Remove a lot of the static business + minor fixes
git-svn-id: https://triangle.svn.codeplex.com/svn@76272 0e2699bc-83d4-4a8f-98e7-55e24ab8c7a5
This commit is contained in:
@@ -73,6 +73,7 @@ namespace TriangleNet.IO
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if (format != null && format.IsSupported(filename))
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{
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format.Write(polygon, filename);
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return;
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}
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}
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@@ -113,6 +114,7 @@ namespace TriangleNet.IO
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if (format != null && format.IsSupported(filename))
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{
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format.Write(mesh, filename);
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return;
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}
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}
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@@ -367,7 +367,7 @@ namespace TriangleNet.IO
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for (tri.orient = 0; tri.orient < 3; tri.orient++)
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{
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tri.Sym(ref trisym);
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if ((tri.tri.id < trisym.tri.id) || (trisym.tri.id == Triangle.EmptyID))
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if ((tri.tri.id < trisym.tri.id) || (trisym.tri.id == Mesh.DUMMY))
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{
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p1 = tri.Org();
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p2 = tri.Dest();
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@@ -380,7 +380,7 @@ namespace TriangleNet.IO
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{
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tri.Pivot(ref checkmark);
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if (checkmark.seg == Segment.Empty)
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if (checkmark.seg.hash == Mesh.DUMMY)
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{
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writer.WriteLine("{0} {1} {2} {3}", index, p1.id, p2.id, 0);
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}
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@@ -393,7 +393,7 @@ namespace TriangleNet.IO
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else
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{
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writer.WriteLine("{0} {1} {2} {3}", index, p1.id, p2.id,
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trisym.tri.id == Triangle.EmptyID ? "1" : "0");
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trisym.tri.id == Mesh.DUMMY ? "1" : "0");
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}
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}
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else
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@@ -522,12 +522,12 @@ namespace TriangleNet.IO
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for (tri.orient = 0; tri.orient < 3; tri.orient++)
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{
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tri.Sym(ref trisym);
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if ((tri.tri.id < trisym.tri.id) || (trisym.tri.id == Triangle.EmptyID))
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if ((tri.tri.id < trisym.tri.id) || (trisym.tri.id == Mesh.DUMMY))
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{
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// Find the number of this triangle (and Voronoi vertex).
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p1 = tri.tri.id;
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if (trisym.tri.id == Triangle.EmptyID)
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if (trisym.tri.id == Mesh.DUMMY)
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{
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torg = tri.Org();
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tdest = tri.Dest();
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+127
-47
@@ -156,11 +156,75 @@ namespace TriangleNet
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#endregion
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#region "Outer space" variables
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internal const int DUMMY = -1;
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// The triangle that fills "outer space," called 'dummytri', is pointed to
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// by every triangle and subsegment on a boundary (be it outer or inner) of
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// the triangulation. Also, 'dummytri' points to one of the triangles on
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// the convex hull (until the holes and concavities are carved), making it
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// possible to find a starting triangle for point location.
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// 'dummytri' and 'dummysub' are generally required to fulfill only a few
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// invariants: their vertices must remain NULL and 'dummytri' must always
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// be bonded (at offset zero) to some triangle on the convex hull of the
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// mesh, via a boundary edge. Otherwise, the connections of 'dummytri' and
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// 'dummysub' may change willy-nilly. This makes it possible to avoid
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// writing a good deal of special-case code (in the edge flip, for example)
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// for dealing with the boundary of the mesh, places where no subsegment is
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// present, and so forth. Other entities are frequently bonded to
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// 'dummytri' and 'dummysub' as if they were real mesh entities, with no
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// harm done.
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internal Triangle dummytri;
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// Set up 'dummysub', the omnipresent subsegment pointed to by any
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// triangle side or subsegment end that isn't attached to a real
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// subsegment.
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internal Segment dummysub;
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private void Initialize()
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{
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dummysub = new Segment();
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dummysub.hash = DUMMY;
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// Initialize the two adjoining subsegments to be the omnipresent
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// subsegment. These will eventually be changed by various bonding
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// operations, but their values don't really matter, as long as they
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// can legally be dereferenced.
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dummysub.subsegs[0].seg = dummysub;
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dummysub.subsegs[1].seg = dummysub;
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// Set up 'dummytri', the 'triangle' that occupies "outer space."
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dummytri = new Triangle();
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dummytri.hash = dummytri.id = DUMMY;
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// Initialize the three adjoining triangles to be "outer space." These
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// will eventually be changed by various bonding operations, but their
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// values don't really matter, as long as they can legally be
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// dereferenced.
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dummytri.neighbors[0].tri = dummytri;
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dummytri.neighbors[1].tri = dummytri;
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dummytri.neighbors[2].tri = dummytri;
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// Initialize the three adjoining subsegments of 'dummytri' to be
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// the omnipresent subsegment.
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dummytri.subsegs[0].seg = dummysub;
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dummytri.subsegs[1].seg = dummysub;
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dummytri.subsegs[2].seg = dummysub;
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}
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#endregion
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/// <summary>
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/// Initializes a new instance of the <see cref="Mesh" /> class.
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/// </summary>
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public Mesh()
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{
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Initialize();
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logger = Log.Instance;
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behavior = new Behavior();
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@@ -590,8 +654,16 @@ namespace TriangleNet
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internal void MakeTriangle(ref Otri newotri)
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{
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Triangle tri = new Triangle();
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tri.hash = this.hash_tri++;
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tri.id = tri.hash;
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tri.hash = tri.id = this.hash_tri++;
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tri.subsegs[0].seg = dummysub;
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tri.subsegs[1].seg = dummysub;
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tri.subsegs[2].seg = dummysub;
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tri.neighbors[0].tri = dummytri;
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tri.neighbors[1].tri = dummytri;
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tri.neighbors[2].tri = dummytri;
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newotri.tri = tri;
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newotri.orient = 0;
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@@ -606,8 +678,15 @@ namespace TriangleNet
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internal void MakeSegment(ref Osub newsubseg)
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{
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Segment seg = new Segment();
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seg.hash = this.hash_seg++;
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seg.subsegs[0].seg = dummysub;
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seg.subsegs[1].seg = dummysub;
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seg.triangles[0].tri = dummytri;
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seg.triangles[1].tri = dummytri;
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newsubseg.seg = seg;
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newsubseg.orient = 0;
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@@ -702,12 +781,13 @@ namespace TriangleNet
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{
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// Find the location of the vertex to be inserted. Check if a good
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// starting triangle has already been provided by the caller.
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if (searchtri.tri.id == Triangle.EmptyID)
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if (searchtri.tri.id == DUMMY)
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{
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// Find a boundary triangle.
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horiz.tri = Triangle.Empty;
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horiz.tri = dummytri;
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horiz.orient = 0;
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horiz.Sym();
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// Search for a triangle containing 'newvertex'.
