+ simplify testing .qm files

+ some triangulation stuff


git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5417 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
This commit is contained in:
wmayer 2012-01-19 15:42:34 +00:00
parent 972e4ad3dd
commit 6b83807dc6
6 changed files with 167 additions and 85 deletions

View File

@ -86,6 +86,26 @@ void Std_TestQM::activated(int iMsg)
} }
} }
//===========================================================================
// Std_TestReloadQM
//===========================================================================
DEF_STD_CMD(Std_TestReloadQM);
Std_TestReloadQM::Std_TestReloadQM()
: Command("Std_TestReloadQM")
{
sGroup = "Standard-Test";
sMenuText = "Reload translation files";
sToolTipText = "Test function to check .qm translation files";
sWhatsThis = sToolTipText;
sStatusTip = sToolTipText;
}
void Std_TestReloadQM::activated(int iMsg)
{
Translator::instance()->activateLanguage(Translator::instance()->activeLanguage().c_str());
}
//=========================================================================== //===========================================================================
// Std_Test1 // Std_Test1
//=========================================================================== //===========================================================================
@ -626,6 +646,7 @@ void CreateTestCommands(void)
CommandManager &rcCmdMgr = Application::Instance->commandManager(); CommandManager &rcCmdMgr = Application::Instance->commandManager();
rcCmdMgr.addCommand(new Std_TestQM()); rcCmdMgr.addCommand(new Std_TestQM());
rcCmdMgr.addCommand(new Std_TestReloadQM());
rcCmdMgr.addCommand(new FCCmdTest1()); rcCmdMgr.addCommand(new FCCmdTest1());
rcCmdMgr.addCommand(new FCCmdTest2()); rcCmdMgr.addCommand(new FCCmdTest2());
rcCmdMgr.addCommand(new FCCmdTest3()); rcCmdMgr.addCommand(new FCCmdTest3());

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@ -626,23 +626,23 @@ bool MeshAlgorithm::FillupHole(const std::vector<unsigned long>& boundary,
unsigned long refPoint0 = *(boundary.begin()); unsigned long refPoint0 = *(boundary.begin());
unsigned long refPoint1 = *(boundary.begin()+1); unsigned long refPoint1 = *(boundary.begin()+1);
if (pP2FStructure) { if (pP2FStructure) {
const std::set<unsigned long>& ring = (*pP2FStructure)[refPoint0]; const std::set<unsigned long>& ring1 = (*pP2FStructure)[refPoint0];
bool found = false; const std::set<unsigned long>& ring2 = (*pP2FStructure)[refPoint1];
for (std::set<unsigned long>::const_iterator it = ring.begin(); it != ring.end() && !found; ++it) { std::vector<unsigned long> f_int;
for (int i=0; i<3; i++) { std::set_intersection(ring1.begin(), ring1.end(), ring2.begin(), ring2.end(),
if (pP2FStructure->getFacet(*it)->_aulPoints[i] == refPoint1) { std::back_insert_iterator<std::vector<unsigned long> >(f_int));
rFace = *pP2FStructure->getFacet(*it); if (f_int.size() != 1)
return false; // error, this must be an open edge!
