void Delaunay::TrianglesToEdges(const TriangleSet& triangles, EdgeSet& edges)
	{
		for (cTriangleIterator iter = triangles.begin(); iter != triangles.end(); ++iter)
		{
			HandleEdge(iter->GetVertex(0), iter->GetVertex(1), edges);
			HandleEdge(iter->GetVertex(1), iter->GetVertex(2), edges);
			HandleEdge(iter->GetVertex(2), iter->GetVertex(0), edges);
		}
	}
Example #2
0
Triangulation::~Triangulation()
{
	TriangleSet outTriangles;
	triangles(&outTriangles);
	for(auto it = outTriangles.begin(); it != outTriangles.end(); it++)
		delete *it;
	mTlist->clear();

	EdgeSet outEdges;
	edges(&outEdges);
	for(auto it = outEdges.begin(); it != outEdges.end(); it++)
		delete *it;

	VertexSet outVertices;
	vertices(&outVertices);
	for(auto it = outEdges.begin(); it != outEdges.end(); it++)
		delete *it;

	mV2VMap->clear();
}
Example #3
0
void Delaunay::computeDelaunay(Mesh &mesh)
{
	int size = (int)mesh.getVerticesSize();
	if (size == 0)
	{
		return;
	}
	mesh.computeVerticesNormals();
	m_preSize = mesh.m_curIndex;

	TriangleSet triSet;
	// 依次遍历每个点,寻找最近邻,进行三角化
	for (; mesh.m_curIndex < size; mesh.m_curIndex++)
	{
		Vertex v = mesh.getVertex(mesh.m_curIndex);
		if (v.m_isInner)
		{
			mesh.pushTriBeginIndex((int)triSet.size());
			continue;
		}

		Vec3d normal = v.m_normal;
		int id = 2;
		// 判断法向量哪个不为0,z->y->x
		if (normal[2] != 0)		// z
		{
			id = 2;
		}
		else if (normal[1] != 0)// y
		{
			id = 1;
		}
		else if (normal[0] != 0)// x
		{
			id = 0;
		}
		else	// 法向量为(0, 0, 0),
		{
			mesh.pushTriBeginIndex((int)triSet.size());
			continue;
		}

		double minDistance = -1;
		int cnt = v.m_neighbors[0];					// 最近邻数目
		double dists[k];
		for (int j = 1; j < cnt + 1; j++)
		{
			Vec3d dv = mesh.getVertex(v.m_neighbors[j]).m_xyz - v.m_xyz;
			dists[j] = dv.ddot(dv);
		}
		minDistance = dists[1];
		VertexVector vVector, tmpvVector;
		// 将最近邻点投射到该点的切平面上
		for (int j = 1; j < cnt + 1; j++)
		{
			Vertex tmpv = mesh.getVertex(v.m_neighbors[j]);
			if (dists[j] < u * minDistance ||		// 去除非常接近的点
				(tmpv.m_index < v.m_index && tmpv.m_index >= m_preSize) ||	// 去除已遍历过的点
				tmpv.m_isInner)						// 去除内点
			{
				continue;
			}
			
			Vec3d vv = tmpv.m_xyz - v.m_xyz;
			double dist2 = dists[j] * 0.75f;	// sqrt
			double alpha = vv.dot(normal);
			alpha = alpha * alpha;
			if (alpha > dist2)		// 去除与法向量夹角小于30度或大于150度的点
			{
				continue;
			}
			Vec3d proj = tmpv.m_xyz - alpha * normal;		// 投射到切平面
			tmpvVector.push_back(Vertex(proj, v.m_neighbors[j]));
		}
		if (tmpvVector.size() < 3)	// 少于3个不能构成三角形
		{
			mesh.pushTriBeginIndex((int)triSet.size());
			continue;
		}

