-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathMesh2D.cpp
288 lines (248 loc) · 7.9 KB
/
Mesh2D.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
#ifndef _MESH_2D_CPP
#include "Mesh2D.h"
#include<iostream>
#include<fstream>
#include <assert.h>
using namespace std;
Vertex::Vertex()
{
_v_coor[0] = -10000; _v_coor[1] = -10000; _ref = -1;
}
Vertex::Vertex(double x, double y, int ref) : _ref(ref)
{
_v_coor[0] = x; _v_coor[1] = y;
}
void Vertex::Print() const
{
cout << "[x, y] = [" << _v_coor[0] << " " << _v_coor[1] << "];" << endl;
cout << "ref = " << _ref << endl;
}
Edge::Edge()
{
_v_edge[0] = -1; _v_edge[1] = -1; _ref = -1;
}
Edge::Edge(int vertex1, int vertex2, int ref) : _ref(ref)
{
// sort
if (vertex1 > vertex2)
{
_v_edge[0] = vertex2;
_v_edge[1] = vertex1;
}
else
{
_v_edge[0] = vertex1;
_v_edge[1] = vertex2;
}
_t1 = -1;
_t2 = -1;
}
void Edge::Print() const
{
cout << "[pt1, pt2] = [" << _v_edge[0] << " " << _v_edge[1] << "];" << endl;
cout << "[t1, t2] = [" << _t1 << " " << _t2 << "];" << endl;
cout << "ref = " << _ref << endl;
}
Triangle::Triangle()
{
_v_triangle[0] = -1; _v_triangle[1] = -1; _v_triangle[2] = -1; _ref = -1;
}
Triangle::Triangle(int vertex1, int vertex2, int vertex3, int ref) : _ref(ref)
{
_v_triangle[0] = vertex1; _v_triangle[1] = vertex2; _v_triangle[2] = vertex3;
}
void Triangle::Print() const
{
cout << "[pt1, pt2, pt3] = [" << _v_triangle[0] << " " << _v_triangle[1] << " " << _v_triangle[2] << "];" << endl;
cout << "ref = " << _ref << endl;
}
Mesh2D::Mesh2D()
{
}
void Mesh2D::BuildTrianglesCenterAndArea()
{
double p1,p2,p3,x1,x2,x3,y1,y2,y3;
_tri_center.resize(_triangles.size(),2);
_tri_area.resize(_triangles.size());
// Construire la matrice contenant les coordonnées des centres de chaque triangle
// _tri_center(i,0) cooordonnée x du centre du triangle i
// _tri_center(i,1) cooordonnée y du centre du triangle i
for (int i = 0; i < _triangles.size(); i++)
{
p1=_triangles[i].GetVertices()(0);
p2=_triangles[i].GetVertices()(1);
p3=_triangles[i].GetVertices()(2);
x1=_vertices[p1].GetCoor()(0); x2=_vertices[p2].GetCoor()(0); x3=_vertices[p3].GetCoor()(0);
y1=_vertices[p1].GetCoor()(1); y2=_vertices[p2].GetCoor()(1); y3=_vertices[p3].GetCoor()(1);
_tri_center(i,0)=(x1+x2+x3)/3.;
_tri_center(i,1)=(y1+y2+y3)/3.;
//Construire le vecteur contenant les aires de chaque triangle
_tri_area(i)=0.5*abs((x1*(y2-y3)+x2*(y3-y2)+x3*(y2-y1)));
}
}
void Mesh2D::BuildEdgesNormalLengthAndCenter()
{
// Initialisation taille vecteurs
_edg_center.resize(_edges.size(),2);
_edg_length.resize(_edges.size());
_edg_normal.resize(_edges.size(),2);
double dx,dy,xt,yt;
// _edg_center(i,0) correspond à la cooordonnée x du centre de l'arête i
// _edg_center(i,1) correspond à la cooordonnée y du centre de l'arête i
for (int i = 0; i < _edges.size(); i++)
{
// Construire le vecteur contenant les coordonnées des centres de chaque arête
_edg_center(i,0)=0.5*(_vertices[_edges[i].GetVertices()[0]].GetCoor()(0)+_vertices[_edges[i].GetVertices()[1]].GetCoor()(0));
_edg_center(i,1)=0.5*(_vertices[_edges[i].GetVertices()[0]].GetCoor()(1)+_vertices[_edges[i].GetVertices()[1]].GetCoor()(1));
// Construire le vecteur contenant les longueurs des arêtes
dx=_vertices[_edges[i].GetVertices()[1]].GetCoor()(0)- _vertices[_edges[i].GetVertices()[0]].GetCoor()(0);
dy=_vertices[_edges[i].GetVertices()[1]].GetCoor()(1)- _vertices[_edges[i].GetVertices()[0]].GetCoor()(1);
_edg_length(i)=sqrt( pow(dx,2)+ pow(dy,2));
// TODO : Construire la matrice contenant les coordonnées des normales unitaires de chaque arête
// _edg_normal(i,0) correspond à la cooordonnée x de la normale unitaires de l'arête i
// _edg_normal(i,1) correspond à la cooordonnée y de la normale unitaires de l'arête i
xt=_edg_center(i,0)-_tri_center(_edges[i].GetT1(),0);
yt=_edg_center(i,1)-_tri_center(_edges[i].GetT1(),1);
if(xt*dy-yt*dx<0.)
