Files
EgtGeomKernel/SurfTriMeshBooleans.cpp
T
Dario Sassi 05f981a0e4 EgtGeomKernel 2.2f4 :
- aggiunta gestione secondo colore in operazioni booleane tra superfici trimesh.
2020-06-14 09:47:41 +00:00

2414 lines
107 KiB
C++

//----------------------------------------------------------------------------
// EgalTech 2019-2020
//----------------------------------------------------------------------------
// File : SurfTriMeshBooleans.cpp Data : 04.04.20 Versione : 2.2d1
// 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 "/EgtDev/Include/EgtPerfCounter.h"
#include "/EgtDev/Include/EgnStringUtils.h"
#include <algorithm>
using namespace std ;
//----------------------------------------------------------------------------
static 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 ( FromSpecialToNormal( nIntTypeA) == ITTT_PNT || FromSpecialToNormal( nIntTypeA) == ITTT_VERT)
nIntA = 1 ;
else if ( FromSpecialToNormal( nIntTypeA) == ITTT_YES || FromSpecialToNormal( 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 ( FromSpecialToNormal( nIntTypeB) == ITTT_PNT || FromSpecialToNormal( nIntTypeB) == ITTT_VERT)
nIntB = 1 ;
else if ( FromSpecialToNormal( nIntTypeB) == ITTT_YES || FromSpecialToNormal( 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 ;
}
//----------------------------------------------------------------------------
static bool
ChangeStart( const Point3d& ptNewStart, PNTVECTOR& Loop)
{
// Cerco il tratto del loop chiuso più vicino al punto
int nMinSeg = - 1 ;
double dMinSqDinst = DBL_MAX ;
for ( int nPt = 0 ; nPt < int( Loop.size()) ; ++ nPt) {
// Estremi del segmento corrente del loop
Point3d ptSegSt = Loop[nPt] ;
Point3d ptSegEn = Loop[( nPt + 1) % int( Loop.size())] ;
// Distanza del punto dal segmento del loop
DistPointLine dDistCalc( ptNewStart, ptSegSt, ptSegEn) ;
double dSqDist ;
dDistCalc.GetSqDist( dSqDist) ;
if ( dSqDist < dMinSqDinst) {
dMinSqDinst = dSqDist ;
nMinSeg = nPt ;
}
}
// Se il punto non sta sul loop, errore
if ( dMinSqDinst > SQ_EPS_SMALL)
return false ;
// Verifico che il punto stia su un vertice, in tal caso non devo fare nulla
bool bOnStart = AreSamePointApprox( Loop[nMinSeg], ptNewStart) ;
bool bOnEnd = AreSamePointApprox( Loop[( nMinSeg + 1) % int( Loop.size())], ptNewStart) ;
if ( bOnStart || bOnEnd) {
if ( bOnEnd) {
++ nMinSeg ;
if ( nMinSeg % int( Loop.size()) == 0)
return true ;
}
PNTVECTOR vTempVec ;
for ( int nPt = 0 ; nPt < nMinSeg ; ++ nPt)
vTempVec.emplace_back( Loop[nPt]) ;
int nSize = int( Loop.size()) ;
for ( int nPt = 0 ; nPt < nSize - nMinSeg ; ++ nPt) {
Loop[nPt] = Loop[nPt + nMinSeg] ;
}
for ( int nPt = 0 ; nPt < int( vTempVec.size()) ; ++ nPt) {
Loop[nPt + nSize - nMinSeg] = vTempVec[nPt] ;
}
return true ;
}
// Ridimensiono il loop
Loop.resize( Loop.size() + 1) ;
// Copio i primi punti
PNTVECTOR LoopTemp ;
for ( int nPt = 0 ; nPt <= nMinSeg ; ++ 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 - nMinSeg ;
for ( int nPt = 1 ; nPt <= nLastPointNum ; ++ nPt) {
Loop[nPt] = Loop[nPt + nMinSeg] ;
}
// Porto i primi in fondo
for ( int nPt = 0 ; nPt < int( LoopTemp.size()) ; ++ nPt) {
Loop[nPt + nLastPointNum] = LoopTemp[nPt] ;
}
return true ;
}
//----------------------------------------------------------------------------
static bool
SplitAtPoint( const Point3d& ptStop, const PNTVECTOR& Loop, PNTVECTOR& Loop1, PNTVECTOR& Loop2)
{
// Cerco il tratto del loop chiuso più vicino al punto
int nMinSeg = -1 ;
double dMinSqDinst = DBL_MAX ;
for ( int nPt = 0 ; nPt < int( Loop.size()) ; ++ nPt) {
// Estremi del segmento corrente del loop
Point3d ptSegSt = Loop[nPt] ;
Point3d ptSegEn = Loop[( nPt + 1) % int(Loop.size())] ;
// Distanza del punto dal segmento del loop
DistPointLine dDistCalc( ptStop, ptSegSt, ptSegEn) ;
double dSqDist ;
dDistCalc.GetSqDist( dSqDist) ;
if ( dSqDist < dMinSqDinst) {
dMinSqDinst = dSqDist ;
nMinSeg = nPt ;
}
}
// Se il punto non sta sul loop, errore
if ( dMinSqDinst > SQ_EPS_SMALL)
return false ;
// Verifico che il punto stia su un vertice, in tal caso non devo aggiungerlo
bool bFirst = AreSamePointApprox( Loop[nMinSeg], ptStop) ;
bool bLast = AreSamePointApprox( Loop[( nMinSeg + 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)
++ nMinSeg ;
// Inglobo fino a nSeg nel primo loop
for ( int nPt = 0 ; nPt <= nMinSeg ; ++ 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[nMinSeg]) ;
}
// Inglobo gli ultimi vertici in Loop2
for ( int nPt = nMinSeg + 1 ; nPt < int( Loop.size()) ; ++ nPt)
Loop2.emplace_back( Loop[nPt]) ;
Loop2.emplace_back( Loop[0]) ;
return true ;
}
//----------------------------------------------------------------------------
static 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
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_MIN, 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)) ;
PNTMATRIX cvBoundClosedLoopVec ;
cvBoundClosedLoopVec.emplace_back(cvFirstLoop);
BOOLVECTOR 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, PNTMATRIX& cvBoundClosedLoopVec, BOOLVECTOR& vbInOut)
{
// Valuto se esistono loop non degeneri
int nExistNotDeg = 0 ;
for ( int nC = 0 ; nC < int( vnDegVec.size()) ; ++ nC) {
if ( vnDegVec[nC] > 0)
++ nExistNotDeg ;
}
// Divido il loop di partenza in sotto-loop
int nIterationCount = 0 ;
while ( cvOpenChain.size() > 0) {
bool bLoopSplitted = false ;
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) ||
( nLastOpenLoopPoint == 0 && ( Loop1.size() == 2 || Loop2.size() == 2)))
continue ;
bLoopSplitted = true ;
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] ;
}
cvBoundClosedLoopVec[nLoop] = Loop1 ;
cvBoundClosedLoopVec[nLoop + 1] = Loop2 ;
vbInOut[nLoop] = false ;
vbInOut[nLoop + 1] = true ;
++ 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 ;
}
bLoopSplitted = true ;
}
}
}
if ( ! bLoopSplitted && ( vnDegVec[nLastOpenLoopN] == 1 || nExistNotDeg == 0)) {
int nCurDeg = vnDegVec[nLastOpenLoopN] ;
vnDegVec.emplace( vnDegVec.begin(), nCurDeg) ;
Chain CurChain ;
for ( int nCrChSeg = 0 ; nCrChSeg < int( cvOpenChain[nLastOpenLoopN].size()) ; ++ nCrChSeg) {
IntSegment CurChainSeg ;
CurChainSeg.ptSt = cvOpenChain[nLastOpenLoopN][nCrChSeg].ptSt ;
CurChainSeg.ptEn = cvOpenChain[nLastOpenLoopN][nCrChSeg].ptEn ;
CurChainSeg.vtOuter = cvOpenChain[nLastOpenLoopN][nCrChSeg].vtOuter ;
CurChainSeg.bDegenerate = cvOpenChain[nLastOpenLoopN][nCrChSeg].bDegenerate ;
CurChain.emplace_back( CurChainSeg) ;
}
cvOpenChain.emplace( cvOpenChain.begin(), CurChain) ;
++ nLastOpenLoopN ;
++ nIterationCount ;
}
else
nIterationCount = 0 ;
vnDegVec.resize( nLastOpenLoopN) ;
cvOpenChain.resize( nLastOpenLoopN) ;
if ( nIterationCount > int( cvOpenChain.size()) + 2)
return false ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
SurfTriMesh::RetriangulationForBooleanOperation( CHAINMAP& LoopLines, TRIA3DVECTORMAP& Ambiguos,
SurfTriMesh& Surf, bool& bModif)
{
// La superficie deve essere valida
if ( ! Surf.IsValid())
return false ;
// Ritriangolarizzo i triangoli
for ( auto it = LoopLines.begin() ; it != LoopLines.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 ;
break ;
}
}
}
if ( int( it->second.size()) == 0)
continue ;
// Se il triangolo è stato sottoposto a ritriangolazione, le sue componenti sono classificabili come dentro-fuori.
