1 | #include <cstdio>
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2 | #include <cstring>
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3 | #include <cmath>
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4 | #include <ctime>
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5 |
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6 | #include "../objects.h"
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7 |
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8 | namespace bamg {
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9 |
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10 | /*Constructors/Destructors*/
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11 | /*FUNCTION Triangle(){{{1*/
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12 | Triangle::Triangle(void){
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13 |
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14 | }
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15 | /*}}}*/
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16 | /*FUNCTION Triangle(Mesh *Th,long i,long j,long k) {{{1*/
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17 | Triangle::Triangle(Mesh *Th,long i,long j,long k) {
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18 | BamgVertex *v=Th->vertices;
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19 | long nbv = Th->nbv;
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20 | if (i<0 || j<0 || k<0){
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21 | _error_("i<0 || j<0 || k<0");
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22 | }
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23 | if (i>=nbv || j>=nbv || k>=nbv){
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24 | _error_("i>=nbv || j>=nbv || k>=nbv");
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25 | }
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26 | vertices[0]=v+i;
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27 | vertices[1]=v+j;
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28 | vertices[2]=v+k;
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29 | adj[0]=adj[1]=adj[2]=0;
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30 | AdjEdgeIndex[0]=AdjEdgeIndex[1]=AdjEdgeIndex[2]=0;
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31 | det=0;
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32 | }
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33 | /*}}}*/
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34 | /*FUNCTION Triangle(BamgVertex *v0,BamgVertex *v1,BamgVertex *v2) {{{1*/
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35 | Triangle::Triangle(BamgVertex *v0,BamgVertex *v1,BamgVertex *v2){
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36 | vertices[0]=v0;
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37 | vertices[1]=v1;
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38 | vertices[2]=v2;
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39 | adj[0]=adj[1]=adj[2]=0;
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40 | AdjEdgeIndex[0]=AdjEdgeIndex[1]=AdjEdgeIndex[2]=0;
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41 | if (v0) det=0;
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42 | else {
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43 | det=-1;
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44 | link=NULL;};
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45 | }
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46 | /*}}}*/
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47 |
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48 | /*Methods*/
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49 | /*FUNCTION Triangle::Adj{{{1*/
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50 | AdjacentTriangle Triangle::Adj(int i) const {
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51 | return AdjacentTriangle(adj[i],AdjEdgeIndex[i]&3);
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52 | };/*}}}*/
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53 | /*FUNCTION Triangle::Echo {{{1*/
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54 | void Triangle::Echo(void){
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55 |
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56 | int i;
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57 |
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58 | printf("Triangle:\n");
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59 | printf(" vertices pointer towards three vertices\n");
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60 | printf(" vertices[0] vertices[1] vertices[2] = %p %p %p\n",vertices[0],vertices[1],vertices[2]);
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61 | printf(" adj pointer towards three adjacent triangles\n");
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62 | printf(" adj[0] adj[1] adj[2] = %p %p %p\n",adj[0],adj[1],adj[2]);
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63 | printf(" det (integer triangle determinant) = %i\n",det);
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64 | if (link){
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65 | printf(" link (pointer toward duplicate triangle)= %p\n",link);
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66 | }
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67 | else{
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68 | printf(" color = %i\n",color);
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69 | }
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70 |
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71 | printf("\nThree vertices:\n");
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72 | for(i=0;i<3;i++){
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73 | if (vertices[i]){
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74 | vertices[i]->Echo();
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75 | }
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76 | else{
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77 | printf(" vertex %i does not exist\n",i+1);
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78 | }
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79 | }
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80 |
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81 | return;
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82 | }
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83 | /*}}}*/
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84 | /*FUNCTION Triangle::FindBoundaryEdge{{{1*/
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85 | AdjacentTriangle Triangle::FindBoundaryEdge(int i) const{
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86 | /*Original code from Frederic Hecht <hecht@ann.jussieu.fr> (BAMG v1.01, Mesh2.cpp/FindBoundaryEdge)*/
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87 |
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88 | /*Intermediary*/
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89 | Triangle* ttc=NULL;
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90 | int k,j,jc;
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91 |
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92 | // call current triangle t
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93 | Triangle* t = (Triangle*)this;
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94 |
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95 | //is the current triangle inside or outside?
