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#ifndef FEM2_H_
#define FEM2_H_
#include <string> 
#include <cstring> 
#include "RefCounter.hpp"
#include "Serialize.hpp"
// some usefull function 

//typedef double R;


template<class K> class KN_;

const  double Pi =  3.14159265358979323846264338328;
/*
template<class T> inline T Min (const T &a,const T &b){return a < b ? a : b;}
template<class T> inline T Max (const T &a,const T & b){return a > b ? a : b;}
template<class T> inline T Abs (const T &a){return a <0 ? -a : a;}

template<class T> inline void Exchange (T& a,T& b) {T c=a;a=b;b=c;}
template<class T> inline T Max (const T &a,const T & b,const T & c){return Max(Max(a,b),c);}
template<class T> inline T Min (const T &a,const T & b,const T & c){return Min(Min(a,b),c);}
*/

//#include "ufunction.hpp" 
#include "ufunction.hpp" 

#include <utility>
#include <algorithm>
#include <complex>

// ALH - 21/10/13 - R1.hpp needs cmath and it does include it, but since R1.hpp is only included as part of namespace
// Fem2D, we need to make sure that cmath is called as part of the default namespace, otherwise we will get "error:
// ‘::acos’ has not been declared" and such.

#include <cmath>

// definition R
namespace Fem2D 
{

inline double norm(double x){return x*x;} 
inline float norm(float x){return x*x;}
template<class T> T  norm(const complex<T> &x){return std::norm(x);}

  // ALH - These include files are located inside the namespace definition on purpose?

#include "R1.hpp"
#include "R2.hpp"
#include "R3.hpp"


inline void MoveTo(R2 P) { rmoveto((float) P.x,(float)P.y);}
inline void LineTo(R2 P) { rlineto((float)P.x,(float)P.y);}

inline R Area2(const R2 A,const R2 B,const R2 C){return (B-A)^(C-A);} 
inline R Theta(R2 P){ return atan2(P.y,P.x);}
  /*
inline R2 Minc(const R2 & A,const R2& B) { return R2(Min(A.x,B.x),Min(A.y,B.y));}
inline R2 Maxc(const R2 & A,const R2& B) { return R2(Max(A.x,B.x),Max(A.y,B.y));}
inline R3 Minc(const R3 & A,const R3& B) { return R3(Min(A.x,B.x),Min(A.y,B.y),Min(A.z,B.z));}
inline R3 Maxc(const R3 & A,const R3& B) { return R3(Max(A.x,B.x),Max(A.y,B.y),Max(A.z,B.z));}
inline R2 Minc(const R2 & A,const R2& B,const R2& C) { return R2(Min(A.x,B.x,C.x),Min(A.y,B.y,C.y));}
inline R2 Maxc(const R2 & A,const R2& B,const R2& C) { return R2(Max(A.x,B.x,C.x),Max(A.y,B.y,C.y));}
inline R3 Minc(const R3 & A,const R3& B,const R3& C) { return R3(Min(A.x,B.x,C.x),Min(A.y,B.y,C.y),Min(A.z,B.z,C.z));}
inline R3 Maxc(const R3 & A,const R3& B,const R3& C) { return R3(Max(A.x,B.x,C.x),Max(A.y,B.y,C.y),Max(A.z,B.z,C.z));}
  */
// def de numerotation dans un triangles direct sens (trigo)
// the edge is oposite of the vertex
////  [3] is a edge
//#include <Functional>
struct SortedTriplet {
    static const int  empty = -1;
    int i1,i2,i3;
    SortedTriplet(int j1,int j2=empty, int j3=empty) : i1(j1), i2(j2),i3(j3) {
	if(i1<i2) Exchange(i1,i2);
	if(i2<i3) Exchange(i2,i3);
	if(i1<i2) Exchange(i1,i2);
    }
    bool operator < (const SortedTriplet & t)  const
    {  return  i1==t.i1 ? (  i2== t.i2 ? i3 <t.i3 : i2 < t.i2 ) : i1 < t.i1; }
    bool operator == (const SortedTriplet & t)  const
    {  return  i1==t.i1  &&   i2== t.i2 &&  i3 == t.i3;}
    bool operator != (const SortedTriplet & t)  const
    {  return  i1!=t.i1  ||   i2!= t.i2 ||  i3 != t.i3; }
    
