Files
EgtGeomKernel/Tree.cpp
T
Daniele Bariletti f0429aefa4 EgtGeomKernel :
- migliorata la robustezza per il calcolo della curvatura
- pulizia del codice
Da aggiungere :
- gestione trim.
2023-05-18 15:07:27 +02:00

1117 lines
54 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( const 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 ;
m_nDegU = nDegU ;
m_nDegV = nDegV ;
if ( nDegU == 1 && nDegV == 1)
m_bBilinear = true ;
if ( nSpanU * nSpanV != 1)
m_bMulti = true ;
// salvo i vertici 3d della cella root
Point3d ptBottom ( 0, 0) ;
Point3d ptTop( nSpanU, nSpanV) ;
Cell cRoot( ptBottom, 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)) ;
// se richiesto divido preliminarmente le patches
if ( bSplitPatches && ( nSpanU > 1 || nSpanV > 1)) {
int nId = -1 ;
for ( int i = 1 ; i < nSpanU ; ++i) {
m_mTree[nId].SetSplitDirVert( true) ;
Split( nId, i) ;
++ nId ;
++ nId ;
}
INTVECTOR vLeaves ;
GetHeightLeaves( -1, vLeaves) ;
for ( int nId : vLeaves) {
for ( int j = nSpanV - 1 ; j > 0 ; --j ) {
m_mTree[nId].SetSplitDirVert( false) ;
Split( nId, j) ;
nId = m_mTree[nId].m_nChild2 ;
}
}
// split preliminari per dividere le patch in modo da triangolarle indipendentemente////////////////////////////////////////////////////////
}
// se non ho già splittato le patches, controllo se la superficie è chiusa. In tal caso la splitto sul parametro su cui è chiusa
else {
// 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 ;
if ( AreSamePointApprox(ptP00, ptP01)) {
m_mTree[-1].m_nTop = -1 ;
m_mTree[-1].m_nBottom = -1 ;
m_mTree[-1].SetSplitDirVert( false) ;
Split(-1) ;
// qui devo fare il controllo capped
// devo controllare se i punti ai parametri U=0 e U=1 sono tutti coincidenti
// in caso devo fare uno split nell'altra direzione
bool bOk = false ;
bool bCapped0 = true, bCapped1 = true ;
Point3d ptV0, ptV1 ;
// controllo se tutti i punti sull'isoparametrica sono uguali
for ( int i = 1 ; i < nDegV * nSpanV + 1 ; ++ i) {
ptV0 = m_pSrfBz->GetControlPoint( i * ( nDegU * nSpanU + 1), &bOk) ;
bCapped0 = bCapped0 && AreSamePointApprox( ptP00, ptV0) ;
ptV1 = m_pSrfBz->GetControlPoint( ( i + 1) * ( nDegU * nSpanU + 1) - 1, &bOk) ;
bCapped1 = bCapped1 && AreSamePointApprox( ptP10, ptV1) ;
}
if ( bCapped0 && bCapped1) {
m_mTree[0].SetSplitDirVert( true) ;
Split( 0) ;
m_mTree[1].SetSplitDirVert( true) ;
Split( 1) ;
}
}
if ( AreSamePointApprox(ptP00, ptP10)) {
if( (int) m_mTree.size() == 1) {
m_mTree[-1].m_nLeft = -1 ;
m_mTree[-1].m_nRight = -1 ;
m_mTree[-1].SetSplitDirVert( true) ;
Split( -1) ;
// devo controllare se i punti ai parametri V=0 e V=1 sono tutti coincidenti
// in caso devo fare uno split nell'altra direzione
bool bOk = false ;
bool bCapped0 = true, bCapped1 = true ;
Point3d ptU0, ptU1 ;
// controllo se tutti i punti sull'isoparametrica sono uguali
for ( int i = 1 ; i < nDegU * nSpanU + 1 ; ++ i) {
ptU0 = m_pSrfBz->GetControlPoint( i, &bOk) ;
bCapped0 = bCapped0 && AreSamePointApprox( ptP00, ptU0) ;
ptU1 = m_pSrfBz->GetControlPoint( i + ( nDegU * nSpanU + 1 ) * ( nDegV * nSpanV), &bOk) ;
bCapped1 = bCapped1 && AreSamePointApprox( ptP01, ptU1) ;
}
if ( bCapped0 && bCapped1) {
m_mTree[0].SetSplitDirVert( false) ;
Split( 0) ;
m_mTree[1].SetSplitDirVert( false) ;