		// 将切平面转换为x-y平面进行三角形计算
		vVector.push_back(Vertex(Vec3d(0, 0, 0), mesh.m_curIndex));	// 原点
		Vec3d vx = tmpvVector[0].m_xyz - v.m_xyz;		// x轴
		vx = normalize(vx);
		for (int j = 0; j < tmpvVector.size(); j++)
		{
			Vec3d vv = tmpvVector[j].m_xyz - v.m_xyz;
			double x = vv.dot(vx);
			double y = vx.cross(vv)[id] / normal[id];
			Vec3d proj(x, y, 0);
			vVector.push_back(Vertex(proj, tmpvVector[j].m_index));
		}

		TriangleVector tVector;
		computeDelaunay(vVector, tVector);
// 		cout << vVector.size() << " " << tVector.size() << endl; 
// 		drawTrianglesOnPlane(tVector);
		for (int j = 0; j < tVector.size(); j++)
		{
			Triangle t = tVector[j];
			t.m_vertices[0] = mesh.getVertex(t.m_vertices[0].m_index);
			t.m_vertices[1] = mesh.getVertex(t.m_vertices[1].m_index);
			t.m_vertices[2] = mesh.getVertex(t.m_vertices[2].m_index);
			triSet.insert(t);
		}
		mesh.pushTriBeginIndex((int)triSet.size());
	}

	for (TriangleSet::iterator iter = triSet.begin(); 
		iter != triSet.end(); iter++)
	{
		mesh.m_triangles.push_back(*iter);
	}
}
	void Delaunay::Triangulate(const VertexSet& vertices, TriangleSet& output)
	{
		if (vertices.size() < 3)
		{
			return;
		}

		cVertexIterator iterVertex = vertices.begin();

		double xMin = iterVertex->GetX();
		double yMin = iterVertex->GetY();
		double xMax = xMin;
		double yMax = yMin;

		++iterVertex;

		for (; iterVertex != vertices.end(); ++iterVertex)
		{
			xMax = iterVertex->GetX();
			double y = iterVertex->GetY();

			if (y < yMin)
			{
				yMin = y;
			}
			if (y > yMax)
			{
				yMax = y;
			}
		}

		double dx = xMax - xMin;
		double dy = yMax - yMin;

		double ddx = dx * 0.01;
		double ddy = dy * 0.01;

		xMin -= ddx;
		xMax += ddx;
		dx += 2 * ddx;

		yMin -= ddy;
		yMax += ddy;
		dy += 2 * ddy;

		Vertex vSuper[3];
		vSuper[0] = Vertex(xMin - dy * sqrt3 / 3.0, yMin);
		vSuper[1] = Vertex(xMax + dy * sqrt3 / 3.0, yMin);
		vSuper[2] = Vertex((xMin + xMax) * 0.5, yMax + dx * sqrt3 * 0.5);

		TriangleSet workset;
		workset.insert(Triangle(vSuper));

		for (iterVertex = vertices.begin(); iterVertex != vertices.end(); ++iterVertex)
		{
			TriangleIsCompleted pred1(iterVertex, output, vSuper);
			TriangleSet::iterator iter = workset.begin();

			while (iter != workset.end())
			{
				if (pred1(*iter))
				{
					iter = workset.erase(iter);
				}
				else
				{
					++iter;
				}
			}

			EdgeSet edges;

			VertexIsInCircumstanceCircle pred2(iterVertex, edges);
			iter = workset.begin();

			while (iter != workset.end())
			{
				if (pred2(*iter))
				{
					iter = workset.erase(iter);
				}
				else
				{
					++iter;
				}
			}

			for (EdgeIterator edgeIter = edges.begin(); edgeIter != edges.end(); ++edgeIter)
			{
				workset.insert(Triangle(edgeIter->m_pv0, edgeIter->m_pv1, &(*iterVertex)));
			}
		}

		TriangleIterator where = output.begin();
		TriangleHasVertex pred(vSuper);
		for (auto t : workset)
		{
			if (!pred(t))
			{
				output.insert(output.begin(), t);
			}
		}
	}