    size_t hash() const {
	size_t res=0, i=1;
	res += i1*i;
	if( i2 !=empty)
	    res += i2*(i<<8);
	if( i3 !=empty)
	    res += i3*( i <<16) ;
	return res;
    }
};


 const short VerticesOfTriangularEdge[3][2] = {{1,2},{2,0},{0,1}};
 //  [3] is a vertices 
 const short EdgesVertexTriangle[3][2] = {{1,2},{2,0},{0,1}};
 const short OppositeVertex[3] = {0,1,2};
 const short OppositeEdge[3] =  {0,1,2};
 const short NextEdge[3] = {1,2,0};
 const short PreviousEdge[3] = {2,0,1};
 const short NextVertex[3] = {1,2,0};
 const short PreviousVertex[3] = {2,0,1};
 //  array to same is some onwhat is on edge for boundary condition
 // is on a edge i  onwhat is in [0,7[ 
 // 2  on edge 1 and   
 const int onWhatIsEdge[3][7] = {  {0,1,3, 2,0,0, 0}, // edge 0 
                                   {3,0,1, 0,2,0, 0},
                                   {1,3,0, 0,0,2, 0}};
                                  
static   R2 TriangleHat[3]= { R2(0.,0.),R2(1.,0.),R2(0.,1.) } ;




 const short int v_tet_face[4][3]=  {{3,2,1},{0,2,3},{ 3,1,0},{ 0,1,2}};
 const short int a_tet_face[4][3]=  {{ 0,1,0},{ 0,2,0},{ 0,3,1},{ 1,2,1}};
 const bool  sig_tet_face[4][3]=  {{ 0,1,0},{ 1,0,1},{ 0,1,0},{ 1,0,1}};
 const short int v_tet_edge[6][2]= {{ 1,2},{1,3},{1,4},{2,3},{2,4},{3,4}}; 
 const short int fadj_tet_edge[6][2]= {{4,3},{2,4},{3,2},{4,1},{1,3},{2,1}};
 const short int op_tet_edge[6]={ 6, 5, 4, 3, 2, 1}; 
 
const   R3 TetHat[4]= { R3(0.,0.,0.),R3(1.,0.,0.),R3(0.,1.,0.),R3(0.,0.,1.) } ; 

 class Mesh;                                  
// --------
#include "Label.hpp"

  
template<class Rd>
class TVertex : public Rd,public Label {
 friend class Mesh;
   Rd *normal; // pointeur sur la normal exterieur pour filtre les
   // point de depart 
public:
  TVertex() : Rd(),Label(),normal(0){};
  TVertex(Rd P,int r=0): Rd(P),Label(r),normal(0){}
  bool ninside(const Rd & P) const { return normal? (Rd(*this,P),*normal)<=0: true;}
  void SetNormal(Rd *&n,const Rd & N)
     { if (normal) { 
         Rd NN=*normal+N; 
         *normal= NN/Norme2(NN); }
       else *(normal=n++)=N;}
  Rd Ne() const {return normal ? *normal: Rd();}
//  void operator=(const TVertex & v) { x=v.x;y=v.y;lab=v.lab;normal=0;}
};

typedef TVertex<R2> Vertex;

template<class Rd>
inline ostream& operator <<(ostream& f, const TVertex<Rd> & v )
  { f << (Rd) v << ' ' << (Label) v   ; return f; }
template<class Rd>
inline istream& operator >> (istream& f,  TVertex<Rd> & v )
  { f >> (Rd&) v >> (Label&) v ; return f; }



class Tetraedre: public Label {
 
 public:
 typedef TVertex<R3> Vertex;
 private:
  Vertex *vertices[4]; // an array of 3 pointer to vertex
public:
  R volume;
  Tetraedre(){};              // constructor empty for array
  static const int NbWhat = 15; // 4+6+4+1 
  static const int NbV =4;
  static const int NbE =6;
  static const int NbF =4;
  
