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#include "config.h"
#include "Domains.h"
using namespace psurface;
template <class ctype>
void DomainTriangle<ctype>::insertExtraEdges()
{
int i,j;
// add the missing paramEdges on the base grid triangle edges
for (i=0; i<3; i++){
for (j=1; j<edgePoints[i].size(); j++){
if ((this->nodes[edgePoints[i][j]].isINTERSECTION_NODE() ||
this->nodes[edgePoints[i][j]].isGHOST_NODE() ||
this->nodes[edgePoints[i][j-1]].isINTERSECTION_NODE() ||
this->nodes[edgePoints[i][j-1]].isGHOST_NODE()) &&
!this->nodes[edgePoints[i][j]].isConnectedTo(edgePoints[i][j-1])){
this->addEdge(edgePoints[i][j-1], edgePoints[i][j], true);
}
}
}
// turn quadrangles into two triangles
for (i=0; i<3; i++){
for (j=1; j<edgePoints[i].size(); j++)
if (this->nodes[edgePoints[i][j]].isINTERSECTION_NODE()){
//int interiorPoint = nodes[edgePoints[i][j]].neighbors(0);
int interiorPoint = this->nodes[edgePoints[i][j]].theInteriorNode();
if (!this->nodes[interiorPoint].isConnectedTo(edgePoints[i][j-1]))
this->addEdge(edgePoints[i][j-1], interiorPoint, true);
}
}
}
template <class ctype>
void DomainTriangle<ctype>::flip()
{
// flip points
std::swap(vertices[1], vertices[2]);
// flip edges
std::swap(edges[0], edges[2]);
// flip edgePoints array
std::swap(edgePoints[0], edgePoints[2]);
for (int i=0; i<3; i++)
std::reverse(edgePoints[i].begin(), edgePoints[i].end());
// Change the pointers of intersection nodes to their respective positions
// in the edgePoints arrays. This is just in case that the pointLocationStructure
// is intact.
int i,j;
for (i=0; i<3; i++)
for (j=1; j<edgePoints[i].size()-1; j++){
if (this->nodes[edgePoints[i][j]].isINTERSECTION_NODE()){
this->nodes[edgePoints[i][j]].setDomainEdge(i);
this->nodes[edgePoints[i][j]].setDomainEdgePosition(j);
}
}
// turn the parametrization
/** \todo This is slow and should be reprogrammed! */
this->installWorldCoordinates(StaticVector<ctype,2>(0,0), StaticVector<ctype,2>(1,0), StaticVector<ctype,2>(0,1));
PlaneParam<ctype>::installBarycentricCoordinates(StaticVector<ctype,2>(0,0), StaticVector<ctype,2>(0,1), StaticVector<ctype,2>(1,0));
}
template <class ctype>
void DomainTriangle<ctype>::rotate()
{
std::rotate(vertices.begin(), vertices.end()-1, vertices.end());
std::rotate(edges.begin(), edges.end()-1, edges.end());
std::rotate(edgePoints.begin(), edgePoints.end()-1, edgePoints.end());
// turn the parametrization
/// \todo This is slow and should be replaced!
