863 lines
29 KiB
C++
863 lines
29 KiB
C++
/***************************************************************************
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* Copyright (c) 2005 Werner Mayer <wmayer[at]users.sourceforge.net> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#include "PreCompiled.h"
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#ifndef _PreComp_
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#include <cmath>
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#include <limits>
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#include <queue>
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#endif
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#include <Base/Console.h>
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#include <Base/Exception.h>
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#include <Mod/Mesh/App/WildMagic4/Wm4Delaunay2.h>
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#include "Approximation.h"
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#include "MeshKernel.h"
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#include "Triangulation.h"
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using namespace MeshCore;
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bool TriangulationVerifier::Accept(const Base::Vector3f& n,
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const Base::Vector3f& p1,
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const Base::Vector3f& p2,
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const Base::Vector3f& p3) const
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{
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float ref_dist = (p2 - p1) * n;
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float tri_dist = (p3 - p1) * n;
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return (ref_dist * tri_dist <= 0.0F);
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}
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bool TriangulationVerifier::MustFlip(const Base::Vector3f& n1, const Base::Vector3f& n2) const
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{
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return n1.Dot(n2) <= 0.0F;
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}
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bool TriangulationVerifierV2::Accept(const Base::Vector3f& n,
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const Base::Vector3f& p1,
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const Base::Vector3f& p2,
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const Base::Vector3f& p3) const
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{
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float ref_dist = (p2 - p1) * n;
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float tri_dist = (p3 - p1) * n;
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float prod = ref_dist * tri_dist;
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(void)prod;
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return true;
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}
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bool TriangulationVerifierV2::MustFlip(const Base::Vector3f& n1, const Base::Vector3f& n2) const
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{
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float dot = n1.Dot(n2);
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(void)dot;
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return false;
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}
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// ----------------------------------------------------------------------------
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AbstractPolygonTriangulator::AbstractPolygonTriangulator()
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: _discard {false}
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, _verifier {new TriangulationVerifier()}
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{}
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AbstractPolygonTriangulator::~AbstractPolygonTriangulator()
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{
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delete _verifier;
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}
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TriangulationVerifier* AbstractPolygonTriangulator::GetVerifier() const
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{
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return _verifier;
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}
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void AbstractPolygonTriangulator::SetVerifier(TriangulationVerifier* v)
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{
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delete _verifier;
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_verifier = v;
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}
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void AbstractPolygonTriangulator::SetPolygon(const std::vector<Base::Vector3f>& raclPoints)
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{
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this->_points = raclPoints;
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if (!this->_points.empty()) {
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if (this->_points.front() == this->_points.back()) {
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this->_points.pop_back();
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}
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}
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}
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std::vector<Base::Vector3f> AbstractPolygonTriangulator::GetPolygon() const
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{
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return _points;
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}
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float AbstractPolygonTriangulator::GetLength() const
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{
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float len = 0.0F;
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if (_points.size() > 2) {
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for (auto it = _points.begin(); it != _points.end(); ++it) {
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std::vector<Base::Vector3f>::const_iterator jt = it + 1;
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if (jt == _points.end()) {
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jt = _points.begin();
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}
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len += Base::Distance(*it, *jt);
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}
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}
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return len;
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}
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std::vector<Base::Vector3f> AbstractPolygonTriangulator::AddedPoints() const
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{
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// Apply the inverse transformation to project back to world coordinates
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std::vector<Base::Vector3f> added;
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added.reserve(_newpoints.size());
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for (auto point : _newpoints) {
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added.push_back(_inverse * point);
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}
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return added;
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}
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Base::Matrix4D AbstractPolygonTriangulator::GetTransformToFitPlane() const
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{
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PlaneFit planeFit;
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for (auto point : _points) {
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planeFit.AddPoint(point);
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}
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if (planeFit.Fit() >= std::numeric_limits<float>::max()) {
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throw Base::RuntimeError("Plane fit failed");
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}
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Base::Vector3f bs = planeFit.GetBase();
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Base::Vector3f ex = planeFit.GetDirU();
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Base::Vector3f ey = planeFit.GetDirV();
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Base::Vector3f ez = planeFit.GetNormal();
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// build the matrix for the inverse transformation
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Base::Matrix4D rInverse;
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rInverse.setToUnity();
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rInverse[0][0] = static_cast<double>(ex.x);
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rInverse[0][1] = static_cast<double>(ey.x);
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rInverse[0][2] = static_cast<double>(ez.x);
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rInverse[0][3] = static_cast<double>(bs.x);
