Mesh: Apply clang-format

This commit is contained in:
wmayer
2023-09-22 19:59:39 +02:00
committed by wwmayer
parent 70ba930230
commit 23db389a76
116 changed files with 15683 additions and 12447 deletions

View File

@@ -22,16 +22,16 @@
#include "PreCompiled.h"
#ifndef _PreComp_
# include <queue>
#include <queue>
#endif
#include <Base/Console.h>
#include <Base/Exception.h>
#include <Mod/Mesh/App/WildMagic4/Wm4Delaunay2.h>
#include "Triangulation.h"
#include "Approximation.h"
#include "MeshKernel.h"
#include "Triangulation.h"
using namespace MeshCore;
@@ -47,8 +47,7 @@ bool TriangulationVerifier::Accept(const Base::Vector3f& n,
return (ref_dist * tri_dist <= 0.0f);
}
bool TriangulationVerifier::MustFlip(const Base::Vector3f& n1,
const Base::Vector3f& n2) const
bool TriangulationVerifier::MustFlip(const Base::Vector3f& n1, const Base::Vector3f& n2) const
{
return n1.Dot(n2) <= 0.0f;
}
@@ -65,8 +64,7 @@ bool TriangulationVerifierV2::Accept(const Base::Vector3f& n,
return true;
}
bool TriangulationVerifierV2::MustFlip(const Base::Vector3f& n1,
const Base::Vector3f& n2) const
bool TriangulationVerifierV2::MustFlip(const Base::Vector3f& n1, const Base::Vector3f& n2) const
{
float dot = n1.Dot(n2);
(void)dot;
@@ -101,8 +99,9 @@ void AbstractPolygonTriangulator::SetPolygon(const std::vector<Base::Vector3f>&
{
this->_points = raclPoints;
if (!this->_points.empty()) {
if (this->_points.front() == this->_points.back())
if (this->_points.front() == this->_points.back()) {
this->_points.pop_back();
}
}
}
@@ -115,9 +114,12 @@ float AbstractPolygonTriangulator::GetLength() const
{
float len = 0.0f;
if (_points.size() > 2) {
for (std::vector<Base::Vector3f>::const_iterator it = _points.begin(); it != _points.end();++it) {
for (std::vector<Base::Vector3f>::const_iterator it = _points.begin(); it != _points.end();
++it) {
std::vector<Base::Vector3f>::const_iterator jt = it + 1;
if (jt == _points.end()) jt = _points.begin();
if (jt == _points.end()) {
jt = _points.begin();
}
len += Base::Distance(*it, *jt);
}
}
@@ -130,19 +132,22 @@ std::vector<Base::Vector3f> AbstractPolygonTriangulator::AddedPoints() const
// Apply the inverse transformation to project back to world coordinates
std::vector<Base::Vector3f> added;
added.reserve(_newpoints.size());
for (auto point : _newpoints)
for (auto point : _newpoints) {
added.push_back(_inverse * point);
}
return added;
}
Base::Matrix4D AbstractPolygonTriangulator::GetTransformToFitPlane() const
{
PlaneFit planeFit;
for (auto point : _points)
for (auto point : _points) {
planeFit.AddPoint(point);
}
if (planeFit.Fit() >= FLOAT_MAX)
if (planeFit.Fit() >= FLOAT_MAX) {
throw Base::RuntimeError("Plane fit failed");
}
Base::Vector3f bs = planeFit.GetBase();
Base::Vector3f ex = planeFit.GetDirU();
@@ -183,8 +188,9 @@ std::vector<Base::Vector3f> AbstractPolygonTriangulator::ProjectToFitPlane()
Base::Vector3f ey(static_cast<float>(_inverse[0][1]),
static_cast<float>(_inverse[1][1]),
static_cast<float>(_inverse[2][1]));
for (auto & jt : proj)
for (auto& jt : proj) {
jt.TransformToCoordinateSystem(bs, ex, ey);
}
return proj;
}
@@ -211,8 +217,9 @@ void AbstractPolygonTriangulator::PostProcessing(const std::vector<Base::Vector3
}
if (polyFit.CountPoints() >= uMinPts && polyFit.Fit() < FLOAT_MAX) {
for (auto & newpoint : _newpoints)
for (auto& newpoint : _newpoints) {
newpoint.z = static_cast<float>(polyFit.Value(newpoint.x, newpoint.y));
}
}
}
@@ -230,11 +237,15 @@ bool AbstractPolygonTriangulator::TriangulatePolygon()
{
try {
if (!this->_indices.empty() && this->_points.size() != this->_indices.size()) {
Base::Console().Log("Triangulation: %d points <> %d indices\n", _points.size(), _indices.size());
Base::Console().Log("Triangulation: %d points <> %d indices\n",
_points.size(),
_indices.size());
return false;
}
bool ok = Triangulate();
if (ok) Done();
if (ok) {
Done();
}
return ok;
}
catch (const Base::Exception& e) {
@@ -264,8 +275,7 @@ void AbstractPolygonTriangulator::Discard()
}
void AbstractPolygonTriangulator::Reset()
{
}
{}
void AbstractPolygonTriangulator::Done()
{
@@ -286,33 +296,34 @@ bool EarClippingTriangulator::Triangulate()
std::vector<PointIndex> result;
// Invoke the triangulator to triangulate this polygon.
