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