Files
EgtGeomKernel/Tree.cpp
T
Daniele Bariletti 268983804e EgtGeomKernel :
- gestite le superfici bilineari singole e multipatch
- gestite le superfici chiuse o su un parametro o sull'altro
- migliorate le prestazioni.
Da aggiungere :
- split preliminare delle patches
- la gestione delle sup. trimmate
2023-05-17 08:46:33 +02:00

1032 lines
47 KiB
C++

//----------------------------------------------------------------------------
// EgalTech 2023
//----------------------------------------------------------------------------
// File : Tree.cpp Data : 21.04.23 Versione :
// Contenuto : Implementazione della classe Tree.
//
//
//
// Modifiche : 21.04.23 DB Creazione modulo.
//
//
//----------------------------------------------------------------------------
//--------------------------- Include ----------------------------------------
#include "stdafx.h"
#include <algorithm>
#include "Tree.h"
#include "SurfBezier.h"
#include "GeoConst.h"
#include "CurveLine.h"
#include "/EgtDev/Include/EGkPolyLine.h"
#include "/EgtDev/Include/EGkDistPointCurve.h"
using namespace std ;
//----------------------------------------------------------------------------
Cell::Cell( void)
: m_nId( -1),m_nTop ( -2), m_nBottom( -2), m_nLeft( -2), m_nRight ( -2), m_nParent( -2), m_nDepth( 0),
m_nChild1( -2), m_nChild2( -2), m_ptPbl( ORIG), m_ptPtr(), m_bProcessed ( false) , m_bSplitVert ( true)
{
Point3d ptTr ( 1, 1) ;
m_ptPtr = ptTr ;
}
//----------------------------------------------------------------------------
Cell::Cell( Point3d ptBL, Point3d ptTR)
: m_nId( -1),m_nTop ( -2), m_nBottom( -2), m_nLeft( -2), m_nRight ( -2), m_nParent( -2), m_nDepth( 0),
m_nChild1( -2), m_nChild2( -2), m_ptPbl( ptBL), m_ptPtr(ptTR), m_bProcessed ( false) , m_bSplitVert ( true)
{}
//----------------------------------------------------------------------------
Cell::~Cell( void)
{
}
//----------------------------------------------------------------------------
inline bool
Cell::IsSame( Cell cOtherCell) const
{
if ( m_nId == cOtherCell.m_nId)
return true ;
else
return false ;
}
//----------------------------------------------------------------------------
bool
Cell::IsLeaf ( void) const
{
if( m_nChild1 == -2 && m_nChild2 == -2)
return true ;
else
return false ;
}
//----------------------------------------------------------------------------
Tree::Tree( void)
: m_pSrfBz( nullptr), m_bTrimmed( false), m_bBilinear( false), m_bMulti( false), m_bClosed( false)
{
Point3d ptBl( 0, 0), ptTr ( 1, 1) ;
Cell cRoot( ptBl, ptTr) ;
m_mTree.insert( pair< int, Cell>( -1, cRoot)) ;
}
//----------------------------------------------------------------------------
Tree::Tree( const SurfBezier* pSrfBz, bool bSplitPatches)
: m_bBilinear( false), m_bMulti( false), m_bClosed( false)
{
SetSurf( pSrfBz, bSplitPatches) ;
}
//----------------------------------------------------------------------------
Tree::~Tree( void)
{
}
//----------------------------------------------------------------------------
void Tree::SetSurf( const SurfBezier* pSrfBz, bool bSplitPatches)
{
m_pSrfBz = pSrfBz ;
// le coordinate delle celle sono nello spazio parametrico
int nDegU, nDegV, nSpanU, nSpanV ;
bool bIsRat, bTrimmed ;
m_pSrfBz->GetInfo( nDegU, nDegV, nSpanU, nSpanV, bIsRat, bTrimmed) ;
m_bTrimmed = bTrimmed ;
if ( nDegU == 1 && nDegV == 1)
m_bBilinear = true ;
if ( nSpanU * nSpanV != 1)
m_bMulti = true ;
if ( bSplitPatches) {
int nId = -1 ;
for ( int i = 1 ; i < nSpanU ; ++i ) {
m_mTree[nId].SetSplitDirVert( true) ;
Split( nId, i) ;
}
for ( int j = 1 ; j < nSpanV ; ++j ) {
}
// split preliminari per dividere le patch in modo da triangolarle indipendentemente////////////////////////////////////////////////////////
// devo sistemare le adiacenze // queste si sistemano da sole con lo split
// così creo dei child1 da cui devo ripassare per processarle, ma nel mio algoritmo non è previto!!!!!!!!!!!!!!!!!
}
// salvo i vertici 3d della cella root
Point3d ptTop( nSpanU, nSpanV) ;
Cell cRoot( ORIG, ptTop) ;
m_mTree.insert( pair< int, Cell>( -1, cRoot)) ;
Point3d ptP00, ptP10, ptP11, ptP01 ;
bool bOk = false ;
PNTVECTOR vVert ;
ptP00 = m_pSrfBz->GetControlPoint( 0, &bOk);
vVert.push_back( ptP00) ;
ptP10 = m_pSrfBz->GetControlPoint( nDegU * nSpanU, &bOk) ;
vVert.push_back( ptP10) ;
ptP11 = m_pSrfBz->GetControlPoint( ( nDegU * nSpanU + 1) * ( nDegV * nSpanV + 1) - 1, &bOk) ;
vVert.push_back( ptP11) ;
ptP01 = m_pSrfBz->GetControlPoint( ( nDegU * nSpanU + 1 ) * ( nDegV * nSpanV), &bOk) ;
vVert.push_back( ptP01) ;
m_mVert.insert( pair<int, PNTVECTOR>( -1, vVert)) ;
// verifico se la superficie è chiusa ed eventualmente sistemo le adiacenze
if ( ( AreSamePointApprox(ptP00, ptP01) && AreSamePointApprox(ptP10, ptP11) ) ||
( AreSamePointApprox(ptP00, ptP10) && AreSamePointApprox(ptP01, ptP11) ) ) {
m_bClosed = true ;
// devo gestire se passo da entrambi questi if///////////////////////////////////////////////////////////////////////////////////////////////////////////
if ( AreSamePointApprox(ptP00, ptP01)) {
m_mTree[-1].m_nTop = -1 ;
m_mTree[-1].m_nBottom = -1 ;
m_mTree[-1].SetSplitDirVert( false) ;
Split(-1) ;
}
if (AreSamePointApprox(ptP00, ptP10)) {
m_mTree[-1].m_nLeft = -1 ;
m_mTree[-1].m_nRight = -1 ;
m_mTree[-1].SetSplitDirVert( true) ;
Split( -1) ;
}
}
// calcolo e salvo la distanza reale tra i vertici della cella root
double dLen0 = Dist( ptP00, ptP10) ;
double dLen1 = Dist( ptP10, ptP11) ;
double dLen2 = Dist( ptP01, ptP11) ;
double dLen3 = Dist( ptP00, ptP01) ;
m_vDim.push_back( ( dLen0 != 0 ? dLen0 : 1)) ;
m_vDim.push_back( ( dLen1 != 0 ? dLen1 : 1)) ;
m_vDim.push_back( ( dLen2 != 0 ? dLen2 : 1)) ;
m_vDim.push_back( ( dLen3 != 0 ? dLen3 : 1)) ;
}
//----------------------------------------------------------------------------
void
Tree::Split( int nId, double dSplitValue)
{
// per lo split a parametro libero devo impedire che si facciano split troppo vicini al bordo!!!!!!!!!!!!!!!!!!!