Triangulate::Process(pts,result);
Triangulate::Process(pts, result);
// print out the results.
size_t tcount = result.size()/3;
size_t tcount = result.size() / 3;
bool ok = tcount+2 == _points.size();
if (tcount > _points.size())
return false; // no valid triangulation
bool ok = tcount + 2 == _points.size();
if (tcount > _points.size()) {
return false; // no valid triangulation
}
MeshGeomFacet clFacet;
MeshFacet clTopFacet;
for (size_t i=0; i<tcount; i++) {
for (size_t i = 0; i < tcount; i++) {
if (Triangulate::_invert) {
clFacet._aclPoints[0] = _points[result[i*3+0]];
clFacet._aclPoints[2] = _points[result[i*3+1]];
clFacet._aclPoints[1] = _points[result[i*3+2]];
clTopFacet._aulPoints[0] = result[i*3+0];
clTopFacet._aulPoints[2] = result[i*3+1];
clTopFacet._aulPoints[1] = result[i*3+2];
clFacet._aclPoints[0] = _points[result[i * 3 + 0]];
clFacet._aclPoints[2] = _points[result[i * 3 + 1]];
clFacet._aclPoints[1] = _points[result[i * 3 + 2]];
clTopFacet._aulPoints[0] = result[i * 3 + 0];
clTopFacet._aulPoints[2] = result[i * 3 + 1];
clTopFacet._aulPoints[1] = result[i * 3 + 2];
}
else {
clFacet._aclPoints[0] = _points[result[i*3+0]];
clFacet._aclPoints[1] = _points[result[i*3+1]];
clFacet._aclPoints[2] = _points[result[i*3+2]];
clTopFacet._aulPoints[0] = result[i*3+0];
clTopFacet._aulPoints[1] = result[i*3+1];
clTopFacet._aulPoints[2] = result[i*3+2];
clFacet._aclPoints[0] = _points[result[i * 3 + 0]];
clFacet._aclPoints[1] = _points[result[i * 3 + 1]];
clFacet._aclPoints[2] = _points[result[i * 3 + 2]];
clTopFacet._aulPoints[0] = result[i * 3 + 0];
clTopFacet._aulPoints[1] = result[i * 3 + 1];
clTopFacet._aulPoints[2] = result[i * 3 + 2];
}
_triangles.push_back(clFacet);
@@ -322,45 +333,60 @@ bool EarClippingTriangulator::Triangulate()
return ok;
}
float EarClippingTriangulator::Triangulate::Area(const std::vector<Base::Vector3f> &contour)
float EarClippingTriangulator::Triangulate::Area(const std::vector<Base::Vector3f>& contour)
{
int n = contour.size();
float A=0.0f;
float A = 0.0f;
for(int p=n-1,q=0; q<n; p=q++) {
A+= contour[p].x*contour[q].y - contour[q].x*contour[p].y;
for (int p = n - 1, q = 0; q < n; p = q++) {
A += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
}
return A*0.5f;
return A * 0.5f;
}
/*
InsideTriangle decides if a point P is Inside of the triangle
defined by A, B, C.