  Vertex & operator[](int i) const// to see triangle as a array of vertex
       {return *vertices[i];} 
       
  Vertex *& operator()(int i) // to see triangle as a array of vertex
       {return vertices[i];} 
  
  Tetraedre(Vertex * v0,int i0,int i1,int i2,int i3,int r,R a=0.0): Label(r) 
     { set(v0,i0,i1,i2,i3,r,a);  }

  void set(Vertex * v0,int i0,int i1,int i2,int i3,int r,R a=0.0)
     { R3 A=*(vertices[0]=v0+i0);
       R3 B=*(vertices[1]=v0+i1);
       R3 C=*(vertices[2]=v0+i2); 
       R3 D=*(vertices[3]=v0+i3); 
	 lab = r;
       volume = a ==0 ? det(R3(A,B),R3(A,C),R3(A,D))/6. : a;
       throwassert(volume>0);}
            
  Vertex & Face(int j,int i) const // Vertex j of ace i
     {assert(j<=0   && j < 3 && i <=0 && i < 4) ;return  *vertices[v_tet_face[i][j] ];}
  
  R3 N2areaInternal(int i) const { return R3(*vertices[v_tet_face[i][0]],*vertices[v_tet_face[i][1]]) 
                                 ^R3(*vertices[v_tet_face[i][0]],*vertices[v_tet_face[i][2]]) ; }
  R3 n(int i) const //  unit exterior normal
     {R3 Ni=N2areaInternal(i);return Ni/-Norme2(Ni);} 
  
  R3 H(int i)  const  // heigth ($\nabla \lambda_i$ 
     {R3 Ni=N2areaInternal(i);return Ni/(3.*volume);} 
     
  R3 Edge(int i) const //  edge  i
     { return (R3) *vertices[v_tet_edge[i][1]]-(R3) *vertices[v_tet_edge[i][0]];}
     
  Vertex & Edge(int j,int i) const // Vertex j of edge i
     {assert(j<=0   && j < 2 && i <=0 && i < 4) ;return  *vertices[v_tet_edge[i][j]];}
  R lenEdge(int i) const {R3 E=Edge(i);return sqrt((E,E));}
  R h() const { return Max( Max(lenEdge(0),lenEdge(1),lenEdge(2)),
                            Max(lenEdge(3),lenEdge(4),lenEdge(5)) );}
  
  void Renum(Vertex   *v0, long * r)  { 
    for (int i=0;i<4;i++) 
      vertices[i]=v0+r[vertices[i]-v0];}
      
  Vertex & VerticeOfEdge(int i,int j) const  // vertex j of edge i 
    {return  *vertices[v_tet_edge[i][j]];}  // vertex j of edge i 
 
    R EdgeOrientation(int i) const { // return +1 or -1 
     R Orient[2]={-1.,1.};
    return  Orient[vertices[v_tet_edge[i][0]] < vertices[v_tet_edge[i][1]] ] ;}
    
  void SetVertex(int j,Vertex *v){vertices[j]=v;}

  R3 operator() (const R3 & P) const{ // local to Global in triangle 
      return    (const R3 &) *vertices[0] * (1-P.x-P.y-P.z) 
             +  (const R3 &) *vertices[1] * (P.x) 
             +  (const R3 &) *vertices[2] * (P.y) ;
             +  (const R3 &) *vertices[3] * (P.z) ;}
  
  SortedTriplet what(int i,Vertex *v0,Tetraedre * t0) { 
      if (i<0) ffassert(i>=0);
      else if  (i<4) return SortedTriplet(vertices[i]-v0);
      else if( (i-=4)<6) return SortedTriplet( &Edge(0,i)-v0, &Edge(1,i)-v0);
      else if( (i-=6)<4) return SortedTriplet( &Face(0,i)-v0, &Face(1,i)-v0, &Face(2,i)-v0) ;
      else if(i==0) return SortedTriplet(vertices[0]-v0,this-t0,-2);
      else ffassert(0);
      return 0;
  }
private:
  Tetraedre(const Tetraedre &);  //  no copy of triangle
  void operator=(const Tetraedre &);             