this->installWorldCoordinates(StaticVector<ctype,2>(0,0), StaticVector<ctype,2>(1,0), StaticVector<ctype,2>(0,1));
PlaneParam<ctype>::installBarycentricCoordinates(StaticVector<ctype,2>(0,1), StaticVector<ctype,2>(0,0), StaticVector<ctype,2>(1,0));
}
template <class ctype>
void DomainTriangle<ctype>::updateEdgePoints(int oldNode, int newNode)
{
int i;
for (i=0; i<3; i++){
if (edgePoints[i][0]==oldNode)
edgePoints[i][0] = newNode;
if (edgePoints[i].back()==oldNode)
edgePoints[i].back() = newNode;
}
}
//////////////////////////////////////////////////////////////
// TOUCHING_NODES tend to 'drift away' from their original position
// due to repeated switching between barycentric and world coordinates
// we pull them back in place. It'd be nice if there was a more elegant way
template <class ctype>
void DomainTriangle<ctype>::adjustTouchingNodes()
{
int i;
for (i=1; i<edgePoints[0].size()-1; i++)
if (this->nodes[edgePoints[0][i]].isTOUCHING_NODE()
|| this->nodes[edgePoints[0][i]].isINTERSECTION_NODE()){
StaticVector<ctype,2> tmp = this->nodes[edgePoints[0][i]].domainPos();
ctype diff = (1.0f - tmp[0] - tmp[1]);
tmp[0] += 0.5*diff;
tmp[1] += 0.5*diff;
this->nodes[edgePoints[0][i]].setDomainPos(tmp);
}
for (i=1; i<edgePoints[1].size()-1; i++)
if (this->nodes[edgePoints[1][i]].isTOUCHING_NODE() || this->nodes[edgePoints[1][i]].isINTERSECTION_NODE())
this->nodes[edgePoints[1][i]].setDomainPos(StaticVector<ctype,2>(0, this->nodes[edgePoints[1][i]].domainPos()[1]));
for (i=1; i<edgePoints[2].size()-1; i++)
if (this->nodes[edgePoints[2][i]].isTOUCHING_NODE() || this->nodes[edgePoints[2][i]].isINTERSECTION_NODE())
this->nodes[edgePoints[2][i]].setDomainPos(StaticVector<ctype,2>(this->nodes[edgePoints[2][i]].domainPos()[0], 0));
}
template <class ctype>
void DomainTriangle<ctype>::createPointLocationStructure()
{
//print(true, true, true);
checkConsistency("BeforeCreate (DomainTriangle)");
for (int i=0; i<this->nodes.size(); i++)
if (this->nodes[i].isINTERIOR_NODE())
this->makeCyclicInteriorNode(this->nodes[i]);
checkConsistency("AfterInterior (DomainTriangle)");
for (int i=0; i<3; i++) {
this->makeCyclicBoundaryNode(this->nodes[edgePoints[i][0]],
edgePoints[i][1],
edgePoints[(i+2)%3][edgePoints[(i+2)%3].size()-2]);
// should be setCorner()
this->nodes[edgePoints[i][0]].setDomainEdge(i);
for (int j=1; j<edgePoints[i].size()-1; j++){
this->makeCyclicBoundaryNode(this->nodes[edgePoints[i][j]], edgePoints[i][j+1], edgePoints[i][j-1]);
if (this->nodes[edgePoints[i][j]].isINTERSECTION_NODE() || this->nodes[edgePoints[i][j]].isTOUCHING_NODE()){
this->nodes[edgePoints[i][j]].setDomainEdge(i);
this->nodes[edgePoints[i][j]].setDomainEdgePosition(j);
}
}
checkConsistency("AfterEdges (DomainTriangle)");
}
}
template <class ctype>
void DomainTriangle<ctype>::print(bool showEdgePoints, bool showParamEdges, bool showNodes) const
{
int i, j;
printf("--------------------------------------------------------\n");
printf("-- Print Triangle ------------------------------------\n");
printf("vertices: (%d %d %d)\n", vertices[0], vertices[1], vertices[2]);
printf("edges: (%d %d %d)\n", edges[0], edges[1], edges[2]);
if (showEdgePoints){
for (i=0; i<3; i++){
printf("edgePoints %d:\n", i);
for (j=0; j<edgePoints[i].size(); j++){
printf("%d: -- ", edgePoints[i][j]);
this->nodes[edgePoints[i][j]].print();
}
}
printf("\n");
}
if (showNodes){
for (int cN=0; cN<this->nodes.size(); cN++){
printf("%d ", cN);