*/
bool EarClippingTriangulator::Triangulate::InsideTriangle(float Ax, float Ay, float Bx,
float By, float Cx, float Cy,
float Px, float Py)
bool EarClippingTriangulator::Triangulate::InsideTriangle(float Ax,
float Ay,
float Bx,
float By,
float Cx,
float Cy,
float Px,
float Py)
{
float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
float cCROSSap, bCROSScp, aCROSSbp;
ax = Cx - Bx; ay = Cy - By;
bx = Ax - Cx; by = Ay - Cy;
cx = Bx - Ax; cy = By - Ay;
apx= Px - Ax; apy= Py - Ay;
bpx= Px - Bx; bpy= Py - By;
cpx= Px - Cx; cpy= Py - Cy;
ax = Cx - Bx;
ay = Cy - By;
bx = Ax - Cx;
by = Ay - Cy;
cx = Bx - Ax;
cy = By - Ay;
apx = Px - Ax;
apy = Py - Ay;
bpx = Px - Bx;
bpy = Py - By;
cpx = Px - Cx;
cpy = Py - Cy;
aCROSSbp = ax*bpy - ay*bpx;
cCROSSap = cx*apy - cy*apx;
bCROSScp = bx*cpy - by*cpx;
aCROSSbp = ax * bpy - ay * bpx;
cCROSSap = cx * apy - cy * apx;
bCROSScp = bx * cpy - by * cpx;
return ((aCROSSbp >= FLOAT_EPS) && (bCROSScp >= FLOAT_EPS) && (cCROSSap >= FLOAT_EPS));
}
bool EarClippingTriangulator::Triangulate::Snip(const std::vector<Base::Vector3f> &contour,
int u,int v,int w,int n,int *V)
bool EarClippingTriangulator::Triangulate::Snip(const std::vector<Base::Vector3f>& contour,
int u,
int v,
int w,
int n,
int* V)
{
int p;
float Ax, Ay, Bx, By, Cx, Cy, Px, Py;
@@ -374,15 +400,19 @@ bool EarClippingTriangulator::Triangulate::Snip(const std::vector<Base::Vector3f
Cx = contour[V[w]].x;
Cy = contour[V[w]].y;
if (FLOAT_EPS > (((Bx-Ax)*(Cy-Ay)) - ((By-Ay)*(Cx-Ax))))
if (FLOAT_EPS > (((Bx - Ax) * (Cy - Ay)) - ((By - Ay) * (Cx - Ax)))) {
return false;
}
for (p=0;p<n;p++) {
if( (p == u) || (p == v) || (p == w) ) continue;
for (p = 0; p < n; p++) {
if ((p == u) || (p == v) || (p == w)) {
continue;
}
Px = contour[V[p]].x;
Py = contour[V[p]].y;
if (InsideTriangle(Ax,Ay,Bx,By,Cx,Cy,Px,Py))
if (InsideTriangle(Ax, Ay, Bx, By, Cx, Cy, Px, Py)) {
return false;
}
}
return true;
@@ -390,70 +420,87 @@ bool EarClippingTriangulator::Triangulate::Snip(const std::vector<Base::Vector3f
bool EarClippingTriangulator::Triangulate::_invert = false;
bool EarClippingTriangulator::Triangulate::Process(const std::vector<Base::Vector3f> &contour,
std::vector<PointIndex> &result)
bool EarClippingTriangulator::Triangulate::Process(const std::vector<Base::Vector3f>& contour,
std::vector<PointIndex>& result)
{
/* allocate and initialize list of Vertices in polygon */
int n = contour.size();
if ( n < 3 )
if (n < 3) {
return false;
}
int *V = new int[n];
int* V = new int[n];
/* we want a counter-clockwise polygon in V */
if (0.0f < Area(contour)) {
for (int v=0; v<n; v++) V[v] = v;
for (int v = 0; v < n; v++) {
V[v] = v;
}
_invert = true;
}
// for(int v=0; v<n; v++) V[v] = (n-1)-v;
// for(int v=0; v<n; v++) V[v] = (n-1)-v;
else {
for(int v=0; v<n; v++) V[v] = (n-1)-v;
for (int v = 0; v < n; v++) {
V[v] = (n - 1) - v;
}
_invert = false;
}
int nv = n;
/* remove nv-2 Vertices, creating 1 triangle every time */
int count = 2*nv; /* error detection */
int count = 2 * nv; /* error detection */
for(int v=nv-1; nv>2; ) {
for (int v = nv - 1; nv > 2;) {
/* if we loop, it is probably a non-simple polygon */
if (0 >= (count--)) {
//** Triangulate: ERROR - probable bad polygon!
