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/////////////////////////////////////////////////////////////
// //
// Copyright (c) 2003-2014 by The University of Queensland //
// Centre for Geoscience Computing //
// http://earth.uq.edu.au/centre-geoscience-computing //
// //
// Primary Business: Brisbane, Queensland, Australia //
// Licensed under the Open Software License version 3.0 //
// http://www.apache.org/licenses/LICENSE-2.0 //
// //
/////////////////////////////////////////////////////////////
#include "TriMesh.h"
#include "console.h"
#include "MeshReader.h"
using namespace esys::lsm;
/*!
Constructor
*/
TriMesh::TriMesh()
{}
/*!
setup the triangle mesh from node,edge and triangle data
\param node_vec the node data
\param tri_vec the triangle data
*/
void TriMesh::LoadMesh(const vector<MeshNodeData>& node_vec, const vector<MeshTriData>& tri_vec)
{
console.XDebug() << " TriMesh::LoadMesh()\n";
// setup node map
for(vector<MeshNodeData>::const_iterator iter=node_vec.begin();
iter!=node_vec.end();
iter++){
Corner Co=Corner(Vec3(iter->x,iter->y,iter->z),iter->id,iter->tag);
m_corners.push_back(Co);
m_corner_by_id.insert(make_pair(iter->id,m_corners.size()-1));
}
console.XDebug() << m_corner_by_id.size() << " elements in node map\n";
// generate edges and connect them to the correct triangles
map<pair<int,int>,vector<int> > edge_mmap;
// generate triangles
for(vector<MeshTriData>::const_iterator iter=tri_vec.begin();
iter!=tri_vec.end();
iter++){
int id0=iter->p1;
int id1=iter->p2;
int id2=iter->p3;
Vec3 p1=m_corners[m_corner_by_id[id0]].getPos();
Vec3 p2=m_corners[m_corner_by_id[id1]].getPos();
Vec3 p3=m_corners[m_corner_by_id[id2]].getPos();
Triangle Tri=Triangle(id0,id1,id2,p1,p2,p3,iter->id,iter->tag);
m_triangles.push_back(Tri);
// add edges to mmap
int nt=m_triangles.size()-1;
// 1-2 edge
if(iter->p1<iter->p2){
vector<int> &tv=(edge_mmap[make_pair(iter->p1,iter->p2)]);
tv.push_back(nt);
} else {
vector<int> &tv=(edge_mmap[make_pair(iter->p2,iter->p1)]);
tv.push_back(nt);
}
// 2-3 edge
if(iter->p2<iter->p3){
vector<int> &tv=(edge_mmap[make_pair(iter->p2,iter->p3)]);
tv.push_back(nt);
} else {
vector<int> &tv=(edge_mmap[make_pair(iter->p3,iter->p2)]);
tv.push_back(nt);
}
// 3-1 edge
if(iter->p1<iter->p3){
vector<int> &tv=(edge_mmap[make_pair(iter->p1,iter->p3)]);
tv.push_back(nt);
} else {
vector<int> &tv=(edge_mmap[make_pair(iter->p3,iter->p1)]);
tv.push_back(nt);
}
}
// setup mapping from node id to triangle
for(vector<Triangle>::iterator iter=m_triangles.begin();
iter!=m_triangles.end();
iter++){
Triangle* tr_ptr=&(*iter);
// get node ids
int id0=(iter->getP0()).first;
int id1=(iter->getP1()).first;
int id2=(iter->getP2()).first;
// add pairs
m_triangle_by_node_id.insert(make_pair(id0,tr_ptr));
m_triangle_by_node_id.insert(make_pair(id1,tr_ptr));
m_triangle_by_node_id.insert(make_pair(id2,tr_ptr));
}
// and triangle id to triangle
for(size_t i=0;i<m_triangles.size();i++){
m_tri_index_by_id[m_triangles[i].getID()]=i;
}
console.XDebug() << m_triangles.size() << " triangles generated\n";
// extract edges from multimap
for(map<pair<int,int>,vector<int> >::iterator iter=edge_mmap.begin();
iter!=edge_mmap.end();
iter++){
int id1=iter->first.first;
int id2=iter->first.second;
Vec3 p1=m_corners[m_corner_by_id[id1]].getPos();
Vec3 p2=m_corners[m_corner_by_id[id2]].getPos();
size_t ntri=(iter->second).size();
switch(ntri){
case 1:
{
m_edges.push_back(Edge(id1,id2,p1,p2,&(m_triangles[iter->second[0]])));
};
break;
case 2:
{
m_edges.push_back(Edge(id1,id2,p1,p2,&(m_triangles[iter->second[0]]),&(m_triangles[iter->second[1]])));
};
break;
default : console.Error() << "Edge contained in " << ntri << " triangles ??"; break;
}
}
// setup mapping from node id to edge
for(vector<Edge>::iterator iter=m_edges.begin();
iter!=m_edges.end();
iter++){
Edge* e_ptr=&(*iter);
// get node ids
pair<int,int> ids=iter->getIDs();
// add pairs
m_edge_by_node_id.insert(make_pair(ids.first,e_ptr));
m_edge_by_node_id.insert(make_pair(ids.second,e_ptr));
}
console.XDebug() << "end TriMesh::LoadMesh()\n";
}
/*!
