Fade_2D is the Delaunay triangulation class. More...
#include <Fade_2D.h>
Public Member Functions  
Fade_2D (Fade_2D &other, std::vector< Zone2 * > vZoneIn=std::vector< Zone2 * >(), std::vector< Zone2 * > vZoneOut=std::vector< Zone2 * >())  
Copy constructor, copy also zones.  
Fade_2D (unsigned numExpectedVertices=3)  
Constructor of the triangulation class. More...  
~Fade_2D ()  
Destructor.  
void  applyConstraintsAndZones () 
Apply conforming constraints and zones (deprecated!) More...  
bool  checkValidity (bool bCheckEmptyCircleProperty, const char *msg) const 
Checks if a triangulation is valid. More...  
Bbox2  computeBoundingBox () const 
Compute the axisaligned bounding box of the points. More...  
ConstraintGraph2 *  createConstraint (std::vector< Segment2 > &vSegments, ConstraintInsertionStrategy cis, bool bOrientedSegments=false) 
Add constraint edges (edges, polyline, polygon) . More...  
Zone2 *  createZone (const std::vector< ConstraintGraph2 * > &vConstraintGraphs, ZoneLocation zoneLoc, const Point2 &startPoint, bool bVerbose=true) 
Create a zone limited by multiple ConstraintGraph2 objects by growing from a start point. More...  
Zone2 *  createZone (ConstraintGraph2 *pConstraintGraph, ZoneLocation zoneLoc, bool bVerbose=true) 
Create a zone. More...  
Zone2 *  createZone (ConstraintGraph2 *pConstraintGraph, ZoneLocation zoneLoc, const Point2 &startPoint, bool bVerbose=true) 
Create a zone limited by a ConstraintGraph by growing from a start point. More...  
Zone2 *  createZone (std::vector< Triangle2 * > &vTriangles, bool bVerbose=true) 
Create a zone defined by a vector of triangles. More...  
Zone2 *  createZone_cookieCutter (std::vector< Segment2 > &vSegments, bool bProtectEdges, ConstraintGraph2 *&pProtectedEdgesCG, ConstraintGraph2 *&pBoundaryCG) 
Cookie Cutter The Cookie Cutter cuts out a part of a triangulation and returns it as a Zone2 object. More...  
void  cutTriangles (const Point2 &knifeStart, const Point2 &knifeEnd, bool bTurnEdgesIntoConstraints) 
Cut through a triangulation. More...  
void  cutTriangles (std::vector< Segment2 > &vSegments, bool bTurnEdgesIntoConstraints) 
Cut through a triangulation. More...  
void  deleteZone (Zone2 *pZone) 
Delete a Zone2 object. More...  
bool  drape (std::vector< Segment2 > &vSegmentsIn, std::vector< Segment2 > &vSegmentsOut) const 
Drape segments along a surface. More...  
void  exportTriangulation (FadeExport &fadeExport, bool bWithCustomIndices, bool bClear) 
Export triangulation data from Fade. More...  
Triangle2 *  getAdjacentTriangle (Point2 *p0, Point2 *p1) const 
Get adjacent triangle. More...  
void  getAliveAndDeadConstraintSegments (std::vector< ConstraintSegment2 * > &vAllConstraintSegments) const 
Get all (alive and dead) constraint segments.  
void  getAliveConstraintSegments (std::vector< ConstraintSegment2 * > &vAliveConstraintSegments) const 
Get active (alive) constraint segments.  
ConstraintSegment2 *  getConstraintSegment (Point2 *p0, Point2 *p1) const 
Retrieve a ConstraintSegment2. More...  
void  getConvexHull (bool bAllVertices, std::vector< Point2 * > &vConvexHullPointsOut) 
Compute the convex hull. More...  
void  getDirectedEdges (std::vector< Edge2 > &vDirectedEdgesOut) const 
Get directed edges Edges are counterclockwise oriented around their triangle. The present method returns directed edges. That means each edge(a,b) is returend twice, as edge(a,b) and as edge(b,a).  
void  getIncidentTriangles (Point2 *pVtx, std::vector< Triangle2 * > &vIncidentT) const 
Get incident triangles. More...  
void  getIncidentVertices (Point2 *pVtx, std::vector< Point2 * > &vIncidentVertices) const 
Get incident vertices. More...  
Point2 *  getNearestNeighbor (const Point2 &p) 
Get nearest neighbor. More...  