rFace = _rclMesh._aclFacetArray[f_int.front()];
rTriangle = _rclMesh.GetFacet(rFace); rTriangle = _rclMesh.GetFacet(rFace);
found = true;
break;
} }
} else {
}
} else {
bool ready = false; bool ready = false;
for (MeshFacetArray::_TConstIterator it = _rclMesh._aclFacetArray.begin(); it != _rclMesh._aclFacetArray.end(); ++it) { for (MeshFacetArray::_TConstIterator it = _rclMesh._aclFacetArray.begin(); it != _rclMesh._aclFacetArray.end(); ++it) {
for (int i=0; i<3; i++) { for (int i=0; i<3; i++) {
if ((it->_aulPoints[i] == refPoint0) && (it->_aulPoints[(i+1)%3] == refPoint1)) { if ((it->_aulPoints[i] == refPoint0) && (it->_aulPoints[(i+1)%3] == refPoint1) ||
(it->_aulPoints[i] == refPoint1) && (it->_aulPoints[(i+1)%3] == refPoint0)) {
rFace = *it; rFace = *it;
rTriangle = _rclMesh.GetFacet(*it); rTriangle = _rclMesh.GetFacet(*it);
ready = true; ready = true;
@ -663,7 +663,9 @@ bool MeshAlgorithm::FillupHole(const std::vector<unsigned long>& boundary,
} }
// remove the last added point if it is duplicated // remove the last added point if it is duplicated
std::vector<unsigned long> bounds = boundary;
if (boundary.front() == boundary.back()) { if (boundary.front() == boundary.back()) {
bounds.pop_back();
polygon.pop_back(); polygon.pop_back();
rPoints.pop_back(); rPoints.pop_back();
} }
@ -672,6 +674,7 @@ bool MeshAlgorithm::FillupHole(const std::vector<unsigned long>& boundary,
// Afterwards we can compare the normals of the created triangles with the z-direction of our local coordinate system. // Afterwards we can compare the normals of the created triangles with the z-direction of our local coordinate system.
// If the scalar product is positive it was a hole, otherwise not. // If the scalar product is positive it was a hole, otherwise not.
cTria.SetPolygon(polygon); cTria.SetPolygon(polygon);
cTria.SetIndices(bounds);
std::vector<Base::Vector3f> surf_pts = cTria.GetPolygon(); std::vector<Base::Vector3f> surf_pts = cTria.GetPolygon();
if (pP2FStructure && level > 0) { if (pP2FStructure && level > 0) {
@ -685,7 +688,7 @@ bool MeshAlgorithm::FillupHole(const std::vector<unsigned long>& boundary,
if (cTria.TriangulatePolygon()) { if (cTria.TriangulatePolygon()) {
// if we have enough points then we fit a surface through the points and project // if we have enough points then we fit a surface through the points and project
// the added points onto this surface // the added points onto this surface
cTria.ProjectOntoSurface(surf_pts); cTria.PostProcessing(surf_pts);
// get the facets and add the additional points to the array // get the facets and add the additional points to the array
rFaces.insert(rFaces.end(), cTria.GetFacets().begin(), cTria.GetFacets().end()); rFaces.insert(rFaces.end(), cTria.GetFacets().begin(), cTria.GetFacets().end());
std::vector<Base::Vector3f> newVertices = cTria.AddedPoints(); std::vector<Base::Vector3f> newVertices = cTria.AddedPoints();
@ -693,7 +696,7 @@ bool MeshAlgorithm::FillupHole(const std::vector<unsigned long>& boundary,
rPoints.push_back((*pt)); rPoints.push_back((*pt));
} }
// Unfortunately, the CDT algorithm does not care about the orientation of the polygon so we cannot rely on the normal // Unfortunately, some algorithms do not care about the orientation of the polygon so we cannot rely on the normal
// criterion to decide whether it's a hole or not. // criterion to decide whether it's a hole or not.
