// Get the origin of the segment that includes the subsegment. - /// - internal Vertex SegOrg() - { - return seg.vertices[2 + orient]; - } - - /// - /// Get the destination of the segment that includes the subsegment. - /// - internal Vertex SegDest() - { - return seg.vertices[3 - orient]; - } - - /// - /// Set the origin of the segment that includes the subsegment. - /// - internal void SetSegOrg(Vertex vertex) - { - seg.vertices[2 + orient] = vertex; - } - - /// - /// Set the destination of the segment that includes the subsegment. - /// - internal void SetSegDest(Vertex vertex) - { - seg.vertices[3 - orient] = vertex; - } - - /* Unused primitives. - - /// - /// Find adjoining subsegment with the same origin. [pivot(ab) -> a*] - /// - public void PivotSelf() - { - this = seg.subsegs[orient]; - } - - /// - /// Read a boundary marker. - /// - /// Boundary markers are used to hold user-defined tags for - /// setting boundary conditions in finite element solvers. - public int Mark() - { - return seg.boundary; - } - - /// - /// Set a boundary marker. - /// - public void SetMark(int value) - { - seg.boundary = value; - } - - /// - /// Copy a subsegment. - /// - public void Copy(ref Osub o2) - { - o2.seg = seg; - o2.orient = orient; - } - - //*/ - - /// - /// Bond two subsegments together. [bond(abc, ba)] - /// - internal void Bond(ref Osub os) - { - seg.subsegs[orient] = os; - os.seg.subsegs[os.orient] = this; - } - - /// - /// Dissolve a subsegment bond (from one side). - /// - /// Note that the other subsegment will still think it's - /// connected to this subsegment. - internal void Dissolve(SubSegment dummy) - { - seg.subsegs[orient].seg = dummy; - } - - /// - /// Test for equality of subsegments. - /// - internal bool Equal(Osub os) - { - return ((seg == os.seg) && (orient == os.orient)); - } - - /// - /// Dissolve a bond (from the subsegment side). - /// - internal void TriDissolve(Triangle dummy) - { - seg.triangles[orient].tri = dummy; - } - - /// - /// Check a subsegment's deallocation. - /// - internal static bool IsDead(SubSegment sub) - { - return sub.subsegs[0].seg == null; - } - - /// - /// Set a subsegment's deallocation. - /// - internal static void Kill(SubSegment sub) - { - sub.subsegs[0].seg = null; - sub.subsegs[1].seg = null; - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Topology +{ + using System; + using TriangleNet.Geometry; + + /// + /// An oriented subsegment. + /// + /// + /// Includes a pointer to a subsegment and an orientation. The orientation denotes a + /// side of the edge. Hence, there are two possible orientations. By convention, the + /// edge is always directed so that the "side" denoted is the right side of the edge. + /// + public struct Osub + { + internal SubSegment seg; + internal int orient; // Ranges from 0 to 1. + + public SubSegment Segment + { + get { return seg; } + } + + public override string ToString() + { + if (seg == null) + { + return "O-TID [null]"; + } + return String.Format("O-SID {0}", seg.hash); + } + + #region Osub primitives + + /// + /// Reverse the orientation of a subsegment. [sym(ab) -> ba] + /// + public void Sym(ref Osub os) + { + os.seg = seg; + os.orient = 1 - orient; + } + + /// + /// Reverse the orientation of a subsegment. [sym(ab) -> ba] + /// + public void Sym() + { + orient = 1 - orient; + } + + /// + /// Find adjoining subsegment with the same origin. [pivot(ab) -> a*] + /// + /// spivot() finds the other subsegment (from the same segment) + /// that shares the same origin. + /// + public void Pivot(ref Osub os) + { + os = seg.subsegs[orient]; + } + + /// + /// Finds a triangle abutting a subsegment. + /// + internal void Pivot(ref Otri ot) + { + ot = seg.triangles[orient]; + } + + /// + /// Find next subsegment in sequence. [next(ab) -> b*] + /// + public void Next(ref Osub ot) + { + ot = seg.subsegs[1 - orient]; + } + + /// + /// Find next subsegment in sequence. [next(ab) -> b*] + /// + public void Next() + { + this = seg.subsegs[1 - orient]; + } + + /// + /// Get the origin of a subsegment + /// + public Vertex Org() + { + return seg.vertices[orient]; + } + + /// + /// Get the destination of a subsegment + /// + public Vertex Dest() + { + return seg.vertices[1 - orient]; + } + + + #endregion + + #region Osub primitives (internal) + + /// + /// Set the origin or destination of a subsegment. + /// + internal void SetOrg(Vertex vertex) + { + seg.vertices[orient] = vertex; + } + + /// + /// Set destination of a subsegment. + /// + internal void SetDest(Vertex vertex) + { + seg.vertices[1 - orient] = vertex; + } + + /// + /// Get the origin of the segment that includes the subsegment. + /// + internal Vertex SegOrg() + { + return seg.vertices[2 + orient]; + } + + /// + /// Get the destination of the segment that includes the subsegment. + /// + internal Vertex SegDest() + { + return seg.vertices[3 - orient]; + } + + /// + /// Set the origin of the segment that includes the subsegment. + /// + internal void SetSegOrg(Vertex vertex) + { + seg.vertices[2 + orient] = vertex; + } + + /// + /// Set the destination of the segment that includes the subsegment. + /// + internal void SetSegDest(Vertex vertex) + { + seg.vertices[3 - orient] = vertex; + } + + /* Unused primitives. + + /// + /// Find adjoining subsegment with the same origin. [pivot(ab) -> a*] + /// + public void PivotSelf() + { + this = seg.subsegs[orient]; + } + + /// + /// Read a boundary marker. + /// + /// Boundary markers are used to hold user-defined tags for + /// setting boundary conditions in finite element solvers. + public int Mark() + { + return seg.boundary; + } + + /// + /// Set a boundary marker. + /// + public void SetMark(int value) + { + seg.boundary = value; + } + + /// + /// Copy a subsegment. + /// + public void Copy(ref Osub o2) + { + o2.seg = seg; + o2.orient = orient; + } + + //*/ + + /// + /// Bond two subsegments together. [bond(abc, ba)] + /// + internal void Bond(ref Osub os) + { + seg.subsegs[orient] = os; + os.seg.subsegs[os.orient] = this; + } + + /// + /// Dissolve a subsegment bond (from one side). + /// + /// Note that the other subsegment will still think it's + /// connected to this subsegment. + internal void Dissolve(SubSegment dummy) + { + seg.subsegs[orient].seg = dummy; + } + + /// + /// Test for equality of subsegments. + /// + internal bool Equal(Osub os) + { + return ((seg == os.seg) && (orient == os.orient)); + } + + /// + /// Dissolve a bond (from the subsegment side). + /// + internal void TriDissolve(Triangle dummy) + { + seg.triangles[orient].tri = dummy; + } + + /// + /// Check a subsegment's deallocation. + /// + internal static bool IsDead(SubSegment sub) + { + return sub.subsegs[0].seg == null; + } + + /// + /// Set a subsegment's deallocation. + /// + internal static void Kill(SubSegment sub) + { + sub.subsegs[0].seg = null; + sub.subsegs[1].seg = null; + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Topology/Otri.cs b/src/Triangle/Topology/Otri.cs similarity index 96% rename from Triangle.NET/Triangle/Topology/Otri.cs rename to src/Triangle/Topology/Otri.cs index ba9efee..9785a45 100644 --- a/Triangle.NET/Triangle/Topology/Otri.cs +++ b/src/Triangle/Topology/Otri.cs @@ -1,481 +1,481 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Topology -{ - using System; - using TriangleNet.Geometry; - - /// - /// An oriented triangle. - /// - /// - /// Includes a pointer to a triangle and orientation. The orientation denotes an edge - /// of the triangle. Hence, there are three possible orientations. By convention, each - /// edge always points counterclockwise about the corresponding triangle. - /// - public struct Otri - { - internal Triangle tri; - internal int orient; // Ranges from 0 to 2. - - public Triangle Triangle - { - get { return tri; } - set { tri = value; } - } - - public override string ToString() - { - if (tri == null) - { - return "O-TID [null]"; - } - return String.Format("O-TID {0}", tri.hash); - } - - #region Otri primitives (public) - - // For fast access - static readonly int[] plus1Mod3 = { 1, 2, 0 }; - static readonly int[] minus1Mod3 = { 2, 0, 1 }; - - // The following primitives are all described by Guibas and Stolfi. - // However, Guibas and Stolfi use an edge-based data structure, - // whereas I use a triangle-based data structure. - // - // lnext: finds the next edge (counterclockwise) of a triangle. - // - // onext: spins counterclockwise around a vertex; that is, it finds - // the next edge with the same origin in the counterclockwise direction. This - // edge is part of a different triangle. - // - // oprev: spins clockwise around a vertex; that is, it finds the - // next edge with the same origin in the clockwise direction. This edge is - // part of a different triangle. - // - // dnext: spins counterclockwise around a vertex; that is, it finds - // the next edge with the same destination in the counterclockwise direction. - // This edge is part of a different triangle. - // - // dprev: spins clockwise around a vertex; that is, it finds the - // next edge with the same destination in the clockwise direction. This edge - // is part of a different triangle. - // - // rnext: moves one edge counterclockwise about the adjacent - // triangle. (It's best understood by reading Guibas and Stolfi. It - // involves changing triangles twice.) - // - // rprev: moves one edge clockwise about the adjacent triangle. - // (It's best understood by reading Guibas and Stolfi. It involves - // changing triangles twice.) - - /// - /// Find the abutting triangle; same edge. [sym(abc) -> ba*] - /// - /// Note that the edge direction is necessarily reversed, because the handle specified - /// by an oriented triangle is directed counterclockwise around the triangle. - /// - public void Sym(ref Otri ot) - { - ot.tri = tri.neighbors[orient].tri; - ot.orient = tri.neighbors[orient].orient; - } - - /// - /// Find the abutting triangle; same edge. [sym(abc) -> ba*] - /// - public void Sym() - { - int tmp = orient; - orient = tri.neighbors[tmp].orient; - tri = tri.neighbors[tmp].tri; - } - - /// - /// Find the next edge (counterclockwise) of a triangle. [lnext(abc) -> bca] - /// - public void Lnext(ref Otri ot) - { - ot.tri = tri; - ot.orient = plus1Mod3[orient]; - } - - /// - /// Find the next edge (counterclockwise) of a triangle. [lnext(abc) -> bca] - /// - public void Lnext() - { - orient = plus1Mod3[orient]; - } - - /// - /// Find the previous edge (clockwise) of a triangle. [lprev(abc) -> cab] - /// - public void Lprev(ref Otri ot) - { - ot.tri = tri; - ot.orient = minus1Mod3[orient]; - } - - /// - /// Find the previous edge (clockwise) of a triangle. [lprev(abc) -> cab] - /// - public void Lprev() - { - orient = minus1Mod3[orient]; - } - - /// - /// Find the next edge counterclockwise with the same origin. [onext(abc) -> ac*] - /// - public void Onext(ref Otri ot) - { - //Lprev(ref ot); - ot.tri = tri; - ot.orient = minus1Mod3[orient]; - - //ot.SymSelf(); - int tmp = ot.orient; - ot.orient = ot.tri.neighbors[tmp].orient; - ot.tri = ot.tri.neighbors[tmp].tri; - } - - /// - /// Find the next edge counterclockwise with the same origin. [onext(abc) -> ac*] - /// - public void Onext() - { - //LprevSelf(); - orient = minus1Mod3[orient]; - - //SymSelf(); - int tmp = orient; - orient = tri.neighbors[tmp].orient; - tri = tri.neighbors[tmp].tri; - } - - /// - /// Find the next edge clockwise with the same origin. [oprev(abc) -> a*b] - /// - public void Oprev(ref Otri ot) - { - //Sym(ref ot); - ot.tri = tri.neighbors[orient].tri; - ot.orient = tri.neighbors[orient].orient; - - //ot.LnextSelf(); - ot.orient = plus1Mod3[ot.orient]; - } - - /// - /// Find the next edge clockwise with the same origin. [oprev(abc) -> a*b] - /// - public void Oprev() - { - //SymSelf(); - int tmp = orient; - orient = tri.neighbors[tmp].orient; - tri = tri.neighbors[tmp].tri; - - //LnextSelf(); - orient = plus1Mod3[orient]; - } - - /// - /// Find the next edge counterclockwise with the same destination. [dnext(abc) -> *ba] - /// - public void Dnext(ref Otri ot) - { - //Sym(ref ot); - ot.tri = tri.neighbors[orient].tri; - ot.orient = tri.neighbors[orient].orient; - - //ot.LprevSelf(); - ot.orient = minus1Mod3[ot.orient]; - } - - /// - /// Find the next edge counterclockwise with the same destination. [dnext(abc) -> *ba] - /// - public void Dnext() - { - //SymSelf(); - int tmp = orient; - orient = tri.neighbors[tmp].orient; - tri = tri.neighbors[tmp].tri; - - //LprevSelf(); - orient = minus1Mod3[orient]; - } - - /// - /// Find the next edge clockwise with the same destination. [dprev(abc) -> cb*] - /// - public void Dprev(ref Otri ot) - { - //Lnext(ref ot); - ot.tri = tri; - ot.orient = plus1Mod3[orient]; - - //ot.SymSelf(); - int tmp = ot.orient; - ot.orient = ot.tri.neighbors[tmp].orient; - ot.tri = ot.tri.neighbors[tmp].tri; - } - - /// - /// Find the next edge clockwise with the same destination. [dprev(abc) -> cb*] - /// - public void Dprev() - { - //LnextSelf(); - orient = plus1Mod3[orient]; - - //SymSelf(); - int tmp = orient; - orient = tri.neighbors[tmp].orient; - tri = tri.neighbors[tmp].tri; - } - - /// - /// Find the next edge (counterclockwise) of the adjacent triangle. [rnext(abc) -> *a*] - /// - public void Rnext(ref Otri ot) - { - //Sym(ref ot); - ot.tri = tri.neighbors[orient].tri; - ot.orient = tri.neighbors[orient].orient; - - //ot.LnextSelf(); - ot.orient = plus1Mod3[ot.orient]; - - //ot.SymSelf(); - int tmp = ot.orient; - ot.orient = ot.tri.neighbors[tmp].orient; - ot.tri = ot.tri.neighbors[tmp].tri; - } - - /// - /// Find the next edge (counterclockwise) of the adjacent triangle. [rnext(abc) -> *a*] - /// - public void Rnext() - { - //SymSelf(); - int tmp = orient; - orient = tri.neighbors[tmp].orient; - tri = tri.neighbors[tmp].tri; - - //LnextSelf(); - orient = plus1Mod3[orient]; - - //SymSelf(); - tmp = orient; - orient = tri.neighbors[tmp].orient; - tri = tri.neighbors[tmp].tri; - } - - /// - /// Find the previous edge (clockwise) of the adjacent triangle. [rprev(abc) -> b**] - /// - public void Rprev(ref Otri ot) - { - //Sym(ref ot); - ot.tri = tri.neighbors[orient].tri; - ot.orient = tri.neighbors[orient].orient; - - //ot.LprevSelf(); - ot.orient = minus1Mod3[ot.orient]; - - //ot.SymSelf(); - int tmp = ot.orient; - ot.orient = ot.tri.neighbors[tmp].orient; - ot.tri = ot.tri.neighbors[tmp].tri; - } - - /// - /// Find the previous edge (clockwise) of the adjacent triangle. [rprev(abc) -> b**] - /// - public void Rprev() - { - //SymSelf(); - int tmp = orient; - orient = tri.neighbors[tmp].orient; - tri = tri.neighbors[tmp].tri; - - //LprevSelf(); - orient = minus1Mod3[orient]; - - //SymSelf(); - tmp = orient; - orient = tri.neighbors[tmp].orient; - tri = tri.neighbors[tmp].tri; - } - - /// - /// Origin [org(abc) -> a] - /// - public Vertex Org() - { - return tri.vertices[plus1Mod3[orient]]; - } - - /// - /// Destination [dest(abc) -> b] - /// - public Vertex Dest() - { - return tri.vertices[minus1Mod3[orient]]; - } - - /// - /// Apex [apex(abc) -> c] - /// - public Vertex Apex() - { - return tri.vertices[orient]; - } - - /// - /// Copy an oriented triangle. - /// - public void Copy(ref Otri ot) - { - ot.tri = tri; - ot.orient = orient; - } - - /// - /// Test for equality of oriented triangles. - /// - public bool Equals(Otri ot) - { - return ((tri == ot.tri) && (orient == ot.orient)); - } - - #endregion - - #region Otri primitives (internal) - - /// - /// Set Origin - /// - internal void SetOrg(Vertex v) - { - tri.vertices[plus1Mod3[orient]] = v; - } - - /// - /// Set Destination - /// - internal void SetDest(Vertex v) - { - tri.vertices[minus1Mod3[orient]] = v; - } - - /// - /// Set Apex - /// - internal void SetApex(Vertex v) - { - tri.vertices[orient] = v; - } - - /// - /// Bond two triangles together at the resepective handles. [bond(abc, bad)] - /// - internal void Bond(ref Otri ot) - { - tri.neighbors[orient].tri = ot.tri; - tri.neighbors[orient].orient = ot.orient; - - ot.tri.neighbors[ot.orient].tri = this.tri; - ot.tri.neighbors[ot.orient].orient = this.orient; - } - - /// - /// Dissolve a bond (from one side). - /// - /// Note that the other triangle will still think it's connected to - /// this triangle. Usually, however, the other triangle is being deleted - /// entirely, or bonded to another triangle, so it doesn't matter. - /// - internal void Dissolve(Triangle dummy) - { - tri.neighbors[orient].tri = dummy; - tri.neighbors[orient].orient = 0; - } - - /// - /// Infect a triangle with the virus. - /// - internal void Infect() - { - tri.infected = true; - } - - /// - /// Cure a triangle from the virus. - /// - internal void Uninfect() - { - tri.infected = false; - } - - /// - /// Test a triangle for viral infection. - /// - internal bool IsInfected() - { - return tri.infected; - } - - /// - /// Finds a subsegment abutting a triangle. - /// - internal void Pivot(ref Osub os) - { - os = tri.subsegs[orient]; - } - - /// - /// Bond a triangle to a subsegment. - /// - internal void SegBond(ref Osub os) - { - tri.subsegs[orient] = os; - os.seg.triangles[os.orient] = this; - } - - /// - /// Dissolve a bond (from the triangle side). - /// - internal void SegDissolve(SubSegment dummy) - { - tri.subsegs[orient].seg = dummy; - } - - /// - /// Check a triangle's deallocation. - /// - internal static bool IsDead(Triangle tria) - { - return tria.neighbors[0].tri == null; - } - - /// - /// Set a triangle's deallocation. - /// - internal static void Kill(Triangle tri) - { - tri.neighbors[0].tri = null; - tri.neighbors[2].tri = null; - } - - #endregion - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Topology +{ + using System; + using TriangleNet.Geometry; + + /// + /// An oriented triangle. + /// + /// + /// Includes a pointer to a triangle and orientation. The orientation denotes an edge + /// of the triangle. Hence, there are three possible orientations. By convention, each + /// edge always points counterclockwise about the corresponding triangle. + /// + public struct Otri + { + internal Triangle tri; + internal int orient; // Ranges from 0 to 2. + + public Triangle Triangle + { + get { return tri; } + set { tri = value; } + } + + public override string ToString() + { + if (tri == null) + { + return "O-TID [null]"; + } + return String.Format("O-TID {0}", tri.hash); + } + + #region Otri primitives (public) + + // For fast access + static readonly int[] plus1Mod3 = { 1, 2, 0 }; + static readonly int[] minus1Mod3 = { 2, 0, 1 }; + + // The following primitives are all described by Guibas and Stolfi. + // However, Guibas and Stolfi use an edge-based data structure, + // whereas I use a triangle-based data structure. + // + // lnext: finds the next edge (counterclockwise) of a triangle. + // + // onext: spins counterclockwise around a vertex; that is, it finds + // the next edge with the same origin in the counterclockwise direction. This + // edge is part of a different triangle. + // + // oprev: spins clockwise around a vertex; that is, it finds the + // next edge with the same origin in the clockwise direction. This edge is + // part of a different triangle. + // + // dnext: spins counterclockwise around a vertex; that is, it finds + // the next edge with the same destination in the counterclockwise direction. + // This edge is part of a different triangle. + // + // dprev: spins clockwise around a vertex; that is, it finds the + // next edge with the same destination in the clockwise direction. This edge + // is part of a different triangle. + // + // rnext: moves one edge counterclockwise about the adjacent + // triangle. (It's best understood by reading Guibas and Stolfi. It + // involves changing triangles twice.) + // + // rprev: moves one edge clockwise about the adjacent triangle. + // (It's best understood by reading Guibas and Stolfi. It involves + // changing triangles twice.) + + /// + /// Find the abutting triangle; same edge. [sym(abc) -> ba*] + /// + /// Note that the edge direction is necessarily reversed, because the handle specified + /// by an oriented triangle is directed counterclockwise around the triangle. + /// + public void Sym(ref Otri ot) + { + ot.tri = tri.neighbors[orient].tri; + ot.orient = tri.neighbors[orient].orient; + } + + /// + /// Find the abutting triangle; same edge. [sym(abc) -> ba*] + /// + public void Sym() + { + int tmp = orient; + orient = tri.neighbors[tmp].orient; + tri = tri.neighbors[tmp].tri; + } + + /// + /// Find the next edge (counterclockwise) of a triangle. [lnext(abc) -> bca] + /// + public void Lnext(ref Otri ot) + { + ot.tri = tri; + ot.orient = plus1Mod3[orient]; + } + + /// + /// Find the next edge (counterclockwise) of a triangle. [lnext(abc) -> bca] + /// + public void Lnext() + { + orient = plus1Mod3[orient]; + } + + /// + /// Find the previous edge (clockwise) of a triangle. [lprev(abc) -> cab] + /// + public void Lprev(ref Otri ot) + { + ot.tri = tri; + ot.orient = minus1Mod3[orient]; + } + + /// + /// Find the previous edge (clockwise) of a triangle. [lprev(abc) -> cab] + /// + public void Lprev() + { + orient = minus1Mod3[orient]; + } + + /// + /// Find the next edge counterclockwise with the same origin. [onext(abc) -> ac*] + /// + public void Onext(ref Otri ot) + { + //Lprev(ref ot); + ot.tri = tri; + ot.orient = minus1Mod3[orient]; + + //ot.SymSelf(); + int tmp = ot.orient; + ot.orient = ot.tri.neighbors[tmp].orient; + ot.tri = ot.tri.neighbors[tmp].tri; + } + + /// + /// Find the next edge counterclockwise with the same origin. [onext(abc) -> ac*] + /// + public void Onext() + { + //LprevSelf(); + orient = minus1Mod3[orient]; + + //SymSelf(); + int tmp = orient; + orient = tri.neighbors[tmp].orient; + tri = tri.neighbors[tmp].tri; + } + + /// + /// Find the next edge clockwise with the same origin. [oprev(abc) -> a*b] + /// + public void Oprev(ref Otri ot) + { + //Sym(ref ot); + ot.tri = tri.neighbors[orient].tri; + ot.orient = tri.neighbors[orient].orient; + + //ot.LnextSelf(); + ot.orient = plus1Mod3[ot.orient]; + } + + /// + /// Find the next edge clockwise with the same origin. [oprev(abc) -> a*b] + /// + public void Oprev() + { + //SymSelf(); + int tmp = orient; + orient = tri.neighbors[tmp].orient; + tri = tri.neighbors[tmp].tri; + + //LnextSelf(); + orient = plus1Mod3[orient]; + } + + /// + /// Find the next edge counterclockwise with the same destination. [dnext(abc) -> *ba] + /// + public void Dnext(ref Otri ot) + { + //Sym(ref ot); + ot.tri = tri.neighbors[orient].tri; + ot.orient = tri.neighbors[orient].orient; + + //ot.LprevSelf(); + ot.orient = minus1Mod3[ot.orient]; + } + + /// + /// Find the next edge counterclockwise with the same destination. [dnext(abc) -> *ba] + /// + public void Dnext() + { + //SymSelf(); + int tmp = orient; + orient = tri.neighbors[tmp].orient; + tri = tri.neighbors[tmp].tri; + + //LprevSelf(); + orient = minus1Mod3[orient]; + } + + /// + /// Find the next edge clockwise with the same destination. [dprev(abc) -> cb*] + /// + public void Dprev(ref Otri ot) + { + //Lnext(ref ot); + ot.tri = tri; + ot.orient = plus1Mod3[orient]; + + //ot.SymSelf(); + int tmp = ot.orient; + ot.orient = ot.tri.neighbors[tmp].orient; + ot.tri = ot.tri.neighbors[tmp].tri; + } + + /// + /// Find the next edge clockwise with the same destination. [dprev(abc) -> cb*] + /// + public void Dprev() + { + //LnextSelf(); + orient = plus1Mod3[orient]; + + //SymSelf(); + int tmp = orient; + orient = tri.neighbors[tmp].orient; + tri = tri.neighbors[tmp].tri; + } + + /// + /// Find the next edge (counterclockwise) of the adjacent triangle. [rnext(abc) -> *a*] + /// + public void Rnext(ref Otri ot) + { + //Sym(ref ot); + ot.tri = tri.neighbors[orient].tri; + ot.orient = tri.neighbors[orient].orient; + + //ot.LnextSelf(); + ot.orient = plus1Mod3[ot.orient]; + + //ot.SymSelf(); + int tmp = ot.orient; + ot.orient = ot.tri.neighbors[tmp].orient; + ot.tri = ot.tri.neighbors[tmp].tri; + } + + /// + /// Find the next edge (counterclockwise) of the adjacent triangle. [rnext(abc) -> *a*] + /// + public void Rnext() + { + //SymSelf(); + int tmp = orient; + orient = tri.neighbors[tmp].orient; + tri = tri.neighbors[tmp].tri; + + //LnextSelf(); + orient = plus1Mod3[orient]; + + //SymSelf(); + tmp = orient; + orient = tri.neighbors[tmp].orient; + tri = tri.neighbors[tmp].tri; + } + + /// + /// Find the previous edge (clockwise) of the adjacent triangle. [rprev(abc) -> b**] + /// + public void Rprev(ref Otri ot) + { + //Sym(ref ot); + ot.tri = tri.neighbors[orient].tri; + ot.orient = tri.neighbors[orient].orient; + + //ot.LprevSelf(); + ot.orient = minus1Mod3[ot.orient]; + + //ot.SymSelf(); + int tmp = ot.orient; + ot.orient = ot.tri.neighbors[tmp].orient; + ot.tri = ot.tri.neighbors[tmp].tri; + } + + /// + /// Find the previous edge (clockwise) of the adjacent triangle. [rprev(abc) -> b**] + /// + public void Rprev() + { + //SymSelf(); + int tmp = orient; + orient = tri.neighbors[tmp].orient; + tri = tri.neighbors[tmp].tri; + + //LprevSelf(); + orient = minus1Mod3[orient]; + + //SymSelf(); + tmp = orient; + orient = tri.neighbors[tmp].orient; + tri = tri.neighbors[tmp].tri; + } + + /// + /// Origin [org(abc) -> a] + /// + public Vertex Org() + { + return tri.vertices[plus1Mod3[orient]]; + } + + /// + /// Destination [dest(abc) -> b] + /// + public Vertex Dest() + { + return tri.vertices[minus1Mod3[orient]]; + } + + /// + /// Apex [apex(abc) -> c] + /// + public Vertex Apex() + { + return tri.vertices[orient]; + } + + /// + /// Copy an oriented triangle. + /// + public void Copy(ref Otri ot) + { + ot.tri = tri; + ot.orient = orient; + } + + /// + /// Test for equality of oriented triangles. + /// + public bool Equals(Otri ot) + { + return ((tri == ot.tri) && (orient == ot.orient)); + } + + #endregion + + #region Otri primitives (internal) + + /// + /// Set Origin + /// + internal void SetOrg(Vertex v) + { + tri.vertices[plus1Mod3[orient]] = v; + } + + /// + /// Set Destination + /// + internal void SetDest(Vertex v) + { + tri.vertices[minus1Mod3[orient]] = v; + } + + /// + /// Set Apex + /// + internal void SetApex(Vertex v) + { + tri.vertices[orient] = v; + } + + /// + /// Bond two triangles together at the resepective handles. [bond(abc, bad)] + /// + internal void Bond(ref Otri ot) + { + tri.neighbors[orient].tri = ot.tri; + tri.neighbors[orient].orient = ot.orient; + + ot.tri.neighbors[ot.orient].tri = this.tri; + ot.tri.neighbors[ot.orient].orient = this.orient; + } + + /// + /// Dissolve a bond (from one side). + /// + /// Note that the other triangle will still think it's connected to + /// this triangle. Usually, however, the other triangle is being deleted + /// entirely, or bonded to another triangle, so it doesn't matter. + /// + internal void Dissolve(Triangle dummy) + { + tri.neighbors[orient].tri = dummy; + tri.neighbors[orient].orient = 0; + } + + /// + /// Infect a triangle with the virus. + /// + internal void Infect() + { + tri.infected = true; + } + + /// + /// Cure a triangle from the virus. + /// + internal void Uninfect() + { + tri.infected = false; + } + + /// + /// Test a triangle for viral infection. + /// + internal bool IsInfected() + { + return tri.infected; + } + + /// + /// Finds a subsegment abutting a triangle. + /// + internal void Pivot(ref Osub os) + { + os = tri.subsegs[orient]; + } + + /// + /// Bond a triangle to a subsegment. + /// + internal void SegBond(ref Osub os) + { + tri.subsegs[orient] = os; + os.seg.triangles[os.orient] = this; + } + + /// + /// Dissolve a bond (from the triangle side). + /// + internal void SegDissolve(SubSegment dummy) + { + tri.subsegs[orient].seg = dummy; + } + + /// + /// Check a triangle's deallocation. + /// + internal static bool IsDead(Triangle tria) + { + return tria.neighbors[0].tri == null; + } + + /// + /// Set a triangle's deallocation. + /// + internal static void Kill(Triangle tri) + { + tri.neighbors[0].tri = null; + tri.neighbors[2].tri = null; + } + + #endregion + } +} diff --git a/Triangle.NET/Triangle/Topology/SubSegment.cs b/src/Triangle/Topology/SubSegment.cs similarity index 96% rename from Triangle.NET/Triangle/Topology/SubSegment.cs rename to src/Triangle/Topology/SubSegment.cs index b757644..6b7e675 100644 --- a/Triangle.NET/Triangle/Topology/SubSegment.cs +++ b/src/Triangle/Topology/SubSegment.cs @@ -1,96 +1,96 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Topology -{ - using System; - using TriangleNet.Geometry; - - /// - /// The subsegment data structure. - /// - public class SubSegment : ISegment - { - // Hash for dictionary. Will be set by mesh instance. - internal int hash; - - internal Osub[] subsegs; - internal Vertex[] vertices; - internal Otri[] triangles; - internal int boundary; - - public SubSegment() - { - // Four NULL vertices. - vertices = new Vertex[4]; - - // Set the boundary marker to zero. - boundary = 0; - - // Initialize the two adjoining subsegments to be the omnipresent - // subsegment. - subsegs = new Osub[2]; - - // Initialize the two adjoining triangles to be "outer space." - triangles = new Otri[2]; - } - - #region Public properties - - /// - /// Gets the first endpoints vertex id. - /// - public int P0 - { - get { return this.vertices[0].id; } - } - - /// - /// Gets the seconds endpoints vertex id. - /// - public int P1 - { - get { return this.vertices[1].id; } - } - - /// - /// Gets the segment boundary mark. - /// - public int Label - { - get { return this.boundary; } - } - - #endregion - - /// - /// Gets the segments endpoint. - /// - public Vertex GetVertex(int index) - { - return this.vertices[index]; // TODO: Check range? - } - - /// - /// Gets an adjoining triangle. - /// - public ITriangle GetTriangle(int index) - { - return triangles[index].tri.hash == Mesh.DUMMY ? null : triangles[index].tri; - } - - public override int GetHashCode() - { - return this.hash; - } - - public override string ToString() - { - return String.Format("SID {0}", hash); - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Topology +{ + using System; + using TriangleNet.Geometry; + + /// + /// The subsegment data structure. + /// + public class SubSegment : ISegment + { + // Hash for dictionary. Will be set by mesh instance. + internal int hash; + + internal Osub[] subsegs; + internal Vertex[] vertices; + internal Otri[] triangles; + internal int boundary; + + public SubSegment() + { + // Four NULL vertices. + vertices = new Vertex[4]; + + // Set the boundary marker to zero. + boundary = 0; + + // Initialize the two adjoining subsegments to be the omnipresent + // subsegment. + subsegs = new Osub[2]; + + // Initialize the two adjoining triangles to be "outer space." + triangles = new Otri[2]; + } + + #region Public properties + + /// + /// Gets the first endpoints vertex id. + /// + public int P0 + { + get { return this.vertices[0].id; } + } + + /// + /// Gets the seconds endpoints vertex id. + /// + public int P1 + { + get { return this.vertices[1].id; } + } + + /// + /// Gets the segment boundary mark. + /// + public int Label + { + get { return this.boundary; } + } + + #endregion + + /// + /// Gets the segments endpoint. + /// + public Vertex GetVertex(int index) + { + return this.vertices[index]; // TODO: Check range? + } + + /// + /// Gets an adjoining triangle. + /// + public ITriangle GetTriangle(int index) + { + return triangles[index].tri.hash == Mesh.DUMMY ? null : triangles[index].tri; + } + + public override int GetHashCode() + { + return this.hash; + } + + public override string ToString() + { + return String.Format("SID {0}", hash); + } + } +} diff --git a/Triangle.NET/Triangle/Topology/Triangle.cs b/src/Triangle/Topology/Triangle.cs similarity index 96% rename from Triangle.NET/Triangle/Topology/Triangle.cs rename to src/Triangle/Topology/Triangle.cs index d31dff6..f501f81 100644 --- a/Triangle.NET/Triangle/Topology/Triangle.cs +++ b/src/Triangle/Topology/Triangle.cs @@ -1,128 +1,128 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Topology -{ - using System; - using TriangleNet.Geometry; - - /// - /// The triangle data structure. - /// - public class Triangle : ITriangle - { - // Hash for dictionary. Will be set by mesh instance. - internal int hash; - - // The ID is only used for mesh output. - internal int id; - - internal Otri[] neighbors; - internal Vertex[] vertices; - internal Osub[] subsegs; - internal int label; - internal double area; - internal bool infected; - - /// - /// Initializes a new instance of the class. - /// - public Triangle() - { - // Three NULL vertices. - vertices = new Vertex[3]; - - // Initialize the three adjoining subsegments to be the omnipresent subsegment. - subsegs = new Osub[3]; - - // Initialize the three adjoining triangles to be "outer space". - neighbors = new Otri[3]; - - // area = -1.0; - } - - #region Public properties - - /// - /// Gets or sets the triangle id. - /// - public int ID - { - get { return this.id; } - set { this.id = value; } - } - - /// - /// Region ID the triangle belongs to. - /// - public int Label - { - get { return this.label; } - set { this.label = value; } - } - - /// - /// Gets the triangle area constraint. - /// - public double Area - { - get { return this.area; } - set { this.area = value; } - } - - /// - /// Gets the specified corners vertex. - /// - public Vertex GetVertex(int index) - { - return this.vertices[index]; // TODO: Check range? - } - - public int GetVertexID(int index) - { - return this.vertices[index].id; - } - - /// - /// Gets a triangles' neighbor. - /// - /// The neighbor index (0, 1 or 2). - /// The neigbbor opposite of vertex with given index. - public ITriangle GetNeighbor(int index) - { - return neighbors[index].tri.hash == Mesh.DUMMY ? null : neighbors[index].tri; - } - - /// - public int GetNeighborID(int index) - { - return neighbors[index].tri.hash == Mesh.DUMMY ? -1 : neighbors[index].tri.id; - } - - /// - /// Gets a triangles segment. - /// - /// The vertex index (0, 1 or 2). - /// The segment opposite of vertex with given index. - public ISegment GetSegment(int index) - { - return subsegs[index].seg.hash == Mesh.DUMMY ? null : subsegs[index].seg; - } - - #endregion - - public override int GetHashCode() - { - return this.hash; - } - - public override string ToString() - { - return String.Format("TID {0}", hash); - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Topology +{ + using System; + using TriangleNet.Geometry; + + /// + /// The triangle data structure. + /// + public class Triangle : ITriangle + { + // Hash for dictionary. Will be set by mesh instance. + internal int hash; + + // The ID is only used for mesh output. + internal int id; + + internal Otri[] neighbors; + internal Vertex[] vertices; + internal Osub[] subsegs; + internal int label; + internal double area; + internal bool infected; + + /// + /// Initializes a new instance of the class. + /// + public Triangle() + { + // Three NULL vertices. + vertices = new Vertex[3]; + + // Initialize the three adjoining subsegments to be the omnipresent subsegment. + subsegs = new Osub[3]; + + // Initialize the three adjoining triangles to be "outer space". + neighbors = new Otri[3]; + + // area = -1.0; + } + + #region Public properties + + /// + /// Gets or sets the triangle id. + /// + public int ID + { + get { return this.id; } + set { this.id = value; } + } + + /// + /// Region ID the triangle belongs to. + /// + public int Label + { + get { return this.label; } + set { this.label = value; } + } + + /// + /// Gets the triangle area constraint. + /// + public double Area + { + get { return this.area; } + set { this.area = value; } + } + + /// + /// Gets the specified corners vertex. + /// + public Vertex GetVertex(int index) + { + return this.vertices[index]; // TODO: Check range? + } + + public int GetVertexID(int index) + { + return this.vertices[index].id; + } + + /// + /// Gets a triangles' neighbor. + /// + /// The neighbor index (0, 1 or 2). + /// The neigbbor opposite of vertex with given index. + public ITriangle GetNeighbor(int index) + { + return neighbors[index].tri.hash == Mesh.DUMMY ? null : neighbors[index].tri; + } + + /// + public int GetNeighborID(int index) + { + return neighbors[index].tri.hash == Mesh.DUMMY ? -1 : neighbors[index].tri.id; + } + + /// + /// Gets a triangles segment. + /// + /// The vertex index (0, 1 or 2). + /// The segment opposite of vertex with given index. + public ISegment GetSegment(int index) + { + return subsegs[index].seg.hash == Mesh.DUMMY ? null : subsegs[index].seg; + } + + #endregion + + public override int GetHashCode() + { + return this.hash; + } + + public override string ToString() + { + return String.Format("TID {0}", hash); + } + } +} diff --git a/Triangle.NET/Triangle/Triangle.csproj b/src/Triangle/Triangle.csproj similarity index 97% rename from Triangle.NET/Triangle/Triangle.csproj rename to src/Triangle/Triangle.csproj index d0a8638..166ec66 100644 --- a/Triangle.NET/Triangle/Triangle.csproj +++ b/src/Triangle/Triangle.csproj @@ -1,139 +1,139 @@ - - - - Debug - AnyCPU - 8.0.30703 - 2.0 - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B} - Library - Properties - TriangleNet - Triangle - v4.0 - 512 - Client - SAK - SAK - SAK - SAK - - - true - full - false - bin\Debug\ - TRACE;DEBUG;USE_ATTRIBS - prompt - 4 - - - pdbonly - true - bin\Release\ - TRACE;USE_ATTRIBS - prompt - 4 - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - + + + + Debug + AnyCPU + 8.0.30703 + 2.0 + {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B} + Library + Properties + TriangleNet + Triangle + v4.0 + 512 + Client + SAK + SAK + SAK + SAK + + + true + full + false + bin\Debug\ + TRACE;DEBUG;USE_ATTRIBS + prompt + 4 + + + pdbonly + true + bin\Release\ + TRACE;USE_ATTRIBS + prompt + 4 + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Triangle.NET/Triangle/TriangleLocator.cs b/src/Triangle/TriangleLocator.cs similarity index 97% rename from Triangle.NET/Triangle/TriangleLocator.cs rename to src/Triangle/TriangleLocator.cs index e0f3e5e..66b1aaf 100644 --- a/Triangle.NET/Triangle/TriangleLocator.cs +++ b/src/Triangle/TriangleLocator.cs @@ -1,363 +1,363 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - using TriangleNet.Geometry; - using TriangleNet.Topology; - - /// - /// Locate triangles in a mesh. - /// - /// - /// WARNING: This routine is designed for convex triangulations, and will - /// not generally work after the holes and concavities have been carved. - /// - /// Based on a paper by Ernst P. Mucke, Isaac Saias, and Binhai Zhu, "Fast - /// Randomized Point Location Without Preprocessing in Two- and Three-Dimensional - /// Delaunay Triangulations," Proceedings of the Twelfth Annual Symposium on - /// Computational Geometry, ACM, May 1996. - /// - public class TriangleLocator - { - TriangleSampler sampler; - Mesh mesh; - - IPredicates predicates; - - // Pointer to a recently visited triangle. Improves point location if - // proximate vertices are inserted sequentially. - internal Otri recenttri; - - public TriangleLocator(Mesh mesh) - : this(mesh, RobustPredicates.Default) - { - } - - public TriangleLocator(Mesh mesh, IPredicates predicates) - { - this.mesh = mesh; - this.predicates = predicates; - - sampler = new TriangleSampler(mesh); - } - - /// - /// Suggest the given triangle as a starting triangle for point location. - /// - /// - public void Update(ref Otri otri) - { - otri.Copy(ref recenttri); - } - - public void Reset() - { - sampler.Reset(); - recenttri.tri = null; // No triangle has been visited yet. - } - - /// - /// Find a triangle or edge containing a given point. - /// - /// The point to locate. - /// The triangle to start the search at. - /// If 'stopatsubsegment' is set, the search - /// will stop if it tries to walk through a subsegment, and will return OUTSIDE. - /// Location information. - /// - /// Begins its search from 'searchtri'. It is important that 'searchtri' - /// be a handle with the property that 'searchpoint' is strictly to the left - /// of the edge denoted by 'searchtri', or is collinear with that edge and - /// does not intersect that edge. (In particular, 'searchpoint' should not - /// be the origin or destination of that edge.) - /// - /// These conditions are imposed because preciselocate() is normally used in - /// one of two situations: - /// - /// (1) To try to find the location to insert a new point. Normally, we - /// know an edge that the point is strictly to the left of. In the - /// incremental Delaunay algorithm, that edge is a bounding box edge. - /// In Ruppert's Delaunay refinement algorithm for quality meshing, - /// that edge is the shortest edge of the triangle whose circumcenter - /// is being inserted. - /// - /// (2) To try to find an existing point. In this case, any edge on the - /// convex hull is a good starting edge. You must screen out the - /// possibility that the vertex sought is an endpoint of the starting - /// edge before you call preciselocate(). - /// - /// On completion, 'searchtri' is a triangle that contains 'searchpoint'. - /// - /// This implementation differs from that given by Guibas and Stolfi. It - /// walks from triangle to triangle, crossing an edge only if 'searchpoint' - /// is on the other side of the line containing that edge. After entering - /// a triangle, there are two edges by which one can leave that triangle. - /// If both edges are valid ('searchpoint' is on the other side of both - /// edges), one of the two is chosen by drawing a line perpendicular to - /// the entry edge (whose endpoints are 'forg' and 'fdest') passing through - /// 'fapex'. Depending on which side of this perpendicular 'searchpoint' - /// falls on, an exit edge is chosen. - /// - /// This implementation is empirically faster than the Guibas and Stolfi - /// point location routine (which I originally used), which tends to spiral - /// in toward its target. - /// - /// Returns ONVERTEX if the point lies on an existing vertex. 'searchtri' - /// is a handle whose origin is the existing vertex. - /// - /// Returns ONEDGE if the point lies on a mesh edge. 'searchtri' is a - /// handle whose primary edge is the edge on which the point lies. - /// - /// Returns INTRIANGLE if the point lies strictly within a triangle. - /// 'searchtri' is a handle on the triangle that contains the point. - /// - /// Returns OUTSIDE if the point lies outside the mesh. 'searchtri' is a - /// handle whose primary edge the point is to the right of. This might - /// occur when the circumcenter of a triangle falls just slightly outside - /// the mesh due to floating-point roundoff error. It also occurs when - /// seeking a hole or region point that a foolish user has placed outside - /// the mesh. - /// - /// WARNING: This routine is designed for convex triangulations, and will - /// not generally work after the holes and concavities have been carved. - /// However, it can still be used to find the circumcenter of a triangle, as - /// long as the search is begun from the triangle in question. - public LocateResult PreciseLocate(Point searchpoint, ref Otri searchtri, - bool stopatsubsegment) - { - Otri backtracktri = default(Otri); - Osub checkedge = default(Osub); - Vertex forg, fdest, fapex; - double orgorient, destorient; - bool moveleft; - - // Where are we? - forg = searchtri.Org(); - fdest = searchtri.Dest(); - fapex = searchtri.Apex(); - while (true) - { - // Check whether the apex is the point we seek. - if ((fapex.x == searchpoint.x) && (fapex.y == searchpoint.y)) - { - searchtri.Lprev(); - return LocateResult.OnVertex; - } - // Does the point lie on the other side of the line defined by the - // triangle edge opposite the triangle's destination? - destorient = predicates.CounterClockwise(forg, fapex, searchpoint); - // Does the point lie on the other side of the line defined by the - // triangle edge opposite the triangle's origin? - orgorient = predicates.CounterClockwise(fapex, fdest, searchpoint); - if (destorient > 0.0) - { - if (orgorient > 0.0) - { - // Move left if the inner product of (fapex - searchpoint) and - // (fdest - forg) is positive. This is equivalent to drawing - // a line perpendicular to the line (forg, fdest) and passing - // through 'fapex', and determining which side of this line - // 'searchpoint' falls on. - moveleft = (fapex.x - searchpoint.x) * (fdest.x - forg.x) + - (fapex.y - searchpoint.y) * (fdest.y - forg.y) > 0.0; - } - else - { - moveleft = true; - } - } - else - { - if (orgorient > 0.0) - { - moveleft = false; - } - else - { - // The point we seek must be on the boundary of or inside this - // triangle. - if (destorient == 0.0) - { - searchtri.Lprev(); - return LocateResult.OnEdge; - } - if (orgorient == 0.0) - { - searchtri.Lnext(); - return LocateResult.OnEdge; - } - return LocateResult.InTriangle; - } - } - - // Move to another triangle. Leave a trace 'backtracktri' in case - // floating-point roundoff or some such bogey causes us to walk - // off a boundary of the triangulation. - if (moveleft) - { - searchtri.Lprev(ref backtracktri); - fdest = fapex; - } - else - { - searchtri.Lnext(ref backtracktri); - forg = fapex; - } - backtracktri.Sym(ref searchtri); - - if (mesh.checksegments && stopatsubsegment) - { - // Check for walking through a subsegment. - backtracktri.Pivot(ref checkedge); - if (checkedge.seg.hash != Mesh.DUMMY) - { - // Go back to the last triangle. - backtracktri.Copy(ref searchtri); - return LocateResult.Outside; - } - } - // Check for walking right out of the triangulation. - if (searchtri.tri.id == Mesh.DUMMY) - { - // Go back to the last triangle. - backtracktri.Copy(ref searchtri); - return LocateResult.Outside; - } - - fapex = searchtri.Apex(); - } - } - - /// - /// Find a triangle or edge containing a given point. - /// - /// The point to locate. - /// The triangle to start the search at. - /// Location information. - /// - /// Searching begins from one of: the input 'searchtri', a recently - /// encountered triangle 'recenttri', or from a triangle chosen from a - /// random sample. The choice is made by determining which triangle's - /// origin is closest to the point we are searching for. Normally, - /// 'searchtri' should be a handle on the convex hull of the triangulation. - /// - /// Details on the random sampling method can be found in the Mucke, Saias, - /// and Zhu paper cited in the header of this code. - /// - /// On completion, 'searchtri' is a triangle that contains 'searchpoint'. - /// - /// Returns ONVERTEX if the point lies on an existing vertex. 'searchtri' - /// is a handle whose origin is the existing vertex. - /// - /// Returns ONEDGE if the point lies on a mesh edge. 'searchtri' is a - /// handle whose primary edge is the edge on which the point lies. - /// - /// Returns INTRIANGLE if the point lies strictly within a triangle. - /// 'searchtri' is a handle on the triangle that contains the point. - /// - /// Returns OUTSIDE if the point lies outside the mesh. 'searchtri' is a - /// handle whose primary edge the point is to the right of. This might - /// occur when the circumcenter of a triangle falls just slightly outside - /// the mesh due to floating-point roundoff error. It also occurs when - /// seeking a hole or region point that a foolish user has placed outside - /// the mesh. - /// - /// WARNING: This routine is designed for convex triangulations, and will - /// not generally work after the holes and concavities have been carved. - /// - public LocateResult Locate(Point searchpoint, ref Otri searchtri) - { - Otri sampletri = default(Otri); - Vertex torg, tdest; - double searchdist, dist; - double ahead; - - // Record the distance from the suggested starting triangle to the - // point we seek. - torg = searchtri.Org(); - searchdist = (searchpoint.x - torg.x) * (searchpoint.x - torg.x) + - (searchpoint.y - torg.y) * (searchpoint.y - torg.y); - - // If a recently encountered triangle has been recorded and has not been - // deallocated, test it as a good starting point. - if (recenttri.tri != null) - { - if (!Otri.IsDead(recenttri.tri)) - { - torg = recenttri.Org(); - if ((torg.x == searchpoint.x) && (torg.y == searchpoint.y)) - { - recenttri.Copy(ref searchtri); - return LocateResult.OnVertex; - } - dist = (searchpoint.x - torg.x) * (searchpoint.x - torg.x) + - (searchpoint.y - torg.y) * (searchpoint.y - torg.y); - if (dist < searchdist) - { - recenttri.Copy(ref searchtri); - searchdist = dist; - } - } - } - - // TODO: Improve sampling. - sampler.Update(); - - foreach (var t in sampler) - { - sampletri.tri = t; - if (!Otri.IsDead(sampletri.tri)) - { - torg = sampletri.Org(); - dist = (searchpoint.x - torg.x) * (searchpoint.x - torg.x) + - (searchpoint.y - torg.y) * (searchpoint.y - torg.y); - if (dist < searchdist) - { - sampletri.Copy(ref searchtri); - searchdist = dist; - } - } - } - - // Where are we? - torg = searchtri.Org(); - tdest = searchtri.Dest(); - - // Check the starting triangle's vertices. - if ((torg.x == searchpoint.x) && (torg.y == searchpoint.y)) - { - return LocateResult.OnVertex; - } - if ((tdest.x == searchpoint.x) && (tdest.y == searchpoint.y)) - { - searchtri.Lnext(); - return LocateResult.OnVertex; - } - - // Orient 'searchtri' to fit the preconditions of calling preciselocate(). - ahead = predicates.CounterClockwise(torg, tdest, searchpoint); - if (ahead < 0.0) - { - // Turn around so that 'searchpoint' is to the left of the - // edge specified by 'searchtri'. - searchtri.Sym(); - } - else if (ahead == 0.0) - { - // Check if 'searchpoint' is between 'torg' and 'tdest'. - if (((torg.x < searchpoint.x) == (searchpoint.x < tdest.x)) && - ((torg.y < searchpoint.y) == (searchpoint.y < tdest.y))) - { - return LocateResult.OnEdge; - } - } - - return PreciseLocate(searchpoint, ref searchtri, false); - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + using TriangleNet.Geometry; + using TriangleNet.Topology; + + /// + /// Locate triangles in a mesh. + /// + /// + /// WARNING: This routine is designed for convex triangulations, and will + /// not generally work after the holes and concavities have been carved. + /// + /// Based on a paper by Ernst P. Mucke, Isaac Saias, and Binhai Zhu, "Fast + /// Randomized Point Location Without Preprocessing in Two- and Three-Dimensional + /// Delaunay Triangulations," Proceedings of the Twelfth Annual Symposium on + /// Computational Geometry, ACM, May 1996. + /// + public class TriangleLocator + { + TriangleSampler sampler; + Mesh mesh; + + IPredicates predicates; + + // Pointer to a recently visited triangle. Improves point location if + // proximate vertices are inserted sequentially. + internal Otri recenttri; + + public TriangleLocator(Mesh mesh) + : this(mesh, RobustPredicates.Default) + { + } + + public TriangleLocator(Mesh mesh, IPredicates predicates) + { + this.mesh = mesh; + this.predicates = predicates; + + sampler = new TriangleSampler(mesh); + } + + /// + /// Suggest the given triangle as a starting triangle for point location. + /// + /// + public void Update(ref Otri otri) + { + otri.Copy(ref recenttri); + } + + public void Reset() + { + sampler.Reset(); + recenttri.tri = null; // No triangle has been visited yet. + } + + /// + /// Find a triangle or edge containing a given point. + /// + /// The point to locate. + /// The triangle to start the search at. + /// If 'stopatsubsegment' is set, the search + /// will stop if it tries to walk through a subsegment, and will return OUTSIDE. + /// Location information. + /// + /// Begins its search from 'searchtri'. It is important that 'searchtri' + /// be a handle with the property that 'searchpoint' is strictly to the left + /// of the edge denoted by 'searchtri', or is collinear with that edge and + /// does not intersect that edge. (In particular, 'searchpoint' should not + /// be the origin or destination of that edge.) + /// + /// These conditions are imposed because preciselocate() is normally used in + /// one of two situations: + /// + /// (1) To try to find the location to insert a new point. Normally, we + /// know an edge that the point is strictly to the left of. In the + /// incremental Delaunay algorithm, that edge is a bounding box edge. + /// In Ruppert's Delaunay refinement algorithm for quality meshing, + /// that edge is the shortest edge of the triangle whose circumcenter + /// is being inserted. + /// + /// (2) To try to find an existing point. In this case, any edge on the + /// convex hull is a good starting edge. You must screen out the + /// possibility that the vertex sought is an endpoint of the starting + /// edge before you call preciselocate(). + /// + /// On completion, 'searchtri' is a triangle that contains 'searchpoint'. + /// + /// This implementation differs from that given by Guibas and Stolfi. It + /// walks from triangle to triangle, crossing an edge only if 'searchpoint' + /// is on the other side of the line containing that edge. After entering + /// a triangle, there are two edges by which one can leave that triangle. + /// If both edges are valid ('searchpoint' is on the other side of both + /// edges), one of the two is chosen by drawing a line perpendicular to + /// the entry edge (whose endpoints are 'forg' and 'fdest') passing through + /// 'fapex'. Depending on which side of this perpendicular 'searchpoint' + /// falls on, an exit edge is chosen. + /// + /// This implementation is empirically faster than the Guibas and Stolfi + /// point location routine (which I originally used), which tends to spiral + /// in toward its target. + /// + /// Returns ONVERTEX if the point lies on an existing vertex. 'searchtri' + /// is a handle whose origin is the existing vertex. + /// + /// Returns ONEDGE if the point lies on a mesh edge. 'searchtri' is a + /// handle whose primary edge is the edge on which the point lies. + /// + /// Returns INTRIANGLE if the point lies strictly within a triangle. + /// 'searchtri' is a handle on the triangle that contains the point. + /// + /// Returns OUTSIDE if the point lies outside the mesh. 'searchtri' is a + /// handle whose primary edge the point is to the right of. This might + /// occur when the circumcenter of a triangle falls just slightly outside + /// the mesh due to floating-point roundoff error. It also occurs when + /// seeking a hole or region point that a foolish user has placed outside + /// the mesh. + /// + /// WARNING: This routine is designed for convex triangulations, and will + /// not generally work after the holes and concavities have been carved. + /// However, it can still be used to find the circumcenter of a triangle, as + /// long as the search is begun from the triangle in question. + public LocateResult PreciseLocate(Point searchpoint, ref Otri searchtri, + bool stopatsubsegment) + { + Otri backtracktri = default(Otri); + Osub checkedge = default(Osub); + Vertex forg, fdest, fapex; + double orgorient, destorient; + bool moveleft; + + // Where are we? + forg = searchtri.Org(); + fdest = searchtri.Dest(); + fapex = searchtri.Apex(); + while (true) + { + // Check whether the apex is the point we seek. + if ((fapex.x == searchpoint.x) && (fapex.y == searchpoint.y)) + { + searchtri.Lprev(); + return LocateResult.OnVertex; + } + // Does the point lie on the other side of the line defined by the + // triangle edge opposite the triangle's destination? + destorient = predicates.CounterClockwise(forg, fapex, searchpoint); + // Does the point lie on the other side of the line defined by the + // triangle edge opposite the triangle's origin? + orgorient = predicates.CounterClockwise(fapex, fdest, searchpoint); + if (destorient > 0.0) + { + if (orgorient > 0.0) + { + // Move left if the inner product of (fapex - searchpoint) and + // (fdest - forg) is positive. This is equivalent to drawing + // a line perpendicular to the line (forg, fdest) and passing + // through 'fapex', and determining which side of this line + // 'searchpoint' falls on. + moveleft = (fapex.x - searchpoint.x) * (fdest.x - forg.x) + + (fapex.y - searchpoint.y) * (fdest.y - forg.y) > 0.0; + } + else + { + moveleft = true; + } + } + else + { + if (orgorient > 0.0) + { + moveleft = false; + } + else + { + // The point we seek must be on the boundary of or inside this + // triangle. + if (destorient == 0.0) + { + searchtri.Lprev(); + return LocateResult.OnEdge; + } + if (orgorient == 0.0) + { + searchtri.Lnext(); + return LocateResult.OnEdge; + } + return LocateResult.InTriangle; + } + } + + // Move to another triangle. Leave a trace 'backtracktri' in case + // floating-point roundoff or some such bogey causes us to walk + // off a boundary of the triangulation. + if (moveleft) + { + searchtri.Lprev(ref backtracktri); + fdest = fapex; + } + else + { + searchtri.Lnext(ref backtracktri); + forg = fapex; + } + backtracktri.Sym(ref searchtri); + + if (mesh.checksegments && stopatsubsegment) + { + // Check for walking through a subsegment. + backtracktri.Pivot(ref checkedge); + if (checkedge.seg.hash != Mesh.DUMMY) + { + // Go back to the last triangle. + backtracktri.Copy(ref searchtri); + return LocateResult.Outside; + } + } + // Check for walking right out of the triangulation. + if (searchtri.tri.id == Mesh.DUMMY) + { + // Go back to the last triangle. + backtracktri.Copy(ref searchtri); + return LocateResult.Outside; + } + + fapex = searchtri.Apex(); + } + } + + /// + /// Find a triangle or edge containing a given point. + /// + /// The point to locate. + /// The triangle to start the search at. + /// Location information. + /// + /// Searching begins from one of: the input 'searchtri', a recently + /// encountered triangle 'recenttri', or from a triangle chosen from a + /// random sample. The choice is made by determining which triangle's + /// origin is closest to the point we are searching for. Normally, + /// 'searchtri' should be a handle on the convex hull of the triangulation. + /// + /// Details on the random sampling method can be found in the Mucke, Saias, + /// and Zhu paper cited in the header of this code. + /// + /// On completion, 'searchtri' is a triangle that contains 'searchpoint'. + /// + /// Returns ONVERTEX if the point lies on an existing vertex. 'searchtri' + /// is a handle whose origin is the existing vertex. + /// + /// Returns ONEDGE if the point lies on a mesh edge. 'searchtri' is a + /// handle whose primary edge is the edge on which the point lies. + /// + /// Returns INTRIANGLE if the point lies strictly within a triangle. + /// 'searchtri' is a handle on the triangle that contains the point. + /// + /// Returns OUTSIDE if the point lies outside the mesh. 