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intersect = locator.Locate(newvertex, ref horiz);
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}
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@@ -741,7 +821,7 @@ namespace TriangleNet
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{
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// Check whether the vertex falls on a subsegment.
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horiz.Pivot(ref brokensubseg);
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if (brokensubseg.seg != Segment.Empty)
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if (brokensubseg.seg.hash != DUMMY)
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{
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// The vertex falls on a subsegment, and hence will not be inserted.
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if (segmentflaws)
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@@ -752,7 +832,7 @@ namespace TriangleNet
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// This subsegment may be split only if it is an
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// internal boundary.
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horiz.Sym(ref testtri);
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enq = testtri.tri.id != Triangle.EmptyID;
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enq = testtri.tri.id != DUMMY;
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}
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if (enq)
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{
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@@ -779,7 +859,7 @@ namespace TriangleNet
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botright.Sym(ref botrcasing);
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horiz.Sym(ref topright);
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// Is there a second triangle? (Or does this edge lie on a boundary?)
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mirrorflag = topright.tri.id != Triangle.EmptyID;
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mirrorflag = topright.tri.id != DUMMY;
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if (mirrorflag)
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{
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topright.Lnext();
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@@ -835,18 +915,18 @@ namespace TriangleNet
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{
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botright.Pivot(ref botrsubseg);
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if (botrsubseg.seg != Segment.Empty)
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if (botrsubseg.seg.hash != DUMMY)
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{
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botright.SegDissolve();
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botright.SegDissolve(dummysub);
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newbotright.SegBond(ref botrsubseg);
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}
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if (mirrorflag)
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{
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topright.Pivot(ref toprsubseg);
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if (toprsubseg.seg != Segment.Empty)
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if (toprsubseg.seg.hash != DUMMY)
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{
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topright.SegDissolve();
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topright.SegDissolve(dummysub);
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newtopright.SegBond(ref toprsubseg);
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}
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}
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@@ -942,15 +1022,15 @@ namespace TriangleNet
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if (checksegments)
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{
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botleft.Pivot(ref botlsubseg);
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if (botlsubseg.seg != Segment.Empty)
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if (botlsubseg.seg.hash != DUMMY)
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{
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botleft.SegDissolve();
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botleft.SegDissolve(dummysub);
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newbotleft.SegBond(ref botlsubseg);
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}
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botright.Pivot(ref botrsubseg);
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if (botrsubseg.seg != Segment.Empty)
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if (botrsubseg.seg.hash != DUMMY)
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{
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botright.SegDissolve();
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botright.SegDissolve(dummysub);
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newbotright.SegBond(ref botrsubseg);
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}
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}
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@@ -992,7 +1072,7 @@ namespace TriangleNet
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{
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// Check for a subsegment, which cannot be flipped.
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horiz.Pivot(ref checksubseg);
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if (checksubseg.seg != Segment.Empty)
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if (checksubseg.seg.hash != DUMMY)
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{
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// The edge is a subsegment and cannot be flipped.
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doflip = false;
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@@ -1012,7 +1092,7 @@ namespace TriangleNet
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{
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// Check if the edge is a boundary edge.
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horiz.Sym(ref top);
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if (top.tri.id == Triangle.EmptyID)
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if (top.tri.id == DUMMY)
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{
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// The edge is a boundary edge and cannot be flipped.
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doflip = false;
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@@ -1083,33 +1163,33 @@ namespace TriangleNet
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botleft.Pivot(ref botlsubseg);
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botright.Pivot(ref botrsubseg);
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topright.Pivot(ref toprsubseg);
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if (toplsubseg.seg == Segment.Empty)
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if (toplsubseg.seg.hash == DUMMY)
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{
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topright.SegDissolve();
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topright.SegDissolve(dummysub);
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}
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else
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{
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topright.SegBond(ref toplsubseg);
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}
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if (botlsubseg.seg == Segment.Empty)
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if (botlsubseg.seg.hash == DUMMY)
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{
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topleft.SegDissolve();
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topleft.SegDissolve(dummysub);
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}
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else
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{
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topleft.SegBond(ref botlsubseg);
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}
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if (botrsubseg.seg == Segment.Empty)
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if (botrsubseg.seg.hash == DUMMY)
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{
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botleft.SegDissolve();
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botleft.SegDissolve(dummysub);
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}
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else
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{
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botleft.SegBond(ref botrsubseg);
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}
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if (toprsubseg.seg == Segment.Empty)
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if (toprsubseg.seg.hash == DUMMY)
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{
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botright.SegDissolve();
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botright.SegDissolve(dummysub);
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}
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else
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{
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@@ -1175,7 +1255,7 @@ namespace TriangleNet
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// Check for finishing a complete revolution about the new vertex, or
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// falling outside of the triangulation. The latter will happen when
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// a vertex is inserted at a boundary.
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if ((leftvertex == first) || (testtri.tri.id == Triangle.EmptyID))
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if ((leftvertex == first) || (testtri.tri.id == DUMMY))
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{
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// We're done. Return a triangle whose origin is the new vertex.
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horiz.Lnext(ref searchtri);
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@@ -1221,7 +1301,7 @@ namespace TriangleNet
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}
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// Check if there's already a subsegment here.
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tri.Pivot(ref newsubseg);
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if (newsubseg.seg == Segment.Empty)
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if (newsubseg.seg.hash == DUMMY)
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{
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// Make new subsegment and initialize its vertices.
