Commit 4e734e84 by JasonPries

### Changed type of Mesh.Points from vector<Point*> to vector<Point>

```Most methods in Edge and Mesh were altered.
Methods in Edge which required access to Mesh.Points were moved into Mesh```
parent f2eab8bf
 #include "Mesh.hpp" Edge::Edge(Curve *c, bool direction) { Edge::Edge(Curve *c, bool direction, size_t v) { ConstraintCurve = c; Node = new Point(direction ? c->start() : c->end()); Node = v; Twin = this; Next = nullptr; Prev = nullptr; Orientation = direction; } Edge::Edge(Curve *c, bool direction, Point const *v) { ConstraintCurve = c; Node = v; //Should have C->point(0.0) == *(v) || c->point(1.0) == *(v) Twin = this; Next = nullptr; Prev = nullptr; Orientation = direction; } bool Edge::is_protruding() const { /* See Chapter 1.4 of "Triangulations and Applications" by Øyvind Hjelle and Morten Dæhlen */ Point const *v0 = Prev->Node; Point const *v1 = Node; Point const *v2 = Next->Node; double v1x = v2->X - v1->X; double v1y = v2->Y - v1->Y; double v0x = v0->X - v1->X; double v0y = v0->Y - v1->Y; double area = v1x * v0y - v1y * v0x; if (area > 0.0) { // Make sure no boundary points interior to triangle // Calculate barrycentric coordinates of p Edge * e = Next->Next; while (e != Prev) { Point const *p = e->Node; double v2x = v2->X - p->X; double v2y = v2->Y - p->Y; double v1x = v1->X - p->X; double v1y = v1->Y - p->Y; double v0x = v0->X - p->X; double v0y = v0->Y - p->Y; double b0 = (v0x * v1y - v0y * v1x); double b1 = (v1x * v2y - v1y * v2x); double b2 = (v2x * v0y - v2y * v0x); if (b0 >= 0.0 && b0 <= area && b1 >= 0.0 && b1 <= area && b2 >= 0.0 && b2 <= area) { return false; // Point is interior to triangle } else { e = e->Next; } } return true; } else { return false; } } bool Edge::is_locally_optimal() const { /* See Chapter 3.7 of "Triangulations and Applications" by Øyvind Hjelle and Morten Dæhlen */ if (ConstraintCurve != nullptr) { return true; } else { Point const *p3 = Node; Point const *p2 = Prev->Node; Point const *p1 = Twin->Node; Point const *p4 = Twin->Prev->Node; double v1x = p3->X - p2->X; double v1y = p3->Y - p2->Y; double v2x = p1->X - p2->X; double v2y = p1->Y - p2->Y; double v3x = p1->X - p4->X; double v3y = p1->Y - p4->Y; double v4x = p3->X - p4->X; double v4y = p3->Y - p4->Y; double d1 = sqrt(v1x * v1x + v1y * v1y); double d2 = sqrt(v2x * v2x + v2y * v2y); double d3 = sqrt(v3x * v3x + v3y * v3y); double d4 = sqrt(v4x * v4x + v4y * v4y); double tol = -(d1 * d2 * d3 * d4 * FLT_EPSILON); double sina = v1x * v2y - v1y * v2x; double sinb = v3x * v4y - v3y * v4x; double cosa = v1x * v2x + v1y * v2y; double cosb = v3x * v4x + v3y * v4y; double cct = sina * cosb + cosa * sinb; return (cct < tol ? false : true); } } bool Edge::is_valid() const { bool value = true; ... ... @@ -115,70 +19,6 @@ bool Edge::is_valid() const { return value; } bool Edge::is_encroached(Point const *v2) const { /* A constrained edge is encroached if a triangle and it's circumcenter lie on opposite sides of the edge. This is equivalent to a node being in the diameteral ball of the edge? This only occurs if one of the triangles attached to the edge encroaches the edge? This only occurs if the angle of the triangles attached to the edge has an angle opposite the edge of greater than 90 degrees. Using the dot product, this requires that the normalized dot product < cos(90) = 0 */ if (ConstraintCurve == nullptr) { return false; } else { Point const *v0 = base(); Point const *v1 = tip(); double dx0 = v0->X - v2->X; double dy0 = v0->Y - v2->Y; double dx1 = v1->X - v2->X; double dy1 = v1->Y - v2->Y; double dot = dx0 * dx1 + dy0 * dy1; double tol = sqrt(dx0 * dx0 + dy0 * dy0) * sqrt(dx1 * dx1 + dy1 * dy1) * FLT_EPSILON; return (dot < tol ? true : false); } } bool Edge::is_attached(Point const *p, Edge *&e) const { if (*this->tip() == *p) { return true; } e = const_cast(this); if (e != e->Twin) { e = e->Twin->Next; while (e != this) { if (*e->tip() == *p) { return true; } else if (e->Twin != e) { e = e->Twin->Next; } else { break; } } } if (e == e->Twin) { e = this->Prev; while (e != e->Twin) { if (*e->base() == *p) { e = e->Twin; return true; } else { e = e->Twin->Prev; } } } return false; } // Topology Altering Methods bool Edge::swap() { if (ConstraintCurve == nullptr) { Edge * e1 = Next; ... ... @@ -219,141 +59,6 @@ bool Edge::swap() { } } bool Edge::recursive_swap() { // TODO, May need to have two different recursive swap methods, one for midpoint insertion and one for circumcenter insertion if (!is_locally_optimal() && swap()) { Edge * enext = Next; Edge * eprev = Prev; Edge * tnext = Twin->Next; Edge * tprev = Twin->Prev; enext->recursive_swap(); eprev->recursive_swap(); tnext->recursive_swap(); tprev->recursive_swap(); return true; } else { return false; } } void Edge::split_edge(std::vector &points, std::vector &edges) { /* Splits edge into two edges at the midpoint without creating any new triangles. Used for initial polygon refinement. */ // TODO: Refactor into split_constrainted_edge Point * p = new Point; points.push_back(p); Curve *c; if (ConstraintCurve != nullptr) { // Constrained Edge Vertex *v = new Vertex; // TODO: Need to manage this memory. Destructors. c = ConstraintCurve->split(v, 0.5); p->X = v->x(); p->Y = v->y(); } else { // Unconstrained Edge c = nullptr; *(p) = Point((Node->X + Next->Node->X) / 2.0, (Node->Y + Next->Node->Y) / 2.0); } if (this == Twin) { // Boundary Edge Edge * e = new Edge; edges.push_back(e); // Constraint Curve e->Orientation = Orientation; if (Orientation) { e->ConstraintCurve = c; } else { e->ConstraintCurve = ConstraintCurve; ConstraintCurve = c; } // Connectivity e->Node = p; e->Next = Next; e->Prev = this; e->Twin = e; e->Mark = false; Next->Prev = e; Next->Mark = false; Next = e; Mark = false; } else { throw std::exception(); // Function should only be called on } } Point Edge::circumcenter() const { double xa = Node->X; double ya = Node->Y; double xb = Prev->Node->X - xa; double yb = Prev->Node->Y - ya; double xc = Next->Node->X - xa; double yc = Next->Node->Y - ya; double d = 2.0 * (xb * yc - yb * xc); double db = xb * xb + yb * yb; double dc = xc * xc + yc * yc; double x = (yc * db - yb * dc) / d + xa; double y = (xb * dc - xc * db) / d + ya; return Point{x, y}; } double Edge::circumradius() const { double xa = Node->X; double ya = Node->Y; double xb = Prev->Node->X - xa; double yb = Prev->Node->Y - ya; double xc = Next->Node->X - xa; double yc = Next->Node->Y - ya; xa = xb - xc; ya = yb - yc; double den = 2.0 * abs(xb * yc - yb * xc); double num = sqrt(xa * xa + ya * ya) * sqrt(xb * xb + yb * yb) * sqrt(xc * xc + yc * yc); return num / den; } double Edge::length() const { double dx = Node->X - Next->Node->X; double dy = Node->Y - Next->Node->Y; return sqrt(dx * dx + dy * dy); } double Edge::shortest_edge_length() const { double x0 = Node->X; double y0 = Node->Y; double x1 = Next->Node->X; double y1 = Next->Node->Y; double x2 = Prev->Node->X; double y2 = Prev->Node->Y; double dx = x0 - x1; double dy = y0 - y1; double dl = dx * dx + dy * dy; dx = x1 - x2; dy = y1 - y2; dl = fmin(dl, dx * dx + dy * dy); dx = x2 - x0; dy = y2 - y0; dl = fmin(dl, dx * dx + dy * dy); return sqrt(dl); } void Edge::recursive_mark() { if (Mark && Next->Mark && Prev->Mark) { Next->Mark = false; ... ...