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96 | int outside=!link ;
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97 |
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98 | // EdgesVertexTriangle[3][2] = {{1,2},{2,0},{0,1}};
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99 | // initialize j as the first vertex of the ith edge
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100 | j=EdgesVertexTriangle[i][0];
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101 |
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102 | //Loop over the adjacent triangle of t
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103 | k=0;
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104 | do{
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105 | //keep track of outside
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106 | int outsidep = outside;
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107 | //increment k
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108 | k++;
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109 | //Get ttc, adjacent triangle of t with respect to vertex j
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110 | ttc = t->adj[j];
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111 | //is the current triangle inside or outside?
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112 | outside = !ttc->link;
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113 | //if both previous triangle are outside, return
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114 | if (outside+outsidep == 1) return AdjacentTriangle(t,j);
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115 |
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116 | //update t and j
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117 | t = ttc;
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118 | //NextEdge[3] = {1,2,0};
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119 | jc = NextEdge[t->AdjEdgeIndex[j]&3];
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120 | j = NextEdge[jc];
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121 |
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122 | //check number of iterations
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123 | if (k>=2000){
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124 | _error_("too many iteration in Triangle::FindBoundaryEdge (k>=2000)");
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125 | }
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126 | } while (this!= t);
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127 | //not found, return empty triangle
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128 | return AdjacentTriangle(NULL,0);
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129 | }
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130 | /*}}}1*/
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131 | /*FUNCTION Triangle::GetAllflag{{{1*/
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132 | int Triangle::GetAllflag(int a){
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133 | return AdjEdgeIndex[a] & 1020;
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134 | }/*}}}*/
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135 | /*FUNCTION Triangle::Hidden{{{1*/
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136 | int Triangle::Hidden(int a)const {
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137 | return AdjEdgeIndex[a]&16;
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138 | } /*}}}*/
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139 | /*FUNCTION Triangle::Locked{{{1*/
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140 | int Triangle::Locked(int a)const {
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141 | return AdjEdgeIndex[a]&4;
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142 | } /*}}}*/
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143 | /*FUNCTION Triangle::NuEdgeTriangleAdj{{{1*/
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144 | short Triangle::NuEdgeTriangleAdj(int i) const {
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145 | /*Number of the adjacent edge in adj tria (make sure it is between 0 and 2*/
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146 | return AdjEdgeIndex[i&3]&3;
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147 | }/*}}}*/
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148 | /*FUNCTION Triangle::Optim{{{1*/
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149 | long Triangle::Optim(short i,int koption) {
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150 | /*Original code from Frederic Hecht <hecht@ann.jussieu.fr> (BAMG v1.01, Mesh2.cpp/Optim)*/
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151 |
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152 | // turn around (positive direction)
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153 | Triangle *t=this;
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154 | long NbSwap =0;
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155 | int k = 0;
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156 | int j = OppositeEdge[i];
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157 | int jp= PreviousEdge[j];
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158 |
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159 | // initialize tp, jp the previous triangle & edge
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160 | Triangle *tp=adj[jp];
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161 | jp = AdjEdgeIndex[jp]&3;
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162 | do {
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163 | while (t->swap(j,koption)){
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164 | if (k>=20000) _error_("k>=20000");
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165 | NbSwap++;
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166 | k++;
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167 | t= tp->adj[jp]; // set unchange t qnd j for previous triangles