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MakeSegment(ref newsubseg);
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@@ -1306,7 +1386,7 @@ namespace TriangleNet
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// SELF CHECK
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//if (top.triangle.id == Triangle.EmptyID)
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//if (top.triangle.id == DUMMY)
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//{
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// logger.Error("Attempt to flip on boundary.", "Mesh.Flip()");
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// flipedge.LnextSelf();
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@@ -1349,36 +1429,36 @@ namespace TriangleNet
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botright.Pivot(ref botrsubseg);
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topright.Pivot(ref toprsubseg);
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if (toplsubseg.seg == Segment.Empty)
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if (toplsubseg.seg.hash == DUMMY)
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{
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topright.SegDissolve();
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topright.SegDissolve(dummysub);
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}
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else
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{
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topright.SegBond(ref toplsubseg);
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}
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if (botlsubseg.seg == Segment.Empty)
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if (botlsubseg.seg.hash == DUMMY)
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{
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topleft.SegDissolve();
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topleft.SegDissolve(dummysub);
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}
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else
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{
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topleft.SegBond(ref botlsubseg);
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}
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if (botrsubseg.seg == Segment.Empty)
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if (botrsubseg.seg.hash == DUMMY)
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{
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botleft.SegDissolve();
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botleft.SegDissolve(dummysub);
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}
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else
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{
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botleft.SegBond(ref botrsubseg);
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}
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if (toprsubseg.seg == Segment.Empty)
|
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if (toprsubseg.seg.hash == DUMMY)
|
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{
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botright.SegDissolve();
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botright.SegDissolve(dummysub);
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}
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else
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{
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@@ -1451,33 +1531,33 @@ namespace TriangleNet
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botleft.Pivot(ref botlsubseg);
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botright.Pivot(ref botrsubseg);
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topright.Pivot(ref toprsubseg);
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if (toplsubseg.seg == Segment.Empty)
|
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if (toplsubseg.seg.hash == DUMMY)
|
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{
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botleft.SegDissolve();
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botleft.SegDissolve(dummysub);
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}
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else
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{
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botleft.SegBond(ref toplsubseg);
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}
|
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if (botlsubseg.seg == Segment.Empty)
|
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if (botlsubseg.seg.hash == DUMMY)
|
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{
|
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botright.SegDissolve();
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botright.SegDissolve(dummysub);
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}
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else
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{
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botright.SegBond(ref botlsubseg);
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}
|
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if (botrsubseg.seg == Segment.Empty)
|
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if (botrsubseg.seg.hash == DUMMY)
|
||||
{
|
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topright.SegDissolve();
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topright.SegDissolve(dummysub);
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}
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||||
else
|
||||
{
|
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topright.SegBond(ref botrsubseg);
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}
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if (toprsubseg.seg == Segment.Empty)
|
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if (toprsubseg.seg.hash == DUMMY)
|
||||
{
|
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topleft.SegDissolve();
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topleft.SegDissolve(dummysub);
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}
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||||
else
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||||
{
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@@ -1677,12 +1757,12 @@ namespace TriangleNet
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deltri.Bond(ref leftcasing);
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deltriright.Bond(ref rightcasing);
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lefttri.Pivot(ref leftsubseg);
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if (leftsubseg.seg != Segment.Empty)
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if (leftsubseg.seg.hash != DUMMY)
|
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{
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deltri.SegBond(ref leftsubseg);
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}
|
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righttri.Pivot(ref rightsubseg);
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if (rightsubseg.seg != Segment.Empty)
|
||||
if (rightsubseg.seg.hash != DUMMY)
|
||||
{
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deltriright.SegBond(ref rightsubseg);
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}
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||||
@@ -1775,7 +1855,7 @@ namespace TriangleNet
|
||||
TriangleDealloc(botright.tri);
|
||||
|
||||
fliptri.Sym(ref gluetri);
|
||||
if (gluetri.tri.id != Triangle.EmptyID)
|
||||
if (gluetri.tri.id != DUMMY)
|
||||
{
|
||||
gluetri.Lnext();
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||||
gluetri.Dnext(ref topright);
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||||
|
||||
@@ -50,7 +50,8 @@ namespace TriangleNet
|
||||
{
|
||||
if (Log.Verbose)
|
||||
{
|
||||
logger.Warning("Triangle is flat or inverted.", "MeshValidator.IsConsistent()");
|
||||
logger.Warning(String.Format("Triangle is flat or inverted (ID {0}).", t.id),
|
||||
"MeshValidator.IsConsistent()");
|
||||
}
|
||||
|
||||
horrors++;
|
||||
@@ -59,7 +60,7 @@ namespace TriangleNet
|
||||
|
||||
// Find the neighboring triangle on this edge.
|
||||
tri.Sym(ref oppotri);
|
||||
if (oppotri.tri.id != Triangle.EmptyID)
|
||||
if (oppotri.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
// Check that the triangle's neighbor knows it's a neighbor.
|
||||
oppotri.Sym(ref oppooppotri);
|
||||
@@ -168,7 +169,7 @@ namespace TriangleNet
|
||||
// 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 != Triangle.EmptyID) &&
|
||||
!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) &&
|
||||
@@ -180,7 +181,7 @@ namespace TriangleNet
|
||||
// constrained, so no local Delaunay test should be done.
|
||||
loop.Pivot(ref opposubseg);
|
||||
|
||||
if (opposubseg.seg != Segment.Empty)
|
||||
if (opposubseg.seg.hash != Mesh.DUMMY)
|
||||
{
|
||||
shouldbedelaunay = false;
|
||||
}
|
||||
|
||||
@@ -860,7 +860,8 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
// Find an edge on the convex hull to start point location from.
|
||||
startghost.Lprev(ref searchedge);
|
||||
searchedge.Sym();
|
||||
Triangle.Empty.neighbors[0] = searchedge;
|
||||
mesh.dummytri.neighbors[0] = searchedge;
|
||||
|
||||
// Remove the bounding box and count the convex hull edges.
|
||||
startghost.Copy(ref dissolveedge);
|
||||
hullsize = 0;
|
||||
@@ -876,7 +877,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
if (noPoly)
|
||||
{
|
||||
// Watch out for the case where all the input vertices are collinear.
|
||||
if (dissolveedge.tri.id != Triangle.EmptyID)
|
||||
if (dissolveedge.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
markorg = dissolveedge.Org();
|
||||
if (markorg.mark == 0)
|
||||
@@ -886,7 +887,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
}
|
||||
}
|
||||
// Remove a bounding triangle from a convex hull triangle.
|
||||
dissolveedge.Dissolve();
|
||||
dissolveedge.Dissolve(mesh.dummytri);
|
||||
// Find the next bounding triangle.
|
||||
deadtriangle.Sym(ref dissolveedge);
|
||||
|
||||
|
||||
@@ -35,7 +35,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
|
||||
foreach (var v in mesh.vertices.Values)
|
||||
{
|
||||
starttri.tri = Triangle.Empty;
|
||||
starttri.tri = mesh.dummytri;
|
||||
Osub tmp = default(Osub);
|
||||
if (mesh.InsertVertex(v, ref starttri, ref tmp, false, false) == InsertVertexResult.Duplicate)
|
||||
{
|
||||
@@ -85,12 +85,14 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
|
||||
// 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.
|
||||
Triangle.Empty.neighbors[0] = inftri;
|
||||
mesh.dummytri.neighbors[0] = inftri;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -115,9 +117,10 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
bool noPoly = !mesh.behavior.Poly;
|
||||
|
||||
// Find a boundary triangle.
|
||||
nextedge.tri = Triangle.Empty;
|
||||
nextedge.tri = mesh.dummytri;
|
||||
nextedge.orient = 0;
|
||||
nextedge.Sym();
|
||||
|
||||
// Mark a place to stop.
|
||||
nextedge.Lprev(ref finaledge);
|
||||
nextedge.Lnext();
|
||||
@@ -130,7 +133,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
// adjacent to the first one.
|
||||
nextedge.Lnext(ref checkedge);
|
||||
checkedge.Sym();
|
||||
if (checkedge.tri.id == Triangle.EmptyID)
|
||||
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,
|
||||
@@ -138,9 +141,11 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
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.
|
||||
Triangle.Empty.neighbors[0] = searchedge;
|
||||
mesh.dummytri.neighbors[0] = searchedge;
|
||||
|
||||
hullsize = -2;
|
||||
while (!nextedge.Equal(finaledge))
|
||||
{
|
||||
@@ -155,7 +160,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
// 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 != Triangle.EmptyID)
|
||||
if (dissolveedge.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
markorg = dissolveedge.Org();
|
||||
if (markorg.mark == 0)
|
||||
@@ -165,18 +170,19 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
}
|
||||
}
|
||||
// Disconnect the bounding box triangle from the mesh triangle.