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rInverse[1][0] = static_cast<double>(ex.y);
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rInverse[1][1] = static_cast<double>(ey.y);
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rInverse[1][2] = static_cast<double>(ez.y);
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rInverse[1][3] = static_cast<double>(bs.y);
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rInverse[2][0] = static_cast<double>(ex.z);
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rInverse[2][1] = static_cast<double>(ey.z);
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rInverse[2][2] = static_cast<double>(ez.z);
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rInverse[2][3] = static_cast<double>(bs.z);
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return rInverse;
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}
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std::vector<Base::Vector3f> AbstractPolygonTriangulator::ProjectToFitPlane()
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{
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std::vector<Base::Vector3f> proj = _points;
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_inverse = GetTransformToFitPlane();
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Base::Vector3f bs(static_cast<float>(_inverse[0][3]),
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static_cast<float>(_inverse[1][3]),
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static_cast<float>(_inverse[2][3]));
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Base::Vector3f ex(static_cast<float>(_inverse[0][0]),
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static_cast<float>(_inverse[1][0]),
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static_cast<float>(_inverse[2][0]));
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Base::Vector3f ey(static_cast<float>(_inverse[0][1]),
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static_cast<float>(_inverse[1][1]),
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static_cast<float>(_inverse[2][1]));
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for (auto& jt : proj) {
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jt.TransformToCoordinateSystem(bs, ex, ey);
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}
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return proj;
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}
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void AbstractPolygonTriangulator::PostProcessing(const std::vector<Base::Vector3f>& points)
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{
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// For a good approximation we should have enough points, i.e. for 9 parameters
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// for the fit function we should have at least 50 points.
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unsigned int uMinPts = 50;
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PolynomialFit polyFit;
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Base::Vector3f bs(static_cast<float>(_inverse[0][3]),
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static_cast<float>(_inverse[1][3]),
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static_cast<float>(_inverse[2][3]));
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Base::Vector3f ex(static_cast<float>(_inverse[0][0]),
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static_cast<float>(_inverse[1][0]),
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static_cast<float>(_inverse[2][0]));
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Base::Vector3f ey(static_cast<float>(_inverse[0][1]),
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static_cast<float>(_inverse[1][1]),
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static_cast<float>(_inverse[2][1]));
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for (auto pt : points) {
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pt.TransformToCoordinateSystem(bs, ex, ey);
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polyFit.AddPoint(pt);
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}
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if (polyFit.CountPoints() >= uMinPts && polyFit.Fit() < std::numeric_limits<float>::max()) {
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for (auto& newpoint : _newpoints) {
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newpoint.z = static_cast<float>(polyFit.Value(newpoint.x, newpoint.y));
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}
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}
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}
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MeshGeomFacet AbstractPolygonTriangulator::GetTriangle(const MeshPointArray& points,
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const MeshFacet& facet) const
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{
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MeshGeomFacet triangle;
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triangle._aclPoints[0] = points[facet._aulPoints[0]];
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triangle._aclPoints[1] = points[facet._aulPoints[1]];
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triangle._aclPoints[2] = points[facet._aulPoints[2]];
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return triangle;
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}
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bool AbstractPolygonTriangulator::TriangulatePolygon()
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{
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try {
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if (!this->_indices.empty() && this->_points.size() != this->_indices.size()) {
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Base::Console().log("Triangulation: %d points <> %d indices\n",
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_points.size(),
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_indices.size());
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return false;
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}
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bool ok = Triangulate();
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if (ok) {
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Done();
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}
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return ok;
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}
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catch (const Base::Exception& e) {
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Base::Console().log("Triangulation: %s\n", e.what());
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return false;
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}
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catch (const std::exception& e) {
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Base::Console().log("Triangulation: %s\n", e.what());
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return false;
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}
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catch (...) {
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return false;
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}
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}
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std::vector<PointIndex> AbstractPolygonTriangulator::GetInfo() const
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{
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return _info;
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}
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void AbstractPolygonTriangulator::Discard()
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{
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if (!_discard) {
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_discard = true;
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_info.pop_back();
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}
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}
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void AbstractPolygonTriangulator::Reset()
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{}
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void AbstractPolygonTriangulator::Done()
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{
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_info.push_back(_points.size());
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_discard = false;
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}
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// -------------------------------------------------------------
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EarClippingTriangulator::EarClippingTriangulator() = default;
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bool EarClippingTriangulator::Triangulate()
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{
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_facets.clear();
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_triangles.clear();
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std::vector<Base::Vector3f> pts = ProjectToFitPlane();
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std::vector<PointIndex> result;
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// Invoke the triangulator to triangulate this polygon.