Cell cChild1, cChild2 ;
cChild1.m_nDepth = m_mTree[nId].m_nDepth + 1 ;
cChild2.m_nDepth = m_mTree[nId].m_nDepth + 1 ;
int nNodes = (int) m_mTree.size() ;
cChild1.m_nId = nNodes - 1 ;
m_mTree[nId].m_nChild1 = nNodes - 1 ;
cChild2.m_nId = nNodes ;
m_mTree[nId].m_nChild2 = nNodes ;
m_mTree.insert( pair<int, Cell>( nNodes - 1, cChild1)) ;
m_mTree.insert( pair<int, Cell>( nNodes, cChild2)) ;
Point3d ptVert1, ptVert2 ;
PNTVECTOR vVert ;
m_mVert.insert( pair<int, PNTVECTOR>( nNodes - 1, vVert)) ;
m_mVert.insert( pair<int, PNTVECTOR>( nNodes, vVert)) ;
if ( ! m_mTree[nId].IsSplitVert())
{
// la cella figlio 1 è quella sopra
Point3d ptBL( m_mTree[nId].GetBottomLeft().x, ( m_mTree[nId].GetBottomLeft().y + m_mTree[nId].GetTopRight().y) / 2) ;
m_mTree[m_mTree[nId].m_nChild1].SetBottomLeft( ptBL) ;
m_mTree[m_mTree[nId].m_nChild1].SetTopRight( m_mTree[nId].GetTopRight()) ;
m_mTree[m_mTree[nId].m_nChild1].m_nTop = m_mTree[nId].m_nTop ;
m_mTree[m_mTree[nId].m_nChild1].m_nBottom = m_mTree[nId].m_nChild2 ;
m_mTree[m_mTree[nId].m_nChild1].m_nLeft = m_mTree[nId].m_nLeft ;
m_mTree[m_mTree[nId].m_nChild1].m_nRight = m_mTree[nId].m_nRight ;
Point3d ptTR( m_mTree[nId].GetTopRight().x, ( m_mTree[nId].GetTopRight().y + m_mTree[nId].GetBottomLeft().y) / 2) ;
m_mTree[m_mTree[nId].m_nChild2].SetBottomLeft( m_mTree[nId].GetBottomLeft()) ;
m_mTree[m_mTree[nId].m_nChild2].SetTopRight( ptTR) ;
m_mTree[m_mTree[nId].m_nChild2].m_nTop = m_mTree[nId].m_nChild1 ;
m_mTree[m_mTree[nId].m_nChild2].m_nBottom = m_mTree[nId].m_nBottom ;
m_mTree[m_mTree[nId].m_nChild2].m_nLeft = m_mTree[nId].m_nLeft ;
m_mTree[m_mTree[nId].m_nChild2].m_nRight = m_mTree[nId].m_nRight ;
// metto i corrispondenti 3d dei punti dello split nella mappa m_mVert
// per ogni cella i punti devono essere nell'ordine ptP00, ptP10, ptP11, ptP01
//double dV = ( 1 - dSplitValue) * m_mTree[nId].GetBottomLeft().y + dSplitValue * m_mTree[nId].GetTopRight().y ;
m_pSrfBz->GetPointD1D2( m_mTree[nId].GetBottomLeft().x, dSplitValue, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptVert1) ;
m_pSrfBz->GetPointD1D2( m_mTree[nId].GetTopRight().x, dSplitValue, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptVert2) ;
m_mVert[nNodes - 1].push_back( ptVert1) ;
m_mVert[nNodes - 1].push_back( ptVert2) ;
m_mVert[nNodes - 1].push_back( m_mVert[nId][2]) ;
m_mVert[nNodes - 1].push_back( m_mVert[nId][3]) ;
m_mVert[nNodes].push_back( m_mVert[nId][0]) ;
m_mVert[nNodes].push_back( m_mVert[nId][1]) ;
m_mVert[nNodes].push_back( ptVert2) ;
m_mVert[nNodes].push_back( ptVert1) ;
}
else {
// la cella figlio 1 è quella di sinistra
Point3d ptTR( ( m_mTree[nId].GetBottomLeft().x + m_mTree[nId].GetTopRight().x) / 2, m_mTree[nId].GetTopRight().y) ;
m_mTree[m_mTree[nId].m_nChild1].SetBottomLeft( m_mTree[nId].GetBottomLeft()) ;
m_mTree[m_mTree[nId].m_nChild1].SetTopRight( ptTR) ;
m_mTree[m_mTree[nId].m_nChild1].m_nTop = m_mTree[nId].m_nTop ;
m_mTree[m_mTree[nId].m_nChild1].m_nBottom = m_mTree[nId].m_nBottom ;
m_mTree[m_mTree[nId].m_nChild1].m_nLeft = m_mTree[nId].m_nLeft ;
m_mTree[m_mTree[nId].m_nChild1].m_nRight = m_mTree[nId].m_nChild2 ;
Point3d ptBL(( m_mTree[nId].GetBottomLeft().x + m_mTree[nId].GetTopRight().x) / 2, m_mTree[nId].GetBottomLeft().y) ;
m_mTree[m_mTree[nId].m_nChild2].SetBottomLeft( ptBL) ;
m_mTree[m_mTree[nId].m_nChild2].SetTopRight( m_mTree[nId].GetTopRight()) ;
m_mTree[m_mTree[nId].m_nChild2].m_nTop = m_mTree[nId].m_nTop ;
m_mTree[m_mTree[nId].m_nChild2].m_nBottom = m_mTree[nId].m_nBottom ;
m_mTree[m_mTree[nId].m_nChild2].m_nLeft = m_mTree[nId].m_nChild1 ;
m_mTree[m_mTree[nId].m_nChild2].m_nRight = m_mTree[nId].m_nRight ;
// metto i corrispondenti 3d dei punti dello split nella mappa m_mVert
// per ogni cella i punti devono essere nell'ordine ptP00, ptP10, ptP11, ptP01
//double dU = ( m_mTree[nId].GetBottomLeft().x + m_mTree[nId].GetTopRight().x) / 2 ;
m_pSrfBz->GetPointD1D2( dSplitValue, m_mTree[nId].GetBottomLeft().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptVert2) ;
m_pSrfBz->GetPointD1D2( dSplitValue, m_mTree[nId].GetTopRight().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptVert1) ;
m_mVert[nNodes - 1].push_back( m_mVert[nId][0]) ;
m_mVert[nNodes - 1].push_back( ptVert2) ;
m_mVert[nNodes - 1].push_back( ptVert1) ;
m_mVert[nNodes - 1].push_back( m_mVert[nId][3]) ;
m_mVert[nNodes].push_back( ptVert2) ;