{
_edg_normal(i,0)=dy/_edg_length(i);
_edg_normal(i,1)=-dx/_edg_length(i);
}
else
{
_edg_normal(i,0)=-dy/_edg_length(i);
_edg_normal(i,1)=dx/_edg_length(i);
}
}
}
// methode interne qui rajoute une arete
void Mesh2D::AddSingleEdge(const Edge& edge, int ne, vector<int>& head_minv, vector<int>& next_edge, int& nb_edges)
{
int n1 = edge.GetVertices()(0);
int n2 = edge.GetVertices()(1);
int ref = edge.GetReference();
bool exist = false;
// we look at the list of edges leaving from n1
// if we find the same edge than n1->n2 we add the edge
for (int e = head_minv[n1]; e != -1; e = next_edge[e])
{
if (_edges[e].GetVertices()(1) == n2)
{
if (ne >= 0)
{
_edges[e].AddTriangle(ne);
}
exist = true;
}
}
// if the edge has not been found, we create it
if (!exist)
{
// we initialize the edge
_edges[nb_edges] = Edge(n1, n2, ref);
if (ne >= 0)
{
_edges[nb_edges].AddTriangle(ne);
}
// we update the arrays next_edge and head_minv
next_edge[nb_edges] = head_minv[n1];
head_minv[n1] = nb_edges;
nb_edges++;
}
}
void Mesh2D::ReadMesh(string name_mesh)
{
ifstream mesh_file(name_mesh.data());
if (!mesh_file.is_open())
{
cout << "Unable to open file " << name_mesh << endl;
abort();
}
else
{
cout << "-------------------------------------------------" << endl;
cout << "Reading mesh: " << name_mesh << endl;
}
string file_line;
vector<Edge> edges_boundary;
int dim = 3;
while (!mesh_file.eof())
{
getline(mesh_file, file_line);
if (file_line.find("Dimension") != std::string::npos)
{
mesh_file >> dim;
}
else if (file_line.find("Vertices") != std::string::npos)
{
int nb_vertices(0);
mesh_file >> nb_vertices;
cout << "Number of vertices (" << nb_vertices << ")" << endl;
_vertices.resize(nb_vertices);
for (int i = 0 ; i < nb_vertices ; ++i)
{
double x,y,z; int ref;
mesh_file >> x >> y >> z >> ref;
_vertices[i] = Vertex(x, y, ref);
}
}
else if (file_line.find("Edges") != std::string::npos)
{
int nb_edges(0);
mesh_file >> nb_edges;
cout << "Number of edges (" << nb_edges << ")" << endl;
edges_boundary.resize(nb_edges);
int n1, n2, ref;
for (int i = 0 ; i < nb_edges ; ++i)
{
mesh_file >> n1 >> n2 >> ref;
n1--; n2--;
edges_boundary[i] = Edge(n1, n2, ref);
}
}
else if (file_line.find("Triangles") != std::string::npos)
{
int nb_triangles(0);
mesh_file >> nb_triangles;
cout << "Number of triangles (" << nb_triangles << ")" << endl;
_triangles.resize(nb_triangles);
for (int i = 0 ; i < nb_triangles ; ++i)
{
int vertex1, vertex2, vertex3, ref;
mesh_file >> vertex1 >> vertex2 >> vertex3 >> ref;
vertex1--; vertex2--; vertex3--;
_triangles[i] = Triangle(vertex1, vertex2, vertex3, ref);
}
}
}
cout << "---------Edges and Associated Triangles----------" << endl;
// Toutes les aretes exterieures du maillage sont presentes
int nb_edges = (3*_triangles.size() + edges_boundary.size())/2;
_edges.resize(nb_edges);
int nb_vertices = _vertices.size();
vector<int> head_minv(nb_vertices, -1);
vector<int> next_edge(nb_edges, -1);
// on rajoute d'abord les aretes du bord
nb_edges = 0;
for (int i = 0; i < edges_boundary.size(); i++)
{
this->AddSingleEdge(edges_boundary[i], -1, head_minv, next_edge, nb_edges);
}
// ensuite les aretes interieures
for (int i = 0; i < _triangles.size(); i++)
{
const Eigen::Vector3i& nv = _triangles[i].GetVertices();
for (int j = 0; j < 3; j++)
{
Edge edge(nv(j), nv((j+1)%3), 0);
AddSingleEdge(edge, i, head_minv, next_edge, nb_edges);
}
}
cout << "-----------Triangles center and area-------------" << endl;
BuildTrianglesCenterAndArea();
cout << "------------Edges Normal --------------" << endl;
BuildEdgesNormalLengthAndCenter();
cout << "-------------------------------------------------" << endl;
}
#define _MESH_2D_CPP
#endif