// //
std::vector<MeshFacet> faces = cTria.GetFacets(); std::vector<MeshFacet> faces = cTria.GetFacets();
@ -701,10 +704,12 @@ bool MeshAlgorithm::FillupHole(const std::vector<unsigned long>& boundary,
// Special case handling for a hole with three edges: the resulting facet might be coincident with the // Special case handling for a hole with three edges: the resulting facet might be coincident with the
// reference facet // reference facet
if (faces.size()==1){ if (faces.size()==1){
MeshFacet first; MeshFacet first = faces.front();
first._aulPoints[0] = boundary[faces.front()._aulPoints[0]]; if (cTria.NeedsReindexing()) {
first._aulPoints[1] = boundary[faces.front()._aulPoints[1]]; first._aulPoints[0] = boundary[first._aulPoints[0]];
first._aulPoints[2] = boundary[faces.front()._aulPoints[2]]; first._aulPoints[1] = boundary[first._aulPoints[1]];
first._aulPoints[2] = boundary[first._aulPoints[2]];
}
if (first.IsEqual(rFace)) { if (first.IsEqual(rFace)) {
rFaces.clear(); rFaces.clear();
rPoints.clear(); rPoints.clear();
@ -717,9 +722,14 @@ bool MeshAlgorithm::FillupHole(const std::vector<unsigned long>& boundary,
MeshFacet facet; MeshFacet facet;
unsigned short ref_side = rFace.Side(refPoint0, refPoint1); unsigned short ref_side = rFace.Side(refPoint0, refPoint1);
unsigned short tri_side = USHRT_MAX; unsigned short tri_side = USHRT_MAX;
if (cTria.NeedsReindexing()) {
// the referenced indices of the polyline
refPoint0 = 0;
refPoint1 = 1;
}
if (ref_side < USHRT_MAX) { if (ref_side < USHRT_MAX) {
for (std::vector<MeshFacet>::iterator it = faces.begin(); it != faces.end(); ++it) { for (std::vector<MeshFacet>::iterator it = faces.begin(); it != faces.end(); ++it) {
tri_side = it->Side(0, 1); tri_side = it->Side(refPoint0, refPoint1);
if (tri_side < USHRT_MAX) { if (tri_side < USHRT_MAX) {
facet = *it; facet = *it;
break; break;
@ -737,10 +747,9 @@ bool MeshAlgorithm::FillupHole(const std::vector<unsigned long>& boundary,
return false; return false;
} }
#if 1
MeshGeomFacet triangle; MeshGeomFacet triangle;
triangle._aclPoints[0] = rPoints[facet._aulPoints[0]]; triangle = cTria.GetTriangle(rPoints, facet);
triangle._aclPoints[1] = rPoints[facet._aulPoints[1]];
triangle._aclPoints[2] = rPoints[facet._aulPoints[2]];
// Now we have two adjacent triangles which we check for overlaps. // Now we have two adjacent triangles which we check for overlaps.
// Therefore we build a separation plane that must separate the two diametrically opposed points. // Therefore we build a separation plane that must separate the two diametrically opposed points.
@ -763,6 +772,7 @@ bool MeshAlgorithm::FillupHole(const std::vector<unsigned long>& boundary,
for (MeshFacetArray::_TIterator it = rFaces.begin(); it != rFaces.end(); ++it) for (MeshFacetArray::_TIterator it = rFaces.begin(); it != rFaces.end(); ++it)
it->FlipNormal(); it->FlipNormal();
} }
#endif
return true; return true;
} }
@ -1764,6 +1774,7 @@ void MeshRefPointToFacets::SearchNeighbours(MeshFacetArray::_TConstIterator f_it
rclNb.push_back(f_it); rclNb.push_back(f_it);
f_it->SetFlag(MeshFacet::VISIT); f_it->SetFlag(MeshFacet::VISIT);
MeshPointArray::_TConstIterator p_beg = _rclMesh.GetPoints().begin();
MeshFacetArray::_TConstIterator f_beg = _rclMesh.GetFacets().begin(); MeshFacetArray::_TConstIterator f_beg = _rclMesh.GetFacets().begin();
for (int i = 0; i < 3; i++) { for (int i = 0; i < 3; i++) {

View File