|
||||
dissolveedge.Dissolve();
|
||||
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 == Triangle.EmptyID)
|
||||
if (nextedge.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
// Turn the corner.
|
||||
dissolveedge.Copy(ref nextedge);
|
||||
}
|
||||
}
|
||||
|
||||
mesh.TriangleDealloc(finaledge.tri);
|
||||
|
||||
return hullsize;
|
||||
|
||||
@@ -698,10 +698,12 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
|
||||
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();
|
||||
Triangle.Empty.neighbors[0] = searchedge;
|
||||
dummytri.neighbors[0] = searchedge;
|
||||
// Remove the bounding box and count the convex hull edges.
|
||||
startghost.Copy(ref dissolveedge);
|
||||
hullsize = 0;
|
||||
@@ -717,7 +719,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
if (noPoly)
|
||||
{
|
||||
// Watch out for the case where all the input vertices are collinear.
|
||||
if (dissolveedge.tri.id != Triangle.EmptyID)
|
||||
if (dissolveedge.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
markorg = dissolveedge.Org();
|
||||
if (markorg.mark == 0)
|
||||
@@ -727,7 +729,7 @@ namespace TriangleNet.Meshing.Algorithm
|
||||
}
|
||||
}
|
||||
// Remove a bounding triangle from a convex hull triangle.
|
||||
dissolveedge.Dissolve();
|
||||
dissolveedge.Dissolve(dummytri);
|
||||
// Find the next bounding triangle.
|
||||
deadtriangle.Sym(ref dissolveedge);
|
||||
|
||||
|
||||
@@ -48,6 +48,8 @@ namespace TriangleNet.Meshing
|
||||
|
||||
Triangle[] regionTris = null;
|
||||
|
||||
var dummytri = mesh.dummytri;
|
||||
|
||||
if (!mesh.behavior.Convex)
|
||||
{
|
||||
// Mark as infected any unprotected triangles on the boundary.
|
||||
@@ -64,7 +66,7 @@ namespace TriangleNet.Meshing
|
||||
if (mesh.bounds.Contains(hole))
|
||||
{
|
||||
// Start searching from some triangle on the outer boundary.
|
||||
searchtri.tri = Triangle.Empty;
|
||||
searchtri.tri = dummytri;
|
||||
searchtri.orient = 0;
|
||||
searchtri.Sym();
|
||||
// Ensure that the hole is to the left of this boundary edge;
|
||||
@@ -101,12 +103,12 @@ namespace TriangleNet.Meshing
|
||||
// Find the starting triangle for each region.
|
||||
foreach (var region in mesh.regions)
|
||||
{
|
||||
regionTris[i] = Triangle.Empty;
|
||||
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 = Triangle.Empty;
|
||||
searchtri.tri = dummytri;
|
||||
searchtri.orient = 0;
|
||||
searchtri.Sym();
|
||||
// Ensure that the region point is to the left of this boundary
|
||||
@@ -144,7 +146,7 @@ namespace TriangleNet.Meshing
|
||||
|
||||
for (int i = 0; i < regionTris.Length; i++)
|
||||
{
|
||||
if (regionTris[i].id != Triangle.EmptyID)
|
||||
if (regionTris[i].id != Mesh.DUMMY)
|
||||
{
|
||||
// Make sure the triangle under consideration still exists.
|
||||
// It may have been eaten by the virus.
|
||||
@@ -260,10 +262,14 @@ namespace TriangleNet.Meshing
|
||||
Osub hullsubseg = default(Osub);
|
||||
Vertex horg, hdest;
|
||||
|
||||
var dummytri = mesh.dummytri;
|
||||
var dummysub = mesh.dummysub;
|
||||
|
||||
// Find a triangle handle on the hull.
|
||||
hulltri.tri = Triangle.Empty;
|
||||
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.
|
||||
@@ -274,7 +280,7 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
// Is the triangle protected by a subsegment?
|
||||
hulltri.Pivot(ref hullsubseg);
|
||||
if (hullsubseg.seg == Segment.Empty)
|
||||
if (hullsubseg.seg.hash == Mesh.DUMMY)
|
||||
{
|
||||
// The triangle is not protected; infect it.
|
||||
if (!hulltri.IsInfected())
|
||||
@@ -305,7 +311,7 @@ namespace TriangleNet.Meshing
|
||||
// To find the next hull edge, go clockwise around the next vertex.
|
||||
hulltri.Lnext();
|
||||
hulltri.Oprev(ref nexttri);
|
||||
while (nexttri.tri.id != Triangle.EmptyID)
|
||||
while (nexttri.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
nexttri.Copy(ref hulltri);
|
||||
hulltri.Oprev(ref nexttri);
|
||||
@@ -337,6 +343,9 @@ namespace TriangleNet.Meshing
|
||||
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
|
||||
@@ -361,27 +370,27 @@ namespace TriangleNet.Meshing
|
||||
// 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 == Triangle.EmptyID) || neighbor.IsInfected())
|
||||
if ((neighbor.tri.id == Mesh.DUMMY) || neighbor.IsInfected())
|
||||
{
|
||||
if (neighborsubseg.seg != Segment.Empty)
|
||||
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 != Triangle.EmptyID)
|
||||
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();
|
||||
neighbor.SegDissolve(dummysub);
|
||||
neighbor.Infect();
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // The neighbor exists and is not infected.
|
||||
if (neighborsubseg.seg == Segment.Empty)
|
||||
if (neighborsubseg.seg.hash == Mesh.DUMMY)
|
||||
{
|
||||
// There is no subsegment protecting the neighbor, so
|
||||
// the neighbor becomes infected.
|
||||
@@ -393,7 +402,7 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
// The neighbor is protected by a subsegment.
|
||||
// Remove this triangle from the subsegment.
|
||||
neighborsubseg.TriDissolve();
|
||||
neighborsubseg.TriDissolve(dummytri);
|
||||
// The subsegment becomes a boundary. Set markers accordingly.
|
||||
if (neighborsubseg.seg.boundary == 0)
|
||||
{
|
||||
@@ -436,7 +445,7 @@ namespace TriangleNet.Meshing
|
||||
// Walk counterclockwise about the vertex.
|
||||
testtri.Onext(ref neighbor);
|
||||
// Stop upon reaching a boundary or the starting triangle.
|
||||
while ((neighbor.tri.id != Triangle.EmptyID) &&
|
||||
while ((neighbor.tri.id != Mesh.DUMMY) &&
|
||||
(!neighbor.Equal(testtri)))
|
||||
{
|
||||
if (neighbor.IsInfected())
|
||||
@@ -453,12 +462,12 @@ namespace TriangleNet.Meshing
|
||||
neighbor.Onext();
|
||||
}
|
||||
// If we reached a boundary, we must walk clockwise as well.
