source: issm/trunk/src/c/Bamgx/Mesh2.h@ 2806

Last change on this file since 2806 was 2806, checked in by Mathieu Morlighem, 15 years ago

created 2 files Triangles and Geometry for corresponding classes

File size: 41.7 KB
Line 
1// -*- Mode : c++ -*-
2//
3// SUMMARY :
4// USAGE :
5// ORG :
6// AUTHOR : Frederic Hecht
7// E-MAIL : hecht@ann.jussieu.fr
8//
9
10/*
11
12 This file is part of Freefem++
13
14 Freefem++ is free software; you can redistribute it and/or modify
15 it under the terms of the GNU Lesser General Public License as published by
16 the Free Software Foundation; either version 2.1 of the License, or
17 (at your option) any later version.
18
19 Freefem++ is distributed in the hope that it will be useful,
20 but WITHOUT ANY WARRANTY; without even the implied warranty of
21 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 GNU Lesser General Public License for more details.
23
24 You should have received a copy of the GNU Lesser General Public License
25 along with Freefem++; if not, write to the Free Software
26 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
27 */
28#ifndef _MESH2_H_
29#define _MESH2_H_
30
31#include "../objects/objects.h"
32
33//From MeshIo
34#include <cstdio>
35#include <iostream>
36#include <fstream>
37#include <cstring>
38#include <cstdlib>
39#include <cctype>
40using namespace std;
41
42#include <stdlib.h>
43#include <math.h>
44#include <limits.h>
45#include <time.h>
46#if (defined(unix) || defined(__unix)) && !defined(__AIX)
47#define SYSTIMES
48#include <sys/times.h>
49#include <unistd.h>
50#endif
51
52extern int SHOW;
53#include "meshtype.h"
54
55#include "error.hpp"
56
57
58#include "R2.h"
59
60namespace bamg {
61
62
63
64const double Pi = 3.14159265358979323846264338328;
65const float fPi = 3.14159265358979323846264338328;
66
67extern int hinterpole;
68
69
70typedef P2<Icoor1,Icoor2> I2;
71
72inline int BinaryRand(){
73#ifdef RAND_MAX
74 const long HalfRandMax = RAND_MAX/2;
75 return rand() <HalfRandMax;
76#else
77 return rand() & 16384; // 2^14 (for sun because RAND_MAX is not def in stdlib.h)
78#endif
79
80}
81typedef P2<Real8,Real8> R2;
82typedef P2xP2<Int2,Int4> I2xI2;
83typedef P2<Real4,Real8> R2xR2;
84
85}
86
87#include "Metric.h"
88
89namespace bamg {
90inline float OppositeAngle(float a)
91 {return a<0 ? fPi + a :a - fPi ;}
92inline double OppositeAngle(double a)
93 {return a<0 ? Pi + a :a - Pi ;}
94
95Icoor2 inline det(const I2 &a,const I2 & b,const I2 &c)
96{
97 register Icoor2 bax = b.x - a.x ,bay = b.y - a.y;
98 register Icoor2 cax = c.x - a.x ,cay = c.y - a.y;
99 return bax*cay - bay*cax;}
100
101
102
103// def de numerotation dans un triangles
104static const Int2 VerticesOfTriangularEdge[3][2] = {{1,2},{2,0},{0,1}};
105static const Int2 EdgesVertexTriangle[3][2] = {{1,2},{2,0},{0,1}};
106static const Int2 OppositeVertex[3] = {0,1,2};
107static const Int2 OppositeEdge[3] = {0,1,2};
108static const Int2 NextEdge[3] = {1,2,0};
109static const Int2 PreviousEdge[3] = {2,0,1};
110static const Int2 NextVertex[3] = {1,2,0};
111static const Int2 PreviousVertex[3] = {2,0,1};
112
113Int4 AGoodNumberPrimeWith(Int4 n);
114
115// remark all the angle are in radian beetwen [-Pi,Pi]
116
117
118class Geometry;
119//static Geometry *NULLGeometry=0;
120class Triangles;
121class Triangle;
122class QuadTree;
123class GeometricalEdge;
124class VertexOnGeom;
125class VertexOnEdge;
126/////////////////////////////////////////////////////////////////////////////////////
127const int IsVertexOnGeom = 8;
128const int IsVertexOnVertex = 16;
129const int IsVertexOnEdge = 32;
130/////////////////////////////////////////////////////////////////////////////////////
131#ifndef NOTFREEFEM
132class ErrorMesh : public Error
133{
134public:
135 Triangles *Th;
136 ErrorMesh(const char * Text,int l,Triangles * TTh=0, const char *t2="") :
137 Error(MESH_ERROR,"Meshing error: ",Text,"\n number : ",l,", ",t2),Th(TTh) {}
138};
139#endif
140
141class Direction { //
142 private:
143 Icoor1 dir;
144 public:
145 Direction(): dir(MaxICoor){}; // no direction set
146 Direction(Icoor1 i,Icoor1 j) { Icoor2 n2 = 2*(Abs(i)+Abs(j));
147 Icoor2 r = MaxICoor* (Icoor2) i;
148 Icoor1 r1 = (Icoor1) (2*(r/ n2)); // odd number
149 dir = (j>0) ? r1 : r1+1; // odd -> j>0 even -> j<0
150 }
151 int sens( Icoor1 i,Icoor1 j) { int r =1;
152 if (dir!= MaxICoor) {
153 Icoor2 x(dir/2),y1(MaxICoor/2-Abs(x)),y(dir%2?-y1:y1);
154 r = (x*i + y*j) >=0;}
155 return r;}
156};
157/////////////////////////////////////////////////////////////////////////////////////
158class Vertex {public:
159 I2 i; // allow to use i.x, and i.y in long int (beware of scale and centering)
160 R2 r; // allow to use r.x, and r.y in double
161 Metric m;
162 Int4 ReferenceNumber;
163 Direction DirOfSearch;
164 union {
165 Triangle * t; // one triangle which contained the vertex
166 Int4 color;
167 Vertex * to;// use in geometry Vertex to now the Mesh Vertex associed
168 VertexOnGeom * on; // if vint 8; // set with Triangles::SetVertexFieldOn()
169 Vertex * onbv; // if vint == 16 on Background vertex Triangles::SetVertexFieldOnBTh()
170 VertexOnEdge * onbe; // if vint == 32 on Background edge
171 };
172 Int1 vint; // the vertex number in triangle; varies between 0 and 2 in t
173 operator I2 () const {return i;} // operator de cast
174 operator const R2 & () const {return r;}// operator de cast
175// operator R2 & () {return r;}// operator de cast
176 Real8 operator()(R2 x) const { return m(x);}
177 operator Metric () const {return m;}// operator de cast
178 Int4 Optim(int = 1,int =0);