'searchtri' is a + /// handle whose primary edge the point is to the right of. This might + /// occur when the circumcenter of a triangle falls just slightly outside + /// the mesh due to floating-point roundoff error. It also occurs when + /// seeking a hole or region point that a foolish user has placed outside + /// the mesh. + /// + /// WARNING: This routine is designed for convex triangulations, and will + /// not generally work after the holes and concavities have been carved. + /// + public LocateResult Locate(Point searchpoint, ref Otri searchtri) + { + Otri sampletri = default(Otri); + Vertex torg, tdest; + double searchdist, dist; + double ahead; + + // Record the distance from the suggested starting triangle to the + // point we seek. + torg = searchtri.Org(); + searchdist = (searchpoint.x - torg.x) * (searchpoint.x - torg.x) + + (searchpoint.y - torg.y) * (searchpoint.y - torg.y); + + // If a recently encountered triangle has been recorded and has not been + // deallocated, test it as a good starting point. + if (recenttri.tri != null) + { + if (!Otri.IsDead(recenttri.tri)) + { + torg = recenttri.Org(); + if ((torg.x == searchpoint.x) && (torg.y == searchpoint.y)) + { + recenttri.Copy(ref searchtri); + return LocateResult.OnVertex; + } + dist = (searchpoint.x - torg.x) * (searchpoint.x - torg.x) + + (searchpoint.y - torg.y) * (searchpoint.y - torg.y); + if (dist < searchdist) + { + recenttri.Copy(ref searchtri); + searchdist = dist; + } + } + } + + // TODO: Improve sampling. + sampler.Update(); + + foreach (var t in sampler) + { + sampletri.tri = t; + if (!Otri.IsDead(sampletri.tri)) + { + torg = sampletri.Org(); + dist = (searchpoint.x - torg.x) * (searchpoint.x - torg.x) + + (searchpoint.y - torg.y) * (searchpoint.y - torg.y); + if (dist < searchdist) + { + sampletri.Copy(ref searchtri); + searchdist = dist; + } + } + } + + // Where are we? + torg = searchtri.Org(); + tdest = searchtri.Dest(); + + // Check the starting triangle's vertices. + if ((torg.x == searchpoint.x) && (torg.y == searchpoint.y)) + { + return LocateResult.OnVertex; + } + if ((tdest.x == searchpoint.x) && (tdest.y == searchpoint.y)) + { + searchtri.Lnext(); + return LocateResult.OnVertex; + } + + // Orient 'searchtri' to fit the preconditions of calling preciselocate(). + ahead = predicates.CounterClockwise(torg, tdest, searchpoint); + if (ahead < 0.0) + { + // Turn around so that 'searchpoint' is to the left of the + // edge specified by 'searchtri'. + searchtri.Sym(); + } + else if (ahead == 0.0) + { + // Check if 'searchpoint' is between 'torg' and 'tdest'. + if (((torg.x < searchpoint.x) == (searchpoint.x < tdest.x)) && + ((torg.y < searchpoint.y) == (searchpoint.y < tdest.y))) + { + return LocateResult.OnEdge; + } + } + + return PreciseLocate(searchpoint, ref searchtri, false); + } + } +} diff --git a/Triangle.NET/Triangle/TrianglePool.cs b/src/Triangle/TrianglePool.cs similarity index 96% rename from Triangle.NET/Triangle/TrianglePool.cs rename to src/Triangle/TrianglePool.cs index 2a7c0bf..f390388 100644 --- a/Triangle.NET/Triangle/TrianglePool.cs +++ b/src/Triangle/TrianglePool.cs @@ -1,305 +1,305 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - using System; - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Topology; - - public class TrianglePool : ICollection - { - // Determines the size of each block in the pool. - private const int BLOCKSIZE = 1024; - - // The total number of currently allocated triangles. - int size; - - // The number of triangles currently used. - int count; - - // The pool. - Triangle[][] pool; - - // A stack of free triangles. - Stack stack; - - public TrianglePool() - { - size = 0; - - // On startup, the pool should be able to hold 2^16 triangles. - int n = Math.Max(1, 65536 / BLOCKSIZE); - - pool = new Triangle[n][]; - pool[0] = new Triangle[BLOCKSIZE]; - - stack = new Stack(BLOCKSIZE); - } - - /// - /// Gets a triangle from the pool. - /// - /// - public Triangle Get() - { - Triangle triangle; - - if (stack.Count > 0) - { - triangle = stack.Pop(); - triangle.hash = -triangle.hash - 1; - - Cleanup(triangle); - } - else if (count < size) - { - triangle = pool[count / BLOCKSIZE][count % BLOCKSIZE]; - triangle.id = triangle.hash; - - Cleanup(triangle); - - count++; - } - else - { - triangle = new Triangle(); - triangle.hash = size; - triangle.id = triangle.hash; - - int block = size / BLOCKSIZE; - - if (pool[block] == null) - { - pool[block] = new Triangle[BLOCKSIZE]; - - // Check if the pool has to be resized. - if (block + 1 == pool.Length) - { - Array.Resize(ref pool, 2 * pool.Length); - } - } - - // Add triangle to pool. - pool[block][size % BLOCKSIZE] = triangle; - - count = ++size; - } - - return triangle; - } - - public void Release(Triangle triangle) - { - stack.Push(triangle); - - // Mark the triangle as free (used by enumerator). - triangle.hash = -triangle.hash - 1; - } - - /// - /// Restart the triangle pool. - /// - public TrianglePool Restart() - { - foreach (var triangle in stack) - { - // Reset hash to original value. - triangle.hash = -triangle.hash - 1; - } - - stack.Clear(); - - count = 0; - - return this; - } - - /// - /// Samples a number of triangles from the pool. - /// - /// The number of triangles to sample. - /// - /// - internal IEnumerable Sample(int k, Random random) - { - int i, count = this.Count; - - if (k > count) - { - // TODO: handle Sample special case. - k = count; - } - - Triangle t; - - // TODO: improve sampling code (to ensure no duplicates). - - while (k > 0) - { - i = random.Next(0, count); - - t = pool[i / BLOCKSIZE][i % BLOCKSIZE]; - - if (t.hash >= 0) - { - k--; - yield return t; - } - } - } - - private void Cleanup(Triangle triangle) - { - triangle.label = 0; - triangle.area = 0.0; - triangle.infected = false; - - for (int i = 0; i < 3; i++) - { - triangle.vertices[i] = null; - - triangle.subsegs[i] = default(Osub); - triangle.neighbors[i] = default(Otri); - } - } - - public void Add(Triangle item) - { - throw new NotImplementedException(); - } - - public void Clear() - { - stack.Clear(); - - int blocks = (size / BLOCKSIZE) + 1; - - for (int i = 0; i < blocks; i++) - { - var block = pool[i]; - - // Number of triangles in current block: - int length = (size - i * BLOCKSIZE) % BLOCKSIZE; - - for (int j = 0; j < length; j++) - { - block[j] = null; - } - } - - size = count = 0; - } - - public bool Contains(Triangle item) - { - int i = item.hash; - - if (i < 0 || i > size) - { - return false; - } - - return pool[i / BLOCKSIZE][i % BLOCKSIZE].hash >= 0; - } - - public void CopyTo(Triangle[] array, int index) - { - var enumerator = GetEnumerator(); - - while (enumerator.MoveNext()) - { - array[index] = enumerator.Current; - index++; - } - } - - public int Count - { - get { return count - stack.Count; } - } - - public bool IsReadOnly - { - get { return true; } - } - - public bool Remove(Triangle item) - { - throw new NotImplementedException(); - } - - public IEnumerator GetEnumerator() - { - return new Enumerator(this); - } - - System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() - { - return GetEnumerator(); - } - - class Enumerator : IEnumerator - { - // TODO: enumerator should be able to tell if collection changed. - - int count; - - Triangle[][] pool; - - Triangle current; - - int index, offset; - - public Enumerator(TrianglePool pool) - { - this.count = pool.Count; - this.pool = pool.pool; - - index = 0; - offset = 0; - } - - public Triangle Current - { - get { return current; } - } - - public void Dispose() - { - } - - object System.Collections.IEnumerator.Current - { - get { return current; } - } - - public bool MoveNext() - { - while (index < count) - { - current = pool[offset / BLOCKSIZE][offset % BLOCKSIZE]; - - offset++; - - if (current.hash >= 0) - { - index++; - return true; - } - } - - return false; - } - - public void Reset() - { - index = offset = 0; - } - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + using System; + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Topology; + + public class TrianglePool : ICollection + { + // Determines the size of each block in the pool. + private const int BLOCKSIZE = 1024; + + // The total number of currently allocated triangles. + int size; + + // The number of triangles currently used. + int count; + + // The pool. + Triangle[][] pool; + + // A stack of free triangles. + Stack stack; + + public TrianglePool() + { + size = 0; + + // On startup, the pool should be able to hold 2^16 triangles. + int n = Math.Max(1, 65536 / BLOCKSIZE); + + pool = new Triangle[n][]; + pool[0] = new Triangle[BLOCKSIZE]; + + stack = new Stack(BLOCKSIZE); + } + + /// + /// Gets a triangle from the pool. + /// + /// + public Triangle Get() + { + Triangle triangle; + + if (stack.Count > 0) + { + triangle = stack.Pop(); + triangle.hash = -triangle.hash - 1; + + Cleanup(triangle); + } + else if (count < size) + { + triangle = pool[count / BLOCKSIZE][count % BLOCKSIZE]; + triangle.id = triangle.hash; + + Cleanup(triangle); + + count++; + } + else + { + triangle = new Triangle(); + triangle.hash = size; + triangle.id = triangle.hash; + + int block = size / BLOCKSIZE; + + if (pool[block] == null) + { + pool[block] = new Triangle[BLOCKSIZE]; + + // Check if the pool has to be resized. + if (block + 1 == pool.Length) + { + Array.Resize(ref pool, 2 * pool.Length); + } + } + + // Add triangle to pool. + pool[block][size % BLOCKSIZE] = triangle; + + count = ++size; + } + + return triangle; + } + + public void Release(Triangle triangle) + { + stack.Push(triangle); + + // Mark the triangle as free (used by enumerator). + triangle.hash = -triangle.hash - 1; + } + + /// + /// Restart the triangle pool. + /// + public TrianglePool Restart() + { + foreach (var triangle in stack) + { + // Reset hash to original value. + triangle.hash = -triangle.hash - 1; + } + + stack.Clear(); + + count = 0; + + return this; + } + + /// + /// Samples a number of triangles from the pool. + /// + /// The number of triangles to sample. + /// + /// + internal IEnumerable Sample(int k, Random random) + { + int i, count = this.Count; + + if (k > count) + { + // TODO: handle Sample special case. + k = count; + } + + Triangle t; + + // TODO: improve sampling code (to ensure no duplicates). + + while (k > 0) + { + i = random.Next(0, count); + + t = pool[i / BLOCKSIZE][i % BLOCKSIZE]; + + if (t.hash >= 0) + { + k--; + yield return t; + } + } + } + + private void Cleanup(Triangle triangle) + { + triangle.label = 0; + triangle.area = 0.0; + triangle.infected = false; + + for (int i = 0; i < 3; i++) + { + triangle.vertices[i] = null; + + triangle.subsegs[i] = default(Osub); + triangle.neighbors[i] = default(Otri); + } + } + + public void Add(Triangle item) + { + throw new NotImplementedException(); + } + + public void Clear() + { + stack.Clear(); + + int blocks = (size / BLOCKSIZE) + 1; + + for (int i = 0; i < blocks; i++) + { + var block = pool[i]; + + // Number of triangles in current block: + int length = (size - i * BLOCKSIZE) % BLOCKSIZE; + + for (int j = 0; j < length; j++) + { + block[j] = null; + } + } + + size = count = 0; + } + + public bool Contains(Triangle item) + { + int i = item.hash; + + if (i < 0 || i > size) + { + return false; + } + + return pool[i / BLOCKSIZE][i % BLOCKSIZE].hash >= 0; + } + + public void CopyTo(Triangle[] array, int index) + { + var enumerator = GetEnumerator(); + + while (enumerator.MoveNext()) + { + array[index] = enumerator.Current; + index++; + } + } + + public int Count + { + get { return count - stack.Count; } + } + + public bool IsReadOnly + { + get { return true; } + } + + public bool Remove(Triangle item) + { + throw new NotImplementedException(); + } + + public IEnumerator GetEnumerator() + { + return new Enumerator(this); + } + + System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() + { + return GetEnumerator(); + } + + class Enumerator : IEnumerator + { + // TODO: enumerator should be able to tell if collection changed. + + int count; + + Triangle[][] pool; + + Triangle current; + + int index, offset; + + public Enumerator(TrianglePool pool) + { + this.count = pool.Count; + this.pool = pool.pool; + + index = 0; + offset = 0; + } + + public Triangle Current + { + get { return current; } + } + + public void Dispose() + { + } + + object System.Collections.IEnumerator.Current + { + get { return current; } + } + + public bool MoveNext() + { + while (index < count) + { + current = pool[offset / BLOCKSIZE][offset % BLOCKSIZE]; + + offset++; + + if (current.hash >= 0) + { + index++; + return true; + } + } + + return false; + } + + public void Reset() + { + index = offset = 0; + } + } + } +} diff --git a/Triangle.NET/Triangle/TriangleSampler.cs b/src/Triangle/TriangleSampler.cs similarity index 96% rename from Triangle.NET/Triangle/TriangleSampler.cs rename to src/Triangle/TriangleSampler.cs index 8ff42c4..a217ed5 100644 --- a/Triangle.NET/Triangle/TriangleSampler.cs +++ b/src/Triangle/TriangleSampler.cs @@ -1,85 +1,85 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet -{ - using System; - using System.Collections.Generic; - using TriangleNet.Topology; - - /// - /// Used for triangle sampling in the class. - /// - class TriangleSampler : IEnumerable - { - private const int RANDOM_SEED = 110503; - - // Empirically chosen factor. - private const int samplefactor = 11; - - private Random random; - private Mesh mesh; - - // Number of random samples for point location (at least 1). - private int samples = 1; - - // Number of triangles in mesh. - private int triangleCount = 0; - - public TriangleSampler(Mesh mesh) - : this(mesh, new Random(RANDOM_SEED)) - { - } - - public TriangleSampler(Mesh mesh, Random random) - { - this.mesh = mesh; - this.random = random; - } - - /// - /// Reset the sampler. - /// - public void Reset() - { - this.samples = 1; - this.triangleCount = 0; - } - - /// - /// Update sampling parameters if mesh changed. - /// - public void Update() - { - int count = mesh.triangles.Count; - - if (triangleCount != count) - { - triangleCount = count; - - // The number of random samples taken is proportional to the cube root - // of the number of triangles in the mesh. The next bit of code assumes - // that the number of triangles increases monotonically (or at least - // doesn't decrease enough to matter). - while (samplefactor * samples * samples * samples < count) - { - samples++; - } - } - } - - public IEnumerator GetEnumerator() - { - return mesh.triangles.Sample(samples, random).GetEnumerator(); - } - - System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() - { - return GetEnumerator(); - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet +{ + using System; + using System.Collections.Generic; + using TriangleNet.Topology; + + /// + /// Used for triangle sampling in the class. + /// + class TriangleSampler : IEnumerable + { + private const int RANDOM_SEED = 110503; + + // Empirically chosen factor. + private const int samplefactor = 11; + + private Random random; + private Mesh mesh; + + // Number of random samples for point location (at least 1). + private int samples = 1; + + // Number of triangles in mesh. + private int triangleCount = 0; + + public TriangleSampler(Mesh mesh) + : this(mesh, new Random(RANDOM_SEED)) + { + } + + public TriangleSampler(Mesh mesh, Random random) + { + this.mesh = mesh; + this.random = random; + } + + /// + /// Reset the sampler. + /// + public void Reset() + { + this.samples = 1; + this.triangleCount = 0; + } + + /// + /// Update sampling parameters if mesh changed. + /// + public void Update() + { + int count = mesh.triangles.Count; + + if (triangleCount != count) + { + triangleCount = count; + + // The number of random samples taken is proportional to the cube root + // of the number of triangles in the mesh. The next bit of code assumes + // that the number of triangles increases monotonically (or at least + // doesn't decrease enough to matter). + while (samplefactor * samples * samples * samples < count) + { + samples++; + } + } + } + + public IEnumerator GetEnumerator() + { + return mesh.triangles.Sample(samples, random).GetEnumerator(); + } + + System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() + { + return GetEnumerator(); + } + } +} diff --git a/Triangle.NET/Triangle/Voronoi/BoundedVoronoi.cs b/src/Triangle/Voronoi/BoundedVoronoi.cs similarity index 96% rename from Triangle.NET/Triangle/Voronoi/BoundedVoronoi.cs rename to src/Triangle/Voronoi/BoundedVoronoi.cs index dd7f6ca..3537954 100644 --- a/Triangle.NET/Triangle/Voronoi/BoundedVoronoi.cs +++ b/src/Triangle/Voronoi/BoundedVoronoi.cs @@ -1,182 +1,182 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Voronoi -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Tools; - using TriangleNet.Topology.DCEL; - - using HVertex = TriangleNet.Topology.DCEL.Vertex; - using TVertex = TriangleNet.Geometry.Vertex; - - public class BoundedVoronoi : VoronoiBase - { - int offset; - - public BoundedVoronoi(Mesh mesh) - : this(mesh, new DefaultVoronoiFactory(), RobustPredicates.Default) - { - } - - public BoundedVoronoi(Mesh mesh, IVoronoiFactory factory, IPredicates predicates) - : base(mesh, factory, predicates, true) - { - // We explicitly told the base constructor to call the Generate method, so - // at this point the basic Voronoi diagram is already created. - offset = base.vertices.Count; - - // Each vertex of the hull will be part of a Voronoi cell. - base.vertices.Capacity = offset + mesh.hullsize; - - // Create bounded Voronoi diagram. - PostProcess(); - - ResolveBoundaryEdges(); - } - - /// - /// Computes edge intersections with mesh boundary edges. - /// - private void PostProcess() - { - foreach (var edge in rays) - { - var twin = edge.twin; - - var v1 = (TVertex)edge.face.generator; - var v2 = (TVertex)twin.face.generator; - - double dir = predicates.CounterClockwise(v1, v2, edge.origin); - - if (dir <= 0) - { - HandleCase1(edge, v1, v2); - } - else - { - HandleCase2(edge, v1, v2); - } - } - } - - /// - /// Case 1: edge origin lies inside the domain. - /// - private void HandleCase1(HalfEdge edge, TVertex v1, TVertex v2) - { - //int mark = GetBoundaryMark(v1); - - // The infinite vertex. - var v = (Point)edge.twin.origin; - - // The half-edge is the bisector of v1 and v2, so the projection onto the - // boundary segment is actually its midpoint. - v.x = (v1.x + v2.x) / 2.0; - v.y = (v1.y + v2.y) / 2.0; - - // Close the cell connected to edge. - var gen = factory.CreateVertex(v1.x, v1.y); - - var h1 = factory.CreateHalfEdge(edge.twin.origin, edge.face); - var h2 = factory.CreateHalfEdge(gen, edge.face); - - edge.next = h1; - h1.next = h2; - h2.next = edge.face.edge; - - gen.leaving = h2; - - // Let the face edge point to the edge leaving at generator. - edge.face.edge = h2; - - base.edges.Add(h1); - base.edges.Add(h2); - - int count = base.edges.Count; - - h1.id = count; - h2.id = count + 1; - - gen.id = offset++; - base.vertices.Add(gen); - } - - /// - /// Case 2: edge origin lies outside the domain. - /// - private void HandleCase2(HalfEdge edge, TVertex v1, TVertex v2) - { - // The vertices of the infinite edge. - var p1 = (Point)edge.origin; - var p2 = (Point)edge.twin.origin; - - // The two edges leaving p1, pointing into the mesh. - var e1 = edge.twin.next; - var e2 = e1.twin.next; - - // Find the two intersections with boundary edge. - IntersectionHelper.IntersectSegments(v1, v2, e1.origin, e1.twin.origin, ref p2); - IntersectionHelper.IntersectSegments(v1, v2, e2.origin, e2.twin.origin, ref p1); - - // The infinite edge will now lie on the boundary. Update pointers: - e1.twin.next = edge.twin; - edge.twin.next = e2; - edge.twin.face = e2.face; - - e1.origin = edge.twin.origin; - - edge.twin.twin = null; - edge.twin = null; - - // Close the cell. - var gen = factory.CreateVertex(v1.x, v1.y); - var he = factory.CreateHalfEdge(gen, edge.face); - - edge.next = he; - he.next = edge.face.edge; - - // Let the face edge point to the edge leaving at generator. - edge.face.edge = he; - - base.edges.Add(he); - - he.id = base.edges.Count; - - gen.id = offset++; - base.vertices.Add(gen); - } - - /* - private int GetBoundaryMark(Vertex v) - { - Otri tri = default(Otri); - Otri next = default(Otri); - Osub seg = default(Osub); - - // Get triangle connected to generator. - v.tri.Copy(ref tri); - v.tri.Copy(ref next); - - // Find boundary triangle. - while (next.triangle.id != -1) - { - next.Copy(ref tri); - next.OnextSelf(); - } - - // Find edge dual to current half-edge. - tri.LnextSelf(); - tri.LnextSelf(); - - tri.SegPivot(ref seg); - - return seg.seg.boundary; - } - //*/ - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Voronoi +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Tools; + using TriangleNet.Topology.DCEL; + + using HVertex = TriangleNet.Topology.DCEL.Vertex; + using TVertex = TriangleNet.Geometry.Vertex; + + public class BoundedVoronoi : VoronoiBase + { + int offset; + + public BoundedVoronoi(Mesh mesh) + : this(mesh, new DefaultVoronoiFactory(), RobustPredicates.Default) + { + } + + public BoundedVoronoi(Mesh mesh, IVoronoiFactory factory, IPredicates predicates) + : base(mesh, factory, predicates, true) + { + // We explicitly told the base constructor to call the Generate method, so + // at this point the basic Voronoi diagram is already created. + offset = base.vertices.Count; + + // Each vertex of the hull will be part of a Voronoi cell. + base.vertices.Capacity = offset + mesh.hullsize; + + // Create bounded Voronoi diagram. + PostProcess(); + + ResolveBoundaryEdges(); + } + + /// + /// Computes edge intersections with mesh boundary edges. + /// + private void PostProcess() + { + foreach (var edge in rays) + { + var twin = edge.twin; + + var v1 = (TVertex)edge.face.generator; + var v2 = (TVertex)twin.face.generator; + + double dir = predicates.CounterClockwise(v1, v2, edge.origin); + + if (dir <= 0) + { + HandleCase1(edge, v1, v2); + } + else + { + HandleCase2(edge, v1, v2); + } + } + } + + /// + /// Case 1: edge origin lies inside the domain. + /// + private void HandleCase1(HalfEdge edge, TVertex v1, TVertex v2) + { + //int mark = GetBoundaryMark(v1); + + // The infinite vertex. + var v = (Point)edge.twin.origin; + + // The half-edge is the bisector of v1 and v2, so the projection onto the + // boundary segment is actually its midpoint. + v.x = (v1.x + v2.x) / 2.0; + v.y = (v1.y + v2.y) / 2.0; + + // Close the cell connected to edge. + var gen = factory.CreateVertex(v1.x, v1.y); + + var h1 = factory.CreateHalfEdge(edge.twin.origin, edge.face); + var h2 = factory.CreateHalfEdge(gen, edge.face); + + edge.next = h1; + h1.next = h2; + h2.next = edge.face.edge; + + gen.leaving = h2; + + // Let the face edge point to the edge leaving at generator. + edge.face.edge = h2; + + base.edges.Add(h1); + base.edges.Add(h2); + + int count = base.edges.Count; + + h1.id = count; + h2.id = count + 1; + + gen.id = offset++; + base.vertices.Add(gen); + } + + /// + /// Case 2: edge origin lies outside the domain. + /// + private void HandleCase2(HalfEdge edge, TVertex v1, TVertex v2) + { + // The vertices of the infinite edge. + var p1 = (Point)edge.origin; + var p2 = (Point)edge.twin.origin; + + // The two edges leaving p1, pointing into the mesh. + var e1 = edge.twin.next; + var e2 = e1.twin.next; + + // Find the two intersections with boundary edge. + IntersectionHelper.IntersectSegments(v1, v2, e1.origin, e1.twin.origin, ref p2); + IntersectionHelper.IntersectSegments(v1, v2, e2.origin, e2.twin.origin, ref p1); + + // The infinite edge will now lie on the boundary. Update pointers: + e1.twin.next = edge.twin; + edge.twin.next = e2; + edge.twin.face = e2.face; + + e1.origin = edge.twin.origin; + + edge.twin.twin = null; + edge.twin = null; + + // Close the cell. + var gen = factory.CreateVertex(v1.x, v1.y); + var he = factory.CreateHalfEdge(gen, edge.face); + + edge.next = he; + he.next = edge.face.edge; + + // Let the face edge point to the edge leaving at generator. + edge.face.edge = he; + + base.edges.Add(he); + + he.id = base.edges.Count; + + gen.id = offset++; + base.vertices.Add(gen); + } + + /* + private int GetBoundaryMark(Vertex v) + { + Otri tri = default(Otri); + Otri next = default(Otri); + Osub seg = default(Osub); + + // Get triangle connected to generator. + v.tri.Copy(ref tri); + v.tri.Copy(ref next); + + // Find boundary triangle. + while (next.triangle.id != -1) + { + next.Copy(ref tri); + next.OnextSelf(); + } + + // Find edge dual to current half-edge. + tri.LnextSelf(); + tri.LnextSelf(); + + tri.SegPivot(ref seg); + + return seg.seg.boundary; + } + //*/ + } +} diff --git a/Triangle.NET/Triangle/Voronoi/DefaultVoronoiFactory.cs b/src/Triangle/Voronoi/DefaultVoronoiFactory.cs similarity index 95% rename from Triangle.NET/Triangle/Voronoi/DefaultVoronoiFactory.cs rename to src/Triangle/Voronoi/DefaultVoronoiFactory.cs index 6702ff0..c1773e6 100644 --- a/Triangle.NET/Triangle/Voronoi/DefaultVoronoiFactory.cs +++ b/src/Triangle/Voronoi/DefaultVoronoiFactory.cs @@ -1,35 +1,35 @@ - -namespace TriangleNet.Voronoi -{ - using System; - using TriangleNet.Topology.DCEL; - - /// - /// Default factory for Voronoi / DCEL mesh objects. - /// - public class DefaultVoronoiFactory : IVoronoiFactory - { - public void Initialize(int vertexCount, int edgeCount, int faceCount) - { - } - - public void Reset() - { - } - - public Vertex CreateVertex(double x, double y) - { - return new Vertex(x, y); - } - - public HalfEdge CreateHalfEdge(Vertex origin, Face face) - { - return new HalfEdge(origin, face); - } - - public Face CreateFace(Geometry.Vertex vertex) - { - return new Face(vertex); - } - } -} + +namespace TriangleNet.Voronoi +{ + using System; + using TriangleNet.Topology.DCEL; + + /// + /// Default factory for Voronoi / DCEL mesh objects. + /// + public class DefaultVoronoiFactory : IVoronoiFactory + { + public void Initialize(int vertexCount, int edgeCount, int faceCount) + { + } + + public void Reset() + { + } + + public Vertex CreateVertex(double x, double y) + { + return new Vertex(x, y); + } + + public HalfEdge CreateHalfEdge(Vertex origin, Face face) + { + return new HalfEdge(origin, face); + } + + public Face CreateFace(Geometry.Vertex vertex) + { + return new Face(vertex); + } + } +} diff --git a/Triangle.NET/Triangle/Voronoi/IVoronoiFactory.cs b/src/Triangle/Voronoi/IVoronoiFactory.cs similarity index 95% rename from Triangle.NET/Triangle/Voronoi/IVoronoiFactory.cs rename to src/Triangle/Voronoi/IVoronoiFactory.cs index 47276e0..476de74 100644 --- a/Triangle.NET/Triangle/Voronoi/IVoronoiFactory.cs +++ b/src/Triangle/Voronoi/IVoronoiFactory.cs @@ -1,18 +1,18 @@ - -namespace TriangleNet.Voronoi -{ - using TriangleNet.Topology.DCEL; - - public interface IVoronoiFactory - { - void Initialize(int vertexCount, int edgeCount, int faceCount); - - void Reset(); - - Vertex CreateVertex(double x, double y); - - HalfEdge CreateHalfEdge(Vertex origin, Face face); - - Face CreateFace(Geometry.Vertex vertex); - } -} + +namespace TriangleNet.Voronoi +{ + using TriangleNet.Topology.DCEL; + + public interface IVoronoiFactory + { + void Initialize(int vertexCount, int edgeCount, int faceCount); + + void Reset(); + + Vertex CreateVertex(double x, double y); + + HalfEdge CreateHalfEdge(Vertex origin, Face face); + + Face CreateFace(Geometry.Vertex vertex); + } +} diff --git a/Triangle.NET/Triangle/Voronoi/Legacy/BoundedVoronoiLegacy.cs b/src/Triangle/Voronoi/Legacy/BoundedVoronoiLegacy.cs similarity index 97% rename from Triangle.NET/Triangle/Voronoi/Legacy/BoundedVoronoiLegacy.cs rename to src/Triangle/Voronoi/Legacy/BoundedVoronoiLegacy.cs index 643fa0b..65b07b8 100644 --- a/Triangle.NET/Triangle/Voronoi/Legacy/BoundedVoronoiLegacy.cs +++ b/src/Triangle/Voronoi/Legacy/BoundedVoronoiLegacy.cs @@ -1,692 +1,692 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Voronoi.Legacy -{ - using System; - using System.Collections.Generic; - using TriangleNet.Topology; - using TriangleNet.Geometry; - - /// - /// The Bounded Voronoi Diagram is the dual of a PSLG triangulation. - /// - /// - /// 2D Centroidal Voronoi Tessellations with Constraints, 2010, - /// Jane Tournois, Pierre Alliez and Olivier Devillers - /// - [Obsolete("Use TriangleNet.Voronoi.BoundedVoronoi class instead.")] - public class BoundedVoronoiLegacy : IVoronoi - { - IPredicates predicates = RobustPredicates.Default; - - Mesh mesh; - - Point[] points; - List regions; - - // Used for new points on segments. - List segPoints; - int segIndex; - - Dictionary subsegMap; - - bool includeBoundary = true; - - /// - /// Initializes a new instance of the class. - /// - /// Mesh instance. - public BoundedVoronoiLegacy(Mesh mesh) - : this(mesh, true) - { - } - - /// - /// Initializes a new instance of the class. - /// - /// Mesh instance. - public BoundedVoronoiLegacy(Mesh mesh, bool includeBoundary) - { - this.mesh = mesh; - this.includeBoundary = includeBoundary; - - Generate(); - } - - /// - /// Gets the list of Voronoi vertices. - /// - public Point[] Points - { - get { return points; } - } - - /// - /// Gets the list of Voronoi regions. - /// - public ICollection Regions - { - get { return regions; } - } - - public IEnumerable Edges - { - get { return EnumerateEdges(); } - } - - /// - /// Computes the bounded voronoi diagram. - /// - private void Generate() - { - mesh.Renumber(); - mesh.MakeVertexMap(); - - // Allocate space for voronoi diagram - this.regions = new List(mesh.vertices.Count); - - this.points = new Point[mesh.triangles.Count]; - this.segPoints = new List(mesh.subsegs.Count * 4); - - ComputeCircumCenters(); - - TagBlindTriangles(); - - foreach (var v in mesh.vertices.Values) - { - // TODO: Need a reliable way to check if a vertex is on a segment - if (v.type == VertexType.FreeVertex || v.label == 0) - { - ConstructCell(v); - } - else if (includeBoundary) - { - ConstructBoundaryCell(v); - } - } - - // Add the new points on segments to the point array. - int length = points.Length; - - Array.Resize(ref points, length + segPoints.Count); - - for (int i = 0; i < segPoints.Count; i++) - { - points[length + i] = segPoints[i]; - } - - this.segPoints.Clear(); - this.segPoints = null; - } - - private void ComputeCircumCenters() - { - Otri tri = default(Otri); - double xi = 0, eta = 0; - Point pt; - - // Compue triangle circumcenters - foreach (var item in mesh.triangles) - { - tri.tri = item; - - pt = predicates.FindCircumcenter(tri.Org(), tri.Dest(), tri.Apex(), ref xi, ref eta); - pt.id = item.id; - - points[item.id] = pt; - } - } - - /// - /// Tag all blind triangles. - /// - /// - /// A triangle is said to be blind if the triangle and its circumcenter - /// lie on two different sides of a constrained edge. - /// - private void TagBlindTriangles() - { - int blinded = 0; - - Stack triangles; - subsegMap = new Dictionary(); - - Otri f = default(Otri); - Otri f0 = default(Otri); - Osub e = default(Osub); - Osub sub1 = default(Osub); - - // Tag all triangles non-blind - foreach (var t in mesh.triangles) - { - // Use the infected flag for 'blinded' attribute. - t.infected = false; - } - - // for each constrained edge e of cdt do - foreach (var ss in mesh.subsegs.Values) - { - // Create a stack: triangles - triangles = new Stack(); - - // for both adjacent triangles fe to e tagged non-blind do - // Push fe into triangles - e.seg = ss; - e.orient = 0; - e.Pivot(ref f); - - if (f.tri.id != Mesh.DUMMY && !f.tri.infected) - { - triangles.Push(f.tri); - } - - e.Sym(); - e.Pivot(ref f); - - if (f.tri.id != Mesh.DUMMY && !f.tri.infected) - { - triangles.Push(f.tri); - } - - // while triangles is non-empty - while (triangles.Count > 0) - { - // Pop f from stack triangles - f.tri = triangles.Pop(); - f.orient = 0; - - // if f is blinded by e (use P) then - if (TriangleIsBlinded(ref f, ref e)) - { - // Tag f as blinded by e - f.tri.infected = true; - blinded++; - - // Store association triangle -> subseg - subsegMap.Add(f.tri.hash, e.seg); - - // for each adjacent triangle f0 to f do - for (f.orient = 0; f.orient < 3; f.orient++) - { - f.Sym(ref f0); - - f0.Pivot(ref sub1); - - // if f0 is finite and tagged non-blind & the common edge - // between f and f0 is unconstrained then - if (f0.tri.id != Mesh.DUMMY && !f0.tri.infected && sub1.seg.hash == Mesh.DUMMY) - { - // Push f0 into triangles. - triangles.Push(f0.tri); - } - } - } - } - } - - blinded = 0; - } - - /// - /// Check if given triangle is blinded by given segment. - /// - /// Triangle. - /// Segments - /// Returns true, if the triangle is blinded. - private bool TriangleIsBlinded(ref Otri tri, ref Osub seg) - { - Point c, pt; - - Vertex torg = tri.Org(); - Vertex tdest = tri.Dest(); - Vertex tapex = tri.Apex(); - - Vertex sorg = seg.Org(); - Vertex sdest = seg.Dest(); - - c = this.points[tri.tri.id]; - - if (SegmentsIntersect(sorg, sdest, c, torg, out pt, true)) - { - return true; - } - - if (SegmentsIntersect(sorg, sdest, c, tdest, out pt, true)) - { - return true; - } - - if (SegmentsIntersect(sorg, sdest, c, tapex, out pt, true)) - { - return true; - } - - return false; - } - - private void ConstructCell(Vertex vertex) - { - VoronoiRegion region = new VoronoiRegion(vertex); - regions.Add(region); - - Otri f = default(Otri); - Otri f_init = default(Otri); - Otri f_next = default(Otri); - Osub sf = default(Osub); - Osub sfn = default(Osub); - - Point cc_f, cc_f_next, p; - - int n = mesh.triangles.Count; - - // Call P the polygon (cell) in construction - List vpoints = new List(); - - // Call f_init a triangle incident to x - vertex.tri.Copy(ref f_init); - - if (f_init.Org() != vertex) - { - throw new Exception("ConstructCell: inconsistent topology."); - } - - // Let f be initialized to f_init - f_init.Copy(ref f); - // Call f_next the next triangle counterclockwise around x - f_init.Onext(ref f_next); - - // repeat ... until f = f_init - do - { - // Call Lffnext the line going through the circumcenters of f and f_next - cc_f = this.points[f.tri.id]; - cc_f_next = this.points[f_next.tri.id]; - - // if f is tagged non-blind then - if (!f.tri.infected) - { - // Insert the circumcenter of f into P - vpoints.Add(cc_f); - - if (f_next.tri.infected) - { - // Call S_fnext the constrained edge blinding f_next - sfn.seg = subsegMap[f_next.tri.hash]; - - // Insert point Lf,f_next /\ Sf_next into P - if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true)) - { - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - } - } - } - else - { - // Call Sf the constrained edge blinding f - sf.seg = subsegMap[f.tri.hash]; - - // if f_next is tagged non-blind then - if (!f_next.tri.infected) - { - // Insert point Lf,f_next /\ Sf into P - if (SegmentsIntersect(sf.Org(), sf.Dest(), cc_f, cc_f_next, out p, true)) - { - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - } - } - else - { - // Call Sf_next the constrained edge blinding f_next - sfn.seg = subsegMap[f_next.tri.hash]; - - // if Sf != Sf_next then - if (!sf.Equal(sfn)) - { - // Insert Lf,fnext /\ Sf and Lf,fnext /\ Sfnext into P - if (SegmentsIntersect(sf.Org(), sf.Dest(), cc_f, cc_f_next, out p, true)) - { - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - } - - if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true)) - { - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - } - } - } - } - - // f <- f_next - f_next.Copy(ref f); - - // Call f_next the next triangle counterclockwise around x - f_next.Onext(); - } - while (!f.Equals(f_init)); - - // Output: Bounded Voronoi cell of x in counterclockwise order. - region.Add(vpoints); - } - - private void ConstructBoundaryCell(Vertex vertex) - { - VoronoiRegion region = new VoronoiRegion(vertex); - regions.Add(region); - - Otri f = default(Otri); - Otri f_init = default(Otri); - Otri f_next = default(Otri); - Otri f_prev = default(Otri); - Osub sf = default(Osub); - Osub sfn = default(Osub); - - Vertex torg, tdest, tapex, sorg, sdest; - Point cc_f, cc_f_next, p; - - int n = mesh.triangles.Count; - - // Call P the polygon (cell) in construction - List vpoints = new List(); - - // Call f_init a triangle incident to x - vertex.tri.Copy(ref f_init); - - if (f_init.Org() != vertex) - { - throw new Exception("ConstructBoundaryCell: inconsistent topology."); - } - // Let f be initialized to f_init - f_init.Copy(ref f); - // Call f_next the next triangle counterclockwise around x - f_init.Onext(ref f_next); - - f_init.Oprev(ref f_prev); - - // Is the border to the left? - if (f_prev.tri.id != Mesh.DUMMY) - { - // Go clockwise until we reach the border (or the initial triangle) - while (f_prev.tri.id != Mesh.DUMMY && !f_prev.Equals(f_init)) - { - f_prev.Copy(ref f); - f_prev.Oprev(); - } - - f.Copy(ref f_init); - f.Onext(ref f_next); - } - - if (f_prev.tri.id == Mesh.DUMMY) - { - // For vertices on the domain boundaray, add the vertex. For - // internal boundaries don't add it. - p = new Point(vertex.x, vertex.y); - - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - } - - // Add midpoint of start triangles' edge. - torg = f.Org(); - tdest = f.Dest(); - p = new Point((torg.x + tdest.x) / 2, (torg.y + tdest.y) / 2); - - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - - // repeat ... until f = f_init - do - { - // Call Lffnext the line going through the circumcenters of f and f_next - cc_f = this.points[f.tri.id]; - - if (f_next.tri.id == Mesh.DUMMY) - { - if (!f.tri.infected) - { - // Add last circumcenter - vpoints.Add(cc_f); - } - - // Add midpoint of last triangles' edge (chances are it has already - // been added, so post process cell to remove duplicates???) - torg = f.Org(); - tapex = f.Apex(); - p = new Point((torg.x + tapex.x) / 2, (torg.y + tapex.y) / 2); - - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - - break; - } - - cc_f_next = this.points[f_next.tri.id]; - - // if f is tagged non-blind then - if (!f.tri.infected) - { - // Insert the circumcenter of f into P - vpoints.Add(cc_f); - - if (f_next.tri.infected) - { - // Call S_fnext the constrained edge blinding f_next - sfn.seg = subsegMap[f_next.tri.hash]; - - // Insert point Lf,f_next /\ Sf_next into P - if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true)) - { - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - } - } - } - else - { - // Call Sf the constrained edge blinding f - sf.seg = subsegMap[f.tri.hash]; - - sorg = sf.Org(); - sdest = sf.Dest(); - - // if f_next is tagged non-blind then - if (!f_next.tri.infected) - { - tdest = f.Dest(); - tapex = f.Apex(); - - // Both circumcenters lie on the blinded side, but we - // have to add the intersection with the segment. - - // Center of f edge dest->apex - Point bisec = new Point((tdest.x + tapex.x) / 2, (tdest.y + tapex.y) / 2); - - // Find intersection of seg with line through f's bisector and circumcenter - if (SegmentsIntersect(sorg, sdest, bisec, cc_f, out p, false)) - { - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - } - - // Insert point Lf,f_next /\ Sf into P - if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true)) - { - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - } - } - else - { - // Call Sf_next the constrained edge blinding f_next - sfn.seg = subsegMap[f_next.tri.hash]; - - // if Sf != Sf_next then - if (!sf.Equal(sfn)) - { - // Insert Lf,fnext /\ Sf and Lf,fnext /\ Sfnext into P - if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true)) - { - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - } - - if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true)) - { - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - } - } - else - { - // Both circumcenters lie on the blinded side, but we - // have to add the intersection with the segment. - - // Center of f_next edge org->dest - Point bisec = new Point((torg.x + tdest.x) / 2, (torg.y + tdest.y) / 2); - - // Find intersection of seg with line through f_next's bisector and circumcenter - if (SegmentsIntersect(sorg, sdest, bisec, cc_f_next, out p, false)) - { - p.id = n + segIndex++; - segPoints.Add(p); - vpoints.Add(p); - } - } - } - } - - // f <- f_next - f_next.Copy(ref f); - - // Call f_next the next triangle counterclockwise around x - f_next.Onext(); - } - while (!f.Equals(f_init)); - - // Output: Bounded Voronoi cell of x in counterclockwise order. - region.Add(vpoints); - } - - /// - /// Determines the intersection point of the line segment defined by points A and B with the - /// line segment defined by points C and D. - /// - /// The first segment AB. - /// Endpoint C of second segment. - /// Endpoint D of second segment. - /// Reference to the intersection point. - /// If false, pa and pb represent a line. - /// Returns true if the intersection point was found, and stores that point in X,Y. - /// Returns false if there is no determinable intersection point, in which case X,Y will - /// be unmodified. - /// - private bool SegmentsIntersect(Point p1, Point p2, Point p3, Point p4, out Point p, bool strictIntersect) - { - p = null; // TODO: Voronoi SegmentsIntersect - - double Ax = p1.x, Ay = p1.y; - double Bx = p2.x, By = p2.y; - double Cx = p3.x, Cy = p3.y; - double Dx = p4.x, Dy = p4.y; - - double distAB, theCos, theSin, newX, ABpos; - - // Fail if either line segment is zero-length. - if (Ax == Bx && Ay == By || Cx == Dx && Cy == Dy) return false; - - // Fail if the segments share an end-point. - if (Ax == Cx && Ay == Cy || Bx == Cx && By == Cy - || Ax == Dx && Ay == Dy || Bx == Dx && By == Dy) - { - return false; - } - - // (1) Translate the system so that point A is on the origin. - Bx -= Ax; By -= Ay; - Cx -= Ax; Cy -= Ay; - Dx -= Ax; Dy -= Ay; - - // Discover the length of segment A-B. - distAB = Math.Sqrt(Bx * Bx + By * By); - - // (2) Rotate the system so that point B is on the positive X axis. - theCos = Bx / distAB; - theSin = By / distAB; - newX = Cx * theCos + Cy * theSin; - Cy = Cy * theCos - Cx * theSin; Cx = newX; - newX = Dx * theCos + Dy * theSin; - Dy = Dy * theCos - Dx * theSin; Dx = newX; - - // Fail if segment C-D doesn't cross line A-B. - if (Cy < 0 && Dy < 0 || Cy >= 0 && Dy >= 0 && strictIntersect) return false; - - // (3) Discover the position of the intersection point along line A-B. - ABpos = Dx + (Cx - Dx) * Dy / (Dy - Cy); - - // Fail if segment C-D crosses line A-B outside of segment A-B. - if (ABpos < 0 || ABpos > distAB && strictIntersect) return false; - - // (4) Apply the discovered position to line A-B in the original coordinate system. - p = new Point(Ax + ABpos * theCos, Ay + ABpos * theSin); - - // Success. - return true; - } - - // TODO: Voronoi enumerate edges - - private IEnumerable EnumerateEdges() - { - // Copy edges - Point first, last; - var edges = new List(this.Regions.Count * 2); - foreach (var region in this.Regions) - { - first = null; - last = null; - - foreach (var pt in region.Vertices) - { - if (first == null) - { - first = pt; - last = pt; - } - else - { - edges.Add(new Edge(last.id, pt.id)); - - last = pt; - } - } - - if (region.Bounded && first != null) - { - edges.Add(new Edge(last.id, first.id)); - } - } - - return edges; - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Voronoi.Legacy +{ + using System; + using System.Collections.Generic; + using TriangleNet.Topology; + using TriangleNet.Geometry; + + /// + /// The Bounded Voronoi Diagram is the dual of a PSLG triangulation. + /// + /// + /// 2D Centroidal Voronoi Tessellations with Constraints, 2010, + /// Jane Tournois, Pierre Alliez and Olivier Devillers + /// + [Obsolete("Use TriangleNet.Voronoi.BoundedVoronoi class instead.")] + public class BoundedVoronoiLegacy : IVoronoi + { + IPredicates predicates = RobustPredicates.Default; + + Mesh mesh; + + Point[] points; + List regions; + + // Used for new points on segments. + List segPoints; + int segIndex; + + Dictionary subsegMap; + + bool includeBoundary = true; + + /// + /// Initializes a new instance of the class. + /// + /// Mesh instance. + public BoundedVoronoiLegacy(Mesh mesh) + : this(mesh, true) + { + } + + /// + /// Initializes a new instance of the class. + /// + /// Mesh instance. + public BoundedVoronoiLegacy(Mesh mesh, bool includeBoundary) + { + this.mesh = mesh; + this.includeBoundary = includeBoundary; + + Generate(); + } + + /// + /// Gets the list of Voronoi vertices. + /// + public Point[] Points + { + get { return points; } + } + + /// + /// Gets the list of Voronoi regions. + /// + public ICollection Regions + { + get { return regions; } + } + + public IEnumerable Edges + { + get { return EnumerateEdges(); } + } + + /// + /// Computes the bounded voronoi diagram. + /// + private void Generate() + { + mesh.Renumber(); + mesh.MakeVertexMap(); + + // Allocate space for voronoi diagram + this.regions = new List(mesh.vertices.Count); + + this.points = new Point[mesh.triangles.Count]; + this.segPoints = new List(mesh.subsegs.Count * 4); + + ComputeCircumCenters(); + + TagBlindTriangles(); + + foreach (var v in mesh.vertices.Values) + { + // TODO: Need a reliable way to check if a vertex is on a segment + if (v.type == VertexType.FreeVertex || v.label == 0) + { + ConstructCell(v); + } + else if (includeBoundary) + { + ConstructBoundaryCell(v); + } + } + + // Add the new points on segments to the point array. + int length = points.Length; + + Array.Resize(ref points, length + segPoints.Count); + + for (int i = 0; i < segPoints.Count; i++) + { + points[length + i] = segPoints[i]; + } + + this.segPoints.Clear(); + this.segPoints = null; + } + + private void ComputeCircumCenters() + { + Otri tri = default(Otri); + double xi = 0, eta = 0; + Point pt; + + // Compue triangle circumcenters + foreach (var item in mesh.triangles) + { + tri.tri = item; + + pt = predicates.FindCircumcenter(tri.Org(), tri.Dest(), tri.Apex(), ref xi, ref eta); + pt.id = item.id; + + points[item.id] = pt; + } + } + + /// + /// Tag all blind triangles. + /// + /// + /// A triangle is said to be blind if the triangle and its circumcenter + /// lie on two different sides of a constrained edge. + /// + private void TagBlindTriangles() + { + int blinded = 0; + + Stack triangles; + subsegMap = new Dictionary(); + + Otri f = default(Otri); + Otri f0 = default(Otri); + Osub e = default(Osub); + Osub sub1 = default(Osub); + + // Tag all triangles non-blind + foreach (var t in mesh.triangles) + { + // Use the infected flag for 'blinded' attribute. + t.infected = false; + } + + // for each constrained edge e of cdt do + foreach (var ss in mesh.subsegs.Values) + { + // Create a stack: triangles + triangles = new Stack(); + + // for both adjacent triangles fe to e tagged non-blind do + // Push fe into triangles + e.seg = ss; + e.orient = 0; + e.Pivot(ref f); + + if (f.tri.id != Mesh.DUMMY && !f.tri.infected) + { + triangles.Push(f.tri); + } + + e.Sym(); + e.Pivot(ref f); + + if (f.tri.id != Mesh.DUMMY && !f.tri.infected) + { + triangles.Push(f.tri); + } + + // while triangles is non-empty + while (triangles.Count > 0) + { + // Pop f from stack triangles + f.tri = triangles.Pop(); + f.orient = 0; + + // if f is blinded by e (use P) then + if (TriangleIsBlinded(ref f, ref e)) + { + // Tag f as blinded by e + f.tri.infected = true; + blinded++; + + // Store association triangle -> subseg + subsegMap.Add(f.tri.hash, e.seg); + + // for each adjacent triangle f0 to f do + for (f.orient = 0; f.orient < 3; f.orient++) + { + f.Sym(ref f0); + + f0.Pivot(ref sub1); + + // if f0 is finite and tagged non-blind & the common edge + // between f and f0 is unconstrained then + if (f0.tri.id != Mesh.DUMMY && !f0.tri.infected && sub1.seg.hash == Mesh.DUMMY) + { + // Push f0 into triangles. + triangles.Push(f0.tri); + } + } + } + } + } + + blinded = 0; + } + + /// + /// Check if given triangle is blinded by given segment. + /// + /// Triangle. + /// Segments + /// Returns true, if the triangle is blinded. + private bool TriangleIsBlinded(ref Otri tri, ref Osub seg) + { + Point c, pt; + + Vertex torg = tri.Org(); + Vertex tdest = tri.Dest(); + Vertex tapex = tri.Apex(); + + Vertex sorg = seg.Org(); + Vertex sdest = seg.Dest(); + + c = this.points[tri.tri.id]; + + if (SegmentsIntersect(sorg, sdest, c, torg, out pt, true)) + { + return true; + } + + if (SegmentsIntersect(sorg, sdest, c, tdest, out pt, true)) + { + return true; + } + + if (SegmentsIntersect(sorg, sdest, c, tapex, out pt, true)) + { + return true; + } + + return false; + } + + private void ConstructCell(Vertex vertex) + { + VoronoiRegion region = new VoronoiRegion(vertex); + regions.Add(region); + + Otri f = default(Otri); + Otri f_init = default(Otri); + Otri f_next = default(Otri); + Osub sf = default(Osub); + Osub sfn = default(Osub); + + Point cc_f, cc_f_next, p; + + int n = mesh.triangles.Count; + + // Call P the polygon (cell) in construction + List vpoints = new List(); + + // Call f_init a triangle incident to x + vertex.tri.Copy(ref f_init); + + if (f_init.Org() != vertex) + { + throw new Exception("ConstructCell: inconsistent topology."); + } + + // Let f be initialized to f_init + f_init.Copy(ref f); + // Call f_next the next triangle counterclockwise around x + f_init.Onext(ref f_next); + + // repeat ... until f = f_init + do + { + // Call Lffnext the line going through the circumcenters of f and f_next + cc_f = this.points[f.tri.id]; + cc_f_next = this.points[f_next.tri.id]; + + // if f is tagged non-blind then + if (!f.tri.infected) + { + // Insert the circumcenter of f into P + vpoints.Add(cc_f); + + if (f_next.tri.infected) + { + // Call S_fnext the constrained edge blinding f_next + sfn.seg = subsegMap[f_next.tri.hash]; + + // Insert point Lf,f_next /\ Sf_next into P + if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true)) + { + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + } + } + } + else + { + // Call Sf the constrained edge blinding f + sf.seg = subsegMap[f.tri.hash]; + + // if f_next is tagged non-blind then + if (!f_next.tri.infected) + { + // Insert point Lf,f_next /\ Sf into P + if (SegmentsIntersect(sf.Org(), sf.Dest(), cc_f, cc_f_next, out p, true)) + { + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + } + } + else + { + // Call Sf_next the constrained edge blinding f_next + sfn.seg = subsegMap[f_next.tri.hash]; + + // if Sf != Sf_next then + if (!sf.Equal(sfn)) + { + // Insert Lf,fnext /\ Sf and Lf,fnext /\ Sfnext into P + if (SegmentsIntersect(sf.Org(), sf.Dest(), cc_f, cc_f_next, out p, true)) + { + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + } + + if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true)) + { + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + } + } + } + } + + // f <- f_next + f_next.Copy(ref f); + + // Call f_next the next triangle counterclockwise around x + f_next.Onext(); + } + while (!f.Equals(f_init)); + + // Output: Bounded Voronoi cell of x in counterclockwise order. + region.Add(vpoints); + } + + private void ConstructBoundaryCell(Vertex vertex) + { + VoronoiRegion region = new VoronoiRegion(vertex); + regions.Add(region); + + Otri f = default(Otri); + Otri f_init = default(Otri); + Otri f_next = default(Otri); + Otri f_prev = default(Otri); + Osub sf = default(Osub); + Osub sfn = default(Osub); + + Vertex torg, tdest, tapex, sorg, sdest; + Point cc_f, cc_f_next, p; + + int n = mesh.triangles.Count; + + // Call P the polygon (cell) in construction + List vpoints = new List(); + + // Call f_init a triangle incident to x + vertex.tri.Copy(ref f_init); + + if (f_init.Org() != vertex) + { + throw new Exception("ConstructBoundaryCell: inconsistent topology."); + } + // Let f be initialized to f_init + f_init.Copy(ref f); + // Call f_next the next triangle counterclockwise around x + f_init.Onext(ref f_next); + + f_init.Oprev(ref f_prev); + + // Is the border to the left? + if (f_prev.tri.id != Mesh.DUMMY) + { + // Go clockwise until we reach the border (or the initial triangle) + while (f_prev.tri.id != Mesh.DUMMY && !f_prev.Equals(f_init)) + { + f_prev.Copy(ref f); + f_prev.Oprev(); + } + + f.Copy(ref f_init); + f.Onext(ref f_next); + } + + if (f_prev.tri.id == Mesh.DUMMY) + { + // For vertices on the domain boundaray, add the vertex. For + // internal boundaries don't add it. + p = new Point(vertex.x, vertex.y); + + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + } + + // Add midpoint of start triangles' edge. + torg = f.Org(); + tdest = f.Dest(); + p = new Point((torg.x + tdest.x) / 2, (torg.y + tdest.y) / 2); + + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + + // repeat ... until f = f_init + do + { + // Call Lffnext the line going through the circumcenters of f and f_next + cc_f = this.points[f.tri.id]; + + if (f_next.tri.id == Mesh.DUMMY) + { + if (!f.tri.infected) + { + // Add last circumcenter + vpoints.Add(cc_f); + } + + // Add midpoint of last triangles' edge (chances are it has already + // been added, so post process cell to remove duplicates???) + torg = f.Org(); + tapex = f.Apex(); + p = new Point((torg.x + tapex.x) / 2, (torg.y + tapex.y) / 2); + + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + + break; + } + + cc_f_next = this.points[f_next.tri.id]; + + // if f is tagged non-blind then + if (!f.tri.infected) + { + // Insert the circumcenter of f into P + vpoints.Add(cc_f); + + if (f_next.tri.infected) + { + // Call S_fnext the constrained edge blinding f_next + sfn.seg = subsegMap[f_next.tri.hash]; + + // Insert point Lf,f_next /\ Sf_next into P + if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true)) + { + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + } + } + } + else + { + // Call Sf the constrained edge blinding f + sf.seg = subsegMap[f.tri.hash]; + + sorg = sf.Org(); + sdest = sf.Dest(); + + // if f_next is tagged non-blind then + if (!f_next.tri.infected) + { + tdest = f.Dest(); + tapex = f.Apex(); + + // Both circumcenters lie on the blinded side, but we + // have to add the intersection with the segment. + + // Center of f edge dest->apex + Point bisec = new Point((tdest.x + tapex.x) / 2, (tdest.y + tapex.y) / 2); + + // Find intersection of seg with line through f's bisector and circumcenter + if (SegmentsIntersect(sorg, sdest, bisec, cc_f, out p, false)) + { + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + } + + // Insert point Lf,f_next /\ Sf into P + if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true)) + { + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + } + } + else + { + // Call Sf_next the constrained edge blinding f_next + sfn.seg = subsegMap[f_next.tri.hash]; + + // if Sf != Sf_next then + if (!sf.Equal(sfn)) + { + // Insert Lf,fnext /\ Sf and Lf,fnext /\ Sfnext into P + if (SegmentsIntersect(sorg, sdest, cc_f, cc_f_next, out p, true)) + { + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + } + + if (SegmentsIntersect(sfn.Org(), sfn.Dest(), cc_f, cc_f_next, out p, true)) + { + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + } + } + else + { + // Both circumcenters lie on the blinded side, but we + // have to add the intersection with the segment. + + // Center of f_next edge org->dest + Point bisec = new Point((torg.x + tdest.x) / 2, (torg.y + tdest.y) / 2); + + // Find intersection of seg with line through f_next's bisector and circumcenter + if (SegmentsIntersect(sorg, sdest, bisec, cc_f_next, out p, false)) + { + p.id = n + segIndex++; + segPoints.Add(p); + vpoints.Add(p); + } + } + } + } + + // f <- f_next + f_next.Copy(ref f); + + // Call f_next the next triangle counterclockwise around x + f_next.Onext(); + } + while (!f.Equals(f_init)); + + // Output: Bounded Voronoi cell of x in counterclockwise order. + region.Add(vpoints); + } + + /// + /// Determines the intersection point of the line segment defined by points A and B with the + /// line segment defined by points C and D. + /// + /// The first segment AB. + /// Endpoint C of second segment. + /// Endpoint D of second segment. + /// Reference to the intersection point. + /// If false, pa and pb represent a line. + /// Returns true if the intersection point was found, and stores that point in X,Y. + /// Returns false if there is no determinable intersection point, in which case X,Y will + /// be unmodified. + /// + private bool SegmentsIntersect(Point p1, Point p2, Point p3, Point p4, out Point p, bool strictIntersect) + { + p = null; // TODO: Voronoi SegmentsIntersect + + double Ax = p1.x, Ay = p1.y; + double Bx = p2.x, By = p2.y; + double Cx = p3.x, Cy = p3.y; + double Dx = p4.x, Dy = p4.y; + + double distAB, theCos, theSin, newX, ABpos; + + // Fail if either line segment is zero-length. + if (Ax == Bx && Ay == By || Cx == Dx && Cy == Dy) return false; + + // Fail if the segments share an end-point. + if (Ax == Cx && Ay == Cy || Bx == Cx && By == Cy + || Ax == Dx && Ay == Dy || Bx == Dx && By == Dy) + { + return false; + } + + // (1) Translate the system so that point A is on the origin. + Bx -= Ax; By -= Ay; + Cx -= Ax; Cy -= Ay; + Dx -= Ax; Dy -= Ay; + + // Discover the length of segment A-B. + distAB = Math.Sqrt(Bx * Bx + By * By); + + // (2) Rotate the system so that point B is on the positive X axis. + theCos = Bx / distAB; + theSin = By / distAB; + newX = Cx * theCos + Cy * theSin; + Cy = Cy * theCos - Cx * theSin; Cx = newX; + newX = Dx * theCos + Dy * theSin; + Dy = Dy * theCos - Dx * theSin; Dx = newX; + + // Fail if segment C-D doesn't cross line A-B. + if (Cy < 0 && Dy < 0 || Cy >= 0 && Dy >= 0 && strictIntersect) return false; + + // (3) Discover the position of the intersection point along line A-B. + ABpos = Dx + (Cx - Dx) * Dy / (Dy - Cy); + + // Fail if segment C-D crosses line A-B outside of segment A-B. + if (ABpos < 0 || ABpos > distAB && strictIntersect) return false; + + // (4) Apply the discovered position to line A-B in the original coordinate system. + p = new Point(Ax + ABpos * theCos, Ay + ABpos * theSin); + + // Success. + return true; + } + + // TODO: Voronoi enumerate edges + + private IEnumerable EnumerateEdges() + { + // Copy edges + Point first, last; + var edges = new List(this.Regions.Count * 2); + foreach (var region in this.Regions) + { + first = null; + last = null; + + foreach (var pt in region.Vertices) + { + if (first == null) + { + first = pt; + last = pt; + } + else + { + edges.Add(new Edge(last.id, pt.id)); + + last = pt; + } + } + + if (region.Bounded && first != null) + { + edges.Add(new Edge(last.id, first.id)); + } + } + + return edges; + } + } +} diff --git a/Triangle.NET/Triangle/Voronoi/Legacy/IVoronoi.cs b/src/Triangle/Voronoi/Legacy/IVoronoi.cs similarity index 96% rename from Triangle.NET/Triangle/Voronoi/Legacy/IVoronoi.cs rename to src/Triangle/Voronoi/Legacy/IVoronoi.cs index 3dd9dc3..d542f4c 100644 --- a/Triangle.NET/Triangle/Voronoi/Legacy/IVoronoi.cs +++ b/src/Triangle/Voronoi/Legacy/IVoronoi.cs @@ -1,32 +1,32 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Voronoi.Legacy -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - - /// - /// Voronoi diagram interface. - /// - public interface IVoronoi - { - /// - /// Gets the list of Voronoi vertices. - /// - Point[] Points { get; } - - /// - /// Gets the list of Voronoi regions. - /// - ICollection Regions { get; } - - /// - /// Gets the list of edges. - /// - IEnumerable Edges { get; } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Voronoi.Legacy +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + + /// + /// Voronoi diagram interface. + /// + public interface IVoronoi + { + /// + /// Gets the list of Voronoi vertices. + /// + Point[] Points { get; } + + /// + /// Gets the list of Voronoi regions. + /// + ICollection Regions { get; } + + /// + /// Gets the list of edges. + /// + IEnumerable Edges { get; } + } +} diff --git a/Triangle.NET/Triangle/Voronoi/Legacy/SimpleVoronoi.cs b/src/Triangle/Voronoi/Legacy/SimpleVoronoi.cs similarity index 96% rename from Triangle.NET/Triangle/Voronoi/Legacy/SimpleVoronoi.cs rename to src/Triangle/Voronoi/Legacy/SimpleVoronoi.cs index 59375b5..d4e6b2d 100644 --- a/Triangle.NET/Triangle/Voronoi/Legacy/SimpleVoronoi.cs +++ b/src/Triangle/Voronoi/Legacy/SimpleVoronoi.cs @@ -1,306 +1,306 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Voronoi.Legacy -{ - using System; - using System.Collections.Generic; - using TriangleNet.Topology; - using TriangleNet.Geometry; - using TriangleNet.Tools; - - /// - /// The Voronoi Diagram is the dual of a pointset triangulation. - /// - [Obsolete("Use TriangleNet.Voronoi.StandardVoronoi class instead.")] - public class SimpleVoronoi : IVoronoi - { - IPredicates predicates = RobustPredicates.Default; - - Mesh mesh; - - Point[] points; - Dictionary regions; - - // Stores the endpoints of rays of unbounded Voronoi cells - Dictionary rayPoints; - int rayIndex; - - // Bounding box of the triangles circumcenters. - Rectangle bounds; - - /// - /// Initializes a new instance of the class. - /// - /// - /// - /// Be sure MakeVertexMap has been called (should always be the case). - /// - public SimpleVoronoi(Mesh mesh) - { - this.mesh = mesh; - - Generate(); - } - - /// - /// Gets the list of Voronoi vertices. - /// - public Point[] Points - { - get { return points; } - } - - /// - /// Gets the list of Voronoi regions. - /// - public ICollection Regions - { - get { return regions.Values; } - } - - public IEnumerable Edges - { - get { return EnumerateEdges(); } - } - - /// - /// Gets the Voronoi diagram as raw output data. - /// - /// - /// - /// - /// The Voronoi diagram is the geometric dual of the Delaunay triangulation. - /// Hence, the Voronoi vertices are listed by traversing the Delaunay - /// triangles, and the Voronoi edges are listed by traversing the Delaunay - /// edges. - /// - private void Generate() - { - mesh.Renumber(); - mesh.MakeVertexMap(); - - // Allocate space for voronoi diagram - this.points = new Point[mesh.triangles.Count + mesh.hullsize]; - this.regions = new Dictionary(mesh.vertices.Count); - - rayPoints = new Dictionary(); - rayIndex = 0; - - bounds = new Rectangle(); - - // Compute triangles circumcenters and setup bounding box - ComputeCircumCenters(); - - // Add all Voronoi regions to the map. - foreach (var vertex in mesh.vertices.Values) - { - regions.Add(vertex.id, new VoronoiRegion(vertex)); - } - - // Loop over the mesh vertices (Voronoi generators). - foreach (var region in regions.Values) - { - //if (item.Boundary == 0) - { - ConstructCell(region); - } - } - } - - private void ComputeCircumCenters() - { - Otri tri = default(Otri); - double xi = 0, eta = 0; - Point pt; - - // Compue triangle circumcenters - foreach (var item in mesh.triangles) - { - tri.tri = item; - - pt = predicates.FindCircumcenter(tri.Org(), tri.Dest(), tri.Apex(), ref xi, ref eta); - pt.id = item.id; - - points[item.id] = pt; - - bounds.Expand(pt); - } - - double ds = Math.Max(bounds.Width, bounds.Height); - bounds.Resize(ds / 10, ds / 10); - } - - /// - /// Construct Voronoi region for given vertex. - /// - /// - private void ConstructCell(VoronoiRegion region) - { - var vertex = region.Generator as Vertex; - - var vpoints = new List(); - - Otri f = default(Otri); - Otri f_init = default(Otri); - Otri f_next = default(Otri); - Otri f_prev = default(Otri); - - Osub sub = default(Osub); - - // Call f_init a triangle incident to x - vertex.tri.Copy(ref f_init); - - f_init.Copy(ref f); - f_init.Onext(ref f_next); - - // Check if f_init lies on the boundary of the triangulation. - if (f_next.tri.id == Mesh.DUMMY) - { - f_init.Oprev(ref f_prev); - - if (f_prev.tri.id != Mesh.DUMMY) - { - f_init.Copy(ref f_next); - // Move one triangle clockwise - f_init.Oprev(); - f_init.Copy(ref f); - } - } - - // Go counterclockwise until we reach the border or the initial triangle. - while (f_next.tri.id != Mesh.DUMMY) - { - // Add circumcenter of current triangle - vpoints.Add(points[f.tri.id]); - - region.AddNeighbor(f.tri.id, regions[f.Apex().id]); - - if (f_next.Equals(f_init)) - { - // Voronoi cell is complete (bounded case). - region.Add(vpoints); - return; - } - - f_next.Copy(ref f); - f_next.Onext(); - } - - // Voronoi cell is unbounded - region.Bounded = false; - - Vertex torg, tdest, tapex; - Point intersection; - int sid, n = mesh.triangles.Count; - - // Find the boundary segment id (we use this id to number the endpoints of infinit rays). - f.Lprev(ref f_next); - f_next.Pivot(ref sub); - sid = sub.seg.hash; - - // Last valid f lies at the boundary. Add the circumcenter. - vpoints.Add(points[f.tri.id]); - region.AddNeighbor(f.tri.id, regions[f.Apex().id]); - - // Check if the intersection with the bounding box has already been computed. - if (!rayPoints.TryGetValue(sid, out intersection)) - { - torg = f.Org(); - tapex = f.Apex(); - intersection = IntersectionHelper.BoxRayIntersection(bounds, points[f.tri.id], torg.y - tapex.y, tapex.x - torg.x); - - // Set the correct id for the vertex - intersection.id = n + rayIndex; - - points[n + rayIndex] = intersection; - rayIndex++; - - rayPoints.Add(sid, intersection); - } - - vpoints.Add(intersection); - - // Now walk from f_init clockwise till we reach the boundary. - vpoints.Reverse(); - - f_init.Copy(ref f); - f.Oprev(ref f_prev); - - while (f_prev.tri.id != Mesh.DUMMY) - { - vpoints.Add(points[f_prev.tri.id]); - region.AddNeighbor(f_prev.tri.id, regions[f_prev.Apex().id]); - - f_prev.Copy(ref f); - f_prev.Oprev(); - } - - // Find the boundary segment id. - f.Pivot(ref sub); - sid = sub.seg.hash; - - if (!rayPoints.TryGetValue(sid, out intersection)) - { - // Intersection has not been computed yet. - torg = f.Org(); - tdest = f.Dest(); - - intersection = IntersectionHelper.BoxRayIntersection(bounds, points[f.tri.id], tdest.y - torg.y, torg.x - tdest.x); - - // Set the correct id for the vertex - intersection.id = n + rayIndex; - - rayPoints.Add(sid, intersection); - - points[n + rayIndex] = intersection; - rayIndex++; - } - - vpoints.Add(intersection); - region.AddNeighbor(intersection.id, regions[f.Dest().id]); - - // Add the new points to the region (in counter-clockwise order) - vpoints.Reverse(); - region.Add(vpoints); - } - - // TODO: Voronoi enumerate edges - - private IEnumerable EnumerateEdges() - { - // Copy edges - Point first, last; - var edges = new List(this.Regions.Count * 2); - foreach (var region in this.Regions) - { - var ve = region.Vertices.GetEnumerator(); - - ve.MoveNext(); - - first = last = ve.Current; - - while (ve.MoveNext()) - { - if (region.ID < region.GetNeighbor(last).ID) - { - edges.Add(new Edge(last.id, ve.Current.id)); - } - - last = ve.Current; - } - - if (region.Bounded && region.ID < region.GetNeighbor(last).ID) - { - edges.Add(new Edge(last.id, first.id)); - } - } - - return edges; - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Voronoi.Legacy +{ + using System; + using System.Collections.Generic; + using TriangleNet.Topology; + using TriangleNet.Geometry; + using TriangleNet.Tools; + + /// + /// The Voronoi Diagram is the dual of a pointset triangulation. + /// + [Obsolete("Use TriangleNet.Voronoi.StandardVoronoi class instead.")] + public class SimpleVoronoi : IVoronoi + { + IPredicates predicates = RobustPredicates.Default; + + Mesh mesh; + + Point[] points; + Dictionary regions; + + // Stores the endpoints of rays of unbounded Voronoi cells + Dictionary rayPoints; + int rayIndex; + + // Bounding box of the triangles circumcenters. + Rectangle bounds; + + /// + /// Initializes a new instance of the class. + /// + /// + /// + /// Be sure MakeVertexMap has been called (should always be the case). + /// + public SimpleVoronoi(Mesh mesh) + { + this.mesh = mesh; + + Generate(); + } + + /// + /// Gets the list of Voronoi vertices. + /// + public Point[] Points + { + get { return points; } + } + + /// + /// Gets the list of Voronoi regions. + /// + public ICollection Regions + { + get { return regions.Values; } + } + + public IEnumerable Edges + { + get { return EnumerateEdges(); } + } + + /// + /// Gets the Voronoi diagram as raw output data. + /// + /// + /// + /// + /// The Voronoi diagram is the geometric dual of the Delaunay triangulation. + /// Hence, the Voronoi vertices are listed by traversing the Delaunay + /// triangles, and the Voronoi edges are listed by traversing the Delaunay + /// edges. + /// + private void Generate() + { + mesh.Renumber(); + mesh.MakeVertexMap(); + + // Allocate space for voronoi diagram + this.points = new Point[mesh.triangles.Count + mesh.hullsize]; + this.regions = new Dictionary(mesh.vertices.Count); + + rayPoints = new Dictionary(); + rayIndex = 0; + + bounds = new Rectangle(); + + // Compute triangles circumcenters and setup bounding box + ComputeCircumCenters(); + + // Add all Voronoi regions to the map. + foreach (var vertex in mesh.vertices.Values) + { + regions.Add(vertex.id, new VoronoiRegion(vertex)); + } + + // Loop over the mesh vertices (Voronoi generators). + foreach (var region in regions.Values) + { + //if (item.Boundary == 0) + { + ConstructCell(region); + } + } + } + + private void ComputeCircumCenters() + { + Otri tri = default(Otri); + double xi = 0, eta = 0; + Point pt; + + // Compue triangle circumcenters + foreach (var item in mesh.triangles) + { + tri.tri = item; + + pt = predicates.FindCircumcenter(tri.Org(), tri.Dest(), tri.Apex(), ref xi, ref eta); + pt.id = item.id; + + points[item.id] = pt; + + bounds.Expand(pt); + } + + double ds = Math.Max(bounds.Width, bounds.Height); + bounds.Resize(ds / 10, ds / 10); + } + + /// + /// Construct Voronoi region for given vertex. + /// + /// + private void ConstructCell(VoronoiRegion region) + { + var vertex = region.Generator as Vertex; + + var vpoints = new List(); + + Otri f = default(Otri); + Otri f_init = default(Otri); + Otri f_next = default(Otri); + Otri f_prev = default(Otri); + + Osub sub = default(Osub); + + // Call f_init a triangle incident to x + vertex.tri.Copy(ref f_init); + + f_init.Copy(ref f); + f_init.Onext(ref f_next); + + // Check if f_init lies on the boundary of the triangulation. + if (f_next.tri.id == Mesh.DUMMY) + { + f_init.Oprev(ref f_prev); + + if (f_prev.tri.id != Mesh.DUMMY) + { + f_init.Copy(ref f_next); + // Move one triangle clockwise + f_init.Oprev(); + f_init.Copy(ref f); + } + } + + // Go counterclockwise until we reach the border or the initial triangle. + while (f_next.tri.id != Mesh.DUMMY) + { + // Add circumcenter of current triangle + vpoints.Add(points[f.tri.id]); + + region.AddNeighbor(f.tri.id, regions[f.Apex().id]); + + if (f_next.Equals(f_init)) + { + // Voronoi cell is complete (bounded case). + region.Add(vpoints); + return; + } + + f_next.Copy(ref f); + f_next.Onext(); + } + + // Voronoi cell is unbounded + region.Bounded = false; + + Vertex torg, tdest, tapex; + Point intersection; + int sid, n = mesh.triangles.Count; + + // Find the boundary segment id (we use this id to number the endpoints of infinit rays). + f.Lprev(ref f_next); + f_next.Pivot(ref sub); + sid = sub.seg.hash; + + // Last valid f lies at the boundary. Add the circumcenter. + vpoints.Add(points[f.tri.id]); + region.AddNeighbor(f.tri.id, regions[f.Apex().id]); + + // Check if the intersection with the bounding box has already been computed. + if (!rayPoints.TryGetValue(sid, out intersection)) + { + torg = f.Org(); + tapex = f.Apex(); + intersection = IntersectionHelper.BoxRayIntersection(bounds, points[f.tri.id], torg.y - tapex.y, tapex.x - torg.x); + + // Set the correct id for the vertex + intersection.id = n + rayIndex; + + points[n + rayIndex] = intersection; + rayIndex++; + + rayPoints.Add(sid, intersection); + } + + vpoints.Add(intersection); + + // Now walk from f_init clockwise till we reach the boundary. + vpoints.Reverse(); + + f_init.Copy(ref f); + f.Oprev(ref f_prev); + + while (f_prev.tri.id != Mesh.DUMMY) + { + vpoints.Add(points[f_prev.tri.id]); + region.AddNeighbor(f_prev.tri.id, regions[f_prev.Apex().id]); + + f_prev.Copy(ref f); + f_prev.Oprev(); + } + + // Find the boundary segment id. + f.Pivot(ref sub); + sid = sub.seg.hash; + + if (!rayPoints.TryGetValue(sid, out intersection)) + { + // Intersection has not been computed yet. + torg = f.Org(); + tdest = f.Dest(); + + intersection = IntersectionHelper.BoxRayIntersection(bounds, points[f.tri.id], tdest.y - torg.y, torg.x - tdest.x); + + // Set the correct id for the vertex + intersection.id = n + rayIndex; + + rayPoints.Add(sid, intersection); + + points[n + rayIndex] = intersection; + rayIndex++; + } + + vpoints.Add(intersection); + region.AddNeighbor(intersection.id, regions[f.Dest().id]); + + // Add the new points to the region (in counter-clockwise order) + vpoints.Reverse(); + region.Add(vpoints); + } + + // TODO: Voronoi enumerate edges + + private IEnumerable EnumerateEdges() + { + // Copy edges + Point first, last; + var edges = new List(this.Regions.Count * 2); + foreach (var region in this.Regions) + { + var ve = region.Vertices.GetEnumerator(); + + ve.MoveNext(); + + first = last = ve.Current; + + while (ve.MoveNext()) + { + if (region.ID < region.GetNeighbor(last).ID) + { + edges.Add(new Edge(last.id, ve.Current.id)); + } + + last = ve.Current; + } + + if (region.Bounded && region.ID < region.GetNeighbor(last).ID) + { + edges.Add(new Edge(last.id, first.id)); + } + } + + return edges; + } + } +} diff --git a/Triangle.NET/Triangle/Voronoi/Legacy/VoronoiRegion.cs b/src/Triangle/Voronoi/Legacy/VoronoiRegion.cs similarity index 96% rename from Triangle.NET/Triangle/Voronoi/Legacy/VoronoiRegion.cs rename to src/Triangle/Voronoi/Legacy/VoronoiRegion.cs index 8d8f9e7..a8cba24 100644 --- a/Triangle.NET/Triangle/Voronoi/Legacy/VoronoiRegion.cs +++ b/src/Triangle/Voronoi/Legacy/VoronoiRegion.cs @@ -1,111 +1,111 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Voronoi.Legacy -{ - using System; - using System.Collections.Generic; - using TriangleNet.Topology; - using TriangleNet.Geometry; - - /// - /// Represents a region in the Voronoi diagram. - /// - public class VoronoiRegion - { - int id; - Point generator; - List vertices; - bool bounded; - - // A map (vertex id) -> (neighbor across adjacent edge) - Dictionary neighbors; - - /// - /// Gets the Voronoi region id (which is the same as the generators vertex id). - /// - public int ID - { - get { return id; } - } - - /// - /// Gets the Voronoi regions generator. - /// - public Point Generator - { - get { return generator; } - } - - /// - /// Gets the Voronoi vertices on the regions boundary. - /// - public ICollection Vertices - { - get { return vertices; } - } - - /// - /// Gets or sets whether the Voronoi region is bounded. - /// - public bool Bounded - { - get { return bounded; } - set { bounded = value; } - } - - public VoronoiRegion(Vertex generator) - { - this.id = generator.id; - this.generator = generator; - this.vertices = new List(); - this.bounded = true; - - this.neighbors = new Dictionary(); - } - - public void Add(Point point) - { - this.vertices.Add(point); - } - - public void Add(List points) - { - this.vertices.AddRange(points); - } - - /// - /// Returns