|
||||
if (neighbor.tri.id == Triangle.EmptyID)
|
||||
if (neighbor.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
// Walk clockwise about the vertex.
|
||||
testtri.Oprev(ref neighbor);
|
||||
// Stop upon reaching a boundary.
|
||||
while (neighbor.tri.id != Triangle.EmptyID)
|
||||
while (neighbor.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
if (neighbor.IsInfected())
|
||||
{
|
||||
@@ -488,7 +497,7 @@ namespace TriangleNet.Meshing
|
||||
for (testtri.orient = 0; testtri.orient < 3; testtri.orient++)
|
||||
{
|
||||
testtri.Sym(ref neighbor);
|
||||
if (neighbor.tri.id == Triangle.EmptyID)
|
||||
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
|
||||
@@ -498,7 +507,7 @@ namespace TriangleNet.Meshing
|
||||
else
|
||||
{
|
||||
// Disconnect the triangle from its neighbor.
|
||||
neighbor.Dissolve();
|
||||
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++;
|
||||
@@ -554,7 +563,7 @@ namespace TriangleNet.Meshing
|
||||
// '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 == Triangle.EmptyID)
|
||||
if (checktri.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
leftflag = false;
|
||||
}
|
||||
@@ -567,7 +576,7 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
// Turn left until satisfied.
|
||||
searchtri.Onext();
|
||||
if (searchtri.tri.id == Triangle.EmptyID)
|
||||
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.");
|
||||
@@ -581,7 +590,7 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
// Turn right until satisfied.
|
||||
searchtri.Oprev();
|
||||
if (searchtri.tri.id == Triangle.EmptyID)
|
||||
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.");
|
||||
@@ -630,6 +639,8 @@ namespace TriangleNet.Meshing
|
||||
Vertex newvertex;
|
||||
InsertVertexResult success;
|
||||
|
||||
var dummysub = mesh.dummysub;
|
||||
|
||||
double ex, ey;
|
||||
double tx, ty;
|
||||
double etx, ety;
|
||||
@@ -690,18 +701,18 @@ namespace TriangleNet.Meshing
|
||||
// Divide the segment into two, and correct the segment endpoints.
|
||||
splitsubseg.Sym();
|
||||
splitsubseg.Pivot(ref opposubseg);
|
||||
splitsubseg.Dissolve();
|
||||
opposubseg.Dissolve();
|
||||
splitsubseg.Dissolve(dummysub);
|
||||
opposubseg.Dissolve(dummysub);
|
||||
do
|
||||
{
|
||||
splitsubseg.SetSegOrg(newvertex);
|
||||
splitsubseg.Next();
|
||||
} while (splitsubseg.seg != Segment.Empty);
|
||||
} while (splitsubseg.seg.hash != Mesh.DUMMY);
|
||||
do
|
||||
{
|
||||
opposubseg.SetSegOrg(newvertex);
|
||||
opposubseg.Next();
|
||||
} while (opposubseg.seg != Segment.Empty);
|
||||
} 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.
|
||||
@@ -789,7 +800,7 @@ namespace TriangleNet.Meshing
|
||||
searchtri.Lnext(ref crosstri);
|
||||
crosstri.Pivot(ref crosssubseg);
|
||||
// Check for a crossing segment.
|
||||
if (crosssubseg.seg == Segment.Empty)
|
||||
if (crosssubseg.seg.hash == Mesh.DUMMY)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -850,12 +861,12 @@ namespace TriangleNet.Meshing
|
||||
fixuptri.Lnext(ref neartri);
|
||||
neartri.Sym(ref fartri);
|
||||
// Check if the edge opposite the origin of fixuptri can be flipped.
|
||||
if (fartri.tri.id == Triangle.EmptyID)
|
||||
if (fartri.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
return;
|
||||
}
|
||||
neartri.Pivot(ref faredge);
|
||||
if (faredge.seg != Segment.Empty)
|
||||
if (faredge.seg.hash != Mesh.DUMMY)
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -1027,7 +1038,7 @@ namespace TriangleNet.Meshing
|
||||
}
|
||||
// Check for two intersecting segments.
|
||||
fixuptri.Pivot(ref crosssubseg);
|
||||
if (crosssubseg.seg == Segment.Empty)
|
||||
if (crosssubseg.seg.hash == Mesh.DUMMY)
|
||||
{
|
||||
mesh.Flip(ref fixuptri); // May create inverted triangle at left.
|
||||
}
|
||||
@@ -1067,6 +1078,8 @@ namespace TriangleNet.Meshing
|
||||
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)
|
||||
@@ -1077,7 +1090,7 @@ namespace TriangleNet.Meshing
|
||||
if (checkvertex != endpoint1)
|
||||
{
|
||||
// Find a boundary triangle to search from.
|
||||
searchtri1.tri = Triangle.Empty;
|
||||
searchtri1.tri = dummytri;
|
||||
searchtri1.orient = 0;
|
||||
searchtri1.Sym();
|
||||
// Search for the segment's first endpoint by point location.
|
||||
@@ -1111,7 +1124,7 @@ namespace TriangleNet.Meshing
|
||||
if (checkvertex != endpoint2)
|
||||
{
|
||||
// Find a boundary triangle to search from.
|
||||
searchtri2.tri = Triangle.Empty;
|
||||
searchtri2.tri = dummytri;
|
||||
searchtri2.orient = 0;
|
||||
searchtri2.Sym();
|
||||
// Search for the segment's second endpoint by point location.
|
||||
@@ -1148,7 +1161,7 @@ namespace TriangleNet.Meshing
|
||||
Otri starttri = default(Otri);
|
||||
|
||||
// Find a triangle handle on the hull.
|
||||
hulltri.tri = Triangle.Empty;
|
||||
hulltri.tri = mesh.dummytri;
|
||||
hulltri.orient = 0;
|
||||
hulltri.Sym();
|
||||
// Remember where we started so we know when to stop.
|
||||
@@ -1161,7 +1174,7 @@ namespace TriangleNet.Meshing
|
||||
// To find the next hull edge, go clockwise around the next vertex.