179 // Vertex(){}
180 // ~Vertex(){}
181 Real8 Smoothing(Triangles & ,const Triangles & ,Triangle * & ,Real8 =1);
182 int ref() const { return ReferenceNumber;}
183
184 friend std::ostream& operator <<(std::ostream& f, const Vertex & v)
185 {f << "(" << v.i << "," << v.r << MatVVP2x2(v.m) << ")" ; return f;}
186 inline void Set(const Vertex & rec,const Triangles &,Triangles &);
187};
188
189double QuadQuality(const Vertex &,const Vertex &,const Vertex &,const Vertex &);
190
191// extern Vertex *Meshend , *Meshbegin;
192
193/////////////////////////////////////////////////////////////////////////////////////
194class TriangleAdjacent {
195 friend std::ostream& operator <<(std::ostream& f, const TriangleAdjacent & ta)
196 {f << "{" << ta.t << "," << ((int) ta.a) << "}" ;
197 return f;}
198
199public:
200 Triangle * t; // le triangle
201 int a; // le numero de l arete
202
203 TriangleAdjacent(Triangle * tt,int aa): t(tt),a(aa &3) {};
204 TriangleAdjacent() {};
205
206 operator Triangle * () const {return t;}
207 operator Triangle & () const {return *t;}
208 operator int() const {return a;}
209 TriangleAdjacent & operator++()
210 {
211 a= NextEdge[a];
212 return *this;}
213 TriangleAdjacent operator--()
214 {
215 a= PreviousEdge[a];
216 return *this;}
217 inline TriangleAdjacent Adj() const ;
218 int swap();
219 inline void SetAdj2(const TriangleAdjacent& , int =0);
220 inline Vertex * EdgeVertex(const int &) const ;
221 inline Vertex * OppositeVertex() const ;
222 inline Icoor2 & det() const;
223 inline int Locked() const ;
224 inline int GetAllFlag_UnSwap() const ;
225 inline void SetLock();
226 inline int MarkUnSwap() const;
227 inline void SetMarkUnSwap();
228 inline void SetCracked();
229 inline int Cracked() const ;
230};// end of Vertex class
231
232
233/////////////////////////////////////////////////////////////////////////////////////
234class Edge { public:
235 Vertex * v[2];
236 Int4 ref;
237 GeometricalEdge * on;
238 Vertex & operator[](int i){return *v[i];};
239 Vertex * operator()(int i){return v[i];};
240
241 void ReNumbering(Vertex *vb,Vertex *ve, Int4 *renu)
242 {
243 if (v[0] >=vb && v[0] <ve) v[0] = vb + renu[v[0]-vb];
244 if (v[1] >=vb && v[1] <ve) v[1] = vb + renu[v[1]-vb];
245 }
246
247 const Vertex & operator[](int i) const { return *v[i];};
248 R2 operator()(double t) const; // return the point
249 // on the curve edge a t in [0:1]
250 Edge * adj[2]; // the 2 adj edges if on the same curve
251 int Intersection(const Edge & e) const {
252 if (!(adj[0]==&e || adj[1]==&e))
253 std::cerr << "Bug : Intersection " << (void*) &e << " "
254 << adj[0] << " " << adj[1] << std::endl;
255 assert(adj[0]==&e || adj[1]==&e);
256 return adj[0]==&e ? 0 : 1;}
257 Real8 MetricLength() const ;
258 inline void Set(const Triangles &,Int4,Triangles &);
259
260}; // end of Edge class
261
262/////////////////////////////////////////////////////////////////////////////////////
263class GeometricalVertex :public Vertex {
264 int cas;
265 friend class Geometry;
266 GeometricalVertex * link; // link all the same GeometricalVertex circular (Crack)
267public:
268 int Corner() const {return cas&4;}
269 int Required()const {return cas&6;}// a corner is required
270 void SetCorner(){ cas |= 4;}
271 void SetRequired(){ cas |= 2;}
272 void Set(){cas=0;}
273 GeometricalVertex() :cas(0), link(this) {};
274 GeometricalVertex * The() { assert(link); return link;}// return a unique vertices
275 int IsThe() const { return link == this;}
276
277inline void Set(const GeometricalVertex & rec,const Geometry & Gh ,const Geometry & GhNew);
278 inline friend std::ostream& operator <<(std::ostream& f, const GeometricalVertex & s)
279 { f << s.r << "," << s.cas << ".";return f; }
280};
281
282/////////////////////////////////////////////////////////////////////////////////////
283class GeometricalEdge {
284 public:
285 GeometricalVertex * v[2];
286 Int4 ref;
287 Int4 CurveNumber;
288 R2 tg[2]; // the 2 tangente
289 // if tg[0] =0 => no continuite
290 GeometricalEdge * Adj [2];
291 int SensAdj[2];
292// private:
293 int flag ;
294 public:
295 GeometricalEdge * link; // if Cracked() or Equi()
296
297// end of data
298
299 GeometricalVertex & operator[](int i){return *v[i];};
300 const GeometricalVertex & operator[](int i) const { return *v[i];};
301 GeometricalVertex * operator()(int i){return v[i];};
302 // inline void Set(const Geometry &,Int4,Geometry &);
303
304 R2 F(Real8 theta) const ; // parametrization of the curve edge
305 Real8 R1tg(Real8 theta,R2 &t) const ; // 1/radius of curvature + tangente
306 int Cracked() const {return flag & 1;}
307 int Dup() const { return flag & 32;}
308 int Equi()const {return flag & 2;}
309 int ReverseEqui()const {return flag & 128;}
310 int TgA()const {return flag &4;}
311 int TgB()const {return flag &8;}
312 int Tg(int i) const{return i==0 ? TgA() : TgB();}
313 int Mark()const {return flag &16;}
314 int Required() { return flag & 64;}
315 void SetCracked() { flag |= 1;}
316 void SetDup() { flag |= 32;} // not a real edge
317 void SetEqui() { flag |= 2;}
318 void SetTgA() { flag|=4;}
319 void SetTgB() { flag|=8;}
320 void SetMark() { flag|=16;}
321 void SetUnMark() { flag &= 1007 /* 1023-16*/;}
322 void SetRequired() { flag |= 64;}
323 void SetReverseEqui() {flag |= 128;}
324
325 inline void Set(const GeometricalEdge & rec,const Geometry & Th ,Geometry & ThNew);
326
327};
328
329class Curve {public:
330 GeometricalEdge * be,*ee; // begin et end edge
331 int kb,ke; // begin vetex and end vertex
332 Curve *next; // next curve equi to this
