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https://github.com/NGSolve/netgen.git
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3acadc023f
- Try (expensive) split operation only if badness > 100 (of any adjacent tet) and badness > 0.1 * badness_max - Use FindInnerPoint before BFGS to ensure valid starting point (similar as in ImproveMesh() ) - Skip valid tets if goal==OPT_LEGAL (as in sequential version)
193 lines
4.0 KiB
C++
193 lines
4.0 KiB
C++
// find inner point
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inline void Minimize (const NgArray<Vec3d> & a,
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const NgArray<double> & c,
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int * act,
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Vec<3> & x, double & f,
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int * sol)
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{
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int act1[4];
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Mat<3> m, inv;
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Vec<3> rs, xmax, center;
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f = 1e99;
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for (int j = 0; j < 5; j++)
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{
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for (int hk = 0, k = 0; hk < 4; hk++)
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{
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if (hk == j) k++;
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act1[hk] = act[k];
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k++;
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}
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for (int k = 0; k < 3; k++)
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{
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m(k, 0) = a[act1[0]].X() - a[act1[k+1]].X();
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m(k, 1) = a[act1[0]].Y() - a[act1[k+1]].Y();
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m(k, 2) = a[act1[0]].Z() - a[act1[k+1]].Z();
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rs(k) = c[act1[k+1]] - c[act1[0]];
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}
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/*
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(*testout) << "act1 = "
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<< act1[0] << " "
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<< act1[1] << " "
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<< act1[2] << " "
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<< act1[3] << endl;
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(*testout) << "Det = " << Det(m) << endl;
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*/
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if (fabs (Det (m)) > 1e-10)
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{
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CalcInverse (m, inv);
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xmax = inv * rs;
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double fmax = -1e10;
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for (int k = 0; k < 5; k++)
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{
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double hd =
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xmax(0) * a[act[k]].X() + xmax(1) * a[act[k]].Y() + xmax(2) * a[act[k]].Z() + c[act[k]];
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if (hd > fmax) fmax = hd;
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}
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if (fmax < f)
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{
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f = fmax;
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x = xmax;
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for (int k = 0; k < 4; k++)
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sol[k] = act1[k];
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}
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}
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}
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}
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template <typename POINTArray, typename FACEArray>
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inline int FindInnerPoint (POINTArray & points,
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FACEArray & faces,
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Point3d & p)
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{
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static int timer = NgProfiler::CreateTimer ("FindInnerPoint");
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NgProfiler::RegionTimer reg (timer);
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NgArray<Vec3d> a;
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NgArray<double> c;
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Mat<3> m, inv;
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Vec<3> rs, x = 0.0, center;
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double f;
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int nf = faces.Size();
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// minimize_x max_i a_i x + c_i
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a.SetSize (nf+4);
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c.SetSize (nf+4);
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for (int i = 0; i < nf; i++)
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{
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Point3d p1 = points[faces[i][0]];
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a[i] = Cross (points[faces[i][1]] - p1,
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points[faces[i][2]] - p1);
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a[i] /= a[i].Length();
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c[i] = - (a[i].X() * p1.X() + a[i].Y() * p1.Y() + a[i].Z() * p1.Z());
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}
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/*
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center = 0;
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for (int i = 0; i < points.Size(); i++)
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center += Vec<3> (points[i]);
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center /= points.Size();
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*/
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center = 0;
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for (int i = 0; i < faces.Size(); i++)
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for (int j = 0; j < 3; j++)
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center += Vec<3> (points[faces[i][j]]);
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center /= (3*faces.Size());
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// (*testout) << "center = " << center << endl;
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double hmax = 0;
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for (int i = 0; i < nf; i++)
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{
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// const Element2d & el = faces[i];
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// (*testout) << "el[" << i << "] = " << el << endl;
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for (int j : Range(3))
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{
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double hi = Dist (points[faces[i][j%3]],
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points[faces[i][(j+1)%3]]);
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if (hi > hmax) hmax = hi;
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}
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}
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// (*testout) << "hmax = " << hmax << endl;
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a[nf] = Vec<3> (1, 0, 0);
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c[nf] = -center(0) - hmax;
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a[nf+1] = Vec<3> (0, 1, 0);
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c[nf+1] = -center(1) - hmax;
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a[nf+2] = Vec<3> (0, 0, 1);
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c[nf+2] = -center(2) - hmax;
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a[nf+3] = Vec<3> (-1, -1, -1);
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c[nf+3] = center(0)+center(1)+center(2)-3*hmax;
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/*
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(*testout) << "findip, a now = " << endl << a << endl;
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(*testout) << "findip, c now = " << endl << c << endl;
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*/
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int act[5] = { 0, nf, nf+1, nf+2, nf+3 };
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int sol[4];
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while (1)
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{
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/*
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(*testout) << "try ";
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for (int j = 0; j < 5; j++)
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(*testout) << act[j] << " ";
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*/
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Minimize (a, c, act, x, f, sol);
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/*
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(*testout) << endl << "sol = ";
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for (int j = 0; j < 4; j++)
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(*testout) << sol[j] << " ";
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(*testout) << " fmin = " << f << endl;
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*/
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for (int j = 0; j < 4; j++) act[j] = sol[j];
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bool found = 0;
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double maxval = f;
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for (int j = 0; j < nf; j++)
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{
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double val = x(0) * a[j].X() + x(1) * a[j].Y() + x(2) * a[j].Z() + c[j];
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if (val > maxval + hmax * 1e-6)
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{
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found = 1;
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maxval = val;
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act[4] = j;
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}
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}
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// (*testout) << "maxval = " << maxval << endl;
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if (!found) break;
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}
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// cout << "converged, f = " << f << endl;
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p = Point3d (x(0), x(1), x(2));
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// (*testout) << "findip, f = " << f << ", hmax = " << hmax << endl;
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return (f < -1e-5 * hmax);
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}
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