//---------------------------------------------------------------------------- // EgalTech 2019-2019 //---------------------------------------------------------------------------- // File : SurfTriMeshBooleans.cpp Data : 27.05.19 Versione : 2.1e5 // Contenuto : Implementazione delle funzioni booleane per SurfFTrimesh. // // // // Modifiche : 10.05.19 LM Creazione modulo. // // //---------------------------------------------------------------------------- #include "stdafx.h" #include "SurfTriMesh.h" #include "CurveLine.h" #include "CurveComposite.h" #include "SurfFlatRegion.h" #include "DistPointLine.h" #include "Triangulate.h" #include "GeoConst.h" #include "/EgtDev/Include/EgkCurve.h" #include "/EgtDev/Include/EgkDistPointCurve.h" #include "/EgtDev/Include/EgkDistPointTria.h" #include "/EgtDev/Include/EgkIntersLineTria.h" #include "/EgtDev/Include/EgkIntersTriaTria.h" #include "/EgtDev/Include/EGkChainCurves.h" #include "/EgtDev/Include/EGkGeoCollection.h" #include "/EgtDev/Include/EGkPolygon3d.h" #include #include using namespace std ; //---------------------------------------------------------------------------- int IntersRectangleTriangle( const Point3d& ptP, const Vector3d& vtL1, const Vector3d& vtL2, const Triangle3d& trTria, Point3d& ptStSeg, Point3d& ptEnSeg) { // Definisco i due triangoli formanti il rettangolo Triangle3d trTriaA ; trTriaA.Set( ptP, ptP + vtL1, ptP + vtL2) ; if ( ! trTriaA.Validate()) return -1 ; Triangle3d trTriaB ; trTriaB.Set( ptP + vtL1, ptP + vtL1 + vtL2, ptP + vtL2) ; if ( ! trTriaB.Validate()) return -1 ; // Interseco il triangolo con il primo dei due triangoli del rettangolo int nIntA = 0 ; Point3d ptIntA1, ptIntA2 ; TRIA3DVECTOR vTriaA ; int nIntTypeA = IntersTriaTria( trTria, trTriaA, ptIntA1, ptIntA2, vTriaA) ; if ( nFromSpecialToNormal[nIntTypeA] == ITTT_PNT || nFromSpecialToNormal[nIntTypeA] == ITTT_VERT) nIntA = 1 ; else if ( nFromSpecialToNormal[nIntTypeA] == ITTT_YES || nFromSpecialToNormal[nIntTypeA] == ITTT_EDGE) { nIntA = 2 ; } // Interseco il triangolo con il secondo dei due triangoli del rettangolo int nIntB = 0 ; Point3d ptIntB1, ptIntB2 ; TRIA3DVECTOR vTriaB ; int nIntTypeB = IntersTriaTria( trTria, trTriaB, ptIntB1, ptIntB2, vTriaB) ; if ( nFromSpecialToNormal[nIntTypeB] == ITTT_PNT || nFromSpecialToNormal[nIntTypeB] == ITTT_VERT) nIntB = 1 ; else if ( nFromSpecialToNormal[nIntTypeB] == ITTT_YES || nFromSpecialToNormal[nIntTypeB] == ITTT_EDGE) { nIntB = 2 ; } // Unisco le due intersezioni int nIntTot = nIntA + nIntB ; if ( nIntTot == 4) { if ( AreSamePointApprox( ptIntA2, ptIntB1)) { ptStSeg = ptIntA1 ; ptEnSeg = ptIntB2 ; } else { ptStSeg = ptIntB1 ; ptEnSeg = ptIntA2 ; } return 2 ; } else if ( nIntTot == 3) { if ( nIntA == 2) { ptStSeg = ptIntA1 ; ptEnSeg = ptIntA2 ; } else { ptStSeg = ptIntB1 ; ptEnSeg = ptIntB2 ; } return 2 ; } else if ( nIntTot == 2) { if ( nIntA == 2) { ptStSeg = ptIntA1 ; ptEnSeg = ptIntA2 ; } else if ( nIntA == 1) { ptStSeg = ptIntA1 ; ptEnSeg = ptIntB1 ; } else { ptStSeg = ptIntB1 ; ptEnSeg = ptIntB2 ; } return 2 ; } else if ( nIntTot == 1) { if ( nIntA == 1) ptStSeg = ptIntA1 ; else ptStSeg = ptIntB1 ; return 1 ; } else return 0 ; } //---------------------------------------------------------------------------- bool ChangeStart( const Point3d& ptNewStart, PNTVECTOR& Loop) { // Cerco se esiste un tratto del loop chiuso su cui giace il punto int nSeg = - 1 ; for ( int nPt = 0 ; nPt < int( Loop.size()) && nSeg == - 1 ; ++ nPt) { // Estremi del segmento corrente del loop Point3d ptSegSt = Loop[nPt] ; Point3d ptSegEn = Loop[( nPt + 1) % int( Loop.size())] ; // Vedo se il punto giace sul segmento del loop DistPointLine dDistCalc( ptNewStart, ptSegSt, ptSegEn) ; double dSqDist ; dDistCalc.GetSqDist( dSqDist) ; if ( dSqDist < SQ_EPS_SMALL) { nSeg = nPt ; } } // Se il punto non sta sul loop, errore if ( nSeg == - 1) return false ; // Verifico che il punto stia su un vertice, in tal caso non devo fare nulla bool bOnStart = AreSamePointApprox( Loop[nSeg], ptNewStart) ; bool bOnEnd = AreSamePointApprox( Loop[( nSeg + 1) % int( Loop.size())], ptNewStart) ; if ( bOnStart || bOnEnd) { if ( bOnEnd) { ++ nSeg ; if ( nSeg % int( Loop.size()) == 0) return true ; } PNTVECTOR vTempVec ; for ( int nPt = 0 ; nPt < nSeg ; ++ nPt) vTempVec.emplace_back( Loop[nPt]) ; int nSize = int( Loop.size()) ; for ( int nPt = 0 ; nPt < nSize - nSeg ; ++ nPt) { Loop[nPt] = Loop[nPt + nSeg] ; } for ( int nPt = 0 ; nPt < int( vTempVec.size()) ; ++ nPt) { Loop[nPt + nSize - nSeg] = vTempVec[nPt] ; } return true ; } // Ridimensiono il loop Loop.resize( Loop.size() + 1) ; // Copio i primi punti PNTVECTOR LoopTemp ; for ( int nPt = 0 ; nPt <= nSeg ; ++ nPt) LoopTemp.emplace_back( Loop[nPt]) ; // Aggiungo il nuovo punto all'inizio Loop[0] = ptNewStart ; // Sposto gli ultimi in testa int nLastPointNum = int( Loop.size()) - 1 - nSeg ; for ( int nPt = 1 ; nPt <= nLastPointNum ; ++ nPt) { Loop[nPt] = Loop[nPt + nSeg] ; } // Porto i primi in fondo for ( int nPt = 0 ; nPt < int( LoopTemp.size()) ; ++ nPt) { Loop[nPt + nLastPointNum] = LoopTemp[nPt] ; } return true ; } //---------------------------------------------------------------------------- bool SplitAtPoint( const Point3d& ptStop, const PNTVECTOR& Loop, PNTVECTOR& Loop1, PNTVECTOR& Loop2) { // Cerco se esiste un tratto del loop chiuso su cui giace il punto int nSeg = - 1 ; for ( int nPt = 0 ; nPt < int( Loop.size()) && nSeg == - 1 ; ++ nPt) { // Estremi del segmento corrente del loop Point3d ptSegSt = Loop[nPt] ; Point3d ptSegEn = Loop[( nPt + 1) % int( Loop.size())] ; // Vedo se il punto giace sul segmento del loop DistPointLine dDistCalc( ptStop, ptSegSt, ptSegEn) ; double dSqDist ; dDistCalc.GetSqDist( dSqDist) ; if ( dSqDist < SQ_EPS_SMALL) { nSeg = nPt ; } } // Se il punto non sta sul loop, errore if ( nSeg == - 1) return false ; // Verifico che il punto stia su un vertice, in tal caso non devo aggiungerlo bool bFirst = AreSamePointApprox( Loop[nSeg], ptStop) ; bool bLast = AreSamePointApprox( Loop[( nSeg + 1) % int( Loop.size())], ptStop) ; // Se il punto è sul vertice finale del segmento, aggiungo il vertice alla lista da inglobare al primo loop if ( bLast) ++ nSeg ; // Inglobo fino a nSeg nel primo loop for ( int nPt = 0 ; nPt <= nSeg ; ++ nPt) Loop1.emplace_back( Loop[nPt]) ; // Se il punto è interno al segmento, lo inglobo in entrambi i loop if ( ! ( bFirst || bLast)) { Loop1.emplace_back( ptStop) ; Loop2.emplace_back( ptStop) ; } else { Loop2.emplace_back( Loop[nSeg]) ; } // Inglobo gli ultimi vertici in Loop2 for ( int nPt = nSeg + 1 ; nPt < int( Loop.size()) ; ++ nPt) Loop2.emplace_back( Loop[nPt]) ; Loop2.emplace_back( Loop[0]) ; return true ; } //---------------------------------------------------------------------------- bool AddChainToChain( const Chain& ChainToAdd, PNTVECTOR& OrigChain) { // Se la catena da aggiungere è vuota, non devo fare alcunchè if ( ChainToAdd.size() == 0) return true ; // Se la catena originale è vuota, non è possibile aggiungere nulla if ( OrigChain.size() == 0) return false ; // Se la catena originale è chiusa non posso aggiungere nulla int nLastOrig = max( int( OrigChain.size()) - 1, 0) ; if ( AreSamePointApprox( OrigChain[0], OrigChain[nLastOrig])) return false ; int nLastToAdd = max( int( ChainToAdd.size()) - 1, 0) ; if ( AreSamePointApprox( OrigChain[nLastOrig], ChainToAdd[0].ptSt)) { for ( int nPt = 1 ; nPt <= nLastToAdd ; ++ nPt) { if ( nPt == nLastToAdd) { if ( ! AreSamePointApprox(OrigChain[0], ChainToAdd[nPt].ptSt)) OrigChain.emplace_back( ChainToAdd[nPt].ptSt) ; } else if ( nPt == 1) { if ( ! AreSamePointApprox( OrigChain[nLastOrig], ChainToAdd[nPt].ptSt)) OrigChain.emplace_back( ChainToAdd[nPt].ptSt) ; } else OrigChain.emplace_back( ChainToAdd[nPt].ptSt) ; } return true ; } /*else if ( AreSamePointApprox( OrigChain[0], ChainToAdd[nLastToAdd].ptEn)) { int nOldDim = OrigChain.size() ; int nNewDim = nOldDim + ChainToAdd.size() + 1 ; OrigChain.resize( nNewDim) ; int nShift = std::max( nNewDim - nOldDim, 0) ; for ( int nPt = nOldDim - 1 ; nPt >= 0 ; -- nPt) { OrigChain[nPt + nShift] = OrigChain[nPt] ; } for ( int nPt = 0 ; nPt < int( ChainToAdd.size()) ; ++ nPt) { OrigChain[nPt] = ChainToAdd[nPt].ptSt ; } OrigChain[int( ChainToAdd.size())] = ChainToAdd[int(ChainToAdd.size()) - 1].ptEn ; return true ; }*/ else return false ; } //---------------------------------------------------------------------------- bool SurfTriMesh::GeneralizedCut( const ICurve& cvCurve, bool bSaveOnEq) { // La superficie deve essere valida if ( m_nStatus != OK) return false ; // La curva deve essere valida e chiusa, il vettore estrusione deve essere non nullo Vector3d vtExtr ; if ( ! cvCurve.GetExtrusion( vtExtr) || vtExtr.IsSmall() || ! cvCurve.IsClosed()) return false ; // Approssimo la curva con segmenti CurveComposite cvCompo ; PolyLine PL ; if ( ! cvCurve.ApproxWithLines( LIN_TOL_FINE, ANG_TOL_STD_DEG, ICurve::APL_STD, PL) || ! cvCompo.FromPolyLine( PL)) return false ; // Appiattisco la polilinea nel piano perpendicolare all'estrusione Frame3d frCurve ; Point3d ptStart ; cvCompo.GetStartPoint( ptStart) ; frCurve.Set( ptStart, vtExtr) ; cvCompo.ToLoc( frCurve) ; if ( ! cvCompo.Scale( GLOB_FRM, 1, 1, 0)) return false ; double dArea ; cvCompo.GetAreaXY( dArea) ; BBox3d b3Crv ; cvCompo.GetLocalBBox( b3Crv) ; cvCompo.ToGlob( frCurve) ; // Assegno il senso di rotazione della curva (visto dalla punta del vettore estrusione) bool bCCW = ( dArea > 0) ; // Recupero Bounding-box della trimesh BBox3d b3SurfBox ; GetLocalBBox( b3SurfBox) ; // Trovo minima e massima distanza dei vertici del bounding-box della TriMesh dal piano della curva b3SurfBox.ToLoc( frCurve) ; Point3d ptMin, ptMax ; b3SurfBox.GetMinMax( ptMin, ptMax) ; Vector3d vtMax = ( ptMax.z + 10) * vtExtr ; Vector3d vtMin = ( ptMin.z - 10) * vtExtr ; // Ciclo sui triangoli bool bModif = false ; int nNumTria = GetTriangleSize() ; for ( int nT = 0 ; nT < nNumTria ; ++ nT) { // Recupero il triangolo Triangle3d trTria ; if ( ! GetTriangle( nT, trTria)) continue ; // Box del triangolo nel riferimento locale della curva BBox3d b3Tria ; trTria.GetLocalBBox( b3Tria) ; b3Tria.ToLoc( frCurve) ; // Se il box del triangolo non interseca quello locale della curva if ( ! b3Crv.OverlapsXY( b3Tria)) { // Se la parte da conservare è quella all'interno della curva, elimino il triangolo if ( bCCW) { RemoveTriangle( nT) ; bModif = true ; } continue ; } // Determino il numero di vertici del triangolo che cadono all'interno della curva int nVertInside = 0 ; for ( int nV = 0 ; nV < 3 ; ++ nV) { // Determino se il vertice cade dentro la curva DistPointCurve dstPC( trTria.GetP( nV), cvCompo) ; int nSide ; dstPC.GetSideAtMinDistPoint( 0, vtExtr, nSide) ; if ( nSide == MDS_LEFT || nSide == MDS_ON) ++ nVertInside ; } // Vettore di catene di punti CHAINVECTOR vChain ; // Ciclo sui segmenti bool bStartInside = false ; int nChainCnt = 0 ; bool bChain = false ; Point3d ptChSt, ptChEn ; const ICurve* pCrv = cvCompo.GetFirstCurve() ; while ( pCrv != nullptr) { // estremi del segmento Point3d ptSt ; pCrv->GetStartPoint( ptSt) ; Point3d ptEn ; pCrv->GetEndPoint( ptEn) ; // Intersezione fra il rettangolo (ottenuto dall'estrusione del segmento corrente) e il triangolo Point3d ptSegSt, ptSegEn ; int nInt = IntersRectangleTriangle( ptSt + vtMin, ptEn - ptSt, vtMax - vtMin, trTria, ptSegSt, ptSegEn) ; if ( nInt != 0) { // Creo nuova catena se non c'è già o se discontinuità if ( ! bChain || ( ! AreSamePointApprox( ptSegSt, ptChEn) && ! AreSamePointApprox( ptSegEn, ptChSt))) { ++ nChainCnt ; vChain.resize( nChainCnt) ; bChain = false ; } // Assegno i dati di intersezione IntSegment CurInters ; if ( nInt == 2) { CurInters.ptSt = ptSegSt ; CurInters.ptEn = ptSegEn ; CurInters.bDegenerate = false ; } else { CurInters.ptSt = ptSegSt ; CurInters.ptEn = ptSegSt ; CurInters.bDegenerate = true ; } CurInters.vtOuter = ( ptEn - ptSt) ^ vtExtr ; CurInters.vtOuter.Normalize() ; // Inserisco nella catena if ( ! bChain) { vChain[nChainCnt - 1].emplace_back( CurInters) ; ptChSt = CurInters.ptSt ; ptChEn = CurInters.ptEn ; } else if ( AreSamePointApprox( ptSegSt, ptChEn)) { vChain[nChainCnt - 1].emplace_back( CurInters) ; ptChEn = CurInters.ptEn ; } else { vChain[nChainCnt - 1].insert( vChain[nChainCnt - 1].begin(), CurInters) ; ptChSt = CurInters.ptSt ; } bChain = true ; } else { bChain = false ; } pCrv = cvCompo.GetNextCurve() ; } // unisco eventuali catene estreme che sono parte di una stessa catena if ( nChainCnt > 1) { if ( AreSamePointApprox( vChain[0].front().ptSt, vChain[nChainCnt-1].back().ptEn)) { vChain[0].insert( vChain[0].begin(), vChain[nChainCnt-1].begin(), vChain[nChainCnt-1].end()) ; vChain.pop_back() ; -- nChainCnt ; } else if ( AreSamePointApprox( vChain[0].back().ptEn, vChain[nChainCnt-1].front().ptSt)) { vChain[0].insert( vChain[0].end(), vChain[nChainCnt-1].begin(), vChain[nChainCnt-1].end()) ; vChain.pop_back() ; -- nChainCnt ; } } // semplifico catene formate da punti degeneri for ( int nCh = 0 ; nCh < nChainCnt ; ++ nCh) { if ( vChain[nCh].size() == 2 && ( vChain[nCh][0].bDegenerate || vChain[nCh][1].bDegenerate)) { vChain[nCh][0].ptEn = vChain[nCh][1].ptEn ; vChain[nCh][0].vtOuter = ( vChain[nCh][0].bDegenerate ? vChain[nCh][1].vtOuter : vChain[nCh][0].vtOuter) ; vChain[nCh][0].bDegenerate = AreSamePointApprox( vChain[nCh][0].ptSt, vChain[nCh][0].ptEn) ; vChain[nCh].resize( 1) ; } } // Elimino la seconda copia di catene doppie for ( int nI = 0 ; nI < nChainCnt ; ++ nI) { for ( int nJ = nI + 1 ; nJ < nChainCnt ; ++ nJ) { if ( vChain[nI].size() == vChain[nJ].size()) { bool bSame = true ; for ( int nK = 0 ; nK < int( vChain[nI].size()) ; ++ nK) { if ( ! AreSamePointApprox( vChain[nI][nK].ptSt, vChain[nJ][nK].ptSt) || ! AreSamePointApprox( vChain[nI][nK].ptEn, vChain[nJ][nK].ptEn)) { bSame = false ; break ; } } if ( bSame) { vChain.erase( vChain.begin() + nJ) ; -- nChainCnt ; -- nJ ; } } } } // Fra le catene trovate separo le aperte dalle chiuse int nDegenerateChainNum = 0 ; INTVECTOR vnDegVec ; CHAINVECTOR cvClosedChain ; CHAINVECTOR cvOpenChain ; for ( int nL = 0 ; nL < int( vChain.size()) ; ++ nL) { bool bChainDegenerate = false ; if ( vChain[nL].size() == 1 && AreSamePointApprox( vChain[nL][0].ptSt, vChain[nL][0].ptEn)) { bChainDegenerate = true ; } if ( bChainDegenerate) ++ nDegenerateChainNum ; int nCurLoopLast = max( int( vChain[nL].size()) - 1, 0) ; if ( ( ! bChainDegenerate) && AreSamePointApprox( vChain[nL][0].ptSt, vChain[nL][nCurLoopLast].ptEn)) cvClosedChain.emplace_back( vChain[nL]) ; else { cvOpenChain.emplace_back( vChain[nL]) ; if ( bChainDegenerate) vnDegVec.emplace_back( 0) ; else vnDegVec.emplace_back( 1) ; } } // Se più di una catena chiusa oppure catene chiuse e aperte, errore if ( cvClosedChain.size() > 1 || ( cvClosedChain.size() > 0 && int( cvOpenChain.size()) > nDegenerateChainNum)) return false ; // Se c'è una catena chiusa if ( cvClosedChain.size() == 1) { // Ne ricavo una PolyLine PolyLine plInLoop ; for ( int nLine = 0 ; nLine < int( cvClosedChain[0].size()) ; ++ nLine) { plInLoop.AddUPoint( 0., cvClosedChain[0][nLine].ptSt) ; plInLoop.AddUPoint( 0., cvClosedChain[0][nLine].ptEn) ; } // I tre vertici sono dalla parte interna della curva (triangolo con buco) if ( ! bCCW) { // Rimuovo il triangolo corrente RemoveTriangle( nT) ; // Definisco il loop esterno (è il triangolo) PolyLine plExtLoop ; plExtLoop.AddUPoint( 0., trTria.GetP( 0)) ; plExtLoop.AddUPoint( 0., trTria.GetP( 1)) ; plExtLoop.AddUPoint( 0., trTria.GetP( 2)) ; plExtLoop.AddUPoint( 0., trTria.GetP( 0)) ; // Eseguo triangolazione POLYLINEVECTOR vPL ; vPL.emplace_back( plExtLoop) ; vPL.emplace_back( plInLoop) ; PNTVECTOR vPt ; INTVECTOR vTr ; if ( Triangulate().Make( vPL, vPt, vTr)) { // Inserisco i nuovi triangoli for ( int n = 0 ; n < int( vTr.size()) - 2 ; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] } ; int nNewId[3] = { AddVertex( vPt[nNewTriaVertId[0]]), AddVertex( vPt[nNewTriaVertId[1]]), AddVertex( vPt[nNewTriaVertId[2]]) } ; AddTriangle( nNewId) ; bModif = true ; } } } // Se nessun vertice dalla parte interna della curva (rimane solo l'area della curva) else { // Rimuovo il triangolo corrente RemoveTriangle( nT) ; // Eseguo