Index: /issm/trunk/src/c/Bamgx/BamgObjects.h
===================================================================
--- /issm/trunk/src/c/Bamgx/BamgObjects.h	(revision 3238)
+++ /issm/trunk/src/c/Bamgx/BamgObjects.h	(revision 3239)
@@ -334,8 +334,8 @@
 	/*}}}1*/
 
-	/*Other prototypes {{{1*/
+	/*Other prototypes IN TRIANGLES.CPP (TO BE REORGANIZED){{{1*/
+	Int4 AGoodNumberPrimeWith(Int4 n);
 	TriangleAdjacent CloseBoundaryEdge(I2 ,Triangle *, double &,double &) ;
 	TriangleAdjacent CloseBoundaryEdgeV2(I2 A,Triangle *t, double &a,double &b);
-	Int4 FindTriangle(Triangles &Th, Real8 x, Real8 y, double* a,int & inside);
 	void  swap(Triangle *t1,Int1 a1,
 				Triangle *t2,Int1 a2,
Index: /issm/trunk/src/c/Bamgx/objects/Triangles.cpp
===================================================================
--- /issm/trunk/src/c/Bamgx/objects/Triangles.cpp	(revision 3238)
+++ /issm/trunk/src/c/Bamgx/objects/Triangles.cpp	(revision 3239)
@@ -5359,3 +5359,463 @@
 /*}}}1*/
 
+	/*Intermediary*/
+	/*FUNCTION swap{{{1*/
+	void  swap(Triangle *t1,Int1 a1, Triangle *t2,Int1 a2, Vertex *s1,Vertex *s2,Icoor2 det1,Icoor2 det2){ 
+		// --------------------------------------------------------------
+		// Int1 a2=aa[a];// les 2 numero de l arete dans les 2 triangles
+		//                               
+		//               sb                     sb    
+		//             / | \                   /   \                      !
+		//         as1/  |  \                 /a2   \                     !
+		//           /   |   \               /    t2 \                    !
+		//       s1 /t1  | t2 \s2  -->   s1 /___as2___\s2                 !
+		//          \  a1|a2  /             \   as1   /  
+		//           \   |   /               \ t1    /   
+		//            \  |  / as2             \   a1/    
+		//             \ | /                   \   /     
+		//              sa                       sa   
+		//  -------------------------------------------------------------
+		int as1 = NextEdge[a1];
+		int as2 = NextEdge[a2];
+		int ap1 = PreviousEdge[a1];
+		int ap2 = PreviousEdge[a2];
+		(*t1)(VerticesOfTriangularEdge[a1][1]) = s2 ; // avant sb
+		(*t2)(VerticesOfTriangularEdge[a2][1]) = s1  ; // avant sa
+		// mise a jour des 2 adjacences externes 
+		TriangleAdjacent taas1 = t1->Adj(as1),
+							  taas2 = t2->Adj(as2),
+							  tas1(t1,as1), tas2(t2,as2),
+							  ta1(t1,a1),ta2(t2,a2);
+		// externe haut gauche
+		taas1.SetAdj2(ta2, taas1.GetAllFlag_UnSwap());
+		// externe bas droite
+		taas2.SetAdj2(ta1, taas2.GetAllFlag_UnSwap());
+		// remove the Mark  UnMarkSwap 
+		t1->SetUnMarkUnSwap(ap1);
+		t2->SetUnMarkUnSwap(ap2);
+		// interne 
+		tas1.SetAdj2(tas2);
+
+		t1->det = det1;
+		t2->det = det2;
+
+		t1->SetTriangleContainingTheVertex();
+		t2->SetTriangleContainingTheVertex();
+	} // end swap 
+	/*}}}1*/
+	/*FUNCTION FindTriangle{{{1*/
+	Int4 FindTriangle(Triangles &Th, Real8 x, Real8 y, double* a,int & inside){
+		I2 I = Th.toI2(R2(Min(Max(Th.pmin.x,x),Th.pmax.x),Min(Max(Th.pmin.y,y),Th.pmax.y))); 
+		Icoor2 dete[3];
+		Triangle & tb = *Th.FindTriangleContaining(I,dete);
+
+		if  (tb.link) 
+		  { // internal point in a true triangles
+			a[0]= (Real8) dete[0]/ tb.det;
+			a[1]= (Real8) dete[1] / tb.det;
+			a[2] = (Real8) dete[2] / tb.det;
+			inside = 1;	 
+			return Th.Number(tb);
+		  } 
+		else 
+		  {
+			inside = 0; 
+			double aa,bb;
+			TriangleAdjacent  ta=CloseBoundaryEdgeV2(I,&tb,aa,bb);	 
+			int k = ta;
+			Triangle * tc = ta;
+			if (!tc->link) 
+			  { ta = ta.Adj();
+				tc=ta;
+				k = ta;
+				Exchange(aa,bb);
+				if (!tc->link){
+					throw ErrorException(__FUNCT__,exprintf("!tc->link"));
+				}
+			  }
+			a[VerticesOfTriangularEdge[k][0]] = aa;
+			a[VerticesOfTriangularEdge[k][1]] = bb;
+			a[OppositeVertex[k]] = 1- aa -bb;
+			return Th.Number(tc);
+		  }
+	}
+	/*}}}1*/
+	/*FUNCTION CloseBoundaryEdge{{{1*/
+	TriangleAdjacent CloseBoundaryEdge(I2 A,Triangle *t, double &a,double &b) {