the neighbouring Voronoi region, that lies across the edge starting at - /// given vertex. - /// - /// Vertex defining an edge of the region. - /// Neighbouring Voronoi region - /// - /// The edge starting at p is well defined (vertices are ordered counterclockwise). - /// - public VoronoiRegion GetNeighbor(Point p) - { - VoronoiRegion neighbor; - - if (neighbors.TryGetValue(p.id, out neighbor)) - { - return neighbor; - } - - return null; - } - - internal void AddNeighbor(int id, VoronoiRegion neighbor) - { - this.neighbors.Add(id, neighbor); - } - - public override string ToString() - { - return String.Format("R-ID {0}", id); - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Voronoi.Legacy +{ + using System; + using System.Collections.Generic; + using TriangleNet.Topology; + using TriangleNet.Geometry; + + /// + /// Represents a region in the Voronoi diagram. + /// + public class VoronoiRegion + { + int id; + Point generator; + List vertices; + bool bounded; + + // A map (vertex id) -> (neighbor across adjacent edge) + Dictionary neighbors; + + /// + /// Gets the Voronoi region id (which is the same as the generators vertex id). + /// + public int ID + { + get { return id; } + } + + /// + /// Gets the Voronoi regions generator. + /// + public Point Generator + { + get { return generator; } + } + + /// + /// Gets the Voronoi vertices on the regions boundary. + /// + public ICollection Vertices + { + get { return vertices; } + } + + /// + /// Gets or sets whether the Voronoi region is bounded. + /// + public bool Bounded + { + get { return bounded; } + set { bounded = value; } + } + + public VoronoiRegion(Vertex generator) + { + this.id = generator.id; + this.generator = generator; + this.vertices = new List(); + this.bounded = true; + + this.neighbors = new Dictionary(); + } + + public void Add(Point point) + { + this.vertices.Add(point); + } + + public void Add(List points) + { + this.vertices.AddRange(points); + } + + /// + /// Returns the neighbouring Voronoi region, that lies across the edge starting at + /// given vertex. + /// + /// Vertex defining an edge of the region. + /// Neighbouring Voronoi region + /// + /// The edge starting at p is well defined (vertices are ordered counterclockwise). + /// + public VoronoiRegion GetNeighbor(Point p) + { + VoronoiRegion neighbor; + + if (neighbors.TryGetValue(p.id, out neighbor)) + { + return neighbor; + } + + return null; + } + + internal void AddNeighbor(int id, VoronoiRegion neighbor) + { + this.neighbors.Add(id, neighbor); + } + + public override string ToString() + { + return String.Format("R-ID {0}", id); + } + } +} diff --git a/Triangle.NET/Triangle/Voronoi/StandardVoronoi.cs b/src/Triangle/Voronoi/StandardVoronoi.cs similarity index 97% rename from Triangle.NET/Triangle/Voronoi/StandardVoronoi.cs rename to src/Triangle/Voronoi/StandardVoronoi.cs index b2ac312..f4b6e9d 100644 --- a/Triangle.NET/Triangle/Voronoi/StandardVoronoi.cs +++ b/src/Triangle/Voronoi/StandardVoronoi.cs @@ -1,66 +1,66 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Voronoi -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Tools; - using TriangleNet.Topology.DCEL; - - public class StandardVoronoi : VoronoiBase - { - public StandardVoronoi(Mesh mesh) - : this(mesh, mesh.bounds, new DefaultVoronoiFactory(), RobustPredicates.Default) - { - } - - public StandardVoronoi(Mesh mesh, Rectangle box) - : this(mesh, box, new DefaultVoronoiFactory(), RobustPredicates.Default) - { - } - - public StandardVoronoi(Mesh mesh, Rectangle box, IVoronoiFactory factory, IPredicates predicates) - : base(mesh, factory, predicates, true) - { - // We assume the box to be at least as large as the mesh. - box.Expand(mesh.bounds); - - // We explicitly told the base constructor to call the Generate method, so - // at this point the basic Voronoi diagram is already created. - PostProcess(box); - } - - /// - /// Compute edge intersections with bounding box. - /// - private void PostProcess(Rectangle box) - { - foreach (var edge in rays) - { - // The vertices of the infinite edge. - var v1 = (Point)edge.origin; - var v2 = (Point)edge.twin.origin; - - if (box.Contains(v1) || box.Contains(v2)) - { - // Move infinite vertex v2 onto the box boundary. - IntersectionHelper.BoxRayIntersection(box, v1, v2, ref v2); - } - else - { - // There is actually no easy way to handle the second case. The two edges - // leaving v1, pointing towards the mesh, don't have to intersect the box - // (the could join with edges of other cells outside the box). - - // A general intersection algorithm (DCEL <-> Rectangle) is needed, which - // computes intersections with all edges and discards objects outside the - // box. - } - } - } - } -} +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Voronoi +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Tools; + using TriangleNet.Topology.DCEL; + + public class StandardVoronoi : VoronoiBase + { + public StandardVoronoi(Mesh mesh) + : this(mesh, mesh.bounds, new DefaultVoronoiFactory(), RobustPredicates.Default) + { + } + + public StandardVoronoi(Mesh mesh, Rectangle box) + : this(mesh, box, new DefaultVoronoiFactory(), RobustPredicates.Default) + { + } + + public StandardVoronoi(Mesh mesh, Rectangle box, IVoronoiFactory factory, IPredicates predicates) + : base(mesh, factory, predicates, true) + { + // We assume the box to be at least as large as the mesh. + box.Expand(mesh.bounds); + + // We explicitly told the base constructor to call the Generate method, so + // at this point the basic Voronoi diagram is already created. + PostProcess(box); + } + + /// + /// Compute edge intersections with bounding box. + /// + private void PostProcess(Rectangle box) + { + foreach (var edge in rays) + { + // The vertices of the infinite edge. + var v1 = (Point)edge.origin; + var v2 = (Point)edge.twin.origin; + + if (box.Contains(v1) || box.Contains(v2)) + { + // Move infinite vertex v2 onto the box boundary. + IntersectionHelper.BoxRayIntersection(box, v1, v2, ref v2); + } + else + { + // There is actually no easy way to handle the second case. The two edges + // leaving v1, pointing towards the mesh, don't have to intersect the box + // (the could join with edges of other cells outside the box). + + // A general intersection algorithm (DCEL <-> Rectangle) is needed, which + // computes intersections with all edges and discards objects outside the + // box. + } + } + } + } +} diff --git a/Triangle.NET/Triangle/Voronoi/VoronoiBase.cs b/src/Triangle/Voronoi/VoronoiBase.cs similarity index 97% rename from Triangle.NET/Triangle/Voronoi/VoronoiBase.cs rename to src/Triangle/Voronoi/VoronoiBase.cs index 0122d71..323c81e 100644 --- a/Triangle.NET/Triangle/Voronoi/VoronoiBase.cs +++ b/src/Triangle/Voronoi/VoronoiBase.cs @@ -1,291 +1,291 @@ -// ----------------------------------------------------------------------- -// -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Voronoi -{ - using System.Collections.Generic; - - using TriangleNet.Topology; - using TriangleNet.Geometry; - using TriangleNet.Topology.DCEL; - - using Vertex = TriangleNet.Topology.DCEL.Vertex; - - /// - /// The Voronoi diagram is the dual of a pointset triangulation. - /// - public abstract class VoronoiBase : DcelMesh - { - protected IPredicates predicates; - - protected IVoronoiFactory factory; - - // List of infinite half-edges, i.e. half-edges that start at circumcenters of triangles - // which lie on the domain boundary. - protected List rays; - - /// - /// Initializes a new instance of the class. - /// - /// Triangle mesh. - /// Voronoi object factory. - /// Geometric predicates implementation. - /// If set to true, the constuctor will call the Generate - /// method, which builds the Voronoi diagram. - protected VoronoiBase(Mesh mesh, IVoronoiFactory factory, IPredicates predicates, - bool generate) - : base(false) - { - this.factory = factory; - this.predicates = predicates; - - if (generate) - { - Generate(mesh); - } - } - - /// - /// Generate the Voronoi diagram from given triangle mesh.. - /// - /// - /// - protected void Generate(Mesh mesh) - { - mesh.Renumber(); - - base.edges = new List(); - this.rays = new List(); - - // Allocate space for Voronoi diagram. - var vertices = new Vertex[mesh.triangles.Count + mesh.hullsize]; - var faces = new Face[mesh.vertices.Count]; - - if (factory == null) - { - factory = new DefaultVoronoiFactory(); - } - - factory.Initialize(vertices.Length, 2 * mesh.NumberOfEdges, faces.Length); - - // Compute triangles circumcenters. - var map = ComputeVertices(mesh, vertices); - - // Create all Voronoi faces. - foreach (var vertex in mesh.vertices.Values) - { - faces[vertex.id] = factory.CreateFace(vertex); - } - - ComputeEdges(mesh, vertices, faces, map); - - // At this point all edges are computed, but the (edge.next) pointers aren't set. - ConnectEdges(map); - - base.vertices = new List(vertices); - base.faces = new List(faces); - } - - /// - /// Compute the Voronoi vertices (the circumcenters of the triangles). - /// - /// An empty map, which will map all vertices to a list of leaving edges. - protected List[] ComputeVertices(Mesh mesh, Vertex[] vertices) - { - Otri tri = default(Otri); - double xi = 0, eta = 0; - Vertex vertex; - Point pt; - int id; - - // Maps all vertices to a list of leaving edges. - var map = new List[mesh.triangles.Count]; - - // Compue triangle circumcenters - foreach (var t in mesh.triangles) - { - id = t.id; - tri.tri = t; - - pt = predicates.FindCircumcenter(tri.Org(), tri.Dest(), tri.Apex(), ref xi, ref eta); - - vertex = factory.CreateVertex(pt.x, pt.y); - vertex.id = id; - - vertices[id] = vertex; - map[id] = new List(); - } - - return map; - } - - /// - /// Compute the edges of the Voronoi diagram. - /// - /// - /// - /// - /// Empty vertex map. - protected void ComputeEdges(Mesh mesh, Vertex[] vertices, Face[] faces, List[] map) - { - Otri tri, neighbor = default(Otri); - TriangleNet.Geometry.Vertex org, dest; - - double px, py; - int id, nid, count = mesh.triangles.Count; - - Face face, neighborFace; - HalfEdge edge, twin; - Vertex vertex, end; - - // Count infinte edges (vertex id for their endpoints). - int j = 0; - - // Count half-edges (edge ids). - int k = 0; - - // To loop over the set of edges, loop over all triangles, and look at the - // three edges of each triangle. If there isn't another triangle adjacent - // to the edge, operate on the edge. If there is another adjacent triangle, - // operate on the edge only if the current triangle has a smaller id than - // its neighbor. This way, each edge is considered only once. - foreach (var t in mesh.triangles) - { - id = t.id; - - tri.tri = t; - - for (int i = 0; i < 3; i++) - { - tri.orient = i; - tri.Sym(ref neighbor); - - nid = neighbor.tri.id; - - if (id < nid || nid < 0) - { - // Get the endpoints of the current triangle edge. - org = tri.Org(); - dest = tri.Dest(); - - face = faces[org.id]; - neighborFace = faces[dest.id]; - - vertex = vertices[id]; - - // For each edge in the triangle mesh, there's a corresponding edge - // in the Voronoi diagram, i.e. two half-edges will be created. - if (nid < 0) - { - // Unbounded edge, direction perpendicular to the boundary edge, - // pointing outwards. - px = dest.y - org.y; - py = org.x - dest.x; - - end = factory.CreateVertex(vertex.x + px, vertex.y + py); - end.id = count + j++; - - vertices[end.id] = end; - - edge = factory.CreateHalfEdge(end, face); - twin = factory.CreateHalfEdge(vertex, neighborFace); - - // Make (face.edge) always point to an edge that starts at an infinite - // vertex. This will allow traversing of unbounded faces. - face.edge = edge; - face.bounded = false; - - map[id].Add(twin); - - rays.Add(twin); - } - else - { - end = vertices[nid]; - - // Create half-edges. - edge = factory.CreateHalfEdge(end, face); - twin = factory.CreateHalfEdge(vertex, neighborFace); - - // Add to vertex map. - map[nid].Add(edge); - map[id].Add(twin); - } - - vertex.leaving = twin; - end.leaving = edge; - - edge.twin = twin; - twin.twin = edge; - - edge.id = k++; - twin.id = k++; - - this.edges.Add(edge); - this.edges.Add(twin); - } - } - } - } - - /// - /// Connect all edges of the Voronoi diagram. - /// - /// Maps all vertices to a list of leaving edges. - protected virtual void ConnectEdges(List[] map) - { - int length = map.Length; - - // For each half-edge, find its successor in the connected face. - foreach (var edge in this.edges) - { - var face = edge.face.generator.id; - - // The id of the dest vertex of current edge. - int id = edge.twin.origin.id; - - // The edge origin can also be an infinite vertex. Sort them out - // by checking the id. - if (id < length) - { - // Look for the edge that is connected to the current face. Each - // Voronoi vertex has degree 3, so this loop is actually O(1). - foreach (var next in map[id]) - { - if (next.face.generator.id == face) - { - edge.next = next; - break; - } - } - } - } - } - - protected override IEnumerable EnumerateEdges() - { - var edges = new List(this.edges.Count / 2); - - foreach (var edge in this.edges) - { - var twin = edge.twin; - - // Report edge only once. - if (twin == null) - { - edges.Add(new Edge(edge.origin.id, edge.next.origin.id)); - } - else if (edge.id < twin.id) - { - edges.Add(new Edge(edge.origin.id, twin.origin.id)); - } - } - - return edges; - } - } -} +// ----------------------------------------------------------------------- +// +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + +namespace TriangleNet.Voronoi +{ + using System.Collections.Generic; + + using TriangleNet.Topology; + using TriangleNet.Geometry; + using TriangleNet.Topology.DCEL; + + using Vertex = TriangleNet.Topology.DCEL.Vertex; + + /// + /// The Voronoi diagram is the dual of a pointset triangulation. + /// + public abstract class VoronoiBase : DcelMesh + { + protected IPredicates predicates; + + protected IVoronoiFactory factory; + + // List of infinite half-edges, i.e. half-edges that start at circumcenters of triangles + // which lie on the domain boundary. + protected List rays; + + /// + /// Initializes a new instance of the class. + /// + /// Triangle mesh. + /// Voronoi object factory. + /// Geometric predicates implementation. + /// If set to true, the constuctor will call the Generate + /// method, which builds the Voronoi diagram. + protected VoronoiBase(Mesh mesh, IVoronoiFactory factory, IPredicates predicates, + bool generate) + : base(false) + { + this.factory = factory; + this.predicates = predicates; + + if (generate) + { + Generate(mesh); + } + } + + /// + /// Generate the Voronoi diagram from given triangle mesh.. + /// + /// + /// + protected void Generate(Mesh mesh) + { + mesh.Renumber(); + + base.edges = new List(); + this.rays = new List(); + + // Allocate space for Voronoi diagram. + var vertices = new Vertex[mesh.triangles.Count + mesh.hullsize]; + var faces = new Face[mesh.vertices.Count]; + + if (factory == null) + { + factory = new DefaultVoronoiFactory(); + } + + factory.Initialize(vertices.Length, 2 * mesh.NumberOfEdges, faces.Length); + + // Compute triangles circumcenters. + var map = ComputeVertices(mesh, vertices); + + // Create all Voronoi faces. + foreach (var vertex in mesh.vertices.Values) + { + faces[vertex.id] = factory.CreateFace(vertex); + } + + ComputeEdges(mesh, vertices, faces, map); + + // At this point all edges are computed, but the (edge.next) pointers aren't set. + ConnectEdges(map); + + base.vertices = new List(vertices); + base.faces = new List(faces); + } + + /// + /// Compute the Voronoi vertices (the circumcenters of the triangles). + /// + /// An empty map, which will map all vertices to a list of leaving edges. + protected List[] ComputeVertices(Mesh mesh, Vertex[] vertices) + { + Otri tri = default(Otri); + double xi = 0, eta = 0; + Vertex vertex; + Point pt; + int id; + + // Maps all vertices to a list of leaving edges. + var map = new List[mesh.triangles.Count]; + + // Compue triangle circumcenters + foreach (var t in mesh.triangles) + { + id = t.id; + tri.tri = t; + + pt = predicates.FindCircumcenter(tri.Org(), tri.Dest(), tri.Apex(), ref xi, ref eta); + + vertex = factory.CreateVertex(pt.x, pt.y); + vertex.id = id; + + vertices[id] = vertex; + map[id] = new List(); + } + + return map; + } + + /// + /// Compute the edges of the Voronoi diagram. + /// + /// + /// + /// + /// Empty vertex map. + protected void ComputeEdges(Mesh mesh, Vertex[] vertices, Face[] faces, List[] map) + { + Otri tri, neighbor = default(Otri); + TriangleNet.Geometry.Vertex org, dest; + + double px, py; + int id, nid, count = mesh.triangles.Count; + + Face face, neighborFace; + HalfEdge edge, twin; + Vertex vertex, end; + + // Count infinte edges (vertex id for their endpoints). + int j = 0; + + // Count half-edges (edge ids). + int k = 0; + + // To loop over the set of edges, loop over all triangles, and look at the + // three edges of each triangle. If there isn't another triangle adjacent + // to the edge, operate on the edge. If there is another adjacent triangle, + // operate on the edge only if the current triangle has a smaller id than + // its neighbor. This way, each edge is considered only once. + foreach (var t in mesh.triangles) + { + id = t.id; + + tri.tri = t; + + for (int i = 0; i < 3; i++) + { + tri.orient = i; + tri.Sym(ref neighbor); + + nid = neighbor.tri.id; + + if (id < nid || nid < 0) + { + // Get the endpoints of the current triangle edge. + org = tri.Org(); + dest = tri.Dest(); + + face = faces[org.id]; + neighborFace = faces[dest.id]; + + vertex = vertices[id]; + + // For each edge in the triangle mesh, there's a corresponding edge + // in the Voronoi diagram, i.e. two half-edges will be created. + if (nid < 0) + { + // Unbounded edge, direction perpendicular to the boundary edge, + // pointing outwards. + px = dest.y - org.y; + py = org.x - dest.x; + + end = factory.CreateVertex(vertex.x + px, vertex.y + py); + end.id = count + j++; + + vertices[end.id] = end; + + edge = factory.CreateHalfEdge(end, face); + twin = factory.CreateHalfEdge(vertex, neighborFace); + + // Make (face.edge) always point to an edge that starts at an infinite + // vertex. This will allow traversing of unbounded faces. + face.edge = edge; + face.bounded = false; + + map[id].Add(twin); + + rays.Add(twin); + } + else + { + end = vertices[nid]; + + // Create half-edges. + edge = factory.CreateHalfEdge(end, face); + twin = factory.CreateHalfEdge(vertex, neighborFace); + + // Add to vertex map. + map[nid].Add(edge); + map[id].Add(twin); + } + + vertex.leaving = twin; + end.leaving = edge; + + edge.twin = twin; + twin.twin = edge; + + edge.id = k++; + twin.id = k++; + + this.edges.Add(edge); + this.edges.Add(twin); + } + } + } + } + + /// + /// Connect all edges of the Voronoi diagram. + /// + /// Maps all vertices to a list of leaving edges. + protected virtual void ConnectEdges(List[] map) + { + int length = map.Length; + + // For each half-edge, find its successor in the connected face. + foreach (var edge in this.edges) + { + var face = edge.face.generator.id; + + // The id of the dest vertex of current edge. + int id = edge.twin.origin.id; + + // The edge origin can also be an infinite vertex. Sort them out + // by checking the id. + if (id < length) + { + // Look for the edge that is connected to the current face. Each + // Voronoi vertex has degree 3, so this loop is actually O(1). + foreach (var next in map[id]) + { + if (next.face.generator.id == face) + { + edge.next = next; + break; + } + } + } + } + } + + protected override IEnumerable EnumerateEdges() + { + var edges = new List(this.edges.Count / 2); + + foreach (var edge in this.edges) + { + var twin = edge.twin; + + // Report edge only once. + if (twin == null) + { + edges.Add(new Edge(edge.origin.id, edge.next.origin.id)); + } + else if (edge.id < twin.id) + { + edges.Add(new Edge(edge.origin.id, twin.origin.id)); + } + } + + return edges; + } + } +} From a77cded7d2dcf357659ecbd608bd4b2b05c8d692 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 12:42:21 +0100 Subject: [PATCH 05/44] Convert projects to netstandard2.0 and net6.0. --- src/TestApp/Mesh Explorer.csproj | 233 ++++-------------- src/TestApp/Properties/AssemblyInfo.cs | 36 --- .../Properties/AssemblyInfo.cs | 36 --- .../Triangle.Rendering.csproj | 101 +------- src/Triangle.sln | 63 ++--- src/Triangle/Properties/AssemblyInfo.cs | 36 --- src/Triangle/Triangle.csproj | 142 +---------- 7 files changed, 83 insertions(+), 564 deletions(-) delete mode 100644 src/TestApp/Properties/AssemblyInfo.cs delete mode 100644 src/Triangle.Rendering/Properties/AssemblyInfo.cs delete mode 100644 src/Triangle/Properties/AssemblyInfo.cs diff --git a/src/TestApp/Mesh Explorer.csproj b/src/TestApp/Mesh Explorer.csproj index 2866114..9d43746 100644 --- a/src/TestApp/Mesh Explorer.csproj +++ b/src/TestApp/Mesh Explorer.csproj @@ -1,198 +1,51 @@ - - + - Debug - x86 - 8.0.30703 - 2.0 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF} WinExe - Properties - MeshExplorer - Mesh Explorer - v4.0 - Client - 512 - SAK - SAK - SAK - SAK - - - x86 - true - full - false - bin\Debug\ - DEBUG;TRACE - prompt - 4 - - - x86 - pdbonly - true - bin\Release\ - TRACE - prompt - 4 + net6.0-windows + true + $(SolutionDir)bin\$(Configuration) + AnyCPU;x64 - - - - + + Component + + + Component + + + Component + + + Component + + + Component + + + Component + + + Component + + + UserControl + + + Component + + + UserControl + + + UserControl + + + UserControl + - - - Component - - - Component - - - Component - - - Component - - - Component - - - Component - - - Component - - - - Form - - - Form - - - FormExport.cs - - - Form - - - FormGenerator.cs - - - Form - - - FormLog.cs - - - Form - - - FormMain.cs - - - Form - - - FormTopology.cs - - - - - - - - - - - - - - - - - - - - - UserControl - - - TopologyControlView.cs - - - Component - - - - - UserControl - - - AboutView.cs - - - - UserControl - - - MeshControlView.cs - - - UserControl - - - StatisticView.cs - - - FormExport.cs - - - FormGenerator.cs - - - FormLog.cs - - - FormMain.cs - - - FormTopology.cs - - - TopologyControlView.cs - - - AboutView.cs - - - MeshControlView.cs - - - StatisticView.cs - + + - - - {41022e0e-bd0f-439e-bc3a-aabb1b43471b} - Triangle.Rendering - - - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B} - Triangle - - - - - \ No newline at end of file diff --git a/src/TestApp/Properties/AssemblyInfo.cs b/src/TestApp/Properties/AssemblyInfo.cs deleted file mode 100644 index d89b5fa..0000000 --- a/src/TestApp/Properties/AssemblyInfo.cs +++ /dev/null @@ -1,36 +0,0 @@ -using System.Reflection; -using System.Runtime.CompilerServices; -using System.Runtime.InteropServices; - -// General Information about an assembly is controlled through the following -// set of attributes. Change these attribute values to modify the information -// associated with an assembly. -[assembly: AssemblyTitle("Mesh Explorer")] -[assembly: AssemblyDescription("")] -[assembly: AssemblyConfiguration("")] -[assembly: AssemblyCompany("")] -[assembly: AssemblyProduct("Mesh Explorer")] -[assembly: AssemblyCopyright("Copyright © 2012")] -[assembly: AssemblyTrademark("")] -[assembly: AssemblyCulture("")] - -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from -// COM, set the ComVisible attribute to true on that type. -[assembly: ComVisible(false)] - -// The following GUID is for the ID of the typelib if this project is exposed to COM -[assembly: Guid("7368d676-5415-47a5-b1a7-3d517e418b21")] - -// Version information for an assembly consists of the following four values: -// -// Major Version -// Minor Version -// Build Number -// Revision -// -// You can specify all the values or you can default the Build and Revision Numbers -// by using the '*' as shown below: -// [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("1.0.0.0")] -[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/src/Triangle.Rendering/Properties/AssemblyInfo.cs b/src/Triangle.Rendering/Properties/AssemblyInfo.cs deleted file mode 100644 index 1b107b3..0000000 --- a/src/Triangle.Rendering/Properties/AssemblyInfo.cs +++ /dev/null @@ -1,36 +0,0 @@ -using System.Reflection; -using System.Runtime.CompilerServices; -using System.Runtime.InteropServices; - -// General Information about an assembly is controlled through the following -// set of attributes. Change these attribute values to modify the information -// associated with an assembly. -[assembly: AssemblyTitle("Triangle.Rendering")] -[assembly: AssemblyDescription("")] -[assembly: AssemblyConfiguration("")] -[assembly: AssemblyCompany("")] -[assembly: AssemblyProduct("Triangle.Rendering")] -[assembly: AssemblyCopyright("Copyright © 2014")] -[assembly: AssemblyTrademark("")] -[assembly: AssemblyCulture("")] - -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from -// COM, set the ComVisible attribute to true on that type. -[assembly: ComVisible(false)] - -// The following GUID is for the ID of the typelib if this project is exposed to COM -[assembly: Guid("14f2491b-ee62-41e4-ab93-206540302ece")] - -// Version information for an assembly consists of the following four values: -// -// Major Version -// Minor Version -// Build Number -// Revision -// -// You can specify all the values or you can default the Build and Revision Numbers -// by using the '*' as shown below: -// [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("1.0.0.0")] -[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/src/Triangle.Rendering/Triangle.Rendering.csproj b/src/Triangle.Rendering/Triangle.Rendering.csproj index 5a9088a..679a9a5 100644 --- a/src/Triangle.Rendering/Triangle.Rendering.csproj +++ b/src/Triangle.Rendering/Triangle.Rendering.csproj @@ -1,98 +1,17 @@ - - - + + - Debug - AnyCPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B} Library - Properties + net6.0-windows + true + $(SolutionDir)bin\$(Configuration) TriangleNet.Rendering Triangle.Rendering - v4.0 - 512 - SAK - SAK - SAK - SAK - Client - - - true - full - false - bin\Debug\ - DEBUG;TRACE - prompt - 4 - - - pdbonly - true - bin\Release\ - TRACE - prompt - 4 + AnyCPU;x64 + - - - - + - - - - - - - - - - - - - - - - - - - - Component - - - - - - - - - - - - - - - - - - - - - - - - {f7907a0a-b75f-400b-9e78-bfad00db4d6b} - Triangle - - - - - \ No newline at end of file + + diff --git a/src/Triangle.sln b/src/Triangle.sln index a668a45..6e7dda7 100644 --- a/src/Triangle.sln +++ b/src/Triangle.sln @@ -1,6 +1,8 @@  Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio 2012 +# Visual Studio Version 16 +VisualStudioVersion = 16.0.31025.194 +MinimumVisualStudioVersion = 10.0.40219.1 Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Triangle", "Triangle\Triangle.csproj", "{F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}" EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mesh Explorer", "TestApp\Mesh Explorer.csproj", "{336AAF8A-5316-4303-9E73-5E38BD0B28AF}" @@ -8,60 +10,37 @@ EndProject Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Triangle.Rendering", "Triangle.Rendering\Triangle.Rendering.csproj", "{41022E0E-BD0F-439E-BC3A-AABB1B43471B}" EndProject Global - GlobalSection(TeamFoundationVersionControl) = preSolution - SccNumberOfProjects = 4 - SccEnterpriseProvider = {4CA58AB2-18FA-4F8D-95D4-32DDF27D184C} - SccTeamFoundationServer = https://tfs.codeplex.com/tfs/tfs06 - SccLocalPath0 = . - SccProjectUniqueName1 = Triangle\\Triangle.csproj - SccProjectName1 = Triangle - SccLocalPath1 = Triangle - SccProjectUniqueName2 = TestApp\\Mesh\u0020Explorer.csproj - SccProjectName2 = TestApp - SccLocalPath2 = TestApp - SccProjectUniqueName3 = Triangle.Rendering\\Triangle.Rendering.csproj - SccProjectName3 = Triangle.Rendering - SccLocalPath3 = Triangle.Rendering - EndGlobalSection GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU - Debug|Mixed Platforms = Debug|Mixed Platforms - Debug|x86 = Debug|x86 + Debug|x64 = Debug|x64 Release|Any CPU = Release|Any CPU - Release|Mixed Platforms = Release|Mixed Platforms - Release|x86 = Release|x86 + Release|x64 = Release|x64 EndGlobalSection GlobalSection(ProjectConfigurationPlatforms) = postSolution {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Debug|Any CPU.Build.0 = Debug|Any CPU - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Debug|x86.ActiveCfg = Debug|Any CPU + {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Debug|x64.ActiveCfg = Debug|x64 + {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Debug|x64.Build.0 = Debug|x64 {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Release|Any CPU.ActiveCfg = Release|Any CPU {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Release|Any CPU.Build.0 = Release|Any CPU - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Release|Mixed Platforms.Build.0 = Release|Any CPU - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Release|x86.ActiveCfg = Release|Any CPU - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|Any CPU.ActiveCfg = Debug|x86 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|Mixed Platforms.ActiveCfg = Debug|x86 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|Mixed Platforms.Build.0 = Debug|x86 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|x86.ActiveCfg = Debug|x86 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|x86.Build.0 = Debug|x86 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|Any CPU.ActiveCfg = Release|x86 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|Mixed Platforms.ActiveCfg = Release|x86 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|Mixed Platforms.Build.0 = Release|x86 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|x86.ActiveCfg = Release|x86 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|x86.Build.0 = Release|x86 + {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Release|x64.ActiveCfg = Release|x64 + {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Release|x64.Build.0 = Release|x64 + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|Any CPU.Build.0 = Debug|Any CPU + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|x64.ActiveCfg = Debug|x64 + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|x64.Build.0 = Debug|x64 + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|Any CPU.ActiveCfg = Release|Any CPU + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|Any CPU.Build.0 = Release|Any CPU + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|x64.ActiveCfg = Release|x64 + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|x64.Build.0 = Release|x64 {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|Any CPU.Build.0 = Debug|Any CPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|Mixed Platforms.ActiveCfg = Debug|Any CPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|Mixed Platforms.Build.0 = Debug|Any CPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|x86.ActiveCfg = Debug|Any CPU + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|x64.ActiveCfg = Debug|x64 + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|x64.Build.0 = Debug|x64 {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|Any CPU.ActiveCfg = Release|Any CPU {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|Any CPU.Build.0 = Release|Any CPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|Mixed Platforms.ActiveCfg = Release|Any CPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|Mixed Platforms.Build.0 = Release|Any CPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|x86.ActiveCfg = Release|Any CPU + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|x64.ActiveCfg = Release|x64 + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|x64.Build.0 = Release|x64 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/src/Triangle/Properties/AssemblyInfo.cs b/src/Triangle/Properties/AssemblyInfo.cs deleted file mode 100644 index c6c70bd..0000000 --- a/src/Triangle/Properties/AssemblyInfo.cs +++ /dev/null @@ -1,36 +0,0 @@ -using System.Reflection; -using System.Runtime.CompilerServices; -using System.Runtime.InteropServices; - -// General Information about an assembly is controlled through the following -// set of attributes. Change these attribute values to modify the information -// associated with an assembly. -[assembly: AssemblyTitle("Triangle")] -[assembly: AssemblyDescription("")] -[assembly: AssemblyConfiguration("")] -[assembly: AssemblyCompany("")] -[assembly: AssemblyProduct("Triangle")] -[assembly: AssemblyCopyright("Copyright © 2012")] -[assembly: AssemblyTrademark("")] -[assembly: AssemblyCulture("")] - -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from -// COM, set the ComVisible attribute to true on that type. -[assembly: ComVisible(false)] - -// The following GUID is for the ID of the typelib if this project is exposed to COM -[assembly: Guid("96a540d0-1772-4bed-8d25-ef5fa23cd1bc")] - -// Version information for an assembly consists of the following four values: -// -// Major Version -// Minor Version -// Build Number -// Revision -// -// You can specify all the values or you can default the Build and Revision Numbers -// by using the '*' as shown below: -// [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("1.0.0.0")] -[assembly: AssemblyFileVersion("1.0.0.0")] diff --git a/src/Triangle/Triangle.csproj b/src/Triangle/Triangle.csproj index 166ec66..cfcc134 100644 --- a/src/Triangle/Triangle.csproj +++ b/src/Triangle/Triangle.csproj @@ -1,139 +1,15 @@ - - + + - Debug - AnyCPU - 8.0.30703 - 2.0 - {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B} - Library - Properties + netstandard2.0 + $(SolutionDir)bin\$(Configuration) TriangleNet Triangle - v4.0 - 512 - Client - SAK - SAK - SAK - SAK - - - true - full - false - bin\Debug\ - TRACE;DEBUG;USE_ATTRIBS - prompt - 4 - - - pdbonly - true - bin\Release\ - TRACE;USE_ATTRIBS - prompt - 4 + AnyCPU;x64 + - - + - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file + + From cda83f09ee06673f4db10f4574d62c3d8a6777c3 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 12:43:16 +0100 Subject: [PATCH 06/44] Rename Mesh Explorer project file. --- src/TestApp/{Mesh Explorer.csproj => MeshExplorer.csproj} | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename src/TestApp/{Mesh Explorer.csproj => MeshExplorer.csproj} (100%) diff --git a/src/TestApp/Mesh Explorer.csproj b/src/TestApp/MeshExplorer.csproj similarity index 100% rename from src/TestApp/Mesh Explorer.csproj rename to src/TestApp/MeshExplorer.csproj From 73518d8cf273980c20c6820d3bc30c90abd79cd8 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 12:44:42 +0100 Subject: [PATCH 07/44] Rename TestApp folder. --- .../Controls/AngleHistogram.cs | 0 .../Controls/ColorScheme.cs | 0 .../Controls/DarkButton.cs | 0 .../Controls/DarkCheckBox.cs | 0 .../Controls/DarkListBox.cs | 0 .../Controls/DarkSlider.cs | 0 .../Controls/DarkTabControl.cs | 0 .../Controls/DarkTextBox.cs | 0 .../Controls/DarkToolStripRenderer.cs | 0 src/{TestApp => MeshExplorer}/DarkMessageBox.cs | 0 .../FormExport.Designer.cs | 0 src/{TestApp => MeshExplorer}/FormExport.cs | 0 src/{TestApp => MeshExplorer}/FormExport.resx | 0 .../FormGenerator.Designer.cs | 0 src/{TestApp => MeshExplorer}/FormGenerator.cs | 0 src/{TestApp => MeshExplorer}/FormGenerator.resx | 0 src/{TestApp => MeshExplorer}/FormLog.Designer.cs | 0 src/{TestApp => MeshExplorer}/FormLog.cs | 0 src/{TestApp => MeshExplorer}/FormLog.resx | 0 src/{TestApp => MeshExplorer}/FormMain.Designer.cs | 0 src/{TestApp => MeshExplorer}/FormMain.cs | 0 src/{TestApp => MeshExplorer}/FormMain.resx | 0 .../FormTopology.Designer.cs | 0 src/{TestApp => MeshExplorer}/FormTopology.cs | 0 src/{TestApp => MeshExplorer}/FormTopology.resx | 0 .../Generators/BaseGenerator.cs | 0 .../Generators/BoxWithHole.cs | 0 .../Generators/CircleWithHole.cs | 0 .../Generators/IGenerator.cs | 0 .../Generators/RandomPoints.cs | 0 .../Generators/RandomPointsCircle.cs | 0 .../Generators/RingPolygon.cs | 0 .../Generators/StarInBox.cs | 0 src/{TestApp => MeshExplorer}/GenericEventArgs.cs | 0 src/{TestApp => MeshExplorer}/IO/FileProcessor.cs | 0 .../IO/Formats/JsonFile.cs | 0 .../IO/Formats/TriangleFile.cs | 0 src/{TestApp => MeshExplorer}/IO/IMeshFile.cs | 0 src/{TestApp => MeshExplorer}/IO/ImageWriter.cs | 0 src/{TestApp => MeshExplorer}/IO/JsonParser.cs | 0 src/{TestApp => MeshExplorer}/MeshExplorer.csproj | 0 src/{TestApp => MeshExplorer}/Program.cs | 0 src/{TestApp => MeshExplorer}/Settings.cs | 0 .../Topology/TopologyControlView.Designer.cs | 0 .../Topology/TopologyControlView.cs | 0 .../Topology/TopologyControlView.resx | 0 .../Topology/TopologyRenderControl.cs | 0 .../Topology/TopologyRenderer.cs | 0 src/{TestApp => MeshExplorer}/Util.cs | 0 .../Views/AboutView.Designer.cs | 0 src/{TestApp => MeshExplorer}/Views/AboutView.cs | 0 src/{TestApp => MeshExplorer}/Views/AboutView.resx | 0 src/{TestApp => MeshExplorer}/Views/IView.cs | 0 .../Views/MeshControlView.Designer.cs | 0 .../Views/MeshControlView.cs | 0 .../Views/MeshControlView.resx | 0 .../Views/StatisticView.Designer.cs | 0 .../Views/StatisticView.cs | 0 .../Views/StatisticView.resx | 0 src/Triangle.sln | 13 ++++++++----- 60 files changed, 8 insertions(+), 5 deletions(-) rename src/{TestApp => MeshExplorer}/Controls/AngleHistogram.cs (100%) rename src/{TestApp => MeshExplorer}/Controls/ColorScheme.cs (100%) rename src/{TestApp => MeshExplorer}/Controls/DarkButton.cs (100%) rename src/{TestApp => MeshExplorer}/Controls/DarkCheckBox.cs (100%) rename src/{TestApp => MeshExplorer}/Controls/DarkListBox.cs (100%) rename src/{TestApp => MeshExplorer}/Controls/DarkSlider.cs (100%) rename src/{TestApp => MeshExplorer}/Controls/DarkTabControl.cs (100%) rename src/{TestApp => MeshExplorer}/Controls/DarkTextBox.cs (100%) rename src/{TestApp => MeshExplorer}/Controls/DarkToolStripRenderer.cs (100%) rename src/{TestApp => MeshExplorer}/DarkMessageBox.cs (100%) rename src/{TestApp => MeshExplorer}/FormExport.Designer.cs (100%) rename src/{TestApp => MeshExplorer}/FormExport.cs (100%) rename src/{TestApp => MeshExplorer}/FormExport.resx (100%) rename src/{TestApp => MeshExplorer}/FormGenerator.Designer.cs (100%) rename src/{TestApp => MeshExplorer}/FormGenerator.cs (100%) rename src/{TestApp => MeshExplorer}/FormGenerator.resx (100%) rename src/{TestApp => MeshExplorer}/FormLog.Designer.cs (100%) rename src/{TestApp => MeshExplorer}/FormLog.cs (100%) rename src/{TestApp => MeshExplorer}/FormLog.resx (100%) rename src/{TestApp => MeshExplorer}/FormMain.Designer.cs (100%) rename src/{TestApp => MeshExplorer}/FormMain.cs (100%) rename src/{TestApp => MeshExplorer}/FormMain.resx (100%) rename src/{TestApp => MeshExplorer}/FormTopology.Designer.cs (100%) rename src/{TestApp => MeshExplorer}/FormTopology.cs (100%) rename src/{TestApp => MeshExplorer}/FormTopology.resx (100%) rename src/{TestApp => MeshExplorer}/Generators/BaseGenerator.cs (100%) rename src/{TestApp => MeshExplorer}/Generators/BoxWithHole.cs (100%) rename src/{TestApp => MeshExplorer}/Generators/CircleWithHole.cs (100%) rename src/{TestApp => MeshExplorer}/Generators/IGenerator.cs (100%) rename src/{TestApp => MeshExplorer}/Generators/RandomPoints.cs (100%) rename src/{TestApp => MeshExplorer}/Generators/RandomPointsCircle.cs (100%) rename src/{TestApp => MeshExplorer}/Generators/RingPolygon.cs (100%) rename src/{TestApp => MeshExplorer}/Generators/StarInBox.cs (100%) rename src/{TestApp => MeshExplorer}/GenericEventArgs.cs (100%) rename src/{TestApp => MeshExplorer}/IO/FileProcessor.cs (100%) rename src/{TestApp => MeshExplorer}/IO/Formats/JsonFile.cs (100%) rename src/{TestApp => MeshExplorer}/IO/Formats/TriangleFile.cs (100%) rename src/{TestApp => MeshExplorer}/IO/IMeshFile.cs (100%) rename src/{TestApp => MeshExplorer}/IO/ImageWriter.cs (100%) rename src/{TestApp => MeshExplorer}/IO/JsonParser.cs (100%) rename src/{TestApp => MeshExplorer}/MeshExplorer.csproj (100%) rename src/{TestApp => MeshExplorer}/Program.cs (100%) rename src/{TestApp => MeshExplorer}/Settings.cs (100%) rename src/{TestApp => MeshExplorer}/Topology/TopologyControlView.Designer.cs (100%) rename src/{TestApp => MeshExplorer}/Topology/TopologyControlView.cs (100%) rename src/{TestApp => MeshExplorer}/Topology/TopologyControlView.resx (100%) rename src/{TestApp => MeshExplorer}/Topology/TopologyRenderControl.cs (100%) rename src/{TestApp => MeshExplorer}/Topology/TopologyRenderer.cs (100%) rename src/{TestApp => MeshExplorer}/Util.cs (100%) rename src/{TestApp => MeshExplorer}/Views/AboutView.Designer.cs (100%) rename src/{TestApp => MeshExplorer}/Views/AboutView.cs (100%) rename src/{TestApp => MeshExplorer}/Views/AboutView.resx (100%) rename src/{TestApp => MeshExplorer}/Views/IView.cs (100%) rename src/{TestApp => MeshExplorer}/Views/MeshControlView.Designer.cs (100%) rename src/{TestApp => MeshExplorer}/Views/MeshControlView.cs (100%) rename src/{TestApp => MeshExplorer}/Views/MeshControlView.resx (100%) rename src/{TestApp => MeshExplorer}/Views/StatisticView.Designer.cs (100%) rename src/{TestApp => MeshExplorer}/Views/StatisticView.cs (100%) rename src/{TestApp => MeshExplorer}/Views/StatisticView.resx (100%) diff --git a/src/TestApp/Controls/AngleHistogram.cs b/src/MeshExplorer/Controls/AngleHistogram.cs similarity index 100% rename from src/TestApp/Controls/AngleHistogram.cs rename to src/MeshExplorer/Controls/AngleHistogram.cs diff --git a/src/TestApp/Controls/ColorScheme.cs b/src/MeshExplorer/Controls/ColorScheme.cs similarity index 100% rename from src/TestApp/Controls/ColorScheme.cs rename to src/MeshExplorer/Controls/ColorScheme.cs diff --git a/src/TestApp/Controls/DarkButton.cs b/src/MeshExplorer/Controls/DarkButton.cs similarity index 100% rename from src/TestApp/Controls/DarkButton.cs rename to src/MeshExplorer/Controls/DarkButton.cs diff --git a/src/TestApp/Controls/DarkCheckBox.cs b/src/MeshExplorer/Controls/DarkCheckBox.cs similarity index 100% rename from src/TestApp/Controls/DarkCheckBox.cs rename to src/MeshExplorer/Controls/DarkCheckBox.cs diff --git a/src/TestApp/Controls/DarkListBox.cs b/src/MeshExplorer/Controls/DarkListBox.cs similarity index 100% rename from src/TestApp/Controls/DarkListBox.cs rename to src/MeshExplorer/Controls/DarkListBox.cs diff --git a/src/TestApp/Controls/DarkSlider.cs b/src/MeshExplorer/Controls/DarkSlider.cs similarity index 100% rename from src/TestApp/Controls/DarkSlider.cs rename to src/MeshExplorer/Controls/DarkSlider.cs diff --git a/src/TestApp/Controls/DarkTabControl.cs b/src/MeshExplorer/Controls/DarkTabControl.cs similarity index 100% rename from src/TestApp/Controls/DarkTabControl.cs rename to src/MeshExplorer/Controls/DarkTabControl.cs diff --git a/src/TestApp/Controls/DarkTextBox.cs b/src/MeshExplorer/Controls/DarkTextBox.cs similarity index 100% rename from src/TestApp/Controls/DarkTextBox.cs rename to src/MeshExplorer/Controls/DarkTextBox.cs diff --git a/src/TestApp/Controls/DarkToolStripRenderer.cs b/src/MeshExplorer/Controls/DarkToolStripRenderer.cs similarity index 100% rename from src/TestApp/Controls/DarkToolStripRenderer.cs rename to src/MeshExplorer/Controls/DarkToolStripRenderer.cs diff --git a/src/TestApp/DarkMessageBox.cs b/src/MeshExplorer/DarkMessageBox.cs similarity index 100% rename from src/TestApp/DarkMessageBox.cs rename to src/MeshExplorer/DarkMessageBox.cs diff --git a/src/TestApp/FormExport.Designer.cs b/src/MeshExplorer/FormExport.Designer.cs similarity index 100% rename from src/TestApp/FormExport.Designer.cs rename to src/MeshExplorer/FormExport.Designer.cs diff --git a/src/TestApp/FormExport.cs b/src/MeshExplorer/FormExport.cs similarity index 100% rename from src/TestApp/FormExport.cs rename to src/MeshExplorer/FormExport.cs diff --git a/src/TestApp/FormExport.resx b/src/MeshExplorer/FormExport.resx similarity index 100% rename from src/TestApp/FormExport.resx rename to src/MeshExplorer/FormExport.resx diff --git a/src/TestApp/FormGenerator.Designer.cs b/src/MeshExplorer/FormGenerator.Designer.cs similarity index 100% rename from src/TestApp/FormGenerator.Designer.cs rename to src/MeshExplorer/FormGenerator.Designer.cs diff --git a/src/TestApp/FormGenerator.cs b/src/MeshExplorer/FormGenerator.cs similarity index 100% rename from src/TestApp/FormGenerator.cs rename to src/MeshExplorer/FormGenerator.cs diff --git a/src/TestApp/FormGenerator.resx b/src/MeshExplorer/FormGenerator.resx similarity index 100% rename from src/TestApp/FormGenerator.resx rename to src/MeshExplorer/FormGenerator.resx diff --git a/src/TestApp/FormLog.Designer.cs b/src/MeshExplorer/FormLog.Designer.cs similarity index 100% rename from src/TestApp/FormLog.Designer.cs rename to src/MeshExplorer/FormLog.Designer.cs diff --git a/src/TestApp/FormLog.cs b/src/MeshExplorer/FormLog.cs similarity index 100% rename from src/TestApp/FormLog.cs rename to src/MeshExplorer/FormLog.cs diff --git a/src/TestApp/FormLog.resx b/src/MeshExplorer/FormLog.resx similarity index 100% rename from src/TestApp/FormLog.resx rename to src/MeshExplorer/FormLog.resx diff --git a/src/TestApp/FormMain.Designer.cs b/src/MeshExplorer/FormMain.Designer.cs similarity index 100% rename from src/TestApp/FormMain.Designer.cs rename to src/MeshExplorer/FormMain.Designer.cs diff --git a/src/TestApp/FormMain.cs b/src/MeshExplorer/FormMain.cs similarity index 100% rename from src/TestApp/FormMain.cs rename to src/MeshExplorer/FormMain.cs diff --git a/src/TestApp/FormMain.resx b/src/MeshExplorer/FormMain.resx similarity index 100% rename from src/TestApp/FormMain.resx rename to src/MeshExplorer/FormMain.resx diff --git a/src/TestApp/FormTopology.Designer.cs b/src/MeshExplorer/FormTopology.Designer.cs similarity index 100% rename from src/TestApp/FormTopology.Designer.cs rename to src/MeshExplorer/FormTopology.Designer.cs diff --git a/src/TestApp/FormTopology.cs b/src/MeshExplorer/FormTopology.cs similarity index 100% rename from src/TestApp/FormTopology.cs rename to src/MeshExplorer/FormTopology.cs diff --git a/src/TestApp/FormTopology.resx b/src/MeshExplorer/FormTopology.resx similarity index 100% rename from src/TestApp/FormTopology.resx rename to src/MeshExplorer/FormTopology.resx diff --git a/src/TestApp/Generators/BaseGenerator.cs b/src/MeshExplorer/Generators/BaseGenerator.cs similarity index 100% rename from src/TestApp/Generators/BaseGenerator.cs rename to src/MeshExplorer/Generators/BaseGenerator.cs diff --git a/src/TestApp/Generators/BoxWithHole.cs b/src/MeshExplorer/Generators/BoxWithHole.cs similarity index 100% rename from src/TestApp/Generators/BoxWithHole.cs rename to src/MeshExplorer/Generators/BoxWithHole.cs diff --git a/src/TestApp/Generators/CircleWithHole.cs b/src/MeshExplorer/Generators/CircleWithHole.cs similarity index 100% rename from src/TestApp/Generators/CircleWithHole.cs rename to src/MeshExplorer/Generators/CircleWithHole.cs diff --git a/src/TestApp/Generators/IGenerator.cs b/src/MeshExplorer/Generators/IGenerator.cs similarity index 100% rename from src/TestApp/Generators/IGenerator.cs rename to src/MeshExplorer/Generators/IGenerator.cs diff --git a/src/TestApp/Generators/RandomPoints.cs b/src/MeshExplorer/Generators/RandomPoints.cs similarity index 100% rename from src/TestApp/Generators/RandomPoints.cs rename to src/MeshExplorer/Generators/RandomPoints.cs diff --git a/src/TestApp/Generators/RandomPointsCircle.cs b/src/MeshExplorer/Generators/RandomPointsCircle.cs similarity index 100% rename from src/TestApp/Generators/RandomPointsCircle.cs rename to src/MeshExplorer/Generators/RandomPointsCircle.cs diff --git a/src/TestApp/Generators/RingPolygon.cs b/src/MeshExplorer/Generators/RingPolygon.cs similarity index 100% rename from src/TestApp/Generators/RingPolygon.cs rename to src/MeshExplorer/Generators/RingPolygon.cs diff --git a/src/TestApp/Generators/StarInBox.cs b/src/MeshExplorer/Generators/StarInBox.cs similarity index 100% rename from src/TestApp/Generators/StarInBox.cs rename to src/MeshExplorer/Generators/StarInBox.cs diff --git a/src/TestApp/GenericEventArgs.cs b/src/MeshExplorer/GenericEventArgs.cs similarity index 100% rename from src/TestApp/GenericEventArgs.cs rename to src/MeshExplorer/GenericEventArgs.cs diff --git a/src/TestApp/IO/FileProcessor.cs b/src/MeshExplorer/IO/FileProcessor.cs similarity index 100% rename from src/TestApp/IO/FileProcessor.cs rename to src/MeshExplorer/IO/FileProcessor.cs diff --git a/src/TestApp/IO/Formats/JsonFile.cs b/src/MeshExplorer/IO/Formats/JsonFile.cs similarity index 100% rename from src/TestApp/IO/Formats/JsonFile.cs rename to src/MeshExplorer/IO/Formats/JsonFile.cs diff --git a/src/TestApp/IO/Formats/TriangleFile.cs b/src/MeshExplorer/IO/Formats/TriangleFile.cs similarity index 100% rename from src/TestApp/IO/Formats/TriangleFile.cs rename to src/MeshExplorer/IO/Formats/TriangleFile.cs diff --git a/src/TestApp/IO/IMeshFile.cs b/src/MeshExplorer/IO/IMeshFile.cs similarity index 100% rename from src/TestApp/IO/IMeshFile.cs rename to src/MeshExplorer/IO/IMeshFile.cs diff --git a/src/TestApp/IO/ImageWriter.cs b/src/MeshExplorer/IO/ImageWriter.cs similarity index 100% rename from src/TestApp/IO/ImageWriter.cs rename to src/MeshExplorer/IO/ImageWriter.cs diff --git a/src/TestApp/IO/JsonParser.cs b/src/MeshExplorer/IO/JsonParser.cs similarity index 100% rename from src/TestApp/IO/JsonParser.cs rename to src/MeshExplorer/IO/JsonParser.cs diff --git a/src/TestApp/MeshExplorer.csproj b/src/MeshExplorer/MeshExplorer.csproj similarity index 100% rename from src/TestApp/MeshExplorer.csproj rename to src/MeshExplorer/MeshExplorer.csproj diff --git a/src/TestApp/Program.cs b/src/MeshExplorer/Program.cs similarity index 100% rename from src/TestApp/Program.cs rename to src/MeshExplorer/Program.cs diff --git a/src/TestApp/Settings.cs b/src/MeshExplorer/Settings.cs similarity index 100% rename from src/TestApp/Settings.cs rename to src/MeshExplorer/Settings.cs diff --git a/src/TestApp/Topology/TopologyControlView.Designer.cs b/src/MeshExplorer/Topology/TopologyControlView.Designer.cs similarity index 100% rename from src/TestApp/Topology/TopologyControlView.Designer.cs rename to src/MeshExplorer/Topology/TopologyControlView.Designer.cs diff --git a/src/TestApp/Topology/TopologyControlView.cs b/src/MeshExplorer/Topology/TopologyControlView.cs similarity index 100% rename from src/TestApp/Topology/TopologyControlView.cs rename to src/MeshExplorer/Topology/TopologyControlView.cs diff --git a/src/TestApp/Topology/TopologyControlView.resx b/src/MeshExplorer/Topology/TopologyControlView.resx similarity index 100% rename from src/TestApp/Topology/TopologyControlView.resx rename to src/MeshExplorer/Topology/TopologyControlView.resx diff --git a/src/TestApp/Topology/TopologyRenderControl.cs b/src/MeshExplorer/Topology/TopologyRenderControl.cs similarity index 100% rename from src/TestApp/Topology/TopologyRenderControl.cs rename to src/MeshExplorer/Topology/TopologyRenderControl.cs diff --git a/src/TestApp/Topology/TopologyRenderer.cs b/src/MeshExplorer/Topology/TopologyRenderer.cs similarity index 100% rename from src/TestApp/Topology/TopologyRenderer.cs rename to src/MeshExplorer/Topology/TopologyRenderer.cs diff --git a/src/TestApp/Util.cs b/src/MeshExplorer/Util.cs similarity index 100% rename from src/TestApp/Util.cs rename to src/MeshExplorer/Util.cs diff --git a/src/TestApp/Views/AboutView.Designer.cs b/src/MeshExplorer/Views/AboutView.Designer.cs similarity index 100% rename from src/TestApp/Views/AboutView.Designer.cs rename to src/MeshExplorer/Views/AboutView.Designer.cs diff --git a/src/TestApp/Views/AboutView.cs b/src/MeshExplorer/Views/AboutView.cs similarity index 100% rename from src/TestApp/Views/AboutView.cs rename to src/MeshExplorer/Views/AboutView.cs diff --git a/src/TestApp/Views/AboutView.resx b/src/MeshExplorer/Views/AboutView.resx similarity index 100% rename from src/TestApp/Views/AboutView.resx rename to src/MeshExplorer/Views/AboutView.resx diff --git a/src/TestApp/Views/IView.cs b/src/MeshExplorer/Views/IView.cs similarity index 100% rename from src/TestApp/Views/IView.cs rename to src/MeshExplorer/Views/IView.cs diff --git a/src/TestApp/Views/MeshControlView.Designer.cs b/src/MeshExplorer/Views/MeshControlView.Designer.cs similarity index 100% rename from src/TestApp/Views/MeshControlView.Designer.cs rename to src/MeshExplorer/Views/MeshControlView.Designer.cs diff --git a/src/TestApp/Views/MeshControlView.cs b/src/MeshExplorer/Views/MeshControlView.cs similarity index 100% rename from src/TestApp/Views/MeshControlView.cs rename to src/MeshExplorer/Views/MeshControlView.cs diff --git a/src/TestApp/Views/MeshControlView.resx b/src/MeshExplorer/Views/MeshControlView.resx similarity index 100% rename from src/TestApp/Views/MeshControlView.resx rename to src/MeshExplorer/Views/MeshControlView.resx diff --git a/src/TestApp/Views/StatisticView.Designer.cs b/src/MeshExplorer/Views/StatisticView.Designer.cs similarity index 100% rename from src/TestApp/Views/StatisticView.Designer.cs rename to src/MeshExplorer/Views/StatisticView.Designer.cs diff --git a/src/TestApp/Views/StatisticView.cs b/src/MeshExplorer/Views/StatisticView.cs similarity index 100% rename from src/TestApp/Views/StatisticView.cs rename to src/MeshExplorer/Views/StatisticView.cs diff --git a/src/TestApp/Views/StatisticView.resx b/src/MeshExplorer/Views/StatisticView.resx similarity index 100% rename from src/TestApp/Views/StatisticView.resx rename to src/MeshExplorer/Views/StatisticView.resx diff --git a/src/Triangle.sln b/src/Triangle.sln index 6e7dda7..bddd024 100644 --- a/src/Triangle.sln +++ b/src/Triangle.sln @@ -1,13 +1,13 @@  Microsoft Visual Studio Solution File, Format Version 12.00 -# Visual Studio Version 16 -VisualStudioVersion = 16.0.31025.194 +# Visual Studio Version 17 +VisualStudioVersion = 17.0.32126.317 MinimumVisualStudioVersion = 10.0.40219.1 -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Triangle", "Triangle\Triangle.csproj", "{F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}" +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle", "Triangle\Triangle.csproj", "{F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}" EndProject -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Mesh Explorer", "TestApp\Mesh Explorer.csproj", "{336AAF8A-5316-4303-9E73-5E38BD0B28AF}" +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MeshExplorer", "MeshExplorer\MeshExplorer.csproj", "{336AAF8A-5316-4303-9E73-5E38BD0B28AF}" EndProject -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Triangle.Rendering", "Triangle.Rendering\Triangle.Rendering.csproj", "{41022E0E-BD0F-439E-BC3A-AABB1B43471B}" +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Rendering", "Triangle.Rendering\Triangle.Rendering.csproj", "{41022E0E-BD0F-439E-BC3A-AABB1B43471B}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution @@ -45,4 +45,7 @@ Global GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {90F4F9E9-43D6-4A3D-91D5-B2DF113E13AE} + EndGlobalSection EndGlobal From f727bcf7f5415e21e0c275a08b7c7ecfbea64086 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 13:23:50 +0100 Subject: [PATCH 08/44] Minor changes to MeshExplorer project file. --- src/MeshExplorer/MeshExplorer.csproj | 39 +--------------------------- 1 file changed, 1 insertion(+), 38 deletions(-) diff --git a/src/MeshExplorer/MeshExplorer.csproj b/src/MeshExplorer/MeshExplorer.csproj index 9d43746..df84711 100644 --- a/src/MeshExplorer/MeshExplorer.csproj +++ b/src/MeshExplorer/MeshExplorer.csproj @@ -6,44 +6,7 @@ $(SolutionDir)bin\$(Configuration) AnyCPU;x64 - - - Component - - - Component - - - Component - - - Component - - - Component - - - Component - - - Component - - - UserControl - - - Component - - - UserControl - - - UserControl - - - UserControl - - + From e8cebc39457ee69d93eff42378f521bc64c892b7 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 13:26:47 +0100 Subject: [PATCH 09/44] Fix Polygon ctor ignoring capacity argument (closes #14). --- src/Triangle/Geometry/Polygon.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/Triangle/Geometry/Polygon.cs b/src/Triangle/Geometry/Polygon.cs index 0c00117..eea71ca 100644 --- a/src/Triangle/Geometry/Polygon.cs +++ b/src/Triangle/Geometry/Polygon.cs @@ -69,7 +69,7 @@ namespace TriangleNet.Geometry /// /// The default capacity for the points list. public Polygon(int capacity) - : this(3, false) + : this(capacity, false) { } From d2bb1334c9a92637d3d3963047e041d96e489a79 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 13:29:31 +0100 Subject: [PATCH 10/44] Fix BoundedVoronoi issue (closes #8). --- src/Triangle/Voronoi/BoundedVoronoi.cs | 15 +++++++++++++++ 1 file changed, 15 insertions(+) diff --git a/src/Triangle/Voronoi/BoundedVoronoi.cs b/src/Triangle/Voronoi/BoundedVoronoi.cs index 3537954..303e1ab 100644 --- a/src/Triangle/Voronoi/BoundedVoronoi.cs +++ b/src/Triangle/Voronoi/BoundedVoronoi.cs @@ -119,6 +119,17 @@ namespace TriangleNet.Voronoi var e1 = edge.twin.next; var e2 = e1.twin.next; + // Check if the neighboring cell was closed before. + if (edge.twin.id != edge.twin.face.edge.id) + { + edge.twin.face.edge.next = e1; + } + else + { + // If the cell isn't closed yet, make sure to update the faces edge pointer. + e1.face.edge = e1; + } + // Find the two intersections with boundary edge. IntersectionHelper.IntersectSegments(v1, v2, e1.origin, e1.twin.origin, ref p2); IntersectionHelper.IntersectSegments(v1, v2, e2.origin, e2.twin.origin, ref p1); @@ -130,6 +141,7 @@ namespace TriangleNet.Voronoi e1.origin = edge.twin.origin; + // Dissolve edge from other edges (origin and face stay the same). edge.twin.twin = null; edge.twin = null; @@ -137,8 +149,11 @@ namespace TriangleNet.Voronoi var gen = factory.CreateVertex(v1.x, v1.y); var he = factory.CreateHalfEdge(gen, edge.face); + gen.leaving = he; + edge.next = he; he.next = edge.face.edge; + e2.twin.next = edge; // Let the face edge point to the edge leaving at generator. edge.face.edge = he; From 246288398fdc060ac9f4d51b1ee5db6febf7a4d3 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 13:46:18 +0100 Subject: [PATCH 11/44] Remove unused variable from Dwyer. --- src/Triangle/Meshing/Algorithm/Dwyer.cs | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/src/Triangle/Meshing/Algorithm/Dwyer.cs b/src/Triangle/Meshing/Algorithm/Dwyer.cs index 2e227f5..d24653d 100644 --- a/src/Triangle/Meshing/Algorithm/Dwyer.cs +++ b/src/Triangle/Meshing/Algorithm/Dwyer.cs @@ -46,11 +46,11 @@ namespace TriangleNet.Meshing.Algorithm /// public class Dwyer : ITriangulator { - // Random is not threadsafe, so don't make this static. - Random rand = new Random(DateTime.Now.Millisecond); - IPredicates predicates; + /// + /// Gets or sets a value indicating whether to use alternating cuts (default = true). + /// public bool UseDwyer = true; Vertex[] sortarray; From 0fb43a462684f0f9a2e4795f2599c421c47a150b Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 13:56:50 +0100 Subject: [PATCH 12/44] Remove obsolete ConstraintOptions.UseRegions option. --- src/Triangle/Configuration.cs | 2 -- src/Triangle/Meshing/ConstraintOptions.cs | 8 -------- src/Triangle/Meshing/QualityMesher.cs | 1 - src/Triangle/TrianglePool.cs | 1 - src/Triangle/Voronoi/BoundedVoronoi.cs | 2 -- 5 files changed, 14 deletions(-) diff --git a/src/Triangle/Configuration.cs b/src/Triangle/Configuration.cs index 0d2f306..95d5286 100644 --- a/src/Triangle/Configuration.cs +++ b/src/Triangle/Configuration.cs @@ -7,8 +7,6 @@ namespace TriangleNet { using System; - using TriangleNet.Meshing; - using TriangleNet.Meshing.Algorithm; /// /// Configure advanced aspects of the library. diff --git a/src/Triangle/Meshing/ConstraintOptions.cs b/src/Triangle/Meshing/ConstraintOptions.cs index 684273e..b531ac6 100644 --- a/src/Triangle/Meshing/ConstraintOptions.cs +++ b/src/Triangle/Meshing/ConstraintOptions.cs @@ -6,14 +6,6 @@ namespace TriangleNet.Meshing /// public class ConstraintOptions { - // TODO: remove ConstraintOptions.UseRegions - - /// - /// Gets or sets a value indicating whether to use regions. - /// - [System.Obsolete("Not used anywhere, will be removed in beta 4.")] - public bool UseRegions { get; set; } - /// /// Gets or sets a value indicating whether to create a Conforming /// Delaunay triangulation. diff --git a/src/Triangle/Meshing/QualityMesher.cs b/src/Triangle/Meshing/QualityMesher.cs index 13b2fb7..e8e1194 100644 --- a/src/Triangle/Meshing/QualityMesher.cs +++ b/src/Triangle/Meshing/QualityMesher.cs @@ -12,7 +12,6 @@ namespace TriangleNet.Meshing using TriangleNet.Geometry; using TriangleNet.Logging; using TriangleNet.Meshing.Data; - using TriangleNet.Tools; using TriangleNet.Topology; /// diff --git a/src/Triangle/TrianglePool.cs b/src/Triangle/TrianglePool.cs index f390388..30d866c 100644 --- a/src/Triangle/TrianglePool.cs +++ b/src/Triangle/TrianglePool.cs @@ -8,7 +8,6 @@ namespace TriangleNet { using System; using System.Collections.Generic; - using TriangleNet.Geometry; using TriangleNet.Topology; public class TrianglePool : ICollection diff --git a/src/Triangle/Voronoi/BoundedVoronoi.cs b/src/Triangle/Voronoi/BoundedVoronoi.cs index 303e1ab..472ac88 100644 --- a/src/Triangle/Voronoi/BoundedVoronoi.cs +++ b/src/Triangle/Voronoi/BoundedVoronoi.cs @@ -6,12 +6,10 @@ namespace TriangleNet.Voronoi { - using System.Collections.Generic; using TriangleNet.Geometry; using TriangleNet.Tools; using TriangleNet.Topology.DCEL; - using HVertex = TriangleNet.Topology.DCEL.Vertex; using TVertex = TriangleNet.Geometry.Vertex; public class BoundedVoronoi : VoronoiBase From 1dbac98d676e6652cfbe5182e3c7b1f34b95eda6 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 13 Feb 2022 14:26:23 +0100 Subject: [PATCH 13/44] Work around possible IndexOutOfRangeException in NewLocation code. --- src/Triangle/NewLocation.cs | 6 ++++++ 1 file changed, 6 insertions(+) diff --git a/src/Triangle/NewLocation.cs b/src/Triangle/NewLocation.cs index c281c36..12c4f8c 100644 --- a/src/Triangle/NewLocation.cs +++ b/src/Triangle/NewLocation.cs @@ -2290,6 +2290,12 @@ namespace TriangleNet // now the second point is the neighbor's third vertex second_x = returnPoint[0]; second_y = returnPoint[1]; + + if (numvertices == points.Length) + { + Array.Resize(ref points, numvertices * 2); + } + // add a new point to the list of surrounding points points[numvertices] = returnPoint[0]; numvertices++; From d1a52c6c7c6a811ecb6893375356791f085ed46d Mon Sep 17 00:00:00 2001 From: wo80 Date: Mon, 14 Feb 2022 13:29:19 +0100 Subject: [PATCH 14/44] Simplify log implementation (no need for interface abstractions). --- src/MeshExplorer/FormLog.cs | 2 +- src/Triangle/Log.cs | 122 ++++++++++++++++++----- src/Triangle/Logging/ILog.cs | 34 ------- src/Triangle/Logging/ILogItem.cs | 21 ---- src/Triangle/Logging/LogItem.cs | 53 ---------- src/Triangle/Mesh.cs | 5 +- src/Triangle/Meshing/ConstraintMesher.cs | 5 +- src/Triangle/Meshing/QualityMesher.cs | 5 +- src/Triangle/Topology/DCEL/Face.cs | 1 + 9 files changed, 101 insertions(+), 147 deletions(-) delete mode 100644 src/Triangle/Logging/ILog.cs delete mode 100644 src/Triangle/Logging/ILogItem.cs delete mode 100644 src/Triangle/Logging/LogItem.cs diff --git a/src/MeshExplorer/FormLog.cs b/src/MeshExplorer/FormLog.cs index 6797065..ec6d9a5 100644 --- a/src/MeshExplorer/FormLog.cs +++ b/src/MeshExplorer/FormLog.cs @@ -42,7 +42,7 @@ namespace MeshExplorer private ListViewItem CreateListViewItem(LogItem item) { - ListViewItem lvi = new ListViewItem(new string[] { item.Message, item.Info }); + ListViewItem lvi = new ListViewItem(new string[] { item.Message, item.Details }); if (item.Level == LogLevel.Error) { diff --git a/src/Triangle/Log.cs b/src/Triangle/Log.cs index 16ad278..57c10f2 100644 --- a/src/Triangle/Log.cs +++ b/src/Triangle/Log.cs @@ -6,28 +6,87 @@ namespace TriangleNet { + using System; using System.Collections.Generic; - using TriangleNet.Logging; + + public enum LogLevel { Info, Warning, Error } + + /// + /// Represents an item stored in the log. + /// + public class LogItem + { + private readonly DateTime time; + private readonly LogLevel level; + private readonly string message; + private readonly string details; + + /// + /// Gets the the item was logged. + /// + public DateTime Time => time; + + /// + /// Gets the . + /// + public LogLevel Level => level; + + /// + /// Gets the log message. + /// + public string Message => message; + + /// + /// Gets further details of the log message. + /// + public string Details => details; + + /// + /// Creates a new instance of the class. + /// + /// The log level. + /// The log message. + public LogItem(LogLevel level, string message) + : this(level, message, "") + { } + + /// + /// Creates a new instance of the class. + /// + /// The log level. + /// The log message. + /// The message details. + public LogItem(LogLevel level, string message, string details) + { + time = DateTime.Now; + + this.level = level; + this.message = message; + this.details = details; + } + } /// /// A simple logger, which logs messages to a List. - /// - /// Using singleton pattern as proposed by Jon Skeet. - /// http://csharpindepth.com/Articles/General/Singleton.aspx - /// - public sealed class Log : ILog + public sealed class Log { /// /// Log detailed information. /// public static bool Verbose { get; set; } - private List log = new List(); + /// + /// Gets all log messages. + /// + public IList Data => data; - private LogLevel level = LogLevel.Info; + private readonly List data = new List(); #region Singleton pattern + // Singleton pattern as proposed by Jon Skeet: + // https://csharpindepth.com/Articles/Singleton + private static readonly Log instance = new Log(); // Explicit static constructor to tell C# compiler @@ -36,7 +95,7 @@ namespace TriangleNet private Log() { } - public static ILog Instance + public static Log Instance { get { @@ -46,39 +105,50 @@ namespace TriangleNet #endregion + /// + /// Adds a to the log. + /// + /// public void Add(LogItem item) { - log.Add(item); + data.Add(item); } + /// + /// Clear all messages from the log. + /// public void Clear() { - log.Clear(); + data.Clear(); } + /// + /// Log info message. + /// + /// The message. public void Info(string message) { - log.Add(new LogItem(LogLevel.Info, message)); + data.Add(new LogItem(LogLevel.Info, message)); } - public void Warning(string message, string location) + /// + /// Log warning message. + /// + /// The message. + /// Message details, for example the code location where the error occured (class, method). + public void Warning(string message, string details) { - log.Add(new LogItem(LogLevel.Warning, message, location)); + data.Add(new LogItem(LogLevel.Warning, message, details)); } - public void