m_mVert[nNodes].push_back( m_mVert[nId][1]) ;
m_mVert[nNodes].push_back( m_mVert[nId][2]) ;
m_mVert[nNodes].push_back( ptVert1) ;
}
m_mTree[m_mTree[nId].m_nChild1].SetParent( nId) ;
m_mTree[m_mTree[nId].m_nChild2].SetParent( nId) ;
}
//----------------------------------------------------------------------------
void
Tree::Split( int nId)
{
double dValue ;
if ( m_mTree[nId].IsSplitVert())
dValue = ( m_mTree[nId].GetBottomLeft().x + m_mTree[nId].GetTopRight().x) / 2 ;
else
dValue = ( m_mTree[nId].GetBottomLeft().y + m_mTree[nId].GetTopRight().y) / 2 ;
Split( nId, dValue) ;
}
//----------------------------------------------------------------------------
bool Tree::BuildTree( double dLinTol_, double dSideMin, double dSideMax)
{
// suddivido lo spazio parametrico con divisioni a metà su uno dei due parametri
INTVECTOR vBalanceCheck ;
int nCToSplit = -1 ;
// se ho già fatto degli split preliminari parto dal primo child anziché dal root
if ( (int) m_mTree.size() > 1)
nCToSplit = 0 ;
double dLinTol = 0.2 ;
//double dSideMin = 1 ;
if ( ! m_bTrimmed) {
if ( ! m_bBilinear) {
while ( nCToSplit != -2 && m_mTree[nCToSplit].IsProcessed() == false) {
// calcolo in quale direzione ho più curvatura
// ptP00P10 è un punto tra P00 e P10
double dU = ( m_mTree[nCToSplit].GetTopRight().x + m_mTree[nCToSplit].GetBottomLeft().x) / 2 ;
double dV = ( m_mTree[nCToSplit].GetTopRight().y + m_mTree[nCToSplit].GetBottomLeft().y) / 2 ;
double dULoc = 0.5, dVLoc = 0.5 ;
Point3d ptPSrf, ptP00P10, ptP10P11, ptP11P01, ptP01P00 ;
m_pSrfBz->GetPointD1D2( dU, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrf) ;
m_pSrfBz->GetPointD1D2( dU, m_mTree[nCToSplit].GetBottomLeft().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP00P10) ;
m_pSrfBz->GetPointD1D2( m_mTree[nCToSplit].GetTopRight().x, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP10P11) ;
m_pSrfBz->GetPointD1D2( dU, m_mTree[nCToSplit].GetTopRight().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP11P01) ;
m_pSrfBz->GetPointD1D2( m_mTree[nCToSplit].GetBottomLeft().x, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP01P00) ;
Point3d ptV = ( 1 - dULoc) * ptP00P10 + dULoc * ptP11P01 ;
Point3d ptU = ( 1 - dVLoc) * ptP10P11 + dVLoc * ptP01P00 ;
// per lo split scelgo la direzione che è più vicina alla superficie originale nel punto di maggior distanza
// misura approssimativa della curvatura in una direzione
double dCurvV = Dist(ptV, ptPSrf) ;
double dCurvU = Dist(ptU, ptPSrf) ;
bool bVert ;
if ( dCurvV > dCurvU) {
// lungo la direzione V ho una curvatura maggiore
bVert = false ;
}
else {
// lungo la direzione U ho una curvatura maggiore
bVert = true ;
}
Point3d ptP00, ptP10, ptP11, ptP01 ;
// distanza reale tra i vertici della cella
ptP00 = m_mVert[nCToSplit][0] ;
ptP10 = m_mVert[nCToSplit][1] ;
ptP11 = m_mVert[nCToSplit][2] ;
ptP01 = m_mVert[nCToSplit][3] ;
double dLen0 = Dist( ptP00, ptP10) ;
double dLen1 = Dist( ptP10, ptP11) ;
double dLen2 = Dist( ptP01, ptP11) ;
double dLen3 = Dist( ptP00, ptP01) ;
// verifico che la cella sia da splittare e che eventualmente sia abbastanza grande da poterlo fare
double dSideMinVal = 0, dSideMaxVal = 0 ;
if ( bVert) {
if ( dLen0 != 0 && dLen2 != 0)
dSideMinVal = min( dLen0, dLen2) ;
else
dSideMinVal = max( dLen0, dLen2) ;
}
else {
if ( dLen1 != 0 && dLen3 != 0)
dSideMinVal = min( dLen1, dLen3) ;
else
dSideMinVal = max( dLen1, dLen3) ;
}
// calcolo le diagonali per controllare la dimensione massima dei triangoli in cui dividerei la cella
dSideMaxVal = max( Dist( ptP00, ptP11), Dist( ptP10, ptP01)) ;
// se la cella è abbastanza grande da poter essere divisa ancora, calcolo l'errore di approssimazione
double dErr = 0 ;
if ( dSideMinVal / 2 >= dSideMin && dSideMaxVal < dSideMax && ( dCurvV > dLinTol || dCurvU > dLinTol)) {
CurveLine cl0010, cl0001, cl1011, cl0111 ;
// U=0
cl0010.Set( ptP00, ptP10) ;
// U=1
cl0111.Set( ptP01, ptP11) ;
Point3d pt0010, pt0111, ptBz0, ptBz1, ptBzV ;
int nFlag ;
CurveLine clV ;
// determino quanti Step fare per ogni direzione parametrica
double dDimU = ( dLen0 >= dLen2 ? dLen0 / m_vDim[0] : dLen2 / m_vDim[2]) ;
double dDimV = ( dLen1 >= dLen3 ? dLen1 / m_vDim[1] : dLen3 / m_vDim[3]) ;
// numero di Step per campionare la superficie nelle due direzioni parametriche
int nStepsU = int( 51 * dDimU + 5 * ( 1 - dDimU)) ;