delete [] V;
delete[] V;
return false;
}
/* three consecutive vertices in current polygon, <u,v,w> */
int u = v ; if (nv <= u) u = 0; /* previous */
v = u+1; if (nv <= v) v = 0; /* new v */
int w = v+1; if (nv <= w) w = 0; /* next */
int u = v;
if (nv <= u) {
u = 0; /* previous */
}
v = u + 1;
if (nv <= v) {
v = 0; /* new v */
}
int w = v + 1;
if (nv <= w) {
w = 0; /* next */
}
if (Snip(contour,u,v,w,nv,V)) {
int a,b,c,s,t;
if (Snip(contour, u, v, w, nv, V)) {
int a, b, c, s, t;
/* true names of the vertices */
a = V[u]; b = V[v]; c = V[w];
a = V[u];
b = V[v];
c = V[w];
/* output Triangle */
result.push_back( a );
result.push_back( b );
result.push_back( c );
result.push_back(a);
result.push_back(b);
result.push_back(c);
/* remove v from remaining polygon */
for(s=v,t=v+1;t<nv;s++,t++)
for (s = v, t = v + 1; t < nv; s++, t++) {
V[s] = V[t];
}
nv--;
/* reset error detection counter */
count = 2*nv;
count = 2 * nv;
}
}
delete [] V;
delete[] V;
return true;
}
@@ -464,27 +511,31 @@ QuasiDelaunayTriangulator::QuasiDelaunayTriangulator() = default;
bool QuasiDelaunayTriangulator::Triangulate()
{
if (!EarClippingTriangulator::Triangulate())
return false; // no valid triangulation
if (!EarClippingTriangulator::Triangulate()) {
return false; // no valid triangulation
}
// For each internal edge get the adjacent facets. When doing an edge swap we must update
// this structure.
std::map<std::pair<PointIndex, PointIndex>, std::vector<FacetIndex> > aEdge2Face;
std::map<std::pair<PointIndex, PointIndex>, std::vector<FacetIndex>> aEdge2Face;
for (std::vector<MeshFacet>::iterator pI = _facets.begin(); pI != _facets.end(); ++pI) {
for (int i = 0; i < 3; i++) {
PointIndex ulPt0 = std::min<PointIndex>(pI->_aulPoints[i], pI->_aulPoints[(i+1)%3]);
PointIndex ulPt1 = std::max<PointIndex>(pI->_aulPoints[i], pI->_aulPoints[(i+1)%3]);
PointIndex ulPt0 = std::min<PointIndex>(pI->_aulPoints[i], pI->_aulPoints[(i + 1) % 3]);
PointIndex ulPt1 = std::max<PointIndex>(pI->_aulPoints[i], pI->_aulPoints[(i + 1) % 3]);
// ignore borderlines of the polygon
if ((ulPt1-ulPt0)%(_points.size()-1) > 1)
aEdge2Face[std::pair<PointIndex, PointIndex>(ulPt0, ulPt1)].push_back(pI - _facets.begin());
if ((ulPt1 - ulPt0) % (_points.size() - 1) > 1) {
aEdge2Face[std::pair<PointIndex, PointIndex>(ulPt0, ulPt1)].push_back(
pI - _facets.begin());
}
}
}
// fill up this list with all internal edges and perform swap edges until this list is empty
std::list<std::pair<PointIndex, PointIndex> > aEdgeList;
std::map<std::pair<PointIndex, PointIndex>, std::vector<FacetIndex> >::iterator pE;
for (pE = aEdge2Face.begin(); pE != aEdge2Face.end(); ++pE)
std::list<std::pair<PointIndex, PointIndex>> aEdgeList;
std::map<std::pair<PointIndex, PointIndex>, std::vector<FacetIndex>>::iterator pE;
for (pE = aEdge2Face.begin(); pE != aEdge2Face.end(); ++pE) {
aEdgeList.push_back(pE->first);
}
// to be sure to avoid an endless loop
size_t uMaxIter = 5 * aEdge2Face.size();
@@ -497,80 +548,95 @@ bool QuasiDelaunayTriangulator::Triangulate()
uMaxIter--;
// get the adjacent facets to this edge
pE = aEdge2Face.find( aEdge );
pE = aEdge2Face.find(aEdge);
// this edge has been removed some iterations before
if (pE == aEdge2Face.end())
if (pE == aEdge2Face.end()) {
continue;
}
MeshFacet& rF1 = _facets[pE->second[0]];
MeshFacet& rF2 = _facets[pE->second[1]];
unsigned short side1 = rF1.Side(aEdge.first, aEdge.second);
Base::Vector3f cP1 = _points[rF1._aulPoints[side1]];