triangolazione PNTVECTOR vPt ; INTVECTOR vTr ; if ( Triangulate().Make( plInLoop, vPt, vTr)) { // Inserisco i nuovi triangoli for ( int n = 0 ; n < int( vTr.size()) - 2 ; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] } ; int nNewId[3] = { AddVertex(vPt[nNewTriaVertId[0]]), AddVertex(vPt[nNewTriaVertId[1]]), AddVertex(vPt[nNewTriaVertId[2]]) } ; AddTriangle( nNewId) ; bModif = true ; } } } } // Loop aperti, devo chiuderli else if ( cvOpenChain.size() > 0) { // Creo il loop chiuso padre di tutti, il perimetro del triangolo. // Questo viene diviso in sotto-loop chiusi mediante quelli aperti. // I loop chiusi trovati precedentemente sono interni a uno dei sotto-loop // chiusi di cui è formato il perimetro. PNTVECTOR cvFirstLoop ; cvFirstLoop.emplace_back( trTria.GetP( 0)) ; cvFirstLoop.emplace_back( trTria.GetP( 1)) ; cvFirstLoop.emplace_back( trTria.GetP( 2)) ; vector cvBoundClosedLoopVec ; cvBoundClosedLoopVec.emplace_back(cvFirstLoop); vector vbInOut ; vbInOut.push_back( true) ; // Divido il loop di partenza in sotto-loop while ( cvOpenChain.size() > 0) { int nLastOpenLoopN = int( cvOpenChain.size()) - 1 ; if ( vnDegVec[nLastOpenLoopN] == 1) { for ( int nLoop = 0 ; nLoop < int( cvBoundClosedLoopVec.size()) ; ++ nLoop) { // Estremi del loop aperto int nLastOpenLoopPoint = max( int( cvOpenChain[nLastOpenLoopN].size()) - 1, 0) ; Point3d ptOpenLoopStP = cvOpenChain[nLastOpenLoopN][0].ptSt ; Point3d ptOpenLoopEnP = cvOpenChain[nLastOpenLoopN][nLastOpenLoopPoint].ptEn ; PNTVECTOR Loop1, Loop2 ; bool bChangedStart = ChangeStart( ptOpenLoopStP, cvBoundClosedLoopVec[nLoop]) ; bool bSplitted = SplitAtPoint( ptOpenLoopEnP, cvBoundClosedLoopVec[nLoop], Loop1, Loop2) ; if ( ! ( bChangedStart && bSplitted)) continue ; Chain cvCounterChain ; for ( int nPt = int( cvOpenChain[nLastOpenLoopN].size()) - 1 ; nPt >= 0 ; -- nPt) { IntSegment CurSeg ; CurSeg.ptSt = cvOpenChain[nLastOpenLoopN][nPt].ptEn ; CurSeg.ptEn = cvOpenChain[nLastOpenLoopN][nPt].ptSt ; CurSeg.vtOuter = - cvOpenChain[nLastOpenLoopN][nPt].vtOuter ; CurSeg.bDegenerate = cvOpenChain[nLastOpenLoopN][nPt].bDegenerate ; cvCounterChain.emplace_back( CurSeg) ; } bool bAdded1 = AddChainToChain( cvCounterChain, Loop1) ; bool bAdded2 = AddChainToChain( cvOpenChain[nLastOpenLoopN], Loop2) ; if ( ! ( bAdded1 && bAdded2)) continue ; // Aggiungo i nuovi loop nel vettore int nCurSize = int( cvBoundClosedLoopVec.size()) ; cvBoundClosedLoopVec.resize( nCurSize + 1) ; vbInOut.resize( nCurSize + 1) ; for ( int nCL = nCurSize - 1 ; nCL > nLoop ; -- nCL) { cvBoundClosedLoopVec[nCL + 1] = cvBoundClosedLoopVec[nCL] ; vbInOut[nCL + 1] = vbInOut[nCL] ; } int nLastPointLoop2 = int( Loop2.size()) - 1 ; Vector3d vtTest = Loop1[1] - Loop1[0] ; vtTest.Normalize() ; bool bSecondInside = vtTest * cvOpenChain[nLastOpenLoopN][0].vtOuter < 0. ; cvBoundClosedLoopVec[nLoop] = Loop1 ; cvBoundClosedLoopVec[nLoop + 1] = Loop2 ; vbInOut[nLoop] = bSecondInside ; vbInOut[nLoop + 1] = ! bSecondInside ; ++ nLoop ; } } // Degenere else { Point3d ptProva = 0.5 * ( cvOpenChain[nLastOpenLoopN][0].ptSt + cvOpenChain[nLastOpenLoopN][0].ptEn) ; Vector3d vtVecProva = cvOpenChain[nLastOpenLoopN][0].vtOuter ; vtVecProva.Normalize( EPS_ZERO) ; for ( int nLoop = 0 ; nLoop < int( cvBoundClosedLoopVec.size()) ; ++ nLoop) { // Estremi del loop aperto int nLastOpenLoopPoint = max(int(cvOpenChain[nLastOpenLoopN].size()) - 1, 0) ; Point3d ptOpenLoopStP = cvOpenChain[nLastOpenLoopN][0].ptSt ; Point3d ptOpenLoopEnP = cvOpenChain[nLastOpenLoopN][0].ptEn ; // Cerco se esistono dei tratti del loop chiuso corrente che sono // toccati dagli estremi del loop aperto corrente int nCvFirst = -1 ; int nCvSecond = -1 ; for ( int nLine = 0 ; nLine < int( cvBoundClosedLoopVec[nLoop].size()) && nCvSecond == -1 ; ++ nLine) { // Estremi del segmento corrente del loop chiuso corrente Point3d ptSegSt = cvBoundClosedLoopVec[nLoop][nLine] ; Point3d ptSegEn = cvBoundClosedLoopVec[nLoop][( nLine + 1) % int( cvBoundClosedLoopVec[nLoop].size())] ; // Vettore congiungente i su definiti punti Vector3d vtClosedLoopSeg = ptSegEn - ptSegSt ; vtClosedLoopSeg.Normalize() ; // Vedo se gli estremi del loop aperto stanno su un segmento del chiuso DistPointLine DistCalc( ptProva, ptSegSt, ptSegEn) ; double dSqDist ; DistCalc.GetSqDist( dSqDist) ; if ( dSqDist < 2 * SQ_EPS_SMALL) { if ( nCvFirst == -1) nCvFirst = nLine ; else nCvSecond = nLine ; } } if ( nCvFirst != nCvSecond && nCvSecond != -1) { // li ordino in senso crescente if ( nCvFirst > nCvSecond) swap( nCvFirst, nCvSecond) ; // punto medio tra primo e secondo int nCount = 0 ; Point3d ptM12 ; for ( int i = nCvFirst + 1 ; i <= nCvSecond ; ++ i) { ptM12 += cvBoundClosedLoopVec[nLoop][i] ; ++ nCount ; } ptM12 /= nCount ; // Distanza quadrata media dei punti tra primo e secondo dal baricentro double dVar12 = 0. ; for ( int i = nCvFirst + 1 ; i <= nCvSecond ; ++ i) { dVar12 += ( cvBoundClosedLoopVec[nLoop][i] - ptM12) * ( cvBoundClosedLoopVec[nLoop][i] - ptM12) ; } dVar12 /= nCount ; // punto medio fra secondo e primo nCount = 0 ; Point3d ptM21 ; for ( int i = nCvSecond + 1 ; i % int( cvBoundClosedLoopVec[nLoop].size()) ; ++ i) { ptM21 += cvBoundClosedLoopVec[nLoop][i] ; ++ nCount ; } for ( int i = 0 ; i <= nCvFirst ; ++ i) { ptM21 += cvBoundClosedLoopVec[nLoop][i] ; ++ nCount ; } ptM21 /= nCount ; // Distanza quadrata media dei punti tra secondo e primo dal baricentro double dVar21 = 0. ; for ( int i = nCvSecond ; i < i % int( cvBoundClosedLoopVec[nLoop].size()) ; ++ i) { dVar21 += ( cvBoundClosedLoopVec[nLoop][i] - ptM21) * ( cvBoundClosedLoopVec[nLoop][i] - ptM21) ; ++ nCount ; } for ( int i = 0 ; i <= nCvFirst ; ++ i) { dVar21 += ( cvBoundClosedLoopVec[nLoop][i] - ptM21) * ( cvBoundClosedLoopVec[nLoop][i] - ptM21) ; ++ nCount ; } dVar21 /= nCount ; // elimino i punti dalla parte non valida if ( dVar12 > dVar21) { // assegno i nuovi valori cvBoundClosedLoopVec[nLoop][nCvFirst] = ptProva ; cvBoundClosedLoopVec[nLoop][( nCvSecond + 1) % int(cvBoundClosedLoopVec[nLoop].size())] = ptProva ; // numero totale di punti int nPntTot = int( cvBoundClosedLoopVec[nLoop].size()); // elimino i punti superflui dopo for ( int i = nPntTot - 1 ; i > nCvSecond + 1 ; -- i) cvBoundClosedLoopVec[nLoop].pop_back() ; // elimino i punti superflui prima for ( int i = 0 ; i < nCvFirst ; ++ i) cvBoundClosedLoopVec[nLoop].erase( cvBoundClosedLoopVec[nLoop].begin()) ; // verifico se questo punto è dalla parte valida o no bool bC12 = ( ( ptM12 - ptProva) * vtVecProva < 0) ; vbInOut[nLoop] = bC12 ; } else { // assegno i nuovi valori cvBoundClosedLoopVec[nLoop][nCvFirst + 1] = ptProva ; cvBoundClosedLoopVec[nLoop][nCvSecond] = ptProva ; // elimino i punti superflui intermedi for ( int i = nCvFirst + 2 ; i < nCvSecond ; ++ i) cvBoundClosedLoopVec[nLoop].erase( cvBoundClosedLoopVec[nLoop].begin() + nCvFirst + 2) ; // verifico se questo punto è dalla parte valida o no bool bC21 = ( ( ptM21 - ptProva) * vtVecProva < 0) ; vbInOut[nLoop] = bC21 ; } } } } vnDegVec.resize( nLastOpenLoopN) ; cvOpenChain.resize( nLastOpenLoopN) ; } // Rimuovo il triangolo corrente RemoveTriangle( nT) ; // Trasformo i loop compositi in loop polyline POLYLINEVECTOR vplPolyVec ; vplPolyVec.resize( cvBoundClosedLoopVec.size()) ; for ( int nLoop = 0 ; nLoop < int( vplPolyVec.size()) ; ++ nLoop) { for ( int nLine = 0 ; nLine < int( cvBoundClosedLoopVec[nLoop].size()) ; ++ nLine) { vplPolyVec[nLoop].AddUPoint( 0., cvBoundClosedLoopVec[nLoop][nLine]) ; } vplPolyVec[nLoop].AddUPoint( 0., cvBoundClosedLoopVec[nLoop][0]) ; if ( vbInOut[nLoop]) { // Eseguo triangolazione Triangulate CreateTriangulation ; PNTVECTOR vPt ; INTVECTOR vTr ; if ( Triangulate().Make( vplPolyVec[nLoop], vPt, vTr)) { // Inserisco i nuovi triangoli for ( int n = 0 ; n < int( vTr.size()) - 2 ; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] } ; int nNewId[3] = { AddVertex( vPt[nNewTriaVertId[0]]), AddVertex( vPt[nNewTriaVertId[1]]), AddVertex( vPt[nNewTriaVertId[2]]) } ; AddTriangle( nNewId) ; bModif = true ; } } } } } else if ( nVertInside == 0) RemoveTriangle( nT) ; } // Se avvenuta modifica, aggiorno