 #ifndef OERSTED_EDGE_H #define OERSTED_EDGE_H #include "Mesh.h" #include "Point.h" class Mesh; class Edge { public: friend class Mesh; friend bool are_intersecting(Edge const *e0, Edge const *e1); friend bool are_intersecting(Edge const *e0, Edge const *e1, Mesh const &m); // Constructors Edge() : Node(nullptr), Next(nullptr), Prev(nullptr), Twin(this), ConstraintCurve(nullptr), Orientation(true), Mark(false) {}; Edge(Point &v, Edge &n, Edge &p, Edge &t) : Node(&v), Next(&n), Prev(&p), Twin(&t), ConstraintCurve(nullptr), Orientation(true), Mark(false) {}; Edge() : Node(SIZE_MAX), Next(nullptr), Prev(nullptr), Twin(this), ConstraintCurve(nullptr), Orientation(true), Mark(false) {}; Edge(Curve *c, bool Orientation); Edge(size_t v, Edge &n, Edge &p, Edge &t) : Node(v), Next(&n), Prev(&p), Twin(&t), ConstraintCurve(nullptr), Orientation(true), Mark(false) {}; Edge(Curve *c, bool Orientation, Point const *v); Edge(Curve *c, bool Orientation, size_t v); // Accessors Point const *node() const { return Node; }; size_t node() const { return Node; }; Point const *base() const { return Node; }; size_t base() const { return Node; }; Point const *tip() const { return (next() == nullptr ? twin()->base() : next()->base()); }; size_t tip() const { return (next() == nullptr ? twin()->base() : next()->base()); }; Edge const *next() const { return Next; }; ... ... @@ -41,36 +41,16 @@ public: return (node() == e.node()) && (constraint_curve() == e.constraint_curve()) && (twin()->node() == e.twin()->node()); }; Point circumcenter() const; double circumradius() const; double length() const; double shortest_edge_length() const; bool is_protruding() const; bool is_constrained() const { return (ConstraintCurve != nullptr); }; bool is_locally_optimal() const; bool is_valid() const; bool is_encroached(Point const *p) const; bool is_attached(Point const *p, Edge *&e) const; bool swap(); bool recursive_swap(); void split_edge(std::vector &verts, std::vector &edges); void recursive_mark(); protected: Point const *Node; //Start of edge size_t Node; //Start of edge Edge *Next; //In triangle Edge *Twin; //Adjacent triangle Edge *Prev; //In triangle ... ...
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 ... ... @@ -2,6 +2,8 @@ #define OERSTED_MESH_H #include "Sketch.hpp" #include "Point.h" #include "Edge.h" #include #include ... ... @@ -15,11 +17,9 @@ enum class InsertPointResult { Success, Midpoint, Duplicate, Failure }; class Point; class Edge; class Mesh { friend class Edge; public: double MinimumElementQuality = 0.0; double MinimumElementSize = 0.0; ... ... @@ -31,7 +31,9 @@ public: void create(); Point const *point(size_t i) const { return Points[i]; }; Point circumcenter(Edge const *e) const; Point const point(size_t i) const { return Points[i]; }; Edge const *edge(size_t i) const { return Edges[i]; }; ... ... @@ -51,20 +53,18 @@ public: void save_as(std::string path, std::string file_name) const; LocateTriangleResult locate_triangle(Point const *p, Edge *&e) const; LocateTriangleResult locate_triangle(Point const &p, Edge *&e) const; LocateTriangleResult locate_triangle(Point const *p, Edge const *&e) const; LocateTriangleResult locate_triangle(Point const &p, Edge const *&e) const; LocateTriangleResult locate_triangle(Point const *p) const { LocateTriangleResult locate_triangle(Point const p) const { Edge const *e = Edges.back(); return locate_triangle(p, e); }; bool in_triangle(Point const *p, Edge const *&e) const; InsertPointResult insert_point(Point const &p, Edge *e); InsertPointResult insert_point(Point const *p, Edge *e); InsertPointResult insert_point(Point const *p) { return insert_point(p, Edges.back()); }; InsertPointResult insert_point(Point const p) { return insert_point(p, Edges.back()); }; InsertPointResult insert_circumcenter(Edge *e); ... ... @@ -76,13 +76,31 @@ public: void refine_once(std::vector index, std::vector circumradius, std::vector quality); bool edges_are_valid(); bool edges_are_valid() const; double circumradius(Edge const *e) const; double length(Edge const *e) const; double shortest_edge_length(Edge const *e) const; bool is_protruding(Edge const *e) const; bool recursive_swap(Edge *edge) const; bool is_locally_optimal(Edge const *edge) const; void split_edge(Edge *edge); bool is_encroached(Edge const *e, Point const p2) const; bool is_attached(Edge *&edge_out, Point const &p) const; protected: Contour const *Boundary; std::vector Curves; std::vector Contours; std::vector Points; std::vector Points; std::vector Edges; std::vector Triangles; ... ...