// Lo tolgo dall'insieme dei triangoli ambigui (intersezione edge-edge)
else {
auto itS = Ambiguos.find( it->first) ;
if ( itS != Ambiguos.end()) {
Ambiguos.erase( itS) ;
}
}
// 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 ;
CHAINVECTOR vChain ;
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 ;
}
}
}
}
// Se esistono loop divisi in catene, le unisco
Triangle3d trTria ;
Surf.GetTriangle( it->first, trTria) ;
for ( int nC1 = 0 ; nC1 < nChainCnt - 1 ; ++ nC1) {
int nFirstChainLastSegPos = int( vChain[nC1].size()) - 1 ;
bool bFirstChainInside = nFirstChainLastSegPos >= 0 &&
IsPointInsideTriangle( vChain[nC1][0].ptSt, trTria, TriangleType::OPEN) &&
IsPointInsideTriangle( vChain[nC1][nFirstChainLastSegPos].ptEn, trTria, TriangleType::OPEN) ;
for ( int nC2 = nC1 + 1 ; nC2 < nChainCnt && bFirstChainInside ; ++ nC2) {
int nSecondChainLastSegPos = int( vChain[nC2].size()) - 1 ;
bool bSecondChainInside = nSecondChainLastSegPos >= 0 &&
IsPointInsideTriangle( vChain[nC2][0].ptSt, trTria, TriangleType::OPEN) &&
IsPointInsideTriangle( vChain[nC2][nSecondChainLastSegPos].ptEn, trTria, TriangleType::OPEN) ;
nFirstChainLastSegPos = int( vChain[nC1].size()) - 1 ;
bool bFisrtSecond = AreSamePointEpsilon( vChain[nC1][nFirstChainLastSegPos].ptEn, vChain[nC2][0].ptSt, 10 * EPS_SMALL) ;
for ( int nSeg = 0 ; nSeg <= nSecondChainLastSegPos && bSecondChainInside && bFisrtSecond ; ++ nSeg) {
IntSegment CurSeg ;
CurSeg.ptSt = vChain[nC2][nSeg].ptSt ;
CurSeg.ptEn = vChain[nC2][nSeg].ptEn ;
CurSeg.vtOuter = vChain[nC2][nSeg].vtOuter ;
CurSeg.bDegenerate = vChain[nC2][nSeg].bDegenerate ;
vChain[nC1].emplace_back( CurSeg) ;
}
bool bSecondFirst = AreSamePointEpsilon( vChain[nC1][0].ptSt, vChain[nC2][nSecondChainLastSegPos].ptEn, 10 * EPS_SMALL) ;
for ( int nSeg = 0 ; nSeg <= nFirstChainLastSegPos && bSecondChainInside && bSecondFirst && ! bFisrtSecond ; ++ nSeg) {
IntSegment CurSeg ;
CurSeg.ptSt = vChain[nC1][nSeg].ptSt ;
CurSeg.ptEn = vChain[nC1][nSeg].ptEn ;
CurSeg.vtOuter = vChain[nC1][nSeg].vtOuter ;
CurSeg.bDegenerate = vChain[nC1][nSeg].bDegenerate ;
vChain[nC2].emplace_back( CurSeg) ;
}
if ( bSecondChainInside && bFisrtSecond && nSecondChainLastSegPos >= 0) {
nFirstChainLastSegPos = int( vChain[nC1].size()) - 1 ;
bFirstChainInside = nFirstChainLastSegPos >= 0 &&
IsPointInsideTriangle( vChain[nC1][0].ptSt, trTria, TriangleType::OPEN) &&
IsPointInsideTriangle( vChain[nC1][nFirstChainLastSegPos].ptEn, trTria, TriangleType::OPEN) ;
vChain.erase( vChain.begin() + nC2) ;
-- nChainCnt ;
-- nC2 ;
}
if ( bSecondChainInside && bSecondFirst && ! bFisrtSecond && nFirstChainLastSegPos >= 0) {
vChain.erase( vChain.begin() + nC1) ;
-- nChainCnt ;
-- nC2 ;
nC2 = nC2 == nC1 ? nC2 + 1 : nC2 ;
}
}
}
// Chiudo i loop costruiti a partire dalle catene
for ( int nC = 0 ; nC < nChainCnt ; ++ nC) {
int nChainLastSegPos = int( vChain[nC].size()) - 1 ;
if ( IsPointInsideTriangle( vChain[nC][0].ptSt, trTria, TriangleType::OPEN) &&
IsPointInsideTriangle( vChain[nC][nChainLastSegPos].ptEn, trTria, TriangleType::OPEN) &&
AreSamePointEpsilon( vChain[nC][0].ptSt, vChain[nC][nChainLastSegPos].ptEn, 10 * EPS_SMALL)) {
IntSegment CurSeg ;
CurSeg.ptSt = vChain[nC][nChainLastSegPos].ptEn ;
CurSeg.ptEn = vChain[nC][0].ptSt ;
CurSeg.vtOuter = ( CurSeg.ptEn - CurSeg.ptSt) ^ trTria.GetN() ;
CurSeg.vtOuter.Normalize() ;
CurSeg.bDegenerate = ( CurSeg.ptEn - CurSeg.ptSt).Len() > EPS_SMALL ;
vChain[nC].emplace_back( CurSeg) ;
}
}
// 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) ;
}
}
for ( int nCh1 = 0 ; nCh1 < int( cvOpenChain.size()) - 1 ; ++ nCh1) {
for ( int nCh2 = nCh1 + 1 ; nCh2 < int( cvOpenChain.size()) ; ++ nCh2) {
int nChainSize1 = int( cvOpenChain[nCh1].size()) ;
int nChainSize2 = int( cvOpenChain[nCh2].size()) ;
int nSameSeg = 0 ;
for ( int nSeg1 = 0 ; nSeg1 < nChainSize1 ; ++ nSeg1) {
for ( int nSeg2 = 0 ; nSeg2 < nChainSize2 ; ++ nSeg2) {
if ( AreSamePointExact( cvOpenChain[nCh1][nSeg1].ptSt, cvOpenChain[nCh2][nSeg2].ptSt) &&
AreSamePointExact( cvOpenChain[nCh1][nSeg1].ptEn, cvOpenChain[nCh2][nSeg2].ptEn) &&
AreSameVectorExact( cvOpenChain[nCh1][nSeg1].vtOuter, cvOpenChain[nCh2][nSeg2].vtOuter)) {
++ nSameSeg ;
}
}
}
if ( nChainSize1 == nSameSeg) {
cvOpenChain.erase( cvOpenChain.begin() + nCh1) ;
vnDegVec.erase( vnDegVec.begin() + nCh1) ;
-- nCh1 ;
}
else if ( nChainSize2 == nSameSeg) {
cvOpenChain.erase( cvOpenChain.begin() + nCh2) ;
vnDegVec.erase( vnDegVec.begin() + nCh2) ;
-- nCh2 ;
}
}
}
// 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)) ;
PNTMATRIX cvBoundClosedLoopVec;
cvBoundClosedLoopVec.emplace_back( cvFirstLoop) ;
BOOLVECTOR vbInOut ;
vbInOut.push_back( true) ;
// Divido il loop usando le catene
if ( ! DecomposeLoop( cvOpenChain, vnDegVec, cvBoundClosedLoopVec, vbInOut)) {
