コード例 #1
0
bool ManifoldManager::additionTest(Delaunay3::Cell_handle &cell) {

  bool additionManifold;

  int numV = 0;
  int numFound = 0;

  for (int curVertexId = 0; curVertexId < 4; ++curVertexId) {

    if (cell->vertex(curVertexId)->info().isUsed() > 0) {
      numFound++;
    }

  }
  numV = numFound;
  int numE = 0;
  for (int curEdgeId1 = 0; curEdgeId1 < 4; ++curEdgeId1) {
    for (int curEdgeId2 = curEdgeId1 + 1; curEdgeId2 < 4; ++curEdgeId2) {
      bool intersectionFound = false;
      Delaunay3::Edge curEdge(cell, curEdgeId1, curEdgeId2);

      Delaunay3::Cell_circulator cellCirc = dt_.incident_cells(curEdge, cell);
      Delaunay3::Cell_circulator cellCircInit = dt_.incident_cells(curEdge, cell);

      do {
        if (cellCirc->info().iskeptManifold()) {
          intersectionFound = true;
        }
        cellCirc++;
      } while (cellCirc != cellCircInit);

      if (intersectionFound) {
        numE++;
      }
    }
  }

  int numF = 0;
  for (int curNeighId = 0; curNeighId < 4; ++curNeighId) {
    bool intersectionFound = false;

    if (cell->neighbor(curNeighId)->info().iskeptManifold()) {
      intersectionFound = true;
    }
    if (intersectionFound) {
      numF++;
    }
  }

  if ((numV == 0 && numE == 0 && numF == 0) || (numV == 3 && numE == 3 && numF == 1) || (numV == 4 && numE == 5 && numF == 2)
      || (numV == 4 && numE == 6 && numF == 3) || (numV == 4 && numE == 6 && numF == 4)) {
    additionManifold = true;
  } else {
    additionManifold = false;
  }
  return additionManifold;

}
コード例 #2
0
bool ManifoldManager::subtractionTest(Delaunay3::Cell_handle &i) {

  bool subtractionManifold;

  int numV = 0;
  int numFound = 0;
  bool iskeptManif = i->info().iskeptManifold();

  for (int curVertexId = 0; curVertexId < 4; ++curVertexId) {

    if (i->vertex(curVertexId)->info().isNotUsed()) {
      numFound++;
    }
  }
  numV = numFound;

  int numE = 0;
  for (int curEdgeId1 = 0; curEdgeId1 < 4; ++curEdgeId1) {
    for (int curEdgeId2 = curEdgeId1 + 1; curEdgeId2 < 4; ++curEdgeId2) {
      bool intersectionFound = false;
      Delaunay3::Edge curEdge(i, curEdgeId1, curEdgeId2);

      Delaunay3::Cell_circulator cellCirc = dt_.incident_cells(curEdge, i);
      Delaunay3::Cell_circulator cellCircInit = dt_.incident_cells(curEdge, i);

      do {
        if (cellCirc->info().iskeptManifold() != iskeptManif) {
          intersectionFound = true;
        }
        cellCirc++;
      } while (cellCirc != cellCircInit && intersectionFound == false);

      if (intersectionFound) {
        numE++;
      }
    }
  }

  /*COUNT NUM Facets in the intersection between tet cell and the current manifold*/
  int numF = 0;
  for (int curNeighId = 0; curNeighId < 4; ++curNeighId) {
    bool intersectionFound = false;

    if (i->neighbor(curNeighId)->info().iskeptManifold() != iskeptManif) {
      numF++;
    }
  }
  if ((numV == 0 && numE == 0 && numF == 0) || (numV == 3 && numE == 3 && numF == 1) || (numV == 4 && numE == 5 && numF == 2)
      || (numV == 4 && numE == 6 && numF == 3) || (numV == 4 && numE == 6 && numF == 4)) {
    subtractionManifold = true;
  } else {
    subtractionManifold = false;
  }
  return subtractionManifold;

}
コード例 #3
0
ファイル: portals.cpp プロジェクト: 0xFEEDC0DE64/UltraGame
// Build a 2D convex hull of the set of points.
// This essentially giftwraps the points as it walks around the perimeter.
int Convex2D( Vector2D const *pPoints, int nPoints, int *indices, int nMaxIndices )
{
	int nIndices = 0;
	bool touched[512];
	int indexMap[512];

	if( nPoints == 0 )
		return 0;


	// If we don't collapse the points into a unique set, we can loop around forever
	// and max out nMaxIndices.
	nPoints = FindUniquePoints( pPoints, nPoints, indexMap, ARRAYSIZE( indexMap ), 0.1f );
	memset( touched, 0, nPoints*sizeof(touched[0]) );