|
||||
hulltri.Lnext();
|
||||
hulltri.Oprev(ref nexttri);
|
||||
while (nexttri.tri.id != Triangle.EmptyID)
|
||||
while (nexttri.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
nexttri.Copy(ref hulltri);
|
||||
hulltri.Oprev(ref nexttri);
|
||||
|
||||
@@ -106,7 +106,7 @@ namespace TriangleNet.Meshing
|
||||
for (i = 0; i < mesh.vertices.Count; i++)
|
||||
{
|
||||
Otri tmp = default(Otri);
|
||||
tmp.tri = Triangle.Empty;
|
||||
tmp.tri = mesh.dummytri;
|
||||
vertexarray[i] = new List<Otri>(3);
|
||||
vertexarray[i].Add(tmp);
|
||||
}
|
||||
@@ -164,7 +164,7 @@ namespace TriangleNet.Meshing
|
||||
|
||||
checktri = nexttri;
|
||||
|
||||
if (checktri.tri.id != Triangle.EmptyID)
|
||||
if (checktri.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
tdest = tri.Dest();
|
||||
tapex = tri.Apex();
|
||||
@@ -192,7 +192,7 @@ namespace TriangleNet.Meshing
|
||||
nexttri = vertexarray[aroundvertex][index];
|
||||
|
||||
checktri = nexttri;
|
||||
} while (checktri.tri.id != Triangle.EmptyID);
|
||||
} while (checktri.tri.id != Mesh.DUMMY);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -276,7 +276,7 @@ namespace TriangleNet.Meshing
|
||||
// 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 != Triangle.EmptyID))
|
||||
while (notfound && (checktri.tri.id != Mesh.DUMMY))
|
||||
{
|
||||
checkdest = checktri.Dest();
|
||||
|
||||
@@ -289,7 +289,7 @@ namespace TriangleNet.Meshing
|
||||
checktri.SegBond(ref subseg);
|
||||
// Check if this is a boundary edge.
|
||||
checktri.Sym(ref checkneighbor);
|
||||
if (checkneighbor.tri.id == Triangle.EmptyID)
|
||||
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
|
||||
@@ -321,16 +321,16 @@ namespace TriangleNet.Meshing
|
||||
nexttri = vertexarray[i][index];
|
||||
checktri = nexttri;
|
||||
|
||||
while (checktri.tri.id != Triangle.EmptyID)
|
||||
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();
|
||||
checktri.SegDissolve(mesh.dummysub);
|
||||
checktri.Sym(ref checkneighbor);
|
||||
if (checkneighbor.tri.id == Triangle.EmptyID)
|
||||
if (checkneighbor.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
mesh.InsertSubseg(ref checktri, 1);
|
||||
hullsize++;
|
||||
|
||||
@@ -76,7 +76,7 @@ namespace TriangleNet.Meshing.Iterators
|
||||
|
||||
tri.Sym(ref neighbor);
|
||||
|
||||
if ((tri.tri.id < neighbor.tri.id) || (neighbor.tri.id == Triangle.EmptyID))
|
||||
if ((tri.tri.id < neighbor.tri.id) || (neighbor.tri.id == Mesh.DUMMY))
|
||||
{
|
||||
p1 = tri.Org();
|
||||
p2 = tri.Dest();
|
||||
|
||||
@@ -66,8 +66,8 @@ namespace TriangleNet.Meshing.Iterators
|
||||
testtri.Pivot(ref neighborsubseg);
|
||||
// Make sure the neighbor exists, is not already infected, and
|
||||
// isn't protected by a subsegment.
|
||||
if ((neighbor.tri.id != Triangle.EmptyID) && !neighbor.IsInfected()
|
||||
&& (neighborsubseg.seg == Segment.Empty))
|
||||
if ((neighbor.tri.id != Mesh.DUMMY) && !neighbor.IsInfected()
|
||||
&& (neighborsubseg.seg.hash == Mesh.DUMMY))
|
||||
{
|
||||
// Infect the neighbor.
|
||||
neighbor.Infect();
|
||||
@@ -104,7 +104,7 @@ namespace TriangleNet.Meshing.Iterators
|
||||
/// </summary>
|
||||
public void Process(Triangle triangle, Action<Triangle> func)
|
||||
{
|
||||
if (triangle.id != Triangle.EmptyID)
|
||||
if (triangle.id != Mesh.DUMMY)
|
||||
{
|
||||
// Make sure the triangle under consideration still exists.
|
||||
// It may have been eaten by the virus.
|
||||
|
||||
@@ -90,7 +90,7 @@ namespace TriangleNet.Meshing
|
||||
// Check one neighbor of the subsegment.
|
||||
testsubseg.Pivot(ref neighbortri);
|
||||
// Does the neighbor exist, or is this a boundary edge?
|
||||
if (neighbortri.tri.id != Triangle.EmptyID)
|
||||
if (neighbortri.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
sides++;
|
||||
// Find a vertex opposite this subsegment.
|
||||
@@ -120,7 +120,7 @@ namespace TriangleNet.Meshing
|
||||
testsubseg.Sym(ref testsym);
|
||||
testsym.Pivot(ref neighbortri);
|
||||
// Does the neighbor exist, or is this a boundary edge?
|
||||
if (neighbortri.tri.id != Triangle.EmptyID)
|
||||
if (neighbortri.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
sides++;
|
||||
// Find the other vertex opposite this subsegment.
|
||||
@@ -319,7 +319,7 @@ namespace TriangleNet.Meshing
|
||||
// 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 == Segment.Empty)
|
||||
if (testsub.seg.hash == Mesh.DUMMY)
|
||||
{
|
||||
// No common segment. Find a subsegment that contains 'torg'.
|
||||
tri1.Copy(ref tri2);
|
||||
@@ -327,7 +327,7 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
tri1.Oprev();
|
||||
tri1.Pivot(ref testsub);
|
||||
} while (testsub.seg == Segment.Empty);
|
||||
} while (testsub.seg.hash == Mesh.DUMMY);
|
||||
// Find the endpoints of the containing segment.
|
||||
org1 = testsub.SegOrg();
|
||||
dest1 = testsub.SegDest();
|
||||
@@ -336,7 +336,7 @@ namespace TriangleNet.Meshing
|
||||
{
|
||||
tri2.Dnext();
|
||||
tri2.Pivot(ref testsub);
|
||||
} while (testsub.seg == Segment.Empty);
|
||||
} while (testsub.seg.hash == Mesh.DUMMY);
|
||||
// Find the endpoints of the containing segment.
|
||||
org2 = testsub.SegOrg();
|
||||
dest2 = testsub.SegDest();
|
||||
@@ -459,11 +459,11 @@ namespace TriangleNet.Meshing
|
||||
currentenc.Pivot(ref enctri);
|
||||
enctri.Lnext(ref testtri);
|
||||
testtri.Pivot(ref testsh);
|
||||
acuteorg = testsh.seg != Segment.Empty;
|
||||
acuteorg = testsh.seg.hash != Mesh.DUMMY;
|
||||
// Is the destination shared with another segment?
|
||||
testtri.Lnext();
|
||||
testtri.Pivot(ref testsh);
|
||||
acutedest = testsh.seg != Segment.Empty;
|
||||
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
|
||||
@@ -484,17 +484,17 @@ namespace TriangleNet.Meshing
|
||||
|
||||
// Now, check the other side of the segment, if there's a triangle there.
|
||||
enctri.Sym(ref testtri);
|
||||
if (testtri.tri.id != Triangle.EmptyID)
|
||||
if (testtri.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
// Is the destination shared with another segment?