+		int k=(*t)(0) ?  ((  (*t)(1) ? ( (*t)(2) ? -1 : 2) : 1  )) : 0;
+		int dir=0;
+		if (k<0){
+			throw ErrorException(__FUNCT__,exprintf("k<0"));
+		}
+		int kkk=0;  
+		Icoor2 IJ_IA,IJ_AJ;
+		TriangleAdjacent edge(t,OppositeEdge[k]);          
+		for (;;edge = dir >0 ? Next(Adj(Next(edge))) : Previous(Adj(Previous(edge)))) {  
+			kkk++;
+			if (kkk>=1000){
+				throw ErrorException(__FUNCT__,exprintf("kkk>=1000"));
+			}
+			Vertex  &vI =  *edge.EdgeVertex(0);
+			Vertex  &vJ =  *edge.EdgeVertex(1);
+			I2 I=vI, J=vJ, IJ= J-I;
+			IJ_IA = (IJ ,(A-I));
+			if (IJ_IA<0) {
+				if (dir>0) {a=1;b=0;return edge;}// change of signe => I
+				else {dir=-1;
+					continue;}};// go in direction i 
+					IJ_AJ = (IJ ,(J-A));
+					if (IJ_AJ<0) {
+						if(dir<0)  {a=0;b=1;return edge;}            
+						else {dir = 1;
+							continue;}}// go in direction j
+							double IJ2 = IJ_IA + IJ_AJ;
+							if (IJ2==0){
+								throw ErrorException(__FUNCT__,exprintf("IJ2==0"));
+							}
+							a= IJ_AJ/IJ2;
+							b= IJ_IA/IJ2;
+							return edge;
+		  } 
+	}
+	/*}}}1*/
+	/*FUNCTION CloseBoundaryEdgeV2{{{1*/
+	TriangleAdjacent CloseBoundaryEdgeV2(I2 C,Triangle *t, double &a,double &b) { 
+		// walk around the vertex 
+		// version 2 for remove the probleme if we fill the hole
+		//int bug=1;
+		//  Triangle *torigine = t;
+		// restart:
+		//   int dir=0;
+		if (t->link != 0){
+			throw ErrorException(__FUNCT__,exprintf("t->link != 0"));
+		}
+		// to have a starting edges 
+		// try the 3 edge bourna-- in case of internal hole 
+		// and choice  the best 
+		// 
+		// the probleme is in case of  the fine and long internal hole
+		// for exemple neart the training edge of a wing
+		Vertex * s=0,*s1=0, *s0=0;
+		Icoor2 imax = MaxICoor22;
+		Icoor2 l0 = imax,l1 = imax;
+		double dd2 =  imax;// infinity
+		TriangleAdjacent er; 
+		int  cas=-2;
+		for (int j=0;j<3;j++)
+		  { 
+			TriangleAdjacent ta=t->FindBoundaryEdge(j);
+			if  (! (Triangle *) ta) continue;
+			s0 = ta.EdgeVertex(0);
+			s1 = ta.EdgeVertex(1);
+			I2 A = * s0;
+			I2 B = *ta.EdgeVertex(1);
+			I2 AB = B-A,AC=C-A,BC=B-C;
+			Icoor2  ACAC = (AC,AC), BCBC = (BC,BC);
+			Icoor2  AB2  =   Norme2_2(AB); //  ||AB||^2
+			Icoor2  ABAC  =   (AB,AC);         //  AB.AC|
+
+			double d2;
+			if ( ABAC < 0 )   // DIST A
+			  {
+				if ( (d2=(double) ACAC)  <  dd2) 
+				  {
+					er = ta;
+					l0 = ACAC;
+					l1 = BCBC;
+					cas = 0;
+					s = s0;
+				  }
+			  }
+			else if (ABAC > AB2)  // DIST B
+			  {
+				if ( (d2=(double) BCBC)  <  dd2) 
+				  {
+					dd2 = d2;
+					er = Adj(ta); // other direction
+					l0 = BCBC;
+					l1 = ACAC;
+					cas = 1;
+					s = s1;
+				  }
+			  }
+			else  // DIST AB
+			  { 
+
+				double det_2 =  (double) Det(AB,AC); 
+				det_2 *= det_2; // square of area*2 of triangle ABC
+				d2 = det_2/ (double) AB2; // hauteur^2 in C of of triangle ABC      
+
+				if (d2 < dd2) 
+				  {
+					dd2 = d2;
+					er = ta;
+					l0 = (AC,AC);
+					l1 = (BC,BC);
+					s = 0;
+					cas = -1;
+					b = ((double) ABAC/(double) AB2);
+					a = 1 - b;
+				  }
+			  }
+		  }
+		if (cas ==-2){
+			throw ErrorException(__FUNCT__,exprintf("cas==-2"));
+		}
+		// l1 = ||C s1||  , l0 = ||C s0||
+		// where s0,s1 are the vertex of the edge er
+
+		if ( s) 
+		  { 
+			t=er;
+			TriangleAdjacent edge(er); 
+
+			int kkk=0;  
+			int linkp = t->link == 0;
+
+			Triangle * tt=t=edge=Adj(Previous(edge));
+			do  {  // loop over vertex s
+				kkk++;
+				if (edge.EdgeVertex(0)!=s && kkk>=10000){
+					throw ErrorException(__FUNCT__,exprintf("edge.EdgeVertex(0)!=s && kkk>=10000"));
+				}
+
+				int link = tt->link == 0;
+				if ((link + linkp) == 1) 
+				  { // a boundary edge 
+					Vertex * st = edge.EdgeVertex(1);
+					I2 I=*st;
+					Icoor2  ll = Norme2_2 (C-I);
+					if (ll < l1) {  // the other vertex is neart 
+						s1=st;
+						l1=ll;
+						er = edge;
+						if(ll<l0) { // change of direction --