if ( int( cvBoundClosedLoopVec.size()) == 1 && int( cvOpenChain.size()) == 2) {
Point3d ptLink0St = cvOpenChain[0][0].ptSt ;
Point3d ptLink0En = cvOpenChain[0].back().ptEn ;
Point3d ptLink1St = cvOpenChain.back()[0].ptSt ;
Point3d ptLink1En = cvOpenChain.back().back().ptEn ;
double dDist01 = sqrt( ( ptLink0En - ptLink1St) * ( ptLink0En - ptLink1St)) ;
double dDist10 = sqrt( ( ptLink1En - ptLink0St) * ( ptLink1En - ptLink0St)) ;
if ( dDist01 < 2 * EPS_SMALL) {
IntSegment LinkingSeg ;
LinkingSeg.ptSt = ptLink0En ;
LinkingSeg.ptEn = ptLink1St ;
LinkingSeg.vtOuter = cvOpenChain[0].back().vtOuter ;
LinkingSeg.bDegenerate = false ;
cvOpenChain[0].emplace_back( LinkingSeg) ;
for ( int nLinkI = 0 ; nLinkI < int( cvOpenChain.back().size()) ; ++ nLinkI) {
cvOpenChain[0].emplace_back( cvOpenChain.back()[nLinkI]) ;
}
cvOpenChain.resize( 1) ;
int nComplDeg = vnDegVec[0] * vnDegVec[1] ;
vnDegVec[0] = nComplDeg ;
vnDegVec.resize( 1) ;
}
else if ( dDist10 < 2 * EPS_SMALL) {
IntSegment LinkingSeg ;
LinkingSeg.ptSt = cvOpenChain.back().back().ptEn ;
LinkingSeg.ptEn = cvOpenChain[0].back().ptSt ;
LinkingSeg.vtOuter = cvOpenChain.back().back().vtOuter ;
LinkingSeg.bDegenerate = false ;
cvOpenChain.back().emplace_back( LinkingSeg) ;
for ( int nLinkI = 0 ; nLinkI < int( cvOpenChain[0].size()) ; ++ nLinkI) {
cvOpenChain.back().emplace_back( cvOpenChain[0][nLinkI]) ;
}
cvOpenChain.erase( cvOpenChain.begin()) ;
int nComplDeg = vnDegVec[0] * vnDegVec[1] ;
vnDegVec[0] = nComplDeg ;
vnDegVec.resize( 1) ;
}
else {
Surf.m_vTria[it->first].nTempPart = 0 ;
continue ;
}
vbInOut.resize( 1) ;
vbInOut[0] = true ;
if ( ! DecomposeLoop( cvOpenChain, vnDegVec, cvBoundClosedLoopVec, vbInOut)) {
Surf.m_vTria[it->first].nTempPart = 0 ;
continue ;
}
}
else {
Surf.m_vTria[it->first].nTempPart = 0 ;
continue ;
}
}
// Rimuovo il triangolo corrente
Surf.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.
INTVECTOR vInnerLoop ;
for ( int nCLI = 0 ; nCLI < int( cvClosedChain.size()) ; ++ nCLI) {
for ( int nPtNum = 0 ; nPtNum < int( cvClosedChain[nCLI].size()) ; ++ nPtNum) {
Point3d ptLoopStart = cvClosedChain[nCLI][nPtNum].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 ^ trTria.GetN() ;
Point3d ptMinDist ;
DistPointLine DistCalculator( ptLoopStart, ptS, ptE) ;
DistCalculator.GetMinDistPoint( ptMinDist) ;
double dMinDistDot = ( ptLoopStart - ptMinDist) * vtOut ;
if ( dMinDistDot < - EPS_SMALL) {
vInnerLoop.emplace_back( nCLI) ;
break ;
}
}
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) ^ trTria.GetN() ;
vtBisector.Normalize() ;
double dMinDistDot = ( ptLoopStart - ptMinDist) * vtBisector ;
if ( dMinDistDot < - EPS_SMALL) {
vInnerLoop.emplace_back( nCLI) ;
break ;
}
}
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 {
ptNextS = ptE ;
vplPolyVec[nLoop].GetNextPoint( ptNextE) ;
}
Vector3d vtTan = ptE - ptS ;
vtTan.Normalize() ;
Vector3d vtTanNext = ptNextE - ptNextS ;
vtTanNext.Normalize() ;
Vector3d vtBisector = 0.5 * ( vtTan + vtTanNext) ^ trTria.GetN() ;
vtBisector.Normalize() ;
double dMinDistDot = ( ptLoopStart - ptMinDist) * vtBisector ;
if ( dMinDistDot < - EPS_SMALL) {
vInnerLoop.emplace_back( nCLI) ;
break ;
}
}
}
}
// Elimino loop interni non validi
bool bDouble = true ;
for ( int nInnLoop = 0 ; nInnLoop < int( vInnerLoop.size()) ; ++ nInnLoop) {
if ( int( cvClosedChain[vInnerLoop[nInnLoop]].size()) > 2) {
bDouble = false ;
break ;
}
}
if ( vInnerLoop.size() == 0 || bDouble) {
// Eseguo triangolazione
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] = { Surf.AddVertex( vPt[nNewTriaVertId[0]]),
Surf.AddVertex( vPt[nNewTriaVertId[1]]),
Surf.AddVertex( vPt[nNewTriaVertId[2]]) } ;
int nNewTriaNum = Surf.AddTriangle( nNewId) ;
if ( IsValidSvt( nNewTriaNum)) {
Surf.m_vTria[nNewTriaNum].nETempFlag[0] = 0 ;
Surf.m_vTria[nNewTriaNum].nETempFlag[1] = 0 ;
Surf.m_vTria[nNewTriaNum].nETempFlag[2] = 0 ;
if ( vbInOut[nLoop])
Surf.m_vTria[nNewTriaNum].nTempPart = 1 ;
else
Surf.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]) ;
bool bCodirectedNormals = trTria.GetN() * pgPol.GetVersN() > 0. ;
if ( bCodirectedNormals) {
for ( int nL = 1 ; nL < int( vPolygons.size()) ; ++ nL) {
vPolygons[nL].Invert() ;
}
}
// Aggiungo al loop esterno i punti dei loop interni che si trovano su di esso
PNTULIST ExternLoopList = vPolygons[0].GetUPointList() ;
// Ciclo sui segmenti del loop esterno
auto itSt = ExternLoopList.begin() ;
auto itEn = itSt ;
++ itEn ;
for ( ; itSt != ExternLoopList.end() && itEn != ExternLoopList.end() ; ++ itSt, ++ itEn) {
// Estremi del segmento corrente del loop esterno e scorrispondente vettore
Point3d ptSt = itSt->first ;
Point3d ptEn = itEn->first ;
Vector3d vtSeg = ptEn - ptSt ;
double dSegLen = vtSeg.Len() ;
vtSeg /= dSegLen ;
// Vettore dei punti dei loop interni che stanno sul segmento del loop esterno