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Triangulate::Process(pts, result);
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// print out the results.
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size_t tcount = result.size() / 3;
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bool ok = tcount + 2 == _points.size();
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if (tcount > _points.size()) {
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return false; // no valid triangulation
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}
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MeshGeomFacet clFacet;
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MeshFacet clTopFacet;
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for (size_t i = 0; i < tcount; i++) {
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if (Triangulate::_invert) {
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clFacet._aclPoints[0] = _points[result[i * 3 + 0]];
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clFacet._aclPoints[2] = _points[result[i * 3 + 1]];
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clFacet._aclPoints[1] = _points[result[i * 3 + 2]];
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clTopFacet._aulPoints[0] = result[i * 3 + 0];
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clTopFacet._aulPoints[2] = result[i * 3 + 1];
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clTopFacet._aulPoints[1] = result[i * 3 + 2];
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}
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else {
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clFacet._aclPoints[0] = _points[result[i * 3 + 0]];
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clFacet._aclPoints[1] = _points[result[i * 3 + 1]];
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clFacet._aclPoints[2] = _points[result[i * 3 + 2]];
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clTopFacet._aulPoints[0] = result[i * 3 + 0];
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clTopFacet._aulPoints[1] = result[i * 3 + 1];
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clTopFacet._aulPoints[2] = result[i * 3 + 2];
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}
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_triangles.push_back(clFacet);
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_facets.push_back(clTopFacet);
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}
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return ok;
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}
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float EarClippingTriangulator::Triangulate::Area(const std::vector<Base::Vector3f>& contour)
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{
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int n = contour.size();
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float A = 0.0F;
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for (int p = n - 1, q = 0; q < n; p = q++) {
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A += contour[p].x * contour[q].y - contour[q].x * contour[p].y;
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}
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return A * 0.5F;
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}
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/*
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InsideTriangle decides if a point P is Inside of the triangle
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defined by A, B, C.