int nStepsV = int( 51 * dDimV + 5 * ( 1 - dDimV)) ;
for ( int u = 0 ; u < nStepsU ; ++ u) {
dU = double ( u) / double ( nStepsU - 1) ;
dULoc = ( 1 - dU) * m_mTree[nCToSplit].GetBottomLeft().x + dU * m_mTree[nCToSplit].GetTopRight().x ;
if ( ! m_pSrfBz->GetPointD1D2( dULoc, m_mTree[nCToSplit].GetBottomLeft().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptBz0) ||
! m_pSrfBz->GetPointD1D2( dULoc, m_mTree[nCToSplit].GetTopRight().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptBz1))
return false ;
DistPointCurve dpc0010( ptBz0, cl0010) ;
DistPointCurve dpc0111( ptBz1, cl0111) ;
dpc0010.GetMinDistPoint( 0, pt0010, nFlag) ;
dpc0111.GetMinDistPoint( 0, pt0111, nFlag) ;
clV.Set( pt0010, pt0111) ;
for ( int v = 0 ; v < nStepsV ; ++ v) {
dV = double ( v) / double ( nStepsV - 1) ;
dVLoc = ( 1 - dV) * m_mTree[nCToSplit].GetBottomLeft().y + dV * m_mTree[nCToSplit].GetTopRight().y ;
if ( ! m_pSrfBz->GetPointD1D2( dULoc, dVLoc, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptBzV))
return false ;
DistPointCurve dpc( ptBzV, clV) ;
// distanza di approssimazione locale
double dDist ;
dpc.GetDist( dDist) ;
if ( dDist > dErr)
dErr = dDist ;
}
}
}
if ( dErr > dLinTol || dSideMaxVal > dSideMax) {
m_mTree[nCToSplit].SetSplitDirVert( bVert) ;
// effettuo lo split
Split( nCToSplit) ;
// procedo con lo split del Child1
nCToSplit = m_mTree[nCToSplit].m_nChild1 ;
}
else {
// sono arrivato ad una cella Leaf, quindi salvo la cella
m_vnLeaves.push_back( nCToSplit) ;
m_mTree[nCToSplit].Processed() ;
// risalgo i parent finché non trovo il primo Child2 da processare
nCToSplit = m_mTree[nCToSplit].m_nParent ;
if ( m_mTree[m_mTree[nCToSplit].m_nChild1].IsProcessed() && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed())
m_mTree[nCToSplit].Processed() ;
while ( m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed()) {
if ( m_mTree[nCToSplit].m_nParent != -2)
nCToSplit = m_mTree[nCToSplit].m_nParent ;
if ( m_mTree[m_mTree[nCToSplit].m_nChild1].IsProcessed() && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed())
m_mTree[nCToSplit].Processed() ;
if ( nCToSplit == -1 && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed())
break ;
}
nCToSplit = m_mTree[nCToSplit].m_nChild2 ;
}
}
Balance( vBalanceCheck) ; // da implementare quando dividerò ad un parametro a scelta e non a metà
}
// bilineare
else {
while ( nCToSplit != -2 && m_mTree[nCToSplit].IsProcessed() == false) {
// vertici della cella
Point3d ptP00, ptP10, ptP11, ptP01 ;
ptP00 = m_mVert[nCToSplit][0] ;
ptP10 = m_mVert[nCToSplit][1] ;
ptP11 = m_mVert[nCToSplit][2] ;
ptP01 = m_mVert[nCToSplit][3] ;
// distanza reale tra i vertici della cella
double dLen0 = Dist( ptP00, ptP10) ;
double dLen1 = Dist( ptP10, ptP11) ;
double dLen2 = Dist( ptP01, ptP11) ;
double dLen3 = Dist( ptP00, ptP01) ;
// calcolo se è migliore la divisione in orizzontale o in verticale
Point3d ptP00P10, ptP00P01 , ptP01P11, ptP10P11 ;
ptP00P10 = ( ptP00 + ptP10) / 2 ;
ptP10P11 = ( ptP10 + ptP11) / 2 ;
ptP01P11 = ( ptP01 + ptP11) / 2 ;
ptP00P01 = ( ptP00 + ptP01) / 2 ;
bool bVert = false ;
//// questo calcolo è inutile perché confronto due cose che sono sempre uguali///////////////////////////////////////////////////////
// calcolo se è meglio spezzare in orizzontale o in verticale
//double dErrVert1 = ( ( ptP00 - ptP01) + ( ptP01P11 - ptP00P10)).Len() ;
//double dErrVert2 = ( ( ptP00P10 - ptP01P11) + ( ptP11 - ptP10)).Len() ;
//double dErrOriz1 = ( ( ptP00P01 - ptP01) + ( ptP11 - ptP10P11)).Len() ;
//double dErrOriz2 = ( ( ptP00 - ptP00P01) + ( ptP10P11 - ptP10)).Len() ;
////if (0 ) {
//if ( abs( dErrVert1 + dErrVert2 - dErrOriz1 - dErrOriz2) < EPS_SMALL && nCToSplit != -1) {
// bVert = ! m_mTree[m_mTree[nCToSplit].m_nParent].IsSplitVert() ;
//}
//else {
// if ( dErrVert1 + dErrVert2 > dErrOriz1 + dErrOriz2) {
// bVert = false ;
// }
// else {
// bVert = true ;
// }
//}
// con questo esce la C sulla bilineare
// calcolo in quale direzione è meglio dividere in base allo stretch
Point3d ptPSrfU, ptPSrfV ;
double dU = 0, dV = 0 ;
double dDistU = 0, dDistV = 0 ;
double dULoc, dVLoc ;
PNTVECTOR vPtU, vPtV ;
if ( ! m_bMulti) {
if ( max(dLen0, dLen2) > max(dLen1, dLen3)) {
bVert = true ;
}
else {
bVert = false ;
}
}
else {
for ( double i = 0.25 ; i < 1 ; i = i + 0.25 ) {
/*Point3d ptU = ( 1 - i) * ptP00P01 + i * ptP10P11 ;