PNTUVECTOR vPointWithOrder ;
// Ciclo sui loop interni
for ( int nInnPoly = 1 ; nInnPoly < int( vPolygons.size()) ; ++ nInnPoly) {
// Ciclo sui punti dei loop interni
Point3d ptInnPoint ;
bool bContinue = vPolygons[nInnPoly].GetFirstPoint( ptInnPoint) ;
while ( bContinue) {
DistPointLine DistCalculator( ptInnPoint, ptSt, ptEn) ;
double dDist ;
DistCalculator.GetDist( dDist) ;
double dLongPos = ( ptInnPoint - ptSt) * vtSeg ;
if ( dDist < EPS_SMALL && dLongPos > 0. && dLongPos < dSegLen) {
POINTU NewPointU ;
NewPointU.first = ptInnPoint ;
NewPointU.second = dLongPos ;
vPointWithOrder.emplace_back( NewPointU) ;
}
bContinue = vPolygons[nInnPoly].GetNextPoint( ptInnPoint) ;
}
}
// Riordino i punti interni sul segmento esterno in funzione della distanza dall'origine di esso
for ( int nPi = 0 ; nPi < int( vPointWithOrder.size()) - 1 ; ++ nPi) {
for ( int nPj = nPi + 1 ; nPj < int( vPointWithOrder.size()) ; ++ nPj) {
if ( vPointWithOrder[nPi].second > vPointWithOrder[nPj].second) {
swap( vPointWithOrder[nPi], vPointWithOrder[nPj]) ;
}
}
}
// Aggiungo i punti al loop esterno
for ( int nPi = 0 ; nPi < int( vPointWithOrder.size()) ; ++ nPi) {
itSt = ExternLoopList.emplace( itEn, vPointWithOrder[nPi]) ;
}
}
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] = { Surf.AddVertex( vPt[nNewTriaVertId[0]]),
Surf.AddVertex( vPt[nNewTriaVertId[1]]),
Surf.AddVertex( vPt[nNewTriaVertId[2]])} ;
int nNewTriaNum = Surf.AddTriangle( nNewId) ;
if ( IsValidSvt( nNewTriaNum)) {
Surf.m_vTria[nNewTriaNum].nETempFlag[0] = 0 ;
Surf.m_vTria[nNewTriaNum].nETempFlag[1] = 0 ;
Surf.m_vTria[nNewTriaNum].nETempFlag[2] = 0 ;
if ( bCodirectedNormals)
Surf.m_vTria[nNewTriaNum].nTempPart = -1 ;
else
Surf.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] = { Surf.AddVertex( vPt[nNewTriaVertId[0]]),
Surf.AddVertex( vPt[nNewTriaVertId[1]]),
Surf.AddVertex( vPt[nNewTriaVertId[2]])} ;
int nNewTriaNum = Surf.AddTriangle( nNewId) ;
if ( IsValidSvt( nNewTriaNum)) {
Surf.m_vTria[nNewTriaNum].nETempFlag[0] = 0 ;
Surf.m_vTria[nNewTriaNum].nETempFlag[1] = 0 ;
Surf.m_vTria[nNewTriaNum].nETempFlag[2] = 0 ;
if ( bCodirectedNormals)
Surf.m_vTria[nNewTriaNum].nTempPart = 1 ;
else
Surf.m_vTria[nNewTriaNum].nTempPart = -1 ;
bModif = true ;
}
}
}
}
}
vInnerLoop.resize( 0) ;
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
FindTriaIncidence( const Triangle3d& trTria, const TRIA3DVECTOR& vOthTriaVec, INTMATRIX& vAdjSegToCurTria)
{
int nNumFoundContact = 0 ;
vAdjSegToCurTria.resize( 3) ;
for ( int nEdge = 0 ; nEdge < 3 ; ++ nEdge) {
for ( int nOther = 0 ; nOther < int( vOthTriaVec.size()) ; ++ nOther) {
Triangle3d trOthTria = vOthTriaVec[nOther] ;
Point3d ptSt = trTria.GetP( nEdge) ;
Point3d ptEn = trTria.GetP( ( nEdge + 1) % 3) ;
CurveLine cvEdgeLine ;
cvEdgeLine.Set( ptSt, ptEn) ;
for ( int nOthEdge = 0 ; nOthEdge < 3 ; ++ nOthEdge) {
Point3d ptOthSt = trOthTria.GetP( nOthEdge) ;
Point3d ptOthEn = trOthTria.GetP( ( nOthEdge + 1) % 3) ;
CurveLine cvOthEdgeLine ;
cvOthEdgeLine.Set( ptOthSt, ptOthEn) ;
DistPointLine DistCalculatorCurOth( 0.5 * ( ptSt + ptEn), cvOthEdgeLine, false) ;
double dSqDistCurOth ;
DistCalculatorCurOth.GetSqDist( dSqDistCurOth) ;
DistPointLine DistCalculatorOthCur( 0.5 * ( ptOthSt + ptOthEn), cvEdgeLine, false) ;
double dSqDistOthCur ;
DistCalculatorOthCur.GetSqDist( dSqDistOthCur) ;
if ( dSqDistCurOth < EPS_SMALL * EPS_SMALL && dSqDistOthCur < EPS_SMALL * EPS_SMALL) {
vAdjSegToCurTria[nEdge].emplace_back( nOther) ;
++ nNumFoundContact ;
}
}
}
}
return ( nNumFoundContact == int( vOthTriaVec.size())) ;
}
//----------------------------------------------------------------------------
bool
SurfTriMesh::AmbiguosTriangleManager( TRIA3DVECTORMAP& Ambiguos, SurfTriMesh& Surf)
{
for ( auto it = Ambiguos.begin() ; it != Ambiguos.end() ; ++ it) {
// Se il triangolo ha l'indice diverso da zero vuol dire che oltre a un
// contatto edge-edge ha avuto dei contatti che lo hanno già classificato.
if ( Surf.m_vTria[it->first].nTempPart != 0)
continue ;
// Recupero il triangolo corrente
Triangle3d trTria ;
Surf.GetTriangle( it->first, trTria) ;
trTria.Validate() ;
// Vettore dei triangoli i cui edge incidono su quelli del triangolo corrente
TRIA3DVECTOR& vOthTriaVec = it->second ;
// Vettore degli indici dei segmenti del triangolo adiacenti agli altri triangoli
INTMATRIX vAdjSegToCurTria ;
if ( ! FindTriaIncidence( trTria, vOthTriaVec, vAdjSegToCurTria))
return false ;
// Classifico il triangolo in base ai triangoli che incidono sui suoi edge
int nTriaClassificationByEdges[3] = { 0, 0, 0 } ;
for ( int nEdge = 0 ; nEdge < 3 ; ++ nEdge) {
if ( int( vAdjSegToCurTria[nEdge].size()) == 0)
continue ;
// Trovo due triangoli che incidono sull'edge corrente e che non sono sulla stessa faccia.