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*/
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bool EarClippingTriangulator::Triangulate::InsideTriangle(float Ax,
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float Ay,
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float Bx,
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float By,
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float Cx,
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float Cy,
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float Px,
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float Py)
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{
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float ax {}, ay {}, bx {}, by {}, cx {}, cy {}, apx {}, apy {}, bpx {}, bpy {}, cpx {}, cpy {};
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float cCROSSap {}, bCROSScp {}, aCROSSbp {};
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ax = Cx - Bx;
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ay = Cy - By;
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bx = Ax - Cx;
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by = Ay - Cy;
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cx = Bx - Ax;
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cy = By - Ay;
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apx = Px - Ax;
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apy = Py - Ay;
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bpx = Px - Bx;
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bpy = Py - By;
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cpx = Px - Cx;
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cpy = Py - Cy;
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aCROSSbp = ax * bpy - ay * bpx;
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cCROSSap = cx * apy - cy * apx;
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bCROSScp = bx * cpy - by * cpx;
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return ((aCROSSbp >= std::numeric_limits<float>::epsilon())
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&& (bCROSScp >= std::numeric_limits<float>::epsilon())
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&& (cCROSSap >= std::numeric_limits<float>::epsilon()));
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}
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bool EarClippingTriangulator::Triangulate::Snip(const std::vector<Base::Vector3f>& contour,
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int u,
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int v,
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int w,
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int n,
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int* V)
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{
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int p {};
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float Ax {}, Ay {}, Bx {}, By {}, Cx {}, Cy {}, Px {}, Py {};
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Ax = contour[V[u]].x;
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Ay = contour[V[u]].y;
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Bx = contour[V[v]].x;
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By = contour[V[v]].y;
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Cx = contour[V[w]].x;
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Cy = contour[V[w]].y;
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constexpr float eps = std::numeric_limits<float>::epsilon();
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if (eps > (((Bx - Ax) * (Cy - Ay)) - ((By - Ay) * (Cx - Ax)))) {
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return false;
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}
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for (p = 0; p < n; p++) {
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if ((p == u) || (p == v) || (p == w)) {
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continue;
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}
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Px = contour[V[p]].x;
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Py = contour[V[p]].y;
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if (InsideTriangle(Ax, Ay, Bx, By, Cx, Cy, Px, Py)) {
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return false;
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}
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}
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return true;
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}
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bool EarClippingTriangulator::Triangulate::_invert = false;
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bool EarClippingTriangulator::Triangulate::Process(const std::vector<Base::Vector3f>& contour,
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std::vector<PointIndex>& result)
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{
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/* allocate and initialize list of Vertices in polygon */
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int n = contour.size();
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if (n < 3) {
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return false;
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}
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int* V = new int[n];
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/* we want a counter-clockwise polygon in V */
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if (0.0F < Area(contour)) {
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for (int v = 0; v < n; v++) {
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V[v] = v;
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}
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_invert = true;
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}
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// for(int v=0; v<n; v++) V[v] = (n-1)-v;
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else {
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for (int v = 0; v < n; v++) {
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V[v] = (n - 1) - v;
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}
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_invert = false;
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}
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int nv = n;
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/* remove nv-2 Vertices, creating 1 triangle every time */
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int count = 2 * nv; /* error detection */
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for (int v = nv - 1; nv > 2;) {
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/* if we loop, it is probably a non-simple polygon */
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if (0 >= (count--)) {
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//** Triangulate: ERROR - probable bad polygon!
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delete[] V;
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return false;
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}
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/* three consecutive vertices in current polygon, <u,v,w> */
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int u = v;
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if (nv <= u) {
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u = 0; /* previous */
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}
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v = u + 1;
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if (nv <= v) {
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v = 0; /* new v */
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}
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int w = v + 1;
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if (nv <= w) {
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w = 0; /* next */
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}
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if (Snip(contour, u, v, w, nv, V)) {
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int a {}, b {}, c {}, s {}, t {};
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/* true names of the vertices */
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a = V[u];
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b = V[v];
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c = V[w];
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/* output Triangle */
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result.push_back(a);
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result.push_back(b);
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result.push_back(c);
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/* remove v from remaining polygon */
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for (s = v, t = v + 1; t < nv; s++, t++) {
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V[s] = V[t];
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}
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nv--;
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/* reset error detection counter */
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count = 2 * nv;
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}
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}
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delete[] V;
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return true;
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}
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// -------------------------------------------------------------
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QuasiDelaunayTriangulator::QuasiDelaunayTriangulator() = default;
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bool QuasiDelaunayTriangulator::Triangulate()
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{
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if (!EarClippingTriangulator::Triangulate()) {
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return false; // no valid triangulation
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}
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// For each internal edge get the adjacent facets. When doing an edge swap we must update
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// this structure.