Orientation2  getOrientation (const Point2 &p0, const Point2 &p1, const Point2 &p2) 
Compute the orientation of 3 points. More...  
void  getTrianglePointers (std::vector< Triangle2 * > &vAllTriangles) const 
Get pointers to all triangles. More...  
void  getUndirectedEdges (std::vector< Edge2 > &vUndirectedEdgesOut) const 
Get undirected edges. More...  
Point2 *  getVertexPointer (const Point2 &p) 
Get pointer. More...  
void  getVertexPointers (std::vector< Point2 * > &vAllPoints) const 
Get pointers to all vertices. More...  
Voronoi2 *  getVoronoiDiagram () 
Get the Voronoi diagram. More...  
bool  hasArea () const 
Check if the triangulation contains triangles (which is the case if at least 3 noncollinear points exist in the triangulation. More...  
Zone2 *  importTriangles (std::vector< Point2 > &vPoints, bool bReorientIfNeeded, bool bCreateExtendedBoundingBox) 
Import Triangles. More...  
Zone2 *  importTriangles_robust (std::vector< Point2 > &vPoints) 
Import Triangles  Robust (Errortolerant version) More...  
Point2 *  insert (const Point2 &p) 
Insert a single point. More...  
void  insert (const std::vector< Point2 > &vInputPoints) 
Insert a vector of points. More...  
void  insert (const std::vector< Point2 > &vInputPoints, std::vector< Point2 * > &vHandles) 
Insert points from a std::vector and store pointers in vHandles. More...  
void  insert (int numPoints, double *aCoordinates, Point2 **aHandles) 
Insert points from an array. More...  
bool  isConstraint (Point2 *p0, Point2 *p1) const 
Check if an edge is a constraint edge. More...  
bool  isConstraint (Point2 *pVtx) const 
Check if a vertex is a constraint vertex. More...  
bool  isConstraint (Triangle2 *pT, int ith) const 
Check if an edge is a constraint edge. More...  
bool  load (const char *filename, std::vector< Zone2 * > &vZones) 
Load a triangulation. More...  
bool  load (std::istream &stream, std::vector< Zone2 * > &vZones) 
Load a triangulation. More...  
Triangle2 *  locate (const Point2 &p) 
Locate a triangle which contains p. More...  
double  measureTriangulationTime (const std::vector< Point2 > &vPoints) 
Measure the Delaunay triangulation time. More...  
size_t  numberOfPoints () const 
Number of points. More...  
size_t  numberOfTriangles () const 
Number of triangles. More...  
void  printLicense () const 
Prints license information.  
void  refine (Zone2 *pZone, double minAngleDegree, double minEdgeLength, double maxEdgeLength, bool bAllowConstraintSplitting) 
Delaunay refinement. More...  
void  refineAdvanced (MeshGenParams *pParameters) 
Delaunay refinement and grid meshing. More...  
void  remove (Point2 *pVertex) 
Remove a single vertex. More...  
void  remove (std::vector< Point2 * > &vPoints) 
Remove vertices. More...  
void  reset () 
Reset. More...  
bool  saveTriangulation (const char *filename, std::vector< Zone2 * > &vSaveZones) 
Save a triangulation. More...  
bool  saveTriangulation (std::ostream &stream, std::vector< Zone2 * > &vSaveZones) 
Save a triangulation. More...  
bool  saveZones (const char *filename, std::vector< Zone2 * > &vSaveZones) 
Save zones. More...  
bool  saveZones (std::ostream &stream, std::vector< Zone2 * > &vSaveZones) 
Save zones. More...  
void  setFastMode (bool bFast) 
Set fast mode. More...  
int  setNumCPU (int numCPU) 
Set the number CPU cores for multithreading (deprecated) More...  
void  show (const char *postscriptFilename, bool bWithConstraints=true) const 
Draws the triangulation as postscript file. More...  
void  show (Visualizer2 *pVis, bool bWithConstraints=true) const 
Draws the triangulation as postscript file using an existing Visualizer2 object. More...  
void  statistics (const char *s) const 
Statistics. More...  
void  subscribe (MsgType msgType, MsgBase *pMsg) 
Register a message receiver. More...  
void  unsubscribe (MsgType msgType, MsgBase *pMsg) 
Unregister a message receiver. More...  
void  writeObj (const char *filename) const 
Write the current triangulation to an *.obj file. More...  
void  writeObj (const char *filename, Zone2 *pZone) const 
Write a zone to an *.obj file. More...  
void  writeWebScene (const char *path) const 
Write the current triangulation to an *.obj file. More...  
void  writeWebScene (const char *path, Zone2 *pZone) const 
Write a zone to an *.obj file. More...  