tutto if ( bModif) return ( AdjustVertices() && DoCompacting()) ; return true ; } //---------------------------------------------------------------------------- bool SurfTriMesh::DecomposeLoop( CHAINVECTOR& cvOpenChain, INTVECTOR& vnDegVec, vector& cvBoundClosedLoopVec, vector& vbInOut) { // Divido il loop di partenza in sotto-loop while ( cvOpenChain.size() > 0) { int nLastOpenLoopN = int( cvOpenChain.size()) - 1 ; if ( vnDegVec[nLastOpenLoopN] == 1) { for ( int nLoop = 0 ; nLoop < int( cvBoundClosedLoopVec.size()) ; ++ nLoop) { // Estremi del loop aperto int nLastOpenLoopPoint = max( int( cvOpenChain[nLastOpenLoopN].size()) - 1, 0) ; Point3d ptOpenLoopStP = cvOpenChain[nLastOpenLoopN][0].ptSt ; Point3d ptOpenLoopEnP = cvOpenChain[nLastOpenLoopN][nLastOpenLoopPoint].ptEn ; PNTVECTOR Loop1, Loop2 ; bool bChangedStart = ChangeStart( ptOpenLoopStP, cvBoundClosedLoopVec[nLoop]) ; bool bSplitted = SplitAtPoint( ptOpenLoopEnP, cvBoundClosedLoopVec[nLoop], Loop1, Loop2) ; if ( ! ( bChangedStart && bSplitted)) continue ; Chain cvCounterChain ; for ( int nPt = int( cvOpenChain[nLastOpenLoopN].size()) - 1 ; nPt >= 0 ; -- nPt) { IntSegment CurSeg ; CurSeg.ptSt = cvOpenChain[nLastOpenLoopN][nPt].ptEn ; CurSeg.ptEn = cvOpenChain[nLastOpenLoopN][nPt].ptSt ; CurSeg.vtOuter = - cvOpenChain[nLastOpenLoopN][nPt].vtOuter ; CurSeg.bDegenerate = cvOpenChain[nLastOpenLoopN][nPt].bDegenerate ; cvCounterChain.emplace_back( CurSeg) ; } bool bAdded1 = AddChainToChain( cvCounterChain, Loop1) ; bool bAdded2 = AddChainToChain( cvOpenChain[nLastOpenLoopN], Loop2) ; if ( ! ( bAdded1 && bAdded2)) continue ; // Aggiungo i nuovi loop nel vettore int nCurSize = int( cvBoundClosedLoopVec.size()) ; cvBoundClosedLoopVec.resize( nCurSize + 1) ; vbInOut.resize( nCurSize + 1) ; for ( int nCL = nCurSize - 1 ; nCL > nLoop ; -- nCL) { cvBoundClosedLoopVec[nCL + 1] = cvBoundClosedLoopVec[nCL] ; vbInOut[nCL + 1] = vbInOut[nCL] ; } int nLastPointLoop2 = int( Loop2.size()) - 1 ; Vector3d vtTest = Loop1[1] - Loop1[0] ; vtTest.Normalize() ; bool bSecondInside = vtTest * cvOpenChain[nLastOpenLoopN][0].vtOuter < 0. ; cvBoundClosedLoopVec[nLoop] = Loop1 ; cvBoundClosedLoopVec[nLoop + 1] = Loop2 ; vbInOut[nLoop] = bSecondInside ; vbInOut[nLoop + 1] = ! bSecondInside ; ++ nLoop ; } } // Degenere else { Point3d ptProva = 0.5 * ( cvOpenChain[nLastOpenLoopN][0].ptSt + cvOpenChain[nLastOpenLoopN][0].ptEn) ; Vector3d vtVecProva = cvOpenChain[nLastOpenLoopN][0].vtOuter ; vtVecProva.Normalize( EPS_ZERO) ; for ( int nLoop = 0 ; nLoop < int( cvBoundClosedLoopVec.size()) ; ++ nLoop) { // Estremi del loop aperto int nLastOpenLoopPoint = max( int( cvOpenChain[nLastOpenLoopN].size()) - 1, 0) ; Point3d ptOpenLoopStP = cvOpenChain[nLastOpenLoopN][0].ptSt ; Point3d ptOpenLoopEnP = cvOpenChain[nLastOpenLoopN][0].ptEn ; // Cerco se esistono dei tratti del loop chiuso corrente che sono // toccati dagli estremi del loop aperto corrente int nCvFirst = - 1 ; int nCvSecond = - 1 ; for ( int nLine = 0 ; nLine < int( cvBoundClosedLoopVec[nLoop].size()) && nCvSecond == - 1 ; ++ nLine) { // Estremi del segmento corrente del loop chiuso corrente Point3d ptSegSt = cvBoundClosedLoopVec[nLoop][nLine] ; Point3d ptSegEn = cvBoundClosedLoopVec[nLoop][( nLine + 1) % int(cvBoundClosedLoopVec[nLoop].size())] ; // Vettore congiungente i su definiti punti Vector3d vtClosedLoopSeg = ptSegEn - ptSegSt ; vtClosedLoopSeg.Normalize() ; // Vedo se gli estremi del loop aperto stanno su un segmento del chiuso DistPointLine DistCalc( ptProva, ptSegSt, ptSegEn) ; double dSqDist ; DistCalc.GetSqDist( dSqDist) ; if ( dSqDist < 2 * SQ_EPS_SMALL) { if ( nCvFirst == - 1) nCvFirst = nLine ; else nCvSecond = nLine ; } } if ( nCvFirst != nCvSecond && nCvSecond != - 1) { // li ordino in senso crescente if ( nCvFirst > nCvSecond) swap( nCvFirst, nCvSecond) ; // punto medio tra primo e secondo int nCount = 0 ; Point3d ptM12 ; for ( int i = nCvFirst + 1 ; i <= nCvSecond ; ++ i) { ptM12 += cvBoundClosedLoopVec[nLoop][i] ; ++ nCount ; } ptM12 /= nCount ; // Distanza quadrata media dei punti tra primo e secondo dal baricentro double dVar12 = 0. ; for ( int i = nCvFirst + 1 ; i <= nCvSecond ; ++ i) { dVar12 += ( cvBoundClosedLoopVec[nLoop][i] - ptM12) * ( cvBoundClosedLoopVec[nLoop][i] - ptM12) ; } dVar12 /= nCount ; // punto medio fra secondo e primo nCount = 0 ; Point3d ptM21 ; for ( int i = nCvSecond + 1 ; i % int( cvBoundClosedLoopVec[nLoop].size()) ; ++ i) { ptM21 += cvBoundClosedLoopVec[nLoop][i] ; ++ nCount ; } for ( int i = 0 ; i <= nCvFirst ; ++ i) { ptM21 += cvBoundClosedLoopVec[nLoop][i] ; ++ nCount ; } ptM21 /= nCount ; // Distanza quadrata media dei punti tra secondo e primo dal baricentro double dVar21 = 0. ; for ( int i = nCvSecond ; i < i % int( cvBoundClosedLoopVec[nLoop].size()) ; ++ i) { dVar21 += ( cvBoundClosedLoopVec[nLoop][i] - ptM21) * ( cvBoundClosedLoopVec[nLoop][i] - ptM21) ; ++ nCount ; } for ( int i = 0 ; i <= nCvFirst ; ++ i) { dVar21 += ( cvBoundClosedLoopVec[nLoop][i] - ptM21) * ( cvBoundClosedLoopVec[nLoop][i] - ptM21) ; ++ nCount ; } dVar21 /= nCount ; // elimino i punti dalla parte non valida if ( dVar12 > dVar21) { // assegno i nuovi valori cvBoundClosedLoopVec[nLoop][nCvFirst] = ptProva ; cvBoundClosedLoopVec[nLoop][( nCvSecond + 1) % int( cvBoundClosedLoopVec[nLoop].size())] = ptProva ; // numero totale di punti int nPntTot = int( cvBoundClosedLoopVec[nLoop].size()) ; // elimino i punti superflui dopo for ( int i = nPntTot - 1 ; i > nCvSecond + 1 ; -- i) cvBoundClosedLoopVec[nLoop].pop_back() ; // elimino i punti superflui prima for ( int i = 0 ; i < nCvFirst ; ++ i) cvBoundClosedLoopVec[nLoop].erase( cvBoundClosedLoopVec[nLoop].begin()) ; // verifico se questo punto è dalla parte valida o no bool bC12 = ( ( ptM12 - ptProva) * vtVecProva < 0) ; vbInOut[nLoop] = bC12 ; } else { // assegno i nuovi valori cvBoundClosedLoopVec[nLoop][nCvFirst + 1] = ptProva ; cvBoundClosedLoopVec[nLoop][nCvSecond] = ptProva ; // elimino i punti superflui intermedi for ( int i = nCvFirst + 2 ; i < nCvSecond ; ++ i) cvBoundClosedLoopVec[nLoop].erase( cvBoundClosedLoopVec[nLoop].begin() + nCvFirst + 2) ; // verifico se questo punto è dalla parte valida o no bool bC21 = ( ( ptM21 - ptProva) * vtVecProva < 0) ; vbInOut[nLoop] = bC21 ; } } } } vnDegVec.resize( nLastOpenLoopN) ; cvOpenChain.resize( nLastOpenLoopN) ; } return true ; } //---------------------------------------------------------------------------- bool SurfTriMesh::IntersectTriMeshTriangle( SurfTriMesh& Other) { bool bModif = false ; SurfTriMesh& SurfB = Other ; // Le superfici devono essere valide if ( m_nStatus != OK || ! SurfB.IsValid()) return false ; // Unordered map dei segmenti di intersezione std::unordered_map LineMapA ; std::unordered_map LineMapB ; // Ciclo sui triangoli delle mesh int nTriaNumA = GetTriangleSize() ; int nTriaNumB = SurfB.GetTriangleSize() ; // Setto il triangolo come né fuori né dentro for ( int nTA = 0 ; nTA < nTriaNumA ; ++ nTA) m_vTria[nTA].nTempPart = 0 ; for ( int nTB = 0 ; nTB < nTriaNumB ; ++ nTB) SurfB.m_vTria[nTB].nTempPart = 0 ; for ( int nTA = 0 ; nTA < nTriaNumA ; ++ nTA) { // Se il triangolo A non è valido, continuo Triangle3d trTriaA ; if ( ! ( GetTriangle( nTA, trTriaA) && trTriaA.Validate( true))) continue ; // Box del triangolo A BBox3d b3dTriaA ; trTriaA.GetLocalBBox( b3dTriaA) ; bool bNewTriaA = true ; for ( int nTB = 0 ; nTB < nTriaNumB ; ++ nTB) { // Se il triangolo B non è valido, continuo Triangle3d trTriaB ; if ( ! ( SurfB.GetTriangle( nTB, trTriaB) && trTriaB.Validate( true))) continue ; // Box del triangolo B BBox3d b3dTriaB ; trTriaB.GetLocalBBox( b3dTriaB) ; // Se i box non si sovrappongono, contiuno if ( ! b3dTriaA.Overlaps( b3dTriaB)) continue ; // Interseco i triangoli if ( abs( trTriaA.GetN() * trTriaB.GetN()) < 1 - EPS_ZERO) { Point3d ptSegSt, ptSegEn ; TRIA3DVECTOR vTria ; int nIntType = IntersTriaTria( trTriaA, trTriaB, ptSegSt, ptSegEn, vTria) ; if ( ! ( nFromSpecialToNormal[nIntType] == ITTT_NO || nFromSpecialToNormal[nIntType] == ITTT_OVERLAPS || nFromSpecialToNormal[nIntType] == ITTTS_VERT_VERT)) { // Assegno