Error(string message, string location) + /// + /// Log error message. + /// + /// The message. + /// Message details, for example the code location where the error occured (class, method). + public void Error(string message, string details) { - log.Add(new LogItem(LogLevel.Error, message, location)); - } - - public IList Data - { - get { return log; } - } - - public LogLevel Level - { - get { return level; } + data.Add(new LogItem(LogLevel.Error, message, details)); } } } diff --git a/src/Triangle/Logging/ILog.cs b/src/Triangle/Logging/ILog.cs deleted file mode 100644 index 0128514..0000000 --- a/src/Triangle/Logging/ILog.cs +++ /dev/null @@ -1,34 +0,0 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Logging -{ - using System.Collections.Generic; - - public enum LogLevel - { - Info = 0, - Warning = 1, - Error = 2 - } - - /// - /// A basic log interface. - /// - public interface ILog where T : ILogItem - { - void Add(T item); - void Clear(); - - void Info(string message); - void Error(string message, string info); - void Warning(string message, string info); - - IList Data { get; } - - LogLevel Level { get; } - } -} diff --git a/src/Triangle/Logging/ILogItem.cs b/src/Triangle/Logging/ILogItem.cs deleted file mode 100644 index 777e7d8..0000000 --- a/src/Triangle/Logging/ILogItem.cs +++ /dev/null @@ -1,21 +0,0 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Logging -{ - using System; - - /// - /// A basic log item interface. - /// - public interface ILogItem - { - DateTime Time { get; } - LogLevel Level { get; } - string Message { get; } - string Info { get; } - } -} diff --git a/src/Triangle/Logging/LogItem.cs b/src/Triangle/Logging/LogItem.cs deleted file mode 100644 index 8eb55ab..0000000 --- a/src/Triangle/Logging/LogItem.cs +++ /dev/null @@ -1,53 +0,0 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - -namespace TriangleNet.Logging -{ - using System; - - /// - /// Represents an item stored in the log. - /// - public class LogItem : ILogItem - { - DateTime time; - LogLevel level; - string message; - string info; - - public DateTime Time - { - get { return time; } - } - - public LogLevel Level - { - get { return level; } - } - - public string Message - { - get { return message; } - } - - public string Info - { - get { return info; } - } - - public LogItem(LogLevel level, string message) - : this(level, message, "") - { } - - public LogItem(LogLevel level, string message, string info) - { - this.time = DateTime.Now; - this.level = level; - this.message = message; - this.info = info; - } - } -} diff --git a/src/Triangle/Mesh.cs b/src/Triangle/Mesh.cs index dd27cc9..94b2706 100644 --- a/src/Triangle/Mesh.cs +++ b/src/Triangle/Mesh.cs @@ -10,7 +10,6 @@ namespace TriangleNet using System; using System.Collections.Generic; using TriangleNet.Geometry; - using TriangleNet.Logging; using TriangleNet.Meshing; using TriangleNet.Meshing.Data; using TriangleNet.Meshing.Iterators; @@ -26,7 +25,7 @@ namespace TriangleNet IPredicates predicates; - ILog logger; + Log logger = Log.Instance; QualityMesher qualityMesher; @@ -236,8 +235,6 @@ namespace TriangleNet { Initialize(); - logger = Log.Instance; - behavior = new Behavior(); vertices = new Dictionary(); diff --git a/src/Triangle/Meshing/ConstraintMesher.cs b/src/Triangle/Meshing/ConstraintMesher.cs index a5b5824..1d6e512 100644 --- a/src/Triangle/Meshing/ConstraintMesher.cs +++ b/src/Triangle/Meshing/ConstraintMesher.cs @@ -10,7 +10,6 @@ namespace TriangleNet.Meshing using System; using System.Collections.Generic; using TriangleNet.Geometry; - using TriangleNet.Logging; using TriangleNet.Meshing.Iterators; using TriangleNet.Topology; @@ -24,7 +23,7 @@ namespace TriangleNet.Meshing List viri; - ILog logger; + Log logger = Log.Instance; public ConstraintMesher(Mesh mesh, Configuration config) { @@ -35,8 +34,6 @@ namespace TriangleNet.Meshing this.locator = mesh.locator; this.viri = new List(); - - logger = Log.Instance; } diff --git a/src/Triangle/Meshing/QualityMesher.cs b/src/Triangle/Meshing/QualityMesher.cs index e8e1194..b1bae3f 100644 --- a/src/Triangle/Meshing/QualityMesher.cs +++ b/src/Triangle/Meshing/QualityMesher.cs @@ -10,7 +10,6 @@ namespace TriangleNet.Meshing using System; using System.Collections.Generic; using TriangleNet.Geometry; - using TriangleNet.Logging; using TriangleNet.Meshing.Data; using TriangleNet.Topology; @@ -28,7 +27,7 @@ namespace TriangleNet.Meshing NewLocation newLocation; - ILog logger; + Log logger = Log.Instance; // Stores the vertices of the triangle that contains newvertex // in SplitTriangle method. @@ -36,8 +35,6 @@ namespace TriangleNet.Meshing public QualityMesher(Mesh mesh, Configuration config) { - logger = Log.Instance; - badsubsegs = new Queue(); queue = new BadTriQueue(); diff --git a/src/Triangle/Topology/DCEL/Face.cs b/src/Triangle/Topology/DCEL/Face.cs index 0a1f6cc..f62e752 100644 --- a/src/Triangle/Topology/DCEL/Face.cs +++ b/src/Triangle/Topology/DCEL/Face.cs @@ -29,6 +29,7 @@ namespace TriangleNet.Topology.DCEL internal int id; internal int mark; + // If the face is a Voronio cell, this is the point that generates the cell. internal Point generator; internal HalfEdge edge; From 5515941c4bad3b7c82e9039d8569db81ee0f157e Mon Sep 17 00:00:00 2001 From: wo80 Date: Mon, 14 Feb 2022 13:41:08 +0100 Subject: [PATCH 15/44] Add check for degenerate boundary triangles to MeshValidator. --- src/Triangle/MeshValidator.cs | 57 ++++++++++++++++++++++++++++++++--- 1 file changed, 52 insertions(+), 5 deletions(-) diff --git a/src/Triangle/MeshValidator.cs b/src/Triangle/MeshValidator.cs index 1a32b4b..22e3992 100644 --- a/src/Triangle/MeshValidator.cs +++ b/src/Triangle/MeshValidator.cs @@ -8,8 +8,11 @@ namespace TriangleNet { using System; - using TriangleNet.Topology; + using System.Collections.Generic; using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Tools; + using TriangleNet.Topology; public static class MeshValidator { @@ -18,6 +21,8 @@ namespace TriangleNet /// /// Test the mesh for topological consistency. /// + /// The mesh. + /// True, if mesh is topologically consistent. public static bool IsConsistent(Mesh mesh) { Otri tri = default(Otri); @@ -52,7 +57,7 @@ namespace TriangleNet { if (Log.Verbose) { - logger.Warning(String.Format("Triangle is flat or inverted (ID {0}).", t.id), + logger.Warning(string.Format("Triangle is flat or inverted (ID {0}).", t.id), "MeshValidator.IsConsistent()"); } @@ -112,16 +117,20 @@ namespace TriangleNet } /// - /// Check if the mesh is (conforming) Delaunay. + /// Check whether the mesh is (conforming) Delaunay. /// + /// The mesh. + /// True, if mesh is (conforming) Delaunay. public static bool IsDelaunay(Mesh mesh) { return IsDelaunay(mesh, false); } /// - /// Check if that the mesh is (constrained) Delaunay. + /// Check whether the mesh is (constrained) Delaunay. /// + /// The mesh. + /// True, if mesh is (constrained) Delaunay. public static bool IsConstrainedDelaunay(Mesh mesh) { return IsDelaunay(mesh, true); @@ -195,7 +204,7 @@ namespace TriangleNet { if (Log.Verbose) { - logger.Warning(String.Format("Non-regular pair of triangles found (IDs {0}/{1}).", + logger.Warning(string.Format("Non-regular pair of triangles found (IDs {0}/{1}).", loop.tri.id, oppotri.tri.id), "MeshValidator.IsDelaunay()"); } @@ -211,5 +220,43 @@ namespace TriangleNet return (horrors == 0); } + + /// + /// Check whether the mesh has degenerate boundary triangles. + /// + /// The mesh. + /// Threshold for what angle is considered invalid (too small). + /// + public static IEnumerable GetDegenerateBoundaryTriangles(IMesh mesh, double threshold = 1e-8) + { + // We will compare against the squared cosine of the maximum angle. + threshold = Math.Sqrt(threshold); + + var data = new double[6]; + + foreach (var triangle in mesh.Triangles) + { + for (int i = 0; i < 3; i++) + { + var neighbor = triangle.GetNeighbor(i); + + // Triangle lies on mesh boundary. + if (neighbor == null) + { + Statistic.ComputeAngles(triangle, data); + + // The squared cosine of the maximum angle will be near 1.0 only + // if the maximum angle is near 180 degrees. + if (Math.Abs(1.0 - data[1]) < threshold) + { + yield return triangle; + } + + // Next triangle. + break; + } + } + } + } } } From 66197a01e8e154e2f22fcbf110a614cb31f137a7 Mon Sep 17 00:00:00 2001 From: wo80 Date: Mon, 14 Feb 2022 13:59:16 +0100 Subject: [PATCH 16/44] Cleanup and documentation. --- src/MeshExplorer/FormLog.cs | 1 - src/Triangle/Geometry/Polygon.cs | 49 +++++------------------ src/Triangle/Meshing/ConstraintOptions.cs | 8 ++++ src/Triangle/Meshing/Converter.cs | 2 +- src/Triangle/Tools/PolygonValidator.cs | 15 ++++--- src/Triangle/Tools/VertexSorter.cs | 30 +++++++------- src/Triangle/Voronoi/VoronoiBase.cs | 5 +-- 7 files changed, 44 insertions(+), 66 deletions(-) diff --git a/src/MeshExplorer/FormLog.cs b/src/MeshExplorer/FormLog.cs index ec6d9a5..ca38d8d 100644 --- a/src/MeshExplorer/FormLog.cs +++ b/src/MeshExplorer/FormLog.cs @@ -3,7 +3,6 @@ using System.Drawing; using System.Text; using System.Windows.Forms; using TriangleNet; -using TriangleNet.Logging; namespace MeshExplorer { diff --git a/src/Triangle/Geometry/Polygon.cs b/src/Triangle/Geometry/Polygon.cs index eea71ca..ebe65ef 100644 --- a/src/Triangle/Geometry/Polygon.cs +++ b/src/Triangle/Geometry/Polygon.cs @@ -21,28 +21,16 @@ namespace TriangleNet.Geometry List segments; /// - public List Points - { - get { return points; } - } + public List Points => points; /// - public List Holes - { - get { return holes; } - } + public List Holes => holes; /// - public List Regions - { - get { return regions; } - } + public List Regions => regions; /// - public List Segments - { - get { return segments; } - } + public List Segments => segments; /// public bool HasPointMarkers { get; set; } @@ -112,20 +100,13 @@ namespace TriangleNet.Geometry return bounds; } - /// - /// Add a vertex to the polygon. - /// - /// The vertex to insert. + /// public void Add(Vertex vertex) { this.points.Add(vertex); } - /// - /// Add a segment to the polygon. - /// - /// The segment to insert. - /// If true, both endpoints will be added to the points list. + /// public void Add(ISegment segment, bool insert = false) { this.segments.Add(segment); @@ -137,11 +118,7 @@ namespace TriangleNet.Geometry } } - /// - /// Add a segment to the polygon. - /// - /// The segment to insert. - /// The index of the segment endpoint to add to the points list (must be 0 or 1). + /// public void Add(ISegment segment, int index) { this.segments.Add(segment); @@ -149,11 +126,7 @@ namespace TriangleNet.Geometry this.points.Add(segment.GetVertex(index)); } - /// - /// Add a contour to the polygon. - /// - /// The contour to insert. - /// Treat contour as a hole. + /// public void Add(Contour contour, bool hole = false) { if (hole) @@ -167,11 +140,7 @@ namespace TriangleNet.Geometry } } - /// - /// Add a contour to the polygon. - /// - /// The contour to insert. - /// Point inside the contour, making it a hole. + /// public void Add(Contour contour, Point hole) { this.points.AddRange(contour.Points); diff --git a/src/Triangle/Meshing/ConstraintOptions.cs b/src/Triangle/Meshing/ConstraintOptions.cs index b531ac6..684273e 100644 --- a/src/Triangle/Meshing/ConstraintOptions.cs +++ b/src/Triangle/Meshing/ConstraintOptions.cs @@ -6,6 +6,14 @@ namespace TriangleNet.Meshing /// public class ConstraintOptions { + // TODO: remove ConstraintOptions.UseRegions + + /// + /// Gets or sets a value indicating whether to use regions. + /// + [System.Obsolete("Not used anywhere, will be removed in beta 4.")] + public bool UseRegions { get; set; } + /// /// Gets or sets a value indicating whether to create a Conforming /// Delaunay triangulation. diff --git a/src/Triangle/Meshing/Converter.cs b/src/Triangle/Meshing/Converter.cs index 2f653c9..51c4b86 100644 --- a/src/Triangle/Meshing/Converter.cs +++ b/src/Triangle/Meshing/Converter.cs @@ -27,7 +27,7 @@ namespace TriangleNet.Meshing /// /// Reconstruct a triangulation from its raw data representation. /// - public static Mesh ToMesh(Polygon polygon, IList triangles) + public static Mesh ToMesh(Polygon polygon, ICollection triangles) { return ToMesh(polygon, triangles.ToArray()); } diff --git a/src/Triangle/Tools/PolygonValidator.cs b/src/Triangle/Tools/PolygonValidator.cs index 7d1c010..4609519 100644 --- a/src/Triangle/Tools/PolygonValidator.cs +++ b/src/Triangle/Tools/PolygonValidator.cs @@ -109,7 +109,7 @@ namespace TriangleNet.Tools if (points[i - 1] == points[i]) { horrors++; - logger.Warning(String.Format("Found duplicate point {0}.", points[i]), + logger.Warning(string.Format("Found duplicate point {0}.", points[i]), "PolygonValidator.HasDuplicateVertices()"); } } @@ -122,6 +122,11 @@ namespace TriangleNet.Tools /// /// The polygon. /// The angle threshold. + /// + /// This method assumes that segments are stored in order. There may be different, + /// unconnected contours in the polygon, but the segments of each contour have to + /// be in order to get a meaningful result. + /// public static bool HasBadAngles(IPolygon poly, double threshold = 2e-12) { var logger = Log.Instance; @@ -132,8 +137,6 @@ namespace TriangleNet.Tools Point p0 = null, p1 = null; Point q0, q1; - int count = poly.Points.Count; - foreach (var seg in poly.Segments) { q0 = p0; // Previous segment start point. @@ -156,7 +159,7 @@ namespace TriangleNet.Tools if (IsBadAngle(q0, p0, p1,threshold)) { horrors++; - logger.Warning(String.Format("Bad segment angle found at index {0}.", i), + logger.Warning(string.Format("Bad segment angle found at index {0}.", i), "PolygonValidator.HasBadAngles()"); } } @@ -208,14 +211,14 @@ namespace TriangleNet.Tools if (p.id < 0 || p.id >= count) { horrors++; - logger.Warning(String.Format("Segment {0} has invalid startpoint.", i), + logger.Warning(string.Format("Segment {0} has invalid startpoint.", i), "PolygonValidator.IsConsistent()"); } if (q.id < 0 || q.id >= count) { horrors++; - logger.Warning(String.Format("Segment {0} has invalid endpoint.", i), + logger.Warning(string.Format("Segment {0} has invalid endpoint.", i), "PolygonValidator.IsConsistent()"); } diff --git a/src/Triangle/Tools/VertexSorter.cs b/src/Triangle/Tools/VertexSorter.cs index be90ad9..c23994a 100644 --- a/src/Triangle/Tools/VertexSorter.cs +++ b/src/Triangle/Tools/VertexSorter.cs @@ -216,7 +216,7 @@ namespace TriangleNet.Tools int arraysize = right - left + 1; int oleft = left, oright = right; int pivot; - double pivot1, pivot2; + double px, py; // pivot x and y coordinatex Vertex temp; var array = this.points; @@ -237,8 +237,8 @@ namespace TriangleNet.Tools // Choose a random pivot to split the array. pivot = rand.Next(left, right); - pivot1 = array[pivot].x; - pivot2 = array[pivot].y; + px = array[pivot].x; + py = array[pivot].y; left--; right++; @@ -249,16 +249,16 @@ namespace TriangleNet.Tools { left++; } - while ((left <= right) && ((array[left].x < pivot1) || - ((array[left].x == pivot1) && (array[left].y < pivot2)))); + while ((left <= right) && ((array[left].x < px) || + ((array[left].x == px) && (array[left].y < py)))); // Search for a vertex whose x-coordinate is too small for the right. do { right--; } - while ((left <= right) && ((array[right].x > pivot1) || - ((array[right].x == pivot1) && (array[right].y > pivot2)))); + while ((left <= right) && ((array[right].x > px) || + ((array[right].x == px) && (array[right].y > py)))); if (left < right) { @@ -269,7 +269,7 @@ namespace TriangleNet.Tools } } - // Unlike in vertexsort(), at most one of the following conditionals is true. + // Unlike in QuickSort(), at most one of the following conditionals is true. if (left > median) { // Recursively shuffle the left subset. @@ -299,7 +299,7 @@ namespace TriangleNet.Tools int arraysize = right - left + 1; int oleft = left, oright = right; int pivot; - double pivot1, pivot2; + double px, py; // pivot x and y coordinatex Vertex temp; var array = this.points; @@ -320,8 +320,8 @@ namespace TriangleNet.Tools // Choose a random pivot to split the array. pivot = rand.Next(left, right); - pivot1 = array[pivot].y; - pivot2 = array[pivot].x; + px = array[pivot].y; + py = array[pivot].x; left--; right++; @@ -332,16 +332,16 @@ namespace TriangleNet.Tools { left++; } - while ((left <= right) && ((array[left].y < pivot1) || - ((array[left].y == pivot1) && (array[left].x < pivot2)))); + while ((left <= right) && ((array[left].y < px) || + ((array[left].y == px) && (array[left].x < py)))); // Search for a vertex whose x-coordinate is too small for the right. do { right--; } - while ((left <= right) && ((array[right].y > pivot1) || - ((array[right].y == pivot1) && (array[right].x > pivot2)))); + while ((left <= right) && ((array[right].y > px) || + ((array[right].y == px) && (array[right].x > py)))); if (left < right) { diff --git a/src/Triangle/Voronoi/VoronoiBase.cs b/src/Triangle/Voronoi/VoronoiBase.cs index 323c81e..37978e2 100644 --- a/src/Triangle/Voronoi/VoronoiBase.cs +++ b/src/Triangle/Voronoi/VoronoiBase.cs @@ -37,8 +37,7 @@ namespace TriangleNet.Voronoi /// If set to true, the constuctor will call the Generate /// method, which builds the Voronoi diagram. protected VoronoiBase(Mesh mesh, IVoronoiFactory factory, IPredicates predicates, - bool generate) - : base(false) + bool generate) : base(false) { this.factory = factory; this.predicates = predicates; @@ -105,7 +104,7 @@ namespace TriangleNet.Voronoi // Maps all vertices to a list of leaving edges. var map = new List[mesh.triangles.Count]; - // Compue triangle circumcenters + // Compute triangle circumcenters foreach (var t in mesh.triangles) { id = t.id; From a67b518b2d66e32e4f38dc56d49e63bb721500c5 Mon Sep 17 00:00:00 2001 From: wo80 Date: Mon, 14 Feb 2022 14:01:35 +0100 Subject: [PATCH 17/44] Minor updates to Triangle.Rendering code. --- src/Triangle.Rendering/GDI/ImageRenderer.cs | 139 +++++++++++++++++++- src/Triangle.Rendering/IRenderContext.cs | 2 + src/Triangle.Rendering/IRenderLayer.cs | 1 - src/Triangle.Rendering/RenderLayer.cs | 1 - src/Triangle.Rendering/RenderManager.cs | 6 + 5 files changed, 144 insertions(+), 5 deletions(-) diff --git a/src/Triangle.Rendering/GDI/ImageRenderer.cs b/src/Triangle.Rendering/GDI/ImageRenderer.cs index a30d65e..9045fbd 100644 --- a/src/Triangle.Rendering/GDI/ImageRenderer.cs +++ b/src/Triangle.Rendering/GDI/ImageRenderer.cs @@ -25,11 +25,44 @@ namespace TriangleNet.Rendering.GDI public bool EnableRegions { get; set; } public bool EnablePoints { get; set; } - + /// - /// Export the mesh to PNG format. + /// Exports a polygon to PNG format. /// - /// The current mesh. + /// The polygon. + /// The desired width (pixel) of the image. + /// The PNG filename. + /// Enable rendering of regions. + /// Enable rendering of points. + public static void Save(Geometry.IPolygon poly, string file = null, int width = 800, + bool points = true) + { + // Check file name + if (string.IsNullOrWhiteSpace(file)) + { + file = string.Format("poly-{0}.png", DateTime.Now.ToString("yyyy-M-d-hh-mm-ss")); + } + + // Ensure .png extension. + if (file.EndsWith(".png", StringComparison.OrdinalIgnoreCase)) + { + Path.ChangeExtension(file, ".png"); + } + + var renderer = new ImageRenderer(); + + renderer.EnableRegions = false; + renderer.EnablePoints = points; + + var bitmap = renderer.Render(poly, width); + + bitmap.Save(file, ImageFormat.Png); + } + + /// + /// Exports a mesh to PNG format. + /// + /// The mesh. /// The desired width (pixel) of the image. /// The PNG filename. /// Enable rendering of regions. @@ -59,6 +92,58 @@ namespace TriangleNet.Rendering.GDI bitmap.Save(file, ImageFormat.Png); } + /// + /// Renders the polygon to a bitmap. + /// + /// The polygon. + /// The desired width (pixel) of the image. + /// The bitmap. + /// + /// The width has to be at least 2 * sqrt(n), n the number of vertices. + /// Otherwise, an empty bitmap + /// + public Bitmap Render(Geometry.IPolygon poly, int width = 800) + { + Bitmap bitmap; + + // Check if the specified width is reasonable + if (width < 2 * Math.Sqrt(poly.Points.Count)) + { + return new Bitmap(1, 1); + } + + var bounds = poly.Bounds(); + + // World margin on each side + float margin = (float)bounds.Height * 0.05f; + float scale = width / ((float)bounds.Width + 2 * margin); + + var target = new Rectangle(0, 0, width, (int)((bounds.Height + 2 * margin) * scale)); + + bitmap = new Bitmap(width, target.Height, PixelFormat.Format32bppPArgb); + + using (var g = Graphics.FromImage(bitmap)) + { + g.Clear(colors.Background); + g.SmoothingMode = SmoothingMode.HighQuality; + + var context = new RenderContext(new Projection(target), colors); + context.Add(poly); + + if (!EnablePoints) + { + context.Enable(3, false); + } + + var renderer = new LayerRenderer(); + renderer.Context = context; + renderer.RenderTarget = g; + renderer.Render(); + } + + return bitmap; + } + /// /// Renders the mesh to a bitmap. /// @@ -116,6 +201,54 @@ namespace TriangleNet.Rendering.GDI return bitmap; } + public Bitmap Render(IMesh mesh, Topology.DCEL.DcelMesh dcel, int width = 800) + { + Bitmap bitmap; + + // Check if the specified width is reasonable + if (width < 2 * Math.Sqrt(mesh.Vertices.Count)) + { + return new Bitmap(1, 1); + } + + var bounds = mesh.Bounds; + + // World margin on each side + float margin = (float)bounds.Height * 0.05f; + float scale = width / ((float)bounds.Width + 2 * margin); + + var target = new Rectangle(0, 0, width, (int)((bounds.Height + 2 * margin) * scale)); + + bitmap = new Bitmap(width, target.Height, PixelFormat.Format32bppPArgb); + + using (var g = Graphics.FromImage(bitmap)) + { + g.Clear(colors.Background); + g.SmoothingMode = SmoothingMode.HighQuality; + + var context = new RenderContext(new Projection(target), colors); + context.Add(mesh, true); + context.Add(dcel.Vertices.ToArray(), dcel.Edges, false); + + if (EnableRegions) + { + context.Add(GetRegions(mesh)); + } + + if (!EnablePoints) + { + context.Enable(3, false); + } + + var renderer = new LayerRenderer(); + renderer.Context = context; + renderer.RenderTarget = g; + renderer.Render(); + } + + return bitmap; + } + private int[] GetRegions(IMesh mesh) { mesh.Renumber(); diff --git a/src/Triangle.Rendering/IRenderContext.cs b/src/Triangle.Rendering/IRenderContext.cs index 7d0e8ee..46f1036 100644 --- a/src/Triangle.Rendering/IRenderContext.cs +++ b/src/Triangle.Rendering/IRenderContext.cs @@ -28,5 +28,7 @@ namespace TriangleNet.Rendering void Add(int[] partition); void Enable(int layer, bool enabled); + + void Clear(); } } diff --git a/src/Triangle.Rendering/IRenderLayer.cs b/src/Triangle.Rendering/IRenderLayer.cs index 8a11104..a1785ad 100644 --- a/src/Triangle.Rendering/IRenderLayer.cs +++ b/src/Triangle.Rendering/IRenderLayer.cs @@ -13,7 +13,6 @@ namespace TriangleNet.Rendering { int Count { get; } - // Points can be set, because layers may share vertices. IBuffer Points { get; } IBuffer Indices { get; } diff --git a/src/Triangle.Rendering/RenderLayer.cs b/src/Triangle.Rendering/RenderLayer.cs index b6a66b7..1042c9a 100644 --- a/src/Triangle.Rendering/RenderLayer.cs +++ b/src/Triangle.Rendering/RenderLayer.cs @@ -32,7 +32,6 @@ namespace TriangleNet.Rendering public IBuffer Points { get { return points; } - set { points = value; } } public IBuffer Indices diff --git a/src/Triangle.Rendering/RenderManager.cs b/src/Triangle.Rendering/RenderManager.cs index a5d1044..382db90 100644 --- a/src/Triangle.Rendering/RenderManager.cs +++ b/src/Triangle.Rendering/RenderManager.cs @@ -77,6 +77,12 @@ namespace TriangleNet.Rendering control.HandleResize(); } + public void Clear() + { + context.Clear(); + control.Refresh(); + } + public void Enable(int layer, bool enabled) { context.Enable(layer, enabled); From 541e0b4e610ad51f3c8b79f2db84fa4290c51346 Mon Sep 17 00:00:00 2001 From: wo80 Date: Mon, 14 Feb 2022 15:37:07 +0100 Subject: [PATCH 18/44] Add test project. --- src/Triangle.Tests/Topology/OtriTest.cs | 508 +++++++++++++++++++++++ src/Triangle.Tests/Triangle.Tests.csproj | 21 + src/Triangle.sln | 10 + 3 files changed, 539 insertions(+) create mode 100644 src/Triangle.Tests/Topology/OtriTest.cs create mode 100644 src/Triangle.Tests/Triangle.Tests.csproj diff --git a/src/Triangle.Tests/Topology/OtriTest.cs b/src/Triangle.Tests/Topology/OtriTest.cs new file mode 100644 index 0000000..a17eaeb --- /dev/null +++ b/src/Triangle.Tests/Topology/OtriTest.cs @@ -0,0 +1,508 @@ + +namespace TriangleNet.Tests +{ + using NUnit.Framework; + using TriangleNet.Geometry; + using TriangleNet.Topology; + + // The Otri (orientent triangle) struct is the heart of Triangle's mesh + // datastructure. It basically represents one of the three edges of the + // triangle by associating an orientation to the triangle object. + // + // For testing, a minimal example mesh is considered. It consists of + // 6 vertices and 4 triangles. + // + // Vertices: + // X [-2] [0] [2] [-1] [1] [0] + // Y [ 0] [0] [0] [ 1] [1] [2] + // + // Triangles and neighbors and neighbor orientations: + // [3 0 1] [-1 1 -1] [- 2 -] + // [3 1 4] [ 2 3 0] [2 0 1] + // [4 1 2] [-1 -1 1] [- - 0] + // [5 3 4] [ 1 -1 -1] [1 - -] + // + // The shape is one large triangle, split into four smaller ones. + + public class OtriTest + { + // The vertices of the mesh. + Vertex[] vertices; + + private Triangle[] CreateExampleMesh() + { + var triangles = new Triangle[4]; + + // Outer space triangle. + var dummy = new Triangle() { id = -1 }; + + // Setup triangles. Keep in mind the ordering: + // + // The CreateTriangle method takes vertex arguments in range org-dest-apex, + // but internally the vertices get stored in an array with ordering + // + // [0] = apex + // [1] = org + // [2] = dest + // + // This is because, for example, and oriented triange will return as its + // origin (Org() method) the element at index [(orientation + 1) % 3]. + var t0 = triangles[0] = CreateTriangle(0, vertices[0], vertices[1], vertices[3]); + var t1 = triangles[1] = CreateTriangle(1, vertices[1], vertices[4], vertices[3]); + var t2 = triangles[2] = CreateTriangle(2, vertices[1], vertices[2], vertices[4]); + var t3 = triangles[3] = CreateTriangle(3, vertices[3], vertices[4], vertices[5]); + + // Setup connectivity of triangle 0. + t0.neighbors[0].tri = dummy; + t0.neighbors[1].tri = t1; + t0.neighbors[1].orient = 2; + t0.neighbors[2].tri = dummy; + + // Setup connectivity of triangle 1. + t1.neighbors[0].tri = t2; + t1.neighbors[0].orient = 2; + t1.neighbors[1].tri = t3; + t1.neighbors[1].orient = 0; + t1.neighbors[2].tri = t0; + t1.neighbors[2].orient = 1; + + // Setup connectivity of triangle 2. + t2.neighbors[0].tri = dummy; + t2.neighbors[1].tri = dummy; + t2.neighbors[2].tri = t1; + t2.neighbors[2].orient = 0; + + // Setup connectivity of triangle 3. + t3.neighbors[0].tri = t1; + t3.neighbors[0].orient = 1; + t3.neighbors[1].tri = dummy; + t3.neighbors[2].tri = dummy; + + return triangles; + } + + private Triangle CreateTriangle(int id, Vertex org, Vertex dest, Vertex apex) + { + var t = new Triangle() { id = id, hash = id }; + + // Node ordering 'plus 1 mod 3'. + t.vertices[0] = apex; + t.vertices[1] = org; + t.vertices[2] = dest; + + return t; + } + + [SetUp] + public void Initialize() + { + vertices = new Vertex[6]; + + vertices[0] = new Vertex(-2.0, 0.0) { id = 0 }; + vertices[1] = new Vertex( 0.0, 0.0) { id = 1 }; + vertices[2] = new Vertex( 2.0, 0.0) { id = 2 }; + vertices[3] = new Vertex(-1.0, 1.0) { id = 3 }; + vertices[4] = new Vertex( 1.0, 1.0) { id = 4 }; + vertices[5] = new Vertex( 0.0, 2.0) { id = 5 }; + } + + [Test] + public void TestOrg() + { + Otri t = default; + + t.tri = CreateTriangle(0, vertices[1], vertices[4], vertices[3]); + + t.orient = 0; + Assert.AreEqual(1, t.Org().ID); + + t.orient = 1; + Assert.AreEqual(4, t.Org().ID); + + t.orient = 2; + Assert.AreEqual(3, t.Org().ID); + } + + [Test] + public void TestDest() + { + Otri t = default; + + t.tri = CreateTriangle(0, vertices[1], vertices[4], vertices[3]); + + t.orient = 0; + Assert.AreEqual(4, t.Dest().ID); + + t.orient = 1; + Assert.AreEqual(3, t.Dest().ID); + + t.orient = 2; + Assert.AreEqual(1, t.Dest().ID); + } + + [Test] + public void TestApex() + { + Otri t = default; + + t.tri = CreateTriangle(0, vertices[1], vertices[4], vertices[3]); + + t.orient = 0; + Assert.AreEqual(3, t.Apex().ID); + + t.orient = 1; + Assert.AreEqual(1, t.Apex().ID); + + t.orient = 2; + Assert.AreEqual(4, t.Apex().ID); + } + + [Test] + public void TestSym() + { + var triangles = CreateExampleMesh(); + + Otri t = default; + Otri s = default; + + // The center triangle. + t.tri = triangles[1]; + + t.orient = 0; + t.Sym(ref s); + Assert.AreEqual(2, s.tri.ID); + + t.orient = 1; + t.Sym(ref s); + Assert.AreEqual(3, s.tri.ID); + + t.orient = 2; + t.Sym(ref s); + Assert.AreEqual(0, s.tri.ID); + } + + [Test] + public void TestLnext() + { + var triangles = CreateExampleMesh(); + + Otri t = default; + + // The center triangle. + t.tri = triangles[1]; + t.orient = 0; + + t.Lnext(); + Assert.AreEqual(4, t.Org().ID); + + t.Lnext(); + Assert.AreEqual(3, t.Org().ID); + + t.Lnext(); + Assert.AreEqual(1, t.Org().ID); + } + + [Test] + public void TestLprev() + { + var triangles = CreateExampleMesh(); + + Otri t = default; + + // The center triangle. + t.tri = triangles[1]; + t.orient = 0; + + t.Lprev(); + Assert.AreEqual(3, t.Org().ID); + + t.Lprev(); + Assert.AreEqual(4, t.Org().ID); + + t.Lprev(); + Assert.AreEqual(1, t.Org().ID); + } + + [Test] + public void TestOnext() + { + var triangles = CreateExampleMesh(); + + Otri t = default; + + // Start with the bottom right triangle. + t.tri = triangles[2]; + + // Start with edge 1 -> 2. + t.orient = 0; + + // Make sure we're on the correct edge. + Assert.AreEqual(1, t.Org().ID); + Assert.AreEqual(2, t.Dest().ID); + + t.Onext(); + Assert.AreEqual(1, t.Org().ID); + Assert.AreEqual(4, t.Dest().ID); + Assert.AreEqual(1, t.tri.ID); + + t.Onext(); + Assert.AreEqual(1, t.Org().ID); + Assert.AreEqual(3, t.Dest().ID); + Assert.AreEqual(0, t.tri.ID); + + // Out of mesh. + t.Onext(); + Assert.AreEqual(-1, t.tri.ID); + } + + [Test] + public void TestOprev() + { + var triangles = CreateExampleMesh(); + + Otri t = default; + + // Start with the bottom left triangle. + t.tri = triangles[0]; + + // Start with edge 1 -> 3. + t.orient = 1; + + // Make sure we're on the correct edge. + Assert.AreEqual(1, t.Org().ID); + Assert.AreEqual(3, t.Dest().ID); + + t.Oprev(); + Assert.AreEqual(1, t.Org().ID); + Assert.AreEqual(4, t.Dest().ID); + Assert.AreEqual(1, t.tri.ID); + + t.Oprev(); + Assert.AreEqual(1, t.Org().ID); + Assert.AreEqual(2, t.Dest().ID); + Assert.AreEqual(2, t.tri.ID); + + // Out of mesh. + t.Oprev(); + Assert.AreEqual(-1, t.tri.ID); + } + + [Test] + public void TestDnext() + { + var triangles = CreateExampleMesh(); + + Otri t = default; + + // Start with the bottom left triangle. + t.tri = triangles[0]; + + // Start with edge 1 -> 3. + t.orient = 1; + + // Make sure we're on the correct edge. + Assert.AreEqual(1, t.Org().ID); + Assert.AreEqual(3, t.Dest().ID); + + t.Dnext(); + Assert.AreEqual(4, t.Org().ID); + Assert.AreEqual(3, t.Dest().ID); + Assert.AreEqual(1, t.tri.ID); + + t.Dnext(); + Assert.AreEqual(5, t.Org().ID); + Assert.AreEqual(3, t.Dest().ID); + Assert.AreEqual(3, t.tri.ID); + + // Out of mesh. + t.Dnext(); + Assert.AreEqual(-1, t.tri.ID); + } + + [Test] + public void TestDprev() + { + var triangles = CreateExampleMesh(); + + Otri t = default; + + // Start with the top triangle. + t.tri = triangles[3]; + + // Start with edge 5 -> 3. + t.orient = 2; + + // Make sure we're on the correct edge. + Assert.AreEqual(5, t.Org().ID); + Assert.AreEqual(3, t.Dest().ID); + + t.Dprev(); + Assert.AreEqual(4, t.Org().ID); + Assert.AreEqual(3, t.Dest().ID); + Assert.AreEqual(1, t.tri.ID); + + t.Dprev(); + Assert.AreEqual(1, t.Org().ID); + Assert.AreEqual(3, t.Dest().ID); + Assert.AreEqual(0, t.tri.ID); + + // Out of mesh. + t.Dprev(); + Assert.AreEqual(-1, t.tri.ID); + } + + [Test] + public void TestRnext() + { + var triangles = CreateExampleMesh(); + + Otri t = default; + + // Start with the bottom left triangle. + t.tri = triangles[0]; + + // Start with edge 1 -> 3. + t.orient = 1; + + // Make sure we're on the correct edge. + Assert.AreEqual(1, t.Org().ID); + Assert.AreEqual(3, t.Dest().ID); + + t.Rnext(); + Assert.AreEqual(4, t.Org().ID); + Assert.AreEqual(1, t.Dest().ID); + Assert.AreEqual(2, t.tri.ID); + + t.Rnext(); + Assert.AreEqual(3, t.Org().ID); + Assert.AreEqual(4, t.Dest().ID); + Assert.AreEqual(3, t.tri.ID); + + // Back where we started. + t.Rnext(); + Assert.AreEqual(0, t.tri.ID); + } + + [Test] + public void TestRprev() + { + var triangles = CreateExampleMesh(); + + Otri t = default; + + // Start with the top triangle. + t.tri = triangles[3]; + + // Start with edge 3 -> 4. + t.orient = 0; + + // Make sure we're on the correct edge. + Assert.AreEqual(3, t.Org().ID); + Assert.AreEqual(4, t.Dest().ID); + + t.Rprev(); + Assert.AreEqual(4, t.Org().ID); + Assert.AreEqual(1, t.Dest().ID); + Assert.AreEqual(2, t.tri.ID); + + t.Rprev(); + Assert.AreEqual(1, t.Org().ID); + Assert.AreEqual(3, t.Dest().ID); + Assert.AreEqual(0, t.tri.ID); + + // Back where we started. + t.Rprev(); + Assert.AreEqual(3, t.tri.ID); + } + + [Test] + public void TestBond() + { + Otri s = default; + Otri t = default; + + Otri tmp = default; + + s.tri = CreateTriangle(0, vertices[0], vertices[1], vertices[3]); + t.tri = CreateTriangle(1, vertices[1], vertices[4], vertices[3]); + + s.orient = 1; // Edge 1 -> 3. + t.orient = 2; // Edge 3 -> 1. + + // Make sure we're on the correct edges. + Assert.AreEqual(1, s.Org().ID); + Assert.AreEqual(3, s.Dest().ID); + Assert.AreEqual(3, t.Org().ID); + Assert.AreEqual(1, t.Dest().ID); + + // Check that the triangles don't have neighbors. + s.Sym(ref tmp); + //Assert.AreEqual(-1, tmp.tri.ID); + Assert.IsNull(tmp.tri); + t.Sym(ref tmp); + //Assert.AreEqual(-1, tmp.tri.ID); + Assert.IsNull(tmp.tri); + + // Bond the two triangles. + s.Bond(ref t); + + // Check that neighbors are properly set. + s.Sym(ref tmp); + Assert.AreEqual(1, tmp.tri.ID); + t.Sym(ref tmp); + Assert.AreEqual(0, tmp.tri.ID); + } + + [Test] + public void TestDissolve() + { + // Outer space triangle. + var dummy = new Triangle() { id = -1 }; + + var triangles = CreateExampleMesh(); + + Otri s = default; + Otri t = default; + + Otri tmp = default; + + // The bottom left triangle with edge 1 -> 3. + s.tri = triangles[0]; + s.orient = 1; + + // The center triangle with edge 3 -> 1. + t.tri = triangles[1]; + t.orient = 2; + + // Make sure we're on the correct edges. + Assert.AreEqual(1, s.Org().ID); + Assert.AreEqual(3, s.Dest().ID); + Assert.AreEqual(3, t.Org().ID); + Assert.AreEqual(1, t.Dest().ID); + + // Check that neighbors are properly set. + s.Sym(ref tmp); + Assert.AreEqual(1, tmp.tri.ID); + t.Sym(ref tmp); + Assert.AreEqual(0, tmp.tri.ID); + + // Now dissolve the bond from one side. + s.Dissolve(dummy); + + // Check neighbors. + s.Sym(ref tmp); + Assert.AreEqual(-1, tmp.tri.ID); + t.Sym(ref tmp); + Assert.AreEqual(0, tmp.tri.ID); + + // And dissolve the bond from the other side. + t.Dissolve(dummy); + + // Check neighbors. + s.Sym(ref tmp); + Assert.AreEqual(-1, tmp.tri.ID); + t.Sym(ref tmp); + Assert.AreEqual(-1, tmp.tri.ID); + } + } +} diff --git a/src/Triangle.Tests/Triangle.Tests.csproj b/src/Triangle.Tests/Triangle.Tests.csproj new file mode 100644 index 0000000..47b78b0 --- /dev/null +++ b/src/Triangle.Tests/Triangle.Tests.csproj @@ -0,0 +1,21 @@ + + + + net6.0 + TriangleNet.Tests + Triangle.Tests + false + + + + + + + + + + + + + + \ No newline at end of file diff --git a/src/Triangle.sln b/src/Triangle.sln index bddd024..99960ec 100644 --- a/src/Triangle.sln +++ b/src/Triangle.sln @@ -9,6 +9,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MeshExplorer", "MeshExplore EndProject Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Rendering", "Triangle.Rendering\Triangle.Rendering.csproj", "{41022E0E-BD0F-439E-BC3A-AABB1B43471B}" EndProject +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Tests", "Triangle.Tests\Triangle.Tests.csproj", "{67CCA496-DCD1-4D43-85D5-0A19A3948774}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU @@ -41,6 +43,14 @@ Global {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|Any CPU.Build.0 = Release|Any CPU {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|x64.ActiveCfg = Release|x64 {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|x64.Build.0 = Release|x64 + {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Debug|Any CPU.Build.0 = Debug|Any CPU + {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Debug|x64.ActiveCfg = Debug|Any CPU + {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Debug|x64.Build.0 = Debug|Any CPU + {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Release|Any CPU.ActiveCfg = Release|Any CPU + {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Release|Any CPU.Build.0 = Release|Any CPU + {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Release|x64.ActiveCfg = Release|Any CPU + {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Release|x64.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE From 5500ecc1663ea5c8f5b50f6be623e2123aff2ff5 Mon Sep 17 00:00:00 2001 From: wo80 Date: Mon, 14 Feb 2022 21:44:03 +0100 Subject: [PATCH 19/44] Simplify EdgeIterator implementation. --- src/Triangle.Rendering/Text/EdgeIterator.cs | 58 ------- src/Triangle.Rendering/Text/EpsImage.cs | 2 +- src/Triangle.Rendering/Text/SvgImage.cs | 1 + src/Triangle/Mesh.cs | 6 +- .../Meshing/Iterators/EdgeIterator.cs | 143 +++++++++--------- 5 files changed, 78 insertions(+), 132 deletions(-) delete mode 100644 src/Triangle.Rendering/Text/EdgeIterator.cs diff --git a/src/Triangle.Rendering/Text/EdgeIterator.cs b/src/Triangle.Rendering/Text/EdgeIterator.cs deleted file mode 100644 index 6f51b05..0000000 --- a/src/Triangle.Rendering/Text/EdgeIterator.cs +++ /dev/null @@ -1,58 +0,0 @@ - -namespace TriangleNet.Rendering.Text -{ - using System.Collections.Generic; - using TriangleNet.Geometry; - - static class EdgeIterator - { - /// - /// Enumerate the edges of the mesh. - /// - /// - /// - /// - /// - /// In contrast to the this - /// method will return objects that include the vertex information (and not only the - /// indices). - /// - public static IEnumerable EnumerateEdges(Mesh mesh, bool skipSegments = true) - { - foreach (var t in mesh.Triangles) - { - for (int i = 0; i < 3; i++) - { - int nid = t.GetNeighborID(i); - - if ((t.ID < nid) || (nid < 0)) - { - var s = t.GetSegment(i); - - if (skipSegments && s == null) - { - // Since segments will be processed separately, don't - // include them in the enumeration. - yield return new Segment( - t.GetVertex((i + 1) % 3), - t.GetVertex((i + 2) % 3)); - } - else - { - if (s == null) - { - yield return new Segment( - t.GetVertex((i + 1) % 3), - t.GetVertex((i + 2) % 3)); - } - else - { - yield return s; - } - } - } - } - } - } - } -} diff --git a/src/Triangle.Rendering/Text/EpsImage.cs b/src/Triangle.Rendering/Text/EpsImage.cs index b0c1456..5de9176 100644 --- a/src/Triangle.Rendering/Text/EpsImage.cs +++ b/src/Triangle.Rendering/Text/EpsImage.cs @@ -11,7 +11,7 @@ namespace TriangleNet.Rendering.Text using System.IO; using TriangleNet; using TriangleNet.Geometry; - + using TriangleNet.Meshing.Iterators; using Color = System.Drawing.Color; using IntPoint = System.Drawing.Point; using IntRectangle = System.Drawing.Rectangle; diff --git a/src/Triangle.Rendering/Text/SvgImage.cs b/src/Triangle.Rendering/Text/SvgImage.cs index 289f182..da19b3f 100644 --- a/src/Triangle.Rendering/Text/SvgImage.cs +++ b/src/Triangle.Rendering/Text/SvgImage.cs @@ -11,6 +11,7 @@ namespace TriangleNet.Rendering.Text using System.Text; using TriangleNet; using TriangleNet.Geometry; + using TriangleNet.Meshing.Iterators; /// /// Writes a mesh to an SVG file. diff --git a/src/Triangle/Mesh.cs b/src/Triangle/Mesh.cs index 94b2706..07214c0 100644 --- a/src/Triangle/Mesh.cs +++ b/src/Triangle/Mesh.cs @@ -124,11 +124,7 @@ namespace TriangleNet { get { - var e = new EdgeIterator(this); - while (e.MoveNext()) - { - yield return e.Current; - } + return new EdgeIterator().EnumerateEdges(this); } } diff --git a/src/Triangle/Meshing/Iterators/EdgeIterator.cs b/src/Triangle/Meshing/Iterators/EdgeIterator.cs index 58d88bb..056b925 100644 --- a/src/Triangle/Meshing/Iterators/EdgeIterator.cs +++ b/src/Triangle/Meshing/Iterators/EdgeIterator.cs @@ -13,89 +13,96 @@ namespace TriangleNet.Meshing.Iterators /// /// Enumerates the edges of a triangulation. /// - public class EdgeIterator : IEnumerator + public class EdgeIterator { - IEnumerator triangles; - Otri tri = default(Otri); - Otri neighbor = default(Otri); - Osub sub = default(Osub); - Edge current; - Vertex p1, p2; + public IEnumerable EnumerateEdges(Mesh mesh) + { + Otri tri = default; + Otri neighbor = default; + Osub sub = default; + + Vertex p1, p2; + + foreach (var t in mesh.triangles) + { + tri.tri = t; + tri.orient = 0; + + for (int i = 0; i < 3; i++) + { + tri.Sym(ref neighbor); + + int nid = neighbor.tri.id; + + if ((tri.tri.id < nid) || (nid == Mesh.DUMMY)) + { + p1 = tri.Org(); + p2 = tri.Dest(); + + tri.Pivot(ref sub); + + // Boundary mark of dummysub is 0, so we don't need to worry about that. + yield return new Edge(p1.id, p2.id, sub.seg.boundary); + } + + tri.orient++; + } + } + } /// - /// Initializes a new instance of the class. + /// Enumerate the edges of the mesh. /// - public EdgeIterator(Mesh mesh) + /// + /// + /// + /// + /// In contrast to the this method will return + /// objects that include the vertex information (and not only the indices). + /// + public static IEnumerable EnumerateEdges(Mesh mesh, bool skipSegments = true) { - triangles = mesh.triangles.GetEnumerator(); - triangles.MoveNext(); + Otri tri = default; + Otri neighbor = default; + Osub sub = default; - tri.tri = triangles.Current; - tri.orient = 0; - } + Vertex p1, p2; - public Edge Current - { - get { return current; } - } + bool segments = !skipSegments; - public void Dispose() - { - this.triangles.Dispose(); - } - - object System.Collections.IEnumerator.Current - { - get { return current; } - } - - public bool MoveNext() - { - if (tri.tri == null) + foreach (var t in mesh.triangles) { - return false; - } + tri.tri = t; + tri.orient = 0; - current = null; - - while (current == null) - { - if (tri.orient == 3) + for (int i = 0; i < 3; i++) { - if (triangles.MoveNext()) + tri.Sym(ref neighbor); + + int nid = neighbor.tri.id; + + if ((tri.tri.id < nid) || (nid == Mesh.DUMMY)) { - tri.tri = triangles.Current; - tri.orient = 0; - } - else - { - // Finally no more triangles - return false; + p1 = tri.Org(); + p2 = tri.Dest(); + + tri.Pivot(ref sub); + + if (sub.seg.hash == Mesh.DUMMY) + { + yield return new Segment(p1, p2); + } + else if (segments) + { + // Segments might be processed separately, so only + // include them if requested. + yield return sub.seg; + } } + + tri.orient++; } - - tri.Sym(ref neighbor); - - if ((tri.tri.id < neighbor.tri.id) || (neighbor.tri.id == Mesh.DUMMY)) - { - p1 = tri.Org(); - p2 = tri.Dest(); - - tri.Pivot(ref sub); - - // Boundary mark of dummysub is 0, so we don't need to worry about that. - current = new Edge(p1.id, p2.id, sub.seg.boundary); - } - - tri.orient++; } - - return true; - } - - public void Reset() - { - this.triangles.Reset(); } } } From 940ae180615860b2587b2726fbf9f00eb50e1f5b Mon Sep 17 00:00:00 2001 From: wo80 Date: Mon, 14 Feb 2022 21:46:02 +0100 Subject: [PATCH 20/44] Remove obsolete methods from IPolygon interface. --- src/MeshExplorer/Generators/BoxWithHole.cs | 4 ++-- src/MeshExplorer/Generators/CircleWithHole.cs | 6 +++--- src/MeshExplorer/Generators/RingPolygon.cs | 4 ++-- src/Triangle/Geometry/IPolygon.cs | 7 ------- src/Triangle/Geometry/Polygon.cs | 14 -------------- 5 files changed, 7 insertions(+), 28 deletions(-) diff --git a/src/MeshExplorer/Generators/BoxWithHole.cs b/src/MeshExplorer/Generators/BoxWithHole.cs index 6df17d4..dedc425 100644 --- a/src/MeshExplorer/Generators/BoxWithHole.cs +++ b/src/MeshExplorer/Generators/BoxWithHole.cs @@ -38,12 +38,12 @@ namespace MeshExplorer.Generators double r = GetParamValueInt(2, param2); // Generate circle (hole) - input.AddContour(CreateCircle(r, n, 1), 1, new Point(0, 0)); + input.Add(new Contour(CreateCircle(r, n, 1), 1), new Point(0, 0)); n = GetParamValueInt(0, param0); // Generate box - input.AddContour(CreateRectangle(new Rectangle(-50, -50, 100, 100), n, 2), 2); + input.Add(new Contour(CreateRectangle(new Rectangle(-50, -50, 100, 100), n, 2), 2)); return input; } diff --git a/src/MeshExplorer/Generators/CircleWithHole.cs b/src/MeshExplorer/Generators/CircleWithHole.cs index 44564a3..22dad3d 100644 --- a/src/MeshExplorer/Generators/CircleWithHole.cs +++ b/src/MeshExplorer/Generators/CircleWithHole.cs @@ -40,17 +40,17 @@ namespace MeshExplorer.Generators // Inner cirlce (radius = 1) (hole) r = 1; - input.AddContour(CreateCircle(r, (int)(r / h), 1), 1, new Point(0, 0)); + input.Add(new Contour(CreateCircle(r, (int)(r / h), 1), 1), new Point(0, 0)); // Center cirlce r = (radius + 1.0) / 2.0; - input.AddContour(CreateCircle(r, (int)(r / h), 2), 2); + input.Add(new Contour(CreateCircle(r, (int)(r / h), 2), 2)); //count = input.Count; // Outer cirlce r = radius; - input.AddContour(CreateCircle(r, (int)(r / h), 3), 3); + input.Add(new Contour(CreateCircle(r, (int)(r / h), 3), 3)); // Regions: |++++++|++++++|---| // r 1 0 diff --git a/src/MeshExplorer/Generators/RingPolygon.cs b/src/MeshExplorer/Generators/RingPolygon.cs index 6f0ce31..658f89a 100644 --- a/src/MeshExplorer/Generators/RingPolygon.cs +++ b/src/MeshExplorer/Generators/RingPolygon.cs @@ -63,7 +63,7 @@ namespace MeshExplorer.Generators inner.Add(new Vertex(r * Math.Cos(i * step), r * Math.Sin(i * step))); } - input.AddContour(inner, 1); + input.Add(new Contour(inner, 1)); r = 1.5 * r; @@ -85,7 +85,7 @@ namespace MeshExplorer.Generators outer.Add(new Vertex(ro * Math.Cos(i * step + offset), ro * Math.Sin(i * step + offset))); } - input.AddContour(outer, 2); + input.Add(new Contour(outer, 2)); input.Holes.Add(new Point(0, 0)); diff --git a/src/Triangle/Geometry/IPolygon.cs b/src/Triangle/Geometry/IPolygon.cs index 8977c94..686b9c4 100644 --- a/src/Triangle/Geometry/IPolygon.cs +++ b/src/Triangle/Geometry/IPolygon.cs @@ -6,7 +6,6 @@ namespace TriangleNet.Geometry { - using System; using System.Collections.Generic; /// @@ -44,12 +43,6 @@ namespace TriangleNet.Geometry /// bool HasSegmentMarkers { get; set; } - [Obsolete("Use polygon.Add(contour) method instead.")] - void AddContour(IEnumerable points, int marker, bool hole, bool convex); - - [Obsolete("Use polygon.Add(contour) method instead.")] - void AddContour(IEnumerable points, int marker, Point hole); - /// /// Compute the bounds of the polygon. /// diff --git a/src/Triangle/Geometry/Polygon.cs b/src/Triangle/Geometry/Polygon.cs index ebe65ef..6e7fb22 100644 --- a/src/Triangle/Geometry/Polygon.cs +++ b/src/Triangle/Geometry/Polygon.cs @@ -6,7 +6,6 @@ namespace TriangleNet.Geometry { - using System; using System.Collections.Generic; /// @@ -78,19 +77,6 @@ namespace TriangleNet.Geometry HasSegmentMarkers = markers; } - [Obsolete("Use polygon.Add(contour) method instead.")] - public void AddContour(IEnumerable points, int marker = 0, - bool hole = false, bool convex = false) - { - this.Add(new Contour(points, marker, convex), hole); - } - - [Obsolete("Use polygon.Add(contour) method instead.")] - public void AddContour(IEnumerable points, int marker, Point hole) - { - this.Add(new Contour(points, marker), hole); - } - /// public Rectangle Bounds() { From ea6d39e1da9f60920e71bac74f5c0cbc334b08bb Mon Sep 17 00:00:00 2001 From: wo80 Date: Tue, 15 Feb 2022 17:45:36 +0100 Subject: [PATCH 21/44] Add examples project. --- src/Triangle.Examples/Examples/Example1.cs | 31 ++++++ src/Triangle.Examples/Examples/Example2.cs | 46 +++++++++ src/Triangle.Examples/Examples/Example3.cs | 52 ++++++++++ src/Triangle.Examples/Examples/Example4.cs | 69 +++++++++++++ src/Triangle.Examples/Examples/Example5.cs | 96 +++++++++++++++++++ src/Triangle.Examples/Examples/Example6.cs | 51 ++++++++++ src/Triangle.Examples/Examples/Example7.cs | 58 +++++++++++ src/Triangle.Examples/Examples/Example8.cs | 82 ++++++++++++++++ src/Triangle.Examples/Examples/Example9.cs | 84 ++++++++++++++++ src/Triangle.Examples/Generate.cs | 75 +++++++++++++++ src/Triangle.Examples/Program.cs | 21 ++++ .../Triangle.Examples.csproj | 23 +++++ .../Text/FormattingStreamWriter.cs | 10 +- src/Triangle.Rendering/Text/SvgImage.cs | 39 +++++--- src/Triangle.sln | 10 ++ .../Meshing/Iterators/EdgeIterator.cs | 10 +- 16 files changed, 730 insertions(+), 27 deletions(-) create mode 100644 src/Triangle.Examples/Examples/Example1.cs create mode 100644 src/Triangle.Examples/Examples/Example2.cs create mode 100644 src/Triangle.Examples/Examples/Example3.cs create mode 100644 src/Triangle.Examples/Examples/Example4.cs create mode 100644 src/Triangle.Examples/Examples/Example5.cs create mode 100644 src/Triangle.Examples/Examples/Example6.cs create mode 100644 src/Triangle.Examples/Examples/Example7.cs create mode 100644 src/Triangle.Examples/Examples/Example8.cs create mode 100644 src/Triangle.Examples/Examples/Example9.cs create mode 100644 src/Triangle.Examples/Generate.cs create mode 100644 src/Triangle.Examples/Program.cs create mode 100644 src/Triangle.Examples/Triangle.Examples.csproj diff --git a/src/Triangle.Examples/Examples/Example1.cs b/src/Triangle.Examples/Examples/Example1.cs new file mode 100644 index 0000000..2dbaa63 --- /dev/null +++ b/src/Triangle.Examples/Examples/Example1.cs @@ -0,0 +1,31 @@ + +namespace TriangleNet.Examples +{ + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Meshing.Algorithm; + using TriangleNet.Rendering.Text; + + /// + /// Simple point set triangulation. + /// + public class Example1 + { + public static void Run(bool print = false) + { + // Generate points. + var points = Generate.RandomPoints(50, new Rectangle(0, 0, 100, 100)); + + // Choose triangulator: Incremental, SweepLine or Dwyer. + var triangulator = new Dwyer(); + + // Generate a default mesher. + var mesher = new GenericMesher(triangulator); + + // Generate mesh. + var mesh = mesher.Triangulate(points); + + if (print) SvgImage.Save(mesh, "example-1.png", 500); + } + } +} diff --git a/src/Triangle.Examples/Examples/Example2.cs b/src/Triangle.Examples/Examples/Example2.cs new file mode 100644 index 0000000..351d360 --- /dev/null +++ b/src/Triangle.Examples/Examples/Example2.cs @@ -0,0 +1,46 @@ +namespace TriangleNet.Examples +{ + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Rendering.Text; + + /// + /// Triangulate a polygon with hole and set minimum angle constraint. + /// + public static class Example2 + { + public static void Run(bool print = false) + { + // Generate the input geometry. + var poly = CreatePolygon(); + + // Set minimum angle quality option. + var quality = new QualityOptions() { MinimumAngle = 30.0 }; + + // Generate mesh using the polygons Triangulate extension method. + var mesh = poly.Triangulate(quality); + + if (print) SvgImage.Save(mesh, "example-2.png", 500); + } + + public static IPolygon CreatePolygon(double h = 0.2) + { + // Generate the input geometry. + var poly = new Polygon(); + + // Center point. + var center = new Point(0, 0); + + // Inner contour (hole). + poly.Add(Generate.Circle(1.0, center, h, 1), center); + + // Internal contour. + poly.Add(Generate.Circle(2.0, center, h, 2)); + + // Outer contour. + poly.Add(Generate.Circle(3.0, center, h, 3)); + + return poly; + } + } +} \ No newline at end of file diff --git a/src/Triangle.Examples/Examples/Example3.cs b/src/Triangle.Examples/Examples/Example3.cs new file mode 100644 index 0000000..fbf3750 --- /dev/null +++ b/src/Triangle.Examples/Examples/Example3.cs @@ -0,0 +1,52 @@ + +namespace TriangleNet.Examples +{ + using System; + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Rendering.Text; + using TriangleNet.Smoothing; + + /// + /// Triangulate a polygon with hole with maximum area constraint, followed by mesh smoothing. + /// + public class Example3 + { + public static void Run(bool print = false) + { + // Generate mesh. + var mesh = CreateMesh(); + + if (print) SvgImage.Save(mesh, "example-3.png", 500); + } + + public static IMesh CreateMesh() + { + // Generate the input geometry. + var poly = Example2.CreatePolygon(); + + // Since we want to do CVT smoothing, ensure that the mesh + // is conforming Delaunay. + var options = new ConstraintOptions() { ConformingDelaunay = true }; + + // Set maximum area quality option (we don't need to set a minimum + // angle, since smoothing will improve the triangle shapes). + var quality = new QualityOptions() + { + // The boundary segments have a length of 0.2, so we set a + // maximum area constraint assuming equilateral triangles. + MaximumArea = (Math.Sqrt(3) / 4 * 0.2 * 0.2) * 1.45 + }; + + // Generate mesh using the polygons Triangulate extension method. + var mesh = poly.Triangulate(options, quality); + + var smoother = new SimpleSmoother(); + + // Smooth mesh. + smoother.Smooth(mesh, 25); + + return mesh; + } + } +} diff --git a/src/Triangle.Examples/Examples/Example4.cs b/src/Triangle.Examples/Examples/Example4.cs new file mode 100644 index 0000000..c7ab07a --- /dev/null +++ b/src/Triangle.Examples/Examples/Example4.cs @@ -0,0 +1,69 @@ + +namespace TriangleNet.Examples +{ + using TriangleNet; + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Rendering.Text; + using TriangleNet.Smoothing; + + /// + /// Refine only a part of a polygon mesh be using region pointers and an area constraint. + /// + public class Example4 + { + public static void Run(bool print = false) + { + // Generate the input geometry. + var poly = CreatePolygon(); + + // Define regions (first one defines the area constraint). + poly.Regions.Add(new RegionPointer(1.5, 0.0, 1, 0.01)); + poly.Regions.Add(new RegionPointer(2.5, 0.0, 2)); + + // Set quality and constraint options. + var options = new ConstraintOptions() + { + ConformingDelaunay = true + }; + + var quality = new QualityOptions() + { + MinimumAngle = 25.0, + VariableArea = true + }; + + //quality.UserTest = (t, area) => t.Label == 1 && area > 0.01; + + var mesh = poly.Triangulate(options, quality); + + var smoother = new SimpleSmoother(); + + smoother.Smooth(mesh, 5); + + if (print) SvgImage.Save(mesh, "example-4.png", 500); + } + + public static IPolygon CreatePolygon() + { + // Generate three concentric circles. + var poly = new Polygon(); + + // Center point. + var center = new Point(0, 0); + + // Inner contour (hole). + poly.Add(Generate.Circle(1.0, center, 0.1, 1), center); + + // Internal contour. + poly.Add(Generate.Circle(2.0, center, 0.1, 2)); + + // Outer contour. + poly.Add(Generate.Circle(3.0, center, 0.3, 3)); + + // Note that the outer contour has a larger segment size! + + return poly; + } + } +} diff --git a/src/Triangle.Examples/Examples/Example5.cs b/src/Triangle.Examples/Examples/Example5.cs new file mode 100644 index 0000000..a38529c --- /dev/null +++ b/src/Triangle.Examples/Examples/Example5.cs @@ -0,0 +1,96 @@ + +namespace TriangleNet.Examples +{ + using System.Collections.Generic; + using TriangleNet; + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Meshing.Iterators; + using TriangleNet.Rendering.Text; + + /// + /// Two ways finding boundary triangles. + /// + public static class Example5 + { + public static void Run(bool print = false) + { + var mesh = Example3.CreateMesh(); + + FindBoundary1(mesh); + + if (print) SvgImage.Save(mesh, "example-5-1.png", 500, true, false); + + FindBoundary2(mesh); + + if (print) SvgImage.Save(mesh, "example-5-2.png", 500, true, false); + } + + /// + /// Find boundary triangles using segments. + /// + private static void FindBoundary1(IMesh mesh, bool neigbours = true) + { + mesh.Renumber(); + + var cache = new List(mesh.Segments.Count + 1); + + var circulator = new VertexCirculator((Mesh)mesh); + + foreach (var s in mesh.Segments) + { + int label = s.Label; + + for (int i = 0; i < 2; i++) + { + var vertex = s.GetVertex(i); + + // Check the vertex ID to see if it was processed already. + if (vertex.ID >= 0) + { + var star = circulator.EnumerateTriangles(vertex); + + foreach (var triangle in star) + { + triangle.Label = label; + } + + // Mark the vertex as "processed". + vertex.ID = -vertex.ID; + + cache.Add(vertex); + } + } + } + + // Undo the vertex ID changes. + foreach (var vertex in cache) + { + vertex.ID = -vertex.ID; + } + } + + /// + /// Find boundary triangles using vertices. + /// + private static void FindBoundary2(IMesh mesh) + { + var circulator = new VertexCirculator((Mesh)mesh); + + foreach (var vertex in mesh.Vertices) + { + int label = vertex.Label; + + if (label > 0) + { + var star = circulator.EnumerateTriangles(vertex); + + foreach (var triangle in star) + { + triangle.Label = label; + } + } + } + } + } +} diff --git a/src/Triangle.Examples/Examples/Example6.cs b/src/Triangle.Examples/Examples/Example6.cs new file mode 100644 index 0000000..d114eca --- /dev/null +++ b/src/Triangle.Examples/Examples/Example6.cs @@ -0,0 +1,51 @@ +namespace TriangleNet.Examples +{ + using System.Linq; + using TriangleNet; + using TriangleNet.Geometry; + using TriangleNet.Meshing.Iterators; + using TriangleNet.Tools; + using TriangleNet.Topology; + + /// + /// Boolean operation on mesh regions (intersection, difference, xor). + /// + public static class Example6 + { + public static void Run() //FindRegions() + { + // Generate the input geometry. + var polygon = new Polygon(8, true); + + // Two intersecting rectangles. + var A = Generate.Rectangle(0.0, 4.0, 4.0, 0.0, 1); + var B = Generate.Rectangle(1.0, 5.0, 3.0, 1.0, 2); + + polygon.Add(A); + polygon.Add(B); + + // Generate mesh. + var mesh = (Mesh)polygon.Triangulate(); + + // Find a seeding triangle (in this case, the point (2, 2) lies in + // both rectangles). + var seed = (new TriangleQuadTree(mesh)).Query(2.0, 2.0) as Triangle; + + var iterator = new RegionIterator(mesh); + + iterator.Process(seed, t => t.Label ^= 1, 1); + iterator.Process(seed, t => t.Label ^= 2, 2); + + // At this point, all triangles will have label 1, 2 or 3 (= 1 xor 2). + + // The intersection of A and B. + var intersection = mesh.Triangles.Where(t => t.Label == 3); + + // The difference A \ B. + var difference = mesh.Triangles.Where(t => t.Label == 1); + + // The xor of A and B. + var xor = mesh.Triangles.Where(t => t.Label == 1 || t.Label == 2); + } + } +} \ No newline at end of file diff --git a/src/Triangle.Examples/Examples/Example7.cs b/src/Triangle.Examples/Examples/Example7.cs new file mode 100644 index 0000000..f08de35 --- /dev/null +++ b/src/Triangle.Examples/Examples/Example7.cs @@ -0,0 +1,58 @@ + +namespace TriangleNet.Examples +{ + using TriangleNet.Geometry; + using TriangleNet.Meshing; + using TriangleNet.Rendering.Text; + + /// + /// Using a user test function to define a maximum edge length constraint. + /// + public static class Example7 + { + const double MAX_EDGE_LENGTH = 0.2; + + public static void Run(bool print = false) + { + var poly = new Polygon(); + + // Generate the input geometry. + poly.Add(Generate.Rectangle(0.0, 1.0, 1.0, 0.0)); + + // Set minimum angle quality option, ignoring holes. + var quality = new QualityOptions() + { + UserTest = MaxEdgeLength + }; + + // Generate mesh using the polygons Triangulate extension method. + var mesh = poly.Triangulate(quality); + + if (print) SvgImage.Save(mesh, "example-7.svg", 500); + } + + static bool MaxEdgeLength(ITriangle tri, double area) + { + var p0 = tri.GetVertex(0); + var p1 = tri.GetVertex(1); + var p2 = tri.GetVertex(2); + + var s1 = DistSqr(p0, p1); + var s2 = DistSqr(p1, p2); + var s3 = DistSqr(p2, p0); + + // Comparing against squared max leg length. + var maxlen = MAX_EDGE_LENGTH * MAX_EDGE_LENGTH; + + return s1 > maxlen || s2 > maxlen || s3 > maxlen; + } + + static double DistSqr(Vertex a, Vertex b) + { + var dx = a.X - b.X; + var dy = a.Y - b.Y; + + return dx * dx + dy * dy; + } + } +} diff --git a/src/Triangle.Examples/Examples/Example8.cs b/src/Triangle.Examples/Examples/Example8.cs new file mode 100644 index 0000000..02b6dcf --- /dev/null +++ b/src/Triangle.Examples/Examples/Example8.cs @@ -0,0 +1,82 @@ + +namespace TriangleNet.Examples +{ + using System; + using System.Collections.Generic; + using TriangleNet; + using TriangleNet.Meshing.Iterators; + using TriangleNet.Tools; + + /// + /// Compute the adjacency matrix of the mesh vertices. + /// + public class Example8 + { + public static void Run() + { + var mesh = (Mesh)Example3.CreateMesh(); + + FindAdjacencyMatrix(mesh); + } + + private static void FindAdjacencyMatrix(Mesh mesh) + { + mesh.Renumber(); + + var ap = new List(mesh.Vertices.Count); // Column pointers. + var ai = new List(4 * mesh.Vertices.Count); // Row indices. + + var circulator = new VertexCirculator(mesh); + + int k = 0; + + foreach (var vertex in mesh.Vertices) + { + var star = circulator.EnumerateVertices(vertex); + + ap.Add(k); + + // Each vertex is adjacent to itself. + ai.Add(vertex.ID); + k++; + + foreach (var item in star) + { + ai.Add(item.ID); + k++; + } + } + + ap.Add(k); + + var matrix1 = new AdjacencyMatrix(ap.ToArray(), ai.ToArray()); + var matrix2 = new AdjacencyMatrix(mesh); + + // Column pointers should be exactly the same. + if (!CompareArray(matrix1.ColumnPointers, matrix2.ColumnPointers)) + { + Console.WriteLine("Something's wrong in here ..."); + } + } + + private static bool CompareArray(int[] a, int[] b) + { + int length = a.Length; + + if (b.Length != length) + { + return false; + } + + for (int i = 0; i < length; i++) + { + if (a[i] != b[i]) + { + return false; + } + } + + return true; + } + } +} diff --git a/src/Triangle.Examples/Examples/Example9.cs b/src/Triangle.Examples/Examples/Example9.cs new file mode 100644 index 0000000..68d6157 --- /dev/null +++ b/src/Triangle.Examples/Examples/Example9.cs @@ -0,0 +1,84 @@ + +namespace TriangleNet.Examples +{ + using System; + using System.Collections.Generic; + using System.Linq; + using TriangleNet.Geometry; + + /// + /// Troubleshooting: finding degenerate boundary triangles. + /// + public class Example9 + { + public static void Run() + { + var pts = new List + { + // The 4 corners of the square. + new Vertex(1.5, 1.0), + new Vertex(1.5, -1.0), + new Vertex(-1.5, -1.0), + new Vertex(-1.5, 1.0), + + // The edge midpoints. + new Vertex(0.0, 1.0), + new Vertex(0.0, -1.0), + new Vertex(1.5, 0.0), + new Vertex(-1.5, 0.0) + }; + + var r = new Random(78403); + + // The original rectangle. + var poly = Rotate(pts, 0); + + for (int i = 0; i < 10; i++) + { + var mesh = poly.Triangulate(); + + var list = MeshValidator.GetDegenerateBoundaryTriangles(mesh); + + if (list.Any()) + { + Console.WriteLine("Iteration {0}: found {1} degenerate triangle(s) of {2}.", + i, list.Count(), mesh.Triangles.Count); + + foreach (var t in list) + { + Console.WriteLine(" [{0} {1} {2}]", + t.GetVertexID(0), + t.GetVertexID(1), + t.GetVertexID(2)); + } + } + + // Random rotation. + poly = Rotate(pts, Math.PI * r.NextDouble()); + } + } + + /// + /// Rotate given point set around the origin. + /// + private static IPolygon Rotate(List points, double radians) + { + var poly = new Polygon(points.Count); + + int id = 0; + + foreach (var p in points) + { + double x = p.X; + double y = p.Y; + + double xr = Math.Cos(radians) * x - Math.Sin(radians) * y; + double yr = Math.Sin(radians) * x + Math.Cos(radians) * y; + + poly.Points.Add(new Vertex(xr, yr) { ID = id++ }); + } + + return poly; + } + } +} diff --git a/src/Triangle.Examples/Generate.cs b/src/Triangle.Examples/Generate.cs new file mode 100644 index 0000000..ccf8c47 --- /dev/null +++ b/src/Triangle.Examples/Generate.cs @@ -0,0 +1,75 @@ + +namespace TriangleNet +{ + using System; + using System.Collections.Generic; + using TriangleNet.Geometry; + + static class Generate + { + private const int RANDOM_SEED = 63841; + + public static List RandomPoints(int n, Rectangle bounds, + int seed = RANDOM_SEED) + { + var points = new List(n); + + var xmin = bounds.Left; + var ymin = bounds.Bottom; + + var width = bounds.Width; + var height = bounds.Height; + + var random = new Random(seed); + + for (int i = 0; i < n; i++) + { + double x = random.NextDouble(); + double y = random.NextDouble(); + points.Add(new Vertex(xmin + x * width, ymin + y * height)); + } + + return points; + } + + public static Contour Rectangle(double left, double top, + double right, double bottom, int mark = 0) + { + var points = new List(4); + + points.Add(new Vertex(left, top, mark)); + points.Add(new Vertex(right, top, mark)); + points.Add(new Vertex(right, bottom, mark)); + points.Add(new Vertex(left, bottom, mark)); + + return new Contour(points, mark, true); + } + + /// + /// Create a circular contour. + /// + /// The radius. + /// The center point. + /// The desired segment length. + /// The boundary label. + /// A circular contour. + public static Contour Circle(double r, Point center, double h, int label = 0) + { + int n = (int)(2 * Math.PI * r / h); + + var points = new List(n); + + double x, y, dphi = 2 * Math.PI / n; + + for (int i = 0; i < n; i++) + { + x = center.X + r * Math.Cos(i * dphi); + y = center.Y + r * Math.Sin(i * dphi); + + points.Add(new Vertex(x, y, label)); + } + + return new Contour(points, label, true); + } + } +} diff --git a/src/Triangle.Examples/Program.cs b/src/Triangle.Examples/Program.cs new file mode 100644 index 0000000..4276026 --- /dev/null +++ b/src/Triangle.Examples/Program.cs @@ -0,0 +1,21 @@ + +namespace TriangleNet +{ + using TriangleNet.Examples; + + class Program + { + static void Main(string[] args) + { + Example1.Run(); + Example2.Run(); + Example3.Run(); + Example4.Run(); + Example5.Run(); + Example8.Run(); + Example6.Run(); + Example7.Run(); + Example9.Run(); + } + } +} \ No newline at end of file diff --git a/src/Triangle.Examples/Triangle.Examples.csproj b/src/Triangle.Examples/Triangle.Examples.csproj new file mode 100644 index 0000000..07f242f --- /dev/null +++ b/src/Triangle.Examples/Triangle.Examples.csproj @@ -0,0 +1,23 @@ + + + + Exe + net6.0 + TriangleNet + $(SolutionDir)bin\$(Configuration) + + + + + + + + + + + + + + + + diff --git a/src/Triangle.Rendering/Text/FormattingStreamWriter.cs b/src/Triangle.Rendering/Text/FormattingStreamWriter.cs index 72b5917..e134a7c 100644 --- a/src/Triangle.Rendering/Text/FormattingStreamWriter.cs +++ b/src/Triangle.Rendering/Text/FormattingStreamWriter.cs @@ -6,7 +6,7 @@ namespace TriangleNet.Rendering.Text