Esempio n. 1
0
void Octree::initBuild( StdList<BaseTriangle*>& tris, int triPerNode )
{
	// add triangles involved to "triangleData"
	this->triangleData = LIST_TO_VECTOR(tris);
	this->trianglePerNode = triPerNode;

	// Create a big box
	BoundingBox bb;
	bb.computeFromTris(triangleData);

	// Transform and scale to node's coordinates
	double largeSize = Max(bb.xExtent, Max(bb.yExtent, bb.zExtent));

	// Define our bounding box
	this->boundingBox = BoundingBox(bb.center, largeSize, largeSize, largeSize);

	// Build the tree
	this->build();

	// Connect children with parent
	std::stack<Octree*> childStack;
	childStack.push(this);
	while(!childStack.empty())
	{
		Octree * curr = childStack.top(); childStack.pop();

		for(int i = 0; i < (int) curr->children.size(); i++)
		{
			curr->children[i].parent = curr;

			childStack.push(&curr->children[i]);
		}
	}
}
Esempio n. 2
0
void Stitcher::fillSmallHole(Mesh * M, int borderVertex)
{
	int fIndex = M->numberOfFaces();

	StdList<int> boundry = M->getBoundry(borderVertex, true);

	StdList<int>::iterator i = boundry.begin();
	StdList<int>::iterator j = i;	j++;

	StdList<int>::reverse_iterator k = boundry.rbegin();
	StdList<int>::reverse_iterator l = k; 	l++;

	double len1, len2;

	while(*i != *k){
		bool advanceA = false;

		len1 = (M->vec(*i) - M->vec(*j)).norm() + (M->vec(*k) - M->vec(*j)).norm();
		len2 = (M->vec(*i) - M->vec(*l)).norm() + (M->vec(*k) - M->vec(*l)).norm();
			
		if(len1 < len2)	advanceA = true;

		double minAngleA = Vertex::minAngle(M->vec(*i), M->vec(*j), M->vec(*k));
		double minAngleB = Vertex::minAngle(M->vec(*i), M->vec(*l), M->vec(*k));
		
		if(advanceA)
		{
			if(minAngleA < theta && minAngleB > minAngleA)
				advanceA = false;
		}
		else
		{
			if(minAngleB < theta && minAngleA > minAngleB)
				advanceA = true;
		}

		// Avoid almost and self-intersects
		if(advanceA){
			Plane p(M->vec(*i), M->vec(*j), M->vec(*k));
			if(p.IsInTri(M->vec(*l), M->vec(*i), M->vec(*j), M->vec(*k)))
				advanceA = false;
		}else
		{
			Plane p(M->vec(*i), M->vec(*l), M->vec(*k));
			if(p.IsInTri(M->vec(*j), M->vec(*i), M->vec(*l), M->vec(*k)))
				advanceA = true;
		}

		if(advanceA){
			M->addFace(*j, *k, *i, fIndex++, true);

			i++;
			j++;
		} else {
			M->addFace(*l, *k, *i, fIndex++, true);

			k++;
			l++;
		}

		addedFaces.push_back(&(M->facesList()->back()));

		if (j == boundry.end() || l == boundry.rend() || *i == *l || *k == *j || *j == *l)	break;
	}

	// Last triangle: 
	Vector<int> lastTri = LIST_TO_VECTOR(M->getBoundry(*i, true));

	if(lastTri.size() > 2)
		M->addFace(lastTri[0], lastTri[1], lastTri[2], fIndex++, true);
}