 #include "Mesh.hpp" bool are_intersecting(const Edge *e0, const Edge *e1) { // TODO: Make these mesh routines bool are_intersecting(Edge const *e0, Edge const *e1, Mesh const &m) { // TODO, Make more detailed return type enumeration if (e0->ConstraintCurve != nullptr && e0->ConstraintCurve == e1->ConstraintCurve) { return false; } const Point *v00 = e0->base(); const Point *v01 = e0->tip(); const Point *v10 = e1->base(); const Point *v11 = e1->tip(); Point const v00 = m.point(e0->base()); Point const v01 = m.point(e0->tip()); Point const v10 = m.point(e1->base()); Point const v11 = m.point(e1->tip()); double xs0 = (v00->X + v01->X) / 2.0; double ys0 = (v00->Y + v01->Y) / 2.0; double xs1 = (v10->X + v11->X) / 2.0; double ys1 = (v10->Y + v11->Y) / 2.0; double xs0 = (v00.X + v01.X) / 2.0; double ys0 = (v00.Y + v01.Y) / 2.0; double xs1 = (v10.X + v11.X) / 2.0; double ys1 = (v10.Y + v11.Y) / 2.0; double xd0 = (v00->X - v01->X) / 2.0; double yd0 = (v00->Y - v01->Y) / 2.0; double xd1 = (v10->X - v11->X) / 2.0; double yd1 = (v10->Y - v11->Y) / 2.0; double xd0 = (v00.X - v01.X) / 2.0; double yd0 = (v00.Y - v01.Y) / 2.0; double xd1 = (v10.X - v11.X) / 2.0; double yd1 = (v10.Y - v11.Y) / 2.0; double d0 = xd0 * xd0 + yd0 * yd0; double d1 = xd1 * xd1 + yd1 * yd1; ... ... @@ -27,10 +28,9 @@ bool are_intersecting(const Edge *e0, const Edge *e1) { double tol = (d0 * d1) * FLT_EPSILON; if (cross < tol) { /* Lines are nearly parallel There are four possible minimum distance points between the lines */ // Lines are nearly parallel // There are four possible minimum distance points between the lines double s, dx, dy, dmin = DBL_MAX; s = ((xd0 - xd1) * (xs0 - xs1) + (yd0 - yd1) * (ys0 - ys1)) / ... ... @@ -59,8 +59,7 @@ bool are_intersecting(const Edge *e0, const Edge *e1) { tol = (d0 + d1) * FLT_EPSILON; return (dmin < tol); } else { // Lines are not parallel } else { // Lines are not parallel double s0 = abs(xd1 * (ys0 - ys1) - yd1 * (xs0 - xs1)); double s1 = abs(xd0 * (ys0 - ys1) - yd0 * (xs0 - xs1)); tol = cross * (1.0 - FLT_EPSILON); ... ... @@ -69,23 +68,66 @@ bool are_intersecting(const Edge *e0, const Edge *e1) { } } void element_quality(std::vector &triangle, std::vector &radii, std::vector &quality) { bool in_triangle(Point const &p, Edge const *&e, Mesh const &m) { double xp = p.X; double yp = p.Y; Point const p0 = m.point(e->node()); Point const p1 = m.point(e->next()->node()); Point const p2 = m.point(e->prev()->node()); double dx0p = p0.X - xp; double dy0p = p0.Y - yp; double dx1p = p1.X - xp; double dy1p = p1.Y - yp; double dx2p = p2.X - xp; double dy2p = p2.Y - yp; double dx01 = p0.X - p1.X; double dy01 = p0.Y - p1.Y; double dx12 = p1.X - p2.X; double dy12 = p1.Y - p2.Y; double dx20 = p2.X - p0.X; double dy20 = p2.Y - p0.Y; double area012 = dx01 * dy12 - dy01 * dx12; double tol = FLT_EPSILON * area012; double area01p = dx0p * dy1p - dx1p * dy0p; double area12p = dx1p * dy2p - dx2p * dy1p; double area20p = dx2p * dy0p - dx0p * dy2p; return (area01p > -tol && area12p > -tol && area20p > -tol); } void element_quality(std::vector &triangle, std::vector &radii, std::vector &quality, Mesh const &m) { radii.resize(0); quality.resize(0);