// Si assume che ci siano solo due facce dell'altra superficie per edge del triangolo
Triangle3d trOthTria1 = vOthTriaVec[vAdjSegToCurTria[nEdge][0]] ;
Triangle3d trOthTria2 ;
bool bFound = false ;
for ( int nTr = 1 ; nTr < int( vAdjSegToCurTria[nEdge].size()) ; ++ nTr) {
if ( ! AreSameVectorApprox( trOthTria1.GetN(), vOthTriaVec[vAdjSegToCurTria[nEdge][nTr]].GetN())) {
trOthTria2 = vOthTriaVec[vAdjSegToCurTria[nEdge][nTr]] ;
bFound = true ;
break ;
}
}
// Calcolo il vettore ortogonale all'edge corrente che punta al baricentro del triangolo corrente
Point3d ptBar = ( trTria.GetP( 0) + trTria.GetP( 1) + trTria.GetP( 2)) / 3. ;
Vector3d vtBarVec = ptBar - trTria.GetP( nEdge) ;
Vector3d vtEdgeDir = trTria.GetP( ( nEdge + 1) % 3) - trTria.GetP( nEdge) ;
vtEdgeDir.Normalize() ;
vtBarVec -= ( vtBarVec * vtEdgeDir) * vtEdgeDir ;
// Caso con due facce
if ( bFound) {
Point3d ptOthBar1 = ( trOthTria1.GetP( 0) + trOthTria1.GetP( 1) + trOthTria1.GetP( 2)) / 3. ;
Point3d ptOthBar2 = ( trOthTria2.GetP( 0) + trOthTria2.GetP( 1) + trOthTria2.GetP( 2)) / 3. ;
Vector3d vtBarBar12 = ptOthBar2 - ptOthBar1 ;
vtBarBar12.Normalize() ;
// Caso convesso
if ( vtBarBar12 * trOthTria1.GetN() < EPS_ZERO) {
double dDot1 = vtBarVec * trOthTria1.GetN() ;
double dDot2 = vtBarVec * trOthTria2.GetN() ;
nTriaClassificationByEdges[nEdge] = dDot1 < 0. && dDot2 < 0. ? 1 : -1 ;
}
// Caso concavo
else {
double dDot1 = vtBarVec * trOthTria1.GetN() ;
double dDot2 = vtBarVec * trOthTria2.GetN() ;
nTriaClassificationByEdges[nEdge] = dDot1 > 0. && dDot2 > 0. ? -1 : 1 ;
}
}
// Caso con una faccia
else {
double dDot1 = vtBarVec * trOthTria1.GetN() ;
nTriaClassificationByEdges[nEdge] = dDot1 < 0 ? 1 : -1 ;
}
}
// Verifico che le classificazioni siano coerenti
for ( int i = 0 ; i < 3 ; ++ i) {
if ( nTriaClassificationByEdges[i] == 0)
continue ;
Surf.m_vTria[it->first].nTempPart = nTriaClassificationByEdges[i] ;
int j ;
for ( j = i + 1 ; j < 3 ; ++ j) {
if ( nTriaClassificationByEdges[j] != 0 && nTriaClassificationByEdges[i] != nTriaClassificationByEdges[j]) {
Surf.m_vTria[it->first].nTempPart = 0 ;
break ;
}
}
if ( j < 3)
break ;
}
// Se la classificazione è coerente segno gli edge di contatto come invalicabili
Surf.m_vTria[it->first].nETempFlag[0] = int( vAdjSegToCurTria[0].size()) > 0 ? 1 : 0 ;
Surf.m_vTria[it->first].nETempFlag[1] = int( vAdjSegToCurTria[1].size()) > 0 ? 1 : 0 ;
Surf.m_vTria[it->first].nETempFlag[2] = int( vAdjSegToCurTria[2].size()) > 0 ? 1 : 0 ;
}
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
CHAINMAP LineMapA ;
CHAINMAP LineMapB ;
// Unordered map dei triangoli ambigui (intersezione edge-edge)
TRIA3DVECTORMAP AmbiguosA ;
TRIA3DVECTORMAP AmbiguosB ;
// 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 ;
m_vTria[nTA].nETempFlag[0] = 0 ;
m_vTria[nTA].nETempFlag[1] = 0 ;
m_vTria[nTA].nETempFlag[2] = 0 ;
}
for ( int nTB = 0 ; nTB < nTriaNumB ; ++ nTB) {
SurfB.m_vTria[nTB].nTempPart = 0 ;
SurfB.m_vTria[nTB].nETempFlag[0] = 0 ;
SurfB.m_vTria[nTB].nETempFlag[1] = 0 ;
SurfB.m_vTria[nTB].nETempFlag[2] = 0 ;
}
// Resetto e ricalcolo la HashGrid della superficie B
SurfB.ResetHashGrids3d() ;
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) ;
// Recupero i triangoli di B che interferiscono col box del triangolo di A
INTVECTOR vNearTria ;
SurfB.GetAllTriaOverlapBox( b3dTriaA, vNearTria) ;
bool bNewTriaA = true ;
for ( int nTB = 0 ; nTB < int( vNearTria.size()) ; ++ nTB) {
// Se il triangolo B non è valido, continuo
Triangle3d trTriaB ;
if ( ! SurfB.GetTriangle( vNearTria[nTB], trTriaB) || ! trTriaB.Validate( true))
continue ;
// Interseco i triangoli
Point3d ptSegSt, ptSegEn ;
TRIA3DVECTOR vTria ;
int nIntType = IntersTriaTria( trTriaA, trTriaB, ptSegSt, ptSegEn, vTria) ;
if ( FromSpecialToNormal( nIntType) != ITTT_NO &&
FromSpecialToNormal( nIntType) != ITTT_OVERLAPS &&
FromSpecialToNormal( nIntType) != ITTTS_VERT_VERT) {
// Assegno i dati di intersezione
IntSegment CurInters ;
if ( FromSpecialToNormal( nIntType) == ITTT_EDGE || FromSpecialToNormal( 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 ;
swap( CurInters.ptSt, CurInters.ptEn) ;
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( vNearTria[nTB]) ;
if ( itB != LineMapB.end()) {
itB->second.emplace_back( CurInters) ;
}
else {
Chain chTemp ;
chTemp.emplace_back( CurInters) ;
LineMapB.emplace( vNearTria[nTB], chTemp) ;
}
}
else
bIntOnEndgeB = true ;
// Intersezione edge-interno
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) {
// Cerco qual'è il segmento di contatto per dichiararlo come invalicabile
int nVA ;
for ( nVA = 0 ; nVA < 3 ; ++ nVA) {
if ( abs( ( trTriaA.GetP( nVA) - trTriaB.GetP( 0)) * trTriaB.GetN()) < EPS_SMALL &&
abs( ( trTriaA.GetP( ( nVA + 1) % 3) - trTriaB.GetP( 0)) * trTriaB.GetN()) < EPS_SMALL)
break ;
}
m_vTria[nTA].nTempPart = ( ( trTriaA.GetP( nSegMaxDist) - trTriaB.GetP( 0)) * trTriaB.GetN() < - EPS_SMALL ? 1 : - 1) ;
if ( nVA >= 0 && nVA <= 2)
m_vTria[nTA].nETempFlag[nVA] = m_vTria[nTA].nTempPart ;
}
}
// Intersezione interno-edge
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) {
// Cerco qual'è il segmento di contatto per dichiararlo come invalicabile
int nVB ;
for ( nVB = 0 ; nVB < 3 ; ++ nVB) {
if ( abs( ( trTriaB.GetP( nVB) - trTriaA.GetP(0)) * trTriaA.GetN()) < EPS_SMALL &&
abs( ( trTriaB.GetP( ( nVB + 1) % 3) - trTriaA.GetP( 0)) * trTriaA.GetN()) < EPS_SMALL)
break ;
}
SurfB.m_vTria[vNearTria[nTB]].nTempPart = ( ( trTriaB.GetP( nSegMaxDist) - trTriaA.GetP( 0)) * trTriaA.GetN() < - EPS_SMALL ? 1 : - 1) ;
if ( nVB >= 0 && nVB <= 2)
SurfB.m_vTria[vNearTria[nTB]].nETempFlag[nVB] = SurfB.m_vTria[vNearTria[nTB]].nTempPart ;
}
}
// Intersezione edge-edge: salvo indice e vettore triangoli
// Uso i triangoli perché, se un triangolo fosse cancellato, non potrei accedervi poi usando l'indice.