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168 | j= NextEdge[tp->AdjEdgeIndex[jp]&3];
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169 | }
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170 | // end on this Triangle
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171 | tp = t;
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172 | jp = NextEdge[j];
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173 |
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174 | t= tp->adj[jp]; // set unchange t qnd j for previous triangles
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175 | j= NextEdge[tp->AdjEdgeIndex[jp]&3];
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176 |
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177 | } while( t != this);
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178 | return NbSwap;
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179 | }
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180 | /*}}}1*/
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181 | /*FUNCTION Triangle::Quadrangle {{{1*/
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182 | Triangle* Triangle::Quadrangle(BamgVertex * & v0,BamgVertex * & v1,BamgVertex * & v2,BamgVertex * & v3) const{
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183 | // return the other triangle of the quad if a quad or 0 if not a quat
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184 | Triangle * t =0;
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185 | if (link) {
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186 | int a=-1;
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187 | if (AdjEdgeIndex[0] & 16 ) a=0;
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188 | if (AdjEdgeIndex[1] & 16 ) a=1;
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189 | if (AdjEdgeIndex[2] & 16 ) a=2;
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190 | if (a>=0) {
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191 | t = adj[a];
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192 | // if (t-this<0) return 0;
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193 | v2 = vertices[VerticesOfTriangularEdge[a][0]];
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194 | v0 = vertices[VerticesOfTriangularEdge[a][1]];
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195 | v1 = vertices[OppositeEdge[a]];
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196 | v3 = t->vertices[OppositeEdge[AdjEdgeIndex[a]&3]];
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197 | }
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198 | }
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199 | return t;
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200 | }
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201 | /*}}}*/
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202 | /*FUNCTION Triangle::QualityQuad {{{1*/
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203 | double Triangle::QualityQuad(int a,int option) const{
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204 | double q;
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205 | if (!link || AdjEdgeIndex[a] &4)
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206 | q= -1;
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207 | else {
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208 | Triangle * t = adj[a];
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209 | if (t-this<0) q= -1;// because we do 2 times
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210 | else if (!t->link ) q= -1;
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211 | else if (AdjEdgeIndex[0] & 16 || AdjEdgeIndex[1] & 16 || AdjEdgeIndex[2] & 16 || t->AdjEdgeIndex[0] & 16 || t->AdjEdgeIndex[1] & 16 || t->AdjEdgeIndex[2] & 16 )
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212 | q= -1;
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213 | else if(option){
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214 | const BamgVertex & v2 = *vertices[VerticesOfTriangularEdge[a][0]];
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215 | const BamgVertex & v0 = *vertices[VerticesOfTriangularEdge[a][1]];
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216 | const BamgVertex & v1 = *vertices[OppositeEdge[a]];
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217 | const BamgVertex & v3 = * t->vertices[OppositeEdge[AdjEdgeIndex[a]&3]];
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218 | q = QuadQuality(v0,v1,v2,v3); // do the float part
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219 | }
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220 | else q= 1;
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221 | }
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222 | return q;
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223 | }
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224 | /*}}}*/
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225 | /*FUNCTION Triangle::Renumbering(Triangle *tb,Triangle *te, long *renu){{{1*/
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226 | void Triangle::Renumbering(Triangle *tb,Triangle *te, long *renu){
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227 |
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228 | if (link >=tb && link <te) link = tb + renu[link -tb];
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229 | if (adj[0] >=tb && adj[0] <te) adj[0] = tb + renu[adj[0]-tb];
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230 | if (adj[1] >=tb && adj[1] <te) adj[1] = tb + renu[adj[1]-tb];
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231 | if (adj[2] >=tb && adj[2] <te) adj[2] = tb + renu[adj[2]-tb];
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232 | }/*}}}*/
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233 | /*FUNCTION Triangle::Renumbering(BamgVertex *vb,BamgVertex *ve, long *renu){{{1*/
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234 | void Triangle::Renumbering(BamgVertex *vb,BamgVertex *ve, long *renu){
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235 | if (vertices[0] >=vb && vertices[0] <ve) vertices[0] = vb + renu[vertices[0]-vb];