Point3d ptV = ( 1 - i) * ptP00P10 + i * ptP01P11 ;*/
dU = ( 1 - i) * m_mTree[nCToSplit].GetBottomLeft().x + i * m_mTree[nCToSplit].GetTopRight().x ;
dV = ( 1 - i) * m_mTree[nCToSplit].GetBottomLeft().y + i * m_mTree[nCToSplit].GetTopRight().y ;
dVLoc = ( m_mTree[nCToSplit].GetBottomLeft().y + m_mTree[nCToSplit].GetTopRight().y) / 2 ;
dULoc = ( m_mTree[nCToSplit].GetBottomLeft().x + m_mTree[nCToSplit].GetTopRight().x) / 2 ;
m_pSrfBz->GetPointD1D2( dU, dVLoc, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrfU) ;
m_pSrfBz->GetPointD1D2( dULoc, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrfV) ;
//dDistU = max( Dist( ptU , ptPSrfU), dDistU) ;
//dDistV = max( Dist( ptV , ptPSrfV), dDistV) ;
vPtU.push_back(ptPSrfU) ;
vPtV.push_back(ptPSrfV) ;
}
// devo guardare se i tre punti in vPtU e vPtV sono allineati
CurveLine clU, clV;
clU.Set(vPtU[0], vPtU[1]) ;
clV.Set(vPtV[0], vPtV[1]) ;
DistPointCurve dpcU( vPtU[2], clU, false) ;
DistPointCurve dpcV( vPtV[2], clV, false) ;
dpcU.GetDist( dDistU) ;
dpcV.GetDist( dDistV) ;
if ( dDistU > dDistV ) {
bVert = true ;
}
else {
bVert = false ;
}
}
// diagonali
//Point3d ptP00P11, ptP10P01, ptPSrf ;
//ptP00P11 = ( ptP00 + ptP11) / 2 ;
//ptP10P01 = ( ptP10 + ptP01) / 2 ;
//double dU = ( m_mTree[nCToSplit].GetBottomLeft().x + m_mTree[nCToSplit].GetTopRight().x) / 2 ;
//double dV = ( m_mTree[nCToSplit].GetBottomLeft().y + m_mTree[nCToSplit].GetTopRight().y) / 2 ;
//m_pSrfBz->GetPointD1D2( dU, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrf) ;
//if ( Dist( ptP00P11, ptPSrf) > Dist( ptP10P01, ptPSrf))
// bVert = false ;
//else
// bVert = true ;
// verifico che la cella sia abbastanza grande da poter essere splittata
double dSideMinVal = 0, dSideMaxVal = 0 ;
if ( bVert) {
if ( dLen0 != 0 && dLen2 != 0)
dSideMinVal = min( dLen0, dLen2) ;
else
dSideMinVal = max( dLen0, dLen2) ;
}
else {
if ( dLen1 != 0 && dLen3 != 0)
dSideMinVal = min( dLen1, dLen3) ;
else
dSideMinVal = max( dLen1, dLen3) ;
}
// calcolo le diagonali per controllare la dimensione massima dei triangoli in cui dividerei la cella
dSideMaxVal = max( Dist( ptP00, ptP11), Dist( ptP10, ptP01)) ;
double dErr = 0 ;
if ( m_bMulti ) {
Point3d ptPSrf ;
Plane3d plAppr ;
plAppr.Set( ptP00, ( ptP00 - ptP01) ^ ( ptP00 - ptP10)) ;
for ( double i = 0.25 ; i < 1 ; i = i + 0.25) {
for ( double j = 0.25 ; j < 1 ; j = j + 0.25) {
double dU = ( 1 - i) * m_mTree[nCToSplit].GetTopRight().x + i * m_mTree[nCToSplit].GetBottomLeft().x ;
double dV = ( 1 - j) * m_mTree[nCToSplit].GetTopRight().y + j * m_mTree[nCToSplit].GetBottomLeft().y ;
m_pSrfBz->GetPointD1D2( dU, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrf) ;
dErr = max( abs( DistPointPlane( ptPSrf, plAppr)), dErr) ;
}
}
}
else {
dErr = 1. / 4. * ( (ptP00 - ptP01) + (ptP11 - ptP10)).Len() ;
}
// se la cella è abbastanza grande da poter essere divisa ancora e devo approssimare meglio, la divido
if ( dSideMinVal / 2 >= dSideMin && dSideMaxVal < dSideMax && dErr > dLinTol) {
m_mTree[nCToSplit].SetSplitDirVert( bVert) ;
// effettuo lo split
Split( nCToSplit) ;
// procedo con lo split del Child1
nCToSplit = m_mTree[nCToSplit].m_nChild1 ;
}
else {
// sono arrivato ad una cella Leaf, quindi salvo la cella
m_vnLeaves.push_back( nCToSplit) ;
m_mTree[nCToSplit].Processed() ;
// risalgo i parent finché non trovo il primo Child2 da processare
nCToSplit = m_mTree[nCToSplit].m_nParent ;
if ( m_mTree[m_mTree[nCToSplit].m_nChild1].IsProcessed() && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed())
m_mTree[nCToSplit].Processed() ;
while ( m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed()) {
if ( m_mTree[nCToSplit].m_nParent != -2)
nCToSplit = m_mTree[nCToSplit].m_nParent ;
if ( m_mTree[m_mTree[nCToSplit].m_nChild1].IsProcessed() && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed())
m_mTree[nCToSplit].Processed() ;
if ( nCToSplit == -1 && m_mTree[m_mTree[nCToSplit].m_nChild2].IsProcessed())
break ;
}
nCToSplit = m_mTree[nCToSplit].m_nChild2 ;
}
}
}
}
// se la superficie è trimmata
else {
SurfFlatRegion sfrTrimReg ;
}
return true ;
}
//----------------------------------------------------------------------------
void Tree::Balance( INTVECTOR vCheck)
{
//for ( int i : vCheck ) {
// // non ancora implementato
// // rendo il tree balanced : ogni foglia deve avere una profondità di +- 1 rispetto alle foglie adiacenti.