Fade_2D represents a Delaunay triangulation in 2D or 2.5D (depends on the used namespace)

explicit 
numExpectedVertices  specifies the number of points that will be inserted. This is a default parameter that does not need to be specified. 
void GEOM_FADE2D::Fade_2D::applyConstraintsAndZones  (  ) 
This method establishes conforming constraint segments and zones which depend on them. For technical reasons conforming constraint segments are not immediately established but inserted at the end of the triangulation process. This step must be triggered manually i.e., it is up to the user to call applyConstraintsAndZones() before the resulting triangulation is used. If afterwards the triangulation is changed in any way, applyConstraintsAndZones() must be called again.
bool GEOM_FADE2D::Fade_2D::checkValidity  (  bool  bCheckEmptyCircleProperty, 
const char *  msg  
)  const 
Checks the validity of the data structure.
bCheckEmptyCircleProperty  specifies if (slow!) multiprecision arithmetic shall be used to recheck the empty circle property 
msg  is a debug string that will be shown in terminal output so that you know which checkValidity call currently runs. 
This method is thought for development purposes. Don't call it method unless you assume that something is wrong with the code.
Bbox2 GEOM_FADE2D::Fade_2D::computeBoundingBox  (  )  const 
If no points have been inserted yet, then the returned Bbox2 object is invalid and its member function Bbox2::isValid() returns false.
ConstraintGraph2* GEOM_FADE2D::Fade_2D::createConstraint  (  std::vector< Segment2 > &  vSegments, 
ConstraintInsertionStrategy  cis,  
bool  bOrientedSegments = false 

) 
vSegments  are segments which shall appear as edges of the triangulation. The segments may be automatically reordered and reoriented, see bOrientedSegments below. 
cis  is the ConstraintInsertionStrategy. Use always CIS_CONSTRAINED_DELAUNAY. This mode inserts the constraint segments without subdivision unless existing vertices or existing constraint segments are crossed. When subdivision (e.g., to achieve better triangle shapes) is desired then use ConstraintGraph2::makeDelaunay() after insertion. 
bOrientedSegments  specifies whether the segments in vSegments are oriented (oriented, not ordered!). If later a zone is to be made with the returned ConstraintGraph2 object this is only possible if the value is true (then it is assumed that all segments are counterclockwise oriented) or if the ConstraintGraph2 represents exactly one closed polygon. The value affects also the order of the returned vertices when later ConstraintGraph2::getPolygonVertices() is called. This is a default parameter and it defaults to false. 
Zone2* GEOM_FADE2D::Fade_2D::createZone  (  const std::vector< ConstraintGraph2 * > &  vConstraintGraphs, 
ZoneLocation  zoneLoc,  
const Point2 &  startPoint,  
bool  bVerbose = true 

) 
A Zone2 object is an area of the traingulation, see createZone
vConstraintGraphs  is a vector of ConstraintGraph objects 
zoneLoc  must be ZL_GROW 
startPoint  is the point from which the area is grown until the borders specified in vConstraintGraphs are reached 
bVerbose  is by default true and causes a warning if NULL is returned. 
Zone2* GEOM_FADE2D::Fade_2D::createZone  (  ConstraintGraph2 *  pConstraintGraph, 
ZoneLocation  zoneLoc,  
bool  bVerbose = true 

) 
A Zone2 object is an area of a triangulation, possibly bounded by a ConstraintGraph.
zoneLoc  is ZL_INSIDE, ZL_OUTSIDE or ZL_GLOBAL. 
pConstraintGraph  points to a formerly created ConstraintGraph2 object (which must be oriented and contain a simple polygon) or is NULL in case of zoneLoc==ZL_GLOBAL. 
bVerbose  is by default true and causes a warning if NULL is returned. 
