In file triangulation/TriangulationTriangle.h:

class TriangulationTriangle : public ListElement<TriangulationTriangle>

triangulation topological triangle

Inheritance:


Public Methods

void setNeighboringTriangle (int i, TriangulationTriangle *t)
set ith triangle neighbor
void setEdge (int i, TriangulationEdge *e)
set ith edge
void setVertex (int i, TriangulationVertex *v)
set ith vertex
void setWhichNeighbor (unsigned int i, unsigned int j)
set the index for which neighbor[i]->neighbor[whichNeighbor[i]]=this
void setWhichNeighbor (void)
set whichNeighbor[i] value automatically
int getRef (void) const
returns vertex reference
int getWhichNeighbor (int i) const
get whichNeighbor array value
int getWhichNeighbor (const TriangulationTriangle *v) const
get whichNeighbor array value
int neighborIndex (const TriangulationTriangle *v) const
get array index of a triangle in neighbors array
TriangulationTriangle* getNeighbor (unsigned int i) const
returns one of triangulation neighbors
bool isReal () const
whether the triangle is real or virtual
void setReal ()
set the triangle as real
void setVirtual ()
set the triangle as virtual
void zoneRemoved (TriangulationZone *z)
removes pointer on deleted zone
TriangulationZone* getZone (void) const
returns the zone associated with that triangle
void setZone (TriangulationZone *z)
attach triangle to a zone
TriangulationVertex* getVertex (unsigned int i) const
returns a triangle vertex from its index
TriangulationEdge* getEdge (unsigned int i) const
returns a triangle edge from its index
void swapNeighbors (unsigned int i, unsigned int j)
swap two triangle neighbor indices

Public

constructors
TriangulationTriangle (Triangulation *mesh, bool empty=false, TriangulationTriangle *n0 = 0, TriangulationTriangle *n1 = 0, TriangulationTriangle *n2 = 0, TriangulationVertex *v0 = 0, TriangulationVertex *v1 = 0, TriangulationVertex *v2 = 0, TriangulationEdge *e0 = 0, TriangulationEdge *e1 = 0, TriangulationEdge *e2 = 0, TriangulationZone *z=0)
constructor
TriangulationTriangle (const TriangulationTriangle& org)
copy constructor: create an empty vertex without any mesh/neighbors/vertices
destructor
virtual ~TriangulationTriangle ()
empty destructor

Protected Fields

TriangulationTriangle* neighbor [3]
triangle 3 neighbors
TriangulationVertex* vertex [3]
triangle 3 vertices
TriangulationEdge* edge [3]
triangle 3 edges
bool empty
if the triangle is empty or not
unsigned int whichNeighbor [3]
order in neighbor array of triangles which this triangle is a neighbor: t1->neighbor[i]->neighbor[whichNeighbor[i]] = this
int ref
triangle unique reference
Triangulation* triangulation
to which triangulation this triangle belongs
TriangulationZone* zone
the zone to which this triangle belongs
VertexContour* vertexContour
the associated vertex contour
SM2VertexTopology* vertexWindow
used during a recursive search
std::vector * neighborhood
pre-stored neigborhood (if neighborhoodSize > 0)
unsigned int neighborhoodSize
pre-stored neigborhood size

Documentation

triangulation topological triangle
TriangulationTriangle* neighbor[3]
triangle 3 neighbors

TriangulationVertex* vertex[3]
triangle 3 vertices

TriangulationEdge* edge[3]
triangle 3 edges

bool empty
if the triangle is empty or not

unsigned int whichNeighbor[3]
order in neighbor array of triangles which this triangle is a neighbor: t1->neighbor[i]->neighbor[whichNeighbor[i]] = this

int ref
triangle unique reference

Triangulation* triangulation
to which triangulation this triangle belongs

TriangulationZone* zone
the zone to which this triangle belongs

VertexContour* vertexContour
the associated vertex contour

SM2VertexTopology* vertexWindow
used during a recursive search

std::vector * neighborhood
pre-stored neigborhood (if neighborhoodSize > 0)

unsigned int neighborhoodSize
pre-stored neigborhood size

constructors

TriangulationTriangle(Triangulation *mesh, bool empty=false, TriangulationTriangle *n0 = 0, TriangulationTriangle *n1 = 0, TriangulationTriangle *n2 = 0, TriangulationVertex *v0 = 0, TriangulationVertex *v1 = 0, TriangulationVertex *v2 = 0, TriangulationEdge *e0 = 0, TriangulationEdge *e1 = 0, TriangulationEdge *e2 = 0, TriangulationZone *z=0)
constructor
Parameters:
mesh - the triangulation where the triangle is inserted
empty - if the triangle is real or virtual
n0 - first triangle neighbor,
n1 - second triangle neighbor,
n2 - third triangle neighbor,
v0 - first vertex,
v1 - second vertex,
v2 - third vertex,
e0 - first edge,
e1 - second edge,
e2 - third edge,
z - zone the triangle belongs

TriangulationTriangle(const TriangulationTriangle& org)
copy constructor: create an empty vertex without any mesh/neighbors/vertices

destructor

virtual ~TriangulationTriangle()
empty destructor

void setNeighboringTriangle(int i, TriangulationTriangle *t)
set ith triangle neighbor

void setEdge(int i, TriangulationEdge *e)
set ith edge

void setVertex(int i, TriangulationVertex *v)
set ith vertex

void setWhichNeighbor(unsigned int i, unsigned int j)
set the index for which neighbor[i]->neighbor[whichNeighbor[i]]=this

void setWhichNeighbor(void)
set whichNeighbor[i] value automatically

int getRef(void) const
returns vertex reference

int getWhichNeighbor(int i) const
get whichNeighbor array value
Returns:
j such that this == neighbor[i]->neighbor[j]
Parameters:
i - triangle neighbor index

int getWhichNeighbor(const TriangulationTriangle *v) const
get whichNeighbor array value
Returns:
j such that this == v->neighbor[j]
Parameters:
v - a neighboring triangle

int neighborIndex(const TriangulationTriangle *v) const
get array index of a triangle in neighbors array
Returns:
j such that this->neighbor[j] == v or -1 if v is not a neighbor of this
Parameters:
t - a neighboring triangle

TriangulationTriangle* getNeighbor(unsigned int i) const
returns one of triangulation neighbors
Parameters:
i - neighbor number (0, 1 or 2)

bool isReal() const
whether the triangle is real or virtual

void setReal()
set the triangle as real

void setVirtual()
set the triangle as virtual

void zoneRemoved(TriangulationZone *z)
removes pointer on deleted zone
Parameters:
z - zone being deleted

TriangulationZone* getZone(void) const
returns the zone associated with that triangle

void setZone(TriangulationZone *z)
attach triangle to a zone
Parameters:
z - new triangle zone

TriangulationVertex* getVertex(unsigned int i) const
returns a triangle vertex from its index
Parameters:
i - vertex index (0, 1 or 2)

TriangulationEdge* getEdge(unsigned int i) const
returns a triangle edge from its index
Parameters:
i - edge index (0, 1 or 2)

void swapNeighbors(unsigned int i, unsigned int j)
swap two triangle neighbor indices
Parameters:
i - first triangle rneighbor index (0, 1 or 2)
j - second triangle neighbor index (0, 1 or 2)


Direct child classes:
TriangulationTriangle3D

alphabetic index hierarchy of classes


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