+							s1=s;
+							l1=l0;
+							s=st;
+							l0=ll;
+							t=tt;
+							edge=Adj(edge);
+							link=linkp;
+							er = edge;
+						}
+					}
+				  }
+
+				linkp=link;
+				edge=Adj(Previous(edge));
+				tt = edge;
+			} while (t!=tt);
+
+			if (!(Triangle *) er){
+				throw ErrorException(__FUNCT__,exprintf("!(Triangle *) er"));
+			}
+			I2 A((I2)*er.EdgeVertex(0));
+			I2 B((I2)*er.EdgeVertex(1));
+			I2 AB=B-A,AC=C-A,CB=B-C;
+			double aa =  (double) (AB,AC);
+			double bb =  (double) (AB,CB);
+			if (aa<0)       a=1,b=0;
+			else if(bb<0)   a=0,b=1;
+			else  
+			  {
+				a  = bb/(aa+bb);
+				b  = aa/(aa+bb);
+			  }
+		  }
+		return er;
+	} 
+	/*}}}1*/
+	/*FUNCTION AGoodNumberPrimeWith{{{1*/
+	Int4 AGoodNumberPrimeWith(Int4 n){
+
+		//list of big prime numbers
+		const Int4 BigPrimeNumber[] ={ 567890359L,
+			567890431L,  567890437L,  567890461L,  567890471L,
+			567890483L,  567890489L,  567890497L,  567890507L,
+			567890591L,  567890599L,  567890621L,  567890629L , 0};
+
+		//initialize o and pi
+		Int4 o =0;
+		Int4 pi=BigPrimeNumber[1];
+
+		//loop until BigPrimeNumber[i]==0 (end of BigPrimeNumber)
+		for (int i=0; BigPrimeNumber[i]; i++){
+
+			//compute r, rest of the remainder of the division of BigPrimeNumber[i] by n
+			Int4 r = BigPrimeNumber[i] % n;
+
+			/*compute oo = min ( r , n-r , |n - 2r|, |n-3r|)*/
+			Int4 oo = Min(Min(r,n-r),Min(Abs(n-2*r),Abs(n-3*r)));
+			if ( o < oo){
+				o=oo;
+				pi=BigPrimeNumber[i];
+			}
+		}
+		return pi; 
+	}
+	/*}}}1*/
+	/*FUNCTION SwapForForcingEdge{{{1*/
+	int SwapForForcingEdge(Vertex   *  & pva ,Vertex  * &   pvb ,TriangleAdjacent & tt1,Icoor2 & dets1, Icoor2 & detsa,Icoor2 & detsb, int & NbSwap) {
+		// l'arete ta coupe l'arete pva pvb
+		// de cas apres le swap sa coupe toujours
+		// on cherche l'arete suivante 
+		// on suppose que detsa >0 et detsb <0
+		// attention la routine echange pva et pvb 
+
+		if(tt1.Locked()) return 0; // frontiere croise 
+
+		TriangleAdjacent tt2 = Adj(tt1);
+		Triangle *t1=tt1,*t2=tt2;// les 2 triangles adjacent
+		Int1 a1=tt1,a2=tt2;// les 2 numero de l arete dans les 2 triangles
+		if ( a1<0 || a1>=3 ){
+			throw ErrorException(__FUNCT__,exprintf("a1<0 || a1>=3"));
+		}
+
+		Vertex & sa= (* t1)[VerticesOfTriangularEdge[a1][0]];
+		Vertex & s1= (*t1)[OppositeVertex[a1]];
+		Vertex & s2= (*t2)[OppositeVertex[a2]];
+
+
+		Icoor2 dets2 = det(*pva,*pvb,s2);
+		Icoor2 det1=t1->det , det2=t2->det ;
+		Icoor2 detT = det1+det2;
+		if ((det1<=0 ) || (det2<=0)){
+			throw ErrorException(__FUNCT__,exprintf("(det1<=0 ) || (det2<=0)"));
+		}
+		if ( (detsa>=0) || (detsb<=0) ){ // [a,b] cut infinite line va,bb
+			throw ErrorException(__FUNCT__,exprintf("(detsa>=0) || (detsb<=0)"));
+		}
+		Icoor2 ndet1 = bamg::det(s1,sa,s2);
+		Icoor2 ndet2 = detT - ndet1;
+
+		int ToSwap =0; //pas de swap
+		if ((ndet1 >0) && (ndet2 >0)) 
+		  { // on peut swaper  
+			if ((dets1 <=0 && dets2 <=0) || (dets2 >=0 && detsb >=0))
+			 ToSwap =1; 
+			else // swap alleatoire 
+			 if (BinaryRand()) 
+			  ToSwap =2; 
+		  }
+		if (ToSwap) NbSwap++,
+		 bamg::swap(t1,a1,t2,a2,&s1,&s2,ndet1,ndet2);
+
+		int ret=1;
+
+		if (dets2 < 0) {// haut
+			dets1 = ToSwap ? dets1 : detsa ;
+			detsa = dets2; 
+			tt1 =  Previous(tt2) ;}
+		else if (dets2 > 0){// bas 
+			dets1 = ToSwap ? dets1 : detsb ;
+			detsb = dets2;
+			//xxxx tt1 = ToSwap ? tt1 : Next(tt2);
+			if(!ToSwap) tt1 =  Next(tt2);
+		}
+		else { // changement de sens 
+			ret = -1;
+			Exchange(pva,pvb);
+			Exchange(detsa,detsb);
+			Exchange(dets1,dets2);
+			Exchange(tt1,tt2);
+			dets1=-dets1;
+			dets2=-dets2;
+			detsa=-detsa;
+			detsb=-detsb;
+
+			if (ToSwap) 
+			 if (dets2 < 0) {// haut
+				 dets1 = (ToSwap ? dets1 : detsa) ;
+				 detsa = dets2; 
+				 tt1 =  Previous(tt2) ;}
+			 else if (dets2 > 0){// bas 
+				 dets1 = (ToSwap ? dets1 : detsb) ;
+				 detsb =  dets2;
+				 if(!ToSwap) tt1 =  Next(tt2);
+			 }
+			 else {// on a fin ???