Zone2* GEOM_FADE2D::Fade_2D::createZone  (  ConstraintGraph2 *  pConstraintGraph, 
ZoneLocation  zoneLoc,  
const Point2 &  startPoint,  
bool  bVerbose = true 

) 
A Zone2 object is an area of the traingulation, see createZone
pConstraintGraph  is a constraint whose edges specify the area's border 
zoneLoc  must be ZL_GROW 
startPoint  is the point from which the area is grown until the borders specified in pConstraint are reached 
bVerbose  is by default true and causes a warning if NULL is returned. 
Zone2* GEOM_FADE2D::Fade_2D::createZone  (  std::vector< Triangle2 * > &  vTriangles, 
bool  bVerbose = true 

) 
A Zone2 object is an area of the traingulation, see createZone
vTriangles  
bVerbose  is by default true and causes a warning if NULL is returned. 
Zone2* GEOM_FADE2D::Fade_2D::createZone_cookieCutter  (  std::vector< Segment2 > &  vSegments, 
bool  bProtectEdges,  
ConstraintGraph2 *&  pProtectedEdgesCG,  
ConstraintGraph2 *&  pBoundaryCG  
) 
[in]  vSegments  specifies the input polygon 
[in]  bProtectEdges  specifies if existing edges shall be locked by turning them into constraint segments 
[out]  pProtectedEdgesCG  is used to return the ConstraintGraph2* of edges that have been protected 
[out]  pBoundaryCG  is used to return the ConstraintGraph2* of the boundary 
Properties: The input polygon (vSegments
) is not required to have specific height values; the zcoordinates are calculated automatically. The input polygon must be simple, meaning it must not intersect itself, and each vertex must belong to exactly two segments. Alternatively, the polygon may selfintersect at vertices, but in that case, all segments must be oriented counterclockwise. The input polygon is automatically trimmed when it lies outside the convex hull of the triangulation. Inserting intersection points would normally cause existing edges in the triangulation to flip, but this can be avoided by setting bProtectEdges=true. In this case, certain edges of the triangulation will become constraint edges.
void GEOM_FADE2D::Fade_2D::cutTriangles  (  const Point2 &  knifeStart, 
const Point2 &  knifeEnd,  
bool  bTurnEdgesIntoConstraints  
) 
knifeStart  is one point of the knife segment 
knifeEnd  is the second point of the knife segment 
bTurnEdgesIntoConstraints  turns all 3 edges of each intersected triangle into constraint segments. 
This method inserts a constraint edge knife(knifeStart,knifeEnd). If existing edges E are intersected by knife, then knife is subdivided at the intersection points P.
In any case knife will exist (in a possibly subdivided form) in the result. But a consequence of the insertion of the points P is that the edges E and even edges which are not intersected by knife may be flipped. Use bTurnEdgesIntoConstraints=true to avoid that.
void GEOM_FADE2D::Fade_2D::cutTriangles  (  std::vector< Segment2 > &  vSegments, 
bool  bTurnEdgesIntoConstraints  
) 
vSegments  are the knife segments 
bTurnEdgesIntoConstraints  specifies if intersected edges shall automatically be turned into constraints 
Same method as void cutTriangles(const Point2& knifeStart,const Point2& knifeEnd,bool bTurnEdgesIntoConstraints) but it takes a vector of segments instead of a single segment. This is the recommended method to cut through a triangulation when more than one knife segment exists.
void GEOM_FADE2D::Fade_2D::deleteZone  (  Zone2 *  pZone  ) 
Zone2 objects are automatically destroyed with their Fade_2D objects. In addition this method provides the possibility to eliminate Zone2 objects earlier.
bool GEOM_FADE2D::Fade_2D::drape  (  std::vector< Segment2 > &  vSegmentsIn, 
std::vector< Segment2 > &  vSegmentsOut  
)  const 
Projects the segments from vSegmentsIn
onto the triangulation. Thereby the segments are subdivided where they intersect edges of the triangulation. Segment parts outside the triangulation are cut off and ignored. Degenerate input segments are also ignored.
[in]  vSegmentsIn  Input segments 
[out]  vSegmentsOut  Output segments 
void GEOM_FADE2D::Fade_2D::exportTriangulation  (  FadeExport &  fadeExport, 
bool  bWithCustomIndices,  
bool  bClear  
) 
fadeExport  is a struct that will hold the requested triangulation data 
bWithCustomIndices  determines whether the custom indices of the points are also stored 
bClear  determines whether the Fade instance is cleared during the export operation to save memory 
ConstraintSegment2* GEOM_FADE2D::Fade_2D::getConstraintSegment  (  Point2 *  p0, 
Point2 *  p1  
)  const 
void GEOM_FADE2D::Fade_2D::getConvexHull  (  bool  bAllVertices, 
std::vector< Point2 * > &  vConvexHullPointsOut  
) 
bAllVertices  determines if all convex hull points are returned or if collinear ones shall be removed.  