//}
}
//----------------------------------------------------------------------------
void Tree::GetTopNeigh( int nId, INTVECTOR& vTopNeighs)
{
if ( (int) vTopNeighs.size() == 0) {
if ( m_mTree[nId].m_nTop == -2)
return ;
if ( m_mTree[m_mTree[nId].m_nTop].IsLeaf())
vTopNeighs.push_back( m_mTree[nId].m_nTop) ;
else {
if ( m_mTree[m_mTree[nId].m_nTop].IsSplitVert()) {
// se la cella vicina è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree[m_mTree[nId].m_nTop].GetTopRight().x - m_mTree[m_mTree[nId].m_nTop].GetBottomLeft().x <=
m_mTree[nId].GetTopRight().x - m_mTree[nId].GetBottomLeft().x) {
vTopNeighs.push_back( m_mTree[m_mTree[nId].m_nTop].m_nChild1) ;
vTopNeighs.push_back( m_mTree[m_mTree[nId].m_nTop].m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else{
if ( m_mTree[m_mTree[m_mTree[nId].m_nTop].m_nChild1].GetTopRight().x <= m_mTree[nId].GetBottomLeft().x ||
m_mTree[m_mTree[m_mTree[nId].m_nTop].m_nChild1].GetBottomLeft().x >= m_mTree[nId].GetTopRight().x )
vTopNeighs.push_back( m_mTree[m_mTree[nId].m_nTop].m_nChild2) ;
else
vTopNeighs.push_back( m_mTree[m_mTree[nId].m_nTop].m_nChild1) ;
}
}
else {
vTopNeighs.push_back( m_mTree[m_mTree[nId].m_nTop].m_nChild2) ;
}
}
bool bAllLeaves = true ;
for ( int i : vTopNeighs ) {
if ( ! m_mTree[i].IsLeaf())
bAllLeaves = false ;
}
if ( ! bAllLeaves )
// almeno una cella tra i vicini trovati non è leaf quindi devo richiamare ricorsivamente questa funzione per trovare i suoi child
GetTopNeigh( nId, vTopNeighs) ;
}
else {
for ( int j = 0 ; j != (int) vTopNeighs.size() ; ++ j) {
int i = vTopNeighs[j] ;
if ( m_mTree[i].IsLeaf())
continue;
else {
// se la cella non è leaf la tolgo dal vettore delle foglie e aggiungo invece i suoi child
vTopNeighs.erase( remove( vTopNeighs.begin(),vTopNeighs.end(),i)) ;
-- j ;
if ( m_mTree[i].IsSplitVert() ) {
// se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree[i].GetTopRight().x - m_mTree[i].GetBottomLeft().x <=
m_mTree[nId].GetTopRight().x - m_mTree[nId].GetBottomLeft().x) {
vTopNeighs.push_back( m_mTree[i].m_nChild1) ;
vTopNeighs.push_back( m_mTree[i].m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else {
if ( m_mTree[m_mTree[i].m_nChild1].GetTopRight().x <= m_mTree[nId].GetBottomLeft().x ||
m_mTree[m_mTree[i].m_nChild1].GetBottomLeft().x >= m_mTree[nId].GetTopRight().x )
vTopNeighs.push_back( m_mTree[i].m_nChild2) ;
else
vTopNeighs.push_back( m_mTree[i].m_nChild1) ;
}
}
else {
vTopNeighs.push_back( m_mTree[i].m_nChild2) ;
}
}
}
}
vector<Cell> vCells ;
for ( int k : vTopNeighs)
vCells.push_back( m_mTree[k]) ;
sort( vCells.begin(), vCells.end(), Cell::minorX ) ;
vTopNeighs.clear() ;
for ( Cell c : vCells)
vTopNeighs.push_back( c.m_nId) ;
}
//----------------------------------------------------------------------------
void Tree::GetBottomNeigh( int nId, INTVECTOR& vBottomNeighs)
{
if ( (int) vBottomNeighs.size() == 0) {
if ( m_mTree[nId].m_nBottom == -2)
return ;
if ( m_mTree[m_mTree[nId].m_nBottom].IsLeaf())
vBottomNeighs.push_back( m_mTree[nId].m_nBottom) ;
else {
if ( m_mTree[m_mTree[nId].m_nBottom].IsSplitVert()) {
// se la cella vicina è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree[m_mTree[nId].m_nBottom].GetTopRight().x - m_mTree[m_mTree[nId].m_nBottom].GetBottomLeft().x <=
m_mTree[nId].GetTopRight().x - m_mTree[nId].GetBottomLeft().x) {
vBottomNeighs.push_back( m_mTree[m_mTree[nId].m_nBottom].m_nChild1) ;
vBottomNeighs.push_back( m_mTree[m_mTree[nId].m_nBottom].m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else{
if ( m_mTree[m_mTree[m_mTree[nId].m_nBottom].m_nChild1].GetTopRight().x <= m_mTree[nId].GetBottomLeft().x ||
m_mTree[m_mTree[m_mTree[nId].m_nBottom].m_nChild1].GetBottomLeft().x >= m_mTree[nId].GetTopRight().x )
vBottomNeighs.push_back( m_mTree[m_mTree[nId].m_nBottom].m_nChild2) ;
else
vBottomNeighs.push_back( m_mTree[m_mTree[nId].m_nBottom].m_nChild1) ;
}
}
else {
vBottomNeighs.push_back( m_mTree[m_mTree[nId].m_nBottom].m_nChild1) ;
}
}
bool bAllLeaves = true ;
for ( int i : vBottomNeighs) {
if ( ! m_mTree[i].IsLeaf())
bAllLeaves = false ;
}
if ( ! bAllLeaves )
// almeno una cella tra i vicini trovati non è leaf quindi devo richiamare ricorsivamente questa funzione per trovare i suoi child
GetBottomNeigh( nId, vBottomNeighs) ;
}
else {
for ( int j = 0 ; j != (int) vBottomNeighs.size() ; ++ j) {
int i = vBottomNeighs[j] ;
if ( m_mTree[i].IsLeaf())
continue;
else {
// se la cella non è leaf la tolgo dal vettore delle foglie e aggiungo invece i suoi child
vBottomNeighs.erase( remove( vBottomNeighs.begin(),vBottomNeighs.end(),i)) ;
-- j ;
if ( m_mTree[i].IsSplitVert()) {
// se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree[i].GetTopRight().x - m_mTree[i].GetBottomLeft().x <=
m_mTree[nId].GetTopRight().x - m_mTree[nId].GetBottomLeft().x) {
vBottomNeighs.push_back( m_mTree[i].m_nChild1) ;
vBottomNeighs.push_back( m_mTree[i].m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else {
if ( m_mTree[m_mTree[i].m_nChild1].GetTopRight().x <= m_mTree[nId].GetBottomLeft().x ||
m_mTree[m_mTree[i].m_nChild1].GetBottomLeft().x >= m_mTree[nId].GetTopRight().x)
vBottomNeighs.push_back( m_mTree[i].m_nChild2) ;
else
vBottomNeighs.push_back( m_mTree[i].m_nChild1) ;
}
}
else {
vBottomNeighs.push_back( m_mTree[i].m_nChild1) ;
}
}
}
}
vector<Cell> vCells ;
