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// -----------------------------------------------------------------------
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// <copyright file="QualityMeasure.cs" company="">
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// Original Matlab code by John Burkardt, Florida State University
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// Triangle.NET code by Christian Woltering, http://triangle.codeplex.com/
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// </copyright>
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// -----------------------------------------------------------------------
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namespace UnityEngine.U2D.Animation.TriangleNet
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.Tools
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{
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using System;
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using Animation.TriangleNet.Geometry;
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/// <summary>
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/// Provides mesh quality information.
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/// </summary>
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/// <remarks>
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/// Given a triangle abc with points A (ax, ay), B (bx, by), C (cx, cy).
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///
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/// The side lengths are given as
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/// a = sqrt((cx - bx)^2 + (cy - by)^2) -- side BC opposite of A
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/// b = sqrt((cx - ax)^2 + (cy - ay)^2) -- side CA opposite of B
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/// c = sqrt((ax - bx)^2 + (ay - by)^2) -- side AB opposite of C
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///
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/// The angles are given as
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/// ang_a = acos((b^2 + c^2 - a^2) / (2 * b * c)) -- angle at A
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/// ang_b = acos((c^2 + a^2 - b^2) / (2 * c * a)) -- angle at B
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/// ang_c = acos((a^2 + b^2 - c^2) / (2 * a * b)) -- angle at C
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///
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/// The semiperimeter is given as
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/// s = (a + b + c) / 2
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///
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/// The area is given as
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/// D = abs(ax * (by - cy) + bx * (cy - ay) + cx * (ay - by)) / 2
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/// = sqrt(s * (s - a) * (s - b) * (s - c))
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///
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/// The inradius is given as
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/// r = D / s
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///
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/// The circumradius is given as
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/// R = a * b * c / (4 * D)
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///
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/// The altitudes are given as
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/// alt_a = 2 * D / a -- altitude above side a
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/// alt_b = 2 * D / b -- altitude above side b
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/// alt_c = 2 * D / c -- altitude above side c
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///
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/// The aspect ratio may be given as the ratio of the longest to the
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/// shortest edge or, more commonly as the ratio of the circumradius
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/// to twice the inradius
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/// ar = R / (2 * r)
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/// = a * b * c / (8 * (s - a) * (s - b) * (s - c))
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/// = a * b * c / ((b + c - a) * (c + a - b) * (a + b - c))
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/// </remarks>
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internal class QualityMeasure
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{
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AreaMeasure areaMeasure;
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AlphaMeasure alphaMeasure;
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Q_Measure qMeasure;
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Mesh mesh;
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public QualityMeasure()
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{
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areaMeasure = new AreaMeasure();
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alphaMeasure = new AlphaMeasure();
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qMeasure = new Q_Measure();
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}
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#region Public properties
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/// <summary>
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/// Minimum triangle area.
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/// </summary>
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public double AreaMinimum
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{
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get { return areaMeasure.area_min; }
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}
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/// <summary>
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/// Maximum triangle area.
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/// </summary>
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public double AreaMaximum
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{
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get { return areaMeasure.area_max; }
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}
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/// <summary>
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/// Ratio of maximum and minimum triangle area.
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/// </summary>
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public double AreaRatio
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{
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get { return areaMeasure.area_max / areaMeasure.area_min; }
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}
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/// <summary>
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/// Smallest angle.
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/// </summary>
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public double AlphaMinimum
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{
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get { return alphaMeasure.alpha_min; }
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}
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/// <summary>
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/// Maximum smallest angle.
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/// </summary>
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public double AlphaMaximum
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{
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get { return alphaMeasure.alpha_max; }
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}
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/// <summary>
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/// Average angle.
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/// </summary>
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public double AlphaAverage
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{
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get { return alphaMeasure.alpha_ave; }
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}
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/// <summary>
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/// Average angle weighted by area.
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/// </summary>
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public double AlphaArea
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{
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get { return alphaMeasure.alpha_area; }
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}
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/// <summary>
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/// Smallest aspect ratio.
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/// </summary>
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public double Q_Minimum
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{
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get { return qMeasure.q_min; }
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}
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/// <summary>
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/// Largest aspect ratio.
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/// </summary>
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public double Q_Maximum
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{
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get { return qMeasure.q_max; }
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}
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/// <summary>
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/// Average aspect ratio.
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/// </summary>
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public double Q_Average
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{
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get { return qMeasure.q_ave; }
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}
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/// <summary>
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/// Average aspect ratio weighted by area.
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/// </summary>
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public double Q_Area
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{
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get { return qMeasure.q_area; }
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}
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#endregion
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public void Update(Mesh mesh)
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{
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this.mesh = mesh;
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// Reset all measures.