+				 tt1 = Next(tt2);
+				 ret =0;}
+
+		}
+		return ret;
+	}
+	/*}}}1*/
+	/*FUNCTION ForceEdge{{{1*/
+
+	int ForceEdge(Vertex &a, Vertex & b,TriangleAdjacent & taret)  { 
+		int NbSwap =0;
+		if (!a.t || !b.t){ // the 2 vertex is in a mesh
+			throw ErrorException(__FUNCT__,exprintf("!a.t || !b.t"));
+		}
+		int k=0;
+		taret=TriangleAdjacent(0,0); // erreur 
+
+		TriangleAdjacent tta(a.t,EdgesVertexTriangle[a.vint][0]);
+		Vertex   *v1, *v2 = tta.EdgeVertex(0),*vbegin =v2;
+		// we turn around a in the  direct sens  
+
+		Icoor2 det2 = v2 ? det(*v2,a,b): -1 , det1;
+		if(v2) // normal case 
+		 det2 = det(*v2,a,b);
+		else { // no chance infini vertex try the next
+			tta= Previous(Adj(tta));
+			v2 = tta.EdgeVertex(0);
+			vbegin =v2;
+			if (!v2){
+				throw ErrorException(__FUNCT__,exprintf("!v2"));
+			}
+			det2 = det(*v2,a,b);
+		}
+
+		while (v2 != &b) {
+			TriangleAdjacent tc = Previous(Adj(tta));    
+			v1 = v2; 
+			v2 = tc.EdgeVertex(0);
+			det1 = det2;
+			det2 =  v2 ? det(*v2,a,b): det2; 
+
+			if((det1 < 0) && (det2 >0)) { 
+				// try to force the edge 
+				Vertex * va = &a, *vb = &b;
+				tc = Previous(tc);
+				if (!v1 || !v2){
+					throw ErrorException(__FUNCT__,exprintf("!v1 || !v2"));
+				}
+				Icoor2 detss = 0,l=0,ks;
+				while ((ks=SwapForForcingEdge(  va,  vb, tc, detss, det1,det2,NbSwap)))
+				 if(l++ > 10000000) {
+					 throw ErrorException(__FUNCT__,exprintf("Loop in forcing Egde, nb de swap=%i, nb of try swap (%i) too big",NbSwap,l));
+				 }
+				Vertex *aa = tc.EdgeVertex(0), *bb = tc.EdgeVertex(1);
+				if (( aa == &a ) && (bb == &b) ||  (bb ==  &a ) && (aa == &b)) {
+					tc.SetLock();
+					a.Optim(1,0);
+					b.Optim(1,0);
+					taret = tc;
+					return NbSwap;
+				}
+				else 
+				  {
+					taret = tc;
+					return -2; // error  boundary is crossing
+				  }
+			}
+			tta = tc;
+			k++;
+			if (k>=2000){
+				throw ErrorException(__FUNCT__,exprintf("k>=2000"));
+			}
+			if ( vbegin == v2 ) return -1;// error 
+		}
+
+		tta.SetLock();
+		taret=tta;
+		a.Optim(1,0);
+		b.Optim(1,0);
+		return NbSwap; 
+	}
+	/*}}}1*/
+
 }
Index: sm/trunk/src/c/Bamgx/shared/AGoodNumberPrimeWith.cpp
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/AGoodNumberPrimeWith.cpp	(revision 3238)
+++ 	(revision )
@@ -1,29 +1,0 @@
-#include "AGoodNumberPrimeWith.h"
-
-Int4 AGoodNumberPrimeWith(Int4 n){
-
-	//list of big prime numbers
-	const Int4 BigPrimeNumber[] ={ 567890359L,
-		567890431L,  567890437L,  567890461L,  567890471L,
-		567890483L,  567890489L,  567890497L,  567890507L,
-		567890591L,  567890599L,  567890621L,  567890629L , 0};
-
-	//initialize o and pi
-	Int4 o =0;
-	Int4 pi=BigPrimeNumber[1];
-
-	//loop until BigPrimeNumber[i]==0 (end of BigPrimeNumber)
-	for (int i=0; BigPrimeNumber[i]; i++){
-
-		//compute r, rest of the remainder of the division of BigPrimeNumber[i] by n
-		Int4 r = BigPrimeNumber[i] % n;
-
-		/*compute oo = min ( r , n-r , |n - 2r|, |n-3r|)*/
-		Int4 oo = Min(Min(r,n-r),Min(Abs(n-2*r),Abs(n-3*r)));
-		if ( o < oo){
-			o=oo;
-			pi=BigPrimeNumber[i];
-		}
-	}
-	return pi; 
-}
Index: sm/trunk/src/c/Bamgx/shared/AGoodNumberPrimeWith.h
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/AGoodNumberPrimeWith.h	(revision 3238)
+++ 	(revision )
@@ -1,11 +1,0 @@
-#ifndef _FINDTRIANGLE_H_
-#define _FINDTRIANGLE_H_
-
-#include "../meshtype.h"
-
-namespace bamg {
-
-	Int4 AGoodNumberPrimeWith(Int4 n);
-
-}
-#endif
Index: sm/trunk/src/c/Bamgx/shared/CloseBoundaryEdge.cpp
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/CloseBoundaryEdge.cpp	(revision 3238)
+++ 	(revision )
@@ -1,38 +1,0 @@
-#include "CloseBoundaryEdge.h"
-