};


template<class Rd>
class TTriangle: public Label {
 public:
 typedef TVertex<Rd> Vertex;
 private:
  Vertex *vertices[3]; // an array of 3 pointer to vertex
public:
  static const int NbWhat = 7; // 3+3+1 
  static const int NbV = 3; // 3+3+1 
  static const int NbE = 3; //
  R area;
  TTriangle(){};              // constructor empty for array
  Vertex & operator[](int i) const// to see triangle as a array of vertex
       {return *vertices[i];} 
       
  Vertex *& operator()(int i) // to see triangle as a array of vertex
       {return vertices[i];} 
  
  TTriangle(Vertex * v0,int i0,int i1,int i2,int r,R a=0.0): Label(r) 
     { Rd A=*(vertices[0]=v0+i0);
       Rd B=*(vertices[1]=v0+i1);
       Rd C=*(vertices[2]=v0+i2); 
       area = a ==0 ? (( B-A)^(C-A))*0.5 : a;
       throwassert(area>0);}

  void set(Vertex * v0,int i0,int i1,int i2,int r,R a=0.0)
     { lab=r; 
       Rd A=*(vertices[0]=v0+i0);
       Rd B=*(vertices[1]=v0+i1);
       Rd C=*(vertices[2]=v0+i2); 
       area = a ==0 ? (( B-A)^(C-A))*0.5 : a;
       ffassert(area>0);}
       
  Rd Edge(int i) const // opposite edge vertex i
     {return (Rd) *vertices[(i+2)%3]-(Rd) *vertices[(i+1)%3];}
     
  Vertex & Edge(int j,int i) const // Vertex j of edge i
     {throwassert(j==0 || j==1 );return  *vertices[(i+j+1)%3];}

// il y a un problem sur d=3 ici ----  
  Rd n(int i) const //  unit exterior normal
     {Rd E=Edge(i);return Rd(E.y,-E.x)/Norme2(E);} 
  
  Rd H(int i)  const  // heigth ($\nabla \lambda_i$ 
     {Rd E=Edge(i);return Rd(-E.y,E.x)/(2*area);} 
// ------     
  R lenEdge(int i) const {Rd E=Edge(i);return sqrt((E,E));}
  R lenEdge2(int i) const {Rd E=Edge(i);return ((E,E));}
  R h() const { return sqrt(Max(lenEdge2(0),lenEdge2(1),lenEdge2(2)));}
  R h_min() const { return sqrt(Min(lenEdge2(0),lenEdge2(1),lenEdge2(2)));}

  SortedTriplet what(int i,Vertex *v0,TTriangle * t0) { 
      if (i<0) ffassert(i>=0);
      else if  (i<3) return SortedTriplet(vertices[i]-v0);
      else if( (i-=3)<3) return SortedTriplet( &Edge(i,0)-v0, &Edge(i,1)-v0);
      else if( i==0 ) return SortedTriplet( vertices[0]-v0, vertices[1]-v0, vertices[2]-v0) ;
      else ffassert(0);
  }
  
  void Renum(Vertex   *v0, long * r)  { 
    for (int i=0;i<3;i++) 
      vertices[i]=v0+r[vertices[i]-v0];}
      
  Vertex & VerticeOfEdge(int i,int j) const  // vertex j of edge i 
    {return  *vertices[(i+1+j)%3];}  // vertex j of edge i 