using System.IO; /// - /// + /// A class allowing to specify the . /// /// /// From http://stackoverflow.com/questions/12011789/streamwriter-and-iformatprovider @@ -62,12 +62,6 @@ namespace TriangleNet.Rendering.Text /// /// Gets an object that controls formatting. /// - public override IFormatProvider FormatProvider - { - get - { - return this.formatProvider; - } - } + public override IFormatProvider FormatProvider => formatProvider; } } diff --git a/src/Triangle.Rendering/Text/SvgImage.cs b/src/Triangle.Rendering/Text/SvgImage.cs index da19b3f..5b63777 100644 --- a/src/Triangle.Rendering/Text/SvgImage.cs +++ b/src/Triangle.Rendering/Text/SvgImage.cs @@ -11,6 +11,7 @@ namespace TriangleNet.Rendering.Text using System.Text; using TriangleNet; using TriangleNet.Geometry; + using TriangleNet.Meshing; using TriangleNet.Meshing.Iterators; /// @@ -24,17 +25,31 @@ namespace TriangleNet.Rendering.Text float scale = 1f; /// - /// Export the mesh to SVG format. + /// Exports a mesh to SVG format. + /// + /// The mesh. + /// The SVG filename. + /// The desired width (pixel) of the image. + /// Enable rendering of regions. + /// Enable rendering of points. + public static void Save(IMesh mesh, string file = null, int width = 800, + bool regions = false, bool points = true) + { + new SvgImage().Export(mesh, file, width); + } + + /// + /// Export a mesh to SVG format. /// /// The current mesh. /// The SVG filename. /// The desired width of the image. - public void Export(Mesh mesh, string filename, int width) + public void Export(IMesh mesh, string filename, int width) { // Check file name - if (String.IsNullOrWhiteSpace(filename)) + if (string.IsNullOrWhiteSpace(filename)) { - filename = String.Format("mesh-{0}.svg", DateTime.Now.ToString("yyyy-M-d-hh-mm-ss")); + filename = string.Format("mesh-{0}.svg", DateTime.Now.ToString("yyyy-M-d-hh-mm-ss")); } if (!filename.EndsWith(".svg")) @@ -79,11 +94,11 @@ namespace TriangleNet.Rendering.Text } } - private void DrawTriangles(StreamWriter svg, Mesh mesh, bool label) + private void DrawTriangles(StreamWriter svg, IMesh mesh, bool label) { svg.Write("\t"); } - private void DrawSegments(StreamWriter svg, Mesh mesh) + private void DrawSegments(StreamWriter svg, IMesh mesh) { svg.Write("\t"); } - private void DrawPoints(StreamWriter svg, Mesh mesh, bool label) + private void DrawPoints(StreamWriter svg, IMesh mesh, bool label) { int n = mesh.Vertices.Count; @@ -223,7 +234,7 @@ namespace TriangleNet.Rendering.Text double x, y; - StringBuilder labels = new StringBuilder(); + var labels = new StringBuilder(); foreach (var node in mesh.Vertices) { diff --git a/src/Triangle.sln b/src/Triangle.sln index 99960ec..25ef40f 100644 --- a/src/Triangle.sln +++ b/src/Triangle.sln @@ -11,6 +11,8 @@ Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Rendering", "Trian EndProject Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Tests", "Triangle.Tests\Triangle.Tests.csproj", "{67CCA496-DCD1-4D43-85D5-0A19A3948774}" EndProject +Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Triangle.Examples", "Triangle.Examples\Triangle.Examples.csproj", "{70EC2A88-E7CC-4678-9936-ED539969B003}" +EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution Debug|Any CPU = Debug|Any CPU @@ -51,6 +53,14 @@ Global {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Release|Any CPU.Build.0 = Release|Any CPU {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Release|x64.ActiveCfg = Release|Any CPU {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Release|x64.Build.0 = Release|Any CPU + {70EC2A88-E7CC-4678-9936-ED539969B003}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {70EC2A88-E7CC-4678-9936-ED539969B003}.Debug|Any CPU.Build.0 = Debug|Any CPU + {70EC2A88-E7CC-4678-9936-ED539969B003}.Debug|x64.ActiveCfg = Debug|Any CPU + {70EC2A88-E7CC-4678-9936-ED539969B003}.Debug|x64.Build.0 = Debug|Any CPU + {70EC2A88-E7CC-4678-9936-ED539969B003}.Release|Any CPU.ActiveCfg = Release|Any CPU + {70EC2A88-E7CC-4678-9936-ED539969B003}.Release|Any CPU.Build.0 = Release|Any CPU + {70EC2A88-E7CC-4678-9936-ED539969B003}.Release|x64.ActiveCfg = Release|Any CPU + {70EC2A88-E7CC-4678-9936-ED539969B003}.Release|x64.Build.0 = Release|Any CPU EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/src/Triangle/Meshing/Iterators/EdgeIterator.cs b/src/Triangle/Meshing/Iterators/EdgeIterator.cs index 056b925..773eebf 100644 --- a/src/Triangle/Meshing/Iterators/EdgeIterator.cs +++ b/src/Triangle/Meshing/Iterators/EdgeIterator.cs @@ -15,7 +15,7 @@ namespace TriangleNet.Meshing.Iterators /// public class EdgeIterator { - public IEnumerable EnumerateEdges(Mesh mesh) + public IEnumerable EnumerateEdges(IMesh mesh) { Otri tri = default; Otri neighbor = default; @@ -23,7 +23,7 @@ namespace TriangleNet.Meshing.Iterators Vertex p1, p2; - foreach (var t in mesh.triangles) + foreach (var t in mesh.Triangles) { tri.tri = t; tri.orient = 0; @@ -57,10 +57,10 @@ namespace TriangleNet.Meshing.Iterators /// /// /// - /// In contrast to the this method will return + /// In contrast to this method will return /// objects that include the vertex information (and not only the indices). /// - public static IEnumerable EnumerateEdges(Mesh mesh, bool skipSegments = true) + public static IEnumerable EnumerateEdges(IMesh mesh, bool skipSegments = true) { Otri tri = default; Otri neighbor = default; @@ -70,7 +70,7 @@ namespace TriangleNet.Meshing.Iterators bool segments = !skipSegments; - foreach (var t in mesh.triangles) + foreach (var t in mesh.Triangles) { tri.tri = t; tri.orient = 0; From b12d168cea549d952b6a439d5ad4323efe6db721 Mon Sep 17 00:00:00 2001 From: wo80 Date: Tue, 15 Feb 2022 21:05:59 +0100 Subject: [PATCH 22/44] Add option to allow triangles being excluded from refinement. --- src/Triangle.Examples/Examples/Example9.cs | 2 +- src/Triangle/Behavior.cs | 10 ++++++++++ src/Triangle/Meshing/QualityMesher.cs | 6 ++++++ src/Triangle/Meshing/QualityOptions.cs | 9 +++++++++ 4 files changed, 26 insertions(+), 1 deletion(-) diff --git a/src/Triangle.Examples/Examples/Example9.cs b/src/Triangle.Examples/Examples/Example9.cs index 68d6157..72d264f 100644 --- a/src/Triangle.Examples/Examples/Example9.cs +++ b/src/Triangle.Examples/Examples/Example9.cs @@ -15,7 +15,7 @@ namespace TriangleNet.Examples { var pts = new List { - // The 4 corners of the square. + // The 4 corners of the rectangle. new Vertex(1.5, 1.0), new Vertex(1.5, -1.0), new Vertex(-1.5, -1.0), diff --git a/src/Triangle/Behavior.cs b/src/Triangle/Behavior.cs index a73f86e..05d8999 100644 --- a/src/Triangle/Behavior.cs +++ b/src/Triangle/Behavior.cs @@ -25,6 +25,7 @@ namespace TriangleNet bool conformDel = false; Func usertest; + Func exclude; int noBisect = 0; @@ -177,6 +178,15 @@ namespace TriangleNet set { usertest = value; } } + /// + /// Exclude triangles from being refined. + /// + public Func Exclude + { + get { return exclude; } + set { exclude = value; } + } + /// /// Enclose the convex hull with segments. /// diff --git a/src/Triangle/Meshing/QualityMesher.cs b/src/Triangle/Meshing/QualityMesher.cs index b1bae3f..4f82040 100644 --- a/src/Triangle/Meshing/QualityMesher.cs +++ b/src/Triangle/Meshing/QualityMesher.cs @@ -64,6 +64,7 @@ namespace TriangleNet.Meshing behavior.MaxAngle = quality.MaximumAngle; behavior.MaxArea = quality.MaximumArea; behavior.UserTest = quality.UserTest; + behavior.Exclude = quality.Exclude; behavior.VarArea = quality.VariableArea; behavior.ConformingDelaunay = behavior.ConformingDelaunay || delaunay; @@ -250,6 +251,11 @@ namespace TriangleNet.Meshing double maxangle; + if (behavior.Exclude != null && behavior.Exclude(testtri.tri)) + { + return; + } + torg = testtri.Org(); tdest = testtri.Dest(); tapex = testtri.Apex(); diff --git a/src/Triangle/Meshing/QualityOptions.cs b/src/Triangle/Meshing/QualityOptions.cs index 8b2372c..393fca5 100644 --- a/src/Triangle/Meshing/QualityOptions.cs +++ b/src/Triangle/Meshing/QualityOptions.cs @@ -34,6 +34,15 @@ namespace TriangleNet.Meshing /// public Func UserTest { get; set; } + /// + /// Gets or sets a test function for excluding triangles from refinement. + /// + /// + /// The exclude test takes higher priority than all other test, i.e. if a + /// triangle passes the exclude test, no other test will be executed. + /// + public Func Exclude { get; set; } + /// /// Gets or sets an area constraint per triangle. /// From 8952d7d99311b289cb83aa746c9b0c0ffff47247 Mon Sep 17 00:00:00 2001 From: wo80 Date: Wed, 16 Feb 2022 21:12:19 +0100 Subject: [PATCH 23/44] Minor changes and additions. --- src/Triangle.Examples/Examples/Example4.cs | 2 +- src/Triangle.Examples/Examples/Example7.cs | 15 +++++- src/Triangle.Examples/Examples/Example9.cs | 4 +- src/Triangle/Geometry/Contour.cs | 2 +- src/Triangle/Tools/PolygonValidator.cs | 59 +++++++++++++++++++--- src/Triangle/TrianglePool.cs | 5 ++ 6 files changed, 76 insertions(+), 11 deletions(-) diff --git a/src/Triangle.Examples/Examples/Example4.cs b/src/Triangle.Examples/Examples/Example4.cs index c7ab07a..449eb4b 100644 --- a/src/Triangle.Examples/Examples/Example4.cs +++ b/src/Triangle.Examples/Examples/Example4.cs @@ -8,7 +8,7 @@ namespace TriangleNet.Examples using TriangleNet.Smoothing; /// - /// Refine only a part of a polygon mesh be using region pointers and an area constraint. + /// Refine only a part of a polygon mesh by using region pointers and an area constraint. /// public class Example4 { diff --git a/src/Triangle.Examples/Examples/Example7.cs b/src/Triangle.Examples/Examples/Example7.cs index f08de35..5c18841 100644 --- a/src/Triangle.Examples/Examples/Example7.cs +++ b/src/Triangle.Examples/Examples/Example7.cs @@ -1,8 +1,10 @@  namespace TriangleNet.Examples { + using System; using TriangleNet.Geometry; using TriangleNet.Meshing; + using TriangleNet.Meshing.Iterators; using TriangleNet.Rendering.Text; /// @@ -26,7 +28,18 @@ namespace TriangleNet.Examples }; // Generate mesh using the polygons Triangulate extension method. - var mesh = poly.Triangulate(quality); + var mesh = (Mesh)poly.Triangulate(quality); + + // Validate. + foreach (var e in EdgeIterator.EnumerateEdges(mesh)) + { + double length = Math.Sqrt(DistSqr(e.GetVertex(0), e.GetVertex(1))); + + if (length > MAX_EDGE_LENGTH) + { + Console.WriteLine("Something's wrong in here ..."); + } + } if (print) SvgImage.Save(mesh, "example-7.svg", 500); } diff --git a/src/Triangle.Examples/Examples/Example9.cs b/src/Triangle.Examples/Examples/Example9.cs index 72d264f..93d4a53 100644 --- a/src/Triangle.Examples/Examples/Example9.cs +++ b/src/Triangle.Examples/Examples/Example9.cs @@ -11,7 +11,7 @@ namespace TriangleNet.Examples /// public class Example9 { - public static void Run() + public static void Run(bool print = false) { var pts = new List { @@ -39,7 +39,7 @@ namespace TriangleNet.Examples var list = MeshValidator.GetDegenerateBoundaryTriangles(mesh); - if (list.Any()) + if (print && list.Any()) { Console.WriteLine("Iteration {0}: found {1} degenerate triangle(s) of {2}.", i, list.Count(), mesh.Triangles.Count); diff --git a/src/Triangle/Geometry/Contour.cs b/src/Triangle/Geometry/Contour.cs index 08932a9..68ab9af 100644 --- a/src/Triangle/Geometry/Contour.cs +++ b/src/Triangle/Geometry/Contour.cs @@ -142,7 +142,7 @@ namespace TriangleNet.Geometry double dx, dy; double h; - var predicates = new RobustPredicates(); + var predicates = RobustPredicates.Default; a = contour[0]; b = contour[1]; diff --git a/src/Triangle/Tools/PolygonValidator.cs b/src/Triangle/Tools/PolygonValidator.cs index 4609519..64c82cc 100644 --- a/src/Triangle/Tools/PolygonValidator.cs +++ b/src/Triangle/Tools/PolygonValidator.cs @@ -37,17 +37,17 @@ namespace TriangleNet.Tools if (p == null) { horrors++; - logger.Warning(String.Format("Point {0} is null.", i), "PolygonValidator.IsConsistent()"); + logger.Warning(string.Format("Point {0} is null.", i), "PolygonValidator.IsConsistent()"); } else if (double.IsNaN(p.x) || double.IsNaN(p.y)) { horrors++; - logger.Warning(String.Format("Point {0} has invalid coordinates.", i), "PolygonValidator.IsConsistent()"); + logger.Warning(string.Format("Point {0} has invalid coordinates.", i), "PolygonValidator.IsConsistent()"); } else if (double.IsInfinity(p.x) || double.IsInfinity(p.y)) { horrors++; - logger.Warning(String.Format("Point {0} has invalid coordinates.", i), "PolygonValidator.IsConsistent()"); + logger.Warning(string.Format("Point {0} has invalid coordinates.", i), "PolygonValidator.IsConsistent()"); } i++; @@ -60,7 +60,7 @@ namespace TriangleNet.Tools if (seg == null) { horrors++; - logger.Warning(String.Format("Segment {0} is null.", i), "PolygonValidator.IsConsistent()"); + logger.Warning(string.Format("Segment {0} is null.", i), "PolygonValidator.IsConsistent()"); // Always abort if a NULL-segment is found. return false; @@ -72,7 +72,7 @@ namespace TriangleNet.Tools if ((p.x == q.x) && (p.y == q.y)) { horrors++; - logger.Warning(String.Format("Endpoints of segment {0} are coincident (IDs {1} / {2}).", i, p.id, q.id), + logger.Warning(string.Format("Endpoints of segment {0} are coincident (IDs {1} / {2}).", i, p.id, q.id), "PolygonValidator.IsConsistent()"); } @@ -109,7 +109,7 @@ namespace TriangleNet.Tools if (points[i - 1] == points[i]) { horrors++; - logger.Warning(string.Format("Found duplicate point {0}.", points[i]), + logger.Warning(string.Format("Found duplicate point ({0}, {1}).", points[i].x, points[i].y), "PolygonValidator.HasDuplicateVertices()"); } } @@ -117,6 +117,53 @@ namespace TriangleNet.Tools return horrors > 0; } + /// + /// Get the ratio of the largest and smallest segment length. + /// + /// The polygon. + /// The ratio threshold. + /// + /// This method will also report zero-length segments. + /// + public static double GetSegmentRatio(IPolygon poly, double threshold = 2e12) + { + var logger = Log.Instance; + + double min = double.MaxValue; + double max = 0.0; + + foreach (var seg in poly.Segments) + { + var p = seg.GetVertex(0); + var q = seg.GetVertex(1); + + var dx = p.X - q.X; + var dy = p.Y - q.Y; + + var length = Math.Sqrt(dx * dx + dy * dy); + + if (length == 0.0) + { + logger.Warning(string.Format("Found zero-length segment (vertex IDs {0} / {1}).", p.id, q.id), + "PolygonValidator.GetSegmentRatio()"); + continue; + } + + min = Math.Min(min, length); + max = Math.Max(max, length); + } + + double ratio = max / min; + + if (ratio > threshold) + { + logger.Warning(string.Format("Polygon has large segment ratio {0:G2}.", ratio), + "PolygonValidator.GetSegmentRatio()"); + } + + return ratio; + } + /// /// Test the polygon for 360 degree angles. /// diff --git a/src/Triangle/TrianglePool.cs b/src/Triangle/TrianglePool.cs index 30d866c..aa67836 100644 --- a/src/Triangle/TrianglePool.cs +++ b/src/Triangle/TrianglePool.cs @@ -27,6 +27,11 @@ namespace TriangleNet // A stack of free triangles. Stack stack; + /// + /// Gets the total number of currently allocated triangles. + /// + public int Capacity => size; + public TrianglePool() { size = 0; From 5082449432c7513ee8313642747208537d4fbb43 Mon Sep 17 00:00:00 2001 From: wo80 Date: Wed, 16 Feb 2022 21:17:53 +0100 Subject: [PATCH 24/44] Add more tests. --- src/Triangle.Tests/Geomerty/ContourTest.cs | 27 +++++++++ src/Triangle.Tests/Helper.cs | 35 ++++++++++++ .../Meshing/Iterators/RegionIteratorTest.cs | 35 ++++++++++++ src/Triangle.Tests/RobustPredicatesTest.cs | 55 +++++++++++++++++++ src/Triangle.Tests/Topology/OtriTest.cs | 30 +++------- 5 files changed, 161 insertions(+), 21 deletions(-) create mode 100644 src/Triangle.Tests/Geomerty/ContourTest.cs create mode 100644 src/Triangle.Tests/Helper.cs create mode 100644 src/Triangle.Tests/Meshing/Iterators/RegionIteratorTest.cs create mode 100644 src/Triangle.Tests/RobustPredicatesTest.cs diff --git a/src/Triangle.Tests/Geomerty/ContourTest.cs b/src/Triangle.Tests/Geomerty/ContourTest.cs new file mode 100644 index 0000000..97b429e --- /dev/null +++ b/src/Triangle.Tests/Geomerty/ContourTest.cs @@ -0,0 +1,27 @@ +using NUnit.Framework; +using TriangleNet.Geometry; + +namespace TriangleNet.Tests.Geometry +{ + public class ContourTest + { + [Test] + public void TestFindInteriorPoint() + { + // The vertices that define the contour (have to be in order, obviously). + var vertices = new Vertex[] + { + new Vertex(0d, 0d), + new Vertex(1d ,0d), + new Vertex(1d, 1d), + new Vertex(0d, 1d), + }; + + var contour = new Contour(vertices); + + var p = contour.FindInteriorPoint(); + + Assert.IsTrue(p.X > 0d && p.X < 1d && p.Y > 0d && p.Y < 1d); + } + } +} diff --git a/src/Triangle.Tests/Helper.cs b/src/Triangle.Tests/Helper.cs new file mode 100644 index 0000000..23c675f --- /dev/null +++ b/src/Triangle.Tests/Helper.cs @@ -0,0 +1,35 @@ + +namespace TriangleNet.Tests +{ + using System.Collections.Generic; + using TriangleNet.Geometry; + using TriangleNet.Topology; + + static class Helper + { + public static Contour Rectangle(double left, double top, + double right, double bottom, int mark = 0) + { + var points = new List(4); + + points.Add(new Vertex(left, top, mark)); + points.Add(new Vertex(right, top, mark)); + points.Add(new Vertex(right, bottom, mark)); + points.Add(new Vertex(left, bottom, mark)); + + return new Contour(points, mark, true); + } + + public static Triangle CreateTriangle(int id, Vertex org, Vertex dest, Vertex apex) + { + var t = new Triangle() { id = id, hash = id }; + + // Node ordering 'plus 1 mod 3'. + t.vertices[0] = apex; + t.vertices[1] = org; + t.vertices[2] = dest; + + return t; + } + } +} diff --git a/src/Triangle.Tests/Meshing/Iterators/RegionIteratorTest.cs b/src/Triangle.Tests/Meshing/Iterators/RegionIteratorTest.cs new file mode 100644 index 0000000..1d799e8 --- /dev/null +++ b/src/Triangle.Tests/Meshing/Iterators/RegionIteratorTest.cs @@ -0,0 +1,35 @@ +using NUnit.Framework; +using TriangleNet.Geometry; +using TriangleNet.Meshing.Iterators; +using TriangleNet.Tools; +using TriangleNet.Topology; + +namespace TriangleNet.Tests.Meshing.Iterators +{ + public class RegionIteratorTest + { + public void TestProcessRegionProtected() + { + var poly = new Polygon(); + + // Outer region. + poly.Add(Helper.Rectangle(-2d, 2d, 2d, -2d, 2)); + + // Inner region. + poly.Add(Helper.Rectangle(-1d, 1d, 1d, -1d, 1)); + + poly.Regions.Add(new RegionPointer(0d, 0d, 1)); + + var mesh = (Mesh)poly.Triangulate(); + + var iterator = new RegionIterator(mesh); + + var qtree = new TriangleQuadTree(mesh); + + // Find a seeding triangle in region 1. + var seed = (Triangle)qtree.Query(0.0, 0.0); + + iterator.Process(seed, t => Assert.AreEqual(1, t.Label)); + } + } +} diff --git a/src/Triangle.Tests/RobustPredicatesTest.cs b/src/Triangle.Tests/RobustPredicatesTest.cs new file mode 100644 index 0000000..8f0b0c4 --- /dev/null +++ b/src/Triangle.Tests/RobustPredicatesTest.cs @@ -0,0 +1,55 @@ +using NUnit.Framework; +using TriangleNet.Geometry; + +namespace TriangleNet.Tests +{ + public class RobustPredicatesTest + { + [Test] + public void TestCounterClockwise() + { + var robust = RobustPredicates.Default; + + var a = new Point(-1d, 0d); + var b = new Point( 0d, 1d); + + Assert.IsTrue(robust.CounterClockwise(a, b, new Point(1d, 0d)) < 0d); + Assert.IsTrue(robust.CounterClockwise(a, b, new Point(0d, 2d)) > 0d); + Assert.IsTrue(robust.CounterClockwise(a, b, new Point(1d, 2d)) == 0d); + } + + [Test] + public void TestInCircle() + { + var robust = RobustPredicates.Default; + + var a = new Point(-1d, 0d); + var b = new Point(0d, 1d); + var c = new Point(1d, 0d); + + Assert.IsTrue(robust.InCircle(a, b, c, new Point(0d, 0.5)) < 0d); + Assert.IsTrue(robust.InCircle(a, b, c, new Point(0d, 1.5)) > 0d); + Assert.IsTrue(robust.InCircle(a, b, c, new Point(0d, 1d)) == 0d); + } + + [Test] + public void TestFindCircumcenter() + { + var robust = RobustPredicates.Default; + + var a = new Point(-1d, 0d); + var b = new Point(0d, 1d); + var c = new Point(1d, 0d); + + double xi = 0d, eta = 0d; + + var actual = robust.FindCircumcenter(a, b, c, ref xi, ref eta); + var expected = new Point(0d, 0d); + + Assert.AreEqual(expected.X, actual.X); + Assert.AreEqual(expected.Y, actual.Y); + Assert.AreEqual(0.0, xi); + Assert.AreEqual(0.5, eta); + } + } +} diff --git a/src/Triangle.Tests/Topology/OtriTest.cs b/src/Triangle.Tests/Topology/OtriTest.cs index a17eaeb..6719bfa 100644 --- a/src/Triangle.Tests/Topology/OtriTest.cs +++ b/src/Triangle.Tests/Topology/OtriTest.cs @@ -47,10 +47,10 @@ namespace TriangleNet.Tests // // This is because, for example, and oriented triange will return as its // origin (Org() method) the element at index [(orientation + 1) % 3]. - var t0 = triangles[0] = CreateTriangle(0, vertices[0], vertices[1], vertices[3]); - var t1 = triangles[1] = CreateTriangle(1, vertices[1], vertices[4], vertices[3]); - var t2 = triangles[2] = CreateTriangle(2, vertices[1], vertices[2], vertices[4]); - var t3 = triangles[3] = CreateTriangle(3, vertices[3], vertices[4], vertices[5]); + var t0 = triangles[0] = Helper.CreateTriangle(0, vertices[0], vertices[1], vertices[3]); + var t1 = triangles[1] = Helper.CreateTriangle(1, vertices[1], vertices[4], vertices[3]); + var t2 = triangles[2] = Helper.CreateTriangle(2, vertices[1], vertices[2], vertices[4]); + var t3 = triangles[3] = Helper.CreateTriangle(3, vertices[3], vertices[4], vertices[5]); // Setup connectivity of triangle 0. t0.neighbors[0].tri = dummy; @@ -81,18 +81,6 @@ namespace TriangleNet.Tests return triangles; } - private Triangle CreateTriangle(int id, Vertex org, Vertex dest, Vertex apex) - { - var t = new Triangle() { id = id, hash = id }; - - // Node ordering 'plus 1 mod 3'. - t.vertices[0] = apex; - t.vertices[1] = org; - t.vertices[2] = dest; - - return t; - } - [SetUp] public void Initialize() { @@ -111,7 +99,7 @@ namespace TriangleNet.Tests { Otri t = default; - t.tri = CreateTriangle(0, vertices[1], vertices[4], vertices[3]); + t.tri = Helper.CreateTriangle(0, vertices[1], vertices[4], vertices[3]); t.orient = 0; Assert.AreEqual(1, t.Org().ID); @@ -128,7 +116,7 @@ namespace TriangleNet.Tests { Otri t = default; - t.tri = CreateTriangle(0, vertices[1], vertices[4], vertices[3]); + t.tri = Helper.CreateTriangle(0, vertices[1], vertices[4], vertices[3]); t.orient = 0; Assert.AreEqual(4, t.Dest().ID); @@ -145,7 +133,7 @@ namespace TriangleNet.Tests { Otri t = default; - t.tri = CreateTriangle(0, vertices[1], vertices[4], vertices[3]); + t.tri = Helper.CreateTriangle(0, vertices[1], vertices[4], vertices[3]); t.orient = 0; Assert.AreEqual(3, t.Apex().ID); @@ -423,8 +411,8 @@ namespace TriangleNet.Tests Otri tmp = default; - s.tri = CreateTriangle(0, vertices[0], vertices[1], vertices[3]); - t.tri = CreateTriangle(1, vertices[1], vertices[4], vertices[3]); + s.tri = Helper.CreateTriangle(0, vertices[0], vertices[1], vertices[3]); + t.tri = Helper.CreateTriangle(1, vertices[1], vertices[4], vertices[3]); s.orient = 1; // Edge 1 -> 3. t.orient = 2; // Edge 3 -> 1. From 2264b4d7fdb0e591aaf19e1697e0d4a72071bc56 Mon Sep 17 00:00:00 2001 From: wo80 Date: Thu, 17 Feb 2022 11:29:36 +0100 Subject: [PATCH 25/44] Add more tests (2). --- .../Meshing/Algorithm/TriangulatorTest.cs | 72 +++++++++++++++++++ 1 file changed, 72 insertions(+) create mode 100644 src/Triangle.Tests/Meshing/Algorithm/TriangulatorTest.cs diff --git a/src/Triangle.Tests/Meshing/Algorithm/TriangulatorTest.cs b/src/Triangle.Tests/Meshing/Algorithm/TriangulatorTest.cs new file mode 100644 index 0000000..fa7f762 --- /dev/null +++ b/src/Triangle.Tests/Meshing/Algorithm/TriangulatorTest.cs @@ -0,0 +1,72 @@ +using NUnit.Framework; +using System.Collections.Generic; +using System.Linq; +using TriangleNet.Geometry; +using TriangleNet.Meshing.Algorithm; + +namespace TriangleNet.Tests.Meshing.Algorithm +{ + public class TriangulatorTest + { + [Test] + public void TestTriangulateIncremental() + { + var t = new Incremental(); + + var vertices = GetVertices(); + + var mesh = t.Triangulate(vertices, new Configuration()); + + Assert.AreEqual(6, vertices.Count); + Assert.AreEqual(6, mesh.Vertices.Count); + Assert.AreEqual(1, mesh.Vertices + .Where(v => v.Type == VertexType.UndeadVertex) + .Count()); + } + + [Test] + public void TestTriangulateSweepLine() + { + var t = new SweepLine(); + + var vertices = GetVertices(); + + var mesh = t.Triangulate(vertices, new Configuration()); + + Assert.AreEqual(6, vertices.Count); + Assert.AreEqual(6, mesh.Vertices.Count); + Assert.AreEqual(1, mesh.Vertices + .Where(v => v.Type == VertexType.UndeadVertex) + .Count()); + } + + [Test] + public void TestTriangulateDwyer() + { + var t = new Dwyer(); + + var vertices = GetVertices(); + + var mesh = t.Triangulate(vertices, new Configuration()); + + Assert.AreEqual(6, vertices.Count); + Assert.AreEqual(6, mesh.Vertices.Count); + Assert.AreEqual(1, mesh.Vertices + .Where(v => v.Type == VertexType.UndeadVertex) + .Count()); + } + + private List GetVertices() + { + return new List() + { + new Vertex(0.0, 0.0), + new Vertex(1.0, 0.0), + new Vertex(1.0, 1.0), + new Vertex(1.0, 1.0), // duplicate + new Vertex(0.0, 1.0), + new Vertex(0.5, 0.5) + }; + } + } +} From 62b7153a8a8bc0622fa88cc5968a8e6a604ad0e4 Mon Sep 17 00:00:00 2001 From: wo80 Date: Fri, 18 Feb 2022 16:27:20 +0100 Subject: [PATCH 26/44] Fix Voronoi failing for meshes with undead vertices. --- .../Smoothing/SimpleSmootherTest.cs | 71 +++++++++++++++++++ src/Triangle/Mesh.cs | 2 +- src/Triangle/Voronoi/VoronoiBase.cs | 30 +++++--- 3 files changed, 94 insertions(+), 9 deletions(-) create mode 100644 src/Triangle.Tests/Smoothing/SimpleSmootherTest.cs diff --git a/src/Triangle.Tests/Smoothing/SimpleSmootherTest.cs b/src/Triangle.Tests/Smoothing/SimpleSmootherTest.cs new file mode 100644 index 0000000..318cb87 --- /dev/null +++ b/src/Triangle.Tests/Smoothing/SimpleSmootherTest.cs @@ -0,0 +1,71 @@ +using NUnit.Framework; +using System.Collections.Generic; +using System.Linq; +using TriangleNet.Geometry; +using TriangleNet.Meshing; +using TriangleNet.Smoothing; + +namespace TriangleNet.Tests.Smoothing +{ + public class SimpleSmootherTest + { + [Test] + public void TestSmoothWithDuplicate() + { + var poly = GetPolygon(); + + var options = new ConstraintOptions() { ConformingDelaunay = true }; + + var quality = new QualityOptions() + { + MinimumAngle = 30.0 + }; + + var mesh = poly.Triangulate(options, quality); + + Assert.AreEqual(1, mesh.Vertices + .Where(v => v.Type == VertexType.UndeadVertex) + .Count()); + + quality.MaximumArea = 0.2; + + mesh.Refine(quality, true); + + Assert.AreEqual(1, mesh.Vertices + .Where(v => v.Type == VertexType.UndeadVertex) + .Count()); + + var smoother = new SimpleSmoother(); + + // Smooth mesh. + smoother.Smooth(mesh, 25); + } + + private Polygon GetPolygon() + { + var poly = new Polygon(7); + + var p = new List() + { + new Vertex(0.0, 0.0, 1), + new Vertex(2.0, 0.0, 1), + new Vertex(2.0, 1.0, 1), + new Vertex(2.0, 2.0, 1), + new Vertex(0.0, 2.0, 1), + new Vertex(1.5, 1.6, 1), + new Vertex(2.0, 0.0, 1) // duplicate + }; + + poly.Points.AddRange(p); + + poly.Add(new Segment(p[0], p[1], 1)); + poly.Add(new Segment(p[1], p[2], 1)); + poly.Add(new Segment(p[2], p[3], 1)); + poly.Add(new Segment(p[3], p[4], 1)); + poly.Add(new Segment(p[4], p[0], 1)); + poly.Add(new Segment(p[2], p[5], 2)); + + return poly; + } + } +} diff --git a/src/Triangle/Mesh.cs b/src/Triangle/Mesh.cs index 07214c0..98147f6 100644 --- a/src/Triangle/Mesh.cs +++ b/src/Triangle/Mesh.cs @@ -383,7 +383,7 @@ namespace TriangleNet { numbering = NodeNumbering.None; - undeads = 0; // No eliminated input vertices yet. + //undeads = 0; // No eliminated input vertices yet. checksegments = false; // There are no segments in the triangulation yet. checkquality = false; // The quality triangulation stage has not begun. diff --git a/src/Triangle/Voronoi/VoronoiBase.cs b/src/Triangle/Voronoi/VoronoiBase.cs index 37978e2..ba328df 100644 --- a/src/Triangle/Voronoi/VoronoiBase.cs +++ b/src/Triangle/Voronoi/VoronoiBase.cs @@ -52,17 +52,17 @@ namespace TriangleNet.Voronoi /// Generate the Voronoi diagram from given triangle mesh.. /// /// - /// protected void Generate(Mesh mesh) { - mesh.Renumber(); - base.edges = new List(); this.rays = new List(); + // Undead vertices cannot be Voronoi cell generators. + int count = mesh.vertices.Count - mesh.undeads; + // Allocate space for Voronoi diagram. var vertices = new Vertex[mesh.triangles.Count + mesh.hullsize]; - var faces = new Face[mesh.vertices.Count]; + var faces = new Face[count]; if (factory == null) { @@ -74,10 +74,21 @@ namespace TriangleNet.Voronoi // Compute triangles circumcenters. var map = ComputeVertices(mesh, vertices); - // Create all Voronoi faces. + // Ensure linear numbering of vertices (excluding undeads). + int vid = 0; + + // Create all Voronoi faces, skipping undead vertices. foreach (var vertex in mesh.vertices.Values) { - faces[vertex.id] = factory.CreateFace(vertex); + if (vertex.type == VertexType.UndeadVertex) + { + vertex.id = count++; + } + else + { + vertex.id = vid++; + faces[vertex.id] = factory.CreateFace(vertex); + } } ComputeEdges(mesh, vertices, faces, map); @@ -93,13 +104,16 @@ namespace TriangleNet.Voronoi /// Compute the Voronoi vertices (the circumcenters of the triangles). /// /// An empty map, which will map all vertices to a list of leaving edges. + /// + /// This method will also change triangle ids (to ensure linear numbering of triangles). + /// protected List[] ComputeVertices(Mesh mesh, Vertex[] vertices) { Otri tri = default(Otri); double xi = 0, eta = 0; Vertex vertex; Point pt; - int id; + int id, i = 0; // Maps all vertices to a list of leaving edges. var map = new List[mesh.triangles.Count]; @@ -107,7 +121,7 @@ namespace TriangleNet.Voronoi // Compute triangle circumcenters foreach (var t in mesh.triangles) { - id = t.id; + t.id = id = i++; tri.tri = t; pt = predicates.FindCircumcenter(tri.Org(), tri.Dest(), tri.Apex(), ref xi, ref eta); From 37ab83ae1f70eacf09873b72ed76aee05ee05893 Mon Sep 17 00:00:00 2001 From: wo80 Date: Fri, 18 Feb 2022 16:30:58 +0100 Subject: [PATCH 27/44] Make mesh.TransferNodes() private and instead pass input points to Mesh ctor. --- src/Triangle/Mesh.cs | 77 ++++++------------- src/Triangle/Meshing/Algorithm/Dwyer.cs | 13 ++-- src/Triangle/Meshing/Algorithm/Incremental.cs | 7 +- src/Triangle/Meshing/Algorithm/SweepLine.cs | 5 +- src/Triangle/Meshing/Converter.cs | 12 +-- 5 files changed, 38 insertions(+), 76 deletions(-) diff --git a/src/Triangle/Mesh.cs b/src/Triangle/Mesh.cs index 98147f6..3e7a270 100644 --- a/src/Triangle/Mesh.cs +++ b/src/Triangle/Mesh.cs @@ -80,85 +80,52 @@ namespace TriangleNet /// /// Gets the mesh bounding box. /// - public Rectangle Bounds - { - get { return this.bounds; } - } + public Rectangle Bounds => bounds; /// /// Gets the mesh vertices. /// - public ICollection Vertices - { - get { return this.vertices.Values; } - } + public ICollection Vertices => vertices.Values; /// /// Gets the mesh holes. /// - public IList Holes - { - get { return this.holes; } - } + public IList Holes => holes; /// /// Gets the mesh triangles. /// - public ICollection Triangles - { - get { return this.triangles; } - } + public ICollection Triangles => triangles; /// /// Gets the mesh segments. /// - public ICollection Segments - { - get { return this.subsegs.Values; } - } + public ICollection Segments => subsegs.Values; /// /// Gets the mesh edges. /// - public IEnumerable Edges - { - get - { - return new EdgeIterator().EnumerateEdges(this); - } - } + public IEnumerable Edges => new EdgeIterator().EnumerateEdges(this); /// /// Gets the number of input vertices. /// - public int NumberOfInputPoints - { - get { return invertices; } - } + public int NumberOfInputPoints => invertices; /// /// Gets the number of mesh edges. /// - public int NumberOfEdges - { - get { return (3 * triangles.Count + hullsize) / 2; } - } + public int NumberOfEdges => (3 * triangles.Count + hullsize) / 2; /// /// Indicates whether the input is a PSLG or a point set. /// - public bool IsPolygon - { - get { return this.insegments > 0; } - } + public bool IsPolygon => insegments > 0; /// /// Gets the current node numbering. /// - public NodeNumbering CurrentNumbering - { - get { return numbering; } - } + public NodeNumbering CurrentNumbering => numbering; #endregion @@ -227,13 +194,13 @@ namespace TriangleNet /// /// Initializes a new instance of the class. /// - public Mesh(Configuration config) + public Mesh(Configuration config, IList points) { Initialize(); behavior = new Behavior(); - vertices = new Dictionary(); + vertices = new Dictionary(points.Count); subsegs = new Dictionary(); triangles = config.TrianglePool(); @@ -245,9 +212,11 @@ namespace TriangleNet steinerleft = -1; - this.predicates = config.Predicates(); + predicates = config.Predicates(); - this.locator = new TriangleLocator(this, predicates); + locator = new TriangleLocator(this, predicates); + + TransferNodes(points); } public void Refine(QualityOptions quality, bool delaunay = false) @@ -401,13 +370,13 @@ namespace TriangleNet /// Read the vertices from memory. /// /// The input data. - internal void TransferNodes(IList points) + private void TransferNodes(IList points) { - this.invertices = points.Count; - this.mesh_dim = 2; - this.bounds = new Rectangle(); + invertices = points.Count; + mesh_dim = 2; + bounds = new Rectangle(); - if (this.invertices < 3) + if (invertices < 3) { logger.Error("Input must have at least three input vertices.", "Mesh.TransferNodes()"); throw new Exception("Input must have at least three input vertices."); @@ -439,8 +408,8 @@ namespace TriangleNet p.hash = p.id = hash_vtx++; } - this.vertices.Add(p.hash, p); - this.bounds.Expand(p); + vertices.Add(p.hash, p); + bounds.Expand(p); } } diff --git a/src/Triangle/Meshing/Algorithm/Dwyer.cs b/src/Triangle/Meshing/Algorithm/Dwyer.cs index d24653d..d25c22b 100644 --- a/src/Triangle/Meshing/Algorithm/Dwyer.cs +++ b/src/Triangle/Meshing/Algorithm/Dwyer.cs @@ -66,16 +66,15 @@ namespace TriangleNet.Meshing.Algorithm /// public IMesh Triangulate(IList points, Configuration config) { - this.predicates = config.Predicates(); + predicates = config.Predicates(); - this.mesh = new Mesh(config); - this.mesh.TransferNodes(points); + mesh = new Mesh(config, points); Otri hullleft = default(Otri), hullright = default(Otri); int i, j, n = points.Count; // Allocate an array of pointers to vertices for sorting. - this.sortarray = new Vertex[n]; + sortarray = new Vertex[n]; i = 0; foreach (var v in points) { @@ -94,7 +93,7 @@ namespace TriangleNet.Meshing.Algorithm if (Log.Verbose) { Log.Instance.Warning( - String.Format("A duplicate vertex appeared and was ignored (ID {0}).", sortarray[j].id), + string.Format("A duplicate vertex appeared and was ignored (ID {0}).", sortarray[j].id), "Dwyer.Triangulate()"); } sortarray[j].type = VertexType.UndeadVertex; @@ -116,9 +115,9 @@ namespace TriangleNet.Meshing.Algorithm // Form the Delaunay triangulation. DivconqRecurse(0, i - 1, 0, ref hullleft, ref hullright); - this.mesh.hullsize = RemoveGhosts(ref hullleft); + mesh.hullsize = RemoveGhosts(ref hullleft); - return this.mesh; + return mesh; } /// diff --git a/src/Triangle/Meshing/Algorithm/Incremental.cs b/src/Triangle/Meshing/Algorithm/Incremental.cs index 709b151..9ce173f 100644 --- a/src/Triangle/Meshing/Algorithm/Incremental.cs +++ b/src/Triangle/Meshing/Algorithm/Incremental.cs @@ -25,8 +25,7 @@ namespace TriangleNet.Meshing.Algorithm /// triangulation. public IMesh Triangulate(IList points, Configuration config) { - this.mesh = new Mesh(config); - this.mesh.TransferNodes(points); + mesh = new Mesh(config, points); Otri starttri = new Otri(); @@ -50,9 +49,9 @@ namespace TriangleNet.Meshing.Algorithm } // Remove the bounding box. - this.mesh.hullsize = RemoveBox(); + mesh.hullsize = RemoveBox(); - return this.mesh; + return mesh; } /// diff --git a/src/Triangle/Meshing/Algorithm/SweepLine.cs b/src/Triangle/Meshing/Algorithm/SweepLine.cs index 2e93749..f44e081 100644 --- a/src/Triangle/Meshing/Algorithm/SweepLine.cs +++ b/src/Triangle/Meshing/Algorithm/SweepLine.cs @@ -35,10 +35,9 @@ namespace TriangleNet.Meshing.Algorithm public IMesh Triangulate(IList points, Configuration config) { - this.predicates = config.Predicates(); + predicates = config.Predicates(); - this.mesh = new Mesh(config); - this.mesh.TransferNodes(points); + mesh = new Mesh(config, points); // Nonexistent x value used as a flag to mark circle events in sweepline // Delaunay algorithm. diff --git a/src/Triangle/Meshing/Converter.cs b/src/Triangle/Meshing/Converter.cs index 51c4b86..edd32fc 100644 --- a/src/Triangle/Meshing/Converter.cs +++ b/src/Triangle/Meshing/Converter.cs @@ -35,19 +35,15 @@ namespace TriangleNet.Meshing /// /// Reconstruct a triangulation from its raw data representation. /// - public static Mesh ToMesh(Polygon polygon, ITriangle[] triangles) + public static Mesh ToMesh(Polygon polygon, ITriangle[] triangles, Configuration config = null) { Otri tri = default(Otri); Osub subseg = default(Osub); - int i = 0; int elements = triangles == null ? 0 : triangles.Length; int segments = polygon.Segments.Count; - // TODO: Configuration should be a function argument. - var mesh = new Mesh(new Configuration()); - - mesh.TransferNodes(polygon.Points); + var mesh = new Mesh(config ?? new Configuration(), polygon.Points); mesh.regions.AddRange(polygon.Regions); mesh.behavior.useRegions = polygon.Regions.Count > 0; @@ -59,7 +55,7 @@ namespace TriangleNet.Meshing } // Create the triangles. - for (i = 0; i < elements; i++) + for (int i = 0; i < elements; i++) { mesh.MakeTriangle(ref tri); } @@ -69,7 +65,7 @@ namespace TriangleNet.Meshing mesh.insegments = segments; // Create the subsegments. - for (i = 0; i < segments; i++) + for (int i = 0; i < segments; i++) { mesh.MakeSegment(ref subseg); } From bc955bb7405b3e7e49ff0b7560929ed44be2bc07 Mon Sep 17 00:00:00 2001 From: wo80 Date: Wed, 23 Feb 2022 10:30:29 +0100 Subject: [PATCH 28/44] Improve contour FindPointInPolygon() reliability. --- src/Triangle.Tests/Geomerty/ContourTest.cs | 40 ++++++++++++++++++++++ src/Triangle/Geometry/Contour.cs | 29 ++++++++++++++-- 2 files changed, 67 insertions(+), 2 deletions(-) diff --git a/src/Triangle.Tests/Geomerty/ContourTest.cs b/src/Triangle.Tests/Geomerty/ContourTest.cs index 97b429e..c7a41cf 100644 --- a/src/Triangle.Tests/Geomerty/ContourTest.cs +++ b/src/Triangle.Tests/Geomerty/ContourTest.cs @@ -1,5 +1,7 @@ using NUnit.Framework; using TriangleNet.Geometry; +using System; +using System.Collections.Generic; namespace TriangleNet.Tests.Geometry { @@ -23,5 +25,43 @@ namespace TriangleNet.Tests.Geometry Assert.IsTrue(p.X > 0d && p.X < 1d && p.Y > 0d && p.Y < 1d); } + + [Test] + public void TestFindInteriorPointL() + { + // L-shaped contour (FindPointInPolygon() produces a test candidate + // which lies exactly on a segment where IsPointInPolygon() returns + // true, so IsPointOnSegment() is actually needed here). + var points = new List() + { + new Vertex(3, 1), + new Vertex(1, 1), + new Vertex(1, 3), + new Vertex(2, 3), + new Vertex(2, 2), + new Vertex(3, 2) + }; + + var contour = new Contour(points); + + var poly = new Polygon(6); + + poly.Add(contour, true); + + var h = poly.Holes[0]; + var p = RobustPredicates.Default; + + int count = points.Count; + int i = count - 1; + + for (int j = 0; j < count; j++) + { + double ccw = p.CounterClockwise(points[i], h, points[j]); + + Assert.Greater(Math.Abs(ccw), 1e-12); + + i = j; + } + } } } diff --git a/src/Triangle/Geometry/Contour.cs b/src/Triangle/Geometry/Contour.cs index 68ab9af..68cb55d 100644 --- a/src/Triangle/Geometry/Contour.cs +++ b/src/Triangle/Geometry/Contour.cs @@ -185,7 +185,7 @@ namespace TriangleNet.Geometry test.x = bx + dx * h; test.y = by + dy * h; - if (bounds.Contains(test) && IsPointInPolygon(test, contour)) + if (bounds.Contains(test) && IsPointInPolygon(test, contour) && !IsPointOnSegment(test, contour)) { return test; } @@ -194,7 +194,7 @@ namespace TriangleNet.Geometry test.x = bx - dx * h; test.y = by - dy * h; - if (bounds.Contains(test) && IsPointInPolygon(test, contour)) + if (bounds.Contains(test) && IsPointInPolygon(test, contour) && !IsPointOnSegment(test, contour)) { return test; } @@ -241,6 +241,31 @@ namespace TriangleNet.Geometry return inside; } + + /// + /// Work around IsPointInPolygon() failing for points on segments. + /// + private static bool IsPointOnSegment(Point test, List contour, double esp = 1e-12) + { + var p = RobustPredicates.Default; + + int count = contour.Count; + + int i = count - 1; + + for (int j = 0; j < count; j++) + { + if (Math.Abs(p.CounterClockwise(contour[i], test, contour[j])) < esp) + { + return true; + } + + i = j; + } + + return false; + } + #endregion } } From 2e83d7ee5e66d50a7d8ac7c169c676c9050e4255 Mon Sep 17 00:00:00 2001 From: wo80 Date: Wed, 23 Feb 2022 12:42:54 +0100 Subject: [PATCH 29/44] Improve contour FindPointInPolygon() reliability (2). --- .../Tools/IntersectionHelperTest.cs | 41 +++++++++++++++++++ src/Triangle/Geometry/Contour.cs | 7 ++-- src/Triangle/Tools/IntersectionHelper.cs | 32 +++++++++++++++ 3 files changed, 76 insertions(+), 4 deletions(-) create mode 100644 src/Triangle.Tests/Tools/IntersectionHelperTest.cs diff --git a/src/Triangle.Tests/Tools/IntersectionHelperTest.cs b/src/Triangle.Tests/Tools/IntersectionHelperTest.cs new file mode 100644 index 0000000..d8f2c69 --- /dev/null +++ b/src/Triangle.Tests/Tools/IntersectionHelperTest.cs @@ -0,0 +1,41 @@ +using NUnit.Framework; +using TriangleNet.Geometry; +using TriangleNet.Tools; + +namespace TriangleNet.Tests.Tools +{ + public class IntersectionHelperTest + { + [Test] + public void TestIsPointOnSegment() + { + var a = new Vertex(1.0, 1.0); + var b = new Vertex(2.0, 2.0); + + // Test point = segment start point. + Assert.IsTrue(IntersectionHelper.IsPointOnSegment(a, b, new Vertex(1.0, 1.0))); + + // Test point = segment end point. + Assert.IsTrue(IntersectionHelper.IsPointOnSegment(a, b, new Vertex(2.0, 2.0))); + + // Test point on segment. + Assert.IsTrue(IntersectionHelper.IsPointOnSegment(a, b, new Vertex(1.5, 1.5))); + + // Test point collinear, but not on segment. + Assert.IsFalse(IntersectionHelper.IsPointOnSegment(a, b, new Vertex(0.0, 0.0))); + Assert.IsFalse(IntersectionHelper.IsPointOnSegment(a, b, new Vertex(3.0, 3.0))); + + // Test point not on segment. + Assert.IsFalse(IntersectionHelper.IsPointOnSegment(a, b, new Vertex(1.5, 0.5))); + + double eps = 1e-12; + + // Test point collinear near endpoint, but not on segment. + Assert.IsFalse(IntersectionHelper.IsPointOnSegment(a, b, new Vertex(2.0 + eps, 2.0 + eps))); + Assert.IsFalse(IntersectionHelper.IsPointOnSegment(a, b, new Vertex(2.0 - eps, 2.0 + eps))); + + // Test point collinear near endpoint on segment. + Assert.IsTrue(IntersectionHelper.IsPointOnSegment(a, b, new Vertex(2.0 - eps, 2.0 - eps))); + } + } +} diff --git a/src/Triangle/Geometry/Contour.cs b/src/Triangle/Geometry/Contour.cs index 68cb55d..0617ed6 100644 --- a/src/Triangle/Geometry/Contour.cs +++ b/src/Triangle/Geometry/Contour.cs @@ -8,6 +8,7 @@ namespace TriangleNet.Geometry { using System; using System.Collections.Generic; + using TriangleNet.Tools; public class Contour { @@ -245,17 +246,15 @@ namespace TriangleNet.Geometry /// /// Work around IsPointInPolygon() failing for points on segments. /// - private static bool IsPointOnSegment(Point test, List contour, double esp = 1e-12) + private static bool IsPointOnSegment(Point test, List contour, double eps = 1e-12) { - var p = RobustPredicates.Default; - int count = contour.Count; int i = count - 1; for (int j = 0; j < count; j++) { - if (Math.Abs(p.CounterClockwise(contour[i], test, contour[j])) < esp) + if (IntersectionHelper.IsPointOnSegment(contour[i], contour[j], test, eps)) { return true; } diff --git a/src/Triangle/Tools/IntersectionHelper.cs b/src/Triangle/Tools/IntersectionHelper.cs index 478eafd..bbe663a 100644 --- a/src/Triangle/Tools/IntersectionHelper.cs +++ b/src/Triangle/Tools/IntersectionHelper.cs @@ -6,10 +6,42 @@ namespace TriangleNet.Tools { + using System; using TriangleNet.Geometry; public static class IntersectionHelper { + /// + /// Check if a given test point lies on a segment. + /// + /// The segment start point. + /// The segment end point. + /// The point to test. + /// Threshold to test collinearity (default = 1e-12). + /// + public static bool IsPointOnSegment(Point a, Point b, Point test, double eps = 1e-12) + { + // The cross product. + double cross = (test.Y - a.Y) * (b.X - a.X) - (test.X - a.X) * (b.Y - a.Y); + + // Check if points are collinear. + if (Math.Abs(cross) > eps) return false; + + // The dot product (projection of test point onto segment). + double dot = (test.X - a.X) * (b.X - a.X) + (test.Y - a.Y) * (b.Y - a.Y); + + // Check if test point is actually between a and b (left of a). + if (dot < 0) return false; + + // Length of the segment. + double ab = (b.X - a.X) * (b.X - a.X) + (b.Y - a.Y) * (b.Y - a.Y); + + // Check if test point is actually between a and b (right of b). + if (dot > ab) return false; + + return true; + } + /// /// Compute intersection of two segments. /// From 2290b5bd56021cc0a823fdd1f963aed41f17b0a5 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sun, 27 Feb 2022 19:55:36 +0100 Subject: [PATCH 30/44] Update README.md --- README.md | 22 +++++++++++++++++----- 1 file changed, 17 insertions(+), 5 deletions(-) diff --git a/README.md b/README.md index 5d1259f..0932436 100644 --- a/README.md +++ b/README.md @@ -1,11 +1,23 @@ -# **Triangle.NET** (beta 4) by Christian Woltering +# Triangle.NET -Triangle.NET generates 2D (constrained) Delaunay triangulations and high-quality meshes of point sets or planar straight line graphs. It is a C# port of Jonathan Shewchuk's [Triangle](http://www.cs.cmu.edu/~quake/triangle.html) software. +Triangle.NET generates 2D (constrained) Delaunay triangulations and high-quality meshes of point sets or planar straight line graphs. It is a C# port of Jonathan Shewchuk's [Triangle](https://www.cs.cmu.edu/~quake/triangle.html) software. -## Attribution +## Features -This C# libray is created and maintained by Christian Woltering. This repository is a fork of the original [**Triangle.NET** repository at CodePlex](https://triangle.codeplex.com). +* Constrained Delaunay triangulation of planar straight line graphs +* Incremental, sweepline and divide & conquer Delaunay triangulation algorithms +* High-quality triangular meshes with minimum/maximum angle constraints +* Mesh refinement +* Mesh smoothing using centroidal Voronoi tessellation (CVT) +* Node renumbering (Cuthill-McKee) +* Read and write Triangle format files (.node, .poly, .ele) + +## Usage + +Please refer to the [Examples](https://github.com/wo80/Triangle.NET/tree/master/src/Triangle.Examples) project. [Geri Borbás](https://github.com/Geri-Borbas) has prepared a "Release" branch containing the main project source only for submodule usage. ## License -> Licensed under the [**MIT License**](https://en.wikipedia.org/wiki/MIT_License). \ No newline at end of file +The original C code published by Jonathan Shewchuk comes with a proprietary license (see [Triangle README](https://github.com/wo80/Triangle/blob/master/src/Triangle/README)) which, unfortunately, isn't very clear about how a derived work like Triangle.NET should be handled. Though Triangle.NET was published on Codeplex (https://triangle.codeplex.com, no longer available) under the MIT license in 2012, I recommend not using this code in a commercial context. Due to the unclear licensing situation, there will also be no Nuget package release. + +For further discussion, please refer to the open issue [License Confusion](https://github.com/wo80/Triangle.NET/issues/6). From b3bfac11d143509271f6f38013f9fd9df189b076 Mon Sep 17 00:00:00 2001 From: wo80 Date: Mon, 28 Feb 2022 00:13:27 +0100 Subject: [PATCH 31/44] Update examples. --- src/Triangle.Examples/Examples/Example1.cs | 2 +- src/Triangle.Examples/Examples/Example10.cs | 96 +++++++++++++++++++++ src/Triangle.Examples/Examples/Example2.cs | 2 +- src/Triangle.Examples/Examples/Example3.cs | 2 +- src/Triangle.Examples/Examples/Example4.cs | 2 +- src/Triangle.Examples/Examples/Example5.cs | 4 +- src/Triangle.Examples/Examples/Example6.cs | 4 +- src/Triangle.Examples/Examples/Example9.cs | 7 +- 8 files changed, 109 insertions(+), 10 deletions(-) create mode 100644 src/Triangle.Examples/Examples/Example10.cs diff --git a/src/Triangle.Examples/Examples/Example1.cs b/src/Triangle.Examples/Examples/Example1.cs index 2dbaa63..202dd7a 100644 --- a/src/Triangle.Examples/Examples/Example1.cs +++ b/src/Triangle.Examples/Examples/Example1.cs @@ -25,7 +25,7 @@ namespace TriangleNet.Examples // Generate mesh. var mesh = mesher.Triangulate(points); - if (print) SvgImage.Save(mesh, "example-1.png", 500); + if (print) SvgImage.Save(mesh, "example-1.svg", 500); } } } diff --git a/src/Triangle.Examples/Examples/Example10.cs b/src/Triangle.Examples/Examples/Example10.cs new file mode 100644 index 0000000..9f6dc16 --- /dev/null +++ b/src/Triangle.Examples/Examples/Example10.cs @@ -0,0 +1,96 @@ + +namespace TriangleNet.Examples +{ + using System; + using System.Collections.Concurrent; + using System.IO; + using System.Linq; + using System.Threading.Tasks; + using TriangleNet; + using TriangleNet.IO; + using TriangleNet.Meshing; + + /// + /// Processing meshes in parallel. + /// + public class Example10 + { + /// + /// Reads all .poly files from given directory and processes them in parallel. + /// + public static void Run(string dir) + { + var files = Directory.EnumerateFiles(dir, "*.poly", SearchOption.AllDirectories); + + var queue = new ConcurrentQueue(files); + + int concurrencyLevel = Environment.ProcessorCount / 2; + + var tasks = new Task[concurrencyLevel]; + + for (int i = 0; i < concurrencyLevel; i++) + { + tasks[i] = Task.Run(() => + { + // Each task has it's own triangle pool and predicates instance. + var pool = new TrianglePool(); + var predicates = new RobustPredicates(); + + // The factory methods return the above instances. + var config = new Configuration() + { + Predicates = () => predicates, + TrianglePool = () => pool.Restart() + }; + + var mesher = new GenericMesher(config); + var result = new MeshResult(); + + while (queue.Count > 0) + { + if (queue.TryDequeue(out var file)) + { + var poly = FileProcessor.Read(file); + + var mesh = mesher.Triangulate(poly); + + ProcessMesh(mesh, result); + } + } + + pool.Clear(); + + return result; + }); + } + + Task.WaitAll(tasks); + + int numberOfTriangles = tasks.Sum(t => t.Result.NumberOfTriangles); + int invalid = tasks.Sum(t => t.Result.Invalid); + + Console.WriteLine("Total number of triangles processed: {0}", numberOfTriangles); + + if (invalid > 0) + { + Console.WriteLine(" Number of invalid triangulations: {0}", invalid); + } + } + + private static void ProcessMesh(IMesh mesh, MeshResult result) + { + result.NumberOfTriangles += mesh.Triangles.Count; + + if (!MeshValidator.IsConsistent((Mesh)mesh)) + { + result.Invalid += 1; + } + } + + class MeshResult + { + public int NumberOfTriangles; + public int Invalid; + } + } +} diff --git a/src/Triangle.Examples/Examples/Example2.cs b/src/Triangle.Examples/Examples/Example2.cs index 351d360..b973c03 100644 --- a/src/Triangle.Examples/Examples/Example2.cs +++ b/src/Triangle.Examples/Examples/Example2.cs @@ -20,7 +20,7 @@ // Generate mesh using the polygons Triangulate extension method. var mesh = poly.Triangulate(quality); - if (print) SvgImage.Save(mesh, "example-2.png", 500); + if (print) SvgImage.Save(mesh, "example-2.svg", 500); } public static IPolygon CreatePolygon(double h = 0.2) diff --git a/src/Triangle.Examples/Examples/Example3.cs b/src/Triangle.Examples/Examples/Example3.cs index fbf3750..f8520b2 100644 --- a/src/Triangle.Examples/Examples/Example3.cs +++ b/src/Triangle.Examples/Examples/Example3.cs @@ -17,7 +17,7 @@ namespace TriangleNet.Examples // Generate mesh. var mesh = CreateMesh(); - if (print) SvgImage.Save(mesh, "example-3.png", 500); + if (print) SvgImage.Save(mesh, "example-3.svg", 500); } public static IMesh CreateMesh() diff --git a/src/Triangle.Examples/Examples/Example4.cs b/src/Triangle.Examples/Examples/Example4.cs index 449eb4b..c69f09c 100644 --- a/src/Triangle.Examples/Examples/Example4.cs +++ b/src/Triangle.Examples/Examples/Example4.cs @@ -41,7 +41,7 @@ namespace TriangleNet.Examples smoother.Smooth(mesh, 5); - if (print) SvgImage.Save(mesh, "example-4.png", 500); + if (print) SvgImage.Save(mesh, "example-4.svg", 500); } public static IPolygon CreatePolygon() diff --git a/src/Triangle.Examples/Examples/Example5.cs b/src/Triangle.Examples/Examples/Example5.cs index a38529c..acd8fc1 100644 --- a/src/Triangle.Examples/Examples/Example5.cs +++ b/src/Triangle.Examples/Examples/Example5.cs @@ -19,11 +19,11 @@ namespace TriangleNet.Examples FindBoundary1(mesh); - if (print) SvgImage.Save(mesh, "example-5-1.png", 500, true, false); + if (print) SvgImage.Save(mesh, "example-5-1.svg", 500, true, false); FindBoundary2(mesh); - if (print) SvgImage.Save(mesh, "example-5-2.png", 500, true, false); + if (print) SvgImage.Save(mesh, "example-5-2.svg", 500, true, false); } /// diff --git a/src/Triangle.Examples/Examples/Example6.cs b/src/Triangle.Examples/Examples/Example6.cs index d114eca..2d18c47 100644 --- a/src/Triangle.Examples/Examples/Example6.cs +++ b/src/Triangle.Examples/Examples/Example6.cs @@ -8,11 +8,11 @@ using TriangleNet.Topology; /// - /// Boolean operation on mesh regions (intersection, difference, xor). + /// Boolean operations on mesh regions (intersection, difference, xor). /// public static class Example6 { - public static void Run() //FindRegions() + public static void Run() { // Generate the input geometry. var polygon = new Polygon(8, true); diff --git a/src/Triangle.Examples/Examples/Example9.cs b/src/Triangle.Examples/Examples/Example9.cs index 93d4a53..9b24aa7 100644 --- a/src/Triangle.Examples/Examples/Example9.cs +++ b/src/Triangle.Examples/Examples/Example9.cs @@ -72,8 +72,11 @@ namespace TriangleNet.Examples double x = p.X; double y = p.Y; - double xr = Math.Cos(radians) * x - Math.Sin(radians) * y; - double yr = Math.Sin(radians) * x + Math.Cos(radians) * y; + double s = Math.Sin(radians); + double c = Math.Cos(radians); + + double xr = c * x - s * y; + double yr = s * x + c * y; poly.Points.Add(new Vertex(xr, yr) { ID = id++ }); } From 227e9d9c6624e6e9995ae2e2ad99dfdc474bfec2 Mon Sep 17 00:00:00 2001 From: wo80 Date: Mon, 28 Feb 2022 00:27:51 +0100 Subject: [PATCH 32/44] Mesh converter: use singleton pattern instead of static methods. --- src/MeshExplorer/IO/Formats/JsonFile.cs | 2 +- src/Triangle/IO/TriangleFormat.cs | 2 +- src/Triangle/Meshing/Converter.cs | 26 +++++++++++++++++-------- src/Triangle/Meshing/GenericMesher.cs | 2 +- 4 files changed, 21 insertions(+), 11 deletions(-) diff --git a/src/MeshExplorer/IO/Formats/JsonFile.cs b/src/MeshExplorer/IO/Formats/JsonFile.cs index 6946a67..4dacc1c 100644 --- a/src/MeshExplorer/IO/Formats/JsonFile.cs +++ b/src/MeshExplorer/IO/Formats/JsonFile.cs @@ -96,7 +96,7 @@ namespace MeshExplorer.IO.Formats } } - return Converter.ToMesh(geometry, triangles); + return Converter.Instance.ToMesh(geometry, triangles); } public void Write(IMesh mesh, string filename) diff --git a/src/Triangle/IO/TriangleFormat.cs b/src/Triangle/IO/TriangleFormat.cs index 2a85e8d..2bc858a 100644 --- a/src/Triangle/IO/TriangleFormat.cs +++ b/src/Triangle/IO/TriangleFormat.cs @@ -42,7 +42,7 @@ namespace TriangleNet.IO if (geometry != null && triangles != null) { - return Converter.ToMesh(geometry, triangles.ToArray()); + return Converter.Instance.ToMesh(geometry, triangles.ToArray()); } } diff --git a/src/Triangle/Meshing/Converter.cs b/src/Triangle/Meshing/Converter.cs index edd32fc..7ce5b54 100644 --- a/src/Triangle/Meshing/Converter.cs +++ b/src/Triangle/Meshing/Converter.cs @@ -20,14 +20,25 @@ namespace TriangleNet.Meshing /// /// The Converter class provides methods for mesh reconstruction and conversion. /// - public static class Converter + public class Converter { + private static readonly Lazy lazy = new Lazy(() => new Converter()); + + /// + /// Gets the instance. + /// + public static Converter Instance { get { return lazy.Value; } } + + private Converter() + { + } + #region Triangle mesh conversion /// /// Reconstruct a triangulation from its raw data representation. /// - public static Mesh ToMesh(Polygon polygon, ICollection triangles) + public Mesh ToMesh(Polygon polygon, ICollection triangles) { return ToMesh(polygon, triangles.ToArray()); } @@ -35,7 +46,7 @@ namespace TriangleNet.Meshing /// /// Reconstruct a triangulation from its raw data representation. /// - public static Mesh ToMesh(Polygon polygon, ITriangle[] triangles, Configuration config = null) + public Mesh ToMesh(Polygon polygon, ITriangle[] triangles, Configuration config = null) { Otri tri = default(Otri); Osub subseg = default(Osub); @@ -82,7 +93,7 @@ namespace TriangleNet.Meshing /// Finds the adjacencies between triangles by forming a stack of triangles for /// each vertex. Each triangle is on three different stacks simultaneously. /// - private static List[] SetNeighbors(Mesh mesh, ITriangle[] triangles) + private List[] SetNeighbors(Mesh mesh, ITriangle[] triangles) { Otri tri = default(Otri); Otri triangleleft = default(Otri); @@ -199,7 +210,7 @@ namespace TriangleNet.Meshing /// /// Finds the adjacencies between triangles and subsegments. /// - private static void SetSegments(Mesh mesh, Polygon polygon, List[] vertexarray) + private void SetSegments(Mesh mesh, Polygon polygon, List[] vertexarray) { Otri checktri = default(Otri); Otri nexttri; // Triangle @@ -224,7 +235,6 @@ namespace TriangleNet.Meshing if (mesh.behavior.Poly) { // Link the segments to their neighboring triangles. - boundmarker = 0; i = 0; foreach (var item in mesh.subsegs.Values) { @@ -341,7 +351,7 @@ namespace TriangleNet.Meshing #region DCEL conversion - public static DcelMesh ToDCEL(Mesh mesh) + public DcelMesh ToDCEL(Mesh mesh) { var dcel = new DcelMesh(); @@ -379,7 +389,7 @@ namespace TriangleNet.Meshing } Otri tri = default(Otri), neighbor = default(Otri); - TriangleNet.Geometry.Vertex org, dest; + TVertex org, dest; int id, nid, count = mesh.triangles.Count; diff --git a/src/Triangle/Meshing/GenericMesher.cs b/src/Triangle/Meshing/GenericMesher.cs index 3d8c2cb..fe62bbe 100644 --- a/src/Triangle/Meshing/GenericMesher.cs +++ b/src/Triangle/Meshing/GenericMesher.cs @@ -227,7 +227,7 @@ namespace TriangleNet.Meshing } } - return Converter.ToMesh(polygon, triangles); + return Converter.Instance.ToMesh(polygon, triangles); } } } From e8ca95960f8d0f77df8f16ef2fa9e2f46ffeccf5 Mon Sep 17 00:00:00 2001 From: wo80 Date: Mon, 28 Feb 2022 11:47:26 +0100 Subject: [PATCH 33/44] Improve contour FindPointInPolygon() reliability (3). --- src/Triangle.Tests/Geomerty/ContourTest.cs | 19 +++++++++++++++++++ src/Triangle/Tools/IntersectionHelper.cs | 3 +++ 2 files changed, 22 insertions(+) diff --git a/src/Triangle.Tests/Geomerty/ContourTest.cs b/src/Triangle.Tests/Geomerty/ContourTest.cs index c7a41cf..087c23f 100644 --- a/src/Triangle.Tests/Geomerty/ContourTest.cs +++ b/src/Triangle.Tests/Geomerty/ContourTest.cs @@ -63,5 +63,24 @@ namespace TriangleNet.Tests.Geometry i = j; } } + + [Test] + public void TestFindInteriorPointDup() + { + // Rectangle contour with duplicate point. + var points = new List() + { + new Vertex(0.0, 0.0), + new Vertex(0.0, 1.0), + new Vertex(2.0, 1.0), + new Vertex(2.0, 0.5), + new Vertex(2.0, 0.5), // duplicate + new Vertex(2.0, 0.0) + }; + + var contour = new Contour(points); + + Assert.DoesNotThrow(() => contour.FindInteriorPoint()); + } } } diff --git a/src/Triangle/Tools/IntersectionHelper.cs b/src/Triangle/Tools/IntersectionHelper.cs index bbe663a..8810bf5 100644 --- a/src/Triangle/Tools/IntersectionHelper.cs +++ b/src/Triangle/Tools/IntersectionHelper.cs @@ -36,6 +36,9 @@ namespace TriangleNet.Tools // Length of the segment. double ab = (b.X - a.X) * (b.X - a.X) + (b.Y - a.Y) * (b.Y - a.Y); + // Ignore duplicate input points. + if (ab == 0) return false; + // Check if test point is actually between a and b (right of b). if (dot > ab) return false; From e35b46533053ceb586e350c17fca1be15a2216df Mon Sep 17 00:00:00 2001 From: wo80 Date: Tue, 1 Mar 2022 00:52:52 +0100 Subject: [PATCH 34/44] Triangle.Rendering documentation and minor updates. --- .../Topology/TopologyRenderControl.cs | 6 +- src/Triangle.Rendering/BoundingBox.cs | 32 +++--- src/Triangle.Rendering/Buffer/BufferBase.cs | 29 ++--- src/Triangle.Rendering/Buffer/ColorBuffer.cs | 23 ++-- src/Triangle.Rendering/Buffer/IndexBuffer.cs | 26 +++-- src/Triangle.Rendering/Buffer/VertexBuffer.cs | 26 +++-- src/Triangle.Rendering/ColorManager.cs | 6 +- src/Triangle.Rendering/GDI/ImageRenderer.cs | 2 +- src/Triangle.Rendering/IRenderContext.cs | 61 +++++++++- src/Triangle.Rendering/IRenderLayer.cs | 105 +++++++++++++++++- src/Triangle.Rendering/Projection.cs | 23 ++-- src/Triangle.Rendering/RenderContext.cs | 67 +++++------ src/Triangle.Rendering/RenderLayer.cs | 85 ++++++-------- src/Triangle.Rendering/Util/BufferHelper.cs | 68 ++---------- 14 files changed, 321 insertions(+), 238 deletions(-) diff --git a/src/MeshExplorer/Topology/TopologyRenderControl.cs b/src/MeshExplorer/Topology/TopologyRenderControl.cs index 0ce864b..5818118 100644 --- a/src/MeshExplorer/Topology/TopologyRenderControl.cs +++ b/src/MeshExplorer/Topology/TopologyRenderControl.cs @@ -44,12 +44,10 @@ namespace MeshExplorer.Topology { renderer = new TopologyRenderer(mesh); - zoom = new Projection(this.ClientRectangle); + zoom = new Projection(ClientRectangle); //zoom.ClipMargin = 10.0f; - var b = mesh.Bounds; - zoom.Initialize(new BoundingBox((float)b.Left, (float)b.Right, - (float)b.Bottom, (float)b.Top)); + zoom.Initialize(mesh.Bounds); InitializeBuffer(); diff --git a/src/Triangle.Rendering/BoundingBox.cs b/src/Triangle.Rendering/BoundingBox.cs index 0fe8d0e..41a5d0b 100644 --- a/src/Triangle.Rendering/BoundingBox.cs +++ b/src/Triangle.Rendering/BoundingBox.cs @@ -12,12 +12,12 @@ namespace TriangleNet.Rendering public float Width { - get { return this.Right - this.Left; } + get { return Right - Left; } } public float Height { - get { return this.Top - this.Bottom; } + get { return Top - Bottom; } } public BoundingBox() @@ -27,20 +27,20 @@ namespace TriangleNet.Rendering public BoundingBox(float left, float right, float bottom, float top) { - this.Left = left; - this.Right = right; - this.Bottom = bottom; - this.Top = top; + Left = left; + Right = right; + Bottom = bottom; + Top = top; } public void Update(Point pt) { - this.Update(pt.X, pt.Y); + Update(pt.X, pt.Y); } public void Update(PointF pt) { - this.Update(pt.X, pt.Y); + Update(pt.X, pt.Y); } public void Update(double x, double y) @@ -51,18 +51,18 @@ namespace TriangleNet.Rendering public void Update(float x, float y) { // Update bounding box - if (this.Left > x) this.Left = x; - if (this.Right < x) this.Right = x; - if (this.Bottom > y) this.Bottom = y; - if (this.Top < y) this.Top = y; + if (Left > x) Left = x; + if (Right < x) Right = x; + if (Bottom > y) Bottom = y; + if (Top < y) Top = y; } public void Reset() { - this.Left = float.MaxValue; - this.Right = -float.MaxValue; - this.Bottom = float.MaxValue; - this.Top = -float.MaxValue; + Left = float.MaxValue; + Right = -float.MaxValue; + Bottom = float.MaxValue; + Top = -float.MaxValue; } } } diff --git a/src/Triangle.Rendering/Buffer/BufferBase.cs b/src/Triangle.Rendering/Buffer/BufferBase.cs index 65fb23c..fe14212 100644 --- a/src/Triangle.Rendering/Buffer/BufferBase.cs +++ b/src/Triangle.Rendering/Buffer/BufferBase.cs @@ -5,11 +5,10 @@ namespace TriangleNet.Rendering.Buffer { protected T[] data; protected int size; - + public BufferBase(int capacity, int size) + : this(new T[capacity], size) { - this.data = new T[capacity]; - this.size = size; } public BufferBase(T[] data, int size) @@ -18,24 +17,16 @@ namespace TriangleNet.Rendering.Buffer this.size = size; } - public T[] Data - { - get { return data; } - } + /// + public T[] Data => data; - public int Count - { - get { return data == null ? 0 : data.Length; } - } + /// + public int Count => data == null ? 