[out]  vConvexHullPointsOut  is used to return the convex hull vertices in counterclockwise order. The start vertex is the leftmost vertex. If more than one leftmost vertex exists, the bottommost of them is the start vertex. 
void GEOM_FADE2D::Fade_2D::getIncidentTriangles  (  Point2 *  pVtx, 
std::vector< Triangle2 * > &  vIncidentT  
)  const 
Stores pointers to all triangles around pVtx into vIncidentT
void GEOM_FADE2D::Fade_2D::getIncidentVertices  (  Point2 *  pVtx, 
std::vector< Point2 * > &  vIncidentVertices  
)  const 
Stores pointers to all vertices around pVtx into vIncidentVertices
This method returns the closest vertex of p
.
[in]  p  is the query point 
Orientation2 GEOM_FADE2D::Fade_2D::getOrientation  (  const Point2 &  p0, 
const Point2 &  p1,  
const Point2 &  p2  
) 
void GEOM_FADE2D::Fade_2D::getTrianglePointers  (  std::vector< Triangle2 * > &  vAllTriangles  )  const 
This command fetches the existing triangles
[out]  vAllTriangles  is used to return the triangles 
void GEOM_FADE2D::Fade_2D::getUndirectedEdges  (  std::vector< Edge2 > &  vUndirectedEdgesOut  )  const 
vUndirectedEdgesOut  is used to return a unique set of undirected edges. 
p  is the query point 
or
NULL if is
not a vertex of the triangulation void GEOM_FADE2D::Fade_2D::getVertexPointers  (  std::vector< Point2 * > &  vAllPoints  )  const 
vAllPoints  is an empty vector of Point2 pointers. 
Stores pointers to all vertices of the triangulation in vAllPoints. The order in which the points are stored is not necessarily the insertion order. For geometrically identical points which have been inserted multiple times, only one pointer exists. Thus vAllPoints.size() can be smaller than the number of inserted points.
Voronoi2* GEOM_FADE2D::Fade_2D::getVoronoiDiagram  (  ) 
bool GEOM_FADE2D::Fade_2D::hasArea  (  )  const 
As long as all inserted points are collinear the triangulation does not contain triangles. This is clearly the case as long as less than three input points are present but it may also be the case when 3 or more points have been inserted when all these points are collinear. These points are then in a pending state, i.e. they will be triangulated as soon as the first noncollinear point is inserted.
Zone2* GEOM_FADE2D::Fade_2D::importTriangles  (  std::vector< Point2 > &  vPoints, 
bool  bReorientIfNeeded,  
bool  bCreateExtendedBoundingBox  
) 
This method imports triangles into an empty Fade object.
vPoints  Contains the input triangulation (3 subsequent points per triangle). 
bReorientIfNeeded  specifies whether the orientations of the point triples shall be checked and corrected. If you know that the point triples are certainly oriented in counterclockwise order, then the orientation test can be skipped. 
bCreateExtendedBoundingBox  can be used to insert the 4 corners of an extended bounding box as dummy points. This is convenient in some cases. Use false if you are unsure. 
This method imports triangles into an empty Fade object. In contrast to the classic importTriangles() method, this robust version works also in presence of errors in the input data, and corrects overlapping triangles automatically.
vPoints  contains the input triangulation (3 subsequent points per triangle). 
p  is the point to be inserted. 