333 bool master; // true => of equi curve point on this curve
334 inline void Set(const Curve & rec,const Geometry & Th ,Geometry & ThNew);
335 Curve() : be(0),ee(0),kb(0),ke(0),next(0),master(true) {}
336 void Reverse() { Exchange(be,ee); Exchange(kb,ke);} // revese the sens of the curse
337};
338
339
340
341/////////////////////////////////////////////////////////////////////////////////////
342class Triangle {
343 friend class TriangleAdjacent;
344 friend std::ostream& operator <<(std::ostream& f, const Triangle & ta);
345
346
347 private: // les arete sont opposes a un sommet
348 Vertex * ns [3]; // 3 vertices if t is triangle, t[i] allowed by access function, (*t)[i] if pointer
349 Triangle * at [3]; // nu triangle adjacent
350 Int1 aa[3]; // les nu des arete dans le triangles (mod 4)
351 public:
352 Icoor2 det; // determinant du triangle (2 fois l aire des vertices entieres)
353 union {
354 Triangle * link ;
355 Int4 color;
356 };
357 void SetDet() {
358 if(ns[0] && ns[1] && ns[2]) det = bamg::det(*ns[0],*ns[1],*ns[2]);
359 else det = -1; }
360 Triangle() {}
361 Triangle(Triangles *Th,Int4 i,Int4 j,Int4 k);
362 Triangle(Vertex *v0,Vertex *v1,Vertex *v2);
363 inline void Set(const Triangle &,const Triangles &,Triangles &);
364 inline int In(Vertex *v) const { return ns[0]==v || ns[1]==v || ns[2]==v ;}
365 TriangleAdjacent FindBoundaryEdge(int ) const;
366
367 void ReNumbering(Triangle *tb,Triangle *te, Int4 *renu)
368 {
369 if (link >=tb && link <te) link = tb + renu[link -tb];
370 if (at[0] >=tb && at[0] <te) at[0] = tb + renu[at[0]-tb];
371 if (at[1] >=tb && at[1] <te) at[1] = tb + renu[at[1]-tb];
372 if (at[2] >=tb && at[2] <te) at[2] = tb + renu[at[2]-tb];
373 }
374 void ReNumbering(Vertex *vb,Vertex *ve, Int4 *renu)
375 {
376 if (ns[0] >=vb && ns[0] <ve) ns[0] = vb + renu[ns[0]-vb];
377 if (ns[1] >=vb && ns[1] <ve) ns[1] = vb + renu[ns[1]-vb];
378 if (ns[2] >=vb && ns[2] <ve) ns[2] = vb + renu[ns[2]-vb];
379 }
380
381
382 const Vertex & operator[](int i) const {return *ns[i];};
383 Vertex & operator[](int i) {return *ns[i];};
384
385 const Vertex * operator()(int i) const {return ns[i];};
386 Vertex * & operator()(int i) {return ns[i];};
387
388 TriangleAdjacent Adj(int i) const // triangle adjacent + arete
389 { return TriangleAdjacent(at[i],aa[i]&3);};
390
391 Triangle * TriangleAdj(int i) const
392 {return at[i&3];} // triangle adjacent + arete
393 Int1 NuEdgeTriangleAdj(int i) const
394 {return aa[i&3]&3;} // Number of the adjacent edge in adj tria
395
396 inline Real4 qualite() ;
397
398
399 void SetAdjAdj(Int1 a)
400 { a &= 3;
401 register Triangle *tt=at[a];
402 aa [a] &= 55; // remove MarkUnSwap
403 register Int1 aatt = aa[a] & 3;
404 if(tt){
405 tt->at[aatt]=this;
406 tt->aa[aatt]=a + (aa[a] & 60 ) ;}// Copy all the mark
407 }
408
409 void SetAdj2(Int1 a,Triangle *t,Int1 aat)
410 { at[a]=t;aa[a]=aat;
411 if(t) {t->at[aat]=this;t->aa[aat]=a;}
412 }
413
414 void SetTriangleContainingTheVertex()
415 {
416 if (ns[0]) (ns[0]->t=this,ns[0]->vint=0);
417 if (ns[1]) (ns[1]->t=this,ns[1]->vint=1);
418 if (ns[2]) (ns[2]->t=this,ns[2]->vint=2);
419 }
420
421 int swap(Int2 a1,int=0);
422 Int4 Optim(Int2 a,int =0);
423
424 int Locked(int a)const { return aa[a]&4;}
425 int Hidden(int a)const { return aa[a]&16;}
426 int Cracked(int a) const { return aa[a] & 32;}
427 // for optimisation
428 int GetAllflag(int a){return aa[a] & 1020;}
429 void SetAllFlag(int a,int f){aa[a] = (aa[a] &3) + (1020 & f);}
430
431 void SetHidden(int a){
432 register Triangle * t = at[a];
433 if(t) t->aa[aa[a] & 3] |=16;
434 aa[a] |= 16;}
435 void SetCracked(int a){
436 register Triangle * t = at[a];
437 if(t) t->aa[aa[a] & 3] |=32;
438 aa[a] |= 32;}
439
440 double QualityQuad(int a,int option=1) const;
441 Triangle * Quadrangle(Vertex * & v0,Vertex * & v1,Vertex * & v2,Vertex * & v3) const ;
442
443 void SetLocked(int a){
444 register Triangle * t = at[a];
445 t->aa[aa[a] & 3] |=4;
446 aa[a] |= 4;}
447
448 void SetMarkUnSwap(int a){
449 register Triangle * t = at[a];
450 t->aa[aa[a] & 3] |=8;
451 aa[a] |=8 ;}
452
453
454 void SetUnMarkUnSwap(int a){
455 register Triangle * t = at[a];
456 t->aa[aa[a] & 3] &=55; // 23 + 32
457 aa[a] &=55 ;}
458
459}; // end of Triangle class
460
461
462
463
464class ListofIntersectionTriangles {
465/////////////////////////////////////////////////////////////////////////////////////
466class IntersectionTriangles {
467public:
468 Triangle *t;
469 Real8 bary[3]; // use if t != 0
470 R2 x;
471 Metric m;
472 Real8 s;// abscisse curviline
473 Real8 sp; // len of the previous seg in m
474 Real8 sn;// len of the next seg in m
475};
476/////////////////////////////////////////////////////////////////////////////////////
477class SegInterpolation {
478 public:
479 GeometricalEdge * e;
480 Real8 sBegin,sEnd; // abscisse of the seg on edge parameter
481 Real8 lBegin,lEnd; // length abscisse set in ListofIntersectionTriangles::Length
482 int last;// last index in ListofIntersectionTriangles for this Sub seg of edge
483 R2 F(Real8 s){
484 Real8 c01=lEnd-lBegin, c0=(lEnd-s)/c01, c1=(s-lBegin)/c01;
485 assert(lBegin<= s && s <=lEnd);
486 return e->F(sBegin*c0+sEnd*c1);}
487};
488
489 int MaxSize; //
490 int Size; //
491 Real8 len; //
492 int state;
493 IntersectionTriangles * lIntTria;
494 int NbSeg;
495 int MaxNbSeg;
496 SegInterpolation * lSegsI;
497 public:
498 IntersectionTriangles & operator[](int i) {return lIntTria[i];}
499 operator int&() {return Size;}
500 ListofIntersectionTriangles(int n=256,int m=16)