-TriangleAdjacent CloseBoundaryEdge(I2 A,Triangle *t, double &a,double &b) {
-	int k=(*t)(0) ?  ((  (*t)(1) ? ( (*t)(2) ? -1 : 2) : 1  )) : 0;
-	int dir=0;
-	if (k<0){
-		throw ErrorException(__FUNCT__,exprintf("k<0"));
-	}
-	int kkk=0;  
-	Icoor2 IJ_IA,IJ_AJ;
-	TriangleAdjacent edge(t,OppositeEdge[k]);          
-	for (;;edge = dir >0 ? Next(Adj(Next(edge))) : Previous(Adj(Previous(edge)))) {  
-		kkk++;
-		if (kkk>=1000){
-			throw ErrorException(__FUNCT__,exprintf("kkk>=1000"));
-		}
-		Vertex  &vI =  *edge.EdgeVertex(0);
-		Vertex  &vJ =  *edge.EdgeVertex(1);
-		I2 I=vI, J=vJ, IJ= J-I;
-		IJ_IA = (IJ ,(A-I));
-		if (IJ_IA<0) {
-			if (dir>0) {a=1;b=0;return edge;}// change of signe => I
-			else {dir=-1;
-				continue;}};// go in direction i 
-				IJ_AJ = (IJ ,(J-A));
-				if (IJ_AJ<0) {
-					if(dir<0)  {a=0;b=1;return edge;}            
-					else {dir = 1;
-						continue;}}// go in direction j
-						double IJ2 = IJ_IA + IJ_AJ;
-						if (IJ2==0){
-							throw ErrorException(__FUNCT__,exprintf("IJ2==0"));
-						}
-						a= IJ_AJ/IJ2;
-						b= IJ_IA/IJ2;
-						return edge;
-	} 
-}
Index: sm/trunk/src/c/Bamgx/shared/CloseBoundaryEdge.h
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/CloseBoundaryEdge.h	(revision 3238)
+++ 	(revision )
@@ -1,16 +1,0 @@
-#ifndef _CLOSEBOUNDARYEDGE_H_
-#define _CLOSEBOUNDARYEDGE_H_
-
-#include "../../objects/objects.h"
-#include "../../shared/shared.h"
-#include "../../include/macros.h"
-#include "../../toolkits/toolkits.h"
-
-#include "../objects/Triangle.h"
-
-namespace bamg {
-
-	TriangleAdjacent CloseBoundaryEdge(I2 ,Triangle *, double &,double &) ;
-
-}
-#endif
Index: sm/trunk/src/c/Bamgx/shared/CloseBoundaryEdgeV2.cpp
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/CloseBoundaryEdgeV2.cpp	(revision 3238)
+++ 	(revision )
@@ -1,148 +1,0 @@
-#include "CloseBoundaryEdgeV2.h"
-
-TriangleAdjacent CloseBoundaryEdgeV2(I2 C,Triangle *t, double &a,double &b) { 
-	// walk around the vertex 
-	// version 2 for remove the probleme if we fill the hole
-	//int bug=1;
-	//  Triangle *torigine = t;
-	// restart:
-	//   int dir=0;
-	if (t->link != 0){
-		throw ErrorException(__FUNCT__,exprintf("t->link != 0"));
-	}
-	// to have a starting edges 
-	// try the 3 edge bourna-- in case of internal hole 
-	// and choice  the best 
-	// 
-	// the probleme is in case of  the fine and long internal hole
-	// for exemple neart the training edge of a wing
-	Vertex * s=0,*s1=0, *s0=0;
-	Icoor2 imax = MaxICoor22;
-	Icoor2 l0 = imax,l1 = imax;
-	double dd2 =  imax;// infinity
-	TriangleAdjacent er; 
-	int  cas=-2;
-	for (int j=0;j<3;j++)
-	  { 
-		TriangleAdjacent ta=t->FindBoundaryEdge(j);
-		if  (! (Triangle *) ta) continue;
-		s0 = ta.EdgeVertex(0);
-		s1 = ta.EdgeVertex(1);
-		I2 A = * s0;
-		I2 B = *ta.EdgeVertex(1);
-		I2 AB = B-A,AC=C-A,BC=B-C;
-		Icoor2  ACAC = (AC,AC), BCBC = (BC,BC);
-		Icoor2  AB2  =   Norme2_2(AB); //  ||AB||^2
-		Icoor2  ABAC  =   (AB,AC);         //  AB.AC|
-
-		double d2;
-		if ( ABAC < 0 )   // DIST A
-		  {
-			if ( (d2=(double) ACAC)  <  dd2) 
-			  {
-				er = ta;
-				l0 = ACAC;
-				l1 = BCBC;
-				cas = 0;
-				s = s0;
-			  }
-		  }
-		else if (ABAC > AB2)  // DIST B
-		  {
-			if ( (d2=(double) BCBC)  <  dd2) 
-			  {
-				dd2 = d2;
-				er = Adj(ta); // other direction
-				l0 = BCBC;
-				l1 = ACAC;
-				cas = 1;
-				s = s1;
-			  }
-		  }
-		else  // DIST AB
-		  { 
-
-			double det_2 =  (double) Det(AB,AC); 
-			det_2 *= det_2; // square of area*2 of triangle ABC
-			d2 = det_2/ (double) AB2; // hauteur^2 in C of of triangle ABC      
-
-			if (d2 < dd2) 
-			  {
-				dd2 = d2;
-				er = ta;
-				l0 = (AC,AC);
-				l1 = (BC,BC);
-				s = 0;
-				cas = -1;
