source: issm/trunk/src/c/objects/Bamg/Triangle.h@ 5120

Last change on this file since 5120 was 5120, checked in by Mathieu Morlighem, 15 years ago

improved Bamg objects

File size: 5.0 KB
RevLine 
[3913]1#ifndef _TRIANGLE_H_
2#define _TRIANGLE_H_
3
4#include "./include.h"
5#include "TriangleAdjacent.h"
6
7namespace bamg {
8
9 //classes
[5095]10 class Mesh;
[5120]11 class BamgVertex;
[3913]12 class Triangle;
13
14 class Triangle {
15
16 friend class TriangleAdjacent;
17
18 private:
[5120]19 BamgVertex* TriaVertices[3]; // 3 vertices if t is triangle, t[i] allowed by access function, (*t)[i] if pointer
[3913]20 Triangle* TriaAdjTriangles[3]; // 3 pointers toward the adjacent triangles
21 short TriaAdjSharedEdge[3]; // number of the edges in the adjacent triangles the edge number 1 is the edge number TriaAdjSharedEdge[1] in the Adjacent triangle 1
22
23 public:
24 Icoor2 det; // determinant du triangle (2 fois l aire des vertices entieres)
25 union {
26 Triangle * link ;
27 long color;
28 };
29
30 //Constructors/Destructors
31 Triangle() {}
[5095]32 Triangle(Mesh *Th,long i,long j,long k);
[5120]33 Triangle(BamgVertex *v0,BamgVertex *v1,BamgVertex *v2);
[3913]34
35 //Operators
[5120]36 const BamgVertex & operator[](int i) const {return *TriaVertices[i];};
37 BamgVertex & operator[](int i) {return *TriaVertices[i];};
38 const BamgVertex * operator()(int i) const {return TriaVertices[i];};
39 BamgVertex * & operator()(int i) {return TriaVertices[i];};
[3913]40
41 //Methods
42 void Echo();
43 int swap(short a1,int=0);
44 long Optim(short a,int =0);
45 int Locked(int a)const { return TriaAdjSharedEdge[a]&4;}
46 int Hidden(int a)const { return TriaAdjSharedEdge[a]&16;}
47 int GetAllflag(int a){return TriaAdjSharedEdge[a] & 1020;}
48 void SetAllFlag(int a,int f){TriaAdjSharedEdge[a] = (TriaAdjSharedEdge[a] &3) + (1020 & f);}
49 double QualityQuad(int a,int option=1) const;
50 short NuEdgeTriangleAdj(int i) const {return TriaAdjSharedEdge[i&3]&3;} // Number of the adjacent edge in adj tria
51 TriangleAdjacent FindBoundaryEdge(int i) const;
52 TriangleAdjacent Adj(int i) const {return TriangleAdjacent(TriaAdjTriangles[i],TriaAdjSharedEdge[i]&3);};
53 Triangle* TriangleAdj(int i) const {return TriaAdjTriangles[i&3];}
[5120]54 Triangle* Quadrangle(BamgVertex * & v0,BamgVertex * & v1,BamgVertex * & v2,BamgVertex * & v3) const ;
[3913]55 void ReNumbering(Triangle *tb,Triangle *te, long *renu){
56 if (link >=tb && link <te) link = tb + renu[link -tb];
57 if (TriaAdjTriangles[0] >=tb && TriaAdjTriangles[0] <te) TriaAdjTriangles[0] = tb + renu[TriaAdjTriangles[0]-tb];
58 if (TriaAdjTriangles[1] >=tb && TriaAdjTriangles[1] <te) TriaAdjTriangles[1] = tb + renu[TriaAdjTriangles[1]-tb];
59 if (TriaAdjTriangles[2] >=tb && TriaAdjTriangles[2] <te) TriaAdjTriangles[2] = tb + renu[TriaAdjTriangles[2]-tb];
60 }
[5120]61 void ReNumbering(BamgVertex *vb,BamgVertex *ve, long *renu){
[3913]62 if (TriaVertices[0] >=vb && TriaVertices[0] <ve) TriaVertices[0] = vb + renu[TriaVertices[0]-vb];
63 if (TriaVertices[1] >=vb && TriaVertices[1] <ve) TriaVertices[1] = vb + renu[TriaVertices[1]-vb];
64 if (TriaVertices[2] >=vb && TriaVertices[2] <ve) TriaVertices[2] = vb + renu[TriaVertices[2]-vb];
65 }
66 void SetAdjAdj(short a){
67 a &= 3;
68 register Triangle *tt=TriaAdjTriangles[a];
69 TriaAdjSharedEdge [a] &= 55; // remove MarkUnSwap
70 register short aatt = TriaAdjSharedEdge[a] & 3;
71 if(tt){
72 tt->TriaAdjTriangles[aatt]=this;
73 tt->TriaAdjSharedEdge[aatt]=a + (TriaAdjSharedEdge[a] & 60 ) ;}// Copy all the mark
74 }
75 void SetAdj2(short a,Triangle *t,short aat){
76 TriaAdjTriangles[a]=t; //the adjacent triangle to the edge a is t
77 TriaAdjSharedEdge[a]=aat; //position of the edge in the adjacent triangle
78 if(t) { //if t!=NULL add adjacent triangle to t (this)
79 t->TriaAdjTriangles[aat]=this;
80 t->TriaAdjSharedEdge[aat]=a;
81 }
82 }
83 void SetTriangleContainingTheVertex() {
84 if (TriaVertices[0]) (TriaVertices[0]->t=this,TriaVertices[0]->vint=0);
85 if (TriaVertices[1]) (TriaVertices[1]->t=this,TriaVertices[1]->vint=1);
86 if (TriaVertices[2]) (TriaVertices[2]->t=this,TriaVertices[2]->vint=2);
87 }
88 void SetHidden(int a){
89 //Get Adjacent Triangle number a
90 register Triangle* t = TriaAdjTriangles[a];
91 //if it exist
92 //C|=D -> C=(C|D) bitwise inclusive OR
93 if(t) t->TriaAdjSharedEdge[TriaAdjSharedEdge[a] & 3] |=16;
94 TriaAdjSharedEdge[a] |= 16;
95 }
96
97 void SetLocked(int a){
98 //mark the edge as on Boundary
99 register Triangle * t = TriaAdjTriangles[a];
100 t->TriaAdjSharedEdge[TriaAdjSharedEdge[a] & 3] |=4;
101 TriaAdjSharedEdge[a] |= 4;
102 }
103 void SetMarkUnSwap(int a){
104 register Triangle * t = TriaAdjTriangles[a];
105 t->TriaAdjSharedEdge[TriaAdjSharedEdge[a] & 3] |=8;
106 TriaAdjSharedEdge[a] |=8 ;
107 }
108 void SetUnMarkUnSwap(int a){
109 register Triangle * t = TriaAdjTriangles[a];
110 t->TriaAdjSharedEdge[TriaAdjSharedEdge[a] & 3] &=55; // 23 + 32
111 TriaAdjSharedEdge[a] &=55 ;
112 }
113 void SetDet() {
114 if(TriaVertices[0] && TriaVertices[1] && TriaVertices[2]) det = bamg::det(*TriaVertices[0],*TriaVertices[1],*TriaVertices[2]);
115 else det = -1; }
116
117 //Inline methods
118 double qualite() ;
[5095]119 void Set(const Triangle &,const Mesh &,Mesh &);
[5120]120 int In(BamgVertex *v) const { return TriaVertices[0]==v || TriaVertices[1]==v || TriaVertices[2]==v ;}
[3913]121
122 };
123
124}
125#endif
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