501 : MaxSize(n), Size(0), len(-1),state(-1),lIntTria(new IntersectionTriangles[n]) ,
502 NbSeg(0), MaxNbSeg(m), lSegsI(new SegInterpolation[m])
503 {
504 long int verbosity=0;
505
506 if (verbosity>9)
507 std::cout << " construct ListofIntersectionTriangles"
508 << MaxSize << " " << MaxNbSeg<< std::endl;};
509 ~ListofIntersectionTriangles(){
510 if (lIntTria) delete [] lIntTria,lIntTria=0;
511 if (lSegsI) delete [] lSegsI,lSegsI=0;}
512 void init(){state=0;len=0;Size=0;}
513
514 int NewItem(Triangle * tt,Real8 d0,Real8 d1,Real8 d2);
515 int NewItem(R2,const Metric & );
516 void NewSubSeg(GeometricalEdge *e,Real8 s0,Real8 s1)
517 {
518 long int verbosity=0;
519
520 if (NbSeg>=MaxNbSeg) {
521 int mneo= MaxNbSeg;
522 MaxNbSeg *= 2;
523 if (verbosity>3)
524 std::cout <<" reshape lSegsI from " << mneo << " to "
525 << MaxNbSeg <<std::endl;
526 SegInterpolation * lEn = new SegInterpolation[MaxNbSeg];
527 assert(lSegsI && NbSeg < MaxNbSeg);
528 for (int i=0;i< NbSeg;i++)
529 lEn[i] = lSegsI[MaxNbSeg]; // copy old to new
530 delete [] lSegsI; // remove old
531 lSegsI = lEn;
532 }
533 if (NbSeg)
534 lSegsI[NbSeg-1].last=Size;
535 lSegsI[NbSeg].e=e;
536 lSegsI[NbSeg].sBegin=s0;
537 lSegsI[NbSeg].sEnd=s1;
538 NbSeg++;
539 }
540
541// void CopyMetric(int i,int j){ lIntTria[j].m=lIntTria[i].m;}
542// void CopyMetric(const Metric & mm,int j){ lIntTria[j].m=mm;}
543
544 void ReShape() {
545 register int newsize = MaxSize*2;
546 IntersectionTriangles * nw = new IntersectionTriangles[newsize];
547 assert(nw);
548 for (int i=0;i<MaxSize;i++) // recopy
549 nw[i] = lIntTria[i];
550 long int verbosity=0;
551 if(verbosity>3)
552 std::cout << " ListofIntersectionTriangles ReShape MaxSize "
553 << MaxSize << " -> "
554 << newsize << std::endl;
555 MaxSize = newsize;
556 delete [] lIntTria;// remove old
557 lIntTria = nw; // copy pointer
558 }
559
560 void SplitEdge(const Triangles & ,const R2 &,const R2 &,int nbegin=0);
561 Real8 Length();
562 Int4 NewPoints(Vertex *,Int4 & nbv,Int4 nbvx);
563};
564
565
566/////////////////////////////////////////////////////////////////////////////////////
567class GeometricalSubDomain {
568public:
569 GeometricalEdge *edge;
570 int sens; // -1 or 1
571 Int4 ref;
572 inline void Set(const GeometricalSubDomain &,const Geometry & ,const Geometry &);
573
574};
575/////////////////////////////////////////////////////////////////////////////////////
576class SubDomain {
577public:
578 Triangle * head;
579 Int4 ref;
580 int sens; // -1 or 1
581 Edge * edge; // to geometrical
582 inline void Set(const Triangles &,Int4,Triangles &);
583
584};
585/////////////////////////////////////////////////////////////////////////////////////
586class VertexOnGeom { public:
587
588 Vertex * mv;
589 Real8 abscisse;
590 union{
591 GeometricalVertex * gv; // if abscisse <0;
592 GeometricalEdge * ge; // if abscisse in [0..1]
593 };
594 inline void Set(const VertexOnGeom&,const Triangles &,Triangles &);
595 int OnGeomVertex()const {return this? abscisse <0 :0;}
596 int OnGeomEdge() const {return this? abscisse >=0 :0;}
597 VertexOnGeom(): mv(0),abscisse(0){gv=0;}
598 VertexOnGeom(Vertex & m,GeometricalVertex &g) : mv(&m),abscisse(-1){gv=&g;}
599 // std::cout << " mv = " <<mv << " gv = " << gv << std::endl;}
600 VertexOnGeom(Vertex & m,GeometricalEdge &g,Real8 s) : mv(&m),abscisse(s){ge=&g;}
601 //std::cout << &g << " " << ge << std::endl;
602 operator Vertex * () const {return mv;}
603 operator GeometricalVertex * () const {return gv;}
604 operator GeometricalEdge * () const {return ge;}
605// operator Real8 & () {return abscisse;}
606 operator const Real8 & () const {return abscisse;}
607 int IsRequiredVertex(){ return this? (( abscisse<0 ? (gv?gv->Required():0):0 )) : 0;}
608 void SetOn(){mv->on=this;mv->vint=IsVertexOnGeom;}
609 friend std::ostream& operator <<(std::ostream& f, const VertexOnGeom & vog){
610 f << vog.abscisse << " " << vog.mv << " " << vog.gv << " ; ";
611 if (vog.abscisse < 0) f << *vog.gv << " ;; " ;
612 // else f << *vog.ge << " ;; " ;
613 return f;}
614 inline void Set(const Triangles &,Int4,Triangles &);
615
616};
617/////////////////////////////////////////////////////////////////////////////////////
618class VertexOnVertex {public:
619 Vertex * v, *bv;
620 VertexOnVertex(Vertex * w,Vertex *bw) :v(w),bv(bw){}
621 VertexOnVertex() {};
622 inline void Set(const Triangles &,Int4,Triangles &);
623 void SetOnBTh(){v->onbv=bv;v->vint=IsVertexOnVertex;}
624};
625/////////////////////////////////////////////////////////////////////////////////////
626class VertexOnEdge {public:
627 Vertex * v;
628 Edge * be;
629 Real8 abcisse;
630 VertexOnEdge( Vertex * w, Edge *bw,Real8 s) :v(w),be(bw),abcisse(s) {}
631 VertexOnEdge(){}
632 inline void Set(const Triangles &,Int4,Triangles &);
633 void SetOnBTh(){v->onbe=this;v->vint=IsVertexOnEdge;}
634 Vertex & operator[](int i) const { return (*be)[i];}
635 operator Real8 () const { return abcisse;}
636 operator Vertex * () const { return v;}
637 operator Edge * () const { return be;}
638};
639
640 inline TriangleAdjacent FindTriangleAdjacent(Edge &E);
641 inline Vertex * TheVertex(Vertex * a); // for remove crak in mesh
642/////////////////////////////////////////////////////////////////////////////////////
643
644class CrackedEdge { // a small class to store on crack an uncrack information
645 friend class Triangles;
646 friend std::ostream& operator <<(std::ostream& f, const Triangles & Th) ;
647 class CrackedTriangle {
648 friend class Triangles;
649 friend class CrackedEdge;