i dati di intersezione IntSegment CurInters ; if ( nFromSpecialToNormal[nIntType] == ITTT_EDGE || nFromSpecialToNormal[nIntType] == ITTT_YES) { CurInters.ptSt = ptSegSt ; CurInters.ptEn = ptSegEn ; CurInters.bDegenerate = false ; } else { CurInters.ptSt = ptSegSt ; CurInters.ptEn = ptSegSt ; CurInters.bDegenerate = true ; } CurInters.vtOuter = trTriaB.GetN() ; CurInters.vtOuter -= ( ( CurInters.vtOuter * trTriaA.GetN()) * trTriaA.GetN()) ; CurInters.vtOuter.Normalize() ; // Salvo intersezione per superficie A bool bIntOnEndgeA = false ; if ( ! ( nIntType == ITTTS_EDGE_EDGE_SEG || nIntType == ITTTS_EDGE_INT)) { auto itA = LineMapA.find( nTA) ; if ( itA != LineMapA.end()) { itA->second.emplace_back( CurInters) ; } else { Chain chTemp ; chTemp.emplace_back( CurInters) ; LineMapA.emplace( nTA, chTemp) ; } } else bIntOnEndgeA = true ; CurInters.vtOuter = trTriaA.GetN() ; CurInters.vtOuter -= ( ( CurInters.vtOuter * trTriaB.GetN()) * trTriaB.GetN()) ; CurInters.vtOuter.Normalize() ; // Salvo intersezione per superficie B bool bIntOnEndgeB = false ; if ( ! ( nIntType == ITTTS_EDGE_EDGE_SEG || nIntType == ITTTS_INT_EDGE)) { auto itB = LineMapB.find( nTB) ; if ( itB != LineMapB.end()) { itB->second.emplace_back( CurInters) ; } else { Chain chTemp ; chTemp.emplace_back( CurInters) ; LineMapB.emplace( nTB, chTemp) ; } } else bIntOnEndgeB = true ; if ( bIntOnEndgeA && ! bIntOnEndgeB) { double dMaxDist = 0. ; int nSegMaxDist = - 1 ; for ( int nVA = 0 ; nVA < 3 ; ++ nVA) { double dDist = abs( ( trTriaA.GetP( nVA) - trTriaB.GetP( 0)) * trTriaB.GetN()) ; if ( dMaxDist < dDist) { nSegMaxDist = nVA ; dMaxDist = dDist ; } } if ( nSegMaxDist >= 0) { m_vTria[nTA].nTempPart = ( ( trTriaA.GetP( nSegMaxDist) - trTriaB.GetP( 0)) * trTriaB.GetN() < - EPS_SMALL ? 1 : - 1) ; } } else if ( ! bIntOnEndgeA && bIntOnEndgeB) { double dMaxDist = 0. ; int nSegMaxDist = - 1 ; for ( int nVB = 0 ; nVB < 3 ; ++ nVB) { double dDist = abs( ( trTriaB.GetP( nVB) - trTriaA.GetP( 0)) * trTriaA.GetN()) ; if ( dMaxDist < dDist) { nSegMaxDist = nVB ; dMaxDist = dDist ; } } if ( nSegMaxDist >= 0) { SurfB.m_vTria[nTB].nTempPart = ( ( trTriaB.GetP( nSegMaxDist) - trTriaA.GetP( 0)) * trTriaA.GetN() < - EPS_SMALL ? 1 : - 1) ; } } } else { ; } } } } // Ritriangolarizzo i triangoli della superficie A for ( auto it = LineMapA.begin() ; it != LineMapA.end() ; ++ it) { for ( int nS1 = 0 ; nS1 < int( it->second.size()) - 1 ; ++ nS1) { for ( int nS2 = nS1 + 1 ; nS2 < int( it->second.size()) ; ++ nS2) { if ( AreSamePointApprox( it->second[nS1].ptSt, it->second[nS2].ptEn) && AreSamePointApprox( it->second[nS1].ptEn, it->second[nS2].ptSt) && it->second[nS1].vtOuter * it->second[nS2].vtOuter < - EPS_SMALL) { it->second.erase( it->second.begin() + nS2) ; it->second.erase( it->second.begin() + nS1) ; -- nS1 ; -- nS2 ; } } } if ( int( it->second.size()) == 0) continue ; // Recupero il triangolo Triangle3d trTriaA ; GetTriangle( it->first, trTriaA) ; // Lo rimuovo dalla mesh RemoveTriangle( it->first) ; bModif = true ; CHAINVECTOR vChain ; // Creo i loop ChainCurves LoopCreator ; LoopCreator.Init( false, EPS_SMALL, int( it->second.size())) ; // Carico le curve per concatenarle for ( int nCv = 0 ; nCv < int( it->second.size()) ; ++ nCv) { Point3d ptSt = it->second[nCv].ptSt ; Point3d ptEn = it->second[nCv].ptEn ; Vector3d vtDir = ptEn - ptSt ; vtDir.Normalize() ; LoopCreator.AddCurve( nCv + 1, ptSt, vtDir, ptEn, vtDir) ; } // Recupero i concatenamenti INTVECTOR vIds ; Point3d ptNearStart ; while ( LoopCreator.GetChainFromNear( ptNearStart, false, vIds)) { Chain chTemp ; for ( auto i : vIds) { // Aggiungo la linea alla curva composta. chTemp.emplace_back( it->second[i - 1]) ; } vChain.emplace_back( chTemp) ; } // Lavoro su loop e catene per regolarizzarle int nChainCnt = int( vChain.size()) ; // unisco eventuali catene estreme che sono parte di una stessa catena if ( nChainCnt > 1) { if ( AreSamePointApprox( vChain[0].front().ptSt, vChain[nChainCnt - 1].back().ptEn)) { vChain[0].insert( vChain[0].begin(), vChain[nChainCnt - 1].begin(), vChain[nChainCnt - 1].end()) ; vChain.pop_back() ; -- nChainCnt ; } else if ( AreSamePointApprox(vChain[0].back().ptEn, vChain[nChainCnt - 1].front().ptSt)) { vChain[0].insert(vChain[0].end(), vChain[nChainCnt - 1].begin(), vChain[nChainCnt - 1].end()) ; vChain.pop_back() ; -- nChainCnt ; } } // semplifico catene formate da punti degeneri for ( int nCh = 0 ; nCh < nChainCnt ; ++ nCh) { if ( vChain[nCh].size() == 2 && ( vChain[nCh][0].bDegenerate || vChain[nCh][1].bDegenerate)) { vChain[nCh][0].ptEn = vChain[nCh][1].ptEn ; vChain[nCh][0].vtOuter = ( vChain[nCh][0].bDegenerate ? vChain[nCh][1].vtOuter : vChain[nCh][0].vtOuter) ; vChain[nCh][0].bDegenerate = AreSamePointApprox( vChain[nCh][0].ptSt, vChain[nCh][0].ptEn) ; vChain[nCh].resize( 1) ; } } // Elimino la seconda copia di catene doppie for ( int nI = 0 ; nI < nChainCnt ; ++ nI) { for ( int nJ = nI + 1 ; nJ < nChainCnt ; ++ nJ) { if ( vChain[nI].size() == vChain[nJ].size()) { bool bSame = true ; for ( int nK = 0 ; nK < int( vChain[nI].size()) ; ++ nK) { if ( ! AreSamePointApprox( vChain[nI][nK].ptSt, vChain[nJ][nK].ptSt) || ! AreSamePointApprox( vChain[nI][nK].ptEn, vChain[nJ][nK].ptEn)) { bSame = false ; break ; } } if ( bSame) { vChain.erase( vChain.begin() + nJ) ; -- nChainCnt ; -- nJ ; } } } } // Fra le catene trovate separo le aperte dalle chiuse int nDegenerateChainNum = 0 ; INTVECTOR vnDegVec ; CHAINVECTOR cvClosedChain ; CHAINVECTOR cvOpenChain ; for ( int nL = 0 ; nL < int( vChain.size()) ; ++ nL) { bool bChainDegenerate = false ; if ( vChain[nL].size() == 1 && AreSamePointApprox( vChain[nL][0].ptSt, vChain[nL][0].ptEn)) { bChainDegenerate = true ; } if ( bChainDegenerate) ++ nDegenerateChainNum ; int nCurLoopLast = max( int( vChain[nL].size()) - 1, 0) ; if ( ( ! bChainDegenerate) && AreSamePointApprox( vChain[nL][0].ptSt, vChain[nL][nCurLoopLast].ptEn)) cvClosedChain.emplace_back( vChain[nL]) ; else { cvOpenChain.emplace_back( vChain[nL]) ; if ( bChainDegenerate) vnDegVec.emplace_back( 0) ; else vnDegVec.emplace_back( 1) ; } } // Creo il loop chiuso padre di tutti, il perimetro del triangolo. // Questo viene diviso in sotto-loop chiusi mediante quelli aperti. // I loop chiusi trovati precedentemente sono interni a uno dei sotto-loop // chiusi di cui è formato il perimetro. PNTVECTOR cvFirstLoop ; cvFirstLoop.emplace_back( trTriaA.GetP( 0)) ; cvFirstLoop.emplace_back( trTriaA.GetP( 1)) ; cvFirstLoop.emplace_back( trTriaA.GetP( 2)) ; vector cvBoundClosedLoopVec ; cvBoundClosedLoopVec.emplace_back( cvFirstLoop) ; vector vbInOut ; vbInOut.push_back( true) ; // Divido il loop usando le catene DecomposeLoop( cvOpenChain, vnDegVec, cvBoundClosedLoopVec, vbInOut) ; // Rimuovo il triangolo corrente RemoveTriangle( it->first) ; // Trasformo i loop compositi in loop polyline POLYLINEVECTOR vplPolyVec ; vplPolyVec.resize( cvBoundClosedLoopVec.size()) ; for ( int nLoop = 0 ; nLoop < int( vplPolyVec.size()) ; ++ nLoop) { for ( int nLine = 0 ; nLine < int( cvBoundClosedLoopVec[nLoop].size()) ; ++ nLine) { vplPolyVec[nLoop].AddUPoint( 0., cvBoundClosedLoopVec[nLoop][nLine]) ; } vplPolyVec[nLoop].AddUPoint( 0., cvBoundClosedLoopVec[nLoop][0]) ; // Assegno ai loop trovati i rispettivi interni // Assumo che i loop interni a uno dei loop creati fino ad'ora siano tutti sullo stesso livello. // Il caso generale si risolve con una struttura ad albero in cui il nodi corrispondente a un // loop è figlio del nodo corrispondente al loop che lo contiene. vector vInnerLoop ; for ( int nCLI = 0 ; nCLI < int( cvClosedChain.size()) ; ++ nCLI) { Point3d ptLoopStart = cvClosedChain[nCLI][0].ptSt ; double dMinDist = DBL_MAX ; Point3d ptMinDist ; bool bPointOnSt = false ; bool bPointOnEn = false ; int nSegNum = 0 ; int nSegMin ; Point3d ptS, ptE ; bool bContinueS = vplPolyVec[nLoop].GetFirstPoint( ptS) ; bool bContinueE = vplPolyVec[nLoop].GetNextPoint( ptE) ; while ( bContinueS && bContinueE) { ++ nSegNum ; DistPointLine DistCalculator( ptLoopStart, ptS, ptE) ; double dDist ; DistCalculator.GetDist( dDist) ; if ( dDist < dMinDist) { DistCalculator.GetMinDistPoint( ptMinDist) ; bPointOnSt = AreSamePointExact( ptMinDist, ptS) ; bPointOnEn = AreSamePointExact( ptMinDist, ptE) ; dMinDist = dDist ; nSegMin = nSegNum ; } ptS = ptE ; bContinueS = bContinueE ; bContinueE = vplPolyVec[nLoop].GetNextPoint( ptE) ; } if ( ! ( bPointOnSt || bPointOnEn)) { vplPolyVec[nLoop].GetFirstPoint( ptS) ; vplPolyVec[nLoop].GetNextPoint( ptE) ; for ( int nSeg = 1 ; nSeg < nSegMin ; ++ nSeg) { ptS = ptE ; vplPolyVec[nLoop].GetNextPoint( ptE) ; } Vector3d vtTan = ptE - ptS ; vtTan.Normalize() ; Vector3d vtOut = vtTan ^ trTriaA.GetN() ; Point3d ptMinDist ; DistPointLine DistCalculator( ptLoopStart, ptS, ptE) ; DistCalculator.GetMinDistPoint( ptMinDist) ; double dMinDistDot = ( ptLoopStart - ptMinDist) * vtOut ; if ( dMinDistDot < 0.) vInnerLoop.emplace_back( nCLI) ; } else if ( bPointOnSt) { Point3d ptPrevS, ptPrevE ; if ( nSegMin == 1) { vplPolyVec[nLoop].GetFirstPoint( ptS) ; vplPolyVec[nLoop].GetNextPoint( ptE) ; vplPolyVec[nLoop].GetLastPoint( ptPrevE) ; vplPolyVec[nLoop].GetPrevPoint( ptPrevS) ; } else { -- nSegMin ; vplPolyVec[nLoop].GetFirstPoint( ptPrevS) ; vplPolyVec[nLoop].GetNextPoint( ptPrevE) ; for ( int nSeg = 1 ; nSeg < nSegMin ; ++ nSeg) { ptPrevS = ptPrevE ; vplPolyVec[nLoop].GetNextPoint( ptPrevE) ; } ptS = ptPrevE ; vplPolyVec[nLoop].GetNextPoint( ptE) ; } Vector3d vtTan = ptE - ptS ; vtTan.Normalize() ; Vector3d vtTanPrev = ptPrevE - ptPrevS ; vtTanPrev.Normalize() ; Vector3d vtBisector = 0.5 * ( vtTan + vtTanPrev) ^ trTriaA.GetN() ; vtBisector.Normalize() ; double dMinDistDot = ( ptLoopStart - ptMinDist) * vtBisector ; if ( dMinDistDot < 0.) vInnerLoop.emplace_back(nCLI) ; } else if ( bPointOnEn) { Point3d ptLast ; vplPolyVec[nLoop].GetLastPoint( ptLast) ; vplPolyVec[nLoop].GetFirstPoint( ptS) ; vplPolyVec[nLoop].GetNextPoint( ptE) ; for ( int nSeg = 1 ; nSeg < nSegMin ; ++ nSeg) { ptS = ptE ; vplPolyVec[nLoop].GetNextPoint( ptE) ; } Point3d ptNextS, ptNextE ; if ( AreSamePointExact( ptE, ptLast)) { vplPolyVec[nLoop].GetFirstPoint( ptNextS) ; vplPolyVec[nLoop].GetNextPoint( ptNextE) ; } else { vplPolyVec[nLoop].GetNextPoint( ptNextS) ; vplPolyVec[nLoop].GetNextPoint( ptNextE) ; } Vector3d vtTan = ptE - ptS ; vtTan.Normalize() ; Vector3d vtTanNext = ptNextE - ptNextS ; vtTanNext.Normalize() ; Vector3d vtBisector = 0.5 * ( vtTan + vtTanNext) ^ trTriaA.GetN() ; vtBisector.Normalize() ; double dMinDistDot = ( ptLoopStart - ptMinDist) * vtBisector ; if ( dMinDistDot < 0.) vInnerLoop.emplace_back( nCLI) ; } } if ( vInnerLoop.size() == 0) { // Eseguo triangolazione Triangulate CreateTriangulation ; PNTVECTOR vPt ; INTVECTOR vTr ; if ( Triangulate().Make( vplPolyVec[nLoop], vPt, vTr)) { // Inserisco i nuovi triangoli for ( int n = 0 ; n < int( vTr.size()) - 2 ; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] } ; int nNewId[3] = { AddVertex( vPt[nNewTriaVertId[0]]), AddVertex( vPt[nNewTriaVertId[1]]), AddVertex( vPt[nNewTriaVertId[2]]) } ; int nNewTriaNum = AddTriangle( nNewId) ; if ( vbInOut[nLoop]) m_vTria[nNewTriaNum].nTempPart = 1 ; else m_vTria[nNewTriaNum].nTempPart = - 1 ; bModif = true ; } } } else { POLYLINEVECTOR vPolygons ; vPolygons.emplace_back( vplPolyVec[nLoop]) ; for ( int nL = 0 ; nL < int( vInnerLoop.size()) ; ++ nL) { PolyLine CurLoop ; for ( int nV = 0 ; nV < int( cvClosedChain[vInnerLoop[nL]].size()) ; ++ nV) { CurLoop.AddUPoint( 0., cvClosedChain[vInnerLoop[nL]][nV].ptSt) ; } CurLoop.AddUPoint( 0., cvClosedChain[vInnerLoop[nL]][0].ptSt) ; vPolygons.emplace_back( CurLoop) ; } Polygon3d pgPol ; pgPol.FromPolyLine( vPolygons[1]) ; if ( trTriaA.GetN() * pgPol.GetVersN() > 0.) { for (int nL = 1; nL < int(vPolygons.size()); ++nL) { vPolygons[nL].Invert(); } PNTVECTOR vPt; INTVECTOR vTr; if (Triangulate().Make(vPolygons, vPt, vTr)) { // Inserisco i nuovi triangoli for (int n = 0; n < int(vTr.size()) - 2; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] }; int nNewId[3] = { AddVertex(vPt[nNewTriaVertId[0]]), AddVertex(vPt[nNewTriaVertId[1]]), AddVertex(vPt[nNewTriaVertId[2]]) }; int nNewTriaNum = AddTriangle(nNewId); m_vTria[nNewTriaNum].nTempPart = -1; bModif = true; } } for (int nL = 1; nL < int(vPolygons.size()); ++nL) { vPolygons[nL].Invert(); if (Triangulate().Make(vPolygons[nL], vPt, vTr)) { // Inserisco i nuovi triangoli for (int n = 0; n < int(vTr.size()) - 2; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] }; int nNewId[3] = { AddVertex(vPt[nNewTriaVertId[0]]), AddVertex(vPt[nNewTriaVertId[1]]), AddVertex(vPt[nNewTriaVertId[2]]) }; int nNewTriaNum = AddTriangle(nNewId); m_vTria[nNewTriaNum].nTempPart = 1; bModif = true; } } } } else { PNTVECTOR vPt; INTVECTOR vTr; if (Triangulate().Make(vPolygons, vPt, vTr)) { // Inserisco i nuovi triangoli for (int n = 0; n < int(vTr.size()) - 2; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] }; int nNewId[3] = { AddVertex(vPt[nNewTriaVertId[0]]), AddVertex(vPt[nNewTriaVertId[1]]), AddVertex(vPt[nNewTriaVertId[2]]) }; int nNewTriaNum = AddTriangle(nNewId); m_vTria[nNewTriaNum].nTempPart = 1; bModif = true; } } for (int nL = 1; nL < int(vPolygons.size()); ++nL) { vPolygons[nL].Invert(); if (Triangulate().Make(vPolygons[nL], vPt, vTr)) { // Inserisco i nuovi triangoli for (int n = 0; n < int(vTr.size()) - 2; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] }; int nNewId[3] = { AddVertex(vPt[nNewTriaVertId[0]]), AddVertex(vPt[nNewTriaVertId[1]]), AddVertex(vPt[nNewTriaVertId[2]]) }; int nNewTriaNum = AddTriangle(nNewId); m_vTria[nNewTriaNum].nTempPart = -1; bModif = true; } } } } } vInnerLoop.resize( 0) ; } } // Ritriangolarizzo i triangoli della superficie B for ( auto it = LineMapB.begin() ; it != LineMapB.end() ; ++ it) { for ( int nS1 = 0 ; nS1 < int( it->second.size()) - 1 ; ++ nS1) { for ( int nS2 = nS1 + 1 ; nS2 < int( it->second.size()) ; ++ nS2) { if ( AreSamePointApprox( it->second[nS1].ptSt, it->second[nS2].ptEn) && AreSamePointApprox( it->second[nS1].ptEn, it->second[nS2].ptSt) && it->second[nS1].vtOuter * it->second[nS2].vtOuter < - EPS_SMALL) { it->second.erase( it->second.begin() + nS2) ; it->second.erase( it->second.begin() + nS1) ; -- nS1 ; -- nS2 ; } } } if ( int( it->second.size()) == 0) continue ; // Recupero il triangolo Triangle3d trTriaB ; SurfB.GetTriangle( it->first, trTriaB) ; // Lo rimuovo dalla mesh SurfB.RemoveTriangle( it->first) ; bModif = true ; CHAINVECTOR vChain ; // Creo i loop ChainCurves LoopCreator ; LoopCreator.Init( false, EPS_SMALL, int( it->second.size())) ; // Carico le curve per concatenarle for ( int nCv = 0 ; nCv < int( it->second.size()) ; ++ nCv) { Point3d ptSt = it->second[nCv].ptSt ; Point3d ptEn = it->second[nCv].ptEn ; Vector3d vtDir = ptEn - ptSt ; vtDir.Normalize() ; LoopCreator.AddCurve( nCv + 1, ptSt, vtDir, ptEn, vtDir) ; } // Recupero i concatenamenti INTVECTOR vIds ; Point3d ptNearStart ; while ( LoopCreator.GetChainFromNear( ptNearStart, false, vIds)) { Chain chTemp ; for ( auto i : vIds) { // Aggiungo la linea alla curva composta. chTemp.emplace_back( it->second[i - 1]) ; } vChain.emplace_back( chTemp) ; } // Lavoro su loop e catene per regolarizzarle int nChainCnt = int( vChain.size()) ; // unisco eventuali catene estreme che sono parte di una stessa catena if ( nChainCnt > 1) { if ( AreSamePointApprox( vChain[0].front().ptSt, vChain[nChainCnt - 1].back().ptEn)) { vChain[0].insert( vChain[0].begin(), vChain[nChainCnt - 1].begin(), vChain[nChainCnt - 1].end()) ; vChain.pop_back() ; -- nChainCnt ; } else if ( AreSamePointApprox( vChain[0].back().ptEn, vChain[nChainCnt - 1].front().ptSt)) { vChain[0].insert( vChain[0].end(), vChain[nChainCnt - 1].begin(), vChain[nChainCnt - 1].end()) ; vChain.pop_back() ; -- nChainCnt ; } } // semplifico catene formate da punti degeneri for ( int nCh = 0 ; nCh < nChainCnt ; ++ nCh) { if ( vChain[nCh].size() == 2 && ( vChain[nCh][0].bDegenerate || vChain[nCh][1].bDegenerate)) { vChain[nCh][0].ptEn = vChain[nCh][1].ptEn ; vChain[nCh][0].vtOuter = ( vChain[nCh][0].bDegenerate ? vChain[nCh][1].vtOuter : vChain[nCh][0].vtOuter) ; vChain[nCh][0].bDegenerate = AreSamePointApprox( vChain[nCh][0].ptSt, vChain[nCh][0].ptEn) ; vChain[nCh].resize( 1) ; } } // Elimino la seconda copia di catene doppie for ( int nI = 0 ; nI < nChainCnt ; ++ nI) { for ( int nJ = nI + 1 ; nJ < nChainCnt ; ++ nJ) { if ( vChain[nI].size() == vChain[nJ].size()) { bool bSame = true ; for ( int nK = 0 ; nK < int( vChain[nI].size()) ; ++ nK) { if ( ! AreSamePointApprox( vChain[nI][nK].ptSt, vChain[nJ][nK].ptSt) || ! AreSamePointApprox( vChain[nI][nK].ptEn, vChain[nJ][nK].ptEn)) { bSame = false ; break ; } } if ( bSame) { vChain.erase( vChain.begin() + nJ) ; -- nChainCnt ; -- nJ ; } } } } // Fra le catene trovate separo le aperte dalle chiuse int nDegenerateChainNum = 0 ; INTVECTOR vnDegVec ; CHAINVECTOR cvClosedChain ; CHAINVECTOR cvOpenChain ; for ( int nL = 0 ; nL < int( vChain.size()) ; ++ nL) { bool bChainDegenerate = false ; if ( vChain[nL].size() == 1 && AreSamePointApprox( vChain[nL][0].ptSt, vChain[nL][0].ptEn)) { bChainDegenerate = true ; } if ( bChainDegenerate) ++ nDegenerateChainNum ; int nCurLoopLast = max( int( vChain[nL].size()) - 1, 0) ; if ( ( ! bChainDegenerate) && AreSamePointApprox( vChain[nL][0].ptSt, vChain[nL][nCurLoopLast].ptEn)) cvClosedChain.emplace_back( vChain[nL]) ; else { cvOpenChain.emplace_back( vChain[nL]) ; if ( bChainDegenerate) vnDegVec.emplace_back( 0) ; else vnDegVec.emplace_back( 1) ; } } // Creo il loop chiuso padre di tutti, il perimetro del triangolo. // Questo viene diviso in sotto-loop chiusi mediante quelli aperti. // I loop chiusi trovati precedentemente sono interni a uno dei sotto-loop // chiusi di cui è formato il perimetro. PNTVECTOR cvFirstLoop ; cvFirstLoop.emplace_back( trTriaB.GetP( 0)) ; cvFirstLoop.emplace_back( trTriaB.GetP( 1)) ; cvFirstLoop.emplace_back( trTriaB.GetP( 2)) ; vector cvBoundClosedLoopVec ; cvBoundClosedLoopVec.emplace_back( cvFirstLoop) ; vector vbInOut ; vbInOut.push_back( true) ; // Divido il loop usando le catene DecomposeLoop( cvOpenChain, vnDegVec, cvBoundClosedLoopVec, vbInOut) ; // Rimuovo il triangolo corrente SurfB.RemoveTriangle( it->first) ; // Trasformo i loop compositi in loop polyline POLYLINEVECTOR vplPolyVec ; vplPolyVec.resize( cvBoundClosedLoopVec.size()) ; for ( int nLoop = 0 ; nLoop < int( vplPolyVec.size()) ; ++ nLoop) { for ( int nLine = 0 ; nLine < int( cvBoundClosedLoopVec[nLoop].size()) ; ++ nLine) { vplPolyVec[nLoop].AddUPoint( 0., cvBoundClosedLoopVec[nLoop][nLine]) ; } vplPolyVec[nLoop].AddUPoint( 0., cvBoundClosedLoopVec[nLoop][0]) ; // Assegno ai loop trovati i rispettivi interni // Assumo che i loop interni a uno dei loop creati fino ad'ora siano tutti sullo stesso livello. // Il caso generale si risolve con una struttura ad albero in cui il nodi corrispondente a un // loop è figlio del nodo corrispondente al loop che lo contiene. vector vInnerLoop ; for ( int nCLI = 0 ; nCLI < int( cvClosedChain.size()) ; ++ nCLI) { Point3d ptLoopStart = cvClosedChain[nCLI][0].ptSt ; double dMinDist = DBL_MAX ; Point3d ptMinDist ; bool bPointOnSt = false ; bool bPointOnEn = false ; int nSegNum = 0 ; int nSegMin ; Point3d ptS, ptE ; bool bContinueS = vplPolyVec[nLoop].GetFirstPoint( ptS) ; bool bContinueE = vplPolyVec[nLoop].GetNextPoint( ptE) ; while ( bContinueS && bContinueE) { ++ nSegNum ; DistPointLine DistCalculator( ptLoopStart, ptS, ptE) ; double dDist ; DistCalculator.GetDist( dDist) ; if ( dDist < dMinDist) { DistCalculator.GetMinDistPoint( ptMinDist) ; bPointOnSt = AreSamePointExact( ptMinDist, ptS) ; bPointOnEn = AreSamePointExact( ptMinDist, ptE) ; dMinDist = dDist ; nSegMin = nSegNum ; } ptS = ptE ; bContinueS = bContinueE ; bContinueE = vplPolyVec[nLoop].GetNextPoint( ptE) ; } if ( ! ( bPointOnSt || bPointOnEn)) { vplPolyVec[nLoop].GetFirstPoint( ptS) ; vplPolyVec[nLoop].GetNextPoint( ptE) ; for ( int nSeg = 1 ; nSeg < nSegMin ; ++ nSeg) { ptS = ptE ; vplPolyVec[nLoop].GetNextPoint( ptE) ; } Vector3d vtTan = ptE - ptS ; vtTan.Normalize() ; Vector3d vtOut = vtTan ^ trTriaB.GetN() ; Point3d ptMinDist ; DistPointLine DistCalculator( ptLoopStart, ptS, ptE) ; DistCalculator.GetMinDistPoint( ptMinDist) ; double dMinDistDot = ( ptLoopStart - ptMinDist) * vtOut ; if ( dMinDistDot < 0.) vInnerLoop.emplace_back( nCLI) ; } else if ( bPointOnSt) { Point3d ptPrevS, ptPrevE ; if ( nSegMin == 1) { vplPolyVec[nLoop].GetFirstPoint( ptS) ; vplPolyVec[nLoop].GetNextPoint( ptE) ; vplPolyVec[nLoop].GetLastPoint( ptPrevE) ; vplPolyVec[nLoop].GetPrevPoint( ptPrevS) ; } else { -- nSegMin ; vplPolyVec[nLoop].GetFirstPoint( ptPrevS) ; vplPolyVec[nLoop].GetNextPoint( ptPrevE) ; for ( int nSeg = 1 ; nSeg < nSegMin ; ++ nSeg) { ptPrevS = ptPrevE ; vplPolyVec[nLoop].GetNextPoint( ptPrevE) ; } ptS = ptPrevE ; vplPolyVec[nLoop].GetNextPoint( ptE) ; } Vector3d vtTan = ptE - ptS ; vtTan.Normalize() ; Vector3d vtTanPrev = ptPrevE - ptPrevS ; vtTanPrev.Normalize() ; Vector3d vtBisector = 0.5 * ( vtTan + vtTanPrev) ^ trTriaB.GetN() ; vtBisector.Normalize() ; double dMinDistDot = ( ptLoopStart - ptMinDist) * vtBisector ; if ( dMinDistDot < 0.) vInnerLoop.emplace_back( nCLI) ; } else if ( bPointOnEn) { Point3d ptLast ; vplPolyVec[nLoop].GetLastPoint( ptLast) ; vplPolyVec[nLoop].GetFirstPoint( ptS) ; vplPolyVec[nLoop].GetNextPoint( ptE) ; for ( int nSeg = 1 ; nSeg < nSegMin ; ++ nSeg) { ptS = ptE ; vplPolyVec[nLoop].GetNextPoint( ptE) ; } Point3d ptNextS, ptNextE ; if ( AreSamePointExact( ptE, ptLast)) { vplPolyVec[nLoop].GetFirstPoint( ptNextS) ; vplPolyVec[nLoop].GetNextPoint( ptNextE) ; } else { vplPolyVec[nLoop].GetNextPoint( ptNextS) ; vplPolyVec[nLoop].GetNextPoint( ptNextE) ; } Vector3d vtTan = ptE - ptS ; vtTan.Normalize() ; Vector3d vtTanNext = ptNextE - ptNextS ; vtTanNext.Normalize() ; Vector3d vtBisector = 0.5 * ( vtTan + vtTanNext) ^ trTriaB.GetN() ; vtBisector.Normalize() ; double dMinDistDot = ( ptLoopStart - ptMinDist) * vtBisector ; if ( dMinDistDot < 0.) vInnerLoop.emplace_back( nCLI) ; } } if ( vInnerLoop.size() == 0) { // Eseguo triangolazione Triangulate CreateTriangulation ; PNTVECTOR vPt ; INTVECTOR vTr ; if ( Triangulate().Make( vplPolyVec[nLoop], vPt, vTr)) { // Inserisco i nuovi triangoli for ( int n = 0 ; n < int( vTr.size()) - 2 ; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] } ; int nNewId[3] = { SurfB.AddVertex(vPt[nNewTriaVertId[0]]), SurfB.AddVertex(vPt[nNewTriaVertId[1]]), SurfB.AddVertex(vPt[nNewTriaVertId[2]]) } ; int nNewTriaNum = SurfB.AddTriangle( nNewId) ; if ( vbInOut[nLoop]) SurfB.m_vTria[nNewTriaNum].nTempPart = 1 ; else SurfB.m_vTria[nNewTriaNum].nTempPart = - 1 ; bModif = true ; } } } else { POLYLINEVECTOR vPolygons ; vPolygons.emplace_back( vplPolyVec[nLoop]) ; if ( vbInOut[nLoop]) { for ( int nL = 0 ; nL < int( vInnerLoop.size()) ; ++ nL) { PolyLine CurLoop ; for ( int nV = 0 ; nV < int( cvClosedChain[vInnerLoop[nL]].size()) ; ++ nV) { CurLoop.AddUPoint( 0., cvClosedChain[vInnerLoop[nL]][nV].ptSt) ; } CurLoop.AddUPoint( 0., cvClosedChain[vInnerLoop[nL]][0].ptSt) ; vPolygons.emplace_back( CurLoop) ; } PNTVECTOR vPt ; INTVECTOR vTr ; if ( Triangulate().Make( vPolygons, vPt, vTr)) { // Inserisco i nuovi triangoli for ( int n = 0 ; n < int( vTr.size()) - 2 ; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] } ; int nNewId[3] = { SurfB.AddVertex(vPt[nNewTriaVertId[0]]), SurfB.AddVertex(vPt[nNewTriaVertId[1]]), SurfB.AddVertex(vPt[nNewTriaVertId[2]]) } ; int nNewTriaNum = SurfB.AddTriangle( nNewId) ; SurfB.m_vTria[nNewTriaNum].nTempPart = 1 ; bModif = true ; } } for ( int nL = 1 ; nL < int( vPolygons.size()) ; ++ nL) { vPolygons[nL].Invert() ; if ( Triangulate().Make(vPolygons[nL], vPt, vTr)) { // Inserisco i nuovi triangoli for ( int n = 0 ; n < int( vTr.size()) - 2 ; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] } ; int nNewId[3] = { SurfB.AddVertex(vPt[nNewTriaVertId[0]]), SurfB.AddVertex(vPt[nNewTriaVertId[1]]), SurfB.AddVertex(vPt[nNewTriaVertId[2]]) } ; int nNewTriaNum = SurfB.AddTriangle( nNewId) ; SurfB.m_vTria[nNewTriaNum].nTempPart = - 1 ; bModif = true ; } } } } else { for ( int nL = 0 ; nL < int( vInnerLoop.size()); ++ nL) { PolyLine CurLoop ; for ( int nV = 0 ; nV < int( cvClosedChain[vInnerLoop[nL]].size()) ; ++ nV) { CurLoop.AddUPoint( 0., cvClosedChain[vInnerLoop[nL]][nV].ptSt) ; } CurLoop.AddUPoint( 0., cvClosedChain[vInnerLoop[nL]][0].ptSt) ; CurLoop.Invert() ; vPolygons.emplace_back( CurLoop) ; } PNTVECTOR vPt ; INTVECTOR vTr ; if ( Triangulate().Make( vPolygons, vPt, vTr)) { // Inserisco i nuovi triangoli for ( int n = 0 ; n < int( vTr.size()) - 2 ; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] } ; int nNewId[3] = { SurfB.AddVertex(vPt[nNewTriaVertId[0]]), SurfB.AddVertex(vPt[nNewTriaVertId[1]]), SurfB.AddVertex(vPt[nNewTriaVertId[2]]) } ; int nNewTriaNum = SurfB.AddTriangle( nNewId) ; SurfB.m_vTria[nNewTriaNum].nTempPart = 1 ; bModif = true ; } } for ( int nL = 1 ; nL < int( vPolygons.size()) ; ++ nL) { vPolygons[nL].Invert() ; if ( Triangulate().Make( vPolygons[nL], vPt, vTr)) { // Inserisco i nuovi triangoli for ( int n = 0 ; n < int( vTr.size()) - 2 ; n += 3) { int nNewTriaVertId[3] = { vTr[n], vTr[n + 1], vTr[n + 2] } ; int nNewId[3] = { SurfB.AddVertex(vPt[nNewTriaVertId[0]]), SurfB.AddVertex(vPt[nNewTriaVertId[1]]), SurfB.AddVertex(vPt[nNewTriaVertId[2]]) } ; int nNewTriaNum = SurfB.AddTriangle( nNewId) ; SurfB.m_vTria[nNewTriaNum].nTempPart = - 1 ; bModif = true ; } } } } } vInnerLoop.resize( 0) ; } } // Se i triangoli delle superfici non si intersecano, una delle due è totalmente interna o esterna all'altra. if ( ! bModif) { int nVertNum = 0 ; Point3d ptFirstV ; int nCurVert = GetFirstVertex( ptFirstV) ; int nInOutNum = 0 ; while ( nInOutNum == 0 && nCurVert != SVT_NULL) { int nTriaNum = - 1 ; double dMinDist = DBL_MAX ; for ( int nTB = 0 ; nTB < nTriaNumB ; ++ nTB) { // Se il triangolo B non è valido, continuo Triangle3d trTriaB ; if ( ! ( SurfB.GetTriangle( nTB, trTriaB) && trTriaB.Validate( true))) continue ; DistPointTriangle DistCalculator( ptFirstV, trTriaB) ; double dDist ; DistCalculator.GetDist( dDist) ; if ( dDist < dMinDist) { nTriaNum = nTB ; dMinDist = dDist ; } } if ( nTriaNum >= 0) { Triangle3d trTriaB ; SurfB.GetTriangle( nTriaNum, trTriaB) ; if ( ( ptFirstV - trTriaB.GetP(0)) * trTriaB.GetN() < - EPS_SMALL) { nInOutNum = 1 ; } else if ( ( ptFirstV - trTriaB.GetP(0)) * trTriaB.GetN() > EPS_SMALL) { nInOutNum = - 1 ; } } if ( nInOutNum == 0) { nCurVert = GetNextVertex( nVertNum, ptFirstV) ; ++ nVertNum ; } } for ( int nTA = 0 ; nTA < nTriaNumA ; ++ nTA) { m_vTria[nTA].nTempPart = nInOutNum ; } nVertNum = 0 ; ptFirstV ; nCurVert = SurfB.GetFirstVertex( ptFirstV) ; nInOutNum = 0 ; while ( nInOutNum == 0 && nCurVert != SVT_NULL) { int nTriaNum = - 1 ; double dMinDist = DBL_MAX ; for ( int nTA = 0 ; nTA < nTriaNumA ; ++ nTA) { // Se il triangolo A non è valido, continuo Triangle3d trTriaA ; if ( ! ( GetTriangle( nTA, trTriaA) && trTriaA.Validate( true))) continue ; DistPointTriangle DistCalculator( ptFirstV, trTriaA) ; double dDist ; DistCalculator.GetDist( dDist) ; if ( dDist < dMinDist) { nTriaNum = nTA ; dMinDist = dDist ; } } if ( nTriaNum >= 0) { Triangle3d trTriaA ; GetTriangle( nTriaNum, trTriaA) ; if ( ( ptFirstV - trTriaA.GetP( 0)) * trTriaA.GetN() < - EPS_SMALL) { nInOutNum = 1 ; } else if ( ( ptFirstV - trTriaA.GetP(0)) * trTriaA.GetN() > EPS_SMALL) { nInOutNum = - 1 ; } } if ( nInOutNum == 0) { nCurVert = SurfB.GetNextVertex( nVertNum, ptFirstV) ; ++ nVertNum ; } } for ( int nTB = 0 ; nTB < nTriaNumB ; ++ nTB) { SurfB.m_vTria[nTB].nTempPart = nInOutNum ; } } bool bContinue = true ; // Se avvenuta modifica, aggiorno tutto if ( bModif) bContinue = ( AdjustVertices() && DoCompacting() && SurfB.AdjustVertices() && SurfB.DoCompacting()) ; // Triangoli sovrapposti if ( bContinue) { int nTriaNumA = GetTriangleSize() ; int nTriaNumB = SurfB.GetTriangleSize() ; for ( int nTA = 0 ; nTA < nTriaNumA ; ++ nTA) { // Se il triangolo A non è valido, continuo Triangle3d trTriaA ; if ( ! ( GetTriangle( nTA, trTriaA) && trTriaA.Validate( true))) continue ; // Box del triangolo A BBox3d b3dTriaA ; trTriaA.GetLocalBBox( b3dTriaA) ; bool bNewTriaA = true ; for ( int nTB = 0 ; nTB < nTriaNumB ; ++ nTB) { // Se il triangolo B non è valido, continuo Triangle3d trTriaB ; if ( ! ( SurfB.GetTriangle( nTB, trTriaB) && trTriaB.Validate( true))) continue ; // Box del triangolo B BBox3d b3dTriaB ; trTriaB.GetLocalBBox( b3dTriaB) ; // Se i box non si sovrappongono, contiuno if ( ! b3dTriaA.Overlaps( b3dTriaB)) continue ; // Se i triangoli sono sovrapposti TRIA3DVECTOR vTriaAB ; Point3d ptTempA, ptTempB ; int nIntTypeAB = IntersTriaTria( trTriaA, trTriaB, ptTempA, ptTempB, vTriaAB) ; if ( nIntTypeAB == ITTTS_OVERLAPS) { bool bInvertB = trTriaA.GetN() * trTriaB.GetN() < 0. ; m_vTria[nTA].nTempPart = ( m_vTria[nTA].nTempPart == 1 ? ( bInvertB ? -2 : 2) : m_vTria[nTA].nTempPart) ; SurfB.m_vTria[nTB].nTempPart = ( SurfB.m_vTria[nTB].nTempPart == 1 ? ( bInvertB ? - 2 : 2) : SurfB.m_vTria[nTB].nTempPart) ; } } } return ( AdjustVertices() && DoCompacting() && SurfB.AdjustVertices() && SurfB.DoCompacting()) ; } return true ; } //---------------------------------------------------------------------------- bool SurfTriMesh::IdentifyParts( void) const { for ( int i = 0 ; i < int( m_vTria.size()) ; ++ i) { // salto triangoli cancellati o già assegnati if ( m_vTria[i].nIdVert[0] == SVT_DEL || abs( m_vTria[i].nTempPart) != 1) continue ; // set di triangoli da aggiornare set stTria ; stTria.insert( i) ; while ( ! stTria.empty()) { // tolgo un triangolo dal set const auto iIt = stTria.begin() ; int nT = *iIt ; stTria.erase( iIt) ; // aggiorno i triangoli adiacenti for ( int j = 0 ; j < 3 ; ++ j) { int nAdjT = m_vTria[nT].nIdAdjac[j] ; if ( nAdjT != SVT_NULL && m_vTria[nAdjT].nTempPart == 0) { m_vTria[nAdjT].nTempPart = m_vTria[nT].nTempPart ; stTria.insert( nAdjT) ; } } } } return true ; } //---------------------------------------------------------------------------- bool SurfTriMesh::Add( const ISurfTriMesh& Other) { SurfTriMesh SurfB ; SurfB.CopyFrom( &Other) ; IntersectTriMeshTriangle( SurfB) ; IdentifyParts() ; SurfB.IdentifyParts() ; int nTriaNumA = GetTriangleSize() ; for ( int nTA = 0 ; nTA < nTriaNumA ; ++ nTA) { if ( m_vTria[nTA].nTempPart == 1 || m_vTria[nTA].nTempPart == - 2) RemoveTriangle( nTA) ; } int nTriaNumB = SurfB.GetTriangleSize() ; for ( int nTB = 0 ; nTB < nTriaNumB ; ++ nTB) { if ( SurfB.m_vTria[nTB].nTempPart == - 1) { int nNewVert[3] ; for ( int nV = 0 ; nV < 3 ; ++ nV) { nNewVert[nV] = AddVertex( SurfB.m_vVert[SurfB.m_vTria[nTB].nIdVert[nV]].ptP) ; } AddTriangle( nNewVert) ; } } return ( AdjustVertices() && DoCompacting()) ; } //---------------------------------------------------------------------------- bool SurfTriMesh::Intersect( const ISurfTriMesh& Other) { SurfTriMesh SurfB ; SurfB.CopyFrom( &Other) ; IntersectTriMeshTriangle( SurfB) ; IdentifyParts() ; SurfB.IdentifyParts() ; int nTriaNumA = GetTriangleSize() ; for ( int nTA = 0 ; nTA < nTriaNumA ; ++ nTA) { if ( m_vTria[nTA].nTempPart == - 1 || m_vTria[nTA].nTempPart == - 2) RemoveTriangle( nTA) ; } int nTriaNumB = SurfB.GetTriangleSize() ; for ( int nTB = 0 ; nTB < nTriaNumB ; ++ nTB) { if ( SurfB.m_vTria[nTB].nTempPart == 1) { int nNewVert[3] ; for ( int nV = 0 ; nV < 3 ; ++ nV) { nNewVert[nV] = AddVertex( SurfB.m_vVert[SurfB.m_vTria[nTB].nIdVert[nV]].ptP) ; } AddTriangle( nNewVert) ; } } return ( AdjustVertices() && DoCompacting()) ; } //---------------------------------------------------------------------------- bool SurfTriMesh::Subtract( const ISurfTriMesh& Other) { SurfTriMesh SurfB ; SurfB.CopyFrom( &Other) ; IntersectTriMeshTriangle( SurfB) ; IdentifyParts() ; SurfB.IdentifyParts() ; int nTriaNumA = GetTriangleSize() ; for ( int nTA = 0 ; nTA < nTriaNumA ; ++ nTA) { if ( m_vTria[nTA].nTempPart == 1 || m_vTria[nTA].nTempPart == 2) RemoveTriangle( nTA) ; } int nTriaNumB = SurfB.GetTriangleSize() ; for ( int nTB = 0 ; nTB < nTriaNumB ; ++ nTB) { if ( SurfB.m_vTria[nTB].nTempPart == 1) { int nNewVert[3] ; for ( int nV = 0 ; nV < 3 ; ++ nV) { nNewVert[nV] = AddVertex( SurfB.m_vVert[SurfB.m_vTria[nTB].nIdVert[nV]].ptP) ; } swap( nNewVert[1], nNewVert[2]) ; AddTriangle( nNewVert) ; } } return ( AdjustVertices() && DoCompacting()) ; }