    R EdgeOrientation(int i) const { // return +1 or -1 
     R Orient[2]={-1.,1.};
    return  Orient[vertices[ (i+1)%3] < vertices[ (i+2)%3] ] ;}
    
  bool intersect(Rd P,Rd Q) const 
   { 
     const Rd &A(*vertices[0]);
     const Rd &B(*vertices[1]);
     const Rd &C(*vertices[2]);
     Rd mn(Minc(A,B,C)),  mx(Maxc(A,B,C));
     assert(P.x < Q.x && P.y < Q.y ); 
     return (mx.x >= P.x) && (mn.x <= Q.x) &&  (mx.y >= P.y) && (mn.y <= Q.y)  ;

   }
     
//  const Vertex & VerticeOfEdge(int i,int j) const {return  *vertices[(i+1+j)%3];}      
  void Draw(double shink=1) const;
  void Fill(int color) const;
  void Draw(int edge,double shink=1) const;
  void SetVertex(int j,Vertex *v){vertices[j]=v;}
  Rd operator() (const Rd & P) const{ // local to Global in triangle 
      return    (const Rd &) *vertices[0] * (1-P.x-P.y) 
             +  (const Rd &) *vertices[1] * (P.x) 
             +  (const Rd &) *vertices[2] * (P.y) ;}
private:
  TTriangle(const TTriangle &);  //  no copy of triangle
  void operator=(const TTriangle &);             

};

typedef TTriangle<R2> Triangle;

template<class Rd>
class TBoundaryEdge: public Label {
public:
 typedef TVertex<Rd> Vertex;
    static const int NbWhat = 3; // 3+3+1 
    static const int NbV = 2; // 3+3+1 
    static const int NbE = 1; //
    
  Vertex *vertices[2];
  TBoundaryEdge(Vertex * v0,int i0,int i1,int r): Label(r) 
  { vertices[0]=v0+i0; vertices[1]=v0+i1; }
  void set(Vertex * v0,int i0,int i1,int r)
  { lab=r,vertices[0]=v0+i0; vertices[1]=v0+i1; }
  bool in(const Vertex * pv) const {return pv == vertices[0] || pv == vertices[1];}
  TBoundaryEdge(){}; // constructor empty for array 
  void Draw() const;
  Vertex & operator[](int i) const {return *vertices[i];}
  R length() const { return Norme2(R2(*vertices[0],*vertices[1]));}
  void Renum(Vertex   *v0, long * r) { 
    for (int i=0;i<2;i++) 
      vertices[i]=v0+r[vertices[i]-v0];}
  
  SortedTriplet what(int i,Vertex *v0,TBoundaryEdge * t0) { 
      if (i<0) ffassert(i>=0);
      else if  (i<2) return SortedTriplet(vertices[i]-v0);
      else if( i==0 ) return SortedTriplet( vertices[0]-v0, vertices[1]-v0) ;
      else ffassert(0);
  }
  
};

typedef TBoundaryEdge<R2> BoundaryEdge;
typedef BoundaryEdge Edge;
  // typedef Tetraedre Tet;  // just to play

template<class Rd>
class TMortar { 
  public:
 typedef TVertex<Rd> Vertex;  
  friend class Mesh;
  friend class ConstructDataFElement;
   Mesh * Th;
   int nleft,nright;
   int *left,*right;
   TMortar(): Th(0),nleft(0),nright(0),left(0),right(0){}
   void Draw() const;
   public:
     int NbLeft() const{return nleft;} 
     int NbRight() const{return nright;} 
     int TLeft(int i) const { return left[i]/3;}
     //   
     int NbT() const {return nleft+nright;} 
     int T_e(int i,int & e)  const { // return the triangle number + the edge number 
        throwassert(i>=0 && i < nleft+nright);
        int k= (i<nleft ? left[i]: right[i-nleft]);
        e=k%3;
        return k/3;}
     int ELeft(int i) const { return left[i]%3;}
     int TRight(int i) const { return right[i]/3;}
     int ERight(int i) const { return right[i]%3;}
     
     //  warning  i is in [0, nleft]
     Vertex & VLeft(int i) const ;
     Vertex & VRight(int i) const;
     
     
};
typedef TMortar<R2> Mortar;

 
class FQuadTree;