-				b = ((double) ABAC/(double) AB2);
-				a = 1 - b;
-			  }
-		  }
-	  }
-	if (cas ==-2){
-		throw ErrorException(__FUNCT__,exprintf("cas==-2"));
-	}
-	// l1 = ||C s1||  , l0 = ||C s0||
-	// where s0,s1 are the vertex of the edge er
-
-	if ( s) 
-	  { 
-		t=er;
-		TriangleAdjacent edge(er); 
-
-		int kkk=0;  
-		int linkp = t->link == 0;
-
-		Triangle * tt=t=edge=Adj(Previous(edge));
-		do  {  // loop over vertex s
-			kkk++;
-			if (edge.EdgeVertex(0)!=s && kkk>=10000){
-				throw ErrorException(__FUNCT__,exprintf("edge.EdgeVertex(0)!=s && kkk>=10000"));
-			}
-
-			int link = tt->link == 0;
-			if ((link + linkp) == 1) 
-			  { // a boundary edge 
-				Vertex * st = edge.EdgeVertex(1);
-				I2 I=*st;
-				Icoor2  ll = Norme2_2 (C-I);
-				if (ll < l1) {  // the other vertex is neart 
-					s1=st;
-					l1=ll;
-					er = edge;
-					if(ll<l0) { // change of direction --
-						s1=s;
-						l1=l0;
-						s=st;
-						l0=ll;
-						t=tt;
-						edge=Adj(edge);
-						link=linkp;
-						er = edge;
-					}
-				}
-			  }
-
-			linkp=link;
-			edge=Adj(Previous(edge));
-			tt = edge;
-		} while (t!=tt);
-
-		if (!(Triangle *) er){
-			throw ErrorException(__FUNCT__,exprintf("!(Triangle *) er"));
-		}
-		I2 A((I2)*er.EdgeVertex(0));
-		I2 B((I2)*er.EdgeVertex(1));
-		I2 AB=B-A,AC=C-A,CB=B-C;
-		double aa =  (double) (AB,AC);
-		double bb =  (double) (AB,CB);
-		if (aa<0)       a=1,b=0;
-		else if(bb<0)   a=0,b=1;
-		else  
-		  {
-			a  = bb/(aa+bb);
-			b  = aa/(aa+bb);
-		  }
-	  }
-	return er;
-} 
Index: sm/trunk/src/c/Bamgx/shared/CloseBoundaryEdgeV2.h
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/CloseBoundaryEdgeV2.h	(revision 3238)
+++ 	(revision )
@@ -1,19 +1,0 @@
-#ifndef _CLOSEBOUNDARYEDGEV2_H_
-#define _CLOSEBOUNDARYEDGEV2_H_
-
-#include "../../objects/objects.h"
-#include "../../shared/shared.h"
-#include "../../include/macros.h"
-#include "../../toolkits/toolkits.h"
-
-#include "../meshtype.h"
-#include "../objects/Triangle.h"
-
-namespace bamg {
-	
-//	class Triangle;
-
-	TriangleAdjacent CloseBoundaryEdgeV2(I2 A,Triangle *t, double &a,double &b);
-
-}
-#endif
Index: sm/trunk/src/c/Bamgx/shared/ForceEdge.cpp
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/ForceEdge.cpp	(revision 3238)
+++ 	(revision )
@@ -1,74 +1,0 @@
-#include "ForceEdge.h"
-
-int ForceEdge(Vertex &a, Vertex & b,TriangleAdjacent & taret)  { 
-	int NbSwap =0;
-	if (!a.t || !b.t){ // the 2 vertex is in a mesh
-		throw ErrorException(__FUNCT__,exprintf("!a.t || !b.t"));
-	}
-	int k=0;
-	taret=TriangleAdjacent(0,0); // erreur 
-
-	TriangleAdjacent tta(a.t,EdgesVertexTriangle[a.vint][0]);
-	Vertex   *v1, *v2 = tta.EdgeVertex(0),*vbegin =v2;
-	// we turn around a in the  direct sens  
-
-	Icoor2 det2 = v2 ? det(*v2,a,b): -1 , det1;
-	if(v2) // normal case 
-	 det2 = det(*v2,a,b);
-	else { // no chance infini vertex try the next
-		tta= Previous(Adj(tta));
-		v2 = tta.EdgeVertex(0);
-		vbegin =v2;
-		if (!v2){
-			throw ErrorException(__FUNCT__,exprintf("!v2"));
-		}
-		det2 = det(*v2,a,b);
-	}
-
-	while (v2 != &b) {
-		TriangleAdjacent tc = Previous(Adj(tta));    
-		v1 = v2; 
-		v2 = tc.EdgeVertex(0);
-		det1 = det2;
-		det2 =  v2 ? det(*v2,a,b): det2; 
-
-		if((det1 < 0) && (det2 >0)) { 
-			// try to force the edge 
-			Vertex * va = &a, *vb = &b;
-			tc = Previous(tc);
-			if (!v1 || !v2){
-				throw ErrorException(__FUNCT__,exprintf("!v1 || !v2"));
-			}
-			Icoor2 detss = 0,l=0,ks;
-			while ((ks=SwapForForcingEdge(  va,  vb, tc, detss, det1,det2,NbSwap)))
-			 if(l++ > 10000000) {
-				 throw ErrorException(__FUNCT__,exprintf("Loop in forcing Egde, nb de swap=%i, nb of try swap (%i) too big",NbSwap,l));
-			 }
