Files
EgtGeomKernel/SurfTriMeshBooleans.cpp
T
Dario Sassi 068681c474 EgtGeomKernel :
- migliorie nella intersezione tra triangoli
- correzione a IntersSurfTmSurfTm che non interpretava correttamente i nuovi risultati di IntersTriaTria
- correzioni a Zmap per Mortising con movimento nel piano ma non perpendicolare all'asse dell'utensile.
2019-11-12 07:44:51 +00:00

2010 lines
88 KiB
C++

//----------------------------------------------------------------------------
// 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 <algorithm>
#include <set>
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 ( 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 ;
}
//----------------------------------------------------------------------------
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<PNTVECTOR> cvBoundClosedLoopVec ;
cvBoundClosedLoopVec.emplace_back(cvFirstLoop);
vector<bool> 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<PNTVECTOR>& cvBoundClosedLoopVec, vector<bool>& 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
unordered_map <int, Chain> LineMapA ;
unordered_map <int, Chain> 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 ( ! ( 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 ;
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<PNTVECTOR> cvBoundClosedLoopVec ;
cvBoundClosedLoopVec.emplace_back( cvFirstLoop) ;
vector<bool> 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<int> 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<PNTVECTOR> cvBoundClosedLoopVec ;
cvBoundClosedLoopVec.emplace_back( cvFirstLoop) ;
vector<bool> 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<int> 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) ;
m_vTria[nTA].nTempPart = ( bInvertB ? -2 : 2) ;
SurfB.m_vTria[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) {
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()) ;
}