  // <<class Mesh>>

class Mesh: public RefCounter { 
public:
  
  typedef TTriangle<R2> Triangle;
  typedef TTriangle<R2> Element;
  typedef BoundaryEdge  BorderElement; 
  typedef TVertex<R2>  Vertex;
  typedef  R2 Rd;
  typedef R2  RdHat;// for parametrization 
  typedef Rd::R R;
  typedef FQuadTree GTree;
  

  static const char magicmesh[8]  ;
  int dim; 
  int nt,nv,neb,ne,ntet;
  R area;
  R volume;
  R lenbord;
  static int kthrough,kfind;
  FQuadTree *quadtree; 
  Vertex *vertices;
  Triangle *triangles;
  BoundaryEdge  *bedges;
  Edge  *edges;  // edge element 
  Tetraedre * tet; // 

    int nbElmts() const {return nt;}
    int nbBrdElmts() const {return neb;}
    int nbVertices() const {return nv;}
    
  int NbMortars,NbMortarsPaper;
  Mortar *mortars; //  list of mortar
  int    *datamortars;
  R2  * bnormalv; //  boundary vertex normal 
  //Triangle * adj;
  Triangle & operator[](int i) const {throwassert(i>=0 && i<nt);return triangles[i];}
 // const Triangle & operator[](int i) const {return triangles[i];}
  Vertex & operator()(int i) const {throwassert(i>=0 && i<nv);return vertices[i];}
  Mesh(const char * filename) {read(filename);} // read on a file
  Mesh(const string s) {read(s.c_str());}
  Mesh( const Serialize & ) ;
  Mesh(int nbv,R2 * P);

  R mesure(){ return area;}
  R bordermesure(){ return lenbord;}
  
  Serialize serialize() const;
  Mesh(int nbv,int nbt,int nbeb,Vertex *v,Triangle *t,BoundaryEdge  *b);  
  Mesh(const Mesh & Thold,int *split,bool WithMortar=true,int label=1);
  ~Mesh();
  int number(const Triangle & tt) const {return &tt - triangles;}
  int number(const Triangle * tt) const {return tt- triangles;}
  int number(const Vertex & vv)   const {return &vv - vertices;}
  int number(const Vertex * vv)   const {return vv  - vertices;}
  int operator()(const Triangle & tt) const {return &tt - triangles;}
  int operator()(const Triangle * tt) const {return tt  - triangles;}
  int operator()(const Vertex & vv)   const {return &vv - vertices;}
  int operator()(const Vertex * vv)   const {return vv  - vertices;}
  int operator()(const BoundaryEdge & be)   const {return &be- bedges;}//  add FH 04/07/09
  int operator()(const BoundaryEdge * be)   const {return be  - bedges;}//  add FH 04/07/09
    
  int operator()(int it,int j) const {return number(triangles[it][j]);}
  BoundaryEdge &  be(int i) const { return bedges[i];}
  Element &  t(int i) const { return triangles[i];}
  Vertex &  v(int i) const { return vertices[i];}

        // Nu vertex j of triangle it
  void BoundingBox(R2 & Pmin,R2 &Pmax) const;
  void InitDraw() const ;
  void Draw(int init=2,bool fill=false) const;
  void DrawBoundary() const; 
  int Contening(const Vertex * vv) const{ return TriangleConteningVertex[ vv  - vertices];}
  int renum();
  int gibbsv (long* ptvoi,long* vois,long* lvois,long* w,long* v);
  int ElementAdj(int it,int &j) const 
      {int i=TheAdjacencesLink[3*it+j];j=i%3;return i/3;}
  int BorderElementAdj(int i, int j) const 
      {
	// be: border index, i and j index of vertex of be, i index of common vertex
	int p2=-1;
	for (int p=BoundaryAdjacencesHead[i];p>=0;p=BoundaryAdjacencesLink[p])
	  { 
	    if ( !bedges[p2=p/2].in(vertices+j) )   return p2;
	  }
      return -1;} // Add J. Morice
  int nTonEdge(int it,int e) const { int k=3*it+e;return k==TheAdjacencesLink[k] ? 1 : 2;}
      