Split( 1) ;
}
}
else if ( (int) m_mTree.size() > 1 && (int) m_mTree.size() < 4) {
m_mTree[0].m_nLeft = -1 ;
m_mTree[0].m_nRight = -1 ;
m_mTree[1].m_nLeft = -1 ;
m_mTree[1].m_nRight = -1 ;
m_mTree[0].SetSplitDirVert( true) ;
Split( 0) ;
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)
{
// controllo che lo split non venga fatto sul lato della cella
if ( ( m_mTree[nId].IsSplitVert() && dSplitValue > m_mTree[nId].GetBottomLeft().x + EPS_SMALL && dSplitValue < m_mTree[nId].GetTopRight().x - EPS_SMALL) ||
( ! m_mTree[nId].IsSplitVert() && dSplitValue > m_mTree[nId].GetBottomLeft().y + EPS_SMALL && dSplitValue < m_mTree[nId].GetTopRight().y - EPS_SMALL)) {
// per lo split a parametro libero dovrò impedire che si facciano split troppo vicini al bordo!!!!!!!!!!!!!!!!!!!
m_mTree[nId].m_dSplit = dSplitValue ;
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, dSplitValue) ;
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, dSplitValue) ;
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
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( dSplitValue, 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( dSplitValue, 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
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
int nCToSplit = -1 ;
double dLinTol = 0.2 ;
//double dSideMin = 1 ;
if ( ! m_bTrimmed) {
if ( ! m_bBilinear) {
while ( nCToSplit != -2 && m_mTree[nCToSplit].IsProcessed() == false) {
// controllo che la cella non sia già stata preliminarmente splittata
if ( m_mTree[nCToSplit].IsLeaf()) {
// calcolo in quale direzione ho più curvatura
// ptP00P10 è un punto tra P00 e P10
double dCurvU = 0, dCurvV = 0 ;
double dLenParU = m_mTree[nCToSplit].GetTopRight().x - m_mTree[nCToSplit].GetBottomLeft().x ;
double dLenParV = m_mTree[nCToSplit].GetTopRight().y - m_mTree[nCToSplit].GetBottomLeft().y ;
if ( dLenParU <= 1. / m_nDegV || dLenParV <= 1. / m_nDegU) {
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 ;
dCurvV = Dist( ptV, ptPSrf) ;
dCurvU = Dist( ptU, ptPSrf) ;
}
// faccio un'analisi più fine della curvatura se almeno il grado di una curva di uno dei due parametri è alto e
// se sto ancora guardando una cella abbastanza grande
else{
Point3d ptPSrf, ptP00P10, ptP10P11, ptP11P01, ptP01P00, ptPSrfMid;
double dStep = 1. / m_nDegU ;
for ( double k = dStep ; k < 1 ; k = k + dStep) {
double dU = k * m_mTree[nCToSplit].GetTopRight().x + ( 1 - k) * m_mTree[nCToSplit].GetBottomLeft().x ;
double dV = ( m_mTree[nCToSplit].GetTopRight().y + m_mTree[nCToSplit].GetBottomLeft().y) / 2 ;
m_pSrfBz->GetPointD1D2( dU, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrf) ;
if ( k == 0.5)
ptPSrfMid = ptPSrf ;
m_pSrfBz->GetPointD1D2( dU, m_mTree[nCToSplit].GetBottomLeft().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP00P10) ;
m_pSrfBz->GetPointD1D2( dU, m_mTree[nCToSplit].GetTopRight().y, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP11P01) ;
CurveLine clV ;
clV.Set( ptP00P10, ptP11P01) ;
DistPointCurve dpc( ptPSrf, clV) ;
double dDist ;
dpc.GetDist( dDist) ;
dCurvV = max( dCurvV, dDist) ;
}
dStep = 1. / m_nDegV ;
for ( double k = dStep ; k < 1 ; k = k + dStep) {
double dU = ( m_mTree[nCToSplit].GetTopRight().x + m_mTree[nCToSplit].GetBottomLeft().x) / 2 ;