650 friend std::ostream& operator <<(std::ostream& f, const Triangles & Th) ;
651 Triangle * t; // edge of triangle t
652 int i; // edge number of in triangle
653 Edge *edge; // the 2 edge
654 Vertex *New[2]; // new vertex number
655 CrackedTriangle() : t(0),i(0),edge(0) { New[0]=New[1]=0;}
656 CrackedTriangle(Edge * a) : t(0),i(0),edge(a) { New[0]=New[1]=0;}
657 void Crack(){
658 Triangle & T(*t);
659 int i0=VerticesOfTriangularEdge[i][0];
660 int i1=VerticesOfTriangularEdge[i][0];
661 assert(New[0] && New[1]);
662 T(i0) = New[0];
663 T(i1) = New[1];}
664 void UnCrack(){
665 Triangle & T(*t);
666 int i0=VerticesOfTriangularEdge[i][0];
667 int i1=VerticesOfTriangularEdge[i][0];
668 assert(New[0] && New[1]);
669 T(i0) = TheVertex(T(i0));
670 T(i1) = TheVertex(T(i1));}
671 void Set() {
672 TriangleAdjacent ta ( FindTriangleAdjacent(*edge));
673 t = ta;
674 i = ta;
675
676 New[0] = ta.EdgeVertex(0);
677 New[1] = ta.EdgeVertex(1);
678 // warning the ref
679
680 }
681
682 }; // end of class CrackedTriangle
683 public:
684 CrackedTriangle a,b;
685 CrackedEdge() :a(),b() {}
686 CrackedEdge(Edge * start, Int4 i,Int4 j) : a(start+i),b(start+j) {};
687 CrackedEdge(Edge * e0, Edge * e1 ) : a(e0),b(e1) {};
688
689 void Crack() { a.Crack(); b.Crack();}
690 void UnCrack() { a.UnCrack(); b.UnCrack();}
691 void Set() { a.Set(), b.Set();}
692};
693
694/////////////////////////////////////////////////////////////////////////////////////
695class Triangles {
696public:
697
698 enum TypeFileMesh {
699 AutoMesh=0,BDMesh=1,NOPOMesh=2,amMesh=3,am_fmtMesh=4,amdbaMesh=5,
700 ftqMesh=6,mshMesh=7};
701
702 int static counter; // to kown the number of mesh in memory
703 int OnDisk; // true if on disk
704 Geometry & Gh; // Geometry
705 Triangles & BTh; // Background Mesh Bth==*this =>no background
706
707 Int4 NbRef; // counter of ref on the this class if 0 we can delete
708 Int4 nbvx,nbtx; // nombre max de sommets , de triangles
709
710 Int4 nt,nbv,nbt,nbiv,nbe; // nb of legal triangles, nb of vertex, of triangles,
711 // of initial vertices, of edges with reference,
712 Int4 NbOfQuad; // nb of quadrangle
713
714 Int4 NbSubDomains; //
715 Int4 NbOutT; // Nb of oudeside triangle
716 Int4 NbOfTriangleSearchFind;
717 Int4 NbOfSwapTriangle;
718 char * name, *identity;
719 Vertex * vertices; // data of vertices des sommets
720
721 Int4 NbVerticesOnGeomVertex;
722 VertexOnGeom * VerticesOnGeomVertex;
723
724 Int4 NbVerticesOnGeomEdge;
725 VertexOnGeom * VerticesOnGeomEdge;
726
727 Int4 NbVertexOnBThVertex;
728 VertexOnVertex *VertexOnBThVertex;
729
730 Int4 NbVertexOnBThEdge;
731 VertexOnEdge *VertexOnBThEdge;
732
733
734 Int4 NbCrackedVertices;
735
736
737 Int4 NbCrackedEdges;
738 CrackedEdge *CrackedEdges;
739
740
741 R2 pmin,pmax; // extrema
742 Real8 coefIcoor; // coef to integer Icoor1;
743
744 Triangle * triangles;
745 Edge * edges;
746
747 QuadTree *quadtree;
748 Vertex ** ordre;
749 SubDomain * subdomains;
750 ListofIntersectionTriangles lIntTria;
751// end of variable
752
753 Triangles(Int4 i);//:BTh(*this),Gh(*new Geometry()){PreInit(i);}
754
755
756 ~Triangles();
757 Triangles(const char * ,Real8=-1) ;
758 Triangles(BamgMesh* bamgmesh,BamgOpts* bamgopts);
759
760 Triangles(Int4 nbvx,Triangles & BT,int keepBackVertices=1)
761 :Gh(BT.Gh),BTh(BT) {
762 try {GeomToTriangles1(nbvx,keepBackVertices);}
763 catch(...) { this->~Triangles(); throw; } }
764
765 Triangles(Int4 nbvx,Geometry & G)
766 :Gh(G),BTh(*this){
767 try { GeomToTriangles0(nbvx);}
768 catch(...) { this->~Triangles(); throw; } }
769 Triangles(Triangles &,Geometry * pGh=0,Triangles* pBTh=0,Int4 nbvxx=0 ); // COPY OPERATEUR
770 // Triangles(Triangles &){ std::cerr << " BUG call copy opretor of Triangles" << std::endl;MeshError(111);}
771 Triangles(const Triangles &,const int *flag,const int *bb); // truncature
772
773 void SetIntCoor(const char * from =0);
774
775 // void RandomInit();
776 // void CubeInit(int ,int);
777
778 Real8 MinimalHmin() {return 2.0/coefIcoor;}
779 Real8 MaximalHmax() {return Max(pmax.x-pmin.x,pmax.y-pmin.y);}
780 const Vertex & operator[] (Int4 i) const { return vertices[i];};
781 Vertex & operator[](Int4 i) { return vertices[i];};
782 const Triangle & operator() (Int4 i) const { return triangles[i];};
783 Triangle & operator()(Int4 i) { return triangles[i];};
784 I2 toI2(const R2 & P) const {
785 return I2( (Icoor1) (coefIcoor*(P.x-pmin.x))
786 ,(Icoor1) (coefIcoor*(P.y-pmin.y)) );}
787 R2 toR2(const I2 & P) const {
788 return R2( (double) P.x/coefIcoor+pmin.x, (double) P.y/coefIcoor+pmin.y);}
789 void Add( Vertex & s,Triangle * t,Icoor2 * =0) ;
790 void Insert();
791 // void InsertOld();
792 void ForceBoundary();
793 void Heap();
794 void FindSubDomain(int );
795 Int4 ConsRefTriangle(Int4 *) const;
796 void ShowHistogram() const;
797 void ShowRegulaty() const; // Add FH avril 2007
798// void ConsLinkTriangle();
799
800 void ReMakeTriangleContainingTheVertex();
801 void UnMarkUnSwapTriangle();
802 void SmoothMetric(Real8 raisonmax) ;
803 void BoundAnisotropy(Real8 anisomax,double hminaniso= 1e-100) ;
804 void MaxSubDivision(Real8 maxsubdiv);
805 void WriteMetric(std::ostream &,int iso) ;
806 Edge** MakeGeometricalEdgeToEdge();
807 void SetVertexFieldOn();
808 void SetVertexFieldOnBTh();
809 Int4 SplitInternalEdgeWithBorderVertices();
810 void MakeQuadrangles(double costheta);
811 int SplitElement(int choice);
812 void MakeQuadTree();
813 void NewPoints( Triangles &,int KeepBackVertex =1 );
814 Int4 InsertNewPoints(Int4 nbvold,Int4 & NbTSwap) ;
815 void NewPointsOld( Triangles & );