Move a node in the mesh. If the node with the given Id isn't in the mesh,
nothing happens
\param id the id of the node
\param d the displacement
*/
void TriMesh::moveNode(int id,const Vec3& d)
{
// move triangles
typedef multimap<int,Triangle*>::iterator tmmi;
pair<tmmi,tmmi> tfound=m_triangle_by_node_id.equal_range(id);
for(tmmi iter=tfound.first;iter!=tfound.second;iter++){
iter->second->moveNode(id,d);
}
// move edges
typedef multimap<int,Edge*>::iterator emmi;
pair<emmi,emmi> efound=m_edge_by_node_id.equal_range(id);
for(emmi iter=efound.first;iter!=efound.second;iter++){
iter->second->moveNode(id,d);
}
// move corners
m_corners[m_corner_by_id[id]].move(d);
}
void TriMesh::translateBy(const Vec3 &translation)
{
// move triangles
for(triangle_iterator iter=m_triangles.begin();
iter!=m_triangles.end();
iter++){
iter->move(translation);
}
// move edges
for(edge_iterator iter=m_edges.begin();
iter!=m_edges.end();
iter++){
iter->move(translation);
}
// move corners
for(corner_iterator it = m_corners.begin();
it != m_corners.end();
++it){
it->move(translation);
}
}
/*!
check if any point in the mesh has moved by at least the given distance
\param dist the distance
*/
bool TriMesh::hasMovedBy(double dist)
{
bool not_moved_by=true;
std::vector<Corner>::iterator it = m_corners.begin();
while ((it != m_corners.end()) && (not_moved_by)){
// while (it != m_corners.end()){
double dist_moved=it->getDistMoved();
not_moved_by=(dist_moved<dist);
it++;
}
return !not_moved_by;
}
/*!
reset displacement since last neighbor search
*/
void TriMesh::resetCurrentDisplacement()
{
for(std::vector<Corner>::iterator iter = m_corners.begin();
iter!=m_corners.end();
iter++){
iter->resetOldPos();
}
}
/*!
Get a pointer to a triangle with a given ID. If the ID doesn't exist, return NULL
\param id the id
*/
Triangle* TriMesh::getTriangleById(int id)
{
Triangle* res;
map<int,int>::iterator it=m_tri_index_by_id.find(id);
if(it!=m_tri_index_by_id.end()){
res=&(m_triangles[it->second]);
} else {
res=NULL;
}
return res;
}
/*!
Write checkpoint data to stream. The mesh data is written in the original mesh file
format -> can reuse meshreader to read in checkpointed meshes
\param ost the output stream
\param delim the delimiter
*/
void TriMesh::writeCheckPoint(ostream& ost,const string& delim) const
{
int tag=0;
// build node map
map<int,Vec3> nodemap;
for(vector<Triangle>::const_iterator iter=m_triangles.begin();
iter!=m_triangles.end();
iter++){
nodemap.insert(iter->getP0());
nodemap.insert(iter->getP1());
nodemap.insert(iter->getP2());
}
// write nodes
ost << "3D-Nodes " << nodemap.size() << delim;
for(map<int,Vec3>::iterator iter=nodemap.begin();
iter!=nodemap.end();
iter++){
ost << iter->first << " " << iter->first << " " << tag << " " << iter->second << delim;
}
ost << "Tri3 " << m_triangles.size() << delim;
for(vector<Triangle>::const_iterator iter=m_triangles.begin();
iter!=m_triangles.end();
iter++){
ost << iter->getID() << " " << iter->getTag() << " ";
ost << (iter->getP0()).first << " ";
ost << (iter->getP1()).first << " ";
ost << (iter->getP2()).first << delim;
}
}
void TriMesh::loadCheckPoint(istream& ist)
{
vector<MeshNodeData> node_vec;
vector<MeshTriData> tri_vec;
// --- Nodes ---
NodeReader nreader(ist);
NodeReader::Iterator &niter=nreader.getIterator();
// read nodes into vector
while(niter.hasNext()){
node_vec.push_back(niter.next());
}
// --- Triangles ---
TriReader treader(ist);
TriReader::Iterator &titer=treader.getIterator();
// read triangles into vector
while(titer.hasNext()){
tri_vec.push_back(titer.next());
}
LoadMesh(node_vec,tri_vec);
}
/*!
zero all forces on the mesh. Currently forces are only on
triangles
*/
void TriMesh::zeroForces()
{
console.XDebug() << "TriMesh::zeroForces()\n";
for(vector<Triangle>::iterator iter=m_triangles.begin();
iter!=m_triangles.end();
iter++){
iter->zeroForce();
}
console.XDebug() << "end TriMesh::zeroForces()\n";
}
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