Base::Vector3f cP2 = _points[rF1._aulPoints[(side1+1)%3]];
Base::Vector3f cP3 = _points[rF1._aulPoints[(side1+2)%3]];
Base::Vector3f cP2 = _points[rF1._aulPoints[(side1 + 1) % 3]];
Base::Vector3f cP3 = _points[rF1._aulPoints[(side1 + 2) % 3]];
unsigned short side2 = rF2.Side(aEdge.first, aEdge.second);
Base::Vector3f cP4 = _points[rF2._aulPoints[(side2+2)%3]];
Base::Vector3f cP4 = _points[rF2._aulPoints[(side2 + 2) % 3]];
MeshGeomFacet cT1(cP1, cP2, cP3); float fMax1 = cT1.MaximumAngle();
MeshGeomFacet cT2(cP2, cP1, cP4); float fMax2 = cT2.MaximumAngle();
MeshGeomFacet cT3(cP4, cP3, cP1); float fMax3 = cT3.MaximumAngle();
MeshGeomFacet cT4(cP3, cP4, cP2); float fMax4 = cT4.MaximumAngle();
MeshGeomFacet cT1(cP1, cP2, cP3);
float fMax1 = cT1.MaximumAngle();
MeshGeomFacet cT2(cP2, cP1, cP4);
float fMax2 = cT2.MaximumAngle();
MeshGeomFacet cT3(cP4, cP3, cP1);
float fMax3 = cT3.MaximumAngle();
MeshGeomFacet cT4(cP3, cP4, cP2);
float fMax4 = cT4.MaximumAngle();
float fMax12 = std::max<float>(fMax1, fMax2);
float fMax34 = std::max<float>(fMax3, fMax4);
// We must make sure that the two adjacent triangles builds a convex polygon, otherwise
// the swap edge operation is illegal
Base::Vector3f cU = cP2-cP1;
Base::Vector3f cV = cP4-cP3;
Base::Vector3f cU = cP2 - cP1;
Base::Vector3f cV = cP4 - cP3;
// build a helper plane through cP1 that must separate cP3 and cP4
Base::Vector3f cN1 = (cU % cV) % cU;
if (((cP3-cP1)*cN1)*((cP4-cP1)*cN1) >= 0.0f)
continue; // not convex
if (((cP3 - cP1) * cN1) * ((cP4 - cP1) * cN1) >= 0.0f) {
continue; // not convex
}
// build a helper plane through cP3 that must separate cP1 and cP2
Base::Vector3f cN2 = (cU % cV) % cV;
if (((cP1-cP3)*cN2)*((cP2-cP3)*cN2) >= 0.0f)
continue; // not convex
if (((cP1 - cP3) * cN2) * ((cP2 - cP3) * cN2) >= 0.0f) {
continue; // not convex
}
// ok, here we should perform a swap edge to minimize the maximum angle
if (fMax12 > fMax34) {
rF1._aulPoints[(side1+1)%3] = rF2._aulPoints[(side2+2)%3];
rF2._aulPoints[(side2+1)%3] = rF1._aulPoints[(side1+2)%3];
rF1._aulPoints[(side1 + 1) % 3] = rF2._aulPoints[(side2 + 2) % 3];
rF2._aulPoints[(side2 + 1) % 3] = rF1._aulPoints[(side1 + 2) % 3];
// adjust the edge list
for (int i=0; i<3; i++) {
std::map<std::pair<PointIndex, PointIndex>, std::vector<FacetIndex> >::iterator it;
for (int i = 0; i < 3; i++) {
std::map<std::pair<PointIndex, PointIndex>, std::vector<FacetIndex>>::iterator it;
// first facet
PointIndex ulPt0 = std::min<PointIndex>(rF1._aulPoints[i], rF1._aulPoints[(i+1)%3]);
PointIndex ulPt1 = std::max<PointIndex>(rF1._aulPoints[i], rF1._aulPoints[(i+1)%3]);
it = aEdge2Face.find( std::make_pair(ulPt0, ulPt1) );
PointIndex ulPt0 =
std::min<PointIndex>(rF1._aulPoints[i], rF1._aulPoints[(i + 1) % 3]);
PointIndex ulPt1 =
std::max<PointIndex>(rF1._aulPoints[i], rF1._aulPoints[(i + 1) % 3]);
it = aEdge2Face.find(std::make_pair(ulPt0, ulPt1));
if (it != aEdge2Face.end()) {
if (it->second[0] == pE->second[1])
if (it->second[0] == pE->second[1]) {
it->second[0] = pE->second[0];
else if (it->second[1] == pE->second[1])
}
else if (it->second[1] == pE->second[1]) {
it->second[1] = pE->second[0];
}
aEdgeList.push_back(it->first);
}
// second facet
ulPt0 = std::min<PointIndex>(rF2._aulPoints[i], rF2._aulPoints[(i+1)%3]);
ulPt1 = std::max<PointIndex>(rF2._aulPoints[i], rF2._aulPoints[(i+1)%3]);
it = aEdge2Face.find( std::make_pair(ulPt0, ulPt1) );
ulPt0 = std::min<PointIndex>(rF2._aulPoints[i], rF2._aulPoints[(i + 1) % 3]);