816 void NewPoints(int KeepBackVertex=1){ NewPoints(*this,KeepBackVertex);}
817 void ReNumberingTheTriangleBySubDomain(bool justcompress=false);
818 void ReNumberingVertex(Int4 * renu);
819 void SmoothingVertex(int =3,Real8=0.3);
820 Metric MetricAt (const R2 &) const;
821 GeometricalEdge * ProjectOnCurve( Edge & AB, Vertex & A, Vertex & B,Real8 theta,
822 Vertex & R,VertexOnEdge & BR,VertexOnGeom & GR);
823
824 Int4 Number(const Triangle & t) const { return &t - triangles;}
825 Int4 Number(const Triangle * t) const { return t - triangles;}
826 Int4 Number(const Vertex & t) const { return &t - vertices;}
827 Int4 Number(const Vertex * t) const { return t - vertices;}
828 Int4 Number(const Edge & t) const { return &t - edges;}
829 Int4 Number(const Edge * t) const { return t - edges;}
830 Int4 Number2(const Triangle * t) const {
831 // if(t>= triangles && t < triangles + nbt )
832 return t - triangles;
833 // else return t - OutSidesTriangles;
834 }
835
836 Vertex * NearestVertex(Icoor1 i,Icoor1 j) ;
837 Triangle * FindTriangleContening(const I2 & ,Icoor2 [3],Triangle *tstart=0) const;
838
839 void ReadFromMatlabMesh(BamgMesh* bamgmesh, BamgOpts* bamgopts);
840 void WriteMesh(BamgMesh* bamgmesh,BamgOpts* bamgopts);
841
842 void ReadMetric(BamgOpts* bamgopts,const Real8 hmin,const Real8 hmax,const Real8 coef);
843 void IntersectConsMetric(const double * s,const Int4 nbsol,const int * typsols,
844 const Real8 hmin,const Real8 hmax, const Real8 coef,
845 const Real8 anisomax,const Real8 CutOff=1.e-4,const int NbJacobi=1,
846 const int DoNormalisation=1,
847 const double power=1.0,
848 const int choise=0);
849 void IntersectGeomMetric(const Real8 err,const int iso);
850
851
852 int isCracked() const {return NbCrackedVertices != 0;}
853 int Crack();
854 int UnCrack();
855
856 friend std::ostream& operator <<(std::ostream& f, const Triangles & Th);
857 void ConsGeometry(Real8 =-1.0,int *equiedges=0); // construct a geometry if no geo
858 void FillHoleInMesh() ;
859 int CrackMesh();
860 private:
861 void GeomToTriangles1(Int4 nbvx,int KeepBackVertices=1);// the real constructor mesh adaption
862 void GeomToTriangles0(Int4 nbvx);// the real constructor mesh generator
863 void PreInit(Int4,char * =0 );
864
865}; // End Class Triangles
866
867
868/////////////////////////////////////////////////////////////////////////////////////
869class Geometry {
870public:
871 int OnDisk;
872 Int4 NbRef; // counter of ref on the this class if 0 we can delete
873
874 char *name;
875 Int4 nbvx,nbtx; // nombre max de sommets , de Geometry
876 Int4 nbv,nbt,nbiv,nbe; // nombre de sommets, de Geometry, de sommets initiaux,
877 Int4 NbSubDomains; //
878 Int4 NbEquiEdges;
879 Int4 NbCrackedEdges;
880// Int4 nbtf;// de triangle frontiere
881 Int4 NbOfCurves;
882 int empty(){return (nbv ==0) && (nbt==0) && (nbe==0) && (NbSubDomains==0); }
883 GeometricalVertex * vertices; // data of vertices des sommets
884 Triangle * triangles;
885 GeometricalEdge * edges;
886 QuadTree *quadtree;
887 GeometricalSubDomain *subdomains;
888 Curve *curves;
889 ~Geometry();
890 Geometry(const Geometry & Gh); //Copy Operator
891 Geometry(int nbg,const Geometry ** ag); // intersection operator
892
893 R2 pmin,pmax; // extrema
894 Real8 coefIcoor; // coef to integer Icoor1;
895 Real8 MaximalAngleOfCorner;
896
897// end of data
898
899
900 I2 toI2(const R2 & P) const {
901 return I2( (Icoor1) (coefIcoor*(P.x-pmin.x))
902 ,(Icoor1) (coefIcoor*(P.y-pmin.y)) );}
903
904 Real8 MinimalHmin() {return 2.0/coefIcoor;}
905 Real8 MaximalHmax() {return Max(pmax.x-pmin.x,pmax.y-pmin.y);}
906 void ReadGeometry(BamgGeom* bamggeom, BamgOpts* bamgopts);
907 void EmptyGeometry();
908 Geometry() {EmptyGeometry();}// empty Geometry
909 void AfterRead();
910 Geometry(BamgGeom* bamggeom, BamgOpts* bamgopts) {EmptyGeometry();OnDisk=1;ReadGeometry(bamggeom,bamgopts);AfterRead();}
911
912 const GeometricalVertex & operator[] (Int4 i) const { return vertices[i];};
913 GeometricalVertex & operator[](Int4 i) { return vertices[i];};
914 const GeometricalEdge & operator() (Int4 i) const { return edges[i];};
915 GeometricalEdge & operator()(Int4 i) { return edges[i];};
916 Int4 Number(const GeometricalVertex & t) const { return &t - vertices;}
917 Int4 Number(const GeometricalVertex * t) const { return t - vertices;}
918 Int4 Number(const GeometricalEdge & t) const { return &t - edges;}
919 Int4 Number(const GeometricalEdge * t) const { return t - edges;}
920 Int4 Number(const Curve * c) const { return c - curves;}
921
922 void UnMarkEdges() {
923 for (Int4 i=0;i<nbe;i++) edges[i].SetUnMark();}
924
925 GeometricalEdge * ProjectOnCurve(const Edge & ,Real8,Vertex &,VertexOnGeom &) const ;
926 GeometricalEdge * Contening(const R2 P, GeometricalEdge * start) const;
927 friend std::ostream& operator <<(std::ostream& f, const Geometry & Gh);
928 void WriteGeometry(BamgGeom* bamggeom, BamgOpts* bamgopts);
929}; // End Class Geometry
930
931/////////////////////////////////////////////////////////////////////////////////////
932/////////////////////////////////////////////////////////////////////////////////////
933/////////////////// END CLASS ////////////////////////////////////
934/////////////////////////////////////////////////////////////////////////////////////
935/////////////////////////////////////////////////////////////////////////////////////
936
937inline Triangles::Triangles(Int4 i) :Gh(*new Geometry()),BTh(*this){PreInit(i);}
938
939extern Triangles * CurrentTh;
940
941TriangleAdjacent CloseBoundaryEdge(I2 ,Triangle *, double &,double &) ;