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std::map<std::pair<PointIndex, PointIndex>, std::vector<FacetIndex>> aEdge2Face;
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for (auto pI = _facets.begin(); pI != _facets.end(); ++pI) {
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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]);
|
|
// ignore borderlines of the polygon
|
|
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) {
|
|
aEdgeList.push_back(pE->first);
|
|
}
|
|
|
|
// to be sure to avoid an endless loop
|
|
size_t uMaxIter = 5 * aEdge2Face.size();
|
|
|
|
// Perform a swap edge where needed
|
|
while (!aEdgeList.empty() && uMaxIter > 0) {
|
|
// get the first edge and remove it from the list
|
|
std::pair<PointIndex, PointIndex> aEdge = aEdgeList.front();
|
|
aEdgeList.pop_front();
|
|
uMaxIter--;
|
|
|
|
// get the adjacent facets to this edge
|
|
pE = aEdge2Face.find(aEdge);
|
|
|
|
// this edge has been removed some iterations before
|
|
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]];
|
|
|
|
unsigned short side2 = rF2.Side(aEdge.first, aEdge.second);
|
|
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();
|
|
|
|
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;
|
|
// 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
|
|
}
|
|
// 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
|
|
}
|
|
|
|
// 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];
|
|
|
|
// adjust the edge list
|
|
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));
|
|
if (it != aEdge2Face.end()) {
|
|
if (it->second[0] == pE->second[1]) {
|
|
it->second[0] = pE->second[0];
|
|
}
|
|
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));
|
|
if (it != aEdge2Face.end()) {
|
|
if (it->second[0] == pE->second[0]) {
|
|
it->second[0] = pE->second[1];
|
|
}
|
|
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]);
|
|
std::pair<PointIndex, PointIndex> aNewEdge = std::make_pair(ulPt0, ulPt1);
|
|
aEdge2Face[aNewEdge] = pE->second;
|
|
aEdge2Face.erase(pE);
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// -------------------------------------------------------------
|
|
|
|
namespace MeshCore
|
|
{
|
|
namespace Triangulation
|
|
{
|
|
struct Vertex2d_Less
|
|
{
|
|
bool operator()(const Base::Vector3f& p, const Base::Vector3f& q) const
|
|
{
|
|
if (std::fabs(p.x - q.x) < MeshDefinitions::_fMinPointDistanceD1) {
|
|
if (std::fabs(p.y - q.y) < MeshDefinitions::_fMinPointDistanceD1) {
|
|
return false;
|
|
}
|
|
|
|
return p.y < q.y;
|
|
}
|
|
|
|
return p.x < q.x;
|
|
}
|
|
};
|
|
struct Vertex2d_EqualTo
|
|
{
|
|
bool operator()(const Base::Vector3f& p, const Base::Vector3f& q) const
|
|
{
|
|
if (std::fabs(p.x - q.x) < MeshDefinitions::_fMinPointDistanceD1
|
|
&& std::fabs(p.y - q.y) < MeshDefinitions::_fMinPointDistanceD1) {
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
};
|
|
} // namespace Triangulation
|
|
} // namespace MeshCore
|
|
|
|
DelaunayTriangulator::DelaunayTriangulator() = default;
|
|
|
|
bool DelaunayTriangulator::Triangulate()
|
|
{
|
|
// before starting the triangulation we must make sure that all polygon
|
|
// points are different
|
|
std::vector<Base::Vector3f> aPoints = _points;
|
|
// 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()) {
|
|
return false;
|
|
}
|
|
|
|
_facets.clear();
|
|
_triangles.clear();
|
|
|
|
std::vector<Wm4::Vector2d> akVertex;
|
|
akVertex.reserve(_points.size());
|
|
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.data(),
|
|
0.001,
|
|
false,
|
|
Wm4::Query::QT_INT64);
|
|
int iTQuantity = del.GetSimplexQuantity();
|
|
auto numFaces = static_cast<std::size_t>(iTQuantity);