double dV = k * m_mTree[nCToSplit].GetTopRight().y + ( 1 - k) * m_mTree[nCToSplit].GetBottomLeft().y ;
if ( k == 0.5)
ptPSrf = ptPSrfMid ;
else
m_pSrfBz->GetPointD1D2( dU, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrf) ;
m_pSrfBz->GetPointD1D2( m_mTree[nCToSplit].GetTopRight().x, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP10P11) ;
m_pSrfBz->GetPointD1D2( m_mTree[nCToSplit].GetBottomLeft().x, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptP01P00) ;
CurveLine clU ;
clU.Set( ptP01P00, ptP10P11) ;
DistPointCurve dpc( ptPSrf, clU) ;
double dDist ;
dpc.GetDist( dDist) ;
dCurvU = max( dCurvU, dDist) ;
}
}
// 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
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 ;
}
m_mTree[nCToSplit].SetSplitDirVert( bVert) ;
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
bool bSplit = false ;
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]) ;
dDimU = ( dDimU > 1 ? 1 : dDimU) ;
double dDimV = ( dLen1 >= dLen3 ? dLen1 / m_vDim[1] : dLen3 / m_vDim[3]) ;
dDimV = ( dDimV > 1 ? 1 : dDimV) ;
// 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 && ! bSplit ; ++ u) {
double dU = double ( u) / double ( nStepsU - 1) ;
double 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) {
double dV = double ( v) / double ( nStepsV - 1) ;
double 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 > dLinTol) {
bSplit = true ;
break ;
}
}
}
}
if ( bSplit || 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 ;
}
}
else {
nCToSplit = m_mTree[nCToSplit].m_nChild1 ;
}
}
Balance() ; // da implementare quando dividerò ad un parametro a scelta e non a metà
}
// bilineare
else {
while ( nCToSplit != -2 && m_mTree[nCToSplit].IsProcessed() == false) {
if ( m_mTree[nCToSplit].IsLeaf()) {
// 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) ;
bool bVert = false ;
// calcolo in quale direzione è meglio dividere in base allo stretch
Point3d ptPSrfU, ptPSrfV ;
double dU = 0, dV = 0 ;
double dDistU = 0, dDistV = 0 ;
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 ) {
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 ;
double dVLoc = ( m_mTree[nCToSplit].GetBottomLeft().y + m_mTree[nCToSplit].GetTopRight().y) / 2 ;
double 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) ;
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 ;
}
}
// 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 ;
if ( ! AreSamePointApprox( ptP00, ptP10) && ! AreSamePointApprox( ptP00, ptP01))
plAppr.Set( ptP00, ( ptP00 - ptP01) ^ ( ptP00 - ptP10)) ;
else if ( AreSamePointApprox( ptP00, ptP10)) {
plAppr.Set( ptP01, ( ptP00 - ptP01) ^ ( ptP01 - ptP11)) ;
}
else if ( AreSamePointApprox( ptP00, ptP01)) {
plAppr.Set( ptP10, ( ptP10 - ptP11) ^ ( 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 ;
}
}
else {
nCToSplit = m_mTree[nCToSplit].m_nChild1 ;
}
}
}
}
// se la superficie è trimmata
else {
SurfFlatRegion sfrTrimReg ;
}
return true ;
}
//----------------------------------------------------------------------------
void Tree::Balance()
{
//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) const
{
if ( (int) vTopNeighs.size() == 0) {
if ( m_mTree.at(nId).m_nTop == -2)