0 : data.Length; - public abstract int Size - { - get; - } + /// + public abstract int Size { get; } - public abstract BufferTarget Target - { - get; - } + /// + public abstract BufferTarget Target { get; } } } diff --git a/src/Triangle.Rendering/Buffer/ColorBuffer.cs b/src/Triangle.Rendering/Buffer/ColorBuffer.cs index 8919033..e074f1e 100644 --- a/src/Triangle.Rendering/Buffer/ColorBuffer.cs +++ b/src/Triangle.Rendering/Buffer/ColorBuffer.cs @@ -1,29 +1,34 @@  namespace TriangleNet.Rendering.Buffer { - using System; using System.Drawing; public class ColorBuffer : BufferBase { + /// + /// Initializes a new instance of the class. + /// + /// The buffer capacity. + /// The size of one element in the buffer (i.e. 2 for 2D points) public ColorBuffer(int capacity, int size) : base(capacity, size) { } + /// + /// Initializes a new instance of the class. + /// + /// The buffer data. + /// The size of one element in the buffer (i.e. 2 for 2D points) public ColorBuffer(Color[] data, int size) : base(data, size) { } - public override int Size - { - get { return 1; } - } + /// + public override int Size => 1; - public override BufferTarget Target - { - get { return BufferTarget.ColorBuffer; } - } + /// + public override BufferTarget Target => BufferTarget.ColorBuffer; } } diff --git a/src/Triangle.Rendering/Buffer/IndexBuffer.cs b/src/Triangle.Rendering/Buffer/IndexBuffer.cs index 4a963d9..13a9975 100644 --- a/src/Triangle.Rendering/Buffer/IndexBuffer.cs +++ b/src/Triangle.Rendering/Buffer/IndexBuffer.cs @@ -3,28 +3,30 @@ namespace TriangleNet.Rendering.Buffer { public class IndexBuffer : BufferBase { + /// + /// Initializes a new instance of the class. + /// + /// The buffer capacity. + /// The size of one element in the buffer (i.e. 2 for 2D points) public IndexBuffer(int capacity, int size) : base(capacity, size) { } + /// + /// Initializes a new instance of the class. + /// + /// The buffer data. + /// The size of one element in the buffer (i.e. 2 for 2D points) public IndexBuffer(int[] data, int size) : base(data, size) { } - /// - /// Gets the number of indices for one element (i.e. 2 for segments - /// or 3 for triangles). - /// - public override int Size - { - get { return size; } - } + /// + public override int Size => size; - public override BufferTarget Target - { - get { return BufferTarget.IndexBuffer; } - } + /// + public override BufferTarget Target => BufferTarget.IndexBuffer; } } diff --git a/src/Triangle.Rendering/Buffer/VertexBuffer.cs b/src/Triangle.Rendering/Buffer/VertexBuffer.cs index 86c111e..568a50a 100644 --- a/src/Triangle.Rendering/Buffer/VertexBuffer.cs +++ b/src/Triangle.Rendering/Buffer/VertexBuffer.cs @@ -3,28 +3,30 @@ namespace TriangleNet.Rendering.Buffer { public class VertexBuffer : BufferBase { + /// + /// Initializes a new instance of the class. + /// + /// The buffer capacity. + /// The size of one element in the buffer (i.e. 2 for 2D points) public VertexBuffer(int capacity, int size = 2) : base(capacity, size) { } + /// + /// Initializes a new instance of the class. + /// + /// The buffer data. + /// The size of one element in the buffer (i.e. 2 for 2D points) public VertexBuffer(float[] data, int size = 2) : base(data, size) { } - /// - /// Gets the number of coordinates of one vertex in the buffer (i.e. 2 for - /// 2D points or 3D points). - /// - public override int Size - { - get { return size; } - } + /// + public override int Size => size; - public override BufferTarget Target - { - get { return BufferTarget.VertexBuffer; } - } + /// + public override BufferTarget Target => BufferTarget.VertexBuffer; } } diff --git a/src/Triangle.Rendering/ColorManager.cs b/src/Triangle.Rendering/ColorManager.cs index 302a14f..fd89305 100644 --- a/src/Triangle.Rendering/ColorManager.cs +++ b/src/Triangle.Rendering/ColorManager.cs @@ -98,7 +98,7 @@ namespace TriangleNet.Rendering public Dictionary ColorDictionary { get; set; } /// - /// Gets or sets a colormap which is used for function plotting. + /// Gets or sets a colormap used for function plotting. /// public ColorMap ColorMap { get; set; } @@ -128,10 +128,10 @@ namespace TriangleNet.Rendering keys[i] = i; } - CreateColorDictionary(keys, length); + CreateColorDictionary(keys); } - public void CreateColorDictionary(IEnumerable keys, int length) + public void CreateColorDictionary(IEnumerable keys) { this.ColorDictionary = new Dictionary(); diff --git a/src/Triangle.Rendering/GDI/ImageRenderer.cs b/src/Triangle.Rendering/GDI/ImageRenderer.cs index 9045fbd..78ffa7e 100644 --- a/src/Triangle.Rendering/GDI/ImageRenderer.cs +++ b/src/Triangle.Rendering/GDI/ImageRenderer.cs @@ -264,7 +264,7 @@ namespace TriangleNet.Rendering.GDI if (colors.ColorDictionary == null) { - colors.CreateColorDictionary(regions, regions.Count); + colors.CreateColorDictionary(regions); } return labels; diff --git a/src/Triangle.Rendering/IRenderContext.cs b/src/Triangle.Rendering/IRenderContext.cs index 46f1036..c8c8b82 100644 --- a/src/Triangle.Rendering/IRenderContext.cs +++ b/src/Triangle.Rendering/IRenderContext.cs @@ -4,31 +4,86 @@ namespace TriangleNet.Rendering using System.Collections.Generic; using TriangleNet.Geometry; using TriangleNet.Meshing; - using TriangleNet.Voronoi.Legacy; public interface IRenderContext { + /// + /// Gets the color manager. + /// ColorManager ColorManager { get; } - BoundingBox Bounds { get; } - + /// + /// Gets the list of s. + /// IList RenderLayers { get; } + /// + /// Gets the . + /// Projection Zoom { get; } + /// + /// Gets the . + /// IMesh Mesh { get; } + /// + /// Gets a value indicating whether the context has data to render. + /// bool HasData { get; } + /// + /// Add polygon data. + /// + /// void Add(IPolygon data); + + /// + /// Add mesh data. + /// + /// + /// void Add(IMesh data, bool reset); + + /// + /// Add edge data (used for Voronoi). + /// + /// + /// + /// void Add(ICollection points, IEnumerable edges, bool reset); + /// + /// Add mesh function values z=f(x,y). + /// + /// void Add(float[] values); + + /// + /// Add mesh partitioning data. + /// + /// void Add(int[] partition); + /// + /// Enable or disable a layer for rendering. + /// + /// The layer index. + /// If true, enable layer, otherwise disable. + /// + /// 0 = mesh (filled) + /// 1 = mesh (wireframe) + /// 2 = polygon + /// 3 = points + /// 4 = voronoi overlay + /// 5 = vector field + /// 6 = contour lines + /// void Enable(int layer, bool enabled); + /// + /// Clear data from all layers. + /// void Clear(); } } diff --git a/src/Triangle.Rendering/IRenderLayer.cs b/src/Triangle.Rendering/IRenderLayer.cs index a1785ad..b672356 100644 --- a/src/Triangle.Rendering/IRenderLayer.cs +++ b/src/Triangle.Rendering/IRenderLayer.cs @@ -9,35 +9,130 @@ namespace TriangleNet.Rendering using Color = System.Drawing.Color; + /// + /// Interface for managing the data of a render layer. + /// public interface IRenderLayer { + /// + /// Gets the number of points in the point buffer. + /// int Count { get; } + /// + /// Gets the points buffer. + /// IBuffer Points { get; } + + /// + /// Gets the indices buffer. + /// IBuffer Indices { get; } + /// + /// Gets or sets a value indicating whether the layer is enabled. + /// bool IsEnabled { get; set; } + /// + /// Indicates whether this layer contains data to render. + /// + /// Returns true, if the points buffer contains data. bool IsEmpty(); + /// + /// Resets this layer to an empty state. + /// + /// If true, all buffers will be set to null. void Reset(bool clear); // TODO: add boolean: reset - BoundingBox SetPoints(IBuffer buffer); - BoundingBox SetPoints(IPolygon poly); - BoundingBox SetPoints(IMesh mesh); - BoundingBox SetPoints(ICollection points); + + /// + /// Replaces the current points with the given buffer. + /// + /// The new points buffer. + void SetPoints(IBuffer buffer); + + /// + /// Copy the points of the given to the layers point buffer. + /// + /// The polygon to render. + void SetPoints(IPolygon poly); + + /// + /// Copy the points of the given to the layers point buffer. + /// + /// The mesh to render. + void SetPoints(IMesh mesh); + + /// + /// Copy the points of the given collection to the layers point buffer. + /// + /// The point set to render. + void SetPoints(ICollection points); + + /// + /// Copy the segment indices of the given polygon to the layers index buffer. + /// + /// The polygon to render. void SetPolygon(IPolygon poly); + + /// + /// Copy the segment indices of the given mesh to the layers index buffer. + /// + /// The mesh to render. void SetPolygon(IMesh mesh); + + /// + /// Copy the indices of the given mesh triangles to the layers index buffer. + /// + /// The mesh to render. + /// If true, all triangle indices are copied. Otherwise, + /// only edge indices are copied. + /// + /// Use elements = true for layers rendering filled triangles (3 indices per buffer item). + /// Use elements = false if only edges are rendered (wireframe, 2 indices per buffer item). + /// void SetMesh(IMesh mesh, bool elements); + + /// + /// Copy the indices of the given edges to the layers index buffer. + /// + /// The edges to render. void SetMesh(IEnumerable edges); + #region Attached data (mesh partitioning and heat map rendering) - // TODO: better put these into a subclass. + // TODO: better put attached data into a subclass? + + /// + /// Gets the mesh partition. + /// + /// + /// Triangle i given by indices [3 * i, 3 * i + 1, 3 * i + 2] + /// belongs to Partition[i]. + /// IBuffer Partition { get; } + + /// + /// Gets the color attached to a point in the points buffer. + /// IBuffer Colors { get; } + /// + /// Attach function values z=f(x,y) for all points (x,y) in the point buffer. + /// + /// The function values. + /// The color map. void AttachLayerData(float[] values, ColorMap colormap); + + /// + /// Attach partitioning data to each triangle in the index buffer. + /// + /// The mesh partition. void AttachLayerData(int[] partition); + + #endregion } } diff --git a/src/Triangle.Rendering/Projection.cs b/src/Triangle.Rendering/Projection.cs index 1cd1105..985f655 100644 --- a/src/Triangle.Rendering/Projection.cs +++ b/src/Triangle.Rendering/Projection.cs @@ -44,10 +44,10 @@ namespace TriangleNet.Rendering public float ClipMargin { get; set; } // The y-direction of windows screen coordinates is upside down, - // so inverY must be set to true. - bool invertY = false; + // so invertY should be set to true. + bool invertY; - int maxZoomLevel = 100; + const int maxZoomLevel = 100; public Projection(Rectangle screen, bool invertY = true) { @@ -66,26 +66,29 @@ namespace TriangleNet.Rendering /// Inititialize the projection. /// /// The world that should be transformed to screen coordinates. - public void Initialize(BoundingBox world) + public void Initialize(Geometry.Rectangle world) { this.Level = 1; + float width = (float)world.Width; + float height = (float)world.Height; + // Add a margin so there's some space around the border - float worldMargin = (world.Width < world.Height) ? world.Height * 0.05f : world.Width * 0.05f; + float worldMargin = (width < height) ? height * 0.05f : width * 0.05f; // Get the initial viewport (complete mesh centered on the screen) float screenRatio = screen.Width / (float)screen.Height; - float worldRatio = world.Width / world.Height; + float worldRatio = width / height; - float scale = (world.Width + worldMargin) / screen.Width; + float scale = (width + worldMargin) / screen.Width; if (screenRatio > worldRatio) { - scale = (world.Height + worldMargin) / screen.Height; + scale = (height + worldMargin) / screen.Height; } - float centerX = world.Left + world.Width / 2; - float centerY = world.Bottom + world.Height / 2; + float centerX = (float)world.Left + width / 2; + float centerY = (float)world.Bottom + height / 2; // TODO: Add initial margin this.Viewport = new RectangleF(centerX - screen.Width * scale / 2, diff --git a/src/Triangle.Rendering/RenderContext.cs b/src/Triangle.Rendering/RenderContext.cs index 63d7ec3..1433f7e 100644 --- a/src/Triangle.Rendering/RenderContext.cs +++ b/src/Triangle.Rendering/RenderContext.cs @@ -5,7 +5,6 @@ namespace TriangleNet.Rendering using System.Linq; using TriangleNet.Geometry; using TriangleNet.Meshing; - using TriangleNet.Voronoi.Legacy; /// /// The RenderContext class brings all the rendering parts together. @@ -13,16 +12,14 @@ namespace TriangleNet.Rendering public class RenderContext : IRenderContext { private ColorManager colorManager; - private BoundingBox bounds; private Projection zoom; + private Rectangle bounds; private IMesh mesh; private List renderLayers; public RenderContext(Projection zoom, ColorManager colorManager) { - bounds = new BoundingBox(); - renderLayers = new List(6); renderLayers.Add(new RenderLayer()); // 0 = mesh (filled) @@ -41,39 +38,22 @@ namespace TriangleNet.Rendering this.colorManager = colorManager; } - public ColorManager ColorManager - { - get { return colorManager; } - } + /// + public ColorManager ColorManager => colorManager; - public BoundingBox Bounds - { - get { return bounds; } - } + /// + public IList RenderLayers => renderLayers; - public IList RenderLayers - { - get { return renderLayers; } - } + /// + public Projection Zoom => zoom; - public Projection Zoom - { - get { return zoom; } - } + /// + public IMesh Mesh => mesh; - public IMesh Mesh - { - get { return mesh; } - } - - public bool HasData - { - get - { - return renderLayers.Any(layer => !layer.IsEmpty()); - } - } + /// + public bool HasData => renderLayers.Any(layer => !layer.IsEmpty()); + /// public void Add(IPolygon data) { foreach (var layer in RenderLayers) @@ -92,13 +72,16 @@ namespace TriangleNet.Rendering p.ID = i++; } - this.bounds = RenderLayers[2].SetPoints(data); - this.zoom.Initialize(bounds); + bounds = data.Bounds(); + zoom.Initialize(bounds); + + RenderLayers[2].SetPoints(data); RenderLayers[2].SetPolygon(data); RenderLayers[3].SetPoints(RenderLayers[2].Points); } + /// public void Add(IMesh data, bool reset) { foreach (var layer in RenderLayers) @@ -110,11 +93,12 @@ namespace TriangleNet.Rendering RenderLayers[4].Reset(true); // Save reference to mesh. - this.mesh = data; + mesh = data; + bounds = data.Bounds; - this.bounds = RenderLayers[1].SetPoints(data); - this.zoom.Initialize(bounds); + zoom.Initialize(bounds); + RenderLayers[1].SetPoints(data); RenderLayers[1].SetMesh(data, false); RenderLayers[2].SetPoints(RenderLayers[1].Points); @@ -123,6 +107,7 @@ namespace TriangleNet.Rendering RenderLayers[3].SetPoints(RenderLayers[1].Points); } + /// public void Add(ICollection points, IEnumerable edges, bool reset) { RenderLayers[4].SetPoints(points); @@ -130,6 +115,7 @@ namespace TriangleNet.Rendering RenderLayers[4].IsEnabled = true; } + /// public void Add(float[] data) { // Add function values for filled mesh. @@ -140,6 +126,7 @@ namespace TriangleNet.Rendering RenderLayers[0].IsEnabled = true; } + /// public void Add(int[] data) { // Add partition data for filled mesh. @@ -150,13 +137,19 @@ namespace TriangleNet.Rendering RenderLayers[0].IsEnabled = true; } + /// public void Enable(int layer, bool enabled) { renderLayers[layer].IsEnabled = enabled; } + /// public void Clear() { + foreach (var layer in RenderLayers) + { + layer.Reset(true); + } } } } diff --git a/src/Triangle.Rendering/RenderLayer.cs b/src/Triangle.Rendering/RenderLayer.cs index 1042c9a..fa4e4aa 100644 --- a/src/Triangle.Rendering/RenderLayer.cs +++ b/src/Triangle.Rendering/RenderLayer.cs @@ -24,38 +24,31 @@ namespace TriangleNet.Rendering this.IsEnabled = false; } - public int Count - { - get { return count; } - } + /// + public int Count => count; - public IBuffer Points - { - get { return points; } - } + /// + public IBuffer Points => points; - public IBuffer Indices - { - get { return indices; } - } + /// + public IBuffer Indices => indices; - public IBuffer Partition - { - get { return partition; } - } + /// + public IBuffer Partition => partition; - public IBuffer Colors - { - get { return colors; } - } + /// + public IBuffer Colors => colors; + /// public bool IsEnabled { get; set; } + /// public bool IsEmpty() { return (points == null || points.Count == 0); } + /// public void Reset(bool clear) { if (clear) @@ -69,12 +62,13 @@ namespace TriangleNet.Rendering colors = null; } - public BoundingBox SetPoints(IBuffer buffer) + /// + public void SetPoints(IBuffer buffer) { - BoundingBox bounds = new BoundingBox(); - if (points != null && points.Count < buffer.Count) { + // NOTE: we keep the old size to be able to render new Steiner + // points in a different color than existing points. count = points.Count / points.Size; } else @@ -82,41 +76,31 @@ namespace TriangleNet.Rendering count = buffer.Count / buffer.Size; } - this.points = buffer; - - return bounds; + points = buffer; } - public BoundingBox SetPoints(IPolygon poly) + /// + public void SetPoints(IPolygon poly) { - BoundingBox bounds = new BoundingBox(); - - points = BufferHelper.CreateVertexBuffer(poly.Points, ref bounds); + points = BufferHelper.CreateVertexBuffer(poly.Points); count = points.Count / points.Size; - - return bounds; } - public BoundingBox SetPoints(IMesh mesh) + /// + public void SetPoints(IMesh mesh) { - BoundingBox bounds = new BoundingBox(); - - points = BufferHelper.CreateVertexBuffer(mesh.Vertices, ref bounds); + points = BufferHelper.CreateVertexBuffer(mesh.Vertices); count = points.Count / points.Size; - - return bounds; } - public BoundingBox SetPoints(ICollection vertices) + /// + public void SetPoints(ICollection vertices) { - BoundingBox bounds = new BoundingBox(); - - points = BufferHelper.CreateVertexBuffer(vertices, ref bounds); + points = BufferHelper.CreateVertexBuffer(vertices); count = points.Count / points.Size; - - return bounds; } + /// public void SetPolygon(IPolygon poly) { indices = BufferHelper.CreateIndexBuffer(poly.Segments, 2); @@ -127,11 +111,13 @@ namespace TriangleNet.Rendering indices = BufferHelper.CreateIndexBuffer(mesh.Segments, 2); } + /// public void SetMesh(IEnumerable edges) { indices = BufferHelper.CreateIndexBuffer(edges, 2); } + /// public void SetMesh(IMesh mesh, bool elements) { mesh.Renumber(); @@ -147,13 +133,11 @@ namespace TriangleNet.Rendering } } - // TODO: remove colormap argument + /// public void AttachLayerData(float[] values, ColorMap colormap) { int length = values.Length; - Color[] data = new Color[length]; - double min = double.MaxValue; double max = double.MinValue; @@ -171,14 +155,17 @@ namespace TriangleNet.Rendering } } + var colorData = new Color[length]; + for (int i = 0; i < length; i++) { - data[i] = colormap.GetColor(values[i], min, max); + colorData[i] = colormap.GetColor(values[i], min, max); } - colors = new ColorBuffer(data, 1); + colors = new ColorBuffer(colorData, 1); } + /// public void AttachLayerData(int[] partition) { this.partition = new IndexBuffer(partition, 1); diff --git a/src/Triangle.Rendering/Util/BufferHelper.cs b/src/Triangle.Rendering/Util/BufferHelper.cs index ef891ab..486ee3a 100644 --- a/src/Triangle.Rendering/Util/BufferHelper.cs +++ b/src/Triangle.Rendering/Util/BufferHelper.cs @@ -5,43 +5,14 @@ namespace TriangleNet.Rendering.Util using TriangleNet.Topology; using TriangleNet.Geometry; using TriangleNet.Rendering.Buffer; + using System.Linq; internal static class BufferHelper { - public static IBuffer CreateVertexBuffer(double[] points, ref BoundingBox bounds) - { - int length = points.Length; - - var buffer = new VertexBuffer(length); - - bounds.Reset(); - - var data = buffer.Data; - - float x, y; - - length = length >> 1; - - for (int i = 0; i < length; i++) - { - x = (float)points[2 * i]; - y = (float)points[2 * i + 1]; - - data[2 * i] = x; - data[2 * i + 1] = y; - - bounds.Update(x, y); - } - - return buffer as IBuffer; - } - - public static IBuffer CreateVertexBuffer(ICollection points, ref BoundingBox bounds) + public static IBuffer CreateVertexBuffer(ICollection points) { var buffer = new VertexBuffer(2 * points.Count); - bounds.Reset(); - var data = buffer.Data; float x, y; @@ -56,20 +27,16 @@ namespace TriangleNet.Rendering.Util data[2 * i] = x; data[2 * i + 1] = y; - bounds.Update(x, y); - i++; } - return buffer as IBuffer; + return buffer; } - public static IBuffer CreateVertexBuffer(ICollection points, ref BoundingBox bounds) + public static IBuffer CreateVertexBuffer(ICollection points) { var buffer = new VertexBuffer(2 * points.Count); - bounds.Reset(); - var data = buffer.Data; int i = 0; @@ -79,23 +46,21 @@ namespace TriangleNet.Rendering.Util data[2 * i] = (float)p.X; data[2 * i + 1] = (float)p.Y; - bounds.Update(p.X, p.Y); - i++; } - return buffer as IBuffer; + return buffer; } - public static IBuffer CreateIndexBuffer(IList segments, int size) + public static IBuffer CreateIndexBuffer(IEnumerable edges, int size) { - var buffer = new IndexBuffer(size * segments.Count, size); + var buffer = new IndexBuffer(size * edges.Count(), size); var data = buffer.Data; int i = 0; - foreach (var e in segments) + foreach (var e in edges) { data[size * i + 0] = e.P0; data[size * i + 1] = e.P1; @@ -103,20 +68,7 @@ namespace TriangleNet.Rendering.Util i++; } - return buffer as IBuffer; - } - - public static IBuffer CreateIndexBuffer(IEnumerable edges, int size) - { - var data = new List(); - - foreach (var e in edges) - { - data.Add(e.P0); - data.Add(e.P1); - } - - return new IndexBuffer(data.ToArray(), size) as IBuffer; + return buffer; } public static IBuffer CreateIndexBuffer(ICollection elements, int size) @@ -136,7 +88,7 @@ namespace TriangleNet.Rendering.Util i++; } - return buffer as IBuffer; + return buffer; } } } From 80428bfa40b2b08fc9444ac10874684c9841c3fe Mon Sep 17 00:00:00 2001 From: wo80 Date: Tue, 1 Mar 2022 16:02:22 +0100 Subject: [PATCH 35/44] Triangle.Rendering simplify IRenderLayer and buffer handling. --- src/Triangle.Rendering/BoundingBox.cs | 68 -------------- src/Triangle.Rendering/Buffer/IndexBuffer.cs | 48 ++++++++++ src/Triangle.Rendering/Buffer/VertexBuffer.cs | 62 ++++++++++++ src/Triangle.Rendering/IRenderLayer.cs | 59 +----------- src/Triangle.Rendering/RenderContext.cs | 25 +++-- src/Triangle.Rendering/RenderLayer.cs | 56 +---------- src/Triangle.Rendering/Util/BufferHelper.cs | 94 ------------------- 7 files changed, 131 insertions(+), 281 deletions(-) delete mode 100644 src/Triangle.Rendering/BoundingBox.cs delete mode 100644 src/Triangle.Rendering/Util/BufferHelper.cs diff --git a/src/Triangle.Rendering/BoundingBox.cs b/src/Triangle.Rendering/BoundingBox.cs deleted file mode 100644 index 41a5d0b..0000000 --- a/src/Triangle.Rendering/BoundingBox.cs +++ /dev/null @@ -1,68 +0,0 @@ - -namespace TriangleNet.Rendering -{ - using System.Drawing; - - public class BoundingBox - { - public float Left; - public float Right; - public float Bottom; - public float Top; - - public float Width - { - get { return Right - Left; } - } - - public float Height - { - get { return Top - Bottom; } - } - - public BoundingBox() - { - Reset(); - } - - public BoundingBox(float left, float right, float bottom, float top) - { - Left = left; - Right = right; - Bottom = bottom; - Top = top; - } - - public void Update(Point pt) - { - Update(pt.X, pt.Y); - } - - public void Update(PointF pt) - { - Update(pt.X, pt.Y); - } - - public void Update(double x, double y) - { - Update((float)x, (float)y); - } - - public void Update(float x, float y) - { - // Update bounding box - if (Left > x) Left = x; - if (Right < x) Right = x; - if (Bottom > y) Bottom = y; - if (Top < y) Top = y; - } - - public void Reset() - { - Left = float.MaxValue; - Right = -float.MaxValue; - Bottom = float.MaxValue; - Top = -float.MaxValue; - } - } -} diff --git a/src/Triangle.Rendering/Buffer/IndexBuffer.cs b/src/Triangle.Rendering/Buffer/IndexBuffer.cs index 13a9975..108d8a7 100644 --- a/src/Triangle.Rendering/Buffer/IndexBuffer.cs +++ b/src/Triangle.Rendering/Buffer/IndexBuffer.cs @@ -1,8 +1,56 @@  namespace TriangleNet.Rendering.Buffer { + using System.Collections.Generic; + using System.Linq; + using TriangleNet.Geometry; + using TriangleNet.Topology; + public class IndexBuffer : BufferBase { + #region Static methods + + public static IBuffer Create(IEnumerable edges, int size) + { + var buffer = new IndexBuffer(size * edges.Count(), size); + + var data = buffer.Data; + + int i = 0; + + foreach (var e in edges) + { + data[size * i + 0] = e.P0; + data[size * i + 1] = e.P1; + + i++; + } + + return buffer; + } + + public static IBuffer Create(ICollection elements, int size) + { + var buffer = new IndexBuffer(size * elements.Count, size); + + var data = buffer.Data; + + int i = 0; + + foreach (var e in elements) + { + data[size * i + 0] = e.GetVertexID(0); + data[size * i + 1] = e.GetVertexID(1); + data[size * i + 2] = e.GetVertexID(2); + + i++; + } + + return buffer; + } + + #endregion + /// /// Initializes a new instance of the class. /// diff --git a/src/Triangle.Rendering/Buffer/VertexBuffer.cs b/src/Triangle.Rendering/Buffer/VertexBuffer.cs index 568a50a..3dcb1f7 100644 --- a/src/Triangle.Rendering/Buffer/VertexBuffer.cs +++ b/src/Triangle.Rendering/Buffer/VertexBuffer.cs @@ -1,8 +1,70 @@  namespace TriangleNet.Rendering.Buffer { + using System.Collections.Generic; + using TriangleNet.Geometry; + public class VertexBuffer : BufferBase { + #region Static methods + + /// + /// Create a vertex buffer from given point collection. + /// + /// The points to render. + /// The points bounding box. + /// + public static IBuffer Create(ICollection points, Rectangle bounds) + { + var buffer = new VertexBuffer(2 * points.Count); + + var data = buffer.Data; + + float x, y; + + int i = 0; + + foreach (var p in points) + { + x = (float)p.X; + y = (float)p.Y; + + data[2 * i] = x; + data[2 * i + 1] = y; + + i++; + } + + return buffer; + } + + /// + /// Create a vertex buffer from given vertex collection. + /// + /// The vertices to render. + /// The vertices bounding box. + /// + public static IBuffer Create(ICollection points, Rectangle bounds) + { + var buffer = new VertexBuffer(2 * points.Count); + + var data = buffer.Data; + + int i = 0; + + foreach (var p in points) + { + data[2 * i] = (float)p.X; + data[2 * i + 1] = (float)p.Y; + + i++; + } + + return buffer; + } + + #endregion + /// /// Initializes a new instance of the class. /// diff --git a/src/Triangle.Rendering/IRenderLayer.cs b/src/Triangle.Rendering/IRenderLayer.cs index b672356..b83e457 100644 --- a/src/Triangle.Rendering/IRenderLayer.cs +++ b/src/Triangle.Rendering/IRenderLayer.cs @@ -1,9 +1,6 @@  namespace TriangleNet.Rendering { - using System.Collections.Generic; - using TriangleNet.Geometry; - using TriangleNet.Meshing; using TriangleNet.Rendering.Buffer; using TriangleNet.Rendering.Util; @@ -46,61 +43,9 @@ namespace TriangleNet.Rendering /// If true, all buffers will be set to null. void Reset(bool clear); - // TODO: add boolean: reset + void SetPoints(IBuffer buffer, bool reset = true); - /// - /// Replaces the current points with the given buffer. - /// - /// The new points buffer. - void SetPoints(IBuffer buffer); - - /// - /// Copy the points of the given to the layers point buffer. - /// - /// The polygon to render. - void SetPoints(IPolygon poly); - - /// - /// Copy the points of the given to the layers point buffer. - /// - /// The mesh to render. - void SetPoints(IMesh mesh); - - /// - /// Copy the points of the given collection to the layers point buffer. - /// - /// The point set to render. - void SetPoints(ICollection points); - - /// - /// Copy the segment indices of the given polygon to the layers index buffer. - /// - /// The polygon to render. - void SetPolygon(IPolygon poly); - - /// - /// Copy the segment indices of the given mesh to the layers index buffer. - /// - /// The mesh to render. - void SetPolygon(IMesh mesh); - - /// - /// Copy the indices of the given mesh triangles to the layers index buffer. - /// - /// The mesh to render. - /// If true, all triangle indices are copied. Otherwise, - /// only edge indices are copied. - /// - /// Use elements = true for layers rendering filled triangles (3 indices per buffer item). - /// Use elements = false if only edges are rendered (wireframe, 2 indices per buffer item). - /// - void SetMesh(IMesh mesh, bool elements); - - /// - /// Copy the indices of the given edges to the layers index buffer. - /// - /// The edges to render. - void SetMesh(IEnumerable edges); + void SetIndices(IBuffer buffer); #region Attached data (mesh partitioning and heat map rendering) diff --git a/src/Triangle.Rendering/RenderContext.cs b/src/Triangle.Rendering/RenderContext.cs index 1433f7e..8e646c0 100644 --- a/src/Triangle.Rendering/RenderContext.cs +++ b/src/Triangle.Rendering/RenderContext.cs @@ -5,6 +5,7 @@ namespace TriangleNet.Rendering using System.Linq; using TriangleNet.Geometry; using TriangleNet.Meshing; + using TriangleNet.Rendering.Buffer; /// /// The RenderContext class brings all the rendering parts together. @@ -76,8 +77,9 @@ namespace TriangleNet.Rendering zoom.Initialize(bounds); - RenderLayers[2].SetPoints(data); - RenderLayers[2].SetPolygon(data); + RenderLayers[2].SetPoints(VertexBuffer.Create(data.Points, bounds)); + RenderLayers[2].SetIndices(IndexBuffer.Create(data.Segments, 2)); + RenderLayers[3].SetPoints(RenderLayers[2].Points); } @@ -96,22 +98,25 @@ namespace TriangleNet.Rendering mesh = data; bounds = data.Bounds; + // Ensure linear numbering of vertices. + mesh.Renumber(); + zoom.Initialize(bounds); - RenderLayers[1].SetPoints(data); - RenderLayers[1].SetMesh(data, false); + RenderLayers[1].SetPoints(VertexBuffer.Create(data.Vertices, bounds)); + RenderLayers[1].SetIndices(IndexBuffer.Create(data.Edges, 2)); RenderLayers[2].SetPoints(RenderLayers[1].Points); - RenderLayers[2].SetPolygon(data); + RenderLayers[2].SetIndices(IndexBuffer.Create(data.Segments, 2)); - RenderLayers[3].SetPoints(RenderLayers[1].Points); + RenderLayers[3].SetPoints(RenderLayers[1].Points, false); } /// public void Add(ICollection points, IEnumerable edges, bool reset) { - RenderLayers[4].SetPoints(points); - RenderLayers[4].SetMesh(edges); + RenderLayers[4].SetPoints(VertexBuffer.Create(points, bounds)); + RenderLayers[4].SetIndices(IndexBuffer.Create(edges, 2)); RenderLayers[4].IsEnabled = true; } @@ -120,7 +125,7 @@ namespace TriangleNet.Rendering { // Add function values for filled mesh. RenderLayers[0].SetPoints(RenderLayers[1].Points); - RenderLayers[0].SetMesh(this.mesh, true); + RenderLayers[0].SetIndices(IndexBuffer.Create(mesh.Triangles, 3)); RenderLayers[0].AttachLayerData(data, colorManager.ColorMap); RenderLayers[0].IsEnabled = true; @@ -131,7 +136,7 @@ namespace TriangleNet.Rendering { // Add partition data for filled mesh. RenderLayers[0].SetPoints(RenderLayers[1].Points); - RenderLayers[0].SetMesh(this.mesh, true); + RenderLayers[0].SetIndices(IndexBuffer.Create(mesh.Triangles, 3)); RenderLayers[0].AttachLayerData(data); RenderLayers[0].IsEnabled = true; diff --git a/src/Triangle.Rendering/RenderLayer.cs b/src/Triangle.Rendering/RenderLayer.cs index fa4e4aa..a590db6 100644 --- a/src/Triangle.Rendering/RenderLayer.cs +++ b/src/Triangle.Rendering/RenderLayer.cs @@ -63,9 +63,9 @@ namespace TriangleNet.Rendering } /// - public void SetPoints(IBuffer buffer) + public void SetPoints(IBuffer buffer, bool reset = true) { - if (points != null && points.Count < buffer.Count) + if (!reset && points != null && points.Count < buffer.Count) { // NOTE: we keep the old size to be able to render new Steiner // points in a different color than existing points. @@ -80,57 +80,9 @@ namespace TriangleNet.Rendering } /// - public void SetPoints(IPolygon poly) + public void SetIndices(IBuffer buffer) { - points = BufferHelper.CreateVertexBuffer(poly.Points); - count = points.Count / points.Size; - } - - /// - public void SetPoints(IMesh mesh) - { - points = BufferHelper.CreateVertexBuffer(mesh.Vertices); - count = points.Count / points.Size; - } - - /// - public void SetPoints(ICollection vertices) - { - points = BufferHelper.CreateVertexBuffer(vertices); - count = points.Count / points.Size; - } - - /// - public void SetPolygon(IPolygon poly) - { - indices = BufferHelper.CreateIndexBuffer(poly.Segments, 2); - } - - public void SetPolygon(IMesh mesh) - { - indices = BufferHelper.CreateIndexBuffer(mesh.Segments, 2); - } - - /// - public void SetMesh(IEnumerable edges) - { - indices = BufferHelper.CreateIndexBuffer(edges, 2); - } - - /// - public void SetMesh(IMesh mesh, bool elements) - { - mesh.Renumber(); - - if (!elements) - { - indices = BufferHelper.CreateIndexBuffer(mesh.Edges, 2); - } - - if (elements || indices.Count == 0) - { - indices = BufferHelper.CreateIndexBuffer(mesh.Triangles, 3); - } + indices = buffer; } /// diff --git a/src/Triangle.Rendering/Util/BufferHelper.cs b/src/Triangle.Rendering/Util/BufferHelper.cs deleted file mode 100644 index 486ee3a..0000000 --- a/src/Triangle.Rendering/Util/BufferHelper.cs +++ /dev/null @@ -1,94 +0,0 @@ - -namespace TriangleNet.Rendering.Util -{ - using System.Collections.Generic; - using TriangleNet.Topology; - using TriangleNet.Geometry; - using TriangleNet.Rendering.Buffer; - using System.Linq; - - internal static class BufferHelper - { - public static IBuffer CreateVertexBuffer(ICollection points) - { - var buffer = new VertexBuffer(2 * points.Count); - - var data = buffer.Data; - - float x, y; - - int i = 0; - - foreach (var p in points) - { - x = (float)p.X; - y = (float)p.Y; - - data[2 * i] = x; - data[2 * i + 1] = y; - - i++; - } - - return buffer; - } - - public static IBuffer CreateVertexBuffer(ICollection points) - { - var buffer = new VertexBuffer(2 * points.Count); - - var data = buffer.Data; - - int i = 0; - - foreach (var p in points) - { - data[2 * i] = (float)p.X; - data[2 * i + 1] = (float)p.Y; - - i++; - } - - return buffer; - } - - public static IBuffer CreateIndexBuffer(IEnumerable edges, int size) - { - var buffer = new IndexBuffer(size * edges.Count(), size); - - var data = buffer.Data; - - int i = 0; - - foreach (var e in edges) - { - data[size * i + 0] = e.P0; - data[size * i + 1] = e.P1; - - i++; - } - - return buffer; - } - - public static IBuffer CreateIndexBuffer(ICollection elements, int size) - { - var buffer = new IndexBuffer(size * elements.Count, size); - - var data = buffer.Data; - - int i = 0; - - foreach (var e in elements) - { - data[size * i + 0] = e.GetVertexID(0); - data[size * i + 1] = e.GetVertexID(1); - data[size * i + 2] = e.GetVertexID(2); - - i++; - } - - return buffer; - } - } -} From a728da583e89917369f6ec3a23d6984f556f8da8 Mon Sep 17 00:00:00 2001 From: wo80 Date: Wed, 2 Mar 2022 17:23:26 +0100 Subject: [PATCH 36/44] Triangle.Rendering minor updates. --- .../GDI/Native/NativeMethods.cs | 6 +- src/Triangle.Rendering/GDI/RenderControl.cs | 14 +- src/Triangle.Rendering/IRenderControl.cs | 4 +- src/Triangle.Rendering/Projection.cs | 140 +++++++----------- src/Triangle.Rendering/RenderContext.cs | 2 +- src/Triangle.Rendering/RenderManager.cs | 10 +- src/Triangle/Geometry/Rectangle.cs | 62 ++++---- 7 files changed, 96 insertions(+), 142 deletions(-) diff --git a/src/Triangle.Rendering/GDI/Native/NativeMethods.cs b/src/Triangle.Rendering/GDI/Native/NativeMethods.cs index 431be59..46e4dea 100644 --- a/src/Triangle.Rendering/GDI/Native/NativeMethods.cs +++ b/src/Triangle.Rendering/GDI/Native/NativeMethods.cs @@ -17,7 +17,7 @@ namespace TriangleNet.Rendering.GDI.Native /// /// The GradientFill function fills rectangle and triangle structures /// - /// Handle to the destination device contex + /// Handle to the destination device context /// Array of TRIVERTEX structures that each define a triangle vertex /// The number of vertices in pVertex /// Array of elements @@ -33,7 +33,7 @@ namespace TriangleNet.Rendering.GDI.Native /// /// The GradientFill function fills rectangle and triangle structures /// - /// Handle to the destination device contex + /// Handle to the destination device context /// Array of TRIVERTEX structures that each define a triangle vertex /// The number of vertices in pVertex /// Array of GRADIENT_TRIANGLE structures in triangle mode @@ -49,7 +49,7 @@ namespace TriangleNet.Rendering.GDI.Native /// /// The GradientFill function fills rectangle and triangle structures /// - /// Handle to the destination device contex + /// Handle to the destination device context /// Array of TRIVERTEX structures that each define a triangle vertex /// The number of vertices in pVertex /// an array of GRADIENT_RECT structures in rectangle mode diff --git a/src/Triangle.Rendering/GDI/RenderControl.cs b/src/Triangle.Rendering/GDI/RenderControl.cs index 1aa34b9..75fe27d 100644 --- a/src/Triangle.Rendering/GDI/RenderControl.cs +++ b/src/Triangle.Rendering/GDI/RenderControl.cs @@ -26,7 +26,7 @@ namespace TriangleNet.Rendering.GDI bool initialized = false; - string coordinate = String.Empty; + string coordinate = string.Empty; Timer timer; @@ -51,7 +51,7 @@ namespace TriangleNet.Rendering.GDI timer.Tick += (sender, e) => { timer.Stop(); - coordinate = String.Empty; + coordinate = string.Empty; this.Invalidate(); }; } @@ -117,7 +117,7 @@ namespace TriangleNet.Rendering.GDI private void Render() { - coordinate = String.Empty; + coordinate = string.Empty; if (buffer == null) { @@ -154,7 +154,7 @@ namespace TriangleNet.Rendering.GDI buffer.Render(); - if (!String.IsNullOrEmpty(coordinate) && Renderer.Context.HasData) + if (!string.IsNullOrEmpty(coordinate) && Renderer.Context.HasData) { Graphics g = e.Graphics; g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; @@ -204,9 +204,9 @@ namespace TriangleNet.Rendering.GDI timer.Stop(); PointF c = new PointF((float)e.X / Width, (float)e.Y / Height); - zoom.ScreenToWorld(ref c); - coordinate = String.Format(NumberFormatInfo.InvariantInfo, - "X:{0} Y:{1}", c.X, c.Y); + zoom.ScreenToWorld(c, out double x, out double y); + coordinate = string.Format(NumberFormatInfo.InvariantInfo, + "X:{0} Y:{1}", x, y); this.Invalidate(); diff --git a/src/Triangle.Rendering/IRenderControl.cs b/src/Triangle.Rendering/IRenderControl.cs index eae1d36..477ee70 100644 --- a/src/Triangle.Rendering/IRenderControl.cs +++ b/src/Triangle.Rendering/IRenderControl.cs @@ -6,8 +6,6 @@ namespace TriangleNet.Rendering { - using System; - using System.Windows.Forms; using System.Drawing; /// @@ -16,9 +14,11 @@ namespace TriangleNet.Rendering public interface IRenderControl { IRenderer Renderer { get; set; } + Rectangle ClientRectangle { get; } void Initialize(); + void Refresh(); void HandleResize(); diff --git a/src/Triangle.Rendering/Projection.cs b/src/Triangle.Rendering/Projection.cs index 985f655..5ed8f5f 100644 --- a/src/Triangle.Rendering/Projection.cs +++ b/src/Triangle.Rendering/Projection.cs @@ -20,29 +20,23 @@ namespace TriangleNet.Rendering // The complete mesh. RectangleF world; + RectangleF viewport; + /// /// Gets or sets the current viewport (visible mesh). /// - public RectangleF Viewport { get; set; } + public RectangleF Viewport => viewport; /// /// Gets the current scale. /// - public float Scale - { - get { return screen.Width / Viewport.Width; } - } + public float Scale => screen.Width / viewport.Width; /// /// Gets the zoom level. /// public int Level { get; private set; } - /// - /// Gets or sets a clip margin (default is 5% of viewport width on each side). - /// - public float ClipMargin { get; set; } - // The y-direction of windows screen coordinates is upside down, // so invertY should be set to true. bool invertY; @@ -52,14 +46,11 @@ namespace TriangleNet.Rendering public Projection(Rectangle screen, bool invertY = true) { this.screen = screen; - this.world = screen; - this.Viewport = screen; - - this.Level = 1; - - this.ClipMargin = this.Viewport.Width * 0.05f; - this.invertY = invertY; + + world = viewport = screen; + + Level = 1; } /// @@ -68,37 +59,31 @@ namespace TriangleNet.Rendering /// The world that should be transformed to screen coordinates. public void Initialize(Geometry.Rectangle world) { - this.Level = 1; + Level = 1; - float width = (float)world.Width; - float height = (float)world.Height; + float ww = (float)world.Width; + float wh = (float)world.Height; + + int sw = screen.Width; + int sh = screen.Height; // Add a margin so there's some space around the border - float worldMargin = (width < height) ? height * 0.05f : width * 0.05f; + float margin = (ww < wh) ? wh * 0.05f : ww * 0.05f; + + float wRatio = ww / wh; + float sRatio = sw / (float)sh; + + float scale = (sRatio < wRatio) ? (ww + margin) / sw : (wh + margin) / sh; + + float centerX = (float)world.X + ww / 2; + float centerY = (float)world.Y + wh / 2; // Get the initial viewport (complete mesh centered on the screen) - float screenRatio = screen.Width / (float)screen.Height; - float worldRatio = width / height; - - float scale = (width + worldMargin) / screen.Width; - - if (screenRatio > worldRatio) - { - scale = (height + worldMargin) / screen.Height; - } - - float centerX = (float)world.Left + width / 2; - float centerY = (float)world.Bottom + height / 2; - - // TODO: Add initial margin - this.Viewport = new RectangleF(centerX - screen.Width * scale / 2, - centerY - screen.Height * scale / 2, - screen.Width * scale, - screen.Height * scale); - - this.ClipMargin = this.Viewport.Width * 0.05f; - - this.world = this.Viewport; + this.world = viewport = new RectangleF( + centerX - sw * scale / 2, + centerY - sh * scale / 2, + sw * scale, + sh * scale); } /// @@ -114,9 +99,9 @@ namespace TriangleNet.Rendering float scaleX = newScreen.Width / (float)screen.Width; float scaleY = newScreen.Height / (float)screen.Height; - this.screen = newScreen; + screen = newScreen; - var view = this.Viewport; + var view = viewport; // Center of the viewport float centerX = (view.Left + view.Right) / 2; @@ -126,7 +111,7 @@ namespace TriangleNet.Rendering float width = view.Width * scaleX; float height = view.Height * scaleY; - this.Viewport = new RectangleF( + viewport = new RectangleF( centerX - width / 2, centerY - height / 2, width, height); @@ -138,7 +123,7 @@ namespace TriangleNet.Rendering width = world.Width * scaleX; height = world.Height * scaleY; - this.world = new RectangleF( + world = new RectangleF( centerX - width / 2, centerY - height / 2, width, height); @@ -151,12 +136,12 @@ namespace TriangleNet.Rendering return false; } - var view = this.Viewport; + var view = viewport; float x = view.X + dx * view.Width / 4; float y = view.Y + dy * view.Height / 4; - this.Viewport = new RectangleF(x, y, view.Width, view.Height); + viewport = new RectangleF(x, y, view.Width, view.Height); return true; } @@ -178,35 +163,34 @@ namespace TriangleNet.Rendering if (amount > 0) // Zoom in { - this.Level++; + Level++; - if (this.Level > maxZoomLevel) + if (Level > maxZoomLevel) { - this.Level = maxZoomLevel; + Level = maxZoomLevel; return false; } - width = Viewport.Width / 1.1f; - height = Viewport.Height / 1.1f; + width = viewport.Width / 1.1f; + height = viewport.Height / 1.1f; } else { - this.Level--; + Level--; - if (this.Level < 1) + if (Level < 1) { - this.Level = 1; - this.Viewport = this.world; + Reset(); return false; } - width = Viewport.Width * 1.1f; - height = Viewport.Height * 1.1f; + width = viewport.Width * 1.1f; + height = viewport.Height * 1.1f; } // Current focus on viewport - float x = Viewport.X + Viewport.Width * focusX; - float y = Viewport.Y + Viewport.Height * focusY; + float x = viewport.X + viewport.Width * focusX; + float y = viewport.Y + viewport.Height * focusY; // New left and top positions x = x - width * focusX; @@ -232,43 +216,27 @@ namespace TriangleNet.Rendering } // Set new viewport - this.Viewport = new RectangleF(x, y, width, height); - - this.ClipMargin = this.Viewport.Width * 0.05f; + viewport = new RectangleF(x, y, width, height); return true; } public void Reset() { - this.Viewport = this.world; - this.Level = 1; + viewport = world; + Level = 1; } public void WorldToScreen(ref PointF pt) { - pt.X = (pt.X - Viewport.X) / Viewport.Width * screen.Width; - pt.Y = (1 - (pt.Y - Viewport.Y) / Viewport.Height) * screen.Height; + pt.X = (pt.X - viewport.X) / viewport.Width * screen.Width; + pt.Y = (1 - (pt.Y - viewport.Y) / viewport.Height) * screen.Height; } - public void ScreenToWorld(ref PointF pt) + public void ScreenToWorld(PointF pt, out double x, out double y) { - pt.X = Viewport.X + Viewport.Width * pt.X; - pt.Y = Viewport.Y + Viewport.Height * (1 - pt.Y); - } - - [Obsolete] - public PointF WorldToScreen(float x, float y) - { - return new PointF((x - Viewport.X) / Viewport.Width * screen.Width, - (1 - (y - Viewport.Y) / Viewport.Height) * screen.Height); - } - - [Obsolete] - public PointF ScreenToWorld(float x, float y) - { - return new PointF(Viewport.X + Viewport.Width * x, - Viewport.Y + Viewport.Height * (1 - y)); + x = viewport.X + viewport.Width * pt.X; + y = viewport.Y + viewport.Height * (1 - pt.Y); } } } diff --git a/src/Triangle.Rendering/RenderContext.cs b/src/Triangle.Rendering/RenderContext.cs index 8e646c0..703af06 100644 --- a/src/Triangle.Rendering/RenderContext.cs +++ b/src/Triangle.Rendering/RenderContext.cs @@ -62,7 +62,7 @@ namespace TriangleNet.Rendering layer.Reset(true); } - // Always clear voronoi layer. + // Always clear Voronoi layer. RenderLayers[4].Reset(true); int i = 0; diff --git a/src/Triangle.Rendering/RenderManager.cs b/src/Triangle.Rendering/RenderManager.cs index 382db90..c70cfa1 100644 --- a/src/Triangle.Rendering/RenderManager.cs +++ b/src/Triangle.Rendering/RenderManager.cs @@ -18,15 +18,9 @@ namespace TriangleNet.Rendering IRenderer renderer; Projection zoom; - public IRenderControl Control - { - get { return control; } - } + public IRenderControl Control => control; - public IRenderContext Context - { - get { return context; } - } + public IRenderContext Context => context; public RenderManager() { diff --git a/src/Triangle/Geometry/Rectangle.cs b/src/Triangle/Geometry/Rectangle.cs index 0a67013..54bd23b 100644 --- a/src/Triangle/Geometry/Rectangle.cs +++ b/src/Triangle/Geometry/Rectangle.cs @@ -21,8 +21,8 @@ namespace TriangleNet.Geometry /// public Rectangle() { - this.xmin = this.ymin = double.MaxValue; - this.xmax = this.ymax = -double.MaxValue; + xmin = ymin = double.MaxValue; + xmax = ymax = -double.MaxValue; } public Rectangle(Rectangle other) @@ -40,59 +40,51 @@ namespace TriangleNet.Geometry /// Height of the rectangle. public Rectangle(double x, double y, double width, double height) { - this.xmin = x; - this.ymin = y; - this.xmax = x + width; - this.ymax = y + height; + xmin = x; + ymin = y; + xmax = x + width; + ymax = y + height; } /// /// Gets the minimum x value (left boundary). /// - public double Left - { - get { return xmin; } - } + public double Left => xmin; /// /// Gets the maximum x value (right boundary). /// - public double Right - { - get { return xmax; } - } + public double Right => xmax; /// /// Gets the minimum y value (bottom boundary). /// - public double Bottom - { - get { return ymin; } - } + public double Bottom => ymin; /// /// Gets the maximum y value (top boundary). /// - public double Top - { - get { return ymax; } - } + public double Top => ymax; + + /// + /// Gets the minimum x value (left boundary). + /// + public double X => xmin; + + /// + /// Gets the minimum y value (bottom boundary). + /// + public double Y => ymin; /// /// Gets the width of the rectangle. /// - public double Width - { - get { return xmax - xmin; } - } + public double Width => xmax - xmin; /// /// Gets the height of the rectangle. /// - public double Height - { - get { return ymax - ymin; } - } + public double Height => ymax - ymin; /// /// Update bounds. @@ -151,7 +143,7 @@ namespace TriangleNet.Geometry /// Return true, if rectangle contains given point. public bool Contains(double x, double y) { - return ((x >= xmin) && (x <= xmax) && (y >= ymin) && (y <= ymax)); + return (x >= xmin) && (x <= xmax) && (y >= ymin) && (y <= ymax); } /// @@ -171,8 +163,8 @@ namespace TriangleNet.Geometry /// Return true, if this rectangle contains given rectangle. public bool Contains(Rectangle other) { - return (xmin <= other.Left && other.Right <= xmax - && ymin <= other.Bottom && other.Top <= ymax); + return xmin <= other.Left && other.Right <= xmax + && ymin <= other.Bottom && other.Top <= ymax; } /// @@ -182,8 +174,8 @@ namespace TriangleNet.Geometry /// Return true, if given rectangle intersects this rectangle. public bool Intersects(Rectangle other) { - return (other.Left < xmax && xmin < other.Right - && other.Bottom < ymax && ymin < other.Top); + return other.Left < xmax && xmin < other.Right + && other.Bottom < ymax && ymin < other.Top; } } } From ee6f03d5ce19dd92b1bd994a31327077d832f2cf Mon Sep 17 00:00:00 2001 From: wo80 Date: Wed, 2 Mar 2022 17:36:33 +0100 Subject: [PATCH 37/44] Triangle.Rendering projection expects normalized device coordinates now. This should allow correct rendering of meshes that use more than 32bit float precision for their coordinates (no more unchecked cast from double to float). --- src/MeshExplorer/FormTopology.cs | 10 +- src/MeshExplorer/IO/FileProcessor.cs | 5 +- .../Topology/TopologyControlView.cs | 4 +- .../Topology/TopologyRenderControl.cs | 4 +- src/MeshExplorer/Topology/TopologyRenderer.cs | 43 +++--- src/Triangle.Rendering/Buffer/IndexBuffer.cs | 10 +- src/Triangle.Rendering/Buffer/VertexBuffer.cs | 66 ++++++--- .../GDI/FunctionRenderer.cs | 4 +- src/Triangle.Rendering/GDI/MeshRenderer.cs | 12 +- src/Triangle.Rendering/Projection.cs | 127 +++++++++++------- 10 files changed, 181 insertions(+), 104 deletions(-) diff --git a/src/MeshExplorer/FormTopology.cs b/src/MeshExplorer/FormTopology.cs index af7ea42..3ec3d89 100644 --- a/src/MeshExplorer/FormTopology.cs +++ b/src/MeshExplorer/FormTopology.cs @@ -52,20 +52,20 @@ namespace MeshExplorer topoControlView.SetTriangle(current.Triangle); } - private ITriangle FindTriangleAt(float x, float y) + private ITriangle FindTriangleAt(float xr, float yr) { // Get mesh coordinates - var p = new System.Drawing.PointF(x, y); - renderControl.Zoom.ScreenToWorld(ref p); + var p = new System.Drawing.PointF(xr, yr); + renderControl.Zoom.ScreenToWorld(p, out double x, out double y); - topoControlView.SetPosition(p); + topoControlView.SetPosition(x, y); if (tree == null) { tree = new TriangleQuadTree(mesh, 5, 2); } - return tree.Query(p.X, p.Y); + return tree.Query(x, y); } private void InvokePrimitive(string name) diff --git a/src/MeshExplorer/IO/FileProcessor.cs b/src/MeshExplorer/IO/FileProcessor.cs index eb22796..d676664 100644 --- a/src/MeshExplorer/IO/FileProcessor.cs +++ b/src/MeshExplorer/IO/FileProcessor.cs @@ -6,13 +6,12 @@ namespace MeshExplorer.IO { + using MeshExplorer.IO.Formats; using System; using System.Collections.Generic; using System.IO; - using MeshExplorer.IO.Formats; - using TriangleNet.IO; - using TriangleNet.Geometry; using TriangleNet; + using TriangleNet.Geometry; /// /// Provides static methods to read and write mesh files. diff --git a/src/MeshExplorer/Topology/TopologyControlView.cs b/src/MeshExplorer/Topology/TopologyControlView.cs index 665af76..351684e 100644 --- a/src/MeshExplorer/Topology/TopologyControlView.cs +++ b/src/MeshExplorer/Topology/TopologyControlView.cs @@ -15,11 +15,11 @@ namespace MeshExplorer.Topology InitializeComponent(); } - public void SetPosition(PointF p) + public void SetPosition(double x, double y) { var nfi = NumberFormatInfo.InvariantInfo; - lbPosition.Text = String.Format(nfi, "X: {0:0.0}, Y: {1:0.0}", p.X, p.Y); + lbPosition.Text = string.Format(nfi, "X: {0:0.0}, Y: {1:0.0}", x, y); } public void SetTriangle(ITriangle tri) diff --git a/src/MeshExplorer/Topology/TopologyRenderControl.cs b/src/MeshExplorer/Topology/TopologyRenderControl.cs index 5818118..d8090c9 100644 --- a/src/MeshExplorer/Topology/TopologyRenderControl.cs +++ b/src/MeshExplorer/Topology/TopologyRenderControl.cs @@ -45,15 +45,13 @@ namespace MeshExplorer.Topology renderer = new TopologyRenderer(mesh); zoom = new Projection(ClientRectangle); - //zoom.ClipMargin = 10.0f; - zoom.Initialize(mesh.Bounds); InitializeBuffer(); initialized = true; - this.Render(); + Render(); } public void Update(Otri otri) diff --git a/src/MeshExplorer/Topology/TopologyRenderer.cs b/src/MeshExplorer/Topology/TopologyRenderer.cs index e2c6f4c..cf815b9 100644 --- a/src/MeshExplorer/Topology/TopologyRenderer.cs +++ b/src/MeshExplorer/Topology/TopologyRenderer.cs @@ -6,7 +6,7 @@ namespace MeshExplorer.Topology using TriangleNet; using TriangleNet.Geometry; using TriangleNet.Rendering; - + public class TopologyRenderer { Projection zoom; @@ -39,9 +39,16 @@ namespace MeshExplorer.Topology int k = 0; + var b = mesh.Bounds; + + double s = 1d / Math.Max(b.Width, b.Height); + double dx = b.X; + double dy = b.Y; + foreach (var v in mesh.Vertices) { - points[k++] = new PointF((float)v.X, (float)v.Y); + // Normalized device coordinates. + points[k++] = new PointF((float)((v.X - dx) * s), (float)((v.Y - dy) * s)); } font = new Font("Arial", 7.5f); @@ -146,7 +153,7 @@ namespace MeshExplorer.Topology var brush = i == id ? Brushes.DarkRed : Point; pt = points[i]; - zoom.WorldToScreen(ref pt); + zoom.NdcToScreen(ref pt); g.FillEllipse(brush, pt.X - 10f, pt.Y - 10f, 20, 20); pt.X -= i > 9 ? 7 : 4; @@ -168,9 +175,9 @@ namespace MeshExplorer.Topology p1 = points[tri.GetVertexID(1)]; p2 = points[tri.GetVertexID(2)]; - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); - zoom.WorldToScreen(ref p2); + zoom.NdcToScreen(ref p0); + zoom.NdcToScreen(ref p1); + zoom.NdcToScreen(ref p2); g.DrawLine(Line, p0, p1); g.DrawLine(Line, p1, p2); @@ -197,9 +204,9 @@ namespace MeshExplorer.Topology p1 = points[tri.GetVertexID(1)]; p2 = points[tri.GetVertexID(2)]; - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); - zoom.WorldToScreen(ref p2); + zoom.NdcToScreen(ref p0); + zoom.NdcToScreen(ref p1); + zoom.NdcToScreen(ref p2); center = GetIncenter(p0, p1, p2); center.X -= 5; @@ -221,8 +228,8 @@ namespace MeshExplorer.Topology p0 = points[edge.P0]; p1 = points[edge.P1]; - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); + zoom.NdcToScreen(ref p0); + zoom.NdcToScreen(ref p1); g.DrawLine(Line, p0, p1); } @@ -239,8 +246,8 @@ namespace MeshExplorer.Topology p0 = points[seg.P0]; p1 = points[seg.P1]; - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); + zoom.NdcToScreen(ref p0); + zoom.NdcToScreen(ref p1); g.DrawLine(Segment, p0, p1); } @@ -255,8 +262,8 @@ namespace MeshExplorer.Topology p0 = points[currentOrg.ID]; p1 = points[currentDest.ID]; - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); + zoom.NdcToScreen(ref p0); + zoom.NdcToScreen(ref p1); g.DrawLine(SelectedEdge, p0, p1); } @@ -272,9 +279,9 @@ namespace MeshExplorer.Topology p[1] = points[currentTri.GetVertexID(1)]; p[2] = points[currentTri.GetVertexID(2)]; - zoom.WorldToScreen(ref p[0]); - zoom.WorldToScreen(ref p[1]); - zoom.WorldToScreen(ref p[2]); + zoom.NdcToScreen(ref p[0]); + zoom.NdcToScreen(ref p[1]); + zoom.NdcToScreen(ref p[2]); g.FillPolygon(SelectedTriangle, p); } diff --git a/src/Triangle.Rendering/Buffer/IndexBuffer.cs b/src/Triangle.Rendering/Buffer/IndexBuffer.cs index 108d8a7..a9a2152 100644 --- a/src/Triangle.Rendering/Buffer/IndexBuffer.cs +++ b/src/Triangle.Rendering/Buffer/IndexBuffer.cs @@ -1,11 +1,11 @@  +using System.Collections.Generic; +using System.Linq; +using TriangleNet.Geometry; +using TriangleNet.Topology; + namespace TriangleNet.Rendering.Buffer { - using System.Collections.Generic; - using System.Linq; - using TriangleNet.Geometry; - using TriangleNet.Topology; - public class IndexBuffer : BufferBase { #region Static methods diff --git a/src/Triangle.Rendering/Buffer/VertexBuffer.cs b/src/Triangle.Rendering/Buffer/VertexBuffer.cs index 3dcb1f7..b8b8815 100644 --- a/src/Triangle.Rendering/Buffer/VertexBuffer.cs +++ b/src/Triangle.Rendering/Buffer/VertexBuffer.cs @@ -1,9 +1,10 @@  +using System; +using System.Collections.Generic; +using TriangleNet.Geometry; + namespace TriangleNet.Rendering.Buffer { - using System.Collections.Generic; - using TriangleNet.Geometry; - public class VertexBuffer : BufferBase { #region Static methods @@ -12,25 +13,40 @@ namespace TriangleNet.Rendering.Buffer /// Create a vertex buffer from given point collection. /// /// The points to render. - /// The points bounding box. - /// + /// Returns the vertex buffer. + public static IBuffer Create(ICollection points) + { + return Create(points, new Rectangle(0d, 0d, 1d, 1d)); + } + + /// + /// Create a normalized vertex buffer from given point collection. + /// + /// The points to render. + /// The bounding box used for normalization. + /// Returns a buffer of normalized coordinates. public static IBuffer Create(ICollection points, Rectangle bounds) { var buffer = new VertexBuffer(2 * points.Count); var data = buffer.Data; - float x, y; + double dx = bounds.X; + double dy = bounds.Y; + + double scale = 1.0 / Math.Max(bounds.Width, bounds.Height); int i = 0; + double x, y; + foreach (var p in points) { - x = (float)p.X; - y = (float)p.Y; + x = (p.X - dx) * scale; + y = (p.Y - dy) * scale; - data[2 * i] = x; - data[2 * i + 1] = y; + data[2 * i] = (float)x; + data[2 * i + 1] = (float)y; i++; } @@ -39,23 +55,43 @@ namespace TriangleNet.Rendering.Buffer } /// - /// Create a vertex buffer from given vertex collection. + /// Create a vertex buffer from given point collection. + /// + /// The points to render. + /// Returns the vertex buffer. + public static IBuffer Create(ICollection points) + { + return Create(points, new Rectangle(0d, 0d, 1d, 1d)); + } + + /// + /// Create a normalized vertex buffer from given vertex collection. /// /// The vertices to render. - /// The vertices bounding box. - /// + /// The bounding box used for normalization. + /// Returns a buffer of normalized coordinates. public static IBuffer Create(ICollection points, Rectangle bounds) { var buffer = new VertexBuffer(2 * points.Count); var data = buffer.Data; + double dx = bounds.X; + double dy = bounds.Y; + + double scale = 1.0 / Math.Max(bounds.Width, bounds.Height); + int i = 0; + double x, y; + foreach (var p in points) { - data[2 * i] = (float)p.X; - data[2 * i + 1] = (float)p.Y; + x = (p.X - dx) * scale; + y = (p.Y - dy) * scale; + + data[2 * i] = (float)x; + data[2 * i + 1] = (float)y; i++; } diff --git a/src/Triangle.Rendering/GDI/FunctionRenderer.cs b/src/Triangle.Rendering/GDI/FunctionRenderer.cs index 24f0c08..2af4cac 100644 --- a/src/Triangle.Rendering/GDI/FunctionRenderer.cs +++ b/src/Triangle.Rendering/GDI/FunctionRenderer.cs @@ -48,7 +48,7 @@ namespace TriangleNet.Rendering.GDI Color color; PointF p = new PointF((float)data[0], (float)data[1]); - zoom.WorldToScreen(ref p); + zoom.NdcToScreen(ref p); // Get correction distance float dx = (p.X - (int)p.X) * 2.0f; @@ -60,7 +60,7 @@ namespace TriangleNet.Rendering.GDI p.X = (float)data[size * i]; p.Y = (float)data[size * i + 1]; - zoom.WorldToScreen(ref p); + zoom.NdcToScreen(ref p); color = colors[i]; diff --git a/src/Triangle.Rendering/GDI/MeshRenderer.cs b/src/Triangle.Rendering/GDI/MeshRenderer.cs index df19ca5..f630cee 100644 --- a/src/Triangle.Rendering/GDI/MeshRenderer.cs +++ b/src/Triangle.Rendering/GDI/MeshRenderer.cs @@ -58,7 +58,7 @@ namespace TriangleNet.Rendering.GDI if (zoom.Viewport.Contains(p)) { - zoom.WorldToScreen(ref p); + zoom.NdcToScreen(ref p); g.FillEllipse(brush, p.X - 1.5f, p.Y - 1.5f, 3, 3); } } @@ -109,9 +109,9 @@ namespace TriangleNet.Rendering.GDI if (zoom.Viewport.Intersects(tri[0], tri[1], tri[2])) { - zoom.WorldToScreen(ref tri[0]); - zoom.WorldToScreen(ref tri[1]); - zoom.WorldToScreen(ref tri[2]); + zoom.NdcToScreen(ref tri[0]); + zoom.NdcToScreen(ref tri[1]); + zoom.NdcToScreen(ref tri[2]); if (filled) { @@ -162,8 +162,8 @@ namespace TriangleNet.Rendering.GDI if (zoom.Viewport.Intersects(p0, p1)) { - zoom.WorldToScreen(ref p0); - zoom.WorldToScreen(ref p1); + zoom.NdcToScreen(ref p0); + zoom.NdcToScreen(ref p1); g.DrawLine(pen, p0, p1); } diff --git a/src/Triangle.Rendering/Projection.cs b/src/Triangle.Rendering/Projection.cs index 5ed8f5f..090e199 100644 --- a/src/Triangle.Rendering/Projection.cs +++ b/src/Triangle.Rendering/Projection.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// TODO: Update copyright text. +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ // // ----------------------------------------------------------------------- @@ -9,74 +9,95 @@ namespace TriangleNet.Rendering using System; using System.Drawing; + using TRectangle = Geometry.Rectangle; + /// /// Manages a world to screen transformation (2D orthographic projection). /// + /// + /// + /// The projection implementation is actually not world-to-screen, but NDC-to-screen + /// (Normalized-Device-Coordinates). NDC here is - in contrast for example to OpenGL, the + /// transformation of world coordinates to a unit rectangle with origin (0,0) and a max + /// side length 1 (the width/height ratio is preserved). It's a simple translate-scale + /// transform, which is automatically applied in VertexBuffer.Create(points, bounds). + /// + /// + /// Since the upper-left corner of the display is usually the screen coordinate origin + /// (0,0), the project will automatically invert the y-axis. + /// + /// public class Projection { - // The screen. + // The original mesh bounds (needed for screen-to-world projection). + TRectangle world_; + + // Precomputed scaling factor for normalized coordinates. + double scale_; + + // The screen dimensions. Rectangle screen; - // The complete mesh. - RectangleF world; - - RectangleF viewport; + // The original mesh and the viewport in normalized coordinates. + RectangleF world, viewport; /// - /// Gets or sets the current viewport (visible mesh). + /// Gets or sets the current viewport (normalized coordinates). /// public RectangleF Viewport => viewport; - /// - /// Gets the current scale. - /// - public float Scale => screen.Width / viewport.Width; - /// /// Gets the zoom level. /// public int Level { get; private set; } - // The y-direction of windows screen coordinates is upside down, - // so invertY should be set to true. - bool invertY; + private const int MAX_ZOOM = 100; - const int maxZoomLevel = 100; - - public Projection(Rectangle screen, bool invertY = true) + /// + /// Initializes a new instance of the class. + /// + /// The current screen (viewport) dimensions. + public Projection(Rectangle screen) { this.screen = screen; - this.invertY = invertY; - world = viewport = screen; + world = viewport = new RectangleF(screen.X, screen.Y, screen.Width, screen.Height); Level = 1; } /// - /// Inititialize the projection. + /// Initialize the projection. /// - /// The world that should be transformed to screen coordinates. - public void Initialize(Geometry.Rectangle world) + /// The world that should be transformed to screen coordinates. + public void Initialize(TRectangle world) { Level = 1; - float ww = (float)world.Width; - float wh = (float)world.Height; + // Bounding box of original (non-normalized) coordinates. + world_ = world; + + // Scaling factor for normalized coordinates. + scale_ = Math.Max(world.Width, world.Height); + + // Dimensions in normalized coordinates. + float ww = (float)(world.Width / scale_); + float wh = (float)(world.Height / scale_); + + // Add a margin so there's some space around the screen borders. + float margin = (ww < wh) ? wh * 0.05f : ww * 0.05f; int sw = screen.Width; int sh = screen.Height; - // Add a margin so there's some space around the border - float margin = (ww < wh) ? wh * 0.05f : ww * 0.05f; - float wRatio = ww / wh; float sRatio = sw / (float)sh; - float scale = (sRatio < wRatio) ? (ww + margin) / sw : (wh + margin) / sh; + float scale = (sRatio < wRatio) ? (ww + margin) / sw : (wh + margin) / sh; - float centerX = (float)world.X + ww / 2; - float centerY = (float)world.Y + wh / 2; + // Center in normalized coordinates (left = bottom = 0) + float centerX = ww / 2; + float centerY = wh / 2; // Get the initial viewport (complete mesh centered on the screen) this.world = viewport = new RectangleF( @@ -87,9 +108,9 @@ namespace TriangleNet.Rendering } /// - /// Handle resize of the screen. + /// Handle resize of the screen (viewport). /// - /// The new screen dimensions. + /// The new screen (viewport) dimensions. public void Resize(Rectangle newScreen) { // The viewport has to be updated, but we want to keep @@ -149,25 +170,23 @@ namespace TriangleNet.Rendering /// /// Zoom in or out of the viewport. /// - /// Zoom amount - /// Relative x point position - /// Relative y point position + /// Zoom amount. + /// Relative x point position (in [0..1] range). + /// Relative y point position (in [0..1] range). public bool Zoom(int amount, float focusX, float focusY) { float width, height; - if (invertY) - { - focusY = 1 - focusY; - } + // Invert y coordinate. + focusY = 1 - focusY; if (amount > 0) // Zoom in { Level++; - if (Level > maxZoomLevel) + if (Level > MAX_ZOOM) { - Level = maxZoomLevel; + Level = MAX_ZOOM; return false; } @@ -221,22 +240,40 @@ namespace TriangleNet.Rendering return true; } + /// + /// Reset the zoom to initial state. + /// public void Reset() { viewport = world; Level = 1; } - public void WorldToScreen(ref PointF pt) + /// + /// Project a normalized device coordinate to screen coordinates. + /// + /// Input normalized device coordinate, output screen coordinate. + public void NdcToScreen(ref PointF pt) { pt.X = (pt.X - viewport.X) / viewport.Width * screen.Width; pt.Y = (1 - (pt.Y - viewport.Y) / viewport.Height) * screen.Height; } + /// + /// Project a screen coordinate to world coordinates. + /// + /// Normalized position on screen (both coordinates in [0..1] range). + /// The world x-coordinate. + /// The world y-coordinate. public void ScreenToWorld(PointF pt, out double x, out double y) { - x = viewport.X + viewport.Width * pt.X; - y = viewport.Y + viewport.Height * (1 - pt.Y); + // Position in normalized coordinates. + var nx = viewport.X + viewport.Width * pt.X; + var ny = viewport.Y + viewport.Height * (1 - pt.Y); + + // Translate and scale to world coordinates. + x = world_.X + nx * scale_; + y = world_.Y + ny * scale_; } } } From 43b424e62d86632b063fe3e19b89272e3ecdf54c Mon Sep 17 00:00:00 2001 From: wo80 Date: Fri, 4 Mar 2022 13:24:51 +0100 Subject: [PATCH 38/44] Minor updates. --- src/MeshExplorer/Controls/AngleHistogram.cs | 70 +++++++++---------- src/MeshExplorer/Controls/ColorScheme.cs | 4 -- src/MeshExplorer/Controls/DarkButton.cs | 4 -- src/MeshExplorer/Controls/DarkCheckBox.cs | 4 +- src/MeshExplorer/Controls/DarkListBox.cs | 4 +- src/MeshExplorer/Controls/DarkSlider.cs | 5 +- src/MeshExplorer/Controls/DarkTabControl.cs | 4 +- src/MeshExplorer/Controls/DarkTextBox.cs | 17 ++++- .../Controls/DarkToolStripRenderer.cs | 6 +- src/MeshExplorer/FormTopology.cs | 1 - src/MeshExplorer/IO/IMeshFile.cs | 5 -- src/MeshExplorer/Views/AboutView.Designer.cs | 22 +++--- src/MeshExplorer/Views/AboutView.cs | 6 +- src/MeshExplorer/Views/AboutView.resx | 62 +--------------- src/MeshExplorer/Views/IView.cs | 4 -- src/Triangle.Rendering/GDI/RenderControl.cs | 3 +- src/Triangle.Rendering/Projection.cs | 7 +- src/Triangle/Geometry/Contour.cs | 12 ++-- src/Triangle/Geometry/Edge.cs | 24 ++----- src/Triangle/Geometry/ITriangle.cs | 2 - src/Triangle/Geometry/Point.cs | 61 ++++++---------- src/Triangle/Geometry/Polygon.cs | 35 +++++----- src/Triangle/Geometry/RegionPointer.cs | 3 +- src/Triangle/Geometry/Segment.cs | 21 ++---- src/Triangle/Geometry/Vertex.cs | 23 ++---- src/Triangle/IO/InputTriangle.cs | 36 +++++----- src/Triangle/IO/TriangleReader.cs | 28 ++++---- src/Triangle/IO/TriangleWriter.cs | 1 - .../Meshing/Iterators/EdgeIterator.cs | 2 +- .../Meshing/Iterators/RegionIterator.cs | 2 +- .../Meshing/Iterators/VertexCirculator.cs | 7 +- src/Triangle/Tools/IntersectionHelper.cs | 8 +-- src/Triangle/Tools/PolygonValidator.cs | 2 +- src/Triangle/Tools/QualityMeasure.cs | 2 +- src/Triangle/Tools/Statistic.cs | 26 +++---- src/Triangle/Topology/SubSegment.cs | 2 +- 36 files changed, 198 insertions(+), 327 deletions(-) diff --git a/src/MeshExplorer/Controls/AngleHistogram.cs b/src/MeshExplorer/Controls/AngleHistogram.cs index fa50c3f..d6a6fc4 100644 --- a/src/MeshExplorer/Controls/AngleHistogram.cs +++ b/src/MeshExplorer/Controls/AngleHistogram.cs @@ -6,13 +6,9 @@ namespace MeshExplorer.Controls { - using System; - using System.Collections.Generic; - using System.Text; using System.Drawing; - using System.Drawing.Drawing2D; - using System.Windows.Forms; using System.Drawing.Text; + using System.Windows.Forms; /// /// Displays an angle histogram. @@ -75,7 +71,7 @@ namespace MeshExplorer.Controls /// public AngleHistogram() { - this.BackColor = ColorScheme.ColorGray78; + BackColor = ColorScheme.ColorGray78; InitializeComponent(); } @@ -86,19 +82,19 @@ namespace MeshExplorer.Controls { maxAngleCount = 0; - this.minAngles = dataMin; - this.maxAngles = dataMax; + minAngles = dataMin; + maxAngles = dataMax; ParseData(dataMin); ParseData(dataMax); if (maxAngleCount == 0) { - this.maxAngles = null; + maxAngles = null; return; } - this.Invalidate(); + Invalidate(); } private void ParseData(int[] data) @@ -122,28 +118,27 @@ namespace MeshExplorer.Controls private void DrawHistogram(Graphics g, int offset, int left, int size, int[] data, Brush brush, Brush brushTop) { int count = maxAngleCount; - int totalHeight = this.Height - paddingBottom - paddingTop; + int totalHeight = Height - paddingBottom - paddingTop; int n = offset == 0 ? data.Length / 3 : data.Length; - float value = 0; for (int i = offset; i < n; i++) { if (data[i] > 0) { // Scale to control height - value = totalHeight * data[i] / count; + float value = totalHeight * data[i] / count; // Fill bar g.FillRectangle(brush, - left + i * size, this.Height - paddingBottom - value, + left + i * size, Height - paddingBottom - value, size - 1, value); // Draw top of bar (just a little effect ...) if (value > 2) { g.FillRectangle(brushTop, - left + i * size, this.Height - paddingBottom - value, + left + i * size, Height - paddingBottom - value, size - 1, 2); } } @@ -156,51 +151,56 @@ namespace MeshExplorer.Controls private void DrawStrings(Graphics g, SizeF fSize, int size, int middle) { int fHeight = (int)(fSize.Height + 2); - g.FillRectangle(textBack, 0, this.Height - fHeight, this.Width, fHeight); - g.DrawString("0", this.Font, Brushes.White, padding, this.Height - fSize.Height - 1); - g.DrawString("60", this.Font, Brushes.White, - this.minAngles.Length * size / 3.0f - 2 * fSize.Width, - this.Height - fSize.Height - 1); + g.FillRectangle(textBack, 0, Height - fHeight, Width, fHeight); - g.DrawString("60", this.Font, Brushes.White, middle, this.Height - fSize.Height - 1); - g.DrawString("180", this.Font, Brushes.White, - this.Width - 3 * fSize.Width, - this.Height - fSize.Height - 1); + var p = new Point(0, Height - (int)fSize.Height - 1); + + p.X = padding; + TextRenderer.DrawText(g, "0", Font, p, Color.White); + + p.X = (int)(minAngles.Length * size / 3.0f - 2 * fSize.Width); + TextRenderer.DrawText(g, "60", Font, p, Color.White); + + p.X = middle; + TextRenderer.DrawText(g, "60", Font, p, Color.White); + + p.X = (int)(Width - 3 * fSize.Width); + TextRenderer.DrawText(g, "180", Font, p, Color.White); } protected override void OnPaint(PaintEventArgs e) { Graphics g = e.Graphics; - g.FillRectangle(new SolidBrush(this.BackColor), this.ClientRectangle); + g.FillRectangle(new SolidBrush(BackColor), ClientRectangle); - if (this.minAngles == null || this.maxAngles == null) + if (minAngles == null || maxAngles == null) { return; } - SizeF fSize = g.MeasureString("0", this.Font, this.Width); - - int n = this.minAngles.Length; + int n = minAngles.Length; // Hack --- TODO: Change stats class - if (n != this.maxAngles.Length) + if (n != maxAngles.Length) { - n = this.minAngles.Length + this.maxAngles.Length; + n = minAngles.Length + maxAngles.Length; } // Each bar takes up this space - int size = (this.Width - 2 * padding) / (n + 1); + int size = (Width - 2 * padding) / (n + 1); // Make pixel align - int middle = this.Width - padding - n * size; + int middle = Width - padding - n * size; - DrawHistogram(g, 0, padding, size, this.minAngles, Brushes.DarkGreen, Brushes.Green); - DrawHistogram(g, n / 3, middle, size, this.maxAngles, fillBlue1, fillBlue2); + DrawHistogram(g, 0, padding, size, minAngles, Brushes.DarkGreen, Brushes.Green); + DrawHistogram(g, n / 3, middle, size, maxAngles, fillBlue1, fillBlue2); g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; + SizeF fSize = g.MeasureString("0", Font, Width); + DrawStrings(g, fSize, size, middle + n / 3 * size); } } diff --git a/src/MeshExplorer/Controls/ColorScheme.cs b/src/MeshExplorer/Controls/ColorScheme.cs index ec6946c..80dd676 100644 --- a/src/MeshExplorer/Controls/ColorScheme.cs +++ b/src/MeshExplorer/Controls/ColorScheme.cs @@ -6,10 +6,6 @@ namespace MeshExplorer.Controls { - using System; - using System.Collections.Generic; - using System.Linq; - using System.Text; using System.Drawing; /// diff --git a/src/MeshExplorer/Controls/DarkButton.cs b/src/MeshExplorer/Controls/DarkButton.cs index 92d8a8a..1c2dd91 100644 --- a/src/MeshExplorer/Controls/DarkButton.cs +++ b/src/MeshExplorer/Controls/DarkButton.cs @@ -6,12 +6,8 @@ namespace MeshExplorer.Controls { - using System; - using System.Collections.Generic; - using System.ComponentModel; using System.Drawing; using System.Drawing.Drawing2D; - using System.Text; using System.Windows.Forms; public class DarkButton : Button diff --git a/src/MeshExplorer/Controls/DarkCheckBox.cs b/src/MeshExplorer/Controls/DarkCheckBox.cs index 86dbd73..71793af 100644 --- a/src/MeshExplorer/Controls/DarkCheckBox.cs +++ b/src/MeshExplorer/Controls/DarkCheckBox.cs @@ -7,12 +7,10 @@ namespace MeshExplorer.Controls { using System; - using System.Collections.Generic; - using System.Text; using System.Drawing; using System.Drawing.Drawing2D; - using System.Windows.Forms; using System.Drawing.Text; + using System.Windows.Forms; /// /// Dark checkbox control. diff --git a/src/MeshExplorer/Controls/DarkListBox.cs b/src/MeshExplorer/Controls/DarkListBox.cs index 12de603..2fc2262 100644 --- a/src/MeshExplorer/Controls/DarkListBox.cs +++ b/src/MeshExplorer/Controls/DarkListBox.cs @@ -7,10 +7,8 @@ namespace MeshExplorer.Controls { using System; - using System.Collections.Generic; - using System.Text; - using System.Windows.Forms; using System.Drawing; + using System.Windows.Forms; /// /// Dark listbox control. diff --git a/src/MeshExplorer/Controls/DarkSlider.cs b/src/MeshExplorer/Controls/DarkSlider.cs index 03004a3..6f6f83a 100644 --- a/src/MeshExplorer/Controls/DarkSlider.cs +++ b/src/MeshExplorer/Controls/DarkSlider.cs @@ -8,12 +8,9 @@ namespace MeshExplorer.Controls { using System; - using System.Collections.Generic; - using System.Linq; - using System.Text; - using System.Windows.Forms; using System.Drawing; using System.Drawing.Drawing2D; + using System.Windows.Forms; /// /// Encapsulates control that visualy displays certain integer value and allows user to change diff --git a/src/MeshExplorer/Controls/DarkTabControl.cs b/src/MeshExplorer/Controls/DarkTabControl.cs index ce10728..50b58f5 100644 --- a/src/MeshExplorer/Controls/DarkTabControl.cs +++ b/src/MeshExplorer/Controls/DarkTabControl.cs @@ -7,11 +7,9 @@ namespace MeshExplorer.Controls { - using System; - using System.ComponentModel; using System.Drawing; - using System.Windows.Forms; using System.Drawing.Text; + using System.Windows.Forms; /// /// Summary description for FlatTabControl. diff --git a/src/MeshExplorer/Controls/DarkTextBox.cs b/src/MeshExplorer/Controls/DarkTextBox.cs index d876316..8e72def 100644 --- a/src/MeshExplorer/Controls/DarkTextBox.cs +++ b/src/MeshExplorer/Controls/DarkTextBox.cs @@ -7,10 +7,7 @@ namespace MeshExplorer.Controls { using System; - using System.Collections.Generic; - using System.Text; using System.Drawing; - using System.Drawing.Drawing2D; using System.Windows.Forms; /// @@ -103,6 +100,20 @@ namespace MeshExplorer.Controls { textBox.ForeColor = ColorScheme.ColorGray68; }; + + textBox.KeyDown += delegate(object sender, KeyEventArgs e) + { + if (e.KeyCode == Keys.Enter) + { + e.SuppressKeyPress = true; + OnKeyDown(e); + } + }; + } + + protected override void OnKeyDown(KeyEventArgs e) + { + base.OnKeyDown(e); } protected override void OnPaint(PaintEventArgs e) diff --git a/src/MeshExplorer/Controls/DarkToolStripRenderer.cs b/src/MeshExplorer/Controls/DarkToolStripRenderer.cs index 502e87b..331ed22 100644 --- a/src/MeshExplorer/Controls/DarkToolStripRenderer.cs +++ b/src/MeshExplorer/Controls/DarkToolStripRenderer.cs @@ -6,13 +6,9 @@ namespace MeshExplorer.Controls { - using System; - using System.Collections.Generic; - using System.Linq; - using System.Text; - using System.Windows.Forms; using System.Drawing; using System.Drawing.Drawing2D; + using System.Windows.Forms; /// /// Toolstrip render for dark menu. diff --git a/src/MeshExplorer/FormTopology.cs b/src/MeshExplorer/FormTopology.cs index 3ec3d89..bc09e0d 100644 --- a/src/MeshExplorer/FormTopology.cs +++ b/src/MeshExplorer/FormTopology.cs @@ -1,6 +1,5 @@ using System; using System.Windows.Forms; -using MeshExplorer.Topology; using TriangleNet; using TriangleNet.Geometry; using TriangleNet.Meshing; diff --git a/src/MeshExplorer/IO/IMeshFile.cs b/src/MeshExplorer/IO/IMeshFile.cs index 5efe482..47f0092 100644 --- a/src/MeshExplorer/IO/IMeshFile.cs +++ b/src/MeshExplorer/IO/IMeshFile.cs @@ -6,11 +6,6 @@ namespace MeshExplorer.IO { - using System; - using System.Collections.Generic; - using System.Linq; - using System.Text; - using TriangleNet; using TriangleNet.IO; /// diff --git a/src/MeshExplorer/Views/AboutView.Designer.cs b/src/MeshExplorer/Views/AboutView.Designer.cs index f8f6cef..cd4a335 100644 --- a/src/MeshExplorer/Views/AboutView.Designer.cs +++ b/src/MeshExplorer/Views/AboutView.Designer.cs @@ -40,30 +40,30 @@ // lbCodeplex // this.lbCodeplex.AutoSize = true; - this.lbCodeplex.