// Salvando i triangoli risolvo il problema perché ai fini dello studio di questi contatti, triangolo
// e sua ritriangolazione portano al medesimo risultato.
else if ( bIntOnEndgeA && bIntOnEndgeB) {
auto itA = AmbiguosA.find( nTA) ;
if ( itA == AmbiguosA.end()) {
TRIA3DVECTOR vVecTriaB ;
vVecTriaB.emplace_back( trTriaB) ;
AmbiguosA.emplace( nTA, vVecTriaB) ;
}
else {
itA->second.emplace_back( trTriaB) ;
}
auto itB = AmbiguosB.find( vNearTria[nTB]) ;
if ( itB == AmbiguosB.end()) {
TRIA3DVECTOR vVecTriaA ;
vVecTriaA.emplace_back( trTriaA) ;
AmbiguosB.emplace( vNearTria[nTB], vVecTriaA) ;
}
else {
itB->second.emplace_back( trTriaA) ;
}
}
}
else {
;
}
}
}
// Ritriangolarizzo i triangoli delle superfici
RetriangulationForBooleanOperation( LineMapA, AmbiguosA, *this, bModif) ;
RetriangulationForBooleanOperation( LineMapB, AmbiguosB, SurfB, bModif) ;
// Se i triangoli delle superfici non si intersecano, una delle due è totalmente interna o esterna all'altra.
bool bRetriangulated = true ;
if ( ! bModif) {
bRetriangulated = false ;
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 ;
double dDist ;
if ( DistPointTriangle( ptFirstV, trTriaB).GetDist( dDist) && 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 ;
}
}
// Se c'è stata una ritriangolazione di almeno un triangolo, NON siamo nel caso di tutto dentro o tutto fuori.
// Studio i triangoli ambigui.
if ( bRetriangulated) {
AmbiguosTriangleManager( AmbiguosA, *this) ;
AmbiguosTriangleManager( AmbiguosB, SurfB) ;
}
bool bContinue = true ;
// Se avvenuta modifica, aggiorno tutto
if ( bModif)
bContinue = ( AdjustVertices() && DoCompacting() && SurfB.AdjustVertices() && SurfB.DoCompacting()) ;
// Triangoli sovrapposti
if ( bContinue) {
int nTriaNumA = GetTriangleSize() ;
// Resetto e ricalcolo la HashGrid della superficie B
SurfB.ResetHashGrids3d() ;
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) ;
// Recupero i triangoli di B che interferiscono col box del triangolo di A
INTVECTOR vNearTria ;
SurfB.GetAllTriaOverlapBox( b3dTriaA, vNearTria) ;
bool bNewTriaA = true ;
for ( int nTB = 0 ; nTB < int( vNearTria.size()) ; ++ nTB) {
// Se il triangolo B non è valido, continuo
Triangle3d trTriaB ;
if ( ! SurfB.GetTriangle( vNearTria[nTB], trTriaB) || ! trTriaB.Validate( true))
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 = ( bInvertB ? -2 : 2) ;
SurfB.m_vTria[vNearTria[nTB]].nTempPart = ( bInvertB ? - 2 : 2) ;
}
}
}
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<int> 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) {
if ( m_vTria[nT].nETempFlag[j] != 0)
continue ;
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::RemoveTJunctions(void)
{
//PerformanceCounter Counter ;
// Vettore di indici dei vertici sui lati del triangolo corrente
INTMATRIX vvIndexMatrix( m_vTria.size()) ;
// Ciclo sui triangoli della superficie
for ( int nT = 0 ; nT < int( m_vTria.size()) ; ++ nT) {
// Riga di matrice per il triangolo
INTVECTOR& vIndexRow = vvIndexMatrix[nT] ;
// Se il triangolo non è valido, passo al successivo
Triangle3d trTria ;
if ( ! GetTriangle( nT, trTria) || ! trTria.Validate( true))
continue ;
// Box del triangolo
BBox3d b3Tria ;
trTria.GetLocalBBox( b3Tria) ;
INTVECTOR vNearTria ;
GetAllTriaOverlapBox( b3Tria, vNearTria) ;
// Ciclo sui lati del triangolo
for ( int nSeg = 0 ; nSeg < 3 ; ++ nSeg) {
// aggiungo alla riga della matrice il vertice iniziale del lato
vIndexRow.emplace_back( m_vTria[nT].nIdVert[nSeg]) ;
int nPrevSize = int( vIndexRow.size()) ;
// recupero la geometria del lato
Point3d ptSegSt = trTria.GetP( nSeg) ;
Point3d ptSegEn = trTria.GetP( ( nSeg + 1) % 3) ;
Vector3d vtSeg = ptSegEn - ptSegSt ;
double dSegLen = vtSeg.Len() ;
if ( dSegLen < EPS_SMALL)
continue ;
vtSeg /= dSegLen ;
// Ciclo sui triangoli vicini
for ( int nI = 0 ; nI < int( vNearTria.size()) ; ++ nI) {
// Salto il triangolo se è quello di riferimento
if ( vNearTria[nI] == nT)
continue ;
// Cerco i vertici che stanno sul lato del triangolo
for ( int nVert = 0 ; nVert < 3 ; ++ nVert) {
Point3d ptVert ;
GetVertex( m_vTria[vNearTria[nI]].nIdVert[nVert], ptVert) ;
double dProj = ( ptVert - ptSegSt) * vtSeg ;
double dOrt = ( ( ptVert - ptSegSt) - dProj * vtSeg).SqLen() ;
if ( dProj > EPS_SMALL && dProj < dSegLen - EPS_SMALL && dOrt < SQ_EPS_TRIA_H) {
vIndexRow.emplace_back( m_vTria[vNearTria[nI]].nIdVert[nVert]) ;
}
}
}
// Riordino i vertici sul segmento
auto SortVerteces = [ this, &ptSegSt, &vtSeg]( const int nV, const int nVV)
{ Point3d ptPV, ptPVV ;
GetVertex( nV, ptPV) ;
GetVertex( nVV, ptPVV) ;
return ( ( ptPV - ptSegSt) * vtSeg < ( ptPVV - ptSegSt) * vtSeg) ;
} ;
sort( vIndexRow.begin() + nPrevSize, vIndexRow.end(), SortVerteces) ;
}
}
//double dTime1 = Counter.Stop() ; Counter.Start() ;
for ( int nT = 0 ; nT < int( vvIndexMatrix.size()) ; ++ nT) {
if ( vvIndexMatrix[nT].size() > 3) {
PolyLine Polygon ;
for ( int nV = 0 ; nV < int( vvIndexMatrix[nT].size()) ; ++ nV) {
Point3d ptPt;