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236 | if (vertices[1] >=vb && vertices[1] <ve) vertices[1] = vb + renu[vertices[1]-vb];
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237 | if (vertices[2] >=vb && vertices[2] <ve) vertices[2] = vb + renu[vertices[2]-vb];
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238 | }/*}}}*/
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239 | /*FUNCTION Triangle::Set {{{1*/
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240 | void Triangle::Set(const Triangle & rec,const Mesh & Th ,Mesh & ThNew){
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241 | *this = rec;
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242 | if ( vertices[0] ) vertices[0] = ThNew.vertices + Th.GetId(vertices[0]);
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243 | if ( vertices[1] ) vertices[1] = ThNew.vertices + Th.GetId(vertices[1]);
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244 | if ( vertices[2] ) vertices[2] = ThNew.vertices + Th.GetId(vertices[2]);
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245 | if(adj[0]) adj[0] = ThNew.triangles + Th.GetId(adj[0]);
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246 | if(adj[1]) adj[1] = ThNew.triangles + Th.GetId(adj[1]);
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247 | if(adj[2]) adj[2] = ThNew.triangles + Th.GetId(adj[2]);
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248 | if (link >= Th.triangles && link < Th.triangles + Th.nbt)
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249 | link = ThNew.triangles + Th.GetId(link);
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250 | }
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251 | /*}}}*/
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252 | /*FUNCTION Triangle::SetAdjAdj{{{1*/
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253 | void Triangle::SetAdjAdj(short a){
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254 | // Copy all the mark
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255 | a &= 3;
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256 | register Triangle *tt=adj[a];
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257 | AdjEdgeIndex [a] &= 55; // remove MarkUnSwap
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258 | register short aatt = AdjEdgeIndex[a] & 3;
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259 | if(tt){
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260 | tt->adj[aatt]=this;
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261 | tt->AdjEdgeIndex[aatt]=a + (AdjEdgeIndex[a] & 60 ) ;
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262 | }
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263 | }/*}}}*/
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264 | /*FUNCTION Triangle::SetAdj2{{{1*/
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265 | void Triangle::SetAdj2(short a,Triangle *t,short aat){
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266 | /*For current triangle:
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267 | * - a is the index of the edge were the adjency is set (in [0 2])
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268 | * - t is the adjacent triangle
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269 | * - aat is the index of the same edge in the adjacent triangle*/
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270 | adj[a]=t;
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271 | AdjEdgeIndex[a]=aat;
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272 | if(t){ //if t!=NULL add adjacent triangle to t (this)
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273 | t->adj[aat]=this;
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274 | t->AdjEdgeIndex[aat]=a;
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275 | }
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276 | }/*}}}*/
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277 | /*FUNCTION Triangle::SetAllFlag{{{1*/
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278 | void Triangle::SetAllFlag(int a,int f){
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279 | AdjEdgeIndex[a] = (AdjEdgeIndex[a] &3) + (1020 & f);
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280 | }/*}}}*/
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281 | /*FUNCTION Triangle::SetDet{{{1*/
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282 | void Triangle::SetDet() {
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283 | if(vertices[0] && vertices[1] && vertices[2]) det = bamg::det(*vertices[0],*vertices[1],*vertices[2]);
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284 | else det = -1;
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285 | }/*}}}*/
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286 | /*FUNCTION Triangle::SetHidden{{{1*/
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287 | void Triangle::SetHidden(int a){
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288 | //Get Adjacent Triangle number a
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289 | register Triangle* t = adj[a];
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290 | //if it exist
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291 | //C|=D -> C=(C|D) bitwise inclusive OR
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292 | if(t) t->AdjEdgeIndex[AdjEdgeIndex[a] & 3] |=16;
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293 | AdjEdgeIndex[a] |= 16;
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294 | }/*}}}*/
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295 | /*FUNCTION Triangle::SetLocked{{{1*/
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296 | void Triangle::SetLocked(int a){
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297 | //mark the edge as on Boundary
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298 | register Triangle * t = adj[a];
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299 | t->AdjEdgeIndex[AdjEdgeIndex[a] & 3] |=4;
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300 | AdjEdgeIndex[a] |= 4;