  void VerticesNumberOfEdge(const Triangle & T,int j,int & j0,int & j1) const 
      {j0 =  number(T[(j+1)%3]),j1=  number(T[(j+ 2)%3]);}
  bool SensOfEdge(const Triangle & T,int j) const 
      { return  number(T[(j+1)%3]) <number(T[(j+ 2)%3]);}
      
  int GetAllElementAdj(int it,int *tabk) const
   { //  get the tab of all adj triangle to a traingle (max 3)
     //  and return the size of the tab 
      int i=0;
      tabk[i]=TheAdjacencesLink[3*it+0]/3;
      if(tabk[i] >=0 && tabk[i]!=it) i++; 
      tabk[i]=TheAdjacencesLink[3*it+1]/3;
      if(tabk[i] >=0 && tabk[i]!=it) i++; 
      tabk[i]=TheAdjacencesLink[3*it+2]/3;
      if(tabk[i] >=0 && tabk[i]!=it) i++; 
      return i;
   }
      
  int BoundaryElement(int bbe,int & edgeInT) const {
     int i= BoundaryEdgeHeadLink[bbe]; edgeInT = i%3; 
     return i/3;}

     
  Triangle * Find(const R2 & P) const ;
  const Triangle * Find(R2 P, R2 & Phat,bool & outside,const Triangle * tstart=0) const  ;
  
  BoundaryEdge * TheBoundaryEdge(int i,int j)  const
   {  
    int p2;
    for (int p=BoundaryAdjacencesHead[i];p>=0;p=BoundaryAdjacencesLink[p])
     { 
     if ( bedges[p2=p/2].in(vertices+j) )   return bedges+p2;
     }
     
    return 0;}

  int NumberOfTheBoundaryEdge(int i,int j)  const
   {  
    int p2;
    for (int p=BoundaryAdjacencesHead[i];p>=0;p=BoundaryAdjacencesLink[p])
     { 
     if ( bedges[p2=p/2].in(vertices+j) )   return p2;
     }
     
    return -1;}// Add J. Morice

 void destroy() const {RefCounter::destroy();}
 void MakeQuadTree() ;
      
private:
  void read(const char * filename); 
  void read(ifstream & f,bool bin=false); 
  void BuildBoundaryAdjacences();
  void ConsAdjacence();
  void Buildbnormalv(); 
  void BuilTriangles(bool empty,bool removeoutside=true);
  // to construct the adj triangle               
  int *TheAdjacencesLink;
  int *BoundaryEdgeHeadLink;
  int *BoundaryAdjacencesHead;
  int *BoundaryAdjacencesLink; 
  int *TriangleConteningVertex;       

  // <<no_mesh_copy>> the copy constructor for Mesh is kept private on purpose
  Mesh(const Mesh &);

  void operator=(const Mesh &);       
};


//  2 routines to compute the caracteristic
int WalkInTriangle(const Mesh & Th,int it, double *lambda,
                   const  KN_<R> & U,const  KN_<R> & V, R & dt);
int  WalkInTriangle(const Mesh & Th,int it, double *lambda,
                     R u, R v, R & dt); 
                   
int Walk(const Mesh & Th,int & it, R *l,
         const KN_<R>  & U,const KN_<R>  & V, R dt) ;
 
void DrawMark(R2 P,R k=0.02);

         
template<class T>
void  HeapSort(T *c,long n)
{
  long l,j,r,i;
  T crit;
  c--; // on decale de 1 pour que le tableau commence a 1
  if( n <= 1) return;
  l = n/2 + 1;
  r = n;
  while (1) { // label 2
    if(l <= 1 ) { // label 20
      crit = c[r];
      c[r--] = c[1];
    if ( r == 1 ) { c[1]=crit; return;}
    } else  crit = c[--l]; 
    j=l;
    while (1) {// label 4
      i=j;
      j=2*j;
      if  (j>r) {c[i]=crit;break;} // L8 -> G2
      if ((j<r) && (c[j] < c[j+1])) j++; // L5
      if (crit < c[j]) c[i]=c[j]; // L6+1 G4
      else {c[i]=crit;break;} //L8 -> G2
    }
  }
}