-			Vertex *aa = tc.EdgeVertex(0), *bb = tc.EdgeVertex(1);
-			if (( aa == &a ) && (bb == &b) ||  (bb ==  &a ) && (aa == &b)) {
-				tc.SetLock();
-				a.Optim(1,0);
-				b.Optim(1,0);
-				taret = tc;
-				return NbSwap;
-			}
-			else 
-			  {
-				taret = tc;
-				return -2; // error  boundary is crossing
-			  }
-		}
-		tta = tc;
-		k++;
-		if (k>=2000){
-			throw ErrorException(__FUNCT__,exprintf("k>=2000"));
-		}
-		if ( vbegin == v2 ) return -1;// error 
-	}
-
-	tta.SetLock();
-	taret=tta;
-	a.Optim(1,0);
-	b.Optim(1,0);
-	return NbSwap; 
-}
Index: sm/trunk/src/c/Bamgx/shared/ForceEdge.h
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/ForceEdge.h	(revision 3238)
+++ 	(revision )
@@ -1,20 +1,0 @@
-#ifndef _FORCEEDGE_H_
-#define _FORCEEDGE_H_
-
-#include "../../objects/objects.h"
-#include "../../shared/shared.h"
-#include "../../include/macros.h"
-#include "../../toolkits/toolkits.h"
-
-#include "../objects/Vertex.h"
-#include "../objects/TriangleAdjacent.h"
-
-namespace bamg {
-	
-//	class Vertex;
-//	class TriangleAdjacent;
-
-	int ForceEdge(Vertex &a, Vertex & b,TriangleAdjacent & taret) ;
-
-}
-#endif
Index: sm/trunk/src/c/Bamgx/shared/SwapForForcingEdge.cpp
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/SwapForForcingEdge.cpp	(revision 3238)
+++ 	(revision )
@@ -1,87 +1,0 @@
-#include "SwapForForcingEdge.h"
-
-int SwapForForcingEdge(Vertex   *  & pva ,Vertex  * &   pvb ,TriangleAdjacent & tt1,Icoor2 & dets1, Icoor2 & detsa,Icoor2 & detsb, int & NbSwap) {
-	// l'arete ta coupe l'arete pva pvb
-	// de cas apres le swap sa coupe toujours
-	// on cherche l'arete suivante 
-	// on suppose que detsa >0 et detsb <0
-	// attention la routine echange pva et pvb 
-
-	if(tt1.Locked()) return 0; // frontiere croise 
-
-	TriangleAdjacent tt2 = Adj(tt1);
-	Triangle *t1=tt1,*t2=tt2;// les 2 triangles adjacent
-	Int1 a1=tt1,a2=tt2;// les 2 numero de l arete dans les 2 triangles
-	if ( a1<0 || a1>=3 ){
-		throw ErrorException(__FUNCT__,exprintf("a1<0 || a1>=3"));
-	}
-
-	Vertex & sa= (* t1)[VerticesOfTriangularEdge[a1][0]];
-	Vertex & s1= (*t1)[OppositeVertex[a1]];
-	Vertex & s2= (*t2)[OppositeVertex[a2]];
-
-
-	Icoor2 dets2 = det(*pva,*pvb,s2);
-	Icoor2 det1=t1->det , det2=t2->det ;
-	Icoor2 detT = det1+det2;
-	if ((det1<=0 ) || (det2<=0)){
-		throw ErrorException(__FUNCT__,exprintf("(det1<=0 ) || (det2<=0)"));
-	}
-	if ( (detsa>=0) || (detsb<=0) ){ // [a,b] cut infinite line va,bb
-		throw ErrorException(__FUNCT__,exprintf("(detsa>=0) || (detsb<=0)"));
-	}
-	Icoor2 ndet1 = bamg::det(s1,sa,s2);
-	Icoor2 ndet2 = detT - ndet1;
-
-	int ToSwap =0; //pas de swap
-	if ((ndet1 >0) && (ndet2 >0)) 
-	  { // on peut swaper  
-		if ((dets1 <=0 && dets2 <=0) || (dets2 >=0 && detsb >=0))
-		 ToSwap =1; 
-		else // swap alleatoire 
-		 if (BinaryRand()) 
-		  ToSwap =2; 
-	  }
-	if (ToSwap) NbSwap++,
-	 bamg::swap(t1,a1,t2,a2,&s1,&s2,ndet1,ndet2);
-
-	int ret=1;
-
-	if (dets2 < 0) {// haut
-		dets1 = ToSwap ? dets1 : detsa ;
-		detsa = dets2; 
-		tt1 =  Previous(tt2) ;}
-	else if (dets2 > 0){// bas 
-		dets1 = ToSwap ? dets1 : detsb ;
-		detsb = dets2;
-		//xxxx tt1 = ToSwap ? tt1 : Next(tt2);
-		if(!ToSwap) tt1 =  Next(tt2);
-	}
-	else { // changement de sens 
-		ret = -1;
-		Exchange(pva,pvb);
-		Exchange(detsa,detsb);
-		Exchange(dets1,dets2);
-		Exchange(tt1,tt2);
-		dets1=-dets1;
-		dets2=-dets2;
-		detsa=-detsa;
-		detsb=-detsb;
-
-		if (ToSwap) 
-		 if (dets2 < 0) {// haut
-			 dets1 = (ToSwap ? dets1 : detsa) ;
-			 detsa = dets2; 
-			 tt1 =  Previous(tt2) ;}
-		 else if (dets2 > 0){// bas 
-			 dets1 = (ToSwap ? dets1 : detsb) ;
-			 detsb =  dets2;
-			 if(!ToSwap) tt1 =  Next(tt2);
-		 }
-		 else {// on a fin ???
