source: issm/trunk/src/c/objects/Bamg/Mesh.h@ 5148

Last change on this file since 5148 was 5148, checked in by Mathieu Morlighem, 15 years ago

as usual

File size: 8.0 KB
Line 
1#ifndef _TRIANGLES_H_
2#define _TRIANGLES_H_
3
4#include "./include.h"
5#include "./BamgOpts.h"
6#include "./BamgMesh.h"
7#include "./BamgGeom.h"
8#include "./Triangle.h"
9#include "./VertexOnGeom.h"
10#include "./VertexOnVertex.h"
11#include "./VertexOnEdge.h"
12#include "./ListofIntersectionTriangles.h"
13
14
15namespace bamg {
16
17 //classes
18 class Geometry;
19 class CrackedEdge;
20 class QuadTree;
21 class SubDomain;
22
23 class Mesh {
24
25 public:
26
27 Geometry & Gh; // Geometry
28 Mesh & BTh; // Background Mesh Bth== *this =>no background
29 BamgVertex *vertices;
30 Triangle *triangles;
31 Edge *edges;
32 QuadTree *quadtree;
33 BamgVertex **ordre;
34 SubDomain *subdomains;
35 long NbRef; // counter of ref on the this class if 0 we can delete
36 long maxnbv,maxnbt; // nombre max de sommets , de triangles
37 long nbv,nbt,nbe,nbq; // nb of vertices, of triangles, of edges and quadrilaterals
38 long nbsubdomains;
39 long nbtout; // Nb of oudeside triangle
40
41 R2 pmin,pmax; // extrema
42 double coefIcoor; // coef to integer Icoor1;
43 ListofIntersectionTriangles lIntTria;
44
45 long NbVerticesOnGeomVertex;
46 VertexOnGeom *VerticesOnGeomVertex;
47 long NbVerticesOnGeomEdge;
48 VertexOnGeom *VerticesOnGeomEdge;
49 long NbVertexOnBThVertex;
50 VertexOnVertex *VertexOnBThVertex;
51 long NbVertexOnBThEdge;
52 VertexOnEdge *VertexOnBThEdge;
53 long NbCrackedVertices;
54 long *CrackedVertices;
55 long NbCrackedEdges;
56 CrackedEdge *CrackedEdges;
57
58 //Constructors/Destructors
59 Mesh(BamgGeom* bamggeom,BamgMesh* bamgmesh,BamgOpts* bamgopts);
60 Mesh(double* index,double* x,double* y,int nods,int nels);
61 Mesh(Mesh &,Geometry * pGh=0,Mesh* pBTh=0,long maxnbv_in=0 ); //copy operator
62 Mesh(const Mesh &,const int *flag,const int *bb,BamgOpts* bamgopts); // truncature
63 Mesh(long maxnbv,Mesh & BT,BamgOpts* bamgopts,int keepBackVertices=1);
64 Mesh(long maxnbv,Geometry & G,BamgOpts* bamgopts);
65 ~Mesh();
66
67 //Operators
68 const BamgVertex &operator[](long i) const { return vertices[i]; };
69 BamgVertex &operator[](long i) { return vertices[i]; };
70 const Triangle &operator()(long i) const { return triangles[i]; };
71 Triangle &operator()(long i) { return triangles[i]; };
72
73 //Methods
74 void SetIntCoor(const char * from =0);
75 double MinimalHmin() {return 2.0/coefIcoor;}
76 double MaximalHmax() {return Max(pmax.x-pmin.x,pmax.y-pmin.y);}
77 I2 toI2(const R2 & P) const {
78 return I2( (Icoor1) (coefIcoor*(P.x-pmin.x))
79 ,(Icoor1) (coefIcoor*(P.y-pmin.y)) );}
80 R2 toR2(const I2 & P) const {
81 return R2( (double) P.x/coefIcoor+pmin.x, (double) P.y/coefIcoor+pmin.y);
82 }
83 void AddVertex(BamgVertex & s,Triangle * t,Icoor2 * =0) ;
84 void Insert();
85 void ForceBoundary();
86 void FindSubDomain(int OutSide=0);
87 long TriangleReferenceList(long*) const;
88 void TriangleIntNumbering(long* renumbering);
89 void ShowHistogram() const;
90 void CrackMesh(BamgOpts* bamgopts);
91 void ShowRegulaty() const;
92 void SmoothMetric(double raisonmax) ;
93 void BoundAnisotropy(double anisomax,double hminaniso= 1e-100) ;
94 void MaxSubDivision(double maxsubdiv);
95 Edge** MakeGeometricalEdgeToEdge();
96 long SplitInternalEdgeWithBorderVertices();
97 void MakeQuadrangles(double costheta);
98 int SplitElement(int choice);
99 void MakeQuadTree();
100 void NewPoints(Mesh &,BamgOpts* bamgopts,int KeepVertices=1);
101 long InsertNewPoints(long nbvold,long & NbTSwap) ;
102 void TrianglesRenumberBySubDomain(bool justcompress=false);
103 void VerticesRenumber(long * renu);
104 void SmoothingVertex(int =3,double=0.3);
105 Metric MetricAt (const R2 &) const;
106 GeometricalEdge* ProjectOnCurve( Edge & AB, BamgVertex & A, BamgVertex & B,double theta, BamgVertex & R,VertexOnEdge & BR,VertexOnGeom & GR);
