예제 #1
0
파일: vhacdMesh.cpp 프로젝트: K-Tone/v-hacd
 void Mesh::Clip(const Plane            & plane, 
                 SArray< Vec3<double> > & positivePart, 
                 SArray< Vec3<double> > & negativePart) const
 {
     const size_t nV = GetNPoints();
     if (nV == 0)
     {
         return;
     }       
     double d;
     for (size_t v = 0; v < nV; v++)
     {
         const Vec3<double> & pt =  GetPoint(v);
         d     = plane.m_a * pt[0] + plane.m_b * pt[1] + plane.m_c * pt[2] + plane.m_d;
         if (d > 0.0)
         {
             positivePart.PushBack(pt);
         }
         else if (d < 0.0)
         {
             negativePart.PushBack(pt);
         }
         else
         {
             positivePart.PushBack(pt);
             negativePart.PushBack(pt);
         }
     }
 }
예제 #2
0
ICHullError ICHull::Process()
{
    unsigned int addedPoints = 0;
    if (m_mesh.GetNVertices() < 3) {
        return ICHullErrorNotEnoughPoints;
    }
    if (m_mesh.GetNVertices() == 3) {
        m_isFlat = true;
        CircularListElement<TMMTriangle>* t1 = m_mesh.AddTriangle();
        CircularListElement<TMMTriangle>* t2 = m_mesh.AddTriangle();
        CircularListElement<TMMVertex>* v0 = m_mesh.m_vertices.GetHead();
        CircularListElement<TMMVertex>* v1 = v0->GetNext();
        CircularListElement<TMMVertex>* v2 = v1->GetNext();
        // Compute the normal to the plane
        Vec3<double> p0 = v0->GetData().m_pos;
        Vec3<double> p1 = v1->GetData().m_pos;
        Vec3<double> p2 = v2->GetData().m_pos;
        m_normal = (p1 - p0) ^ (p2 - p0);
        m_normal.Normalize();
        t1->GetData().m_vertices[0] = v0;
        t1->GetData().m_vertices[1] = v1;
        t1->GetData().m_vertices[2] = v2;
        t2->GetData().m_vertices[0] = v1;
        t2->GetData().m_vertices[1] = v2;
        t2->GetData().m_vertices[2] = v2;
        return ICHullErrorOK;
    }
    if (m_isFlat) {
        m_mesh.m_edges.Clear();
        m_mesh.m_triangles.Clear();
        m_isFlat = false;
    }
    if (m_mesh.GetNTriangles() == 0) // we have to create the first polyhedron
    {
        ICHullError res = DoubleTriangle();
        if (res != ICHullErrorOK) {
            return res;
        }
        else {
            addedPoints += 3;
        }
    }
    CircularList<TMMVertex>& vertices = m_mesh.GetVertices();
    // go to the first added and not processed vertex
    while (!(vertices.GetHead()->GetPrev()->GetData().m_tag)) {
        vertices.Prev();
    }
    while (!vertices.GetData().m_tag) // not processed
    {
        vertices.GetData().m_tag = true;
        if (ProcessPoint()) {
            addedPoints++;
            CleanUp(addedPoints);
            vertices.Next();
            if (!GetMesh().CheckConsistancy()) {
                size_t nV = m_mesh.GetNVertices();
                CircularList<TMMVertex>& vertices = m_mesh.GetVertices();
                for (size_t v = 0; v < nV; ++v) {
                    if (vertices.GetData().m_name == sc_dummyIndex) {
                        vertices.Delete();
                        break;
                    }
                    vertices.Next();
                }
                return ICHullErrorInconsistent;
            }
        }
    }
    if (m_isFlat) {
        SArray<CircularListElement<TMMTriangle>*> trianglesToDuplicate;
        size_t nT = m_mesh.GetNTriangles();
        for (size_t f = 0; f < nT; f++) {