template<class T,class T1,class T2>
void  HeapSort(T *c,T1 *c1,T2 *c2,long n)
{
  long l,j,r,i;
  T crit;  T1 crit1;  T2 crit2;
  c--;c1--;c2--; // on decale de 1 pour que le tableau commence a 1
  if( n <= 1) return;
  l = n/2 + 1;
  r = n;
  while (1) { // label 2
    if(l <= 1 ) { // label 20
      crit = c[r];     crit1 = c1[r];  crit2 = c2[r];
      c2[r] = c2[1];   c1[r] = c1[1];  c[r--] = c[1];
    if ( r == 1 ) { c2[1] = crit2,   c1[1] = crit1; c[1]=crit; return;}
    } else  {crit = c[--l];crit1=c1[l];crit2=c2[l]; }
    j=l;
    while (1) {// label 4
      i=j;
      j=2*j;
      if  (j>r) {c[i]=crit;c1[i]=crit1;c2[i]=crit2;break;} // L8 -> G2
      if ((j<r) && (c[j] < c[j+1])) j++; // L5
      if (crit < c[j]) {c[i]=c[j];c1[i]=c1[j];c2[i]=c2[j];} // L6+1 G4
      else {c[i]=crit;c1[i]=crit1;c2[i]=crit2;break;} //L8 -> G2
    }
  }
}

 inline   int numSubTVertex(int N,int i,int j)
    {  //  i,j  coordonne barycentre * N dans l'eleùent de reference.
	i=i+j; // numerotation / diag  
	// i,j 
	assert(j<=i && 0<= j); 
	return j+i*(i+1)/2;
    }
    
 inline    void  num1SubTVertex(int N,int l,int & i,int & j)
    {
	
      i= (int) ((-1 + sqrt(1.+8*l))/2); //  modif gcc 3.3.3  FH 100109
	j = l - i*(i+1)/2;
        // io=in+j;
	// in = io-j
	i=i-j;
	assert( l == numSubTVertex(N,i,j)); 
    }
    
  R2 SubTriangle(const int N,const int n,const int l);
    int numSubTriangle(const int N,const int n,const int l);
  int  NbOfSubTriangle(const int N);
  int NbOfSubInternalVertices(int kk);
  R2  SubInternalVertex(int N,int k);
    
      //  warning  i is in [0, nleft]
template<class Rd>
 inline     TVertex<Rd> & TMortar<Rd>::VLeft(int i) const 
  { throwassert(i>=0 && i <= nleft);
    return i< nleft ? (*Th)[TLeft( i  )][VerticesOfTriangularEdge[ELeft(i)][0]]
                    : (*Th)[TLeft( i-1)][VerticesOfTriangularEdge[ELeft(i-1)][1]];}
template<class Rd>
 inline TVertex<Rd> & TMortar<Rd>::VRight(int i) const 
  { throwassert(i>=0 && i <= nright);
    return i< nright ? (*Th)[TRight( i  )][VerticesOfTriangularEdge[ERight(i)][1]]
                     : (*Th)[TRight( i-1)][VerticesOfTriangularEdge[ERight(i-1)][0]];}

 void DrawCommentaire(const char *cm,float x=0.1,float y=0.97) ;
 
inline R2 minmax(const R2 & a,const R2 & b) 
  {return R2(Min(a.x,b.x),Max(a.y,b.y));}


}

using Fem2D::R; 

#include "FQuadTree.hpp"

namespace Fem2D {

inline void Mesh::MakeQuadTree() 
  {
    if (!quadtree) {
        R2 Pn,Px;
        BoundingBox(Pn,Px);
        quadtree=new FQuadTree(this,Pn,Px,nv);
    } 
 }

}

#endif