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areaMeasure.Reset();
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alphaMeasure.Reset();
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qMeasure.Reset();
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Compute();
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}
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private void Compute()
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{
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Point a, b, c;
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double ab, bc, ca;
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double lx, ly;
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double area;
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int n = 0;
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foreach (var tri in mesh.triangles)
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{
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n++;
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a = tri.vertices[0];
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b = tri.vertices[1];
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c = tri.vertices[2];
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lx = a.x - b.x;
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ly = a.y - b.y;
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ab = Math.Sqrt(lx * lx + ly * ly);
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lx = b.x - c.x;
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ly = b.y - c.y;
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bc = Math.Sqrt(lx * lx + ly * ly);
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lx = c.x - a.x;
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ly = c.y - a.y;
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ca = Math.Sqrt(lx * lx + ly * ly);
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area = areaMeasure.Measure(a, b, c);
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alphaMeasure.Measure(ab, bc, ca, area);
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qMeasure.Measure(ab, bc, ca, area);
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}
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// Normalize measures
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alphaMeasure.Normalize(n, areaMeasure.area_total);
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qMeasure.Normalize(n, areaMeasure.area_total);
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}
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/// <summary>
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/// Determines the bandwidth of the coefficient matrix.
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/// </summary>
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/// <returns>Bandwidth of the coefficient matrix.</returns>
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/// <remarks>
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/// The quantity computed here is the "geometric" bandwidth determined
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/// by the finite element mesh alone.
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///
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/// If a single finite element variable is associated with each node
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/// of the mesh, and if the nodes and variables are numbered in the
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/// same way, then the geometric bandwidth is the same as the bandwidth
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/// of a typical finite element matrix.
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///
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/// The bandwidth M is defined in terms of the lower and upper bandwidths:
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///
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/// M = ML + 1 + MU
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///
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/// where
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///
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/// ML = maximum distance from any diagonal label to a nonzero
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/// label in the same row, but earlier column,
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///
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/// MU = maximum distance from any diagonal label to a nonzero
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/// label in the same row, but later column.
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///
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/// Because the finite element node adjacency relationship is symmetric,
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/// we are guaranteed that ML = MU.
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/// </remarks>
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public int Bandwidth()
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{
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if (mesh == null) return 0;
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// Lower and upper bandwidth of the matrix
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int ml = 0, mu = 0;
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int gi, gj;
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foreach (var tri in mesh.triangles)
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{
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for (int j = 0; j < 3; j++)
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{
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gi = tri.GetVertex(j).id;
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for (int k = 0; k < 3; k++)
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{
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gj = tri.GetVertex(k).id;
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mu = Math.Max(mu, gj - gi);
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ml = Math.Max(ml, gi - gj);
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}
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}
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}
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return ml + 1 + mu;
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}
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class AreaMeasure
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{
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// Minimum area
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public double area_min = double.MaxValue;
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// Maximum area
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public double area_max = -double.MaxValue;
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// Total area of geometry
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public double area_total = 0;
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// Nmber of triangles with zero area
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public int area_zero = 0;
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/// <summary>
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/// Reset all values.
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/// </summary>
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public void Reset()
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{
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area_min = double.MaxValue;
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area_max = -double.MaxValue;
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area_total = 0;
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area_zero = 0;
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}
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/// <summary>
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/// Compute the area of given triangle.
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/// </summary>
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/// <param name="a">Triangle corner a.</param>
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/// <param name="b">Triangle corner b.</param>
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/// <param name="c">Triangle corner c.</param>
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/// <returns>Triangle area.</returns>
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public double Measure(Point a, Point b, Point c)
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{
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double area = 0.5 * Math.Abs(a.x * (b.y - c.y) + b.x * (c.y - a.y) + c.x * (a.y - b.y));
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area_min = Math.Min(area_min, area);
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area_max = Math.Max(area_max, area);
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area_total += area;
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if (area == 0.0)
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{
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area_zero = area_zero + 1;
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}
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return area;
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}
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}
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/// <summary>
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/// The alpha measure determines the triangulated pointset quality.
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/// </summary>
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/// <remarks>
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/// The alpha measure evaluates the uniformity of the shapes of the triangles
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/// defined by a triangulated pointset.
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///
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/// We compute the minimum angle among all the triangles in the triangulated
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/// dataset and divide by the maximum possible value (which, in degrees,
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/// is 60). The best possible value is 1, and the worst 0. A good
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/// triangulation should have an alpha score close to 1.
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/// </remarks>
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class AlphaMeasure
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{
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// Minimum value over all triangles
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public double alpha_min;
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// Maximum value over all triangles
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public double alpha_max;
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// Value averaged over all triangles
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public double alpha_ave;
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// Value averaged over all triangles and weighted by area
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public double alpha_area;
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/// <summary>
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/// Reset all values.
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/// </summary>
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public void Reset()
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{
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alpha_min = double.MaxValue;
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alpha_max = -double.MaxValue;
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alpha_ave = 0;
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alpha_area = 0;
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}
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double acos(double c)
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{
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if (c <= -1.0)
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{
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return Math.PI;
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}
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else if (1.0 <= c)
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{
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return 0.0;
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}
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else
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{
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return Math.Acos(c);
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}
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}
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/// <summary>
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/// Compute q value of given triangle.