ulPt1 = std::max<PointIndex>(rF2._aulPoints[i], rF2._aulPoints[(i + 1) % 3]);
it = aEdge2Face.find(std::make_pair(ulPt0, ulPt1));
if (it != aEdge2Face.end()) {
if (it->second[0] == pE->second[0])
if (it->second[0] == pE->second[0]) {
it->second[0] = pE->second[1];
else if (it->second[1] == pE->second[0])
}
else if (it->second[1] == pE->second[0]) {
it->second[1] = pE->second[1];
}
aEdgeList.push_back(it->first);
}
}
// Now we must remove the edge and replace it through the new edge
PointIndex ulPt0 = std::min<PointIndex>(rF1._aulPoints[(side1+1)%3], rF2._aulPoints[(side2+1)%3]);
PointIndex ulPt1 = std::max<PointIndex>(rF1._aulPoints[(side1+1)%3], rF2._aulPoints[(side2+1)%3]);
PointIndex ulPt0 = std::min<PointIndex>(rF1._aulPoints[(side1 + 1) % 3],
rF2._aulPoints[(side2 + 1) % 3]);
PointIndex ulPt1 = std::max<PointIndex>(rF1._aulPoints[(side1 + 1) % 3],
rF2._aulPoints[(side2 + 1) % 3]);
std::pair<PointIndex, PointIndex> aNewEdge = std::make_pair(ulPt0, ulPt1);
aEdge2Face[aNewEdge] = pE->second;
aEdge2Face.erase(pE);
@@ -582,8 +648,10 @@ bool QuasiDelaunayTriangulator::Triangulate()
// -------------------------------------------------------------
namespace MeshCore {
namespace Triangulation {
namespace MeshCore
{
namespace Triangulation
{
struct Vertex2d_Less
{
bool operator()(const Base::Vector3f& p, const Base::Vector3f& q) const
@@ -605,15 +673,16 @@ struct Vertex2d_EqualTo
{
bool operator()(const Base::Vector3f& p, const Base::Vector3f& q) const
{
if (fabs(p.x - q.x) < MeshDefinitions::_fMinPointDistanceD1 &&
fabs(p.y - q.y) < MeshDefinitions::_fMinPointDistanceD1)
if (fabs(p.x - q.x) < MeshDefinitions::_fMinPointDistanceD1
&& fabs(p.y - q.y) < MeshDefinitions::_fMinPointDistanceD1) {
return true;
}
return false;
}
};
}
}
} // namespace Triangulation
} // namespace MeshCore
DelaunayTriangulator::DelaunayTriangulator() = default;
@@ -625,39 +694,44 @@ bool DelaunayTriangulator::Triangulate()
// sort the points ascending x,y coordinates
std::sort(aPoints.begin(), aPoints.end(), Triangulation::Vertex2d_Less());
// if there are two adjacent points whose distance is less then an epsilon
if (std::adjacent_find(aPoints.begin(), aPoints.end(),
Triangulation::Vertex2d_EqualTo()) < aPoints.end())
if (std::adjacent_find(aPoints.begin(), aPoints.end(), Triangulation::Vertex2d_EqualTo())
< aPoints.end()) {
return false;
}
_facets.clear();
_triangles.clear();
std::vector<Wm4::Vector2d> akVertex;
akVertex.reserve(_points.size());
for (const auto & point : _points) {
for (const auto& point : _points) {
akVertex.emplace_back(static_cast<double>(point.x), static_cast<double>(point.y));
}
Wm4::Delaunay2d del(static_cast<int>(akVertex.size()), &(akVertex[0]), 0.001, false, Wm4::Query::QT_INT64);
Wm4::Delaunay2d del(static_cast<int>(akVertex.size()),
&(akVertex[0]),
0.001,
false,
Wm4::Query::QT_INT64);
int iTQuantity = del.GetSimplexQuantity();
std::vector<int> aiTVertex(static_cast<size_t>(3*iTQuantity));
std::vector<int> aiTVertex(static_cast<size_t>(3 * iTQuantity));
bool succeeded = false;
if (iTQuantity > 0) {
size_t uiSize = static_cast<size_t>(3*iTQuantity)*sizeof(int);
Wm4::System::Memcpy(&(aiTVertex[0]),uiSize,del.GetIndices(),uiSize);
size_t uiSize = static_cast<size_t>(3 * iTQuantity) * sizeof(int);
Wm4::System::Memcpy(&(aiTVertex[0]), uiSize, del.GetIndices(), uiSize);
// If H is the number of hull edges and N is the number of vertices,
// then the triangulation must have 2*N-2-H triangles and 3*N-3-H
// edges.