GetVertex( vvIndexMatrix[nT][nV], ptPt) ;
Polygon.AddUPoint( 0., ptPt) ;
}
Polygon.Close() ;
PNTVECTOR vPt ;
INTVECTOR vTr ;
if ( Triangulate().Make( Polygon, vPt, vTr)) {
// Rimuovo il triangolo originale e salvo il suo flag
int nTFlag = m_vTria[nT].nTFlag ;
RemoveTriangle( nT) ;
// Inserisco i nuovi triangoli che lo sostituiscono e asegno loro lo stesso flag
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, nTFlag) ;
}
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
SurfTriMesh::RemoveCaps(void)
{
INTVECTOR vIndex ;
int nTriaNum = GetTriangleSize() ;
for ( int nT = 0 ; nT < nTriaNum ; ++ nT) {
Triangle3d trTria ;
GetTriangle( nT, trTria) ;
int nMinIndex = -1 ;
double dMinSqDist = DBL_MAX ;
for ( int nV = 0 ; nV < 3 ; ++ nV) {
Point3d ptVert, ptSegSt, ptSegEn ;
ptVert = trTria.GetP( nV) ;
ptSegSt = trTria.GetP( ( nV + 1) % 3) ;
ptSegEn = trTria.GetP( ( nV + 2) % 3) ;
CurveLine cvSeg ;
cvSeg.Set( ptSegSt, ptSegEn) ;
DistPointLine DistCalculator( ptVert, cvSeg, false) ;
double dSqDist ;
DistCalculator.GetSqDist( dSqDist) ;
Vector3d vtSeg = ptSegEn - ptSegSt ;
double dSegLen = vtSeg.Len() ;
vtSeg /= dSegLen ;
double dProj = ( ptVert - ptSegSt) * vtSeg ;
if ( dSqDist < dMinSqDist && dProj > EPS_SMALL && dProj < dSegLen - EPS_SMALL) {
dMinSqDist = dSqDist ;
nMinIndex = nV ;
}
}
if ( dMinSqDist < EPS_SMALL) {
vIndex.emplace_back( nT) ;
vIndex.emplace_back( nMinIndex) ;
}
}
for ( int nPos = 0 ; nPos < int( vIndex.size()) ; nPos += 2) {
int nT = vIndex[nPos] ;
int nV = vIndex[nPos + 1] ;
int nAdjT = m_vTria[nT].nIdAdjac[( nV + 1) % 3] ;
if ( nAdjT < 0)
continue ;
int nAdjV ;
for ( nAdjV = 0 ; nAdjV < 3 ; ++ nAdjV) {
if ( m_vTria[nAdjT].nIdAdjac[nAdjV] == nT)
break ;
}
Triangle3d trTriaAdj ;
GetTriangle( nAdjT, trTriaAdj) ;
Vector3d vtLen = trTriaAdj.GetP( ( nAdjV + 1) % 3) - trTriaAdj.GetP( nAdjV) ;
if ( vtLen * vtLen > 4 * EPS_SMALL * EPS_SMALL) {
FlipTriangles( nT, nAdjT) ;
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
SurfTriMesh::RemoveTripleTriangles()
{
int nCounter = 1 ;
const int N_STOP = 100 ;
bool bContinue = true ;
while ( bContinue && nCounter <= N_STOP) {
ScanForTripleTriangles( bContinue) ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
SurfTriMesh::ScanForTripleTriangles( bool& bModified)
{
// Setto il flag come nessuna modifica eseguita
bModified = false ;
// Ciclo sui vertici
int nNumVert = GetVertexCount() ;
for ( int nV = 0 ; nV < nNumVert ; ++ nV) {
bool bCirc ;
INTVECTOR vTriaIndex ;
int nTriaNum = GetAllTriaAroundVertex( nV, vTriaIndex, bCirc) ;
// Se il vertice è condiviso da tre triangoli tutti adiacenti fra loro a due a due
if ( nTriaNum == 3 && bCirc) {
// Valuto parallelismo fra le normali
int nParallel = 0 ;
for ( int nT1 = 0 ; nT1 < 2 ; ++ nT1) {
for ( int nT2 = nT1 + 1 ; nT2 < 3 ; ++ nT2) {
if ( AreSameVectorExact( m_vTria[vTriaIndex[nT1]].vtN, m_vTria[vTriaIndex[nT2]].vtN)) {
++ nParallel ;
}
}
}
// Se sono tutte parallele fra loro unisco i tre triangoli in uno
if ( nParallel == 3) {
// Cerco gli altri triangoli adiacenti a quelli che sostituirò con il triangolo grande.
// Cerco anche quali lati dei tre triangoli che saranno eliminati sono adiacenti a quelli esterni
INTVECTOR vVertAndAdjTria ;
for ( int nTria = 0 ; nTria < 3 ; ++ nTria) {
for ( int nVert = 0 ; nVert < 3 ; ++ nVert) {
if ( m_vTria[vTriaIndex[nTria]].nIdVert[nVert] == nV) {
vVertAndAdjTria.emplace_back( m_vTria[vTriaIndex[nTria]].nIdVert[(nVert + 1) % 3]) ;
vVertAndAdjTria.emplace_back( m_vTria[vTriaIndex[nTria]].nIdAdjac[(nVert + 1) % 3]) ;
break ;
}
}
}
// Cerco fra questi altri triangoli esterni sono adiacenti ai triangoli che eliminerò
int nAdjTriaContactEdge[3] ;
for ( int nAdjTria = 1 ; nAdjTria < 6 ; nAdjTria += 2) {
for ( int nAdjEdge = 0 ; nAdjEdge < 3 ; ++ nAdjEdge) {
if ( vVertAndAdjTria[nAdjTria] >= 0 && m_vTria[vVertAndAdjTria[nAdjTria]].nIdAdjac[nAdjEdge] == vTriaIndex[( nAdjTria - 1) / 2])
nAdjTriaContactEdge[(nAdjTria - 1) / 2] = nAdjEdge ;
}
}
// Elimino i triangoli e salvo i loro Flag
int vnTFlag[3] ;
for ( int nTria = 0 ; nTria < 3 ; ++ nTria) {
vnTFlag[nTria] = m_vTria[vTriaIndex[nTria]].nTFlag ;
RemoveTriangle( vTriaIndex[nTria]) ;
}
// Aggiungo il nuovo triangolo con il flag
int nNewTFlag ;
if ( vnTFlag[0] == vnTFlag[1])
nNewTFlag = vnTFlag[1] ;
else if ( vnTFlag[0] == vnTFlag[2] || vnTFlag[1] == vnTFlag[2])
nNewTFlag = vnTFlag[2] ;
else
nNewTFlag = 0 ;
int nNewVert[3] = { vVertAndAdjTria[0], vVertAndAdjTria[2], vVertAndAdjTria[4] } ;
int nNewTriaId = AddTriangle( nNewVert, nNewTFlag) ;
if ( nNewTriaId != SVT_NULL) {
// Sistemo le adiacenze
m_vTria[nNewTriaId].nIdAdjac[0] = vVertAndAdjTria[1] ;
m_vTria[nNewTriaId].nIdAdjac[1] = vVertAndAdjTria[3] ;
m_vTria[nNewTriaId].nIdAdjac[2] = vVertAndAdjTria[5] ;
if ( vVertAndAdjTria[1] >= 0)
m_vTria[vVertAndAdjTria[1]].nIdAdjac[nAdjTriaContactEdge[0]] = nNewTriaId ;
if ( vVertAndAdjTria[3] >= 0)
m_vTria[vVertAndAdjTria[3]].nIdAdjac[nAdjTriaContactEdge[1]] = nNewTriaId ;