942TriangleAdjacent CloseBoundaryEdgeV2(I2 A,Triangle *t, double &a,double &b);
943
944Int4 FindTriangle(Triangles &Th, Real8 x, Real8 y, double* a,int & inside);
945
946
947
948inline Triangle * Triangle::Quadrangle(Vertex * & v0,Vertex * & v1,Vertex * & v2,Vertex * & v3) const
949{
950// return the other triangle of the quad if a quad or 0 if not a quat
951 Triangle * t =0;
952 if (link) {
953 int a=-1;
954 if (aa[0] & 16 ) a=0;
955 if (aa[1] & 16 ) a=1;
956 if (aa[2] & 16 ) a=2;
957 if (a>=0) {
958 t = at[a];
959 // if (t-this<0) return 0;
960 v2 = ns[VerticesOfTriangularEdge[a][0]];
961 v0 = ns[VerticesOfTriangularEdge[a][1]];
962 v1 = ns[OppositeEdge[a]];
963 v3 = t->ns[OppositeEdge[aa[a]&3]];
964 }
965 }
966 return t;
967}
968
969inline double Triangle::QualityQuad(int a,int option) const
970{ // first do the logique part
971 double q;
972 if (!link || aa[a] &4)
973 q= -1;
974 else {
975 Triangle * t = at[a];
976 if (t-this<0) q= -1;// because we do 2 times
977 else if (!t->link ) q= -1;
978 else if (aa[0] & 16 || aa[1] & 16 || aa[2] & 16 || t->aa[0] & 16 || t->aa[1] & 16 || t->aa[2] & 16 )
979 q= -1;
980 else if(option)
981 {
982 const Vertex & v2 = *ns[VerticesOfTriangularEdge[a][0]];
983 const Vertex & v0 = *ns[VerticesOfTriangularEdge[a][1]];
984 const Vertex & v1 = *ns[OppositeEdge[a]];
985 const Vertex & v3 = * t->ns[OppositeEdge[aa[a]&3]];
986 q = QuadQuality(v0,v1,v2,v3); // do the float part
987 }
988 else q= 1;
989 }
990 return q;
991}
992
993
994inline void Vertex::Set(const Vertex & rec,const Triangles & ,Triangles & )
995 {
996 *this = rec;
997 }
998inline void GeometricalVertex::Set(const GeometricalVertex & rec,const Geometry & ,const Geometry & )
999 {
1000 *this = rec;
1001 }
1002inline void Edge::Set(const Triangles & Th ,Int4 i,Triangles & ThNew)
1003 {
1004 *this = Th.edges[i];
1005 v[0] = ThNew.vertices + Th.Number(v[0]);
1006 v[1] = ThNew.vertices + Th.Number(v[1]);
1007 if (on)
1008 on = ThNew.Gh.edges+Th.Gh.Number(on);
1009 if (adj[0]) adj[0] = ThNew.edges + Th.Number(adj[0]);
1010 if (adj[1]) adj[1] = ThNew.edges + Th.Number(adj[1]);
1011
1012 }
1013inline void GeometricalEdge::Set(const GeometricalEdge & rec,const Geometry & Gh ,Geometry & GhNew)
1014 {
1015 *this = rec;
1016 v[0] = GhNew.vertices + Gh.Number(v[0]);
1017 v[1] = GhNew.vertices + Gh.Number(v[1]);
1018 if (Adj[0]) Adj[0] = GhNew.edges + Gh.Number(Adj[0]);
1019 if (Adj[1]) Adj[1] = GhNew.edges + Gh.Number(Adj[1]);
1020 }
1021
1022inline void Curve::Set(const Curve & rec,const Geometry & Gh ,Geometry & GhNew)
1023{
1024 *this = rec;
1025 be = GhNew.edges + Gh.Number(be);
1026 ee = GhNew.edges + Gh.Number(ee);
1027 if(next) next= GhNew.curves + Gh.Number(next);
1028}
1029
1030inline void Triangle::Set(const Triangle & rec,const Triangles & Th ,Triangles & ThNew)
1031 {
1032 *this = rec;
1033 if ( ns[0] ) ns[0] = ThNew.vertices + Th.Number(ns[0]);
1034 if ( ns[1] ) ns[1] = ThNew.vertices + Th.Number(ns[1]);
1035 if ( ns[2] ) ns[2] = ThNew.vertices + Th.Number(ns[2]);
1036 if(at[0]) at[0] = ThNew.triangles + Th.Number(at[0]);
1037 if(at[1]) at[1] = ThNew.triangles + Th.Number(at[1]);
1038 if(at[2]) at[2] = ThNew.triangles + Th.Number(at[2]);
1039 if (link >= Th.triangles && link < Th.triangles + Th.nbt)
1040 link = ThNew.triangles + Th.Number(link);
1041 }
1042inline void VertexOnVertex::Set(const Triangles & Th ,Int4 i,Triangles & ThNew)
1043{
1044 *this = Th.VertexOnBThVertex[i];
1045 v = ThNew.vertices + Th.Number(v);
1046
1047}
1048inline void SubDomain::Set(const Triangles & Th ,Int4 i,Triangles & ThNew)
1049{
1050 *this = Th.subdomains[i];
1051 assert( head - Th.triangles >=0 && head - Th.triangles < Th.nbt);
1052 head = ThNew.triangles + Th.Number(head) ;
1053 assert(edge - Th.edges >=0 && edge - Th.edges < Th.nbe);
1054 edge = ThNew.edges+ Th.Number(edge);
1055}
1056 inline void GeometricalSubDomain::Set(const GeometricalSubDomain & rec,const Geometry & Gh ,const Geometry & GhNew)
1057{
1058 *this = rec;
1059 edge = Gh.Number(edge) + GhNew.edges;
1060}
1061inline void VertexOnEdge::Set(const Triangles & Th ,Int4 i,Triangles & ThNew)
1062{
1063 *this = Th.VertexOnBThEdge[i];
1064 v = ThNew.vertices + Th.Number(v);
1065}
1066
1067inline void VertexOnGeom::Set(const VertexOnGeom & rec,const Triangles & Th ,Triangles & ThNew)
1068{
1069 *this = rec;
1070 mv = ThNew.vertices + Th.Number(mv);
1071 if (gv)
1072 if (abscisse < 0 )
1073 gv = ThNew.Gh.vertices + Th.Gh.Number(gv);
1074 else
1075 ge = ThNew.Gh.edges + Th.Gh.Number(ge);
1076
1077}
1078inline Real8 Edge::MetricLength() const
1079 {
1080 return LengthInterpole(v[0]->m,v[1]->m,v[1]->r - v[0]->r) ;
1081 }
1082
1083inline void Triangles::ReMakeTriangleContainingTheVertex()
1084 {
1085 register Int4 i;
1086 for ( i=0;i<nbv;i++)
1087 {
1088 vertices[i].vint = 0;
1089 vertices[i].t=0;
1090 }
1091 for ( i=0;i<nbt;i++)
1092 triangles[i].SetTriangleContainingTheVertex();
1093 }
1094
1095inline void Triangles::UnMarkUnSwapTriangle()
1096 {
1097 register Int4 i;
1098 for ( i=0;i<nbt;i++)
1099 for(int j=0;j<3;j++)
1100 triangles[i].SetUnMarkUnSwap(j);
1101 }
1102
1103inline void Triangles::SetVertexFieldOn()
1104 {
1105 for (Int4 i=0;i<nbv;i++)
1106 vertices[i].on=0;
1107 for (Int4 j=0;j<NbVerticesOnGeomVertex;j++ )
1108 VerticesOnGeomVertex[j].SetOn();
1109 for (Int4 k=0;k<NbVerticesOnGeomEdge;k++ )
1110 VerticesOnGeomEdge[k].SetOn();
1111 }
1112inline void Triangles::SetVertexFieldOnBTh()
1113 {
1114 for (Int4 i=0;i<nbv;i++)
1115 vertices[i].on=0;
1116 for (Int4 j=0;j<NbVertexOnBThVertex;j++ )
1117 VertexOnBThVertex[j].SetOnBTh();