int iEQuantity = 0;
int* aiIndex = nullptr;
del.GetHull(iEQuantity,aiIndex);
del.GetHull(iEQuantity, aiIndex);
int iUniqueVQuantity = del.GetUniqueVertexQuantity();
int iTVerify = 2*iUniqueVQuantity - 2 - iEQuantity;
int iTVerify = 2 * iUniqueVQuantity - 2 - iEQuantity;
(void)iTVerify; // avoid warning in release build
succeeded = (iTVerify == iTQuantity);
int iEVerify = 3*iUniqueVQuantity - 3 - iEQuantity;
int iEVerify = 3 * iUniqueVQuantity - 3 - iEQuantity;
(void)iEVerify; // avoid warning about unused variable
delete[] aiIndex;
}
@@ -665,8 +739,8 @@ bool DelaunayTriangulator::Triangulate()
MeshGeomFacet triangle;
MeshFacet facet;
for (int i = 0; i < iTQuantity; i++) {
for (int j=0; j<3; j++) {
size_t index = static_cast<size_t>(aiTVertex[static_cast<size_t>(3*i+j)]);
for (int j = 0; j < 3; j++) {
size_t index = static_cast<size_t>(aiTVertex[static_cast<size_t>(3 * i + j)]);
facet._aulPoints[j] = static_cast<PointIndex>(index);
triangle._aclPoints[j].x = static_cast<float>(akVertex[index].X());
triangle._aclPoints[j].y = static_cast<float>(akVertex[index].Y());
@@ -693,9 +767,9 @@ bool FlatTriangulator::Triangulate()
// sort the points ascending x,y coordinates
std::sort(tmp.begin(), tmp.end(), Triangulation::Vertex2d_Less());
// if there are two adjacent points whose distance is less then an epsilon
if (std::adjacent_find(tmp.begin(), tmp.end(),
Triangulation::Vertex2d_EqualTo()) < tmp.end() )
if (std::adjacent_find(tmp.begin(), tmp.end(), Triangulation::Vertex2d_EqualTo()) < tmp.end()) {
return false;
}
_facets.clear();
_triangles.clear();
@@ -711,13 +785,12 @@ bool FlatTriangulator::Triangulate()
}
void FlatTriangulator::PostProcessing(const std::vector<Base::Vector3f>&)
{
}
{}
// -------------------------------------------------------------
ConstraintDelaunayTriangulator::ConstraintDelaunayTriangulator(float area)
: fMaxArea(area)
: fMaxArea(area)
{
// silent warning: -Wunused-private-field
(void)fMaxArea;
@@ -733,9 +806,9 @@ bool ConstraintDelaunayTriangulator::Triangulate()
// sort the points ascending x,y coordinates
std::sort(tmp.begin(), tmp.end(), Triangulation::Vertex2d_Less());
// if there are two adjacent points whose distance is less then an epsilon
if (std::adjacent_find(tmp.begin(), tmp.end(),
Triangulation::Vertex2d_EqualTo()) < tmp.end() )
if (std::adjacent_find(tmp.begin(), tmp.end(), Triangulation::Vertex2d_EqualTo()) < tmp.end()) {
return false;
}
_facets.clear();
_triangles.clear();