return ;
if ( m_mTree.at(m_mTree.at(nId).m_nTop).IsLeaf())
vTopNeighs.push_back( m_mTree.at(nId).m_nTop) ;
else {
if ( m_mTree.at(m_mTree.at(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.at(m_mTree.at(nId).m_nTop).GetTopRight().x - m_mTree.at(m_mTree.at(nId).m_nTop).GetBottomLeft().x <=
m_mTree.at(nId).GetTopRight().x - m_mTree.at(nId).GetBottomLeft().x) {
vTopNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nTop).m_nChild1) ;
vTopNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nTop).m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else{
if ( m_mTree.at(m_mTree.at(m_mTree.at(nId).m_nTop).m_nChild1).GetTopRight().x <= m_mTree.at(nId).GetBottomLeft().x ||
m_mTree.at(m_mTree.at(m_mTree.at(nId).m_nTop).m_nChild1).GetBottomLeft().x >= m_mTree.at(nId).GetTopRight().x )
vTopNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nTop).m_nChild2) ;
else
vTopNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nTop).m_nChild1) ;
}
}
else {
vTopNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nTop).m_nChild2) ;
}
}
bool bAllLeaves = true ;
for ( int i : vTopNeighs ) {
if ( ! m_mTree.at(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.at(j) ;
if ( m_mTree.at(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.at(i).IsSplitVert() ) {
// se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree.at(i).GetTopRight().x - m_mTree.at(i).GetBottomLeft().x <=
m_mTree.at(nId).GetTopRight().x - m_mTree.at(nId).GetBottomLeft().x) {
vTopNeighs.push_back( m_mTree.at(i).m_nChild1) ;
vTopNeighs.push_back( m_mTree.at(i).m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else {
if ( m_mTree.at(m_mTree.at(i).m_nChild1).GetTopRight().x <= m_mTree.at(nId).GetBottomLeft().x ||
m_mTree.at(m_mTree.at(i).m_nChild1).GetBottomLeft().x >= m_mTree.at(nId).GetTopRight().x )
vTopNeighs.push_back( m_mTree.at(i).m_nChild2) ;
else
vTopNeighs.push_back( m_mTree.at(i).m_nChild1) ;
}
}
else {
vTopNeighs.push_back( m_mTree.at(i).m_nChild2) ;
}
}
}
}
vector<Cell> vCells ;
for ( int k : vTopNeighs)
vCells.push_back( m_mTree.at(k)) ;
std::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) const
{
if ( (int) vBottomNeighs.size() == 0) {
if ( m_mTree.at(nId).m_nBottom == -2)
return ;
if ( m_mTree.at(m_mTree.at(nId).m_nBottom).IsLeaf())
vBottomNeighs.push_back( m_mTree.at(nId).m_nBottom) ;
else {
if ( m_mTree.at(m_mTree.at(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.at(m_mTree.at(nId).m_nBottom).GetTopRight().x - m_mTree.at(m_mTree.at(nId).m_nBottom).GetBottomLeft().x <=
m_mTree.at(nId).GetTopRight().x - m_mTree.at(nId).GetBottomLeft().x) {
vBottomNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nBottom).m_nChild1) ;
vBottomNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nBottom).m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else{
if ( m_mTree.at(m_mTree.at(m_mTree.at(nId).m_nBottom).m_nChild1).GetTopRight().x <= m_mTree.at(nId).GetBottomLeft().x ||
m_mTree.at(m_mTree.at(m_mTree.at(nId).m_nBottom).m_nChild1).GetBottomLeft().x >= m_mTree.at(nId).GetTopRight().x )
vBottomNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nBottom).m_nChild2) ;
else
vBottomNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nBottom).m_nChild1) ;
}
}