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301 | }/*}}}*/
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302 | /*FUNCTION Triangle::SetMarkUnSwap{{{1*/
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303 | void Triangle::SetMarkUnSwap(int a){
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304 | register Triangle * t = adj[a];
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305 | t->AdjEdgeIndex[AdjEdgeIndex[a] & 3] |=8;
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306 | AdjEdgeIndex[a] |=8 ;
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307 | }/*}}}*/
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308 | /*FUNCTION Triangle::SetSingleVertexToTriangleConnectivity{{{1*/
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309 | void Triangle::SetSingleVertexToTriangleConnectivity() {
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310 | if (vertices[0]) (vertices[0]->t=this,vertices[0]->IndexInTriangle=0);
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311 | if (vertices[1]) (vertices[1]->t=this,vertices[1]->IndexInTriangle=1);
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312 | if (vertices[2]) (vertices[2]->t=this,vertices[2]->IndexInTriangle=2);
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313 | }/*}}}*/
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314 | /*FUNCTION Triangle::SetUnMarkUnSwap{{{1*/
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315 | void Triangle::SetUnMarkUnSwap(int a){
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316 | register Triangle * t = adj[a];
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317 | t->AdjEdgeIndex[AdjEdgeIndex[a] & 3] &=55; // 23 + 32
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318 | AdjEdgeIndex[a] &=55 ;
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319 | }/*}}}*/
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320 | /*FUNCTION Triangle::swap{{{1*/
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321 | int Triangle::swap(short a,int koption){
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322 | /*Original code from Frederic Hecht <hecht@ann.jussieu.fr> (BAMG v1.01, Mesh2.cpp/swap)*/
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323 |
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324 | if(a/4 !=0) return 0;// arete lock or MarkUnSwap
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325 |
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326 | register Triangle *t1=this,*t2=adj[a];// les 2 triangles adjacent
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327 | register short a1=a,a2=AdjEdgeIndex[a];// les 2 numero de l arete dans les 2 triangles
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328 | if(a2/4 !=0) return 0; // arete lock or MarkUnSwap
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329 |
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330 | register BamgVertex *sa=t1->vertices[VerticesOfTriangularEdge[a1][0]];
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331 | register BamgVertex *sb=t1->vertices[VerticesOfTriangularEdge[a1][1]];
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332 | register BamgVertex *s1=t1->vertices[OppositeVertex[a1]];
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333 | register BamgVertex *s2=t2->vertices[OppositeVertex[a2]];
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334 |
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335 | Icoor2 det1=t1->det , det2=t2->det ;
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336 | Icoor2 detT = det1+det2;
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337 | Icoor2 detA = Abs(det1) + Abs(det2);
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338 | Icoor2 detMin = Min(det1,det2);
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339 |
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340 | int OnSwap = 0;
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341 | // si 2 triangle infini (bord) => detT = -2;
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342 | if (sa == 0) {// les deux triangles sont frontieres
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343 | det2=bamg::det(s2->i,sb->i,s1->i);
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344 | OnSwap = det2 >0;}
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345 | else if (sb == 0) { // les deux triangles sont frontieres
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346 | det1=bamg::det(s1->i,sa->i,s2->i);
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347 | OnSwap = det1 >0;}
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348 | else if(( s1 != 0) && (s2 != 0) ) {
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349 | det1 = bamg::det(s1->i,sa->i,s2->i);
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350 | det2 = detT - det1;
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351 | OnSwap = (Abs(det1) + Abs(det2)) < detA;
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352 |
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353 | Icoor2 detMinNew=Min(det1,det2);
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354 | // if (detMin<0 && (Abs(det1) + Abs(det2) == detA)) OnSwap=BinaryRand();// just for test
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355 | if (! OnSwap &&(detMinNew>0)) {
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356 | OnSwap = detMin ==0;
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357 | if (! OnSwap) {
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358 | int kopt = koption;
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359 | while (1)
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360 | if(kopt) {
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361 | // critere de Delaunay pure isotrope
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362 | register Icoor2 xb1 = sb->i.x - s1->i.x,
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363 | x21 = s2->i.x - s1->i.x,
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364 | yb1 = sb->i.y - s1->i.y,
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365 | y21 = s2->i.y - s1->i.y,
