int ReTriangulation::legalizeEdge(std::vector<Vec3f>* point, int pointIdx, Vec2i edge, int triIdx, std::vector<Vec3i>& triangles) { GeometricFunc func; int _triIdx; int _pointIdx; bool flag=true; //1. find the triangle that contains the edge for(int i=0;i<triangles.size();i++) { if(func.isTriangleContainEdge(edge, triangles[i])) { if(i!=triIdx) { _triIdx=i; for(int j=0;j<3;j++) { if((triangles[i][j]!=edge[0])&&(triangles[i][j]!=edge[1])) { _pointIdx=triangles[i][j]; break; } } flag=false; break; } } } if(flag) { return 0; } else { Vec3f faceNormal=func.computeNormal(point, triangles[_triIdx]); Vec3f circumCenter=func.computeCircumcenter(point, triangles[_triIdx], faceNormal); float radius=((*point)[edge[0]]-circumCenter).norm(); if(((*point)[pointIdx]-circumCenter).norm()<radius) { Vec3i face1=Vec3i(pointIdx, _pointIdx, edge[0]); Vec3i face2=Vec3i(pointIdx, _pointIdx, edge[1]); Vec3f normal1=func.computeNormal(point, face1); if(normal1*faceNormal<0) { int temp=face1[2]; face1[2]=face1[1]; face1[1]=temp; } else { int temp=face2[2]; face2[2]=face2[1]; face2[1]=temp; } //replace triangles triangles[triIdx]=face1; triangles[_triIdx]=face2; legalizeEdge(point, pointIdx, Vec2i(_pointIdx, edge[0]), triIdx, triangles); legalizeEdge(point, pointIdx, Vec2i(_pointIdx, edge[1]), _triIdx, triangles); } } return 0; }