for ( int k : vBottomNeighs)
vCells.push_back( m_mTree[k]) ;
sort( vCells.begin(), vCells.end(), Cell::minorX) ;
vBottomNeighs.clear() ;
for ( Cell c : vCells)
vBottomNeighs.push_back( c.m_nId) ;
}
//----------------------------------------------------------------------------
void Tree::GetLeftNeigh( int nId, INTVECTOR& vLeftNeighs)
{
if ( (int) vLeftNeighs.size() == 0) {
if ( m_mTree[nId].m_nLeft == -2)
return ;
if ( m_mTree[m_mTree[nId].m_nLeft].IsLeaf())
vLeftNeighs.push_back( m_mTree[nId].m_nLeft) ;
else {
if ( ! m_mTree[m_mTree[nId].m_nLeft].IsSplitVert()) {
// se la cella vicina è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree[m_mTree[nId].m_nLeft].GetTopRight().y - m_mTree[m_mTree[nId].m_nLeft].GetBottomLeft().y <=
m_mTree[nId].GetTopRight().y - m_mTree[nId].GetBottomLeft().y) {
vLeftNeighs.push_back( m_mTree[m_mTree[nId].m_nLeft].m_nChild1) ;
vLeftNeighs.push_back( m_mTree[m_mTree[nId].m_nLeft].m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else{
if ( m_mTree[m_mTree[m_mTree[nId].m_nLeft].m_nChild1].GetTopRight().y <= m_mTree[nId].GetBottomLeft().y ||
m_mTree[m_mTree[m_mTree[nId].m_nLeft].m_nChild1].GetBottomLeft().y >= m_mTree[nId].GetTopRight().y)
vLeftNeighs.push_back( m_mTree[m_mTree[nId].m_nLeft].m_nChild2) ;
else
vLeftNeighs.push_back( m_mTree[m_mTree[nId].m_nLeft].m_nChild1) ;
}
}
else {
vLeftNeighs.push_back( m_mTree[m_mTree[nId].m_nLeft].m_nChild2) ;
}
}
bool bAllLeaves = true ;
for ( int i : vLeftNeighs) {
if ( ! m_mTree[i].IsLeaf())
bAllLeaves = false ;
}
if ( ! bAllLeaves )
// almeno una cella tra i vicini trovati non è leaf quindi devo richiamare ricorsivamente questa funzione per trovare i suoi child
GetLeftNeigh( nId, vLeftNeighs) ;
}
else {
for ( int j = 0 ; j != (int) vLeftNeighs.size() ; ++ j) {
int i = vLeftNeighs[j] ;
if ( m_mTree[i].IsLeaf())
continue;
else {
// se la cella non è leaf la tolgo dal vettore delle foglie e aggiungo invece i suoi child
vLeftNeighs.erase( remove( vLeftNeighs.begin(),vLeftNeighs.end(),i)) ;
-- j ;
if ( ! m_mTree[i].IsSplitVert()) {
// se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree[i].GetTopRight().y - m_mTree[i].GetBottomLeft().y <=
m_mTree[nId].GetTopRight().y - m_mTree[nId].GetBottomLeft().y) {
vLeftNeighs.push_back( m_mTree[i].m_nChild1) ;
vLeftNeighs.push_back( m_mTree[i].m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else {
if ( m_mTree[m_mTree[i].m_nChild1].GetTopRight().y <= m_mTree[nId].GetBottomLeft().y ||
m_mTree[m_mTree[i].m_nChild1].GetBottomLeft().y >= m_mTree[nId].GetTopRight().y)
vLeftNeighs.push_back( m_mTree[i].m_nChild2) ;
else
vLeftNeighs.push_back( m_mTree[i].m_nChild1) ;
}
}
else {
vLeftNeighs.push_back( m_mTree[i].m_nChild2) ;
}
}
}
}
vector<Cell> vCells ;
for ( int k : vLeftNeighs)
vCells.push_back( m_mTree[k]) ;
sort( vCells.begin(), vCells.end(), Cell::minorY) ;
vLeftNeighs.clear() ;
for ( Cell c : vCells)
vLeftNeighs.push_back( c.m_nId) ;
}
//----------------------------------------------------------------------------
void Tree::GetRightNeigh( int nId, INTVECTOR& vRightNeighs)
{
if ( (int) vRightNeighs.size() == 0) {
if ( m_mTree[nId].m_nRight == -2)
return ;
if ( m_mTree[m_mTree[nId].m_nRight].IsLeaf())
vRightNeighs.push_back( m_mTree[nId].m_nRight) ;
else {
if ( ! m_mTree[m_mTree[nId].m_nRight].IsSplitVert()) {
// se la cella vicina è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree[m_mTree[nId].m_nRight].GetTopRight().y - m_mTree[m_mTree[nId].m_nRight].GetBottomLeft().y <=
m_mTree[nId].GetTopRight().y - m_mTree[nId].GetBottomLeft().y) {
vRightNeighs.push_back( m_mTree[m_mTree[nId].m_nRight].m_nChild1) ;
vRightNeighs.push_back( m_mTree[m_mTree[nId].m_nRight].m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else{
if ( m_mTree[m_mTree[m_mTree[nId].m_nRight].m_nChild1].GetTopRight().y <= m_mTree[nId].GetBottomLeft().y ||
m_mTree[m_mTree[m_mTree[nId].m_nRight].m_nChild1].GetBottomLeft().y >= m_mTree[nId].GetTopRight().y)
vRightNeighs.push_back( m_mTree[m_mTree[nId].m_nRight].m_nChild2) ;
else
vRightNeighs.push_back( m_mTree[m_mTree[nId].m_nRight].m_nChild1) ;
}
}
else {
vRightNeighs.push_back( m_mTree[m_mTree[nId].m_nRight].m_nChild1) ;
}
}
bool bAllLeaves = true ;
for ( int i : vRightNeighs) {
if ( ! m_mTree[i].IsLeaf())
bAllLeaves = false ;
}
if ( ! bAllLeaves )
// almeno una cella tra i vicini trovati non è leaf quindi devo richiamare ricorsivamente questa funzione per trovare i suoi child
GetRightNeigh( nId, vRightNeighs) ;
}
else {
for ( int j = 0 ; j != (int) vRightNeighs.size() ; ++ j) {
int i = vRightNeighs[j] ;
if ( m_mTree[i].IsLeaf())
continue;
else {
// se la cella non è leaf la tolgo dal vettore delle foglie e aggiungo invece i suoi child
vRightNeighs.erase( remove( vRightNeighs.begin(),vRightNeighs.end(), i)) ;
-- j ;
if ( ! m_mTree[i].IsSplitVert()) {
// se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree[i].GetTopRight().y - m_mTree[i].GetBottomLeft().y <=
m_mTree[nId].GetTopRight().y - m_mTree[nId].GetBottomLeft().y) {
vRightNeighs.push_back( m_mTree[i].m_nChild1) ;
vRightNeighs.push_back( m_mTree[i].m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else {
if ( m_mTree[m_mTree[i].m_nChild1].GetTopRight().y <= m_mTree[nId].GetBottomLeft().y ||
m_mTree[m_mTree[i].m_nChild1].GetBottomLeft().y >= m_mTree[nId].GetTopRight().y)