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Underline, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.lbCodeplex.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Underline, System.Drawing.GraphicsUnit.Point); this.lbCodeplex.ForeColor = System.Drawing.Color.White; this.lbCodeplex.Location = new System.Drawing.Point(72, 82); this.lbCodeplex.Name = "lbCodeplex"; - this.lbCodeplex.Size = new System.Drawing.Size(153, 13); + this.lbCodeplex.Size = new System.Drawing.Size(166, 13); this.lbCodeplex.TabIndex = 9; - this.lbCodeplex.Text = "http://triangle.codeplex.com"; + this.lbCodeplex.Text = "github.com/wo80/Triangle.NET"; this.lbCodeplex.Click += new System.EventHandler(this.lbCodeplex_Clicked); // // label15 // this.label15.AutoSize = true; - this.label15.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label15.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point); this.label15.ForeColor = System.Drawing.Color.White; this.label15.Location = new System.Drawing.Point(10, 17); this.label15.Name = "label15"; - this.label15.Size = new System.Drawing.Size(73, 13); + this.label15.Size = new System.Drawing.Size(72, 13); this.label15.TabIndex = 7; this.label15.Text = "Triangle.NET"; // // label1 // this.label1.AutoSize = true; - this.label1.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label1.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Bold, System.Drawing.GraphicsUnit.Point); this.label1.ForeColor = System.Drawing.Color.White; this.label1.Location = new System.Drawing.Point(10, 132); this.label1.Name = "label1"; @@ -73,13 +73,13 @@ // // label19 // - this.label19.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label19.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point); this.label19.ForeColor = System.Drawing.Color.White; this.label19.Location = new System.Drawing.Point(72, 42); this.label19.Name = "label19"; this.label19.Size = new System.Drawing.Size(134, 40); this.label19.TabIndex = 6; - this.label19.Text = "Beta 4 (2014-05-30)\r\nChristian Woltering\r\nMIT"; + this.label19.Text = "Beta 5 (2022-03-05)\r\nChristian Woltering"; // // label18 // @@ -88,12 +88,12 @@ this.label18.Name = "label18"; this.label18.Size = new System.Drawing.Size(51, 40); this.label18.TabIndex = 4; - this.label18.Text = "Version:\r\nAuthor:\r\nLicense:"; + this.label18.Text = "Version:\r\nAuthor:"; this.label18.TextAlign = System.Drawing.ContentAlignment.TopRight; // // label7 // - this.label7.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.label7.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point); this.label7.ForeColor = System.Drawing.Color.White; this.label7.Location = new System.Drawing.Point(72, 155); this.label7.Name = "label7"; @@ -123,7 +123,7 @@ this.Controls.Add(this.label18); this.Controls.Add(this.label7); this.Controls.Add(this.lbShortcuts); - this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point, ((byte)(0))); + this.Font = new System.Drawing.Font("Segoe UI", 8.25F, System.Drawing.FontStyle.Regular, System.Drawing.GraphicsUnit.Point); this.ForeColor = System.Drawing.Color.DarkGray; this.Name = "AboutView"; this.Size = new System.Drawing.Size(272, 509); diff --git a/src/MeshExplorer/Views/AboutView.cs b/src/MeshExplorer/Views/AboutView.cs index d71ee8d..7ac939d 100644 --- a/src/MeshExplorer/Views/AboutView.cs +++ b/src/MeshExplorer/Views/AboutView.cs @@ -17,7 +17,11 @@ namespace MeshExplorer.Views { try { - ProcessStartInfo info = new ProcessStartInfo("http://triangle.codeplex.com/"); + var info = new ProcessStartInfo("https://github.com/wo80/Triangle.NET") + { + UseShellExecute = true + }; + Process.Start(info); } catch (Exception) diff --git a/src/MeshExplorer/Views/AboutView.resx b/src/MeshExplorer/Views/AboutView.resx index 1af7de1..f298a7b 100644 --- a/src/MeshExplorer/Views/AboutView.resx +++ b/src/MeshExplorer/Views/AboutView.resx @@ -1,64 +1,4 @@ - - - + diff --git a/src/MeshExplorer/Views/IView.cs b/src/MeshExplorer/Views/IView.cs index d4175b7..1cccfbb 100644 --- a/src/MeshExplorer/Views/IView.cs +++ b/src/MeshExplorer/Views/IView.cs @@ -6,10 +6,6 @@ namespace MeshExplorer.Views { - using System; - using System.Collections.Generic; - using System.Linq; - using System.Text; using TriangleNet; using TriangleNet.Geometry; diff --git a/src/Triangle.Rendering/GDI/RenderControl.cs b/src/Triangle.Rendering/GDI/RenderControl.cs index 75fe27d..c85e680 100644 --- a/src/Triangle.Rendering/GDI/RenderControl.cs +++ b/src/Triangle.Rendering/GDI/RenderControl.cs @@ -6,7 +6,6 @@ namespace TriangleNet.Rendering.GDI { - using System; using System.Drawing; using System.Drawing.Drawing2D; using System.Drawing.Text; @@ -158,7 +157,7 @@ namespace TriangleNet.Rendering.GDI { Graphics g = e.Graphics; g.TextRenderingHint = TextRenderingHint.ClearTypeGridFit; - g.DrawString(coordinate, this.Font, Brushes.White, 10, 10); + TextRenderer.DrawText(g, coordinate, Font, new Point(10, 10), Color.White); } } diff --git a/src/Triangle.Rendering/Projection.cs b/src/Triangle.Rendering/Projection.cs index 090e199..76792ba 100644 --- a/src/Triangle.Rendering/Projection.cs +++ b/src/Triangle.Rendering/Projection.cs @@ -24,7 +24,7 @@ namespace TriangleNet.Rendering /// /// /// Since the upper-left corner of the display is usually the screen coordinate origin - /// (0,0), the project will automatically invert the y-axis. + /// (0,0), the projection will automatically invert the y-axis. /// /// public class Projection @@ -63,13 +63,16 @@ namespace TriangleNet.Rendering world = viewport = new RectangleF(screen.X, screen.Y, screen.Width, screen.Height); + world_ = new TRectangle(); + scale_ = 0; + Level = 1; } /// /// Initialize the projection. /// - /// The world that should be transformed to screen coordinates. + /// The world that should be transformed to screen coordinates. public void Initialize(TRectangle world) { Level = 1; diff --git a/src/Triangle/Geometry/Contour.cs b/src/Triangle/Geometry/Contour.cs index 0617ed6..94804e8 100644 --- a/src/Triangle/Geometry/Contour.cs +++ b/src/Triangle/Geometry/Contour.cs @@ -58,7 +58,7 @@ namespace TriangleNet.Geometry { var segments = new List(); - var p = this.Points; + var p = Points; int count = p.Count - 1; @@ -93,14 +93,16 @@ namespace TriangleNet.Geometry { if (convex) { - int count = this.Points.Count; + var p = Points; + + int count = p.Count; var point = new Point(0.0, 0.0); for (int i = 0; i < count; i++) { - point.x += this.Points[i].x; - point.y += this.Points[i].y; + point.x += p[i].x; + point.y += p[i].y; } // If the contour is convex, use its centroid. @@ -115,7 +117,7 @@ namespace TriangleNet.Geometry private void AddPoints(IEnumerable points) { - this.Points = new List(points); + Points = new List(points); int count = Points.Count - 1; diff --git a/src/Triangle/Geometry/Edge.cs b/src/Triangle/Geometry/Edge.cs index a3124d5..d1601f4 100644 --- a/src/Triangle/Geometry/Edge.cs +++ b/src/Triangle/Geometry/Edge.cs @@ -14,29 +14,17 @@ namespace TriangleNet.Geometry /// /// Gets the first endpoints index. /// - public int P0 - { - get; - private set; - } + public int P0 { get; private set; } /// /// Gets the second endpoints index. /// - public int P1 - { - get; - private set; - } + public int P1 { get; private set; } /// /// Gets the segments boundary mark. /// - public int Label - { - get; - private set; - } + public int Label { get; private set; } /// /// Initializes a new instance of the class. @@ -50,9 +38,9 @@ namespace TriangleNet.Geometry /// public Edge(int p0, int p1, int label) { - this.P0 = p0; - this.P1 = p1; - this.Label = label; + P0 = p0; + P1 = p1; + Label = label; } } } diff --git a/src/Triangle/Geometry/ITriangle.cs b/src/Triangle/Geometry/ITriangle.cs index 31049c5..daae5f8 100644 --- a/src/Triangle/Geometry/ITriangle.cs +++ b/src/Triangle/Geometry/ITriangle.cs @@ -6,8 +6,6 @@ namespace TriangleNet.Geometry { - using TriangleNet.Topology; - /// /// Triangle interface. /// diff --git a/src/Triangle/Geometry/Point.cs b/src/Triangle/Geometry/Point.cs index da075a7..3ba7bb2 100644 --- a/src/Triangle/Geometry/Point.cs +++ b/src/Triangle/Geometry/Point.cs @@ -52,8 +52,8 @@ namespace TriangleNet.Geometry /// public int ID { - get { return this.id; } - set { this.id = value; } + get { return id; } + set { id = value; } } /// @@ -61,8 +61,8 @@ namespace TriangleNet.Geometry /// public double X { - get { return this.x; } - set { this.x = value; } + get { return x; } + set { x = value; } } /// @@ -70,8 +70,8 @@ namespace TriangleNet.Geometry /// public double Y { - get { return this.y; } - set { this.y = value; } + get { return y; } + set { y = value; } } #if USE_Z @@ -80,8 +80,8 @@ namespace TriangleNet.Geometry /// public double Z { - get { return this.z; } - set { this.z = value; } + get { return z; } + set { z = value; } } #endif @@ -93,29 +93,26 @@ namespace TriangleNet.Geometry /// public int Label { - get { return this.label; } - set { this.label = value; } + get { return label; } + set { label = value; } } #endregion - #region Operator overloading / overriding Equals - - // Compare "Guidelines for Overriding Equals() and Operator ==" - // http://msdn.microsoft.com/en-us/library/ms173147.aspx + #region Overriding Equals() and == Operator public static bool operator ==(Point a, Point b) { - // If both are null, or both are same instance, return true. - if (Object.ReferenceEquals(a, b)) + if (a is null) { - return true; + // If one is null, but not both, return false. + return b is null; } - // If one is null, but not both, return false. - if (((object)a == null) || ((object)b == null)) + // If both are same instance, return true. + if (ReferenceEquals(a, b)) { - return false; + return true; } return a.Equals(b); @@ -126,33 +123,17 @@ namespace TriangleNet.Geometry return !(a == b); } - public override bool Equals(object obj) - { - // If parameter is null return false. - if (obj == null) - { - return false; - } - - Point p = obj as Point; - - if ((object)p == null) - { - return false; - } - - return (x == p.x) && (y == p.y); - } + public override bool Equals(object obj) => Equals(obj as Point); public bool Equals(Point p) { - // If vertex is null return false. - if ((object)p == null) + // If object is null return false. + if (p is null) { return false; } - // Return true if the fields match: + // Return true if the fields match. return (x == p.x) && (y == p.y); } diff --git a/src/Triangle/Geometry/Polygon.cs b/src/Triangle/Geometry/Polygon.cs index 6e7fb22..f1b9859 100644 --- a/src/Triangle/Geometry/Polygon.cs +++ b/src/Triangle/Geometry/Polygon.cs @@ -13,11 +13,10 @@ namespace TriangleNet.Geometry /// public class Polygon : IPolygon { - List points; - List holes; - List regions; - - List segments; + private readonly List points; + private readonly List segments; + private readonly List holes; + private readonly List regions; /// public List Points => points; @@ -81,7 +80,7 @@ namespace TriangleNet.Geometry public Rectangle Bounds() { var bounds = new Rectangle(); - bounds.Expand(this.points); + bounds.Expand(points); return bounds; } @@ -89,27 +88,27 @@ namespace TriangleNet.Geometry /// public void Add(Vertex vertex) { - this.points.Add(vertex); + points.Add(vertex); } /// public void Add(ISegment segment, bool insert = false) { - this.segments.Add(segment); + segments.Add(segment); if (insert) { - this.points.Add(segment.GetVertex(0)); - this.points.Add(segment.GetVertex(1)); + points.Add(segment.GetVertex(0)); + points.Add(segment.GetVertex(1)); } } /// public void Add(ISegment segment, int index) { - this.segments.Add(segment); + segments.Add(segment); - this.points.Add(segment.GetVertex(index)); + points.Add(segment.GetVertex(index)); } /// @@ -117,22 +116,22 @@ namespace TriangleNet.Geometry { if (hole) { - this.Add(contour, contour.FindInteriorPoint()); + Add(contour, contour.FindInteriorPoint()); } else { - this.points.AddRange(contour.Points); - this.segments.AddRange(contour.GetSegments()); + points.AddRange(contour.Points); + segments.AddRange(contour.GetSegments()); } } /// public void Add(Contour contour, Point hole) { - this.points.AddRange(contour.Points); - this.segments.AddRange(contour.GetSegments()); + points.AddRange(contour.Points); + segments.AddRange(contour.GetSegments()); - this.holes.Add(hole); + holes.Add(hole); } } } diff --git a/src/Triangle/Geometry/RegionPointer.cs b/src/Triangle/Geometry/RegionPointer.cs index af6a716..e1fc97a 100644 --- a/src/Triangle/Geometry/RegionPointer.cs +++ b/src/Triangle/Geometry/RegionPointer.cs @@ -7,11 +7,10 @@ namespace TriangleNet.Geometry { using System; - using System.Collections.Generic; /// /// Pointer to a region in the mesh geometry. A region is a well-defined - /// subset of the geomerty (enclosed by subsegments). + /// subset of the geometry (enclosed by subsegments). /// public class RegionPointer { diff --git a/src/Triangle/Geometry/Segment.cs b/src/Triangle/Geometry/Segment.cs index ab5476d..c87cb39 100644 --- a/src/Triangle/Geometry/Segment.cs +++ b/src/Triangle/Geometry/Segment.cs @@ -29,18 +29,12 @@ namespace TriangleNet.Geometry /// /// Gets the first endpoints index. /// - public int P0 - { - get { return v0.id; } - } + public int P0 => v0.id; /// /// Gets the second endpoints index. /// - public int P1 - { - get { return v1.id; } - } + public int P1 => v1.id; /// /// Initializes a new instance of the class. @@ -68,15 +62,8 @@ namespace TriangleNet.Geometry /// public Vertex GetVertex(int index) { - if (index == 0) - { - return v0; - } - - if (index == 1) - { - return v1; - } + if (index == 0) return v0; + if (index == 1) return v1; throw new IndexOutOfRangeException(); } diff --git a/src/Triangle/Geometry/Vertex.cs b/src/Triangle/Geometry/Vertex.cs index 64f1471..b70cf8b 100644 --- a/src/Triangle/Geometry/Vertex.cs +++ b/src/Triangle/Geometry/Vertex.cs @@ -51,7 +51,7 @@ namespace TriangleNet.Geometry public Vertex(double x, double y, int mark) : base(x, y, mark) { - this.type = VertexType.InputVertex; + type = VertexType.InputVertex; } #if USE_ATTRIBS @@ -87,10 +87,7 @@ namespace TriangleNet.Geometry /// /// Gets the vertex type. /// - public VertexType Type - { - get { return this.type; } - } + public VertexType Type => type; /// /// Gets the specified coordinate of the vertex. @@ -101,15 +98,8 @@ namespace TriangleNet.Geometry { get { - if (i == 0) - { - return x; - } - - if (i == 1) - { - return y; - } + if (i == 0) return x; + if (i == 1) return y; throw new ArgumentOutOfRangeException("Index must be 0 or 1."); } @@ -117,9 +107,6 @@ namespace TriangleNet.Geometry #endregion - public override int GetHashCode() - { - return this.hash; - } + public override int GetHashCode() => hash; } } diff --git a/src/Triangle/IO/InputTriangle.cs b/src/Triangle/IO/InputTriangle.cs index 649c95d..130dba1 100644 --- a/src/Triangle/IO/InputTriangle.cs +++ b/src/Triangle/IO/InputTriangle.cs @@ -6,7 +6,7 @@ namespace TriangleNet.IO { - using TriangleNet.Topology; + using System; using TriangleNet.Geometry; /// @@ -20,32 +20,26 @@ namespace TriangleNet.IO public InputTriangle(int p0, int p1, int p2) { - this.vertices = new int[] { p0, p1, p2 }; + vertices = new int[] { p0, p1, p2 }; } #region Public properties - /// - /// Gets the triangle id. - /// + /// public int ID { get { return 0; } set { } } - /// - /// Region ID the triangle belongs to. - /// + /// public int Label { get { return label; } set { label = value; } } - /// - /// Gets the triangle area constraint. - /// + /// public double Area { get { return area; } @@ -53,31 +47,41 @@ namespace TriangleNet.IO } /// - /// Gets the specified corners vertex. + /// WARNING: not implemented. /// public Vertex GetVertex(int index) { - return null; // TODO: throw NotSupportedException? + throw new NotImplementedException(); } + /// public int GetVertexID(int index) { return vertices[index]; } + /// + /// WARNING: not implemented. + /// public ITriangle GetNeighbor(int index) { - return null; + throw new NotImplementedException(); } + /// + /// WARNING: not implemented. + /// public int GetNeighborID(int index) { - return -1; + throw new NotImplementedException(); } + /// + /// WARNING: not implemented. + /// public ISegment GetSegment(int index) { - return null; + throw new NotImplementedException(); } #endregion diff --git a/src/Triangle/IO/TriangleReader.cs b/src/Triangle/IO/TriangleReader.cs index c31790c..da4d613 100644 --- a/src/Triangle/IO/TriangleReader.cs +++ b/src/Triangle/IO/TriangleReader.cs @@ -18,7 +18,7 @@ namespace TriangleNet.IO /// public class TriangleReader { - static NumberFormatInfo nfi = NumberFormatInfo.InvariantInfo; + private static readonly NumberFormatInfo nfi = NumberFormatInfo.InvariantInfo; int startIndex = 0; @@ -35,7 +35,7 @@ namespace TriangleNet.IO string line = reader.ReadLine().Trim(); - while (String.IsNullOrWhiteSpace(line) || line.StartsWith("#")) + while (string.IsNullOrWhiteSpace(line) || line.StartsWith("#")) { if (reader.EndOfStream) { @@ -101,8 +101,6 @@ namespace TriangleNet.IO /// public void Read(string filename, out Polygon polygon) { - polygon = null; - string path = Path.ChangeExtension(filename, ".poly"); if (File.Exists(path)) @@ -138,9 +136,7 @@ namespace TriangleNet.IO /// public IPolygon Read(string filename) { - Polygon geometry = null; - - Read(filename, out geometry); + Read(filename, out Polygon geometry); return geometry; } @@ -280,7 +276,7 @@ namespace TriangleNet.IO startIndex = 0; string[] line; - int invertices = 0, attributes = 0, nodemarkers = 0; + int invertices, attributes = 0, nodemarkers = 0; using (var reader = new StreamReader(polyfilename)) { @@ -398,7 +394,7 @@ namespace TriangleNet.IO if (Log.Verbose) { Log.Instance.Warning("Invalid first endpoint of segment.", - "MeshReader.ReadPolyfile()"); + "TriangleReader.ReadPolyfile()"); } } else if ((end2 < 0) || (end2 >= invertices)) @@ -406,7 +402,7 @@ namespace TriangleNet.IO if (Log.Verbose) { Log.Instance.Warning("Invalid second endpoint of segment.", - "MeshReader.ReadPolyfile()"); + "TriangleReader.ReadPolyfile()"); } } else @@ -520,7 +516,6 @@ namespace TriangleNet.IO /// Read the elements from an .ele file. /// /// - /// /// private List ReadEleFile(string elefilename, bool readArea) { @@ -541,7 +536,7 @@ namespace TriangleNet.IO intriangles = int.Parse(line[0]); - // We irgnore index 1 (number of nodes per triangle) + // We ignore index 1 (number of nodes per triangle) attributes = 0; if (line.Length > 2) { @@ -551,7 +546,8 @@ namespace TriangleNet.IO if (attributes > 1) { - Log.Instance.Warning("Triangle attributes not supported.", "FileReader.Read"); + Log.Instance.Warning("Triangle attributes not supported.", + "TriangleReader.ReadEleFile()"); } triangles = new List(intriangles); @@ -624,7 +620,7 @@ namespace TriangleNet.IO if (int.Parse(line[0]) != intriangles) { Log.Instance.Warning("Number of area constraints doesn't match number of triangles.", - "ReadAreaFile()"); + "TriangleReader.ReadAreaFile()"); return null; } @@ -717,7 +713,7 @@ namespace TriangleNet.IO if (Log.Verbose) { Log.Instance.Warning("Invalid first endpoint of segment.", - "MeshReader.ReadPolyfile()"); + "TriangleReader.ReadEdgeFile()"); } } else if ((end2 < 0) || (end2 >= invertices)) @@ -725,7 +721,7 @@ namespace TriangleNet.IO if (Log.Verbose) { Log.Instance.Warning("Invalid second endpoint of segment.", - "MeshReader.ReadPolyfile()"); + "TriangleReader.ReadEdgeFile()"); } } else diff --git a/src/Triangle/IO/TriangleWriter.cs b/src/Triangle/IO/TriangleWriter.cs index 2e041c7..f18edb6 100644 --- a/src/Triangle/IO/TriangleWriter.cs +++ b/src/Triangle/IO/TriangleWriter.cs @@ -184,7 +184,6 @@ namespace TriangleNet.IO /// /// Data source. /// File name. - /// Write nodes into this file. /// If the nodes should not be written into this file, /// make sure a .node file was written before, so that the nodes /// are numbered right. diff --git a/src/Triangle/Meshing/Iterators/EdgeIterator.cs b/src/Triangle/Meshing/Iterators/EdgeIterator.cs index 773eebf..1b1e14d 100644 --- a/src/Triangle/Meshing/Iterators/EdgeIterator.cs +++ b/src/Triangle/Meshing/Iterators/EdgeIterator.cs @@ -1,5 +1,5 @@ // ----------------------------------------------------------------------- -// +// // Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/Iterators/RegionIterator.cs b/src/Triangle/Meshing/Iterators/RegionIterator.cs index 7e668d5..3dcc698 100644 --- a/src/Triangle/Meshing/Iterators/RegionIterator.cs +++ b/src/Triangle/Meshing/Iterators/RegionIterator.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Original Matlab code by John Burkardt, Florida State University +// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html // Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/Iterators/VertexCirculator.cs b/src/Triangle/Meshing/Iterators/VertexCirculator.cs index 9122771..d8221ae 100644 --- a/src/Triangle/Meshing/Iterators/VertexCirculator.cs +++ b/src/Triangle/Meshing/Iterators/VertexCirculator.cs @@ -1,4 +1,9 @@ - +// ----------------------------------------------------------------------- +// +// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// ----------------------------------------------------------------------- + namespace TriangleNet.Meshing.Iterators { using System.Collections.Generic; diff --git a/src/Triangle/Tools/IntersectionHelper.cs b/src/Triangle/Tools/IntersectionHelper.cs index 8810bf5..53860ba 100644 --- a/src/Triangle/Tools/IntersectionHelper.cs +++ b/src/Triangle/Tools/IntersectionHelper.cs @@ -142,10 +142,10 @@ namespace TriangleNet.Tools /// Intersect a ray with a bounding box. /// /// The clip rectangle. - /// The ray startpoint (inside the box). + /// The ray start point (inside the box). /// Any point in ray direction (NOT the direction vector). /// The intersection point. - /// Returns false, if startpoint is outside the box. + /// Returns false, if start point is outside the box. public static bool BoxRayIntersection(Rectangle rect, Point p0, Point p1, ref Point c1) { return BoxRayIntersection(rect, p0, p1.x - p0.x, p1.y - p0.y, ref c1); @@ -155,10 +155,10 @@ namespace TriangleNet.Tools /// Intersect a ray with a bounding box. /// /// The clip rectangle. - /// The ray startpoint (inside the box). + /// The ray start point (inside the box). /// X direction. /// Y direction. - /// Returns false, if startpoint is outside the box. + /// Returns false, if start point is outside the box. public static Point BoxRayIntersection(Rectangle rect, Point p, double dx, double dy) { var intersection = new Point(); diff --git a/src/Triangle/Tools/PolygonValidator.cs b/src/Triangle/Tools/PolygonValidator.cs index 64c82cc..5c139ee 100644 --- a/src/Triangle/Tools/PolygonValidator.cs +++ b/src/Triangle/Tools/PolygonValidator.cs @@ -258,7 +258,7 @@ namespace TriangleNet.Tools if (p.id < 0 || p.id >= count) { horrors++; - logger.Warning(string.Format("Segment {0} has invalid startpoint.", i), + logger.Warning(string.Format("Segment {0} has invalid start point.", i), "PolygonValidator.IsConsistent()"); } diff --git a/src/Triangle/Tools/QualityMeasure.cs b/src/Triangle/Tools/QualityMeasure.cs index 888332b..22476f4 100644 --- a/src/Triangle/Tools/QualityMeasure.cs +++ b/src/Triangle/Tools/QualityMeasure.cs @@ -271,7 +271,7 @@ namespace TriangleNet.Tools public double area_max = -double.MaxValue; // Total area of geometry public double area_total = 0; - // Nmber of triangles with zero area + // Number of triangles with zero area public int area_zero = 0; /// diff --git a/src/Triangle/Tools/Statistic.cs b/src/Triangle/Tools/Statistic.cs index d9f5635..f7473a4 100644 --- a/src/Triangle/Tools/Statistic.cs +++ b/src/Triangle/Tools/Statistic.cs @@ -63,68 +63,68 @@ namespace TriangleNet.Tools /// /// Gets the shortest edge. /// - public double ShortestEdge { get { return minEdge; } } + public double ShortestEdge => minEdge; double maxEdge = 0; /// /// Gets the longest edge. /// - public double LongestEdge { get { return maxEdge; } } + public double LongestEdge => maxEdge; // double minAspect = 0; /// /// Gets the shortest altitude. /// - public double ShortestAltitude { get { return minAspect; } } + public double ShortestAltitude => minAspect; double maxAspect = 0; /// /// Gets the largest aspect ratio. /// - public double LargestAspectRatio { get { return maxAspect; } } + public double LargestAspectRatio => maxAspect; double minArea = 0; /// /// Gets the smallest area. /// - public double SmallestArea { get { return minArea; } } + public double SmallestArea => minArea; double maxArea = 0; /// /// Gets the largest area. /// - public double LargestArea { get { return maxArea; } } + public double LargestArea => maxArea; double minAngle = 0; /// /// Gets the smallest angle. /// - public double SmallestAngle { get { return minAngle; } } + public double SmallestAngle => minAngle; double maxAngle = 0; /// /// Gets the largest angle. /// - public double LargestAngle { get { return maxAngle; } } + public double LargestAngle => maxAngle; int[] angleTable; /// /// Gets the angle histogram. /// - public int[] AngleHistogram { get { return angleTable; } } + public int[] AngleHistogram => angleTable; int[] minAngles; /// /// Gets the min angles histogram. /// - public int[] MinAngleHistogram { get { return minAngles; } } + public int[] MinAngleHistogram => minAngles; int[] maxAngles; /// /// Gets the max angles histogram. /// - public int[] MaxAngleHistogram { get { return maxAngles; } } + public int[] MaxAngleHistogram => maxAngles; #endregion @@ -258,8 +258,8 @@ namespace TriangleNet.Tools foreach (var tri in mesh.triangles) { - triMinAngle = 0; // Min angle: 0 < a < 60 degress - triMaxAngle = 1; // Max angle: 60 < a < 180 degress + triMinAngle = 0; // Min angle: 0 < a < 60 degrees + triMaxAngle = 1; // Max angle: 60 < a < 180 degrees p[0] = tri.vertices[0]; p[1] = tri.vertices[1]; diff --git a/src/Triangle/Topology/SubSegment.cs b/src/Triangle/Topology/SubSegment.cs index 6b7e675..4948901 100644 --- a/src/Triangle/Topology/SubSegment.cs +++ b/src/Triangle/Topology/SubSegment.cs @@ -1,5 +1,5 @@ // ----------------------------------------------------------------------- -// +// // Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html // Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ // From 11e42c98f419de043abd3d9e5948c0a7a94c868d Mon Sep 17 00:00:00 2001 From: wo80 Date: Fri, 4 Mar 2022 23:29:58 +0100 Subject: [PATCH 39/44] Update copyright headers. --- src/Triangle.Rendering/Projection.cs | 2 +- src/Triangle/Behavior.cs | 4 ++-- src/Triangle/Configuration.cs | 2 +- src/Triangle/Enums.cs | 4 ++-- src/Triangle/Geometry/Contour.cs | 2 +- src/Triangle/Geometry/Edge.cs | 2 +- src/Triangle/Geometry/IEdge.cs | 2 +- src/Triangle/Geometry/IPolygon.cs | 2 +- src/Triangle/Geometry/ISegment.cs | 2 +- src/Triangle/Geometry/ITriangle.cs | 2 +- src/Triangle/Geometry/Point.cs | 2 +- src/Triangle/Geometry/Polygon.cs | 2 +- src/Triangle/Geometry/Rectangle.cs | 2 +- src/Triangle/Geometry/RegionPointer.cs | 2 +- src/Triangle/Geometry/Segment.cs | 2 +- src/Triangle/Geometry/Vertex.cs | 3 +-- src/Triangle/IO/DebugWriter.cs | 2 +- src/Triangle/IO/FileProcessor.cs | 2 +- src/Triangle/IO/IFileFormat.cs | 2 +- src/Triangle/IO/IMeshFormat.cs | 2 +- src/Triangle/IO/IPolygonFormat.cs | 2 +- src/Triangle/IO/InputTriangle.cs | 2 +- src/Triangle/IO/TriangleFormat.cs | 2 +- src/Triangle/IO/TriangleReader.cs | 4 ++-- src/Triangle/IO/TriangleWriter.cs | 4 ++-- src/Triangle/IPredicates.cs | 7 +------ src/Triangle/Log.cs | 6 +++--- src/Triangle/Mesh.cs | 4 ++-- src/Triangle/MeshValidator.cs | 4 ++-- src/Triangle/Meshing/Algorithm/Dwyer.cs | 4 ++-- src/Triangle/Meshing/Algorithm/Incremental.cs | 4 ++-- src/Triangle/Meshing/Algorithm/SweepLine.cs | 4 ++-- src/Triangle/Meshing/ConstraintMesher.cs | 4 ++-- src/Triangle/Meshing/Converter.cs | 4 ++-- src/Triangle/Meshing/Data/BadSubseg.cs | 4 ++-- src/Triangle/Meshing/Data/BadTriQueue.cs | 4 ++-- src/Triangle/Meshing/Data/BadTriangle.cs | 4 ++-- src/Triangle/Meshing/GenericMesher.cs | 2 +- src/Triangle/Meshing/ITriangulator.cs | 7 +------ src/Triangle/Meshing/Iterators/EdgeIterator.cs | 2 +- .../Meshing/Iterators/RegionIterator.cs | 4 ++-- .../Meshing/Iterators/VertexCirculator.cs | 2 +- src/Triangle/Meshing/QualityMesher.cs | 4 ++-- src/Triangle/NewLocation.cs | 6 +++--- src/Triangle/RobustPredicates.cs | 4 ++-- src/Triangle/Smoothing/ISmoother.cs | 17 +++++++++++------ src/Triangle/Smoothing/SimpleSmoother.cs | 8 +++++--- src/Triangle/Tools/AdjacencyMatrix.cs | 2 +- src/Triangle/Tools/CuthillMcKee.cs | 2 +- src/Triangle/Tools/IntersectionHelper.cs | 2 +- src/Triangle/Tools/PolygonValidator.cs | 2 +- src/Triangle/Tools/QualityMeasure.cs | 2 +- src/Triangle/Tools/Statistic.cs | 4 ++-- src/Triangle/Tools/TriangleQuadTree.cs | 4 ++-- src/Triangle/Tools/VertexSorter.cs | 4 ++-- src/Triangle/Topology/DCEL/DcelMesh.cs | 4 ++-- src/Triangle/Topology/DCEL/Face.cs | 4 ++-- src/Triangle/Topology/DCEL/HalfEdge.cs | 2 +- src/Triangle/Topology/DCEL/Vertex.cs | 2 +- src/Triangle/Topology/Osub.cs | 4 ++-- src/Triangle/Topology/Otri.cs | 4 ++-- src/Triangle/Topology/SubSegment.cs | 4 ++-- src/Triangle/Topology/Triangle.cs | 4 ++-- src/Triangle/TriangleLocator.cs | 4 ++-- src/Triangle/TrianglePool.cs | 2 +- src/Triangle/TriangleSampler.cs | 4 ++-- src/Triangle/Voronoi/BoundedVoronoi.cs | 2 +- .../Voronoi/Legacy/BoundedVoronoiLegacy.cs | 4 ++-- src/Triangle/Voronoi/Legacy/IVoronoi.cs | 2 +- src/Triangle/Voronoi/Legacy/SimpleVoronoi.cs | 4 ++-- src/Triangle/Voronoi/Legacy/VoronoiRegion.cs | 2 +- src/Triangle/Voronoi/StandardVoronoi.cs | 2 +- src/Triangle/Voronoi/VoronoiBase.cs | 9 ++++----- 73 files changed, 124 insertions(+), 129 deletions(-) diff --git a/src/Triangle.Rendering/Projection.cs b/src/Triangle.Rendering/Projection.cs index 76792ba..6741b14 100644 --- a/src/Triangle.Rendering/Projection.cs +++ b/src/Triangle.Rendering/Projection.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Behavior.cs b/src/Triangle/Behavior.cs index 05d8999..5226774 100644 --- a/src/Triangle/Behavior.cs +++ b/src/Triangle/Behavior.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Configuration.cs b/src/Triangle/Configuration.cs index 95d5286..f723b35 100644 --- a/src/Triangle/Configuration.cs +++ b/src/Triangle/Configuration.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Enums.cs b/src/Triangle/Enums.cs index 644f1b1..aa5d5fb 100644 --- a/src/Triangle/Enums.cs +++ b/src/Triangle/Enums.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/Contour.cs b/src/Triangle/Geometry/Contour.cs index 94804e8..1fb2ea8 100644 --- a/src/Triangle/Geometry/Contour.cs +++ b/src/Triangle/Geometry/Contour.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/Edge.cs b/src/Triangle/Geometry/Edge.cs index d1601f4..f837101 100644 --- a/src/Triangle/Geometry/Edge.cs +++ b/src/Triangle/Geometry/Edge.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/IEdge.cs b/src/Triangle/Geometry/IEdge.cs index 5361ec5..b34c16f 100644 --- a/src/Triangle/Geometry/IEdge.cs +++ b/src/Triangle/Geometry/IEdge.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/IPolygon.cs b/src/Triangle/Geometry/IPolygon.cs index 686b9c4..0a4c834 100644 --- a/src/Triangle/Geometry/IPolygon.cs +++ b/src/Triangle/Geometry/IPolygon.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/ISegment.cs b/src/Triangle/Geometry/ISegment.cs index b5ac6d6..ab8d439 100644 --- a/src/Triangle/Geometry/ISegment.cs +++ b/src/Triangle/Geometry/ISegment.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/ITriangle.cs b/src/Triangle/Geometry/ITriangle.cs index daae5f8..91ee86d 100644 --- a/src/Triangle/Geometry/ITriangle.cs +++ b/src/Triangle/Geometry/ITriangle.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/Point.cs b/src/Triangle/Geometry/Point.cs index 3ba7bb2..976c36e 100644 --- a/src/Triangle/Geometry/Point.cs +++ b/src/Triangle/Geometry/Point.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/Polygon.cs b/src/Triangle/Geometry/Polygon.cs index f1b9859..99a6c97 100644 --- a/src/Triangle/Geometry/Polygon.cs +++ b/src/Triangle/Geometry/Polygon.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/Rectangle.cs b/src/Triangle/Geometry/Rectangle.cs index 54bd23b..ce7e55d 100644 --- a/src/Triangle/Geometry/Rectangle.cs +++ b/src/Triangle/Geometry/Rectangle.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/RegionPointer.cs b/src/Triangle/Geometry/RegionPointer.cs index e1fc97a..6eb93b3 100644 --- a/src/Triangle/Geometry/RegionPointer.cs +++ b/src/Triangle/Geometry/RegionPointer.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/Segment.cs b/src/Triangle/Geometry/Segment.cs index c87cb39..463f169 100644 --- a/src/Triangle/Geometry/Segment.cs +++ b/src/Triangle/Geometry/Segment.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Geometry/Vertex.cs b/src/Triangle/Geometry/Vertex.cs index b70cf8b..fdeb317 100644 --- a/src/Triangle/Geometry/Vertex.cs +++ b/src/Triangle/Geometry/Vertex.cs @@ -1,7 +1,6 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/IO/DebugWriter.cs b/src/Triangle/IO/DebugWriter.cs index 34d36f4..b78b970 100644 --- a/src/Triangle/IO/DebugWriter.cs +++ b/src/Triangle/IO/DebugWriter.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/IO/FileProcessor.cs b/src/Triangle/IO/FileProcessor.cs index b00b0db..b4b9224 100644 --- a/src/Triangle/IO/FileProcessor.cs +++ b/src/Triangle/IO/FileProcessor.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/IO/IFileFormat.cs b/src/Triangle/IO/IFileFormat.cs index 98ce400..490641a 100644 --- a/src/Triangle/IO/IFileFormat.cs +++ b/src/Triangle/IO/IFileFormat.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/IO/IMeshFormat.cs b/src/Triangle/IO/IMeshFormat.cs index f223b84..846716f 100644 --- a/src/Triangle/IO/IMeshFormat.cs +++ b/src/Triangle/IO/IMeshFormat.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/IO/IPolygonFormat.cs b/src/Triangle/IO/IPolygonFormat.cs index c31f52a..ba2e9a7 100644 --- a/src/Triangle/IO/IPolygonFormat.cs +++ b/src/Triangle/IO/IPolygonFormat.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/IO/InputTriangle.cs b/src/Triangle/IO/InputTriangle.cs index 130dba1..16d428d 100644 --- a/src/Triangle/IO/InputTriangle.cs +++ b/src/Triangle/IO/InputTriangle.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/IO/TriangleFormat.cs b/src/Triangle/IO/TriangleFormat.cs index 2bc858a..244280b 100644 --- a/src/Triangle/IO/TriangleFormat.cs +++ b/src/Triangle/IO/TriangleFormat.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/IO/TriangleReader.cs b/src/Triangle/IO/TriangleReader.cs index da4d613..3b627b9 100644 --- a/src/Triangle/IO/TriangleReader.cs +++ b/src/Triangle/IO/TriangleReader.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/IO/TriangleWriter.cs b/src/Triangle/IO/TriangleWriter.cs index f18edb6..2fbd2d2 100644 --- a/src/Triangle/IO/TriangleWriter.cs +++ b/src/Triangle/IO/TriangleWriter.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/IPredicates.cs b/src/Triangle/IPredicates.cs index ccd63e7..27e5e94 100644 --- a/src/Triangle/IPredicates.cs +++ b/src/Triangle/IPredicates.cs @@ -1,9 +1,4 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - + namespace TriangleNet { using TriangleNet.Geometry; diff --git a/src/Triangle/Log.cs b/src/Triangle/Log.cs index 57c10f2..369a328 100644 --- a/src/Triangle/Log.cs +++ b/src/Triangle/Log.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- @@ -135,7 +135,7 @@ namespace TriangleNet /// Log warning message. /// /// The message. - /// Message details, for example the code location where the error occured (class, method). + /// Message details, for example the code location where the error occurred (class, method). public void Warning(string message, string details) { data.Add(new LogItem(LogLevel.Warning, message, details)); @@ -145,7 +145,7 @@ namespace TriangleNet /// Log error message. /// /// The message. - /// Message details, for example the code location where the error occured (class, method). + /// Message details, for example the code location where the error occurred (class, method). public void Error(string message, string details) { data.Add(new LogItem(LogLevel.Error, message, details)); diff --git a/src/Triangle/Mesh.cs b/src/Triangle/Mesh.cs index 3e7a270..6b15dcb 100644 --- a/src/Triangle/Mesh.cs +++ b/src/Triangle/Mesh.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/MeshValidator.cs b/src/Triangle/MeshValidator.cs index 22e3992..cacec5e 100644 --- a/src/Triangle/MeshValidator.cs +++ b/src/Triangle/MeshValidator.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/Algorithm/Dwyer.cs b/src/Triangle/Meshing/Algorithm/Dwyer.cs index d25c22b..d161b22 100644 --- a/src/Triangle/Meshing/Algorithm/Dwyer.cs +++ b/src/Triangle/Meshing/Algorithm/Dwyer.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/Algorithm/Incremental.cs b/src/Triangle/Meshing/Algorithm/Incremental.cs index 9ce173f..0badf61 100644 --- a/src/Triangle/Meshing/Algorithm/Incremental.cs +++ b/src/Triangle/Meshing/Algorithm/Incremental.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/Algorithm/SweepLine.cs b/src/Triangle/Meshing/Algorithm/SweepLine.cs index f44e081..7074e52 100644 --- a/src/Triangle/Meshing/Algorithm/SweepLine.cs +++ b/src/Triangle/Meshing/Algorithm/SweepLine.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/ConstraintMesher.cs b/src/Triangle/Meshing/ConstraintMesher.cs index 1d6e512..211e543 100644 --- a/src/Triangle/Meshing/ConstraintMesher.cs +++ b/src/Triangle/Meshing/ConstraintMesher.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/Converter.cs b/src/Triangle/Meshing/Converter.cs index 7ce5b54..bd8392a 100644 --- a/src/Triangle/Meshing/Converter.cs +++ b/src/Triangle/Meshing/Converter.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/Data/BadSubseg.cs b/src/Triangle/Meshing/Data/BadSubseg.cs index 32ac7a7..3d7c13f 100644 --- a/src/Triangle/Meshing/Data/BadSubseg.cs +++ b/src/Triangle/Meshing/Data/BadSubseg.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/Data/BadTriQueue.cs b/src/Triangle/Meshing/Data/BadTriQueue.cs index 4c0c8a7..c4ab1ef 100644 --- a/src/Triangle/Meshing/Data/BadTriQueue.cs +++ b/src/Triangle/Meshing/Data/BadTriQueue.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/Data/BadTriangle.cs b/src/Triangle/Meshing/Data/BadTriangle.cs index 7c9878f..7337e07 100644 --- a/src/Triangle/Meshing/Data/BadTriangle.cs +++ b/src/Triangle/Meshing/Data/BadTriangle.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/GenericMesher.cs b/src/Triangle/Meshing/GenericMesher.cs index fe62bbe..b83a889 100644 --- a/src/Triangle/Meshing/GenericMesher.cs +++ b/src/Triangle/Meshing/GenericMesher.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/ITriangulator.cs b/src/Triangle/Meshing/ITriangulator.cs index a5cd6c3..c091599 100644 --- a/src/Triangle/Meshing/ITriangulator.cs +++ b/src/Triangle/Meshing/ITriangulator.cs @@ -1,9 +1,4 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - + namespace TriangleNet.Meshing { using System.Collections.Generic; diff --git a/src/Triangle/Meshing/Iterators/EdgeIterator.cs b/src/Triangle/Meshing/Iterators/EdgeIterator.cs index 1b1e14d..b823481 100644 --- a/src/Triangle/Meshing/Iterators/EdgeIterator.cs +++ b/src/Triangle/Meshing/Iterators/EdgeIterator.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/Iterators/RegionIterator.cs b/src/Triangle/Meshing/Iterators/RegionIterator.cs index 3dcc698..93d355a 100644 --- a/src/Triangle/Meshing/Iterators/RegionIterator.cs +++ b/src/Triangle/Meshing/Iterators/RegionIterator.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/Iterators/VertexCirculator.cs b/src/Triangle/Meshing/Iterators/VertexCirculator.cs index d8221ae..69191d2 100644 --- a/src/Triangle/Meshing/Iterators/VertexCirculator.cs +++ b/src/Triangle/Meshing/Iterators/VertexCirculator.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Meshing/QualityMesher.cs b/src/Triangle/Meshing/QualityMesher.cs index 4f82040..a54416d 100644 --- a/src/Triangle/Meshing/QualityMesher.cs +++ b/src/Triangle/Meshing/QualityMesher.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/NewLocation.cs b/src/Triangle/NewLocation.cs index 12c4f8c..cadc324 100644 --- a/src/Triangle/NewLocation.cs +++ b/src/Triangle/NewLocation.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original code by Hale Erten and Alper Üngör, http://www.cise.ufl.edu/~ungor/aCute/index.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Original code by Hale Erten and Alper Üngör, https://www.cise.ufl.edu/~ungor/aCute/index.html +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- @@ -16,7 +16,7 @@ namespace TriangleNet /// Find new Steiner point locations. /// /// - /// http://www.cise.ufl.edu/~ungor/aCute/index.html + /// See https://www.cise.ufl.edu/~ungor/aCute/index.html /// class NewLocation { diff --git a/src/Triangle/RobustPredicates.cs b/src/Triangle/RobustPredicates.cs index ca69af5..16e0d73 100644 --- a/src/Triangle/RobustPredicates.cs +++ b/src/Triangle/RobustPredicates.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Smoothing/ISmoother.cs b/src/Triangle/Smoothing/ISmoother.cs index e386f15..623af88 100644 --- a/src/Triangle/Smoothing/ISmoother.cs +++ b/src/Triangle/Smoothing/ISmoother.cs @@ -1,9 +1,4 @@ -// ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ -// -// ----------------------------------------------------------------------- - + namespace TriangleNet.Smoothing { using TriangleNet.Meshing; @@ -13,7 +8,17 @@ namespace TriangleNet.Smoothing /// public interface ISmoother { + /// + /// Smooth mesh with 10 rounds of Voronoi iteration. + /// + /// The mesh. void Smooth(IMesh mesh); + + /// + /// Smooth mesh with 10 rounds of Voronoi iteration. + /// + /// The mesh. + /// The number of iterations. void Smooth(IMesh mesh, int limit); } } \ No newline at end of file diff --git a/src/Triangle/Smoothing/SimpleSmoother.cs b/src/Triangle/Smoothing/SimpleSmoother.cs index 160ce25..946aab6 100644 --- a/src/Triangle/Smoothing/SimpleSmoother.cs +++ b/src/Triangle/Smoothing/SimpleSmoother.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- @@ -12,10 +12,10 @@ namespace TriangleNet.Smoothing using TriangleNet.Voronoi; /// - /// Simple mesh smoother implementation. + /// Simple mesh smoother implementation (Lloyd's relaxation algorithm). /// /// - /// Vertices wich should not move (e.g. segment vertices) MUST have a + /// Vertices which should not move (e.g. segment vertices) MUST have a /// boundary mark greater than 0. /// public class SimpleSmoother : ISmoother @@ -63,11 +63,13 @@ namespace TriangleNet.Smoothing this.options = new ConstraintOptions() { ConformingDelaunay = true }; } + /// public void Smooth(IMesh mesh) { Smooth(mesh, 10); } + /// public void Smooth(IMesh mesh, int limit) { var smoothedMesh = (Mesh)mesh; diff --git a/src/Triangle/Tools/AdjacencyMatrix.cs b/src/Triangle/Tools/AdjacencyMatrix.cs index a575a9d..8900ffc 100644 --- a/src/Triangle/Tools/AdjacencyMatrix.cs +++ b/src/Triangle/Tools/AdjacencyMatrix.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // // Original Matlab code by John Burkardt, Florida State University -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Tools/CuthillMcKee.cs b/src/Triangle/Tools/CuthillMcKee.cs index 92c511a..9e5cd96 100644 --- a/src/Triangle/Tools/CuthillMcKee.cs +++ b/src/Triangle/Tools/CuthillMcKee.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // // Original Matlab code by John Burkardt, Florida State University -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Tools/IntersectionHelper.cs b/src/Triangle/Tools/IntersectionHelper.cs index 53860ba..2257005 100644 --- a/src/Triangle/Tools/IntersectionHelper.cs +++ b/src/Triangle/Tools/IntersectionHelper.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Tools/PolygonValidator.cs b/src/Triangle/Tools/PolygonValidator.cs index 5c139ee..765c68d 100644 --- a/src/Triangle/Tools/PolygonValidator.cs +++ b/src/Triangle/Tools/PolygonValidator.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Tools/QualityMeasure.cs b/src/Triangle/Tools/QualityMeasure.cs index 22476f4..e98a901 100644 --- a/src/Triangle/Tools/QualityMeasure.cs +++ b/src/Triangle/Tools/QualityMeasure.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // // Original Matlab code by John Burkardt, Florida State University -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Tools/Statistic.cs b/src/Triangle/Tools/Statistic.cs index f7473a4..77497d1 100644 --- a/src/Triangle/Tools/Statistic.cs +++ b/src/Triangle/Tools/Statistic.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Tools/TriangleQuadTree.cs b/src/Triangle/Tools/TriangleQuadTree.cs index bdfe114..9956f24 100644 --- a/src/Triangle/Tools/TriangleQuadTree.cs +++ b/src/Triangle/Tools/TriangleQuadTree.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original code by Frank Dockhorn, [not available anymore: http://sourceforge.net/projects/quadtreesim/] -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Copyright(c) 2018 Frank Dockhorn, MIT license, https://sourceforge.net/projects/quadtreedemo/ +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Tools/VertexSorter.cs b/src/Triangle/Tools/VertexSorter.cs index c23994a..87092f5 100644 --- a/src/Triangle/Tools/VertexSorter.cs +++ b/src/Triangle/Tools/VertexSorter.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Topology/DCEL/DcelMesh.cs b/src/Triangle/Topology/DCEL/DcelMesh.cs index f6be6ef..c0359bd 100644 --- a/src/Triangle/Topology/DCEL/DcelMesh.cs +++ b/src/Triangle/Topology/DCEL/DcelMesh.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- @@ -70,7 +70,7 @@ namespace TriangleNet.Topology.DCEL } /// - /// Check if the DCEL is consistend. + /// Check if the DCEL is consistent. /// /// If true, faces are assumed to be closed (i.e. all edges must have /// a valid next pointer). diff --git a/src/Triangle/Topology/DCEL/Face.cs b/src/Triangle/Topology/DCEL/Face.cs index f62e752..df6c87a 100644 --- a/src/Triangle/Topology/DCEL/Face.cs +++ b/src/Triangle/Topology/DCEL/Face.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- @@ -29,7 +29,7 @@ namespace TriangleNet.Topology.DCEL internal int id; internal int mark; - // If the face is a Voronio cell, this is the point that generates the cell. + // If the face is a Voronoi cell, this is the point that generates the cell. internal Point generator; internal HalfEdge edge; diff --git a/src/Triangle/Topology/DCEL/HalfEdge.cs b/src/Triangle/Topology/DCEL/HalfEdge.cs index 3cd9307..e77863c 100644 --- a/src/Triangle/Topology/DCEL/HalfEdge.cs +++ b/src/Triangle/Topology/DCEL/HalfEdge.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Topology/DCEL/Vertex.cs b/src/Triangle/Topology/DCEL/Vertex.cs index 0d38a62..f66b628 100644 --- a/src/Triangle/Topology/DCEL/Vertex.cs +++ b/src/Triangle/Topology/DCEL/Vertex.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Topology/Osub.cs b/src/Triangle/Topology/Osub.cs index 4d264e1..d3a2aef 100644 --- a/src/Triangle/Topology/Osub.cs +++ b/src/Triangle/Topology/Osub.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Topology/Otri.cs b/src/Triangle/Topology/Otri.cs index 9785a45..d3feeab 100644 --- a/src/Triangle/Topology/Otri.cs +++ b/src/Triangle/Topology/Otri.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Topology/SubSegment.cs b/src/Triangle/Topology/SubSegment.cs index 4948901..4c936c7 100644 --- a/src/Triangle/Topology/SubSegment.cs +++ b/src/Triangle/Topology/SubSegment.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Topology/Triangle.cs b/src/Triangle/Topology/Triangle.cs index f501f81..5981663 100644 --- a/src/Triangle/Topology/Triangle.cs +++ b/src/Triangle/Topology/Triangle.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/TriangleLocator.cs b/src/Triangle/TriangleLocator.cs index 66b1aaf..b59a936 100644 --- a/src/Triangle/TriangleLocator.cs +++ b/src/Triangle/TriangleLocator.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/TrianglePool.cs b/src/Triangle/TrianglePool.cs index aa67836..04cac3d 100644 --- a/src/Triangle/TrianglePool.cs +++ b/src/Triangle/TrianglePool.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/TriangleSampler.cs b/src/Triangle/TriangleSampler.cs index a217ed5..519a37a 100644 --- a/src/Triangle/TriangleSampler.cs +++ b/src/Triangle/TriangleSampler.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Voronoi/BoundedVoronoi.cs b/src/Triangle/Voronoi/BoundedVoronoi.cs index 472ac88..6f271bc 100644 --- a/src/Triangle/Voronoi/BoundedVoronoi.cs +++ b/src/Triangle/Voronoi/BoundedVoronoi.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Voronoi/Legacy/BoundedVoronoiLegacy.cs b/src/Triangle/Voronoi/Legacy/BoundedVoronoiLegacy.cs index 65b07b8..c574bcb 100644 --- a/src/Triangle/Voronoi/Legacy/BoundedVoronoiLegacy.cs +++ b/src/Triangle/Voronoi/Legacy/BoundedVoronoiLegacy.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- -// -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Voronoi/Legacy/IVoronoi.cs b/src/Triangle/Voronoi/Legacy/IVoronoi.cs index d542f4c..d5b681d 100644 --- a/src/Triangle/Voronoi/Legacy/IVoronoi.cs +++ b/src/Triangle/Voronoi/Legacy/IVoronoi.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Voronoi/Legacy/SimpleVoronoi.cs b/src/Triangle/Voronoi/Legacy/SimpleVoronoi.cs index d4e6b2d..c9a5a49 100644 --- a/src/Triangle/Voronoi/Legacy/SimpleVoronoi.cs +++ b/src/Triangle/Voronoi/Legacy/SimpleVoronoi.cs @@ -1,7 +1,7 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Voronoi/Legacy/VoronoiRegion.cs b/src/Triangle/Voronoi/Legacy/VoronoiRegion.cs index a8cba24..a7e2f2a 100644 --- a/src/Triangle/Voronoi/Legacy/VoronoiRegion.cs +++ b/src/Triangle/Voronoi/Legacy/VoronoiRegion.