this->nodes[cN].print(showParamEdges);
// if (showParamEdges)
// for (i=0; i<nodes[cN].degree(); i++)
// printf(" %d\n", (int)nodes[cN].neighbors(i));
}
}
printf("---------------------------------------------------------\n\n");
}
template <class ctype>
void DomainTriangle<ctype>::checkConsistency(const char* where) const
{
#ifndef NDEBUG
if (this->nodes.size()<3){
printf(where);
//print(true, true, true);
assert(this->nodes.size()>=3);
}
int i,j;
// triangles should never contain obsolete nodes
for (i=0; i<this->nodes.size(); i++)
if (this->nodes[i].isInvalid()) {
printf(where);
printf("***** triangle contains invalid node *****\n");
assert(false);
}
PlaneParam<ctype>::checkConsistency(where);
// check whether all corner nodes are of type CORNER_NODE
for (i=0; i<3; i++){
assert(edgePoints[i].size()>=2);
for (j=0; j<edgePoints[i].size(); j++)
if (edgePoints[i][j]<0 || edgePoints[i][j]>=this->nodes.size()) {
printf(where);
printf("\n***** illegal node index %d in edgePoints array *****\n", edgePoints[i][j]);
print();
assert(false);
}
if (!this->nodes[edgePoints[i][0]].isCORNER_NODE()){
printf(where);
printf("***** corner node is not CORNER_NODE *****\n");
assert(false);
}
for (j=1; j<edgePoints[i].size()-1; j++){
if (this->nodes[edgePoints[i][j]].isCORNER_NODE()){
printf(where);
printf("******* corner node found in edgePoint array *** %d *****\n", j);
assert(false);
}
if (this->nodes[edgePoints[i][j]].isINTERIOR_NODE()){
printf(where);
std::cout << "******* interior node found in edgePoint array ********" << std::endl;
std::cout << "*** The node has the node number "
<< this->nodes[edgePoints[i][j]].getNodeNumber() << " ***" << std::endl;
assert(false);
}
}
// check if two subsequent TOUCHING_NODES are connected by an edge
for (j=0; j<edgePoints[i].size()-1; j++){
const Node<ctype>& nA = this->nodes[edgePoints[i][j]];
const Node<ctype>& nB = this->nodes[edgePoints[i][j+1]];
if (!nA.isInvalid() && !nB.isInvalid() &&
nA.isTOUCHING_NODE() && nB.isTOUCHING_NODE() &&
!nA.isConnectedTo(edgePoints[i][j+1])){
printf(where);
printf("***** two adjacent TOUCHING NODES are not connected! *****\n");
assert(false);
}
}
// check whether nodes that are not neighbors in the edgePoint array are connected
for (j=0; j<edgePoints[i].size()-2; j++) {
const Node<ctype>& nA = this->nodes[edgePoints[i][j]];
const Node<ctype>& nB = this->nodes[edgePoints[i][j+2]];
if (!nA.isInvalid() && !nB.isInvalid() &&
(nA.isConnectedTo(edgePoints[i][j+2]) || nB.isConnectedTo(edgePoints[i][j]))) {
printf(where);
printf("Edge %d, index %d\n", i, j);
nA.print();
nB.print();
printf("****** two nonadjacent nodes are connected!! *******\n");
assert(false);
}
}
}
// check whether all intersection nodes are pointed to from an edgePoint array
for (int k=0; k<this->nodes.size(); k++) {
const Node<ctype>& cN = this->nodes[k];
if (cN.isINTERSECTION_NODE()){
bool isIn = false;
for (i=0; i<3; i++)
for (j=0; j<edgePoints[i].size(); j++)
if (edgePoints[i][j]==k)
isIn = true;
if (!isIn){
printf(where);
printf("***** INTERSECTION NODE not in edgePoints array *****\n");
cN.print();
assert(false);
}
}
}
#endif
}
// ///////////////////////////////////////////////////////
// explicit template instantiations
// ///////////////////////////////////////////////////////
namespace psurface {
template class PSURFACE_EXPORT DomainTriangle<float>;
template class PSURFACE_EXPORT DomainTriangle<double>;
}
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