vRightNeighs.push_back( m_mTree[i].m_nChild2) ;
else
vRightNeighs.push_back( m_mTree[i].m_nChild1) ;
}
}
else {
vRightNeighs.push_back( m_mTree[i].m_nChild1) ;
}
}
}
}
vector<Cell> vCells ;
for ( int k : vRightNeighs)
vCells.push_back( m_mTree[k]) ;
sort( vCells.begin(), vCells.end(), Cell::minorY) ;
vRightNeighs.clear() ;
for ( Cell c : vCells)
vRightNeighs.push_back( c.m_nId) ;
}
//----------------------------------------------------------------------------
int Tree::GetHeightLeaves( int nId, INTVECTOR& vnLeaves, int d)
{
if ( (int) vnLeaves.size() == 0) {
if ( m_mTree[nId].IsLeaf())
return d ;
else {
vnLeaves.push_back( m_mTree[nId].m_nChild1) ;
vnLeaves.push_back( m_mTree[nId].m_nChild2) ;
if ( ! m_mTree[m_mTree[nId].m_nChild1].IsLeaf() || ! m_mTree[m_mTree[nId].m_nChild2].IsLeaf())
// almeno un child non è leaf quindi devo richiamare ricorsivamente questa funzione sui child in questione
d = GetHeightLeaves( nId, vnLeaves, m_mTree[m_mTree[nId].m_nChild1].m_nDepth) ;
}
}
else {
for ( int j = 0 ; j != (int) vnLeaves.size() ; ++ j) {
int i = vnLeaves[j] ;
if ( m_mTree[i].IsLeaf() ) {
continue ;
}
else {
// se la cella non è leaf la tolgo dal vettore delle foglie e aggiungo invece i suoi child
vnLeaves.erase( remove( vnLeaves.begin(),vnLeaves.end(),i)) ;
-- j ;
vnLeaves.push_back( m_mTree[i].m_nChild1) ;
vnLeaves.push_back( m_mTree[i].m_nChild2) ;
d = max ( d, m_mTree[m_mTree[i].m_nChild1].m_nDepth) ;
}
}
return d ;
}
return d - m_mTree[nId].m_nDepth ;
}
//----------------------------------------------------------------------------
int Tree::GetDepth( int nId, int nRef = -2)
{
int c = 0 ;
while ( m_mTree[nId].m_nParent != nRef) {
nId = m_mTree[nId].m_nParent ;
++ c ;
}
return c ;
}
//----------------------------------------------------------------------------
bool Tree::GetPolygons( POLYLINEVECTOR& vPolygons)
{
if ( m_vPolygons.empty()) {
PNTVECTOR vVertices ;
INTVECTOR vNeigh ;
bool bBottomRight , bTopLeft ;
// scorro lungo tutte le celle leaves ( dell'albero bilanciato) e oltre agli angoli della cella aggiungo alla polyline anche i vertici sui lati
for ( int nId : m_vnLeaves) {
vVertices.clear() ;
vNeigh.clear() ;
vVertices.push_back( m_mTree[nId].GetBottomLeft()) ;
GetBottomNeigh( nId, vNeigh) ;
// aggiungo i vertici che sono sul lato bottom, solo se ho più di un vicino bottom
if ( (int) vNeigh.size() != 0 && (int) vNeigh.size() != 1){
for ( int j : vNeigh )
vVertices.push_back( m_mTree[j].GetTopRight()) ;
bBottomRight = true ;
}
else
bBottomRight = false ;
vNeigh.clear() ;
GetRightNeigh ( nId, vNeigh) ;
// aggiungo i vertici che sono sul lato right, solo se ho più di un vicino right
if ( (int) vNeigh.size() != 0 && (int) vNeigh.size() != 1){
for ( int j : vNeigh )
vVertices.push_back( m_mTree[j].GetBottomLeft()) ;
}
// se non l'ho già aggiunto tramite i vicini bottom aggiungo il punto bottom right
else if ( ! bBottomRight ) {
Point3d ptBr( m_mTree[nId].GetTopRight().x, m_mTree[nId].GetBottomLeft().y) ;
vVertices.push_back( ptBr) ;
}
vNeigh.clear() ;
vVertices.push_back( m_mTree[nId].GetTopRight()) ;
GetTopNeigh ( nId, vNeigh) ;
reverse( vNeigh.begin(), vNeigh.end()) ;
// aggiungo i vertici che sono sul lato top, solo se ho più di un vicino top
if ( (int) vNeigh.size() != 0 && (int) vNeigh.size() != 1) {
for ( int j : vNeigh)
vVertices.push_back( m_mTree[j].GetBottomLeft()) ;
bTopLeft = true ;
}
else
bTopLeft = false ;
vNeigh.clear() ;
GetLeftNeigh ( nId, vNeigh) ;
reverse( vNeigh.begin(), vNeigh.end()) ;
// aggiungo i vertici che sono sul lato left, solo se ho più di un vicino left
if ( (int) vNeigh.size() != 0 && (int) vNeigh.size() != 1) {
for ( int j : vNeigh)
vVertices.push_back( m_mTree[j].GetTopRight()) ;
}
// se non l'ho già aggiunto tramite i vicini top aggiungo il punto top left
else if ( ! bTopLeft) {
Point3d ptTl( m_mTree[nId].GetBottomLeft().x, m_mTree[nId].GetTopRight().y) ;
vVertices.push_back( ptTl) ;
}
vNeigh.clear() ;
vVertices.push_back( m_mTree[nId].GetBottomLeft()) ;
// se ho una cella con vicino dello stesso grado ( quindi il poligono ha solo 5 punti) controllo la curvatura nella cella e
// se necessario cambio l'ordine dei vertici per scegliere la diagonale di split migliore
if ( vVertices.size() == 5) {
Point3d ptPSrf, ptP00, ptP10, ptP11, ptP01;
double dU, dV ;
dU = ( m_mTree[nId].GetBottomLeft().x + m_mTree[nId].GetTopRight().x) / 2 ;
dV = ( m_mTree[nId].GetBottomLeft().y + m_mTree[nId].GetTopRight().y) / 2 ;
m_pSrfBz->GetPointD1D2( dU, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrf) ;
ptP00 = m_mVert[nId][0] ;
ptP10 = m_mVert[nId][1] ;
ptP11 = m_mVert[nId][2] ;
ptP01 = m_mVert[nId][3] ;
Point3d ptP00P11 = ( ptP00 + ptP11) / 2 ;
Point3d ptP10P01 = ( ptP10 + ptP01) / 2 ;
// ho la curvatura maggiore sulla diagonale tra P10 e P01, ruoto l'ordine dei vertici, in modo che triangulate prenda la diagonale giusta
if ( Dist(ptP00P11, ptPSrf) + EPS_SMALL > Dist(ptP10P01, ptPSrf)) {
rotate(vVertices.begin(), vVertices.begin() + 1,vVertices.end()) ;
vVertices.back() = vVertices[0] ;
}
}
m_vPolygons.emplace_back() ;
for ( int i = 0 ; i < (int) vVertices.size() ; ++i) {
m_vPolygons.back().AddUPoint( i, vVertices[i]) ;
}
}
}
// restituisco i poligoni delle celle del tree nello spazio parametrico
vPolygons = m_vPolygons ;
return true ;
}