	// Find the (lower) left side.
	int i;
	int iBest = 0;
	for( i=1; i < nPoints; i++ )
	{
		if( pPoints[indexMap[i]].x < pPoints[indexMap[iBest]].x ||
			(pPoints[indexMap[i]].x == pPoints[indexMap[iBest]].x && pPoints[indexMap[i]].y < pPoints[indexMap[iBest]].y) )
		{
			iBest = i;
		}
	}

	touched[iBest] = true;
	indices[0] = indexMap[iBest];
	nIndices = 1;

	Vector2D curEdge( 0, 1 );

	// Wind around clockwise.
	while( 1 )
	{
		Vector2D const *pStartPoint = &pPoints[ indices[nIndices-1] ];

		float flEdgeAngle = atan2( curEdge.y, curEdge.x );
		
		int iMinAngle = -1;
		float flMinAngle = 5000;

		for( i=0; i < nPoints; i++ )
		{
			Vector2D vTo = pPoints[indexMap[i]] - *pStartPoint;
			float flDistToSqr = vTo.LengthSqr();
			if ( flDistToSqr <= 0.1f )
				continue;

			// Get the angle from the edge to this point.
			float flAngle = atan2( vTo.y, vTo.x );
			flAngle = AngleOffset( flEdgeAngle, flAngle );

			if( fabs( flAngle - flMinAngle ) < 0.00001f )
			{
				float flDistToTestSqr = pStartPoint->DistToSqr( pPoints[iMinAngle] );

				// If the angle is the same, pick the point farthest away.
				// unless the current one is closing the face loop
				if ( iMinAngle != indices[0] && flDistToSqr > flDistToTestSqr )
				{
					flMinAngle = flAngle;
					iMinAngle = indexMap[i];
				}
			}
			else if( flAngle < flMinAngle )
			{
				flMinAngle = flAngle;
				iMinAngle = indexMap[i];
			}
		}

		if( iMinAngle == -1 )
		{
			// Couldn't find a point?
			Assert( false );
			break;
		}
		else if( iMinAngle == indices[0] )
		{
			// Finished.
			break;
		}
		else
		{
			// Add this point.
			if( nIndices >= nMaxIndices )
				break;

			for ( int jj = 0; jj < nIndices; jj++ )
			{
				// if this assert hits, this routine is broken and is generating a spiral
				// rather than a closed polygon - basically an edge overlap of some kind
				Assert(indices[jj] != iMinAngle );
			}

			indices[nIndices] = iMinAngle;
			++nIndices;
		}

		curEdge = pPoints[indices[nIndices-1]] - pPoints[indices[nIndices-2]];
	}
	
	return nIndices;
}
コード例 #4
0
bool ManifoldManager::singleTetTest(Delaunay3::Cell_handle &cell) {
  bool iskeptManif = cell->info().iskeptManifold();

  /*COUNT NUM VERTICES in the intersection between tet cell and the current manifold*/
  int numV = 0;
  for (int curVertexId = 0; curVertexId < 4; ++curVertexId) {
    std::vector<Delaunay3::Cell_handle> incidentCells;
    dt_.incident_cells(cell->vertex(curVertexId), std::back_inserter(incidentCells));
    auto it = incidentCells.begin();
    bool found = false;
    while (it != incidentCells.end() && found == false) {
      if ((*it)->info().iskeptManifold() != iskeptManif) {
        found = true;
      }
      it++;
    }

    if (found) {
      numV++;
    }
  }

  /*COUNT NUM Edges in the intersection between tet cell and the current manifold*/
  int numE = 0;
  for (int curEdgeId1 = 0; curEdgeId1 < 4; ++curEdgeId1) {
    for (int curEdgeId2 = curEdgeId1 + 1; curEdgeId2 < 4; ++curEdgeId2) {
      bool intersectionFound = false;
      Delaunay3::Edge curEdge(cell, curEdgeId1, curEdgeId2);

      Delaunay3::Cell_circulator cellCirc = dt_.incident_cells(curEdge, cell);
      Delaunay3::Cell_circulator cellCircInit = dt_.incident_cells(curEdge, cell);

      do {
        if (cellCirc->info().iskeptManifold() != iskeptManif) {
          intersectionFound = true;
        }
        cellCirc++;
      } while (cellCirc != cellCircInit && intersectionFound == false);

      if (intersectionFound) {
        numE++;
      }
    }
  }

  /*COUNT NUM Facets in the intersection between tet cell and the current manifold*/
  int numF = 0;
  for (int curNeighId = 0; curNeighId < 4; ++curNeighId) {
    bool intersectionFound = false;

    if (cell->neighbor(curNeighId)->info().iskeptManifold() != iskeptManif) {
      numF++;
    }
  }

  if ((numV == 0 && numE == 0 && numF == 0) || (numV == 3 && numE == 3 && numF == 1) || (numV == 4 && numE == 5 && numF == 2)
      || (numV == 4 && numE == 6 && numF == 3) || (numV == 4 && numE == 6 && numF == 4)) {
    return true;
  } else {
    return false;
  }

}