107 long Number(const Triangle & t) const { return &t - triangles;}
108 long Number(const Triangle * t) const { return t - triangles;}
109 long Number(const BamgVertex & t) const { return &t - vertices;}
110 long Number(const BamgVertex * t) const { return t - vertices;}
111 long Number(const Edge & t) const { return &t - edges;}
112 long Number(const Edge * t) const { return t - edges;}
113 long Number2(const Triangle * t) const { return t - triangles; }
114 BamgVertex* NearestVertex(Icoor1 i,Icoor1 j) ;
115 Triangle* TriangleFindFromCoord(const I2 & ,Icoor2 [3],Triangle *tstart=0) const;
116 void ReadMesh(double* index,double* x,double* y,int nods,int nels);
117 void ReadMesh(BamgMesh* bamgmesh, BamgOpts* bamgopts);
118 void WriteMesh(BamgMesh* bamgmesh,BamgOpts* bamgopts);
119 void ReadMetric(const BamgOpts* bamgopts);
120 void WriteMetric(BamgOpts* bamgopts);
121 void AddMetric(BamgOpts* bamgopts);
122 void BuildMetric0(BamgOpts* bamgopts);
123 void BuildMetric1(BamgOpts* bamgopts);
124 void AddGeometryMetric(BamgOpts* bamgopts);
125 int isCracked() const {return NbCrackedVertices != 0;}
126 void BuildGeometryFromMesh(BamgOpts* bamgopts=NULL);
127 void ReconstructExistingMesh();
128
129 //Inline methods
130 inline void CreateSingleVertexToTriangleConnectivity(){
131 for (int i=0;i<nbv;i++) vertices[i].vint=0, vertices[i].t=NULL;
132 for (int i=0;i<nbt;i++) triangles[i].SetSingleVertexToTriangleConnectivity();
133 }
134 inline void UnMarkUnSwapTriangle(){
135 for (int i=0;i<nbt;i++)
136 for(int j=0;j<3;j++)
137 triangles[i].SetUnMarkUnSwap(j);
138 }
139 inline void SetVertexFieldOn(){
140 for (int i=0;i<nbv;i++) vertices[i].GeometricalEdgeHook=NULL;
141 for (int j=0;j<NbVerticesOnGeomVertex;j++) VerticesOnGeomVertex[j].SetOn();
142 for (int k=0;k<NbVerticesOnGeomEdge;k++ ) VerticesOnGeomEdge[k].SetOn();
143 }
144 inline void SetVertexFieldOnBTh(){
145 for (int i=0;i<nbv;i++) vertices[i].GeometricalEdgeHook=NULL;
146 for (int j=0;j<NbVertexOnBThVertex;j++) VertexOnBThVertex[j].SetOnBTh();
147 for (int k=0;k<NbVertexOnBThEdge;k++ ) VertexOnBThEdge[k].SetOnBTh();
148 }
149
150 private:
151 void TriangulateFromGeom1(long maxnbv,BamgOpts* bamgopts,int KeepVertices=1);// the real constructor mesh adaption
152 void TriangulateFromGeom0(long maxnbv,BamgOpts* bamgopts);// the real constructor mesh generator
153 void Init(long);
154 };
155
156 /*Intermediary*/
157 AdjacentTriangle CloseBoundaryEdge(I2 ,Triangle *, double &,double &) ;
158 AdjacentTriangle CloseBoundaryEdgeV2(I2 A,Triangle *t, double &a,double &b);
159 void swap(Triangle *t1,short a1,
160 Triangle *t2,short a2,
161 BamgVertex *s1,BamgVertex *s2,Icoor2 det1,Icoor2 det2);
162 int SwapForForcingEdge(BamgVertex * & pva ,BamgVertex * & pvb ,
163 AdjacentTriangle & tt1,Icoor2 & dets1,
164 Icoor2 & detsa,Icoor2 & detsb, int & nbswap);
165 int ForceEdge(BamgVertex &a, BamgVertex & b,AdjacentTriangle & taret) ;
166 inline AdjacentTriangle Previous(const AdjacentTriangle & ta){
167 return AdjacentTriangle(ta.t,PreviousEdge[ta.a]);
168 }
169 inline AdjacentTriangle Next(const AdjacentTriangle & ta){
170 return AdjacentTriangle(ta.t,NextEdge[ta.a]);
171 }
172 inline AdjacentTriangle Adj(const AdjacentTriangle & a){
173 return a.Adj();
174 }
175 inline void Adj(GeometricalEdge * & on,int &i){
176 int j=i;i=on->DirAdj[i];on=on->Adj[j];
177 }
178 inline double qualite(const BamgVertex &va,const BamgVertex &vb,const BamgVertex &vc){
179 double ret;
180 I2 ia=va,ib=vb,ic=vc;
181 I2 ab=ib-ia,bc=ic-ib,ac=ic-ia;
182 Icoor2 deta=Det(ab,ac);
183 if (deta <=0) ret = -1;
184 else {
185 double a = sqrt((double) (ac,ac)),
186 b = sqrt((double) (bc,bc)),
187 c = sqrt((double) (ab,ab)),
188 p = a+b+c;
189 double h= Max(Max(a,b),c),ro=deta/p;
190 ret = ro/h;
191 }
192 return ret;
193 }
194
195}
196#endif
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