1118 for (Int4 k=0;k<NbVertexOnBThEdge;k++ )
1119 VertexOnBThEdge[k].SetOnBTh();
1120
1121 }
1122
1123inline void TriangleAdjacent::SetAdj2(const TriangleAdjacent & ta, int l )
1124{ // set du triangle adjacent
1125 if(t) {
1126 t->at[a]=ta.t;
1127 t->aa[a]=ta.a|l;}
1128 if(ta.t) {
1129 ta.t->at[ta.a] = t ;
1130 ta.t->aa[ta.a] = a| l ;
1131 }
1132}
1133
1134
1135inline int TriangleAdjacent::Locked() const
1136{ return t->aa[a] &4;}
1137inline int TriangleAdjacent::Cracked() const
1138{ return t->aa[a] &32;}
1139inline int TriangleAdjacent::GetAllFlag_UnSwap() const
1140{ return t->aa[a] & 1012;} // take all flag except MarkUnSwap
1141
1142inline int TriangleAdjacent::MarkUnSwap() const
1143{ return t->aa[a] &8;}
1144
1145inline void TriangleAdjacent::SetLock(){ t->SetLocked(a);}
1146
1147inline void TriangleAdjacent::SetCracked() { t->SetCracked(a);}
1148
1149inline TriangleAdjacent TriangleAdjacent::Adj() const
1150{ return t->Adj(a);}
1151
1152inline Vertex * TriangleAdjacent::EdgeVertex(const int & i) const
1153 {return t->ns[VerticesOfTriangularEdge[a][i]]; }
1154inline Vertex * TriangleAdjacent::OppositeVertex() const
1155{return t->ns[bamg::OppositeVertex[a]]; }
1156inline Icoor2 & TriangleAdjacent::det() const
1157{ return t->det;}
1158inline TriangleAdjacent Adj(const TriangleAdjacent & a)
1159{ return a.Adj();}
1160
1161inline TriangleAdjacent Next(const TriangleAdjacent & ta)
1162{ return TriangleAdjacent(ta.t,NextEdge[ta.a]);}
1163
1164inline TriangleAdjacent Previous(const TriangleAdjacent & ta)
1165{ return TriangleAdjacent(ta.t,PreviousEdge[ta.a]);}
1166
1167inline void Adj(GeometricalEdge * & on,int &i)
1168 {int j=i;i=on->SensAdj[i];on=on->Adj[j];}
1169
1170inline Real4 qualite(const Vertex &va,const Vertex &vb,const Vertex &vc)
1171{
1172 Real4 ret;
1173 I2 ia=va,ib=vb,ic=vc;
1174 I2 ab=ib-ia,bc=ic-ib,ac=ic-ia;
1175 Icoor2 deta=Det(ab,ac);
1176 if (deta <=0) ret = -1;
1177 else {
1178 Real8 a = sqrt((Real8) (ac,ac)),
1179 b = sqrt((Real8) (bc,bc)),
1180 c = sqrt((Real8) (ab,ab)),
1181 p = a+b+c;
1182 Real8 h= Max(Max(a,b),c),ro=deta/p;
1183 ret = ro/h;}
1184 return ret;
1185}
1186
1187
1188inline Triangle::Triangle(Triangles *Th,Int4 i,Int4 j,Int4 k) {
1189 Vertex *v=Th->vertices;
1190 Int4 nbv = Th->nbv;
1191 assert(i >=0 && j >=0 && k >=0);
1192 assert(i < nbv && j < nbv && k < nbv);
1193 ns[0]=v+i;
1194 ns[1]=v+j;
1195 ns[2]=v+k;
1196 at[0]=at[1]=at[2]=0;
1197 aa[0]=aa[1]=aa[2]=0;
1198 det=0;
1199}
1200
1201inline Triangle::Triangle(Vertex *v0,Vertex *v1,Vertex *v2){
1202 ns[0]=v0;
1203 ns[1]=v1;
1204 ns[2]=v2;
1205 at[0]=at[1]=at[2]=0;
1206 aa[0]=aa[1]=aa[2]=0;
1207 if (v0) det=0;
1208 else {
1209 det=-1;
1210 link=NULL;};
1211}
1212
1213inline Real4 Triangle::qualite()
1214{
1215 return det < 0 ? -1 : bamg::qualite(*ns[0],*ns[1],*ns[2]);
1216}
1217
1218Int4 inline Vertex::Optim(int i,int koption)
1219{
1220 Int4 ret=0;
1221 if ( t && (vint >= 0 ) && (vint <3) )
1222 {
1223 ret = t->Optim(vint,koption);
1224 if(!i)
1225 {
1226 t =0; // for no future optime
1227 vint= 0; }
1228 }
1229 return ret;
1230}
1231
1232Icoor2 inline det(const Vertex & a,const Vertex & b,const Vertex & c)
1233{
1234 register Icoor2 bax = b.i.x - a.i.x ,bay = b.i.y - a.i.y;
1235 register Icoor2 cax = c.i.x - a.i.x ,cay = c.i.y - a.i.y;
1236 return bax*cay - bay*cax;}
1237
1238
1239void swap(Triangle *t1,Int1 a1,
1240 Triangle *t2,Int1 a2,
1241 Vertex *s1,Vertex *s2,Icoor2 det1,Icoor2 det2);
1242
1243
1244
1245int inline TriangleAdjacent::swap()
1246{ return t->swap(a);}
1247
1248
1249
1250int SwapForForcingEdge(Vertex * & pva ,Vertex * & pvb ,
1251 TriangleAdjacent & tt1,Icoor2 & dets1,
1252 Icoor2 & detsa,Icoor2 & detsb, int & nbswap);
1253
1254int ForceEdge(Vertex &a, Vertex & b,TriangleAdjacent & taret) ;
1255
1256// inline bofbof FH
1257inline TriangleAdjacent FindTriangleAdjacent(Edge &E)
1258 {
1259 Vertex * a = E.v[0];
1260 Vertex * b = E.v[1];
1261
1262 Triangle * t = a->t;
1263 int i = a->vint;
1264 TriangleAdjacent ta(t,EdgesVertexTriangle[i][0]); // Previous edge
1265 assert(t && i>=0 && i < 3);
1266 assert( a == (*t)(i));
1267 int k=0;
1268 do { // turn around vertex in direct sens (trigo)
1269 k++;assert(k< 20000);
1270 // in no crack => ta.EdgeVertex(1) == a otherwise ???
1271 if (ta.EdgeVertex(1) == a && ta.EdgeVertex(0) == b) return ta; // find
1272 ta = ta.Adj();
1273 if (ta.EdgeVertex(0) == a && ta.EdgeVertex(1) == b) return ta; // find
1274 --ta;
1275 } while (t != (Triangle *)ta);
1276 assert(0);
1277 return TriangleAdjacent(0,0);// error
1278 }
1279
1280inline Vertex * TheVertex(Vertex * a) // give a unique vertex with smallest number
1281{ // in case on crack in mesh
1282 Vertex * r(a), *rr;
1283 Triangle * t = a->t;
1284 int i = a->vint;
1285 TriangleAdjacent ta(t,EdgesVertexTriangle[i][0]); // Previous edge
1286 assert(t && i>=0 && i < 3);
1287 assert( a == (*t)(i));
1288 int k=0;
1289 do { // turn around vertex in direct sens (trigo)
1290 k++;assert(k< 20000);
1291 // in no crack => ta.EdgeVertex(1) == a
1292 if ((rr=ta.EdgeVertex(0)) < r) r = rr;
1293 ta = ta.Adj();
1294 if ((rr=ta.EdgeVertex(1)) < r) r =rr;
1295 --ta;
1296 } while (t != (Triangle*) ta);
1297 return r;
1298}
1299
1300inline double CPUtime(){
1301#ifdef SYSTIMES
1302 struct tms buf;
1303 if (times(&buf)!=-1)
1304 return ((double)buf.tms_utime+(double)buf.tms_stime)/(long) sysconf(_SC_CLK_TCK);
1305 else
1306#endif
1307 return ((double) clock())/CLOCKS_PER_SEC;
1308}
1309
1310}
1311#endif
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