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366 | xba = sb->i.x - sa->i.x,
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367 | x2a = s2->i.x - sa->i.x,
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368 | yba = sb->i.y - sa->i.y,
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369 | y2a = s2->i.y - sa->i.y;
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370 | register double
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371 | cosb12 = double(xb1*x21 + yb1*y21),
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372 | cosba2 = double(xba*x2a + yba*y2a) ,
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373 | sinb12 = double(det2),
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374 | sinba2 = double(t2->det);
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375 |
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376 |
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377 | // angle b12 > angle ba2 => cotg(angle b12) < cotg(angle ba2)
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378 | OnSwap = ((double) cosb12 * (double) sinba2) < ((double) cosba2 * (double) sinb12);
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379 | break;
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380 | }
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381 | else {
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382 | // critere de Delaunay anisotrope
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383 | double som;
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384 | I2 AB=(I2) *sb - (I2) *sa;
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385 | I2 MAB2=((I2) *sb + (I2) *sa);
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386 | R2 MAB(MAB2.x*0.5,MAB2.y*0.5);
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387 | I2 A1=(I2) *s1 - (I2) *sa;
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388 | I2 D = (I2) * s1 - (I2) * sb ;
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389 | R2 S2(s2->i.x,s2->i.y);
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390 | R2 S1(s1->i.x,s1->i.y);
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391 | {
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392 | Metric M=s1->m;
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393 | R2 ABo = M.Orthogonal(AB);
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394 | R2 A1o = M.Orthogonal(A1);
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395 | // (A+B)+ x ABo = (S1+B)/2+ y A1
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396 | // ABo x - A1o y = (S1+B)/2-(A+B)/2 = (S1-B)/2 = D/2
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397 | double dd = Abs(ABo.x*A1o.y)+Abs(ABo.y*A1o.x);
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398 | double d = (ABo.x*A1o.y - ABo.y*A1o.x)*2; // because D/2
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399 | if (Abs(d) > dd*1.e-3) {
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400 | R2 C(MAB+ABo*((D.x*A1o.y - D.y*A1o.x)/d));
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401 | som = M(C - S2)/M(C - S1);
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402 | } else
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403 | {kopt=1;continue;}
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404 |
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405 | }
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406 | {
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407 | Metric M=s2->m;
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408 | R2 ABo = M.Orthogonal(AB);
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409 | R2 A1o = M.Orthogonal(A1);
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410 | // (A+B)+ x ABo = (S1+B)/2+ y A1
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411 | // ABo x - A1o y = (S1+B)/2-(A+B)/2 = (S1-B)/2 = D/2
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412 | double dd = Abs(ABo.x*A1o.y)+Abs(ABo.y*A1o.x);
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413 | double d = (ABo.x*A1o.y - ABo.y*A1o.x)*2; // because D/2
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414 | if(Abs(d) > dd*1.e-3) {
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415 | R2 C(MAB+ABo*((D.x*A1o.y - D.y*A1o.x)/d));
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416 | som += M(C - S2)/M(C - S1);
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417 | } else
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418 | {kopt=1;continue;}
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419 | }
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420 | OnSwap = som < 2;
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421 | break;
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422 | }
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423 |
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424 | } // OnSwap
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425 | } // (! OnSwap &&(det1 > 0) && (det2 > 0) )
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426 | }
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427 | if( OnSwap )
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428 | bamg::swap(t1,a1,t2,a2,s1,s2,det1,det2);
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429 | else {
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430 | t1->SetMarkUnSwap(a1);
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431 | }
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432 | return OnSwap;
|
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433 | }
|
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434 | /*}}}1*/
|
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435 | /*FUNCTION Triangle::TriangleAdj{{{1*/
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436 | Triangle* Triangle::TriangleAdj(int i) const {
|
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437 | return adj[i&3];
|
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438 | }/*}}}*/
|
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439 |
|
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440 | }
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