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ExamplePar.cs
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namespace TriangleNet.Examples
{
using System;
using System.Collections.Concurrent;
using System.IO;
using System.Linq;
using System.Threading.Tasks;
using TriangleNet;
using TriangleNet.Geometry;
using TriangleNet.IO;
using TriangleNet.Meshing;
using TriangleNet.Meshing.Algorithm;
/// <summary>
/// Processing meshes in parallel.
/// </summary>
public class ExamplePar
{
#region Point set triangulation
/// <summary>
/// Triangulate a given number of random point sets in parallel.
/// </summary>
public static bool Run(int n = 1000)
{
// Use thread-safe random source.
var random = Random.Shared;
// Generate a random set of sizes.
var sizes = Enumerable.Range(0, n).Select(_ => random.Next(500, 5000));
var queue = new ConcurrentQueue<int>(sizes);
int concurrencyLevel = Environment.ProcessorCount / 2;
var tasks = new Task<MeshResult>[concurrencyLevel];
for (int i = 0; i < concurrencyLevel; i++)
{
tasks[i] = Task.Run(() =>
{
// Each task has it's own triangle pool and predicates instance.
var pool = new TrianglePool();
var predicates = new RobustPredicates();
// The factory methods return the above instances.
var config = new Configuration()
{
Predicates = () => predicates,
TrianglePool = () => pool.Restart(),
RandomSource = () => Random.Shared
};
var triangulator = new Dwyer();
var result = new MeshResult();
var bounds = new Rectangle(0d, 0d, 1000d, 1000d);
while (queue.Count > 0)
{
if (queue.TryDequeue(out int size))
{
var points = Generate.RandomPoints(size, bounds);
var mesh = triangulator.Triangulate(points, config);
ProcessMesh(mesh, result);
}
}
pool.Clear();
return result;
});
}
Task.WaitAll(tasks);
int numberOfTriangles = tasks.Sum(t => t.Result.NumberOfTriangles);
int invalid = tasks.Sum(t => t.Result.Invalid);
Console.WriteLine("Total number of triangles processed: {0}", numberOfTriangles);
if (invalid > 0)
{
Console.WriteLine(" Number of invalid triangulations: {0}", invalid);
}
return invalid == 0;
}
#endregion
#region Polygon triangulation
/// <summary>
/// Reads all .poly files from given directory and processes them in parallel.
/// </summary>
public static bool Run(string dir)
{
var files = Directory.EnumerateFiles(dir, "*.poly", SearchOption.AllDirectories);
var queue = new ConcurrentQueue<string>(files);
int concurrencyLevel = Environment.ProcessorCount / 2;
var tasks = new Task<MeshResult>[concurrencyLevel];
for (int i = 0; i < concurrencyLevel; i++)
{
tasks[i] = Task.Run(() =>
{
// Each task has it's own triangle pool and predicates instance.
var pool = new TrianglePool();
var predicates = new RobustPredicates();
// The factory methods return the above instances.
var config = new Configuration()
{
Predicates = () => predicates,
TrianglePool = () => pool.Restart(),
RandomSource = () => Random.Shared
};
var mesher = new GenericMesher(config);
var result = new MeshResult();
while (queue.Count > 0)
{
if (queue.TryDequeue(out var file))
{
var poly = FileProcessor.Read(file);
var mesh = mesher.Triangulate(poly);
ProcessMesh(mesh, result);
}
}
pool.Clear();
return result;
});
}
Task.WaitAll(tasks);
int numberOfTriangles = tasks.Sum(t => t.Result.NumberOfTriangles);
int invalid = tasks.Sum(t => t.Result.Invalid);
Console.WriteLine("Total number of triangles processed: {0}", numberOfTriangles);
if (invalid > 0)
{
Console.WriteLine(" Number of invalid triangulations: {0}", invalid);
}
return invalid == 0;
}
private static void ProcessMesh(IMesh mesh, MeshResult result)
{
result.NumberOfTriangles += mesh.Triangles.Count;
if (!MeshValidator.IsConsistent((Mesh)mesh))
{
result.Invalid += 1;
}
}
class MeshResult
{
public int NumberOfTriangles;
public int Invalid;
}
#endregion
}
}