|
||||
testtri.Lnext();
|
||||
testtri.Pivot(ref testsh);
|
||||
acutedest2 = testsh.seg != Segment.Empty;
|
||||
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 != Segment.Empty;
|
||||
acuteorg2 = testsh.seg.hash != Mesh.DUMMY;
|
||||
acuteorg = acuteorg || acuteorg2;
|
||||
|
||||
// Delete free vertices from the subsegment's diametral circle.
|
||||
|
||||
@@ -2364,7 +2364,7 @@ namespace TriangleNet
|
||||
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 != Triangle.EmptyID)
|
||||
if (neighbor.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
// then check if two wanted corners are also in this triangle
|
||||
// take the vertices of the candidate neighbor
|
||||
|
||||
@@ -16,19 +16,24 @@ namespace TriangleNet
|
||||
/// </summary>
|
||||
class Sampler
|
||||
{
|
||||
static Random rand = new Random(DateTime.Now.Millisecond);
|
||||
// Empirically chosen factor.
|
||||
private const int samplefactor = 11;
|
||||
|
||||
private Random rand;
|
||||
|
||||
// Number of random samples for point location (at least 1).
|
||||
int samples = 1;
|
||||
private int samples = 1;
|
||||
|
||||
// Number of triangles in mesh.
|
||||
int triangleCount = 0;
|
||||
|
||||
// Empirically chosen factor.
|
||||
static int samplefactor = 11;
|
||||
private int triangleCount = 0;
|
||||
|
||||
// Keys of the triangle dictionary.
|
||||
int[] keys;
|
||||
private int[] keys;
|
||||
|
||||
public Sampler()
|
||||
{
|
||||
this.rand = new Random(110503);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reset the sampler.
|
||||
|
||||
@@ -79,11 +79,16 @@ namespace TriangleNet.Topology.DCEL
|
||||
this.generator = generator;
|
||||
this.edge = edge;
|
||||
this.bounded = true;
|
||||
|
||||
if (generator != null)
|
||||
{
|
||||
this.id = generator.ID;
|
||||
}
|
||||
}
|
||||
|
||||
public override string ToString()
|
||||
{
|
||||
return string.Format("F-ID {0}", generator == null ? id : generator.id);
|
||||
return string.Format("F-ID {0}", id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -213,9 +213,9 @@ namespace TriangleNet.Topology
|
||||
/// </summary>
|
||||
/// <remarks>Note that the other subsegment will still think it's
|
||||
/// connected to this subsegment.</remarks>
|
||||
internal void Dissolve()
|
||||
internal void Dissolve(Segment dummy)
|
||||
{
|
||||
seg.subsegs[orient].seg = Segment.Empty;
|
||||
seg.subsegs[orient].seg = dummy;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -229,9 +229,9 @@ namespace TriangleNet.Topology
|
||||
/// <summary>
|
||||
/// Dissolve a bond (from the subsegment side).
|
||||
/// </summary>
|
||||
internal void TriDissolve()
|
||||
internal void TriDissolve(Triangle dummy)
|
||||
{
|
||||
seg.triangles[orient].tri = Triangle.Empty;
|
||||
seg.triangles[orient].tri = dummy;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -396,9 +396,9 @@ namespace TriangleNet.Topology
|
||||
/// this triangle. Usually, however, the other triangle is being deleted
|
||||
/// entirely, or bonded to another triangle, so it doesn't matter.
|
||||
/// </remarks>
|
||||
internal void Dissolve()
|
||||
internal void Dissolve(Triangle dummy)
|
||||
{
|
||||
tri.neighbors[orient].tri = Triangle.Empty;
|
||||
tri.neighbors[orient].tri = dummy;
|
||||
tri.neighbors[orient].orient = 0;
|
||||
}
|
||||
|
||||
@@ -454,9 +454,9 @@ namespace TriangleNet.Topology
|
||||
/// <summary>
|
||||
/// Dissolve a bond (from the triangle side).
|
||||
/// </summary>
|
||||
internal void SegDissolve()
|
||||
internal void SegDissolve(Segment dummy)
|
||||
{
|
||||
tri.subsegs[orient].seg = Segment.Empty;
|
||||
tri.subsegs[orient].seg = dummy;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -15,29 +15,6 @@ namespace TriangleNet.Topology
|
||||
/// </summary>
|
||||
public class Segment : ISegment
|
||||
{
|
||||
#region Static initialization of "omnipresent" subsegment
|
||||
|
||||
// Set up 'dummysub', the omnipresent subsegment pointed to by any
|
||||
// triangle side or subsegment end that isn't attached to a real
|
||||
// subsegment.
|
||||
|
||||
internal static readonly Segment Empty;
|
||||
|
||||
static Segment()
|
||||
{
|
||||
Empty = new Segment();
|
||||
Empty.hash = -1;
|
||||
|
||||
// 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.
|
||||
Empty.subsegs[0].seg = Empty;
|
||||
Empty.subsegs[1].seg = Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// Hash for dictionary. Will be set by mesh instance.
|
||||
internal int hash;
|
||||
|
||||
@@ -48,22 +25,18 @@ namespace TriangleNet.Topology
|
||||
|
||||
public Segment()
|
||||
{
|
||||
// Initialize the two adjoining subsegments to be the omnipresent
|
||||
// subsegment.
|
||||
subsegs = new Osub[2];
|
||||
subsegs[0].seg = Empty;
|
||||
subsegs[1].seg = Empty;
|
||||
|
||||
// Four NULL vertices.
|
||||
vertices = new Vertex[4];
|
||||
|
||||
// Initialize the two adjoining triangles to be "outer space."
|
||||
triangles = new Otri[2];
|
||||
triangles[0].tri = Triangle.Empty;
|
||||
triangles[1].tri = Triangle.Empty;
|
||||
|
||||
// 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
|
||||
@@ -107,7 +80,7 @@ namespace TriangleNet.Topology
|
||||
/// </summary>
|
||||
public ITriangle GetTriangle(int index)
|
||||
{
|
||||
return triangles[index].tri.id == Triangle.EmptyID ? null : triangles[index].tri;
|
||||
return triangles[index].tri.hash == Mesh.DUMMY ? null : triangles[index].tri;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
|
||||
@@ -15,61 +15,6 @@ namespace TriangleNet.Topology
|
||||
/// </summary>
|
||||
public class Triangle : ITriangle
|
||||
{
|
||||
#region Static initialization of "Outer Space" triangle
|
||||
|
||||
// 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 const int EmptyID = -1;
|
||||
|
||||
internal static readonly Triangle Empty;
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the dummytri (Triangle.Empty).
|
||||
/// </summary>
|
||||
static Triangle()
|
||||
{
|
||||
// Set up 'dummytri', the 'triangle' that occupies "outer space."
|
||||
Empty = new Triangle();
|
||||
Empty.hash = Empty.id = EmptyID;
|
||||
|
||||
// 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.