            TMMTriangle& currentTriangle = m_mesh.m_triangles.GetHead()->GetData();
            if (currentTriangle.m_vertices[0]->GetData().m_name == sc_dummyIndex || currentTriangle.m_vertices[1]->GetData().m_name == sc_dummyIndex || currentTriangle.m_vertices[2]->GetData().m_name == sc_dummyIndex) {
                m_trianglesToDelete.PushBack(m_mesh.m_triangles.GetHead());
                for (int k = 0; k < 3; k++) {
                    for (int h = 0; h < 2; h++) {
                        if (currentTriangle.m_edges[k]->GetData().m_triangles[h] == m_mesh.m_triangles.GetHead()) {
                            currentTriangle.m_edges[k]->GetData().m_triangles[h] = 0;
                            break;
                        }
                    }
                }
            }
            else {
                trianglesToDuplicate.PushBack(m_mesh.m_triangles.GetHead());
            }
            m_mesh.m_triangles.Next();
        }
        size_t nE = m_mesh.GetNEdges();
        for (size_t e = 0; e < nE; e++) {
            TMMEdge& currentEdge = m_mesh.m_edges.GetHead()->GetData();
            if (currentEdge.m_triangles[0] == 0 && currentEdge.m_triangles[1] == 0) {
                m_edgesToDelete.PushBack(m_mesh.m_edges.GetHead());
            }
            m_mesh.m_edges.Next();
        }
        size_t nV = m_mesh.GetNVertices();
        CircularList<TMMVertex>& vertices = m_mesh.GetVertices();
        for (size_t v = 0; v < nV; ++v) {
            if (vertices.GetData().m_name == sc_dummyIndex) {
                vertices.Delete();
            }
            else {
                vertices.GetData().m_tag = false;
                vertices.Next();
            }
        }
        CleanEdges();
        CleanTriangles();
        CircularListElement<TMMTriangle>* newTriangle;
        for (size_t t = 0; t < trianglesToDuplicate.Size(); t++) {
            newTriangle = m_mesh.AddTriangle();
            newTriangle->GetData().m_vertices[0] = trianglesToDuplicate[t]->GetData().m_vertices[1];
            newTriangle->GetData().m_vertices[1] = trianglesToDuplicate[t]->GetData().m_vertices[0];
            newTriangle->GetData().m_vertices[2] = trianglesToDuplicate[t]->GetData().m_vertices[2];
        }
    }
    return ICHullErrorOK;
}
예제 #3
0
	bool MeshDecimator::EdgeCollapse(double & qem)
	{
		MDEdgePriorityQueue currentEdge;
		long v1, v2;
		bool done = false;
		do
		{
			done = false;
			if (m_pqueue.size() == 0)
			{
				done = true;
				break;
			}
			else
			{
				currentEdge = m_pqueue.top();
				m_pqueue.pop();
			}
		}
		while ( (!m_edges[currentEdge.m_name].m_tag) || (m_edges[currentEdge.m_name].m_qem != currentEdge.m_qem));
		
		if (done) return false;
		v1 = m_edges[currentEdge.m_name].m_v1;
		v2 = m_edges[currentEdge.m_name].m_v2;

		qem = currentEdge.m_qem;
		EdgeCollapse(v1, v2);
		m_points[v1] = m_edges[currentEdge.m_name].m_pos ;
		for(int k = 0; k < 10; k++) m_vertices[v1].m_Q[k] += m_vertices[v2].m_Q[k];

		// Update priority queue
		long idEdge;
        long a, b;
        SArray<long, SARRAY_DEFAULT_MIN_SIZE> incidentVertices;
		for(size_t itE = 0; itE < m_vertices[v1].m_edges.Size(); ++itE)
		{
            idEdge = m_vertices[v1].m_edges[itE];
			a = m_edges[idEdge].m_v1;
			b = m_edges[idEdge].m_v2;
            incidentVertices.PushBack((a != v1)?a:b);
			MDEdgePriorityQueue pqEdge;
			pqEdge.m_qem = m_edges[idEdge].m_qem = ComputeEdgeCost(a, b, m_edges[idEdge].m_pos);
