示例#1
0
 // Computes interpolated vertices.
 Vertex WingedEdge::SubdivideBoundaryEdge(Edge& e, std::map<Vertex, std::vector<Vertex> > &derivations)
 {
     /*
      * Proceed with boundary case.
      */
     
     // Extract the 4 vertices.
     Vertex v1, v2, v3, v4;
     v1 = e.V1();
     v2 = e.V2();
     v3 = getOtherBoundaryVertice(v1, e);
     v4 = getOtherBoundaryVertice(v2, e);
     
     Vertex result = (v1*9 + v2*9 - v3 - v4)/16.0;
     
     // Store the derivation data.
     std::vector<Vertex> v;
     v.push_back(v1);
     v.push_back(v2);
     v.push_back(v3);
     v.push_back(v4);
     
     derivations[result] = v;
     
     return result;
 }
示例#2
0
    Face WingedEdge::AddFace(const Edge& e1, const Edge& e2, const Edge& e3)
    {
        Face f(e1, e2, e3);
        
        /* ensure below */
        AddEdge(e1.V1(), e1.V2());
        AddEdge(e2.V1(), e2.V2());
        AddEdge(e3.V1(), e3.V2());
        
        /* edit face lists */
        faceList[f].insert(e1);
        faceList[f].insert(e2);
        faceList[f].insert(e3);
        
        edgeListMap[e1].faces.insert(f);
        edgeListMap[e2].faces.insert(f);
        edgeListMap[e3].faces.insert(f);
        
        edgeListMap[e1].vertices.insert(e1.V1());
        edgeListMap[e1].vertices.insert(e1.V2());
        edgeListMap[e2].vertices.insert(e2.V1());
        edgeListMap[e2].vertices.insert(e2.V2());
        edgeListMap[e3].vertices.insert(e3.V1());
        edgeListMap[e3].vertices.insert(e3.V2());

        return f;
    }
示例#3
0
    /* This functions computes the new butterfly vertices based on the points in the stencil of the given edge.
     *FIXME : http://mrl.nyu.edu/~dzorin/papers/zorin1996ism.pdf Page 3.
     * The special internal cases still need to be implemented.
     *
     * Only the degree 6 vertice cases and boundary cases have been implemented for butterfly.
     *
     * FIXME : add a type variable to determine what type of interpolation should be used for the edges.
     *         Currently it always uses the butterfly scheme.
     *
     * REQUIRES : e is in f1. b1 is in f1. b1 is not in e.
     *
     */
    Vertex WingedEdge::SubdivideEdge(const Face& f1, Edge& e, Vertex b1, bool linear,
                                     std::map<Vertex, std::vector<Vertex> > &derivations)
    {
        
        // Initialize the derivation structure.
        std::vector<Vertex> derive_indices;
        
        // Find 'a' points.
        Vertex a1 = e.V1();
        Vertex a2 = e.V2();
        
        // Add 'a' points to the derivation vector.
        derive_indices.push_back(a1);
        derive_indices.push_back(a2);
        
        
        /* get our a midpoint */
        Vertex v;
        v = a1 / 2.0;
        v = v + (a2 / 2.0);
        
        
        if(linear)
        {
            derivations[v] = derive_indices;
            return v;
        }
        
        // Flag for whether we are in theboundary case or not.
        bool boundary = false;
        
        do
        {
            
            bool success = true;
            
            Face f2 = GetAdjacentFace(f1, e, success);
            
            if(!success)
            {
                boundary = true;
                break;
            }
            
            /* get our opposing face's b point */
            Vertex b2 = GetAdjacentVertex(f2, e, success);
            
           
            if(!success)
            {
                boundary = true;
                break;
            }

          
            v = v + (b1/8.0);
            v = v + (b2/8.0);
            
            // Add 'b' points to the derivation vector.
            derive_indices.push_back(b1);
            derive_indices.push_back(b2);
            
            
            /* time to get our c points */
            std::set<Edge> edges;
            edges.insert(f1.E1());
            edges.insert(f1.E2());
            edges.insert(f1.E3());
            for (auto edge = edges.begin(); edge != edges.end(); ++edge)
            {
                if (*edge != e)
                {
                    Vertex c = GetAdjacentFaceVertex(f1, *edge, success);
                    v = v - (c/16.0);
                    
                    if(derive_indices.size() < 8)
                    {
                        derive_indices.push_back(c);
                    }
                    
                    if(!success)
                    {
                        boundary = true;
                        break;
                    }
                }
            }
            
            edges.erase(edges.begin(), edges.end());
            edges.insert(f2.E1());
            edges.insert(f2.E2());
            edges.insert(f2.E3());
            for (auto edge = edges.begin(); edge != edges.end(); ++edge)
            {
                if (*edge != e)
                {
                    Vertex c = GetAdjacentFaceVertex(f2, *edge, success);
                    
                    v = v - (c/16.0);
                    
                    if(derive_indices.size() < 8)
                    {
                        derive_indices.push_back(c);
                    }
                    
                    if(!success)
                    {
                        boundary = true;
                        break;
                    }
                }
            }
            