|
||||
Empty.neighbors[0].tri = Empty;
|
||||
Empty.neighbors[1].tri = Empty;
|
||||
Empty.neighbors[2].tri = Empty;
|
||||
|
||||
if (Segment.Empty == null)
|
||||
{
|
||||
// In case the static Segment constructor hasn't been called yet.
|
||||
Empty.subsegs[0].seg = new Segment();
|
||||
}
|
||||
|
||||
// Initialize the three adjoining subsegments of 'dummytri' to be
|
||||
// the omnipresent subsegment.
|
||||
Empty.subsegs[0].seg = Segment.Empty;
|
||||
Empty.subsegs[1].seg = Segment.Empty;
|
||||
Empty.subsegs[2].seg = Segment.Empty;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// Hash for dictionary. Will be set by mesh instance.
|
||||
internal int hash;
|
||||
|
||||
@@ -93,15 +38,9 @@ namespace TriangleNet.Topology
|
||||
|
||||
// Initialize the three adjoining subsegments to be the omnipresent subsegment.
|
||||
subsegs = new Osub[3];
|
||||
subsegs[0].seg = Segment.Empty;
|
||||
subsegs[1].seg = Segment.Empty;
|
||||
subsegs[2].seg = Segment.Empty;
|
||||
|
||||
// Initialize the three adjoining triangles to be "outer space".
|
||||
neighbors = new Otri[3];
|
||||
neighbors[0].tri = Empty;
|
||||
neighbors[1].tri = Empty;
|
||||
neighbors[2].tri = Empty;
|
||||
|
||||
// area = -1.0;
|
||||
}
|
||||
@@ -185,7 +124,7 @@ namespace TriangleNet.Topology
|
||||
/// <returns>The neigbbor opposite of vertex with given index.</returns>
|
||||
public ITriangle GetNeighbor(int index)
|
||||
{
|
||||
return neighbors[index].tri.id == EmptyID ? null : neighbors[index].tri;
|
||||
return neighbors[index].tri.hash == Mesh.DUMMY ? null : neighbors[index].tri;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -195,7 +134,7 @@ namespace TriangleNet.Topology
|
||||
/// <returns>The segment opposite of vertex with given index.</returns>
|
||||
public ISegment GetSegment(int index)
|
||||
{
|
||||
return subsegs[index].seg == Segment.Empty ? null : subsegs[index].seg;
|
||||
return subsegs[index].seg.hash == Mesh.DUMMY ? null : subsegs[index].seg;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@@ -196,7 +196,7 @@ namespace TriangleNet
|
||||
{
|
||||
// Check for walking through a subsegment.
|
||||
backtracktri.Pivot(ref checkedge);
|
||||
if (checkedge.seg != Segment.Empty)
|
||||
if (checkedge.seg.hash != Mesh.DUMMY)
|
||||
{
|
||||
// Go back to the last triangle.
|
||||
backtracktri.Copy(ref searchtri);
|
||||
@@ -204,7 +204,7 @@ namespace TriangleNet
|
||||
}
|
||||
}
|
||||
// Check for walking right out of the triangulation.
|
||||
if (searchtri.tri.id == Triangle.EmptyID)
|
||||
if (searchtri.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
// Go back to the last triangle.
|
||||
backtracktri.Copy(ref searchtri);
|
||||
|
||||
@@ -177,7 +177,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
e.orient = 0;
|
||||
e.Pivot(ref f);
|
||||
|
||||
if (f.tri.id != Triangle.EmptyID && !f.tri.infected)
|
||||
if (f.tri.id != Mesh.DUMMY && !f.tri.infected)
|
||||
{
|
||||
triangles.Push(f.tri);
|
||||
}
|
||||
@@ -185,7 +185,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
e.Sym();
|
||||
e.Pivot(ref f);
|
||||
|
||||
if (f.tri.id != Triangle.EmptyID && !f.tri.infected)
|
||||
if (f.tri.id != Mesh.DUMMY && !f.tri.infected)
|
||||
{
|
||||
triangles.Push(f.tri);
|
||||
}
|
||||
@@ -216,7 +216,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
|
||||
// if f0 is finite and tagged non-blind & the common edge
|
||||
// between f and f0 is unconstrained then
|
||||
if (f0.tri.id != Triangle.EmptyID && !f0.tri.infected && sub1.seg == Segment.Empty)
|
||||
if (f0.tri.id != Mesh.DUMMY && !f0.tri.infected && sub1.seg.hash == Mesh.DUMMY)
|
||||
{
|
||||
// Push f0 into triangles.
|
||||
triangles.Push(f0.tri);
|
||||
@@ -413,10 +413,10 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
f_init.Oprev(ref f_prev);
|
||||
|
||||
// Is the border to the left?
|
||||
if (f_prev.tri.id != Triangle.EmptyID)
|
||||
if (f_prev.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
// Go clockwise until we reach the border (or the initial triangle)
|
||||
while (f_prev.tri.id != Triangle.EmptyID && !f_prev.Equal(f_init))
|
||||
while (f_prev.tri.id != Mesh.DUMMY && !f_prev.Equal(f_init))
|
||||
{
|
||||
f_prev.Copy(ref f);
|
||||
f_prev.Oprev();
|
||||
@@ -426,7 +426,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
f.Onext(ref f_next);
|
||||
}
|
||||
|
||||
if (f_prev.tri.id == Triangle.EmptyID)
|
||||
if (f_prev.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
// For vertices on the domain boundaray, add the vertex. For
|
||||
// internal boundaries don't add it.
|
||||
@@ -452,7 +452,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
// 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 == Triangle.EmptyID)
|
||||
if (f_next.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
if (!f.tri.infected)
|
||||
{
|
||||
|
||||
@@ -156,11 +156,11 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
f_init.Onext(ref f_next);
|
||||
|
||||
// Check if f_init lies on the boundary of the triangulation.
|
||||
if (f_next.tri.id == Triangle.EmptyID)
|
||||
if (f_next.tri.id == Mesh.DUMMY)
|
||||
{
|
||||
f_init.Oprev(ref f_prev);
|
||||
|
||||
if (f_prev.tri.id != Triangle.EmptyID)
|
||||
if (f_prev.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
f_init.Copy(ref f_next);
|
||||
// Move one triangle clockwise
|
||||
@@ -170,7 +170,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
}
|
||||
|
||||
// Go counterclockwise until we reach the border or the initial triangle.
|
||||
while (f_next.tri.id != Triangle.EmptyID)
|
||||
while (f_next.tri.id != Mesh.DUMMY)
|
||||
{
|
||||
// Add circumcenter of current triangle
|
||||
vpoints.Add(points[f.tri.id]);
|
||||
@@ -228,7 +228,7 @@ namespace TriangleNet.Voronoi.Legacy
|
||||
f_init.Copy(ref f);
|
||||
f.Oprev(ref f_prev);
|
||||
|
||||
while (f_prev.tri.id != Triangle.EmptyID)
|
||||
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]);
|
||||
|
||||
Reference in New Issue
Block a user