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/// </summary>
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/// <param name="ab">Side length ab.</param>
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/// <param name="bc">Side length bc.</param>
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/// <param name="ca">Side length ca.</param>
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/// <param name="area">Triangle area.</param>
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/// <returns></returns>
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public double Measure(double ab, double bc, double ca, double area)
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{
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double alpha = double.MaxValue;
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double ab2 = ab * ab;
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double bc2 = bc * bc;
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double ca2 = ca * ca;
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double a_angle;
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double b_angle;
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double c_angle;
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// Take care of a ridiculous special case.
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if (ab == 0.0 && bc == 0.0 && ca == 0.0)
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{
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a_angle = 2.0 * Math.PI / 3.0;
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b_angle = 2.0 * Math.PI / 3.0;
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c_angle = 2.0 * Math.PI / 3.0;
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}
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else
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{
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if (ca == 0.0 || ab == 0.0)
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{
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a_angle = Math.PI;
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}
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else
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{
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a_angle = acos((ca2 + ab2 - bc2) / (2.0 * ca * ab));
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}
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if (ab == 0.0 || bc == 0.0)
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{
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b_angle = Math.PI;
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}
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else
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{
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b_angle = acos((ab2 + bc2 - ca2) / (2.0 * ab * bc));
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}
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if (bc == 0.0 || ca == 0.0)
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{
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c_angle = Math.PI;
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}
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else
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{
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c_angle = acos((bc2 + ca2 - ab2) / (2.0 * bc * ca));
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}
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}
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alpha = Math.Min(alpha, a_angle);
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alpha = Math.Min(alpha, b_angle);
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alpha = Math.Min(alpha, c_angle);
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// Normalize angle from [0,pi/3] radians into qualities in [0,1].
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alpha = alpha * 3.0 / Math.PI;
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alpha_ave += alpha;
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alpha_area += area * alpha;
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alpha_min = Math.Min(alpha, alpha_min);
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alpha_max = Math.Max(alpha, alpha_max);
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return alpha;
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}
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/// <summary>
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/// Normalize values.
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/// </summary>
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public void Normalize(int n, double area_total)
|
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{
|
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if (n > 0)
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{
|
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alpha_ave /= n;
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}
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else
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{
|
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alpha_ave = 0.0;
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}
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|
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if (0.0 < area_total)
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{
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alpha_area /= area_total;
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}
|
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else
|
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{
|
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alpha_area = 0.0;
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}
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}
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}
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/// <summary>
|
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/// The Q measure determines the triangulated pointset quality.
|
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/// </summary>
|
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/// <remarks>
|
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/// The Q measure evaluates the uniformity of the shapes of the triangles
|
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/// defined by a triangulated pointset. It uses the aspect ratio
|
||||
///
|
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/// 2 * (incircle radius) / (circumcircle radius)
|
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///
|
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/// In an ideally regular mesh, all triangles would have the same
|
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/// equilateral shape, for which Q = 1. A good mesh would have
|
||||
/// 0.5 < Q.
|
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/// </remarks>
|
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class Q_Measure
|
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{
|
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// Minimum value over all triangles
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||||
public double q_min;
|
||||
// Maximum value over all triangles
|
||||
public double q_max;
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// Average value
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||||
public double q_ave;
|
||||
// Average value weighted by the area of each triangle
|
||||
public double q_area;
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||||
|
||||
/// <summary>
|
||||
/// Reset all values.
|
||||
/// </summary>
|
||||
public void Reset()
|
||||
{
|
||||
q_min = double.MaxValue;
|
||||
q_max = -double.MaxValue;
|
||||
q_ave = 0;
|
||||
q_area = 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compute q value of given triangle.
|
||||
/// </summary>
|
||||
/// <param name="ab">Side length ab.</param>
|
||||
/// <param name="bc">Side length bc.</param>
|
||||
/// <param name="ca">Side length ca.</param>
|
||||
/// <param name="area">Triangle area.</param>
|
||||
/// <returns></returns>
|
||||
public double Measure(double ab, double bc, double ca, double area)
|
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{
|
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double q = (bc + ca - ab) * (ca + ab - bc) * (ab + bc - ca) / (ab * bc * ca);
|
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|
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q_min = Math.Min(q_min, q);
|
||||
q_max = Math.Max(q_max, q);
|
||||
|
||||
q_ave += q;
|
||||
q_area += q * area;
|
||||
|
||||
return q;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Normalize values.
|
||||
/// </summary>
|
||||
public void Normalize(int n, double area_total)
|
||||
{
|
||||
if (n > 0)
|
||||
{
|
||||
q_ave /= n;
|
||||
}
|
||||
else
|
||||
{
|
||||
q_ave = 0.0;
|
||||
}
|
||||
|
||||
if (area_total > 0.0)
|
||||
{
|
||||
q_area /= area_total;
|
||||
}
|
||||
else
|
||||
{
|
||||
q_area = 0.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
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