        }
        while(false);
        
        
        if(boundary)
        {
            /*
             * Proceed with boundary case.
             */
            
            // Extract the 4 vertices.
            Vertex v1, v2, v3, v4;
            v1 = e.V1();
            v2 = e.V2();
            v3 = getOtherBoundaryVertice(v1, e);
            v4 = getOtherBoundaryVertice(v2, e);
            
            // For the boundary case, we will will ignore the derive_indices vector,
            // and just compute a new vector with the 4 indices.
            std::vector<Vertex> boundary_indices;
            boundary_indices.push_back(v1);
            boundary_indices.push_back(v2);
            boundary_indices.push_back(v3);
            boundary_indices.push_back(v4);
            
            Vertex output = (v1*9 + v2*9 - v3 - v4)/16.0;
            
            derivations[output] = boundary_indices;
            
            return output;
        }
        
        
        derivations[v] = derive_indices;
        
        return v;
    }
示例#4
0
 Vertex WingedEdge::getOtherVertex(Edge &edge, Vertex &v)
 {
     Vertex v1 = edge.V1();
     return v1 == v ? edge.V2() : v1;
     
 }
示例#5
0
 /* This functions computes the new butterfly vertices based on the points in the stencil of the given edge.
  *FIXME : http://mrl.nyu.edu/~dzorin/papers/zorin1996ism.pdf Page 3.
  * The special internal cases still need to be implemented.
  *
  * Only the degree 6 vertice cases and boundary cases have been implemented for butterfly.
  *
  * FIXME : add a type variable to determine what type of interpolation should be used for the edges.
  *         Currently it always uses the butterfly scheme.
  *
  * REQUIRES : e is in f1. b1 is in f1. b1 is not in e.
  *
  */
 Vertex WingedEdge::SubdivideEdge(const Face& f1, Edge& e, Vertex b1, bool linear)
 {
     /* get our a midpoint */
     Vertex v;
     v = e.V1() / 2.0;
     v = v + (e.V2() / 2.0);
     
     if(linear)
     {
         return v;
     }
     
     // Flag for whether we are in theboundary case or not.
     bool boundary = false;
     
     do
     {
         
         bool success = true;
         
         Face f2 = GetAdjacentFace(f1, e, success);
         
         if(!success)
         {
             boundary = true;
             break;
         }
         
         /* get our opposing face's b point */
         Vertex b2 = GetAdjacentVertex(f2, e, success);
         
         if(!success)
         {
             boundary = true;
             break;
         }
         
         v = v + (b1/8.0);
         v = v + (b2/8.0);
         
         /* time to get our c points */
         std::set<Edge> edges;
         edges.insert(f1.E1());
         edges.insert(f1.E2());
         edges.insert(f1.E3());
         for (auto edge = edges.begin(); edge != edges.end(); ++edge)
         {
             if (*edge != e)
             {
                 v = v - (GetAdjacentFaceVertex(f1, *edge, success)/16.0);
                 
                 if(!success)
                 {
                     boundary = true;
                     break;
                 }
             }
         }
         
         edges.erase(edges.begin(), edges.end());
         edges.insert(f2.E1());
         edges.insert(f2.E2());
         edges.insert(f2.E3());
         for (auto edge = edges.begin(); edge != edges.end(); ++edge)
         {
             if (*edge != e)
             {
                 v = v - (GetAdjacentFaceVertex(f2, *edge, success)/16.0);
                 if(!success)
                 {
                     boundary = true;
                     break;
                 }
             }
         }
         
     }
     while(false);
     
     
     if(boundary)
     {
         /*
          * Proceed with boundary case.
          */
         
         // Extract the 4 vertices.
         Vertex v1, v2, v3, v4;
         v1 = e.V1();
         v2 = e.V2();
         v3 = getOtherBoundaryVertice(v1, e);
         v4 = getOtherBoundaryVertice(v2, e);
         
         return (v1*9 + v2*9 - v3 - v4)/16.0;
     }
     
     return v;
 }
示例#6
0
 Edge WingedEdge::AddEdge(const Edge& e)
 {
     return AddEdge(e.V1(), e.V2());
 }