|
|
std::vector<int> aiTVertex(3 * numFaces);
|
|
|
|
bool succeeded = false;
|
|
if (numFaces > 0) {
|
|
size_t uiSize = 3 * numFaces * sizeof(int);
|
|
Wm4::System::Memcpy(aiTVertex.data(), 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);
|
|
int iUniqueVQuantity = del.GetUniqueVertexQuantity();
|
|
int iTVerify = 2 * iUniqueVQuantity - 2 - iEQuantity;
|
|
(void)iTVerify; // avoid warning in release build
|
|
succeeded = (iTVerify == iTQuantity);
|
|
int iEVerify = 3 * iUniqueVQuantity - 3 - iEQuantity;
|
|
(void)iEVerify; // avoid warning about unused variable
|
|
delete[] aiIndex;
|
|
}
|
|
|
|
MeshGeomFacet triangle;
|
|
MeshFacet facet;
|
|
for (std::size_t i = 0; i < numFaces; i++) {
|
|
for (std::size_t j = 0; j < 3; j++) {
|
|
auto index = static_cast<size_t>(aiTVertex[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());
|
|
}
|
|
|
|
_triangles.push_back(triangle);
|
|
_facets.push_back(facet);
|
|
}
|
|
|
|
return succeeded;
|
|
}
|
|
|
|
// -------------------------------------------------------------
|
|
|
|
FlatTriangulator::FlatTriangulator() = default;
|
|
|
|
bool FlatTriangulator::Triangulate()
|
|
{
|
|
_newpoints.clear();
|
|
// before starting the triangulation we must make sure that all polygon
|
|
// points are different
|
|
std::vector<Base::Vector3f> aPoints = ProjectToFitPlane();
|
|
std::vector<Base::Vector3f> tmp = aPoints;
|
|
// 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()) {
|
|
return false;
|
|
}
|
|
|
|
_facets.clear();
|
|
_triangles.clear();
|
|
|
|
// Todo: Implement algorithm for constraint delaunay triangulation
|
|
QuasiDelaunayTriangulator tria;
|
|
tria.SetPolygon(this->GetPolygon());
|
|
bool succeeded = tria.TriangulatePolygon();
|
|
this->_facets = tria.GetFacets();
|
|
this->_triangles = tria.GetTriangles();
|
|
|
|
return succeeded;
|
|
}
|
|
|
|
void FlatTriangulator::PostProcessing(const std::vector<Base::Vector3f>&)
|
|
{}
|
|
|
|
// -------------------------------------------------------------
|
|
|
|
ConstraintDelaunayTriangulator::ConstraintDelaunayTriangulator(float area)
|
|
: fMaxArea(area)
|
|
{
|
|
// silent warning: -Wunused-private-field
|
|
(void)fMaxArea;
|
|
}
|
|
|
|
bool ConstraintDelaunayTriangulator::Triangulate()
|
|
{
|
|
_newpoints.clear();
|
|
// before starting the triangulation we must make sure that all polygon
|
|
// points are different
|
|
std::vector<Base::Vector3f> aPoints = ProjectToFitPlane();
|
|
std::vector<Base::Vector3f> tmp = aPoints;
|
|
// 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()) {
|
|
return false;
|
|
}
|
|
|
|
_facets.clear();
|
|
_triangles.clear();
|
|
|
|
// Todo: Implement algorithm for constraint delaunay triangulation
|
|
QuasiDelaunayTriangulator tria;
|
|
tria.SetPolygon(this->GetPolygon());
|
|
bool succeeded = tria.TriangulatePolygon();
|
|
this->_facets = tria.GetFacets();
|
|
this->_triangles = tria.GetTriangles();
|
|
|
|
return succeeded;
|
|
}
|
|
|
|
// -------------------------------------------------------------
|
|
|
|
#if 0
|
|
Triangulator::Triangulator(const MeshKernel& k, bool flat) : _kernel(k)
|
|
{
|
|
}
|
|
|
|
Triangulator::~Triangulator()
|
|
{
|
|
}
|
|
|
|
bool Triangulator::Triangulate()
|
|
{
|
|
return false;
|
|
}
|
|
|
|
MeshGeomFacet Triangulator::GetTriangle(const MeshPointArray&,
|
|
const MeshFacet& facet) const
|
|
{
|
|
return MeshGeomFacet();
|
|
}
|
|
|
|
void Triangulator::PostProcessing(const std::vector<Base::Vector3f>&)
|
|
{
|
|
}
|
|
|
|
void Triangulator::Discard()
|
|
{
|
|
AbstractPolygonTriangulator::Discard();
|
|
}
|
|
|
|
void Triangulator::Reset()
|
|
{
|
|
}
|
|
#endif
|