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Voronoi/StandardVoronoi.cs b/src/Triangle/Voronoi/StandardVoronoi.cs index f4b6e9d..db26b97 100644 --- a/src/Triangle/Voronoi/StandardVoronoi.cs +++ b/src/Triangle/Voronoi/StandardVoronoi.cs @@ -1,6 +1,6 @@ // ----------------------------------------------------------------------- // -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- diff --git a/src/Triangle/Voronoi/VoronoiBase.cs b/src/Triangle/Voronoi/VoronoiBase.cs index ba328df..69444de 100644 --- a/src/Triangle/Voronoi/VoronoiBase.cs +++ b/src/Triangle/Voronoi/VoronoiBase.cs @@ -1,7 +1,6 @@ // ----------------------------------------------------------------------- // -// Original Triangle code by Jonathan Richard Shewchuk, http://www.cs.cmu.edu/~quake/triangle.html -// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/ +// Triangle.NET Copyright (c) 2012-2022 Christian Woltering // // ----------------------------------------------------------------------- @@ -16,7 +15,7 @@ namespace TriangleNet.Voronoi using Vertex = TriangleNet.Topology.DCEL.Vertex; /// - /// The Voronoi diagram is the dual of a pointset triangulation. + /// The Voronoi diagram is the dual of a point set triangulation. /// public abstract class VoronoiBase : DcelMesh { @@ -34,7 +33,7 @@ namespace TriangleNet.Voronoi /// Triangle mesh. /// Voronoi object factory. /// Geometric predicates implementation. - /// If set to true, the constuctor will call the Generate + /// If set to true, the constructor will call the Generate /// method, which builds the Voronoi diagram. protected VoronoiBase(Mesh mesh, IVoronoiFactory factory, IPredicates predicates, bool generate) : base(false) @@ -155,7 +154,7 @@ namespace TriangleNet.Voronoi HalfEdge edge, twin; Vertex vertex, end; - // Count infinte edges (vertex id for their endpoints). + // Count infinite edges (vertex id for their endpoints). int j = 0; // Count half-edges (edge ids). From 23c2682c6e1e8a5bb5142425285bb8cbaf61cf74 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sat, 5 Mar 2022 01:01:39 +0100 Subject: [PATCH 40/44] Move Windows-specific projects into separate solution. --- src/MeshExplorer.sln | 51 ++++++++++ src/MeshExplorer/Controls/DarkListBox.cs | 6 +- src/MeshExplorer/FormMain.cs | 2 +- src/MeshExplorer/MeshExplorer.csproj | 3 +- .../Triangle.Examples.csproj | 9 +- .../ExtensionMethods.cs | 0 .../FunctionRenderer.cs | 0 src/Triangle.Rendering.GDI/Helper.cs | 28 ++++++ .../ImageRenderer.cs | 10 +- .../LayerRenderer.cs | 12 ++- .../MeshRenderer.cs | 14 +-- .../Native/GradientFillMode.cs | 0 .../Native/GradientRect.cs | 0 .../Native/GradientTriangle.cs | 0 .../Native/NativeMethods.cs | 0 .../Native/TriVertex.cs | 0 .../RenderControl.cs | 0 .../Triangle.Rendering.GDI.csproj | 17 ++++ src/Triangle.Rendering/ColorManager.cs | 95 +++---------------- src/Triangle.Rendering/RenderManager.cs | 19 +--- .../Triangle.Rendering.csproj | 4 +- src/Triangle.sln | 40 +++----- src/Triangle/Triangle.csproj | 9 +- 23 files changed, 161 insertions(+), 158 deletions(-) create mode 100644 src/MeshExplorer.sln rename src/{Triangle.Rendering => Triangle.Rendering.GDI}/ExtensionMethods.cs (100%) rename src/{Triangle.Rendering/GDI => Triangle.Rendering.GDI}/FunctionRenderer.cs (100%) create mode 100644 src/Triangle.Rendering.GDI/Helper.cs rename src/{Triangle.Rendering/GDI => Triangle.Rendering.GDI}/ImageRenderer.cs (96%) rename src/{Triangle.Rendering/GDI => Triangle.Rendering.GDI}/LayerRenderer.cs (92%) rename src/{Triangle.Rendering/GDI => Triangle.Rendering.GDI}/MeshRenderer.cs (90%) rename src/{Triangle.Rendering/GDI => Triangle.Rendering.GDI}/Native/GradientFillMode.cs (100%) rename src/{Triangle.Rendering/GDI => Triangle.Rendering.GDI}/Native/GradientRect.cs (100%) rename src/{Triangle.Rendering/GDI => Triangle.Rendering.GDI}/Native/GradientTriangle.cs (100%) rename src/{Triangle.Rendering/GDI => Triangle.Rendering.GDI}/Native/NativeMethods.cs (100%) rename src/{Triangle.Rendering/GDI => Triangle.Rendering.GDI}/Native/TriVertex.cs (100%) rename src/{Triangle.Rendering/GDI => Triangle.Rendering.GDI}/RenderControl.cs (100%) create mode 100644 src/Triangle.Rendering.GDI/Triangle.Rendering.GDI.csproj diff --git a/src/MeshExplorer.sln b/src/MeshExplorer.sln new file mode 100644 index 0000000..82786a9 --- /dev/null +++ b/src/MeshExplorer.sln @@ -0,0 +1,51 @@ + +Microsoft Visual Studio Solution File, Format Version 12.00 +# Visual Studio Version 17 +VisualStudioVersion = 17.0.32126.317 +MinimumVisualStudioVersion = 10.0.40219.1 +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MeshExplorer", "MeshExplorer\MeshExplorer.csproj", "{336AAF8A-5316-4303-9E73-5E38BD0B28AF}" +EndProject +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Rendering", "Triangle.Rendering\Triangle.Rendering.csproj", "{41022E0E-BD0F-439E-BC3A-AABB1B43471B}" +EndProject +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Rendering.GDI", "Triangle.Rendering.GDI\Triangle.Rendering.GDI.csproj", "{D535E102-92B4-4F92-B284-A7170AE00CD6}" +EndProject +Global + GlobalSection(SolutionConfigurationPlatforms) = preSolution + Debug|Any CPU = Debug|Any CPU + Debug|x64 = Debug|x64 + Release|Any CPU = Release|Any CPU + Release|x64 = Release|x64 + EndGlobalSection + GlobalSection(ProjectConfigurationPlatforms) = postSolution + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|Any CPU.Build.0 = Debug|Any CPU + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|x64.ActiveCfg = Debug|x64 + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|x64.Build.0 = Debug|x64 + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|Any CPU.ActiveCfg = Release|Any CPU + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|Any CPU.Build.0 = Release|Any CPU + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|x64.ActiveCfg = Release|x64 + {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|x64.Build.0 = Release|x64 + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|Any CPU.Build.0 = Debug|Any CPU + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|x64.ActiveCfg = Debug|x64 + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|x64.Build.0 = Debug|x64 + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|Any CPU.ActiveCfg = Release|Any CPU + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|Any CPU.Build.0 = Release|Any CPU + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|x64.ActiveCfg = Release|x64 + {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|x64.Build.0 = Release|x64 + {D535E102-92B4-4F92-B284-A7170AE00CD6}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {D535E102-92B4-4F92-B284-A7170AE00CD6}.Debug|Any CPU.Build.0 = Debug|Any CPU + {D535E102-92B4-4F92-B284-A7170AE00CD6}.Debug|x64.ActiveCfg = Debug|x64 + {D535E102-92B4-4F92-B284-A7170AE00CD6}.Debug|x64.Build.0 = Debug|x64 + {D535E102-92B4-4F92-B284-A7170AE00CD6}.Release|Any CPU.ActiveCfg = Release|Any CPU + {D535E102-92B4-4F92-B284-A7170AE00CD6}.Release|Any CPU.Build.0 = Release|Any CPU + {D535E102-92B4-4F92-B284-A7170AE00CD6}.Release|x64.ActiveCfg = Release|x64 + {D535E102-92B4-4F92-B284-A7170AE00CD6}.Release|x64.Build.0 = Release|x64 + EndGlobalSection + GlobalSection(SolutionProperties) = preSolution + HideSolutionNode = FALSE + EndGlobalSection + GlobalSection(ExtensibilityGlobals) = postSolution + SolutionGuid = {90F4F9E9-43D6-4A3D-91D5-B2DF113E13AE} + EndGlobalSection +EndGlobal diff --git a/src/MeshExplorer/Controls/DarkListBox.cs b/src/MeshExplorer/Controls/DarkListBox.cs index 2fc2262..c5a8555 100644 --- a/src/MeshExplorer/Controls/DarkListBox.cs +++ b/src/MeshExplorer/Controls/DarkListBox.cs @@ -70,11 +70,7 @@ namespace MeshExplorer.Controls e.Graphics.FillRectangle(background, e.Bounds); } - using (SolidBrush pen = new SolidBrush(Color.White)) - { - e.Graphics.DrawString(content, this.Font, pen, - new PointF(10, e.Bounds.Y + 3), StringFormat.GenericDefault); - } + TextRenderer.DrawText(e.Graphics, content, Font, new Point(10, e.Bounds.Y + 3), Color.White, TextFormatFlags.EndEllipsis); } } } diff --git a/src/MeshExplorer/FormMain.cs b/src/MeshExplorer/FormMain.cs index 1d149bf..96191b4 100644 --- a/src/MeshExplorer/FormMain.cs +++ b/src/MeshExplorer/FormMain.cs @@ -62,7 +62,7 @@ namespace MeshExplorer if (control != null) { InitializeRenderControl((Control)control); - renderManager.Initialize(control); + renderManager.Initialize(control, new TriangleNet.Rendering.GDI.LayerRenderer()); } else { diff --git a/src/MeshExplorer/MeshExplorer.csproj b/src/MeshExplorer/MeshExplorer.csproj index df84711..1623467 100644 --- a/src/MeshExplorer/MeshExplorer.csproj +++ b/src/MeshExplorer/MeshExplorer.csproj @@ -8,7 +8,8 @@ - + + \ No newline at end of file diff --git a/src/Triangle.Examples/Triangle.Examples.csproj b/src/Triangle.Examples/Triangle.Examples.csproj index 07f242f..4282bd9 100644 --- a/src/Triangle.Examples/Triangle.Examples.csproj +++ b/src/Triangle.Examples/Triangle.Examples.csproj @@ -4,7 +4,6 @@ Exe net6.0 TriangleNet - $(SolutionDir)bin\$(Configuration) @@ -12,12 +11,12 @@ - - - - + + + + diff --git a/src/Triangle.Rendering/ExtensionMethods.cs b/src/Triangle.Rendering.GDI/ExtensionMethods.cs similarity index 100% rename from src/Triangle.Rendering/ExtensionMethods.cs rename to src/Triangle.Rendering.GDI/ExtensionMethods.cs diff --git a/src/Triangle.Rendering/GDI/FunctionRenderer.cs b/src/Triangle.Rendering.GDI/FunctionRenderer.cs similarity index 100% rename from src/Triangle.Rendering/GDI/FunctionRenderer.cs rename to src/Triangle.Rendering.GDI/FunctionRenderer.cs diff --git a/src/Triangle.Rendering.GDI/Helper.cs b/src/Triangle.Rendering.GDI/Helper.cs new file mode 100644 index 0000000..81f71cd --- /dev/null +++ b/src/Triangle.Rendering.GDI/Helper.cs @@ -0,0 +1,28 @@ +using System.Collections.Generic; +using System.Drawing; + +namespace TriangleNet.Rendering.GDI +{ + internal class Helper + { + public static void Dispose(Dictionary brushes) + { + foreach (var brush in brushes.Values) + { + brush.Dispose(); + } + } + + public static Dictionary GetBrushDictionary(Dictionary ColorDictionary) + { + var brushes = new Dictionary(); + + foreach (var item in ColorDictionary) + { + brushes.Add(item.Key, new SolidBrush(item.Value)); + } + + return brushes; + } + } +} diff --git a/src/Triangle.Rendering/GDI/ImageRenderer.cs b/src/Triangle.Rendering.GDI/ImageRenderer.cs similarity index 96% rename from src/Triangle.Rendering/GDI/ImageRenderer.cs rename to src/Triangle.Rendering.GDI/ImageRenderer.cs index 78ffa7e..3011273 100644 --- a/src/Triangle.Rendering/GDI/ImageRenderer.cs +++ b/src/Triangle.Rendering.GDI/ImageRenderer.cs @@ -275,11 +275,11 @@ namespace TriangleNet.Rendering.GDI var colors = new ColorManager(); colors.Background = Color.White; - colors.Point = new SolidBrush(Color.FromArgb(60, 80, 120)); - colors.SteinerPoint = new SolidBrush(Color.DarkGreen); - colors.Line = new Pen(Color.FromArgb(200, 200, 200)); - colors.Segment = new Pen(Color.SteelBlue); - colors.VoronoiLine = new Pen(Color.FromArgb(160, 170, 180)); + colors.Point = Color.FromArgb(60, 80, 120); + colors.SteinerPoint = Color.DarkGreen; + colors.Line = Color.FromArgb(200, 200, 200); + colors.Segment = Color.SteelBlue; + colors.VoronoiLine = Color.FromArgb(160, 170, 180); return colors; } diff --git a/src/Triangle.Rendering/GDI/LayerRenderer.cs b/src/Triangle.Rendering.GDI/LayerRenderer.cs similarity index 92% rename from src/Triangle.Rendering/GDI/LayerRenderer.cs rename to src/Triangle.Rendering.GDI/LayerRenderer.cs index d80c752..6a9aa78 100644 --- a/src/Triangle.Rendering/GDI/LayerRenderer.cs +++ b/src/Triangle.Rendering.GDI/LayerRenderer.cs @@ -88,13 +88,17 @@ namespace TriangleNet.Rendering.GDI } else { - meshRenderer.RenderEdges(layer.Points.Data, layer.Indices.Data, Context.ColorManager.Line); + using var pen = new Pen(Context.ColorManager.Line); + + meshRenderer.RenderEdges(layer.Points.Data, layer.Indices.Data, pen); } } private void RenderPolygon(IRenderLayer layer) { - meshRenderer.RenderSegments(layer.Points.Data, layer.Indices.Data, Context.ColorManager.Segment); + using var pen = new Pen(Context.ColorManager.Segment); + + meshRenderer.RenderSegments(layer.Points.Data, layer.Indices.Data, pen); } private void RenderPoints(IRenderLayer layer) @@ -111,7 +115,9 @@ namespace TriangleNet.Rendering.GDI } else { - meshRenderer.RenderEdges(layer.Points.Data, layer.Indices.Data, Context.ColorManager.VoronoiLine); + using var pen = new Pen(Context.ColorManager.VoronoiLine); + + meshRenderer.RenderEdges(layer.Points.Data, layer.Indices.Data, pen); } } } diff --git a/src/Triangle.Rendering/GDI/MeshRenderer.cs b/src/Triangle.Rendering.GDI/MeshRenderer.cs similarity index 90% rename from src/Triangle.Rendering/GDI/MeshRenderer.cs rename to src/Triangle.Rendering.GDI/MeshRenderer.cs index f630cee..71e9d48 100644 --- a/src/Triangle.Rendering/GDI/MeshRenderer.cs +++ b/src/Triangle.Rendering.GDI/MeshRenderer.cs @@ -7,7 +7,6 @@ namespace TriangleNet.Rendering.GDI { using System.Drawing; - using TriangleNet.Rendering.GDI.Native; /// /// Renders a mesh. @@ -30,13 +29,16 @@ namespace TriangleNet.Rendering.GDI int n = points.Length / size; int m = limit > 0 ? limit : n; + using var Point = new SolidBrush(Context.ColorManager.Point); + using var SteinerPoint = new SolidBrush(Context.ColorManager.SteinerPoint); + // Draw unchanged points - RenderPoints(points, size, 0, m, Context.ColorManager.Point); + RenderPoints(points, size, 0, m, Point); // Draw new (Steiner) points if (limit > 0) { - RenderPoints(points, size, m, n, Context.ColorManager.SteinerPoint); + RenderPoints(points, size, m, n, SteinerPoint); } } @@ -86,9 +88,9 @@ namespace TriangleNet.Rendering.GDI bool filled = partition != null; - var brushes = filled ? Context.ColorManager.GetBrushDictionary() : null; + var brushes = filled ? Helper.GetBrushDictionary(Context.ColorManager.ColorDictionary) : null; - // TODO: remove hardcoded color + // TODO: remove hard-coded color var pen = new Pen(Color.FromArgb(20, 20, 20)); // Draw triangles @@ -133,7 +135,7 @@ namespace TriangleNet.Rendering.GDI if (filled) { - Context.ColorManager.Dispose(brushes); + Helper.Dispose(brushes); } } diff --git a/src/Triangle.Rendering/GDI/Native/GradientFillMode.cs b/src/Triangle.Rendering.GDI/Native/GradientFillMode.cs similarity index 100% rename from src/Triangle.Rendering/GDI/Native/GradientFillMode.cs rename to src/Triangle.Rendering.GDI/Native/GradientFillMode.cs diff --git a/src/Triangle.Rendering/GDI/Native/GradientRect.cs b/src/Triangle.Rendering.GDI/Native/GradientRect.cs similarity index 100% rename from src/Triangle.Rendering/GDI/Native/GradientRect.cs rename to src/Triangle.Rendering.GDI/Native/GradientRect.cs diff --git a/src/Triangle.Rendering/GDI/Native/GradientTriangle.cs b/src/Triangle.Rendering.GDI/Native/GradientTriangle.cs similarity index 100% rename from src/Triangle.Rendering/GDI/Native/GradientTriangle.cs rename to src/Triangle.Rendering.GDI/Native/GradientTriangle.cs diff --git a/src/Triangle.Rendering/GDI/Native/NativeMethods.cs b/src/Triangle.Rendering.GDI/Native/NativeMethods.cs similarity index 100% rename from src/Triangle.Rendering/GDI/Native/NativeMethods.cs rename to src/Triangle.Rendering.GDI/Native/NativeMethods.cs diff --git a/src/Triangle.Rendering/GDI/Native/TriVertex.cs b/src/Triangle.Rendering.GDI/Native/TriVertex.cs similarity index 100% rename from src/Triangle.Rendering/GDI/Native/TriVertex.cs rename to src/Triangle.Rendering.GDI/Native/TriVertex.cs diff --git a/src/Triangle.Rendering/GDI/RenderControl.cs b/src/Triangle.Rendering.GDI/RenderControl.cs similarity index 100% rename from src/Triangle.Rendering/GDI/RenderControl.cs rename to src/Triangle.Rendering.GDI/RenderControl.cs diff --git a/src/Triangle.Rendering.GDI/Triangle.Rendering.GDI.csproj b/src/Triangle.Rendering.GDI/Triangle.Rendering.GDI.csproj new file mode 100644 index 0000000..d1db388 --- /dev/null +++ b/src/Triangle.Rendering.GDI/Triangle.Rendering.GDI.csproj @@ -0,0 +1,17 @@ + + + + Library + net6.0-windows + true + TriangleNet.Rendering.GDI + Triangle.Rendering.GDI + AnyCPU;x64 + + + + + + + + diff --git a/src/Triangle.Rendering/ColorManager.cs b/src/Triangle.Rendering/ColorManager.cs index fd89305..bee0b2c 100644 --- a/src/Triangle.Rendering/ColorManager.cs +++ b/src/Triangle.Rendering/ColorManager.cs @@ -7,88 +7,37 @@ namespace TriangleNet.Rendering public class ColorManager { - Color background; - SolidBrush point; - SolidBrush steinerPoint; - Pen line; - Pen segment; - Pen voronoiLine; - #region Public properties /// /// Gets or sets the background color. /// - public Color Background - { - get { return background; } - set { background = value; } - } + public Color Background { get; set; } /// /// Gets or sets the brush used for points. /// - public SolidBrush Point - { - get { return point; } - set - { - if (point != null) point.Dispose(); - point = value; - } - } + public Color Point { get; set; } /// /// Gets or sets the brush used for steiner points. /// - public SolidBrush SteinerPoint - { - get { return steinerPoint; } - set - { - if (steinerPoint != null) steinerPoint.Dispose(); - steinerPoint = value; - } - } + public Color SteinerPoint { get; set; } /// /// Gets or sets the pen used for mesh edges. /// - public Pen Line - { - get { return line; } - set - { - if (line != null) line.Dispose(); - line = value; - } - } + public Color Line { get; set; } /// /// Gets or sets the pen used for mesh segments. /// - public Pen Segment - { - get { return segment; } - set - { - if (segment != null) segment.Dispose(); - segment = value; - } - } + public Color Segment { get; set; } /// /// Gets or sets the pen used for Voronoi edges. /// - public Pen VoronoiLine - { - get { return voronoiLine; } - set - { - if (voronoiLine != null) voronoiLine.Dispose(); - voronoiLine = value; - } - } + public Color VoronoiLine { get; set; } #endregion @@ -98,7 +47,7 @@ namespace TriangleNet.Rendering public Dictionary ColorDictionary { get; set; } /// - /// Gets or sets a colormap used for function plotting. + /// Gets or sets a color map used for function plotting. /// public ColorMap ColorMap { get; set; } @@ -110,11 +59,11 @@ namespace TriangleNet.Rendering var colors = new ColorManager(); colors.Background = Color.FromArgb(0, 0, 0); - colors.Point = new SolidBrush(Color.Green); - colors.SteinerPoint = new SolidBrush(Color.Peru); - colors.Line = new Pen(Color.FromArgb(30, 30, 30)); - colors.Segment = new Pen(Color.DarkBlue); - colors.VoronoiLine = new Pen(Color.FromArgb(40, 50, 60)); + colors.Point = Color.Green; + colors.SteinerPoint = Color.Peru; + colors.Line = Color.FromArgb(30, 30, 30); + colors.Segment = Color.DarkBlue; + colors.VoronoiLine = Color.FromArgb(40, 50, 60); return colors; } @@ -145,26 +94,6 @@ namespace TriangleNet.Rendering } } - internal void Dispose(Dictionary brushes) - { - foreach (var brush in brushes.Values) - { - brush.Dispose(); - } - } - - internal Dictionary GetBrushDictionary() - { - var brushes = new Dictionary(); - - foreach (var item in ColorDictionary) - { - brushes.Add(item.Key, new SolidBrush(item.Value)); - } - - return brushes; - } - // Change or add as many colors as you like... private static Color[] regionColors = { Color.Transparent, diff --git a/src/Triangle.Rendering/RenderManager.cs b/src/Triangle.Rendering/RenderManager.cs index c70cfa1..86a07b6 100644 --- a/src/Triangle.Rendering/RenderManager.cs +++ b/src/Triangle.Rendering/RenderManager.cs @@ -2,10 +2,8 @@ namespace TriangleNet.Rendering { using System.Collections.Generic; - using System.Windows.Forms; using TriangleNet.Geometry; using TriangleNet.Meshing; - using TriangleNet.Rendering.GDI; using TriangleNet.Rendering.Util; public class RenderManager @@ -26,21 +24,11 @@ namespace TriangleNet.Rendering { } - public RenderManager(IRenderControl control) - { - Initialize(control); - } - public RenderManager(IRenderControl control, IRenderer renderer) { Initialize(control, renderer); } - public void Initialize(IRenderControl control) - { - Initialize(control, new LayerRenderer()); - } - public void Initialize(IRenderControl control, IRenderer renderer) { this.zoom = new Projection(control.ClientRectangle); @@ -58,12 +46,7 @@ namespace TriangleNet.Rendering public bool TryCreateControl(string assemblyName, IEnumerable dependencies, out IRenderControl control) { - if (!ReflectionHelper.TryCreateControl(assemblyName, dependencies, out control)) - { - return false; - } - - return control is Control; + return ReflectionHelper.TryCreateControl(assemblyName, dependencies, out control); } public void Resize() diff --git a/src/Triangle.Rendering/Triangle.Rendering.csproj b/src/Triangle.Rendering/Triangle.Rendering.csproj index 679a9a5..9618430 100644 --- a/src/Triangle.Rendering/Triangle.Rendering.csproj +++ b/src/Triangle.Rendering/Triangle.Rendering.csproj @@ -2,9 +2,7 @@ Library - net6.0-windows - true - $(SolutionDir)bin\$(Configuration) + net6.0 TriangleNet.Rendering Triangle.Rendering AnyCPU;x64 diff --git a/src/Triangle.sln b/src/Triangle.sln index 25ef40f..e69823c 100644 --- a/src/Triangle.sln +++ b/src/Triangle.sln @@ -5,13 +5,11 @@ VisualStudioVersion = 17.0.32126.317 MinimumVisualStudioVersion = 10.0.40219.1 Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle", "Triangle\Triangle.csproj", "{F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}" EndProject -Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MeshExplorer", "MeshExplorer\MeshExplorer.csproj", "{336AAF8A-5316-4303-9E73-5E38BD0B28AF}" -EndProject -Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Rendering", "Triangle.Rendering\Triangle.Rendering.csproj", "{41022E0E-BD0F-439E-BC3A-AABB1B43471B}" -EndProject Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Tests", "Triangle.Tests\Triangle.Tests.csproj", "{67CCA496-DCD1-4D43-85D5-0A19A3948774}" EndProject -Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Triangle.Examples", "Triangle.Examples\Triangle.Examples.csproj", "{70EC2A88-E7CC-4678-9936-ED539969B003}" +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Examples", "Triangle.Examples\Triangle.Examples.csproj", "{70EC2A88-E7CC-4678-9936-ED539969B003}" +EndProject +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Rendering", "Triangle.Rendering\Triangle.Rendering.csproj", "{20D64FA8-EC38-4507-9D99-96F855ED62C0}" EndProject Global GlobalSection(SolutionConfigurationPlatforms) = preSolution @@ -29,22 +27,6 @@ Global {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Release|Any CPU.Build.0 = Release|Any CPU {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Release|x64.ActiveCfg = Release|x64 {F7907A0A-B75F-400B-9E78-BFAD00DB4D6B}.Release|x64.Build.0 = Release|x64 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|Any CPU.Build.0 = Debug|Any CPU - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|x64.ActiveCfg = Debug|x64 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Debug|x64.Build.0 = Debug|x64 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|Any CPU.ActiveCfg = Release|Any CPU - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|Any CPU.Build.0 = Release|Any CPU - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|x64.ActiveCfg = Release|x64 - {336AAF8A-5316-4303-9E73-5E38BD0B28AF}.Release|x64.Build.0 = Release|x64 - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|Any CPU.ActiveCfg = Debug|Any CPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|Any CPU.Build.0 = Debug|Any CPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|x64.ActiveCfg = Debug|x64 - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Debug|x64.Build.0 = Debug|x64 - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|Any CPU.ActiveCfg = Release|Any CPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|Any CPU.Build.0 = Release|Any CPU - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|x64.ActiveCfg = Release|x64 - {41022E0E-BD0F-439E-BC3A-AABB1B43471B}.Release|x64.Build.0 = Release|x64 {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Debug|Any CPU.Build.0 = Debug|Any CPU {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Debug|x64.ActiveCfg = Debug|Any CPU @@ -55,12 +37,20 @@ Global {67CCA496-DCD1-4D43-85D5-0A19A3948774}.Release|x64.Build.0 = Release|Any CPU {70EC2A88-E7CC-4678-9936-ED539969B003}.Debug|Any CPU.ActiveCfg = Debug|Any CPU {70EC2A88-E7CC-4678-9936-ED539969B003}.Debug|Any CPU.Build.0 = Debug|Any CPU - {70EC2A88-E7CC-4678-9936-ED539969B003}.Debug|x64.ActiveCfg = Debug|Any CPU - {70EC2A88-E7CC-4678-9936-ED539969B003}.Debug|x64.Build.0 = Debug|Any CPU + {70EC2A88-E7CC-4678-9936-ED539969B003}.Debug|x64.ActiveCfg = Debug|x64 + {70EC2A88-E7CC-4678-9936-ED539969B003}.Debug|x64.Build.0 = Debug|x64 {70EC2A88-E7CC-4678-9936-ED539969B003}.Release|Any CPU.ActiveCfg = Release|Any CPU {70EC2A88-E7CC-4678-9936-ED539969B003}.Release|Any CPU.Build.0 = Release|Any CPU - {70EC2A88-E7CC-4678-9936-ED539969B003}.Release|x64.ActiveCfg = Release|Any CPU - {70EC2A88-E7CC-4678-9936-ED539969B003}.Release|x64.Build.0 = Release|Any CPU + {70EC2A88-E7CC-4678-9936-ED539969B003}.Release|x64.ActiveCfg = Release|x64 + {70EC2A88-E7CC-4678-9936-ED539969B003}.Release|x64.Build.0 = Release|x64 + {20D64FA8-EC38-4507-9D99-96F855ED62C0}.Debug|Any CPU.ActiveCfg = Debug|Any CPU + {20D64FA8-EC38-4507-9D99-96F855ED62C0}.Debug|Any CPU.Build.0 = Debug|Any CPU + {20D64FA8-EC38-4507-9D99-96F855ED62C0}.Debug|x64.ActiveCfg = Debug|x64 + {20D64FA8-EC38-4507-9D99-96F855ED62C0}.Debug|x64.Build.0 = Debug|x64 + {20D64FA8-EC38-4507-9D99-96F855ED62C0}.Release|Any CPU.ActiveCfg = Release|Any CPU + {20D64FA8-EC38-4507-9D99-96F855ED62C0}.Release|Any CPU.Build.0 = Release|Any CPU + {20D64FA8-EC38-4507-9D99-96F855ED62C0}.Release|x64.ActiveCfg = Release|x64 + {20D64FA8-EC38-4507-9D99-96F855ED62C0}.Release|x64.Build.0 = Release|x64 EndGlobalSection GlobalSection(SolutionProperties) = preSolution HideSolutionNode = FALSE diff --git a/src/Triangle/Triangle.csproj b/src/Triangle/Triangle.csproj index cfcc134..662a324 100644 --- a/src/Triangle/Triangle.csproj +++ b/src/Triangle/Triangle.csproj @@ -2,14 +2,17 @@ netstandard2.0 - $(SolutionDir)bin\$(Configuration) TriangleNet Triangle AnyCPU;x64 + true + Christian Woltering + 1.0.0 + 1.0.0-beta5 - + - + From 4484c6c31aa7e9e08b539ec3f173f7b60756a437 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sat, 5 Mar 2022 01:07:05 +0100 Subject: [PATCH 41/44] Rename MeshExplorer to Triangle.Viewer (keeping old namespace for now). --- src/{MeshExplorer.sln => Triangle.Viewer.sln} | 2 +- .../Controls/AngleHistogram.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Controls/ColorScheme.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Controls/DarkButton.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Controls/DarkCheckBox.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Controls/DarkListBox.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Controls/DarkSlider.cs | 0 .../Controls/DarkTabControl.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Controls/DarkTextBox.cs | 0 .../Controls/DarkToolStripRenderer.cs | 0 src/{MeshExplorer => Triangle.Viewer}/DarkMessageBox.cs | 0 src/{MeshExplorer => Triangle.Viewer}/FormExport.Designer.cs | 0 src/{MeshExplorer => Triangle.Viewer}/FormExport.cs | 0 src/{MeshExplorer => Triangle.Viewer}/FormExport.resx | 0 .../FormGenerator.Designer.cs | 0 src/{MeshExplorer => Triangle.Viewer}/FormGenerator.cs | 0 src/{MeshExplorer => Triangle.Viewer}/FormGenerator.resx | 0 src/{MeshExplorer => Triangle.Viewer}/FormLog.Designer.cs | 0 src/{MeshExplorer => Triangle.Viewer}/FormLog.cs | 0 src/{MeshExplorer => Triangle.Viewer}/FormLog.resx | 0 src/{MeshExplorer => Triangle.Viewer}/FormMain.Designer.cs | 0 src/{MeshExplorer => Triangle.Viewer}/FormMain.cs | 0 src/{MeshExplorer => Triangle.Viewer}/FormMain.resx | 0 src/{MeshExplorer => Triangle.Viewer}/FormTopology.Designer.cs | 0 src/{MeshExplorer => Triangle.Viewer}/FormTopology.cs | 0 src/{MeshExplorer => Triangle.Viewer}/FormTopology.resx | 0 .../Generators/BaseGenerator.cs | 0 .../Generators/BoxWithHole.cs | 0 .../Generators/CircleWithHole.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Generators/IGenerator.cs | 0 .../Generators/RandomPoints.cs | 0 .../Generators/RandomPointsCircle.cs | 0 .../Generators/RingPolygon.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Generators/StarInBox.cs | 0 src/{MeshExplorer => Triangle.Viewer}/GenericEventArgs.cs | 0 src/{MeshExplorer => Triangle.Viewer}/IO/FileProcessor.cs | 0 src/{MeshExplorer => Triangle.Viewer}/IO/Formats/JsonFile.cs | 0 .../IO/Formats/TriangleFile.cs | 0 src/{MeshExplorer => Triangle.Viewer}/IO/IMeshFile.cs | 0 src/{MeshExplorer => Triangle.Viewer}/IO/ImageWriter.cs | 0 src/{MeshExplorer => Triangle.Viewer}/IO/JsonParser.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Program.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Settings.cs | 0 .../Topology/TopologyControlView.Designer.cs | 0 .../Topology/TopologyControlView.cs | 0 .../Topology/TopologyControlView.resx | 0 .../Topology/TopologyRenderControl.cs | 0 .../Topology/TopologyRenderer.cs | 0 .../Triangle.Viewer.csproj} | 3 ++- src/{MeshExplorer => Triangle.Viewer}/Util.cs | 0 .../Views/AboutView.Designer.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Views/AboutView.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Views/AboutView.resx | 0 src/{MeshExplorer => Triangle.Viewer}/Views/IView.cs | 0 .../Views/MeshControlView.Designer.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Views/MeshControlView.cs | 0 .../Views/MeshControlView.resx | 0 .../Views/StatisticView.Designer.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Views/StatisticView.cs | 0 src/{MeshExplorer => Triangle.Viewer}/Views/StatisticView.resx | 0 60 files changed, 3 insertions(+), 2 deletions(-) rename src/{MeshExplorer.sln => Triangle.Viewer.sln} (95%) rename src/{MeshExplorer => Triangle.Viewer}/Controls/AngleHistogram.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Controls/ColorScheme.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Controls/DarkButton.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Controls/DarkCheckBox.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Controls/DarkListBox.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Controls/DarkSlider.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Controls/DarkTabControl.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Controls/DarkTextBox.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Controls/DarkToolStripRenderer.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/DarkMessageBox.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormExport.Designer.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormExport.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormExport.resx (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormGenerator.Designer.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormGenerator.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormGenerator.resx (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormLog.Designer.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormLog.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormLog.resx (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormMain.Designer.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormMain.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormMain.resx (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormTopology.Designer.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormTopology.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/FormTopology.resx (100%) rename src/{MeshExplorer => Triangle.Viewer}/Generators/BaseGenerator.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Generators/BoxWithHole.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Generators/CircleWithHole.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Generators/IGenerator.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Generators/RandomPoints.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Generators/RandomPointsCircle.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Generators/RingPolygon.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Generators/StarInBox.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/GenericEventArgs.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/IO/FileProcessor.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/IO/Formats/JsonFile.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/IO/Formats/TriangleFile.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/IO/IMeshFile.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/IO/ImageWriter.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/IO/JsonParser.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Program.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Settings.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Topology/TopologyControlView.Designer.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Topology/TopologyControlView.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Topology/TopologyControlView.resx (100%) rename src/{MeshExplorer => Triangle.Viewer}/Topology/TopologyRenderControl.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Topology/TopologyRenderer.cs (100%) rename src/{MeshExplorer/MeshExplorer.csproj => Triangle.Viewer/Triangle.Viewer.csproj} (84%) rename src/{MeshExplorer => Triangle.Viewer}/Util.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Views/AboutView.Designer.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Views/AboutView.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Views/AboutView.resx (100%) rename src/{MeshExplorer => Triangle.Viewer}/Views/IView.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Views/MeshControlView.Designer.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Views/MeshControlView.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Views/MeshControlView.resx (100%) rename src/{MeshExplorer => Triangle.Viewer}/Views/StatisticView.Designer.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Views/StatisticView.cs (100%) rename src/{MeshExplorer => Triangle.Viewer}/Views/StatisticView.resx (100%) diff --git a/src/MeshExplorer.sln b/src/Triangle.Viewer.sln similarity index 95% rename from src/MeshExplorer.sln rename to src/Triangle.Viewer.sln index 82786a9..23fae3d 100644 --- a/src/MeshExplorer.sln +++ b/src/Triangle.Viewer.sln @@ -3,7 +3,7 @@ Microsoft Visual Studio Solution File, Format Version 12.00 # Visual Studio Version 17 VisualStudioVersion = 17.0.32126.317 MinimumVisualStudioVersion = 10.0.40219.1 -Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "MeshExplorer", "MeshExplorer\MeshExplorer.csproj", "{336AAF8A-5316-4303-9E73-5E38BD0B28AF}" +Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Viewer", "Triangle.Viewer\Triangle.Viewer.csproj", "{336AAF8A-5316-4303-9E73-5E38BD0B28AF}" EndProject Project("{9A19103F-16F7-4668-BE54-9A1E7A4F7556}") = "Triangle.Rendering", "Triangle.Rendering\Triangle.Rendering.csproj", "{41022E0E-BD0F-439E-BC3A-AABB1B43471B}" EndProject diff --git a/src/MeshExplorer/Controls/AngleHistogram.cs b/src/Triangle.Viewer/Controls/AngleHistogram.cs similarity index 100% rename from src/MeshExplorer/Controls/AngleHistogram.cs rename to src/Triangle.Viewer/Controls/AngleHistogram.cs diff --git a/src/MeshExplorer/Controls/ColorScheme.cs b/src/Triangle.Viewer/Controls/ColorScheme.cs similarity index 100% rename from src/MeshExplorer/Controls/ColorScheme.cs rename to src/Triangle.Viewer/Controls/ColorScheme.cs diff --git a/src/MeshExplorer/Controls/DarkButton.cs b/src/Triangle.Viewer/Controls/DarkButton.cs similarity index 100% rename from src/MeshExplorer/Controls/DarkButton.cs rename to src/Triangle.Viewer/Controls/DarkButton.cs diff --git a/src/MeshExplorer/Controls/DarkCheckBox.cs b/src/Triangle.Viewer/Controls/DarkCheckBox.cs similarity index 100% rename from src/MeshExplorer/Controls/DarkCheckBox.cs rename to src/Triangle.Viewer/Controls/DarkCheckBox.cs diff --git a/src/MeshExplorer/Controls/DarkListBox.cs b/src/Triangle.Viewer/Controls/DarkListBox.cs similarity index 100% rename from src/MeshExplorer/Controls/DarkListBox.cs rename to src/Triangle.Viewer/Controls/DarkListBox.cs diff --git a/src/MeshExplorer/Controls/DarkSlider.cs b/src/Triangle.Viewer/Controls/DarkSlider.cs similarity index 100% rename from src/MeshExplorer/Controls/DarkSlider.cs rename to src/Triangle.Viewer/Controls/DarkSlider.cs diff --git a/src/MeshExplorer/Controls/DarkTabControl.cs b/src/Triangle.Viewer/Controls/DarkTabControl.cs similarity index 100% rename from src/MeshExplorer/Controls/DarkTabControl.cs rename to src/Triangle.Viewer/Controls/DarkTabControl.cs diff --git a/src/MeshExplorer/Controls/DarkTextBox.cs b/src/Triangle.Viewer/Controls/DarkTextBox.cs similarity index 100% rename from src/MeshExplorer/Controls/DarkTextBox.cs rename to src/Triangle.Viewer/Controls/DarkTextBox.cs diff --git a/src/MeshExplorer/Controls/DarkToolStripRenderer.cs b/src/Triangle.Viewer/Controls/DarkToolStripRenderer.cs similarity index 100% rename from src/MeshExplorer/Controls/DarkToolStripRenderer.cs rename to src/Triangle.Viewer/Controls/DarkToolStripRenderer.cs diff --git a/src/MeshExplorer/DarkMessageBox.cs b/src/Triangle.Viewer/DarkMessageBox.cs similarity index 100% rename from src/MeshExplorer/DarkMessageBox.cs rename to src/Triangle.Viewer/DarkMessageBox.cs diff --git a/src/MeshExplorer/FormExport.Designer.cs b/src/Triangle.Viewer/FormExport.Designer.cs similarity index 100% rename from src/MeshExplorer/FormExport.Designer.cs rename to src/Triangle.Viewer/FormExport.Designer.cs diff --git a/src/MeshExplorer/FormExport.cs b/src/Triangle.Viewer/FormExport.cs similarity index 100% rename from src/MeshExplorer/FormExport.cs rename to src/Triangle.Viewer/FormExport.cs diff --git a/src/MeshExplorer/FormExport.resx b/src/Triangle.Viewer/FormExport.resx similarity index 100% rename from src/MeshExplorer/FormExport.resx rename to src/Triangle.Viewer/FormExport.resx diff --git a/src/MeshExplorer/FormGenerator.Designer.cs b/src/Triangle.Viewer/FormGenerator.Designer.cs similarity index 100% rename from src/MeshExplorer/FormGenerator.Designer.cs rename to src/Triangle.Viewer/FormGenerator.Designer.cs diff --git a/src/MeshExplorer/FormGenerator.cs b/src/Triangle.Viewer/FormGenerator.cs similarity index 100% rename from src/MeshExplorer/FormGenerator.cs rename to src/Triangle.Viewer/FormGenerator.cs diff --git a/src/MeshExplorer/FormGenerator.resx b/src/Triangle.Viewer/FormGenerator.resx similarity index 100% rename from src/MeshExplorer/FormGenerator.resx rename to src/Triangle.Viewer/FormGenerator.resx diff --git a/src/MeshExplorer/FormLog.Designer.cs b/src/Triangle.Viewer/FormLog.Designer.cs similarity index 100% rename from src/MeshExplorer/FormLog.Designer.cs rename to src/Triangle.Viewer/FormLog.Designer.cs diff --git a/src/MeshExplorer/FormLog.cs b/src/Triangle.Viewer/FormLog.cs similarity index 100% rename from src/MeshExplorer/FormLog.cs rename to src/Triangle.Viewer/FormLog.cs diff --git a/src/MeshExplorer/FormLog.resx b/src/Triangle.Viewer/FormLog.resx similarity index 100% rename from src/MeshExplorer/FormLog.resx rename to src/Triangle.Viewer/FormLog.resx diff --git a/src/MeshExplorer/FormMain.Designer.cs b/src/Triangle.Viewer/FormMain.Designer.cs similarity index 100% rename from src/MeshExplorer/FormMain.Designer.cs rename to src/Triangle.Viewer/FormMain.Designer.cs diff --git a/src/MeshExplorer/FormMain.cs b/src/Triangle.Viewer/FormMain.cs similarity index 100% rename from src/MeshExplorer/FormMain.cs rename to src/Triangle.Viewer/FormMain.cs diff --git a/src/MeshExplorer/FormMain.resx b/src/Triangle.Viewer/FormMain.resx similarity index 100% rename from src/MeshExplorer/FormMain.resx rename to src/Triangle.Viewer/FormMain.resx diff --git a/src/MeshExplorer/FormTopology.Designer.cs b/src/Triangle.Viewer/FormTopology.Designer.cs similarity index 100% rename from src/MeshExplorer/FormTopology.Designer.cs rename to src/Triangle.Viewer/FormTopology.Designer.cs diff --git a/src/MeshExplorer/FormTopology.cs b/src/Triangle.Viewer/FormTopology.cs similarity index 100% rename from src/MeshExplorer/FormTopology.cs rename to src/Triangle.Viewer/FormTopology.cs diff --git a/src/MeshExplorer/FormTopology.resx b/src/Triangle.Viewer/FormTopology.resx similarity index 100% rename from src/MeshExplorer/FormTopology.resx rename to src/Triangle.Viewer/FormTopology.resx diff --git a/src/MeshExplorer/Generators/BaseGenerator.cs b/src/Triangle.Viewer/Generators/BaseGenerator.cs similarity index 100% rename from src/MeshExplorer/Generators/BaseGenerator.cs rename to src/Triangle.Viewer/Generators/BaseGenerator.cs diff --git a/src/MeshExplorer/Generators/BoxWithHole.cs b/src/Triangle.Viewer/Generators/BoxWithHole.cs similarity index 100% rename from src/MeshExplorer/Generators/BoxWithHole.cs rename to src/Triangle.Viewer/Generators/BoxWithHole.cs diff --git a/src/MeshExplorer/Generators/CircleWithHole.cs b/src/Triangle.Viewer/Generators/CircleWithHole.cs similarity index 100% rename from src/MeshExplorer/Generators/CircleWithHole.cs rename to src/Triangle.Viewer/Generators/CircleWithHole.cs diff --git a/src/MeshExplorer/Generators/IGenerator.cs b/src/Triangle.Viewer/Generators/IGenerator.cs similarity index 100% rename from src/MeshExplorer/Generators/IGenerator.cs rename to src/Triangle.Viewer/Generators/IGenerator.cs diff --git a/src/MeshExplorer/Generators/RandomPoints.cs b/src/Triangle.Viewer/Generators/RandomPoints.cs similarity index 100% rename from src/MeshExplorer/Generators/RandomPoints.cs rename to src/Triangle.Viewer/Generators/RandomPoints.cs diff --git a/src/MeshExplorer/Generators/RandomPointsCircle.cs b/src/Triangle.Viewer/Generators/RandomPointsCircle.cs similarity index 100% rename from src/MeshExplorer/Generators/RandomPointsCircle.cs rename to src/Triangle.Viewer/Generators/RandomPointsCircle.cs diff --git a/src/MeshExplorer/Generators/RingPolygon.cs b/src/Triangle.Viewer/Generators/RingPolygon.cs similarity index 100% rename from src/MeshExplorer/Generators/RingPolygon.cs rename to src/Triangle.Viewer/Generators/RingPolygon.cs diff --git a/src/MeshExplorer/Generators/StarInBox.cs b/src/Triangle.Viewer/Generators/StarInBox.cs similarity index 100% rename from src/MeshExplorer/Generators/StarInBox.cs rename to src/Triangle.Viewer/Generators/StarInBox.cs diff --git a/src/MeshExplorer/GenericEventArgs.cs b/src/Triangle.Viewer/GenericEventArgs.cs similarity index 100% rename from src/MeshExplorer/GenericEventArgs.cs rename to src/Triangle.Viewer/GenericEventArgs.cs diff --git a/src/MeshExplorer/IO/FileProcessor.cs b/src/Triangle.Viewer/IO/FileProcessor.cs similarity index 100% rename from src/MeshExplorer/IO/FileProcessor.cs rename to src/Triangle.Viewer/IO/FileProcessor.cs diff --git a/src/MeshExplorer/IO/Formats/JsonFile.cs b/src/Triangle.Viewer/IO/Formats/JsonFile.cs similarity index 100% rename from src/MeshExplorer/IO/Formats/JsonFile.cs rename to src/Triangle.Viewer/IO/Formats/JsonFile.cs diff --git a/src/MeshExplorer/IO/Formats/TriangleFile.cs b/src/Triangle.Viewer/IO/Formats/TriangleFile.cs similarity index 100% rename from src/MeshExplorer/IO/Formats/TriangleFile.cs rename to src/Triangle.Viewer/IO/Formats/TriangleFile.cs diff --git a/src/MeshExplorer/IO/IMeshFile.cs b/src/Triangle.Viewer/IO/IMeshFile.cs similarity index 100% rename from src/MeshExplorer/IO/IMeshFile.cs rename to src/Triangle.Viewer/IO/IMeshFile.cs diff --git a/src/MeshExplorer/IO/ImageWriter.cs b/src/Triangle.Viewer/IO/ImageWriter.cs similarity index 100% rename from src/MeshExplorer/IO/ImageWriter.cs rename to src/Triangle.Viewer/IO/ImageWriter.cs diff --git a/src/MeshExplorer/IO/JsonParser.cs b/src/Triangle.Viewer/IO/JsonParser.cs similarity index 100% rename from src/MeshExplorer/IO/JsonParser.cs rename to src/Triangle.Viewer/IO/JsonParser.cs diff --git a/src/MeshExplorer/Program.cs b/src/Triangle.Viewer/Program.cs similarity index 100% rename from src/MeshExplorer/Program.cs rename to src/Triangle.Viewer/Program.cs diff --git a/src/MeshExplorer/Settings.cs b/src/Triangle.Viewer/Settings.cs similarity index 100% rename from src/MeshExplorer/Settings.cs rename to src/Triangle.Viewer/Settings.cs diff --git a/src/MeshExplorer/Topology/TopologyControlView.Designer.cs b/src/Triangle.Viewer/Topology/TopologyControlView.Designer.cs similarity index 100% rename from src/MeshExplorer/Topology/TopologyControlView.Designer.cs rename to src/Triangle.Viewer/Topology/TopologyControlView.Designer.cs diff --git a/src/MeshExplorer/Topology/TopologyControlView.cs b/src/Triangle.Viewer/Topology/TopologyControlView.cs similarity index 100% rename from src/MeshExplorer/Topology/TopologyControlView.cs rename to src/Triangle.Viewer/Topology/TopologyControlView.cs diff --git a/src/MeshExplorer/Topology/TopologyControlView.resx b/src/Triangle.Viewer/Topology/TopologyControlView.resx similarity index 100% rename from src/MeshExplorer/Topology/TopologyControlView.resx rename to src/Triangle.Viewer/Topology/TopologyControlView.resx diff --git a/src/MeshExplorer/Topology/TopologyRenderControl.cs b/src/Triangle.Viewer/Topology/TopologyRenderControl.cs similarity index 100% rename from src/MeshExplorer/Topology/TopologyRenderControl.cs rename to src/Triangle.Viewer/Topology/TopologyRenderControl.cs diff --git a/src/MeshExplorer/Topology/TopologyRenderer.cs b/src/Triangle.Viewer/Topology/TopologyRenderer.cs similarity index 100% rename from src/MeshExplorer/Topology/TopologyRenderer.cs rename to src/Triangle.Viewer/Topology/TopologyRenderer.cs diff --git a/src/MeshExplorer/MeshExplorer.csproj b/src/Triangle.Viewer/Triangle.Viewer.csproj similarity index 84% rename from src/MeshExplorer/MeshExplorer.csproj rename to src/Triangle.Viewer/Triangle.Viewer.csproj index 1623467..a40279a 100644 --- a/src/MeshExplorer/MeshExplorer.csproj +++ b/src/Triangle.Viewer/Triangle.Viewer.csproj @@ -3,7 +3,8 @@ WinExe net6.0-windows true - $(SolutionDir)bin\$(Configuration) + MeshExplorer + Triangle.Viewer AnyCPU;x64 diff --git a/src/MeshExplorer/Util.cs b/src/Triangle.Viewer/Util.cs similarity index 100% rename from src/MeshExplorer/Util.cs rename to src/Triangle.Viewer/Util.cs diff --git a/src/MeshExplorer/Views/AboutView.Designer.cs b/src/Triangle.Viewer/Views/AboutView.Designer.cs similarity index 100% rename from src/MeshExplorer/Views/AboutView.Designer.cs rename to src/Triangle.Viewer/Views/AboutView.Designer.cs diff --git a/src/MeshExplorer/Views/AboutView.cs b/src/Triangle.Viewer/Views/AboutView.cs similarity index 100% rename from src/MeshExplorer/Views/AboutView.cs rename to src/Triangle.Viewer/Views/AboutView.cs diff --git a/src/MeshExplorer/Views/AboutView.resx b/src/Triangle.Viewer/Views/AboutView.resx similarity index 100% rename from src/MeshExplorer/Views/AboutView.resx rename to src/Triangle.Viewer/Views/AboutView.resx diff --git a/src/MeshExplorer/Views/IView.cs b/src/Triangle.Viewer/Views/IView.cs similarity index 100% rename from src/MeshExplorer/Views/IView.cs rename to src/Triangle.Viewer/Views/IView.cs diff --git a/src/MeshExplorer/Views/MeshControlView.Designer.cs b/src/Triangle.Viewer/Views/MeshControlView.Designer.cs similarity index 100% rename from src/MeshExplorer/Views/MeshControlView.Designer.cs rename to src/Triangle.Viewer/Views/MeshControlView.Designer.cs diff --git a/src/MeshExplorer/Views/MeshControlView.cs b/src/Triangle.Viewer/Views/MeshControlView.cs similarity index 100% rename from src/MeshExplorer/Views/MeshControlView.cs rename to src/Triangle.Viewer/Views/MeshControlView.cs diff --git a/src/MeshExplorer/Views/MeshControlView.resx b/src/Triangle.Viewer/Views/MeshControlView.resx similarity index 100% rename from src/MeshExplorer/Views/MeshControlView.resx rename to src/Triangle.Viewer/Views/MeshControlView.resx diff --git a/src/MeshExplorer/Views/StatisticView.Designer.cs b/src/Triangle.Viewer/Views/StatisticView.Designer.cs similarity index 100% rename from src/MeshExplorer/Views/StatisticView.Designer.cs rename to src/Triangle.Viewer/Views/StatisticView.Designer.cs diff --git a/src/MeshExplorer/Views/StatisticView.cs b/src/Triangle.Viewer/Views/StatisticView.cs similarity index 100% rename from src/MeshExplorer/Views/StatisticView.cs rename to src/Triangle.Viewer/Views/StatisticView.cs diff --git a/src/MeshExplorer/Views/StatisticView.resx b/src/Triangle.Viewer/Views/StatisticView.resx similarity index 100% rename from src/MeshExplorer/Views/StatisticView.resx rename to src/Triangle.Viewer/Views/StatisticView.resx From 1383b57f0a599455dfad06d87c2fdc429617762a Mon Sep 17 00:00:00 2001 From: wo80 Date: Sat, 5 Mar 2022 20:49:49 +0100 Subject: [PATCH 42/44] Update examples. --- src/Triangle.Examples/Examples/Example1.cs | 4 +- src/Triangle.Examples/Examples/Example10.cs | 4 +- src/Triangle.Examples/Examples/Example2.cs | 4 +- src/Triangle.Examples/Examples/Example3.cs | 4 +- src/Triangle.Examples/Examples/Example4.cs | 4 +- src/Triangle.Examples/Examples/Example5.cs | 4 +- src/Triangle.Examples/Examples/Example6.cs | 8 +- src/Triangle.Examples/Examples/Example7.cs | 6 +- src/Triangle.Examples/Examples/Example8.cs | 4 +- src/Triangle.Examples/Examples/Example9.cs | 4 +- src/Triangle.Examples/Generate.cs | 74 +++++++++++++++---- src/Triangle.Examples/Program.cs | 29 +++++--- .../Triangle.Examples.csproj | 10 +-- 13 files changed, 115 insertions(+), 44 deletions(-) diff --git a/src/Triangle.Examples/Examples/Example1.cs b/src/Triangle.Examples/Examples/Example1.cs index 202dd7a..5419d48 100644 --- a/src/Triangle.Examples/Examples/Example1.cs +++ b/src/Triangle.Examples/Examples/Example1.cs @@ -11,7 +11,7 @@ namespace TriangleNet.Examples /// public class Example1 { - public static void Run(bool print = false) + public static bool Run(bool print = false) { // Generate points. var points = Generate.RandomPoints(50, new Rectangle(0, 0, 100, 100)); @@ -26,6 +26,8 @@ namespace TriangleNet.Examples var mesh = mesher.Triangulate(points); if (print) SvgImage.Save(mesh, "example-1.svg", 500); + + return true; } } } diff --git a/src/Triangle.Examples/Examples/Example10.cs b/src/Triangle.Examples/Examples/Example10.cs index 9f6dc16..8574478 100644 --- a/src/Triangle.Examples/Examples/Example10.cs +++ b/src/Triangle.Examples/Examples/Example10.cs @@ -18,7 +18,7 @@ namespace TriangleNet.Examples /// /// Reads all .poly files from given directory and processes them in parallel. /// - public static void Run(string dir) + public static bool Run(string dir) { var files = Directory.EnumerateFiles(dir, "*.poly", SearchOption.AllDirectories); @@ -75,6 +75,8 @@ namespace TriangleNet.Examples { Console.WriteLine(" Number of invalid triangulations: {0}", invalid); } + + return true; } private static void ProcessMesh(IMesh mesh, MeshResult result) diff --git a/src/Triangle.Examples/Examples/Example2.cs b/src/Triangle.Examples/Examples/Example2.cs index b973c03..e3dd6f1 100644 --- a/src/Triangle.Examples/Examples/Example2.cs +++ b/src/Triangle.Examples/Examples/Example2.cs @@ -9,7 +9,7 @@ /// public static class Example2 { - public static void Run(bool print = false) + public static bool Run(bool print = false) { // Generate the input geometry. var poly = CreatePolygon(); @@ -21,6 +21,8 @@ var mesh = poly.Triangulate(quality); if (print) SvgImage.Save(mesh, "example-2.svg", 500); + + return true; } public static IPolygon CreatePolygon(double h = 0.2) diff --git a/src/Triangle.Examples/Examples/Example3.cs b/src/Triangle.Examples/Examples/Example3.cs index f8520b2..74fd070 100644 --- a/src/Triangle.Examples/Examples/Example3.cs +++ b/src/Triangle.Examples/Examples/Example3.cs @@ -12,12 +12,14 @@ namespace TriangleNet.Examples /// public class Example3 { - public static void Run(bool print = false) + public static bool Run(bool print = false) { // Generate mesh. var mesh = CreateMesh(); if (print) SvgImage.Save(mesh, "example-3.svg", 500); + + return true; } public static IMesh CreateMesh() diff --git a/src/Triangle.Examples/Examples/Example4.cs b/src/Triangle.Examples/Examples/Example4.cs index c69f09c..cc1fff6 100644 --- a/src/Triangle.Examples/Examples/Example4.cs +++ b/src/Triangle.Examples/Examples/Example4.cs @@ -12,7 +12,7 @@ namespace TriangleNet.Examples /// public class Example4 { - public static void Run(bool print = false) + public static bool Run(bool print = false) { // Generate the input geometry. var poly = CreatePolygon(); @@ -42,6 +42,8 @@ namespace TriangleNet.Examples smoother.Smooth(mesh, 5); if (print) SvgImage.Save(mesh, "example-4.svg", 500); + + return true; } public static IPolygon CreatePolygon() diff --git a/src/Triangle.Examples/Examples/Example5.cs b/src/Triangle.Examples/Examples/Example5.cs index acd8fc1..ac9cbd2 100644 --- a/src/Triangle.Examples/Examples/Example5.cs +++ b/src/Triangle.Examples/Examples/Example5.cs @@ -13,7 +13,7 @@ namespace TriangleNet.Examples /// public static class Example5 { - public static void Run(bool print = false) + public static bool Run(bool print = false) { var mesh = Example3.CreateMesh(); @@ -24,6 +24,8 @@ namespace TriangleNet.Examples FindBoundary2(mesh); if (print) SvgImage.Save(mesh, "example-5-2.svg", 500, true, false); + + return true; } /// diff --git a/src/Triangle.Examples/Examples/Example6.cs b/src/Triangle.Examples/Examples/Example6.cs index 2d18c47..739fafa 100644 --- a/src/Triangle.Examples/Examples/Example6.cs +++ b/src/Triangle.Examples/Examples/Example6.cs @@ -12,14 +12,14 @@ /// public static class Example6 { - public static void Run() + public static bool Run() { // Generate the input geometry. var polygon = new Polygon(8, true); // Two intersecting rectangles. - var A = Generate.Rectangle(0.0, 4.0, 4.0, 0.0, 1); - var B = Generate.Rectangle(1.0, 5.0, 3.0, 1.0, 2); + var A = Generate.Rectangle(0.0, 0.0, 4.0, 4.0, 1); + var B = Generate.Rectangle(1.0, 1.0, 4.0, 4.0, 2); polygon.Add(A); polygon.Add(B); @@ -46,6 +46,8 @@ // The xor of A and B. var xor = mesh.Triangles.Where(t => t.Label == 1 || t.Label == 2); + + return true; } } } \ No newline at end of file diff --git a/src/Triangle.Examples/Examples/Example7.cs b/src/Triangle.Examples/Examples/Example7.cs index 5c18841..06bedc6 100644 --- a/src/Triangle.Examples/Examples/Example7.cs +++ b/src/Triangle.Examples/Examples/Example7.cs @@ -14,12 +14,12 @@ namespace TriangleNet.Examples { const double MAX_EDGE_LENGTH = 0.2; - public static void Run(bool print = false) + public static bool Run(bool print = false) { var poly = new Polygon(); // Generate the input geometry. - poly.Add(Generate.Rectangle(0.0, 1.0, 1.0, 0.0)); + poly.Add(Generate.Rectangle(0.0, 0.0, 1.0, 1.0)); // Set minimum angle quality option, ignoring holes. var quality = new QualityOptions() @@ -42,6 +42,8 @@ namespace TriangleNet.Examples } if (print) SvgImage.Save(mesh, "example-7.svg", 500); + + return true; } static bool MaxEdgeLength(ITriangle tri, double area) diff --git a/src/Triangle.Examples/Examples/Example8.cs b/src/Triangle.Examples/Examples/Example8.cs index 02b6dcf..8d131ba 100644 --- a/src/Triangle.Examples/Examples/Example8.cs +++ b/src/Triangle.Examples/Examples/Example8.cs @@ -12,11 +12,13 @@ namespace TriangleNet.Examples /// public class Example8 { - public static void Run() + public static bool Run() { var mesh = (Mesh)Example3.CreateMesh(); FindAdjacencyMatrix(mesh); + + return true; } private static void FindAdjacencyMatrix(Mesh mesh) diff --git a/src/Triangle.Examples/Examples/Example9.cs b/src/Triangle.Examples/Examples/Example9.cs index 9b24aa7..a02664b 100644 --- a/src/Triangle.Examples/Examples/Example9.cs +++ b/src/Triangle.Examples/Examples/Example9.cs @@ -11,7 +11,7 @@ namespace TriangleNet.Examples /// public class Example9 { - public static void Run(bool print = false) + public static bool Run(bool print = false) { var pts = new List { @@ -56,6 +56,8 @@ namespace TriangleNet.Examples // Random rotation. poly = Rotate(pts, Math.PI * r.NextDouble()); } + + return true; } /// diff --git a/src/Triangle.Examples/Generate.cs b/src/Triangle.Examples/Generate.cs index ccf8c47..e3864af 100644 --- a/src/Triangle.Examples/Generate.cs +++ b/src/Triangle.Examples/Generate.cs @@ -7,10 +7,9 @@ namespace TriangleNet static class Generate { - private const int RANDOM_SEED = 63841; + private static readonly Random random = new Random(63841); - public static List RandomPoints(int n, Rectangle bounds, - int seed = RANDOM_SEED) + public static List RandomPoints(int n, Rectangle bounds) { var points = new List(n); @@ -20,8 +19,6 @@ namespace TriangleNet var width = bounds.Width; var height = bounds.Height; - var random = new Random(seed); - for (int i = 0; i < n; i++) { double x = random.NextDouble(); @@ -32,17 +29,68 @@ namespace TriangleNet return points; } - public static Contour Rectangle(double left, double top, - double right, double bottom, int mark = 0) + /// + /// Creates a rectangle contour. + /// + public static Contour Rectangle(Rectangle rect, double size = 0d, int label = 0) { - var points = new List(4); + return Rectangle(rect.X, rect.Y, rect.Width, rect.Height, size, label); + } - points.Add(new Vertex(left, top, mark)); - points.Add(new Vertex(right, top, mark)); - points.Add(new Vertex(right, bottom, mark)); - points.Add(new Vertex(left, bottom, mark)); + /// + /// Creates a rectangle contour. + /// + public static Contour Rectangle(double x, double y, double width, double height, + double size = 0d, int label = 0) + { + // Horizontal and vertical step sizes. + double stepH = 0d; + double stepV = 0d; - return new Contour(points, mark, true); + int nH = 1; + int nV = 1; + + if (size > 0d) + { + size = Math.Min(size, Math.Min(width, height)); + + nH = (int)Math.Ceiling(width / size); + nV = (int)Math.Ceiling(height / size); + + stepH = width / nH; + stepV = height / nV; + } + + var points = new List(2 * nH + 2 * nV); + + double right = x + width; + double top = y + height; + + // Left box boundary points + for (int i = 0; i < nV; i++) + { + points.Add(new Vertex(x, y + i * stepV, label)); + } + + // Top box boundary points + for (int i = 0; i < nH; i++) + { + points.Add(new Vertex(x + i * stepH, top, label)); + } + + // Right box boundary points + for (int i = 0; i < nV; i++) + { + points.Add(new Vertex(right, top - i * stepV, label)); + } + + // Bottom box boundary points + for (int i = 0; i < nH; i++) + { + points.Add(new Vertex(right - i * stepH, y, label)); + } + + return new Contour(points, label, true); } /// diff --git a/src/Triangle.Examples/Program.cs b/src/Triangle.Examples/Program.cs index 4276026..e0ffef4 100644 --- a/src/Triangle.Examples/Program.cs +++ b/src/Triangle.Examples/Program.cs @@ -1,21 +1,32 @@  namespace TriangleNet { + using System; using TriangleNet.Examples; class Program { static void Main(string[] args) { - Example1.Run(); - Example2.Run(); - Example3.Run(); - Example4.Run(); - Example5.Run(); - Example8.Run(); - Example6.Run(); - Example7.Run(); - Example9.Run(); + Check("Example 1", Example1.Run()); + Check("Example 2", Example2.Run()); + Check("Example 3", Example3.Run()); + Check("Example 4", Example4.Run()); + Check("Example 5", Example5.Run()); + Check("Example 6", Example8.Run()); + Check("Example 7", Example6.Run()); + Check("Example 8", Example7.Run()); + Check("Example 9", Example9.Run()); + } + + static void Check(string item, bool success) + { + var color = Console.ForegroundColor; + + Console.Write(item + " "); + Console.ForegroundColor = success ? ConsoleColor.DarkGreen : ConsoleColor.DarkRed; + Console.WriteLine(success ? "OK" : "Failed"); + Console.ForegroundColor = color; } } } \ No newline at end of file diff --git a/src/Triangle.Examples/Triangle.Examples.csproj b/src/Triangle.Examples/Triangle.Examples.csproj index 4282bd9..e5cf28f 100644 --- a/src/Triangle.Examples/Triangle.Examples.csproj +++ b/src/Triangle.Examples/Triangle.Examples.csproj @@ -6,17 +6,9 @@ TriangleNet - - - - - - - - - + From ffbe041f7b0b50f86a8809f8f054aadc7415a57a Mon Sep 17 00:00:00 2001 From: wo80 Date: Sat, 5 Mar 2022 20:50:37 +0100 Subject: [PATCH 43/44] Rename example 10. --- src/Triangle.Examples/Examples/{Example10.cs => ExamplePar.cs} | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) rename src/Triangle.Examples/Examples/{Example10.cs => ExamplePar.cs} (99%) diff --git a/src/Triangle.Examples/Examples/Example10.cs b/src/Triangle.Examples/Examples/ExamplePar.cs similarity index 99% rename from src/Triangle.Examples/Examples/Example10.cs rename to src/Triangle.Examples/Examples/ExamplePar.cs index 8574478..e53cf39 100644 --- a/src/Triangle.Examples/Examples/Example10.cs +++ b/src/Triangle.Examples/Examples/ExamplePar.cs @@ -13,7 +13,7 @@ namespace TriangleNet.Examples /// /// Processing meshes in parallel. /// - public class Example10 + public class ExamplePar { /// /// Reads all .poly files from given directory and processes them in parallel. From fd205fbb9c69d974fd3e52c1c4028ed1fba92d87 Mon Sep 17 00:00:00 2001 From: wo80 Date: Sat, 5 Mar 2022 21:13:52 +0100 Subject: [PATCH 44/44] Update examples (add interpolation example 10). --- src/Triangle.Examples/Examples/Example1.cs | 2 +- src/Triangle.Examples/Examples/Example10.cs | 125 ++++++++++++++++++++ src/Triangle.Examples/Examples/Example2.cs | 2 +- src/Triangle.Examples/Examples/Example3.cs | 2 +- src/Triangle.Examples/Examples/Example4.cs | 2 +- src/Triangle.Examples/Examples/Example5.cs | 2 +- src/Triangle.Examples/Examples/Example6.cs | 11 +- src/Triangle.Examples/Examples/Example7.cs | 2 +- src/Triangle.Examples/Examples/Example8.cs | 10 +- src/Triangle.Examples/Program.cs | 7 +- src/Triangle/Tools/Interpolation.cs | 111 ++++++++++------- 11 files changed, 216 insertions(+), 60 deletions(-) create mode 100644 src/Triangle.Examples/Examples/Example10.cs diff --git a/src/Triangle.Examples/Examples/Example1.cs b/src/Triangle.Examples/Examples/Example1.cs index 5419d48..82d09d5 100644 --- a/src/Triangle.Examples/Examples/Example1.cs +++ b/src/Triangle.Examples/Examples/Example1.cs @@ -27,7 +27,7 @@ namespace TriangleNet.Examples if (print) SvgImage.Save(mesh, "example-1.svg", 500); - return true; + return mesh.Triangles.Count > 0; } } } diff --git a/src/Triangle.Examples/Examples/Example10.cs b/src/Triangle.Examples/Examples/Example10.cs new file mode 100644 index 0000000..ff13379 --- /dev/null +++ b/src/Triangle.Examples/Examples/Example10.cs @@ -0,0 +1,125 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using TriangleNet.Geometry; +using TriangleNet.Meshing; +using TriangleNet.Meshing.Algorithm; +using TriangleNet.Rendering.Text; +using TriangleNet.Tools; + +namespace TriangleNet.Examples +{ + /// + /// Scattered data interpolation without USE_Z or USE_ATTRIBS. + /// + internal class Example10 + { + // The function we are sampling. + private static readonly Func F = p => Math.Sin(p.X) * Math.Cos(p.Y); + + public static bool Run(bool print = false) + { + // The input domain. + var r = new Rectangle(0d, 0d, 10d, 10d); + + var mesh = GetScatteredDataMesh(r, out double[] data); + //var mesh = GetStructuredDataMesh(r, out double[] data); + + if (print) SvgImage.Save(mesh, "example-10.svg", 500); + + // The points to interpolate. + var xy = Generate.RandomPoints(50, r); + + var xyData = InterpolateData((Mesh)mesh, data, xy); + + double error = xy.Max(p => Math.Abs(xyData[p.ID] - F(p))); + + // L2 error + // double error = Math.Sqrt(xy.Sum(p => Math.Pow(xyData[p.ID] - F(p), 2))); + + return error < 0.5; + } + + private static IMesh GetStructuredDataMesh(Rectangle domain, out double[] data) + { + var mesh = GenericMesher.StructuredMesh(domain, 20, 20); + + mesh.Renumber(); + + // Generate function values for mesh points. + data = new double[mesh.Vertices.Count]; + + foreach (var item in mesh.Vertices) + { + data[item.ID] = F(item); + } + + return mesh; + } + + private static IMesh GetScatteredDataMesh(Rectangle domain, out double[] data) + { + var r = new Rectangle(domain); + + double h = domain.Width / 20; + + // Generate a rectangle boundary point set (20 points on each side). + var input = Generate.Rectangle(r, 0.5); + + // Making sure we add some margin to the boundary. + h = -h / 2; + r.Resize(h, h); + + // Add more input points (more sampling points, better interpolation). + input.Points.AddRange(Generate.RandomPoints(350, r)); + + var mesher = new GenericMesher(new Dwyer()); + + // Generate mesh. + var mesh = mesher.Triangulate(input.Points); + + mesh.Renumber(); + + // Generate function values for mesh points. + data = new double[mesh.Vertices.Count]; + + foreach (var item in mesh.Vertices) + { + data[item.ID] = F(item); + } + + return mesh; + } + + private static double[] InterpolateData(Mesh mesh, double[] data, IEnumerable xy) + { + // The interpolated values. + var values = new double[xy.Count()]; + + var qtree = new TriangleQuadTree(mesh); + + int i = 0; + + foreach (var p in xy) + { + var tri = qtree.Query(p.X, p.Y); + + // For easy access of the interpolated values. + p.ID = i; + + if (tri == null) + { + values[i] = float.NaN; + } + else + { + values[i] = Interpolation.InterpolatePoint(tri, p, data); + } + + i++; + } + + return values; + } + } +} \ No newline at end of file diff --git a/src/Triangle.Examples/Examples/Example2.cs b/src/Triangle.Examples/Examples/Example2.cs index e3dd6f1..c497ccf 100644 --- a/src/Triangle.Examples/Examples/Example2.cs +++ b/src/Triangle.Examples/Examples/Example2.cs @@ -22,7 +22,7 @@ if (print) SvgImage.Save(mesh, "example-2.svg", 500); - return true; + return mesh.Triangles.Count > 0; } public static IPolygon CreatePolygon(double h = 0.2) diff --git a/src/Triangle.Examples/Examples/Example3.cs b/src/Triangle.Examples/Examples/Example3.cs index 74fd070..7e0182d 100644 --- a/src/Triangle.Examples/Examples/Example3.cs +++ b/src/Triangle.Examples/Examples/Example3.cs @@ -19,7 +19,7 @@ namespace TriangleNet.Examples if (print) SvgImage.Save(mesh, "example-3.svg", 500); - return true; + return mesh.Triangles.Count > 0; } public static IMesh CreateMesh() diff --git a/src/Triangle.Examples/Examples/Example4.cs b/src/Triangle.Examples/Examples/Example4.cs index cc1fff6..d3c122a 100644 --- a/src/Triangle.Examples/Examples/Example4.cs +++ b/src/Triangle.Examples/Examples/Example4.cs @@ -43,7 +43,7 @@ namespace TriangleNet.Examples if (print) SvgImage.Save(mesh, "example-4.svg", 500); - return true; + return mesh.Triangles.Count > 0; } public static IPolygon CreatePolygon() diff --git a/src/Triangle.Examples/Examples/Example5.cs b/src/Triangle.Examples/Examples/Example5.cs index ac9cbd2..17540af 100644 --- a/src/Triangle.Examples/Examples/Example5.cs +++ b/src/Triangle.Examples/Examples/Example5.cs @@ -25,7 +25,7 @@ namespace TriangleNet.Examples if (print) SvgImage.Save(mesh, "example-5-2.svg", 500, true, false); - return true; + return mesh.Triangles.Count > 0; } /// diff --git a/src/Triangle.Examples/Examples/Example6.cs b/src/Triangle.Examples/Examples/Example6.cs index 739fafa..0ed1b2c 100644 --- a/src/Triangle.Examples/Examples/Example6.cs +++ b/src/Triangle.Examples/Examples/Example6.cs @@ -4,6 +4,7 @@ using TriangleNet; using TriangleNet.Geometry; using TriangleNet.Meshing.Iterators; + using TriangleNet.Rendering.Text; using TriangleNet.Tools; using TriangleNet.Topology; @@ -12,14 +13,14 @@ /// public static class Example6 { - public static bool Run() + public static bool Run(bool print = true) { // Generate the input geometry. var polygon = new Polygon(8, true); // Two intersecting rectangles. - var A = Generate.Rectangle(0.0, 0.0, 4.0, 4.0, 1); - var B = Generate.Rectangle(1.0, 1.0, 4.0, 4.0, 2); + var A = Generate.Rectangle(0d, 0d, 4d, 4d, label: 1); + var B = Generate.Rectangle(1d, 1d, 4d, 4d, label: 2); polygon.Add(A); polygon.Add(B); @@ -27,6 +28,8 @@ // Generate mesh. var mesh = (Mesh)polygon.Triangulate(); + if (print) SvgImage.Save(mesh, "example-6.svg", 500); + // Find a seeding triangle (in this case, the point (2, 2) lies in // both rectangles). var seed = (new TriangleQuadTree(mesh)).Query(2.0, 2.0) as Triangle; @@ -47,7 +50,7 @@ // The xor of A and B. var xor = mesh.Triangles.Where(t => t.Label == 1 || t.Label == 2); - return true; + return intersection.Any() && difference.Any() && xor.Any(); } } } \ No newline at end of file diff --git a/src/Triangle.Examples/Examples/Example7.cs b/src/Triangle.Examples/Examples/Example7.cs index 06bedc6..cdc2f8f 100644 --- a/src/Triangle.Examples/Examples/Example7.cs +++ b/src/Triangle.Examples/Examples/Example7.cs @@ -37,7 +37,7 @@ namespace TriangleNet.Examples if (length > MAX_EDGE_LENGTH) { - Console.WriteLine("Something's wrong in here ..."); + return false; } } diff --git a/src/Triangle.Examples/Examples/Example8.cs b/src/Triangle.Examples/Examples/Example8.cs index 8d131ba..f0a16a5 100644 --- a/src/Triangle.Examples/Examples/Example8.cs +++ b/src/Triangle.Examples/Examples/Example8.cs @@ -16,12 +16,10 @@ namespace TriangleNet.Examples { var mesh = (Mesh)Example3.CreateMesh(); - FindAdjacencyMatrix(mesh); - - return true; + return FindAdjacencyMatrix(mesh); } - private static void FindAdjacencyMatrix(Mesh mesh) + private static bool FindAdjacencyMatrix(Mesh mesh) { mesh.Renumber(); @@ -57,8 +55,10 @@ namespace TriangleNet.Examples // Column pointers should be exactly the same. if (!CompareArray(matrix1.ColumnPointers, matrix2.ColumnPointers)) { - Console.WriteLine("Something's wrong in here ..."); + return false; } + + return true; } private static bool CompareArray(int[] a, int[] b) diff --git a/src/Triangle.Examples/Program.cs b/src/Triangle.Examples/Program.cs index e0ffef4..05269a1 100644 --- a/src/Triangle.Examples/Program.cs +++ b/src/Triangle.Examples/Program.cs @@ -13,10 +13,11 @@ namespace TriangleNet Check("Example 3", Example3.Run()); Check("Example 4", Example4.Run()); Check("Example 5", Example5.Run()); - Check("Example 6", Example8.Run()); - Check("Example 7", Example6.Run()); - Check("Example 8", Example7.Run()); + Check("Example 6", Example6.Run()); + Check("Example 7", Example7.Run()); + Check("Example 8", Example8.Run()); Check("Example 9", Example9.Run()); + Check("Example 10", Example10.Run()); } static void Check(string item, bool success) diff --git a/src/Triangle/Tools/Interpolation.cs b/src/Triangle/Tools/Interpolation.cs index 857275c..227e020 100644 --- a/src/Triangle/Tools/Interpolation.cs +++ b/src/Triangle/Tools/Interpolation.cs @@ -1,10 +1,54 @@ - +// ----------------------------------------------------------------------- +// +// Triangle Copyright (c) 1993, 1995, 1997, 1998, 2002, 2005 Jonathan Richard Shewchuk +// Triangle.NET code by Christian Woltering +// +// ----------------------------------------------------------------------- + namespace TriangleNet.Tools { using TriangleNet.Geometry; public static class Interpolation { + /// + /// Linear interpolation of a point. + /// + /// The triangle containing the point + /// The point to interpolate. + /// The vertex data (z values). + /// The linear interpolation value. + /// + /// IMPORTANT: this method assumes the mesh vertex ids correspond to the data array indices. + /// + public static double InterpolatePoint(ITriangle tri, Point p, double[] data) + { + var org = tri.GetVertex(0); + var dest = tri.GetVertex(1); + var apex = tri.GetVertex(2); + + double xdo = dest.x - org.x; + double ydo = dest.y - org.y; + double xao = apex.x - org.x; + double yao = apex.y - org.y; + + double denominator = 0.5 / (xdo * yao - xao * ydo); + + double dx = p.x - org.x; + double dy = p.y - org.y; + + // To interpolate z value for the given point inserted, define a + // coordinate system with a xi-axis, directed from the triangle's + // origin to its destination, and an eta-axis, directed from its + // origin to its apex. + double xi = (yao * dx - xao * dy) * (2.0 * denominator); + double eta = (xdo * dy - ydo * dx) * (2.0 * denominator); + + double orgz = data[org.id]; + + return orgz + xi * (data[dest.id] - orgz) + eta * (data[apex.id] - orgz); + } + #if USE_ATTRIBS /// /// Linear interpolation of vertex attributes. @@ -17,35 +61,26 @@ namespace TriangleNet.Tools /// public static void InterpolateAttributes(Vertex vertex, ITriangle triangle, int n) { - Vertex org = triangle.GetVertex(0); - Vertex dest = triangle.GetVertex(1); - Vertex apex = triangle.GetVertex(2); + var org = triangle.GetVertex(0); + var dest = triangle.GetVertex(1); + var apex = triangle.GetVertex(2); - double xdo, ydo, xao, yao; - double denominator; - double dx, dy; - double xi, eta; + double xdo = dest.x - org.x; + double ydo = dest.y - org.y; + double xao = apex.x - org.x; + double yao = apex.y - org.y; - // Compute the circumcenter of the triangle. - xdo = dest.x - org.x; - ydo = dest.y - org.y; - xao = apex.x - org.x; - yao = apex.y - org.y; + double denominator = 0.5 / (xdo * yao - xao * ydo); - denominator = 0.5 / (xdo * yao - xao * ydo); - - //dx = (yao * dodist - ydo * aodist) * denominator; - //dy = (xdo * aodist - xao * dodist) * denominator; - - dx = vertex.x - org.x; - dy = vertex.y - org.y; + double dx = vertex.x - org.x; + double dy = vertex.y - org.y; // To interpolate vertex attributes for the new vertex, define a // coordinate system with a xi-axis directed from the triangle's // origin to its destination, and an eta-axis, directed from its // origin to its apex. - xi = (yao * dx - xao * dy) * (2.0 * denominator); - eta = (xdo * dy - ydo * dx) * (2.0 * denominator); + double xi = (yao * dx - xao * dy) * (2.0 * denominator); + double eta = (xdo * dy - ydo * dx) * (2.0 * denominator); for (int i = 0; i < n; i++) { @@ -68,35 +103,27 @@ namespace TriangleNet.Tools /// public static void InterpolateZ(Point p, ITriangle triangle) { - Vertex org = triangle.GetVertex(0); - Vertex dest = triangle.GetVertex(1); - Vertex apex = triangle.GetVertex(2); - - double xdo, ydo, xao, yao; - double denominator; - double dx, dy; - double xi, eta; + var org = triangle.GetVertex(0); + var dest = triangle.GetVertex(1); + var apex = triangle.GetVertex(2); // Compute the circumcenter of the triangle. - xdo = dest.x - org.x; - ydo = dest.y - org.y; - xao = apex.x - org.x; - yao = apex.y - org.y; + double xdo = dest.x - org.x; + double ydo = dest.y - org.y; + double xao = apex.x - org.x; + double yao = apex.y - org.y; - denominator = 0.5 / (xdo * yao - xao * ydo); + double denominator = 0.5 / (xdo * yao - xao * ydo); - //dx = (yao * dodist - ydo * aodist) * denominator; - //dy = (xdo * aodist - xao * dodist) * denominator; - - dx = p.x - org.x; - dy = p.y - org.y; + double dx = p.x - org.x; + double dy = p.y - org.y; // To interpolate z value for the given point inserted, define a // coordinate system with a xi-axis, directed from the triangle's // origin to its destination, and an eta-axis, directed from its // origin to its apex. - xi = (yao * dx - xao * dy) * (2.0 * denominator); - eta = (xdo * dy - ydo * dx) * (2.0 * denominator); + double xi = (yao * dx - xao * dy) * (2.0 * denominator); + double eta = (xdo * dy - ydo * dx) * (2.0 * denominator); p.z = org.z + xi * (dest.z - org.z) + eta * (apex.z - org.z); }