The triangulation keeps a copy of p. The return value is a pointer to this copy. If duplicate points are inserted, the triangulation does not create new copies but returns a pointer to the copy of the very first insertion.
void GEOM_FADE2D::Fade_2D::insert  (  const std::vector< Point2 > &  vInputPoints  ) 
vInputPoints  contains the points to be inserted. 
void GEOM_FADE2D::Fade_2D::insert  (  const std::vector< Point2 > &  vInputPoints, 
std::vector< Point2 * > &  vHandles  
) 
vInputPoints  contains the points to be inserted. 
vHandles  (empty) is used by Fade to return Point2 pointers 
Internally, the triangulation keeps copies of the inserted points which are returned in vHandles (in the same order). If duplicate points are contained in vInputPoints then only one copy will be made and a pointer to this unique copy will be stored in vHandles for every occurance.
void GEOM_FADE2D::Fade_2D::insert  (  int  numPoints, 
double *  aCoordinates,  
Point2 **  aHandles  
) 
numPoints  is the number of points to be inserted 
aCoordinates  is an array of 2n double values, e.g. {x0,y0,x1,y1,...,xn,yn} 
aHandles  is an empty array with size n where pointers to the inserted points will be stored by Fade 
Returns whether the edge (p0,p1) is a constraint edge.
bool GEOM_FADE2D::Fade_2D::isConstraint  (  Point2 *  pVtx  )  const 
Returns whether the vertex pVtx
belongs to a constraint edge.
bool GEOM_FADE2D::Fade_2D::isConstraint  (  Triangle2 *  pT, 
int  ith  
)  const 
Returns whether the edge in triangle pT which is opposite to the ith vertex is a constraint edge.
bool GEOM_FADE2D::Fade_2D::load  (  const char *  filename, 
std::vector< Zone2 * > &  vZones  
) 
Loads a triangulation together with any custom indices, constraintedges and zones from a binary file
[in]  filename  is the name of the input file 
[out]  vZones  is used to return Zone2* pointers if any. The order of the pointers is the same as at the time of storage 
bool GEOM_FADE2D::Fade_2D::load  (  std::istream &  stream, 
std::vector< Zone2 * > &  vZones  
) 
Loads a triangulation together with any custom indices, constraintedges and zones from a stream
stream  is an input stream  
[out]  vZones  is used to return Zone2* pointers if any. The order of the pointers is the same as at the time of storage 
double GEOM_FADE2D::Fade_2D::measureTriangulationTime  (  const std::vector< Point2 > &  vPoints  ) 
This method evaluates the performance of single and multithreaded point insertion into a Delaunay triangulation.
[in]  vPoints  are the points to be inserted 
size_t GEOM_FADE2D::Fade_2D::numberOfPoints  (  )  const 
size_t GEOM_FADE2D::Fade_2D::numberOfTriangles  (  )  const 
void GEOM_FADE2D::Fade_2D::refine  (  Zone2 *  pZone, 
double  minAngleDegree,  
double  minEdgeLength,  
double  maxEdgeLength,  
bool  bAllowConstraintSplitting  
) 
Creates a mesh inside the area given by a Zone2 object.
pZone  is the zone whose triangles are refined. Allowed zoneLocation values are ZL_INSIDE and ZL_BOUNDED. 
minAngleDegree  (up to 30) is the minimum interior triangle angle 
minEdgeLength  is a lower threshold on the edge length. Triangles with smaller edges are not refined. 
maxEdgeLength  is an upper threshold on the edge length. Triangles with larger edges are always refined. 
bAllowConstraintSplitting  specifies if constraint edges may be splitted 
void GEOM_FADE2D::Fade_2D::refineAdvanced  (  MeshGenParams *  pParameters  ) 
This method calls an advanced Delaunay mesh generator and grid mesher. The parameters are encapsulated in the MeshGenParams class. This class provides default parameters that can be used as is. Alternatively client code can derive from MeshGenParams and overwrite the methods and parameters to gain full control over the mesh generation process.
void GEOM_FADE2D::Fade_2D::remove  (  Point2 *  pVertex  ) 
pVertex  shall be removed. 
pVertex
must not be a vertex of a ConstraintGraph2 or ConstraintSegment2 object. If this is the case, the vertex is not removed and a warning is issued. void GEOM_FADE2D::Fade_2D::remove  (  std::vector< Point2 * > &  vPoints  ) 
vPoints  are the points to be removed 
vPoints
must not be vertices of any ConstraintGraph2 or ConstraintSegment2 object. In this case the vertex is not removed. void GEOM_FADE2D::Fade_2D::reset  (  ) 
Resets the triangulation and makes it reusable.
bool GEOM_FADE2D::Fade_2D::saveTriangulation  (  const char *  filename, 
std::vector< Zone2 * > &  vSaveZones  
) 
The saveTriangulation() command saves all triangles of the present triangulation to a binary file. Thereby it retains constraint edges and custom vertex indices, if any. If Zone2* pointers are specified, these zones will be saved also and their order will be retained.