@ -1237,55 +1237,20 @@ void MeshTopoAlgorithm::FillupHoles(unsigned long length, int level,
std::list<std::vector<unsigned long> >& aFailed) std::list<std::vector<unsigned long> >& aFailed)
{ {
// get the mesh boundaries as an array of point indices // get the mesh boundaries as an array of point indices
std::list<std::vector<unsigned long> > aBorders; std::list<std::vector<unsigned long> > aBorders, aFillBorders;
MeshAlgorithm cAlgo(_rclMesh); MeshAlgorithm cAlgo(_rclMesh);
cAlgo.GetMeshBorders(aBorders); cAlgo.GetMeshBorders(aBorders);
// split boundary loops if needed // split boundary loops if needed
cAlgo.SplitBoundaryLoops(aBorders); cAlgo.SplitBoundaryLoops(aBorders);
// get the facets to a point
MeshRefPointToFacets cPt2Fac(_rclMesh);
MeshFacetArray newFacets;
MeshPointArray newPoints;
unsigned long numberOfOldPoints = _rclMesh._aclPointArray.size();
for (std::list<std::vector<unsigned long> >::iterator it = aBorders.begin(); it != aBorders.end(); ++it) { for (std::list<std::vector<unsigned long> >::iterator it = aBorders.begin(); it != aBorders.end(); ++it) {
if ( it->size()-1 > length ) if (it->size()-1 <= length) // ignore boundary with too many edges
continue; // boundary with too many edges aFillBorders.push_back(*it);
MeshFacetArray cFacets;
MeshPointArray cPoints;
if (cAlgo.FillupHole(*it, cTria, cFacets, cPoints, level, &cPt2Fac)) {
if (it->front() == it->back())
it->pop_back();
// the triangulation may produce additional points which we must take into account when appending to the mesh
unsigned long countBoundaryPoints = it->size();
unsigned long countDifference = cPoints.size() - countBoundaryPoints;
if (countDifference > 0) {
MeshPointArray::_TIterator pt = cPoints.begin() + countBoundaryPoints;
for (unsigned long i=0; i<countDifference; i++, pt++) {
it->push_back(numberOfOldPoints++);
newPoints.push_back(*pt);
}
}
for (MeshFacetArray::_TIterator kt = cFacets.begin(); kt != cFacets.end(); ++kt ) {
kt->_aulPoints[0] = (*it)[kt->_aulPoints[0]];
kt->_aulPoints[1] = (*it)[kt->_aulPoints[1]];
kt->_aulPoints[2] = (*it)[kt->_aulPoints[2]];
newFacets.push_back(*kt);
}
}
else {
aFailed.push_back(*it);
}
} }
// insert new points and faces into the mesh structure if (!aFillBorders.empty())
_rclMesh._aclPointArray.insert(_rclMesh._aclPointArray.end(), newPoints.begin(), newPoints.end()); FillupHoles(level, cTria, aFillBorders, aFailed);
for (MeshPointArray::_TIterator it = newPoints.begin(); it != newPoints.end(); ++it)
_rclMesh._clBoundBox &= *it;
if (!newFacets.empty())
_rclMesh.AddFacets(newFacets);
} }
void MeshTopoAlgorithm::FillupHoles(int level, AbstractPolygonTriangulator& cTria, void MeshTopoAlgorithm::FillupHoles(int level, AbstractPolygonTriangulator& cTria,
@ -1307,15 +1272,16 @@ void MeshTopoAlgorithm::FillupHoles(int level, AbstractPolygonTriangulator& cTri
if (bound.front() == bound.back()) if (bound.front() == bound.back())
bound.pop_back(); bound.pop_back();
// the triangulation may produce additional points which we must take into account when appending to the mesh // the triangulation may produce additional points which we must take into account when appending to the mesh
if (cPoints.size() > bound.size()) {
unsigned long countBoundaryPoints = bound.size(); unsigned long countBoundaryPoints = bound.size();
unsigned long countDifference = cPoints.size() - countBoundaryPoints; unsigned long countDifference = cPoints.size() - countBoundaryPoints;