			pqEdge.m_name = idEdge;
			m_pqueue.push(pqEdge);
		}
        long idVertex;
		for(size_t itV = 0; itV< incidentVertices.Size(); ++itV)
		{
            idVertex = incidentVertices[itV];
		    for(size_t itE = 0; itE < m_vertices[idVertex].m_edges.Size(); ++itE)
		    {
                idEdge = m_vertices[idVertex].m_edges[itE];
			    a = m_edges[idEdge].m_v1;
			    b = m_edges[idEdge].m_v2;
			    if ( a!=v1 && b!=v1)
			    {
				    MDEdgePriorityQueue pqEdge;
				    pqEdge.m_qem = m_edges[idEdge].m_qem = ComputeEdgeCost(a, b, m_edges[idEdge].m_pos);
				    pqEdge.m_name = idEdge;
				    m_pqueue.push(pqEdge);
			    }
		    }
        }
		return true;	
	}
예제 #4
0
	void MeshDecimator::EdgeCollapse(long v1, long v2)
	{
		long u, w;
		int shift;
		long idTriangle;
		for(size_t itT = 0; itT < m_vertices[v2].m_triangles.Size(); ++itT)
		{
            idTriangle =  m_vertices[v2].m_triangles[itT];
			if (m_triangles[idTriangle].X() == v2)
			{
				shift = 0;
				u = m_triangles[idTriangle].Y();
				w = m_triangles[idTriangle].Z();
			}
			else if (m_triangles[idTriangle].Y() == v2)
			{
				shift = 1;
				u = m_triangles[idTriangle].X();
				w = m_triangles[idTriangle].Z();
			}
			else
			{
				shift = 2;
				u = m_triangles[idTriangle].X();
				w = m_triangles[idTriangle].Y();
			}

			if ((u == v1) || (w == v1))
			{
				m_trianglesTags[idTriangle] = false;
				m_vertices[u].m_triangles.Erase(idTriangle);						
				m_vertices[w].m_triangles.Erase(idTriangle);
				m_nTriangles--;
			}
			else if (GetTriangle(v1, u, w) == -1)
			{
				m_vertices[v1].m_triangles.Insert(idTriangle);
				m_triangles[idTriangle][shift] = v1;
			}
			else
			{
				m_trianglesTags[idTriangle] = false;
				m_vertices[u].m_triangles.Erase(idTriangle);						
				m_vertices[w].m_triangles.Erase(idTriangle);
				m_nTriangles--;
			}
		}
        long idEdge = 0;
		for(size_t itE = 0; itE < m_vertices[v2].m_edges.Size(); ++itE)
		{
            idEdge = m_vertices[v2].m_edges[itE];
			w = (m_edges[idEdge].m_v1 == v2)? m_edges[idEdge].m_v2 : m_edges[idEdge].m_v1;
			if (w==v1)
			{
				m_edges[idEdge].m_tag = false;
				m_vertices[w].m_edges.Erase(idEdge);
				m_nEdges--;
			}
			else if ( GetEdge(v1, w) == -1)
			{
				if (m_edges[idEdge].m_v1 == v2)	m_edges[idEdge].m_v1 = v1;
				else							m_edges[idEdge].m_v2 = v1;
				m_vertices[v1].m_edges.Insert(idEdge);			
			}
			else
			{
				m_edges[idEdge].m_tag = false;
				m_vertices[w].m_edges.Erase(idEdge);
				m_nEdges--;
			}
		}
		m_vertices[v2].m_tag = false;
		m_nVertices--;
		// update boundary edges
		SArray<long, 64> incidentVertices;
		incidentVertices.PushBack(v1);
		for(size_t itE = 0; itE < m_vertices[v1].m_edges.Size(); ++itE)
		{
			incidentVertices.PushBack((m_edges[idEdge].m_v1!= v1)?m_edges[idEdge].m_v1:m_edges[idEdge].m_v2);
            idEdge = m_vertices[v1].m_edges[itE];
			m_edges[idEdge].m_onBoundary = (IsBoundaryEdge(m_edges[idEdge].m_v1, m_edges[idEdge].m_v2) != -1);
		}		
		// update boundary vertices
		long idVertex;
		for(size_t itV = 0; itV < incidentVertices.Size(); ++itV)
		{
			idVertex = incidentVertices[itV];
			m_vertices[idVertex].m_onBoundary = false;
			for(size_t itE = 0; itE < m_vertices[idVertex].m_edges.Size(); ++itE)
			{
				idEdge = m_vertices[idVertex].m_edges[itE];
				if (m_edges[idEdge].m_onBoundary)
				{
					m_vertices[idVertex].m_onBoundary = true;
					break;
				}
			}
		}		
	}