[in]  filename  is the name of the output file 
[in]  vSaveZones  is used specify zones that shall additionally be saved 
bool GEOM_FADE2D::Fade_2D::saveTriangulation  (  std::ostream &  stream, 
std::vector< Zone2 * > &  vSaveZones  
) 
The saveTriangulation() command saves all triangles of the present triangulation to a stream. Thereby it retains constraint edges and custom vertex indices, if any. If Zone2* pointers are specified, these zones will be saved also and their order will be retained.
stream  is the output stream  
[out]  vSaveZones  is used specify zones that shall additionally be saved 
bool GEOM_FADE2D::Fade_2D::saveZones  (  const char *  filename, 
std::vector< Zone2 * > &  vSaveZones  
) 
The saveZones() command saves the triangles of the zones in vSaveZones
to a binary file. Thereby it keeps the order of the zones and it retains any constraint edges and custom indices in the domain.
[in]  filename  is the name of the output file 
[out]  vSaveZones  (nonempty) specifies the zones to be saved 
bool GEOM_FADE2D::Fade_2D::saveZones  (  std::ostream &  stream, 
std::vector< Zone2 * > &  vSaveZones  
) 
The saveZones() command saves the triangles of the zones in vSaveZones
to stream. Thereby it keeps the order of the zones and it retains any constraint edges and custom indices in the domain.
stream  is the name of output stream  
[out]  vSaveZones  (nonempty) specifies the zones to be saved 
void GEOM_FADE2D::Fade_2D::setFastMode  (  bool  bFast  ) 
By default, numerically perfect calculations are performed to compute a 100% perfect Delaunay triangulation. However, the quality difference to using double precision arithmetic is hardly noticeable. It is often rather relevant in scientific applications while practical applications may want to skip the computationally expensive calculations. Depending on the position of the input points, the effect of FastMode can be zero or a quite considerable acceleration.
bFast  use true to avoid using multiple precision arithmetic in favor of better performance. 
int GEOM_FADE2D::Fade_2D::setNumCPU  (  int  numCPU  ) 
void GEOM_FADE2D::Fade_2D::show  (  const char *  postscriptFilename, 
bool  bWithConstraints = true 

)  const 
show() is a convenience function for quick outputs with a default look. It is also possible to use the Visualizer2 class directly to draw arbitrary circles, line segments, vertices and labels with custom colors.
postscriptFilename  is the output name, i.e. "myFile.ps" 
bWithConstraints  specifies if constraint segments shall be shown (default: true) 
void GEOM_FADE2D::Fade_2D::show  (  Visualizer2 *  pVis, 
bool  bWithConstraints = true 

)  const 
This overload of the show() method allows to add further geometric primitives to the Visualizer2 object before it is finally written.
pVis  is the pointer of a Visualizer2 object that may already contain geometric primitives or that may later be used to draw further elements 
bWithConstraints  specifies if constraint segments shall be shown (default: true) 
void GEOM_FADE2D::Fade_2D::statistics  (  const char *  s  )  const 
Prints mesh statistics to stdout.
void GEOM_FADE2D::Fade_2D::subscribe  (  MsgType  msgType, 
MsgBase *  pMsg  
) 
msgType  is the type of message the subscriber shall receive, e.g. MSG_PROGRESS or MSG_WARNING 
pMsg  is a pointer to a custom class derived from MsgBase 
void GEOM_FADE2D::Fade_2D::unsubscribe  (  MsgType  msgType, 
MsgBase *  pMsg  
) 
msgType  is the type of message the subscriber shall not receive anymore 
pMsg  is a pointer to a custom class derived from MsgBase 
void GEOM_FADE2D::Fade_2D::writeObj  (  const char *  filename  )  const 
filename  is the output filename 
void GEOM_FADE2D::Fade_2D::writeObj  (  const char *  filename, 
Zone2 *  pZone  
)  const 
Visualizes a certain Zone2 object of the present triangulation. The *.obj format represents a 3D scene.
void GEOM_FADE2D::Fade_2D::writeWebScene  (  const char *  path  )  const 
Made for terrain visualizations in 2.5D but will work also for 2D.
void GEOM_FADE2D::Fade_2D::writeWebScene  (  const char *  path, 
Zone2 *  pZone  
)  const 
Made for terrain visualizations in 2.5D but will work also for 2D.