-			 tt1 = Next(tt2);
-			 ret =0;}
-
-	}
-	return ret;
-}
Index: sm/trunk/src/c/Bamgx/shared/SwapForForcingEdge.h
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/SwapForForcingEdge.h	(revision 3238)
+++ 	(revision )
@@ -1,21 +1,0 @@
-#ifndef _SWAPFORFORCINGEDGE_H_
-#define _SWAPFORFORCINGEDGE_H_
-
-#include "../../objects/objects.h"
-#include "../../shared/shared.h"
-#include "../../include/macros.h"
-#include "../../toolkits/toolkits.h"
-
-#include "../meshtype.h"
-#include "../objects/Vertex.h"
-#include "../objects/TriangleAdjacent.h"
-
-namespace bamg {
-
-//	class Vertex;
-//	class TriangleAdjacent;
-
-	int SwapForForcingEdge(Vertex   *  & pva ,Vertex  * &   pvb , TriangleAdjacent & tt1,Icoor2 & dets1, Icoor2 & detsa,Icoor2 & detsb, int & nbswap);
-
-}
-#endif
Index: /issm/trunk/src/c/Bamgx/shared/shared.h
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/shared.h	(revision 3238)
+++ /issm/trunk/src/c/Bamgx/shared/shared.h	(revision 3239)
@@ -7,11 +7,4 @@
 #define _SHAREDBamg_H_
 
-#include "AGoodNumberPrimeWith.h"
-#include "CloseBoundaryEdge.h"
-#include "CloseBoundaryEdgeV2.h"
-#include "ForceEdge.h"
-#include "shared.h"
-#include "SwapForForcingEdge.h"
-#include "swap.h"
 #include "TheVertex.h"
 #include "FindTriangleAdjacent.h"
Index: sm/trunk/src/c/Bamgx/shared/swap.cpp
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/swap.cpp	(revision 3238)
+++ 	(revision )
@@ -1,44 +1,0 @@
-#include "swap.h"
-
-void  swap(Triangle *t1,Int1 a1, Triangle *t2,Int1 a2, Vertex *s1,Vertex *s2,Icoor2 det1,Icoor2 det2){ 
-	// --------------------------------------------------------------
-	// Int1 a2=aa[a];// les 2 numero de l arete dans les 2 triangles
-	//                               
-	//               sb                     sb    
-	//             / | \                   /   \                      !
-	//         as1/  |  \                 /a2   \                     !
-	//           /   |   \               /    t2 \                    !
-	//       s1 /t1  | t2 \s2  -->   s1 /___as2___\s2                 !
-	//          \  a1|a2  /             \   as1   /  
-	//           \   |   /               \ t1    /   
-	//            \  |  / as2             \   a1/    
-	//             \ | /                   \   /     
-	//              sa                       sa   
-	//  -------------------------------------------------------------
-	int as1 = NextEdge[a1];
-	int as2 = NextEdge[a2];
-	int ap1 = PreviousEdge[a1];
-	int ap2 = PreviousEdge[a2];
-	(*t1)(VerticesOfTriangularEdge[a1][1]) = s2 ; // avant sb
-	(*t2)(VerticesOfTriangularEdge[a2][1]) = s1  ; // avant sa
-	// mise a jour des 2 adjacences externes 
-	TriangleAdjacent taas1 = t1->Adj(as1),
-						  taas2 = t2->Adj(as2),
-						  tas1(t1,as1), tas2(t2,as2),
-						  ta1(t1,a1),ta2(t2,a2);
-	// externe haut gauche
-	taas1.SetAdj2(ta2, taas1.GetAllFlag_UnSwap());
-	// externe bas droite
-	taas2.SetAdj2(ta1, taas2.GetAllFlag_UnSwap());
-	// remove the Mark  UnMarkSwap 
-	t1->SetUnMarkUnSwap(ap1);
-	t2->SetUnMarkUnSwap(ap2);
-	// interne 
-	tas1.SetAdj2(tas2);
-
-	t1->det = det1;
-	t2->det = det2;
-
-	t1->SetTriangleContainingTheVertex();
-	t2->SetTriangleContainingTheVertex();
-}
Index: sm/trunk/src/c/Bamgx/shared/swap.h
===================================================================
--- /issm/trunk/src/c/Bamgx/shared/swap.h	(revision 3238)
+++ 	(revision )
@@ -1,18 +1,0 @@
-#ifndef _SWAP_H_
-#define _SWAP_H_
-
-#include "../../objects/objects.h"
-#include "../../shared/shared.h"
-#include "../../include/macros.h"
-#include "../../toolkits/toolkits.h"
-
-#include "../meshtype.h"
-#include "../objects/Vertex.h"
-#include "../objects/Triangle.h"
-
-namespace bamg {
-
-	void  swap(Triangle *t1,Int1 a1, Triangle *t2,Int1 a2, Vertex *s1,Vertex *s2,Icoor2 det1,Icoor2 det2);
-
-}
-#endif