if (countDifference > 0) {
MeshPointArray::_TIterator pt = cPoints.begin() + countBoundaryPoints; MeshPointArray::_TIterator pt = cPoints.begin() + countBoundaryPoints;
for (unsigned long i=0; i<countDifference; i++, pt++) { for (unsigned long i=0; i<countDifference; i++, pt++) {
bound.push_back(numberOfOldPoints++); bound.push_back(numberOfOldPoints++);
newPoints.push_back(*pt); newPoints.push_back(*pt);
} }
} }
if (cTria.NeedsReindexing()) {
for (MeshFacetArray::_TIterator kt = cFacets.begin(); kt != cFacets.end(); ++kt ) { for (MeshFacetArray::_TIterator kt = cFacets.begin(); kt != cFacets.end(); ++kt ) {
kt->_aulPoints[0] = bound[kt->_aulPoints[0]]; kt->_aulPoints[0] = bound[kt->_aulPoints[0]];
kt->_aulPoints[1] = bound[kt->_aulPoints[1]]; kt->_aulPoints[1] = bound[kt->_aulPoints[1]];
@ -1323,6 +1289,12 @@ void MeshTopoAlgorithm::FillupHoles(int level, AbstractPolygonTriangulator& cTri
newFacets.push_back(*kt); newFacets.push_back(*kt);
} }
} }
else {
for (MeshFacetArray::_TIterator kt = cFacets.begin(); kt != cFacets.end(); ++kt ) {
newFacets.push_back(*kt);
}
}
}
else { else {
aFailed.push_back(*it); aFailed.push_back(*it);
} }
@ -1332,8 +1304,24 @@ void MeshTopoAlgorithm::FillupHoles(int level, AbstractPolygonTriangulator& cTri
_rclMesh._aclPointArray.insert(_rclMesh._aclPointArray.end(), newPoints.begin(), newPoints.end()); _rclMesh._aclPointArray.insert(_rclMesh._aclPointArray.end(), newPoints.begin(), newPoints.end());
for (MeshPointArray::_TIterator it = newPoints.begin(); it != newPoints.end(); ++it) for (MeshPointArray::_TIterator it = newPoints.begin(); it != newPoints.end(); ++it)
_rclMesh._clBoundBox &= *it; _rclMesh._clBoundBox &= *it;
if (!newFacets.empty()) if (!newFacets.empty()) {
_rclMesh.AddFacets(newFacets); // Do some checks for invalid point indices
MeshFacetArray addFacets;
addFacets.reserve(newFacets.size());
unsigned long ctPoints = _rclMesh.CountPoints();
for (MeshFacetArray::_TIterator it = newFacets.begin(); it != newFacets.end(); ++it) {
if (it->_aulPoints[0] >= ctPoints ||
it->_aulPoints[1] >= ctPoints ||
it->_aulPoints[2] >= ctPoints) {
Base::Console().Log("Ignore invalid face <%d, %d, %d> (%d vertices)\n",
it->_aulPoints[0], it->_aulPoints[1], it->_aulPoints[2], ctPoints);
}
else {
addFacets.push_back(*it);
}
}
_rclMesh.AddFacets(addFacets);
}
} }
void MeshTopoAlgorithm::FindHoles(unsigned long length, void MeshTopoAlgorithm::FindHoles(unsigned long length,

View File

@ -30,6 +30,7 @@
#include <Base/Exception.h> #include <Base/Exception.h>
#include "Triangulation.h" #include "Triangulation.h"
#include "Approximation.h" #include "Approximation.h"
#include "Algorithm.h"
#include "MeshKernel.h" #include "MeshKernel.h"
#include <Mod/Mesh/App/WildMagic4/Wm4Delaunay2.h> #include <Mod/Mesh/App/WildMagic4/Wm4Delaunay2.h>
@ -121,7 +122,7 @@ std::vector<Base::Vector3f> AbstractPolygonTriangulator::ProjectToFitPlane()
return proj; return proj;
} }
void AbstractPolygonTriangulator::ProjectOntoSurface(const std::vector<Base::Vector3f>& points) void AbstractPolygonTriangulator::PostProcessing(const std::vector<Base::Vector3f>& points)
{ {
// For a good approximation we should have enough points, i.e. for 9 parameters // For a good approximation we should have enough points, i.e. for 9 parameters
// for the fit function we should have at least 50 points. // for the fit function we should have at least 50 points.
@ -144,9 +145,23 @@ void AbstractPolygonTriangulator::ProjectOntoSurface(const std::vector<Base::Vec
} }
} }
MeshGeomFacet AbstractPolygonTriangulator::GetTriangle(const MeshPointArray& points,
const MeshFacet& facet) const
{
MeshGeomFacet triangle;
triangle._aclPoints[0] = points[facet._aulPoints[0]];
triangle._aclPoints[1] = points[facet._aulPoints[1]];
triangle._aclPoints[2] = points[facet._aulPoints[2]];
return triangle;
}
bool AbstractPolygonTriangulator::TriangulatePolygon() bool AbstractPolygonTriangulator::TriangulatePolygon()
{ {
try { try {
if (this->_points.size() != this->_indices.size()) {
Base::Console().Log("Triangulation: %d points <> %d indices\n", _points.size(), _indices.size());
return false;
}
bool ok = Triangulate(); bool ok = Triangulate();
if (ok) Done(); if (ok) Done();
return ok; return ok;
@ -177,6 +192,10 @@ void AbstractPolygonTriangulator::Discard()
} }
} }
void AbstractPolygonTriangulator::Reset()
{
}
void AbstractPolygonTriangulator::Done() void AbstractPolygonTriangulator::Done()
{ {
_info.push_back(_points.size()); _info.push_back(_points.size());
@ -625,7 +644,7 @@ bool FlatTriangulator::Triangulate()
return succeeded; return succeeded;
} }
void FlatTriangulator::ProjectOntoSurface(const std::vector<Base::Vector3f>&) void FlatTriangulator::PostProcessing(const std::vector<Base::Vector3f>&)
{ {
} }
@ -669,7 +688,8 @@ bool ConstraintDelaunayTriangulator::Triangulate()
// ------------------------------------------------------------- // -------------------------------------------------------------
Triangulator::Triangulator(const MeshKernel& k) : _kernel(k) #if 0
Triangulator::Triangulator(const MeshKernel& k, bool flat) : _kernel(k)
{ {
} }
@ -681,3 +701,23 @@ bool Triangulator::Triangulate()
{ {
return false; 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

View File

@ -39,6 +39,15 @@ public:
/** Sets the polygon to be triangulated. */ /** Sets the polygon to be triangulated. */
void SetPolygon(const std::vector<Base::Vector3f>& raclPoints); void SetPolygon(const std::vector<Base::Vector3f>& raclPoints);
void SetIndices(const std::vector<unsigned long>& d) {_indices = d;}
/** Usually the created faces use the indices of the polygon points
* from [0, n]. If the faces should be appended to an existing mesh
* they may need to be reindexed from the calling instance.
* However, there may other algorithms that directly use the indices
* of the mesh and thus do not need to be touched afterwards. In this
* case the method should be reimplemented to return false.
*/
virtual bool NeedsReindexing() const { return true; }
/** Get the polygon points to be triangulated. The points may be /** Get the polygon points to be triangulated. The points may be
* projected onto its average plane. * projected onto its average plane.
*/ */
@ -46,7 +55,7 @@ public:
/** The triangulation algorithm may create new points when /** The triangulation algorithm may create new points when
* calling Triangulate(). This method returns these added * calling Triangulate(). This method returns these added
* points. * points.
* @note: Make sure to have called ProjectOntoSurface() before using * @note: Make sure to have called PostProcessing() before using
* this method if you want the surface points the new points are lying on. * this method if you want the surface points the new points are lying on.
*/ */
std::vector<Base::Vector3f> AddedPoints() const; std::vector<Base::Vector3f> AddedPoints() const;
@ -65,11 +74,13 @@ public:
/** If points were added then we get the 3D points by projecting the added /** If points were added then we get the 3D points by projecting the added
* 2D points onto a surface which fits into the given points. * 2D points onto a surface which fits into the given points.
*/ */
virtual void ProjectOntoSurface(const std::vector<Base::Vector3f>&); virtual void PostProcessing(const std::vector<Base::Vector3f>&);
/** Returns the geometric triangles of the polygon. */ /** Returns the geometric triangles of the polygon. */
const std::vector<MeshGeomFacet>& GetTriangles() const { return _triangles;} const std::vector<MeshGeomFacet>& GetTriangles() const { return _triangles;}
/** Returns the topologic facets of the polygon. */ /** Returns the topologic facets of the polygon. */
const std::vector<MeshFacet>& GetFacets() const { return _facets;} const std::vector<MeshFacet>& GetFacets() const { return _facets;}
/** Returns the the triangle to a given topologic facet. */
virtual MeshGeomFacet GetTriangle(const MeshPointArray&, const MeshFacet&) const;
/** Returns the length of the polygon */ /** Returns the length of the polygon */
float GetLength() const; float GetLength() const;
/** Get information about the pol<gons that were processed. /** Get information about the pol<gons that were processed.
@ -77,7 +88,9 @@ public:
* polygon. * polygon.
*/ */
std::vector<unsigned long> GetInfo() const; std::vector<unsigned long> GetInfo() const;
void Discard(); virtual void Discard();
/** Resets some internals. The default implementation does nothing.*/
virtual void Reset();
protected: protected:
/** Computes the triangulation of a polygon. The resulting facets can /** Computes the triangulation of a polygon. The resulting facets can
@ -89,6 +102,7 @@ protected:
protected: protected:
bool _discard; bool _discard;
Base::Matrix4D _inverse; Base::Matrix4D _inverse;
std::vector<unsigned long> _indices;
std::vector<Base::Vector3f> _points; std::vector<Base::Vector3f> _points;
std::vector<Base::Vector3f> _newpoints; std::vector<Base::Vector3f> _newpoints;
std::vector<MeshGeomFacet> _triangles; std::vector<MeshGeomFacet> _triangles;
@ -168,7 +182,7 @@ public:
FlatTriangulator(); FlatTriangulator();
~FlatTriangulator(); ~FlatTriangulator();
void ProjectOntoSurface(const std::vector<Base::Vector3f>&); void PostProcessing(const std::vector<Base::Vector3f>&);
protected: protected:
bool Triangulate(); bool Triangulate();
@ -187,17 +201,25 @@ private:
float fMaxArea; float fMaxArea;
}; };
#if 0
class MeshExport Triangulator : public AbstractPolygonTriangulator class MeshExport Triangulator : public AbstractPolygonTriangulator
{ {
public: public:
Triangulator(const MeshKernel&); Triangulator(const MeshKernel&, bool flat);
~Triangulator(); ~Triangulator();
void Discard();
void Reset();
bool NeedsReindexing() const { return false; }
MeshGeomFacet GetTriangle(const MeshPointArray&, const MeshFacet&) const;
void PostProcessing(const std::vector<Base::Vector3f>&);
protected: protected:
bool Triangulate(); bool Triangulate();
const MeshKernel& _kernel; const MeshKernel& _kernel;
}; };
#endif
} // namespace MeshCore } // namespace MeshCore

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@ -63,7 +63,7 @@ class TestWorkbench ( Workbench ):
self.appendToolbar("TestTools",list) self.appendToolbar("TestTools",list)
menu = ["Test &Commands","TestToolsGui"] menu = ["Test &Commands","TestToolsGui"]
list = ["Std_TestQM","Test_Test","Test_TestAll","Test_TestDoc","Test_TestBase"] list = ["Std_TestQM","Std_TestReloadQM","Test_Test","Test_TestAll","Test_TestDoc","Test_TestBase"]
self.appendCommandbar("TestToolsGui",list) self.appendCommandbar("TestToolsGui",list)
self.appendMenu(menu,list) self.appendMenu(menu,list)