if ( vVertAndAdjTria[5] >= 0)
m_vTria[vVertAndAdjTria[5]].nIdAdjac[nAdjTriaContactEdge[2]] = nNewTriaId ;
// Setto il flag come modifica eseguita
bModified = true ;
}
}
}
}
return true ;
}
//----------------------------------------------------------------------------
bool
SurfTriMesh::FlipTriangles( int nTA, int nTB)
{
// Verifico esistenza triangoli
int nNumTria = GetTriangleCount() ;
if ( nTA < 0 || nTA >= nNumTria || nTB < 0 || nTB >= nNumTria)
return false ;
// Verifico adiacenza triangoli
int nEdgeA ;
for ( nEdgeA = 0 ; nEdgeA < 3 ; ++ nEdgeA) {
if ( m_vTria[nTA].nIdAdjac[nEdgeA] == nTB)
break ;
}
int nEdgeB ;
for ( nEdgeB = 0 ; nEdgeB < 3 ; ++ nEdgeB) {
if ( m_vTria[nTB].nIdAdjac[nEdgeB] == nTA)
break ;
}
// Se uno è adiacente all'altro ma non viceversa, c'è un errore
if ( ( nEdgeA == 3 && nEdgeB < 3) || ( nEdgeA < 3 && nEdgeB == 3))
return false ;
// Se non sono adiacenti, ho finito
else if ( nEdgeA == 3 && nEdgeB == 3)
return true ;
// Se non trovo i vertici del triangolo A, c'è un errorre
Point3d ptSegSt, ptSegEn, ptVertA ;
if ( ! GetVertex( m_vTria[nTA].nIdVert[nEdgeA], ptSegSt) ||
! GetVertex( m_vTria[nTA].nIdVert[( nEdgeA + 1) % 3], ptSegEn) ||
! GetVertex( m_vTria[nTA].nIdVert[( nEdgeA + 2) % 3], ptVertA))
return false ;
// Se non trovo i vertici del triangolo B, c'è un errorre
Point3d ptVertB ;
if ( ! GetVertex( m_vTria[nTB].nIdVert[( nEdgeB + 2) % 3], ptVertB))
return false ;
// Calcolo le proiezioni dei Vertici fuori dal segmento su quest'ultimo
Vector3d vtVec = ptSegEn - ptSegSt ;
double dLen = vtVec.Len() ;
vtVec /= dLen ;
double dProjA = ( ptVertA - ptSegSt) * vtVec ;
double dProjB = ( ptVertB - ptSegSt) * vtVec ;
// Se le proiezioni sono interne al segmento comune eseguo il flipping
if ( dProjA > EPS_SMALL && dProjA < dLen - EPS_SMALL &&
dProjB > EPS_SMALL && dProjB < dLen - EPS_SMALL) {
m_vTria[nTA].nIdVert[nEdgeA] = m_vTria[nTB].nIdVert[( nEdgeB + 2) % 3] ;
m_vTria[nTB].nIdVert[nEdgeB] = m_vTria[nTA].nIdVert[( nEdgeA + 2) % 3] ;
m_vTria[nTA].nIdAdjac[nEdgeA] = m_vTria[nTB].nIdAdjac[( nEdgeB + 2) % 3] ;
m_vTria[nTA].nIdAdjac[( nEdgeA + 2) % 3] = nTB ;
m_vTria[nTB].nIdAdjac[nEdgeB] = m_vTria[nTA].nIdAdjac[( nEdgeA + 2) % 3] ;
m_vTria[nTB].nIdAdjac[( nEdgeB + 2) % 3] = nTA ;
}
return true ;
}
//----------------------------------------------------------------------------
bool
SurfTriMesh::Add( const ISurfTriMesh& Other)
{
m_OGrMgr.Clear() ;
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 nPrevMaxTFlag = m_nMaxTFlag ;
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) ;
}
if ( nPrevMaxTFlag == m_nMaxTFlag)
++ m_nMaxTFlag ;
AddTriangle( nNewVert, m_nMaxTFlag) ;
}
}
if ( ! AdjustVertices() || ! DoCompacting())
return false ;
RemoveTripleTriangles() ;
if ( ! AdjustVertices() || ! DoCompacting())
return false ;
RemoveTJunctions() ;
return ( AdjustVertices() && DoCompacting()) ;
}
//----------------------------------------------------------------------------
bool
SurfTriMesh::Intersect( const ISurfTriMesh& Other)
{
m_OGrMgr.Clear() ;
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 nPrevMaxTFlag = m_nMaxTFlag ;
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) ;
}
if ( nPrevMaxTFlag == m_nMaxTFlag)
++ m_nMaxTFlag ;
AddTriangle( nNewVert, m_nMaxTFlag) ;
}
}
if ( ! AdjustVertices() || ! DoCompacting())
return false ;
RemoveTripleTriangles() ;
if ( ! AdjustVertices() || ! DoCompacting())
return false ;
RemoveTJunctions() ;
return ( AdjustVertices() && DoCompacting()) ;
}
//----------------------------------------------------------------------------
bool
SurfTriMesh::Subtract( const ISurfTriMesh& Other)
{
m_OGrMgr.Clear() ;
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 nPrevMaxTFlag = m_nMaxTFlag ;
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]) ;
if ( nPrevMaxTFlag == m_nMaxTFlag)
++ m_nMaxTFlag ;
AddTriangle( nNewVert, m_nMaxTFlag) ;
}
}
if ( ! AdjustVertices() || ! DoCompacting())
return false ;
RemoveTripleTriangles() ;
if ( ! AdjustVertices() || ! DoCompacting())
return false ;
RemoveTJunctions() ;
return ( AdjustVertices() && DoCompacting()) ;
}
//----------------------------------------------------------------------------
bool
SurfTriMesh::GetSurfClassification( const ISurfTriMesh& ClassifierSurf,
INTVECTOR& vTriaIn, INTVECTOR& vTriaOut, INTVECTOR& vTriaOnP, INTVECTOR& vTriaOnM, INTVECTOR& vTriaIndef)
{
// Le superfici devono essere valide
if ( ! IsValid() || ! ClassifierSurf.IsValid())
return false ;
SurfTriMesh SurfC ;
SurfC.CopyFrom( &ClassifierSurf) ;
IntersectTriMeshTriangle( SurfC) ;
IdentifyParts() ;
int nTriaNum = GetTriangleSize() ;
for ( int nT = 0 ; nT < nTriaNum ; ++ nT) {
if ( m_vTria[nT].nIdVert[0] == SVT_DEL)
continue ;
switch ( m_vTria[nT].nTempPart) {
case -2 :
vTriaOnM.push_back( nT) ;
break ;
case -1 :
vTriaOut.push_back( nT) ;
break ;
case 0 :
vTriaIndef.push_back( nT) ;
break ;
case 1 :
vTriaIn.push_back( nT) ;
break ;
case 2 :
vTriaOnP.push_back( nT) ;
break ;
}
}
return true ;
}