
git-svn-id: https://free-cad.svn.sourceforge.net/svnroot/free-cad/trunk@5000 e8eeb9e2-ec13-0410-a4a9-efa5cf37419d
202 lines
7.6 KiB
C++
202 lines
7.6 KiB
C++
/***************************************************************************
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* Copyright (c) 2005 Imetric 3D GmbH *
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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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#ifndef MESH_TOOLS_H
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#define MESH_TOOLS_H
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#include <functional>
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#include <Mod/Mesh/App/WildMagic4/Wm4DistVector3Triangle3.h>
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#include <Mod/Mesh/App/WildMagic4/Wm4Sphere3.h>
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#include <Mod/Mesh/App/WildMagic4/Wm4Triangle3.h>
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#include "MeshKernel.h"
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#include "Algorithm.h"
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#include "Iterator.h"
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namespace MeshCore {
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/**
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* The MeshSearchNeighbours class provides methods to get all points
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* in the neighbourhood of a given facet.
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*/
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class MeshSearchNeighbours
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{
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public:
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MeshSearchNeighbours ( const MeshKernel &rclM, float fSampleDistance = 1.0f);
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virtual ~MeshSearchNeighbours () {}
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/** Re-initilaizes internal structures. */
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void Reinit (float fSampleDistance);
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/** Collects all neighbour points from the facet (by index), the result are the points of the facets lying
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* inside a sphere of radius \a fDistance, center \a center of the original facet. This method uses the
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* MARKED flags.
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*/
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unsigned long NeighboursFromFacet (unsigned long ulFacetIdx, float fDistance, unsigned long ulMinPoints, std::vector<Base::Vector3f> &raclResultPoints);
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/** Searches for facets from the start facet, sample the neighbour facets and accumulates the points. */
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unsigned long NeighboursFromSampledFacets (unsigned long ulFacetIdx, float fDistance, std::vector<Base::Vector3f> &raclResultPoints);
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/** Searches for facets from the start facet. */
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unsigned long NeighboursFacetFromFacet (unsigned long ulFacetIdx, float fDistance, std::vector<Base::Vector3f> &raclResultPoints,
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std::vector<unsigned long> &raclResultFacets);
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protected:
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/** Subsamples the mesh. */
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void SampleAllFacets (void);
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inline bool CheckDistToFacet (const MeshFacet &rclF); // check distance to facet, add points inner radius
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bool AccumulateNeighbours (const MeshFacet &rclF, unsigned long ulFIdx); // accumulate the sample neighbours facet
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inline bool InnerPoint (const Base::Vector3f &rclPt) const;
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inline bool TriangleCutsSphere (const MeshFacet &rclF) const;
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bool ExpandRadius (unsigned long ulMinPoints);
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struct CDistRad : public std::binary_function<const Base::Vector3f&, const Base::Vector3f&, bool>
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{
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CDistRad (const Base::Vector3f clCenter) : _clCenter(clCenter) {}
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bool operator()(const Base::Vector3f &rclPt1, const Base::Vector3f &rclPt2) { return Base::DistanceP2(_clCenter, rclPt1) < Base::DistanceP2(_clCenter, rclPt2); }
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Base::Vector3f _clCenter;
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};
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protected:
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const MeshKernel &_rclMesh;
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const MeshFacetArray &_rclFAry;
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const MeshPointArray &_rclPAry;
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MeshRefPointToFacets _clPt2Fa;
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float _fMaxDistanceP2; // square distance
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Base::Vector3f _clCenter; // center points of start facet
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std::set<unsigned long> _aclResult; // result container (point indices)
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std::set<unsigned long> _aclOuter; // next searching points
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std::vector<Base::Vector3f> _aclPointsResult; // result as vertex
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std::vector<std::vector<Base::Vector3f> > _aclSampledFacets; // sample points from each facet
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float _fSampleDistance; // distance between two sampled points
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Wm4::Sphere3<float> _akSphere;
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bool _bTooFewPoints;
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private:
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MeshSearchNeighbours (const MeshSearchNeighbours&);
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void operator = (const MeshSearchNeighbours&);
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};
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inline bool MeshSearchNeighbours::CheckDistToFacet (const MeshFacet &rclF)
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{
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bool bFound = false;
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for (int i = 0; i < 3; i++)
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{
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unsigned long ulPIdx = rclF._aulPoints[i];
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if (_rclPAry[ulPIdx].IsFlag(MeshPoint::MARKED) == false)
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{
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if (Base::DistanceP2(_clCenter, _rclPAry[ulPIdx]) < _fMaxDistanceP2)
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{
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bFound = true;
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{
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_aclResult.insert(ulPIdx);
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_rclPAry[ulPIdx].SetFlag(MeshPoint::MARKED);
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}
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}
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_aclOuter.insert(ulPIdx);
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}
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}
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return bFound;
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}
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inline bool MeshSearchNeighbours::InnerPoint (const Base::Vector3f &rclPt) const
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{
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return Base::DistanceP2(_clCenter, rclPt) < _fMaxDistanceP2;
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}
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inline bool MeshSearchNeighbours::TriangleCutsSphere (const MeshFacet &rclF) const
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{
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Base::Vector3f cP0 = _rclPAry[rclF._aulPoints[0]];
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Base::Vector3f cP1 = _rclPAry[rclF._aulPoints[1]];
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Base::Vector3f cP2 = _rclPAry[rclF._aulPoints[2]];
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Wm4::Vector3<float> akP0(cP0.x, cP0.y, cP0.z);
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Wm4::Vector3<float> akP1(cP1.x, cP1.y, cP1.z);
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Wm4::Vector3<float> akP2(cP2.x, cP2.y, cP2.z);
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Wm4::Triangle3<float> akTri(akP0, akP1, akP2);
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Wm4::DistVector3Triangle3<float> akDistVecTri(_akSphere.Center, akTri);
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float fSqrDist = akDistVecTri.GetSquared();
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float fRSqr = _akSphere.Radius*_akSphere.Radius;
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return fSqrDist < fRSqr;
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}
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class MeshFaceIterator : public std::unary_function<unsigned long, Base::Vector3f>
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{
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public:
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MeshFaceIterator(const MeshKernel& mesh)
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: it(mesh) {}
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Base::Vector3f operator() (unsigned long index)
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{
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it.Set(index);
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return it->GetGravityPoint();
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}
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private:
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MeshFacetIterator it;
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};
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class MeshVertexIterator : public std::unary_function<unsigned long, Base::Vector3f>
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{
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public:
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MeshVertexIterator(const MeshKernel& mesh)
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: it(mesh) {}
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Base::Vector3f operator() (unsigned long index)
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{
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it.Set(index);
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return *it;
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}
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private:
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MeshPointIterator it;
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};
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template <class T>
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class MeshNearestIndexToPlane : public std::unary_function<unsigned long, void>
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{
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public:
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MeshNearestIndexToPlane(const MeshKernel& mesh, const Base::Vector3f& b, const Base::Vector3f& n)
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: nearest_index(ULONG_MAX),nearest_dist(FLOAT_MAX), it(mesh), base(b), normal(n) {}
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void operator() (unsigned long index)
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{
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float dist = (float)fabs(it(index).DistanceToPlane(base, normal));
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if (dist < nearest_dist) {
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nearest_dist = dist;
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nearest_index = index;
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}
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}
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unsigned long nearest_index;
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float nearest_dist;
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private:
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T it;
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Base::Vector3f base, normal;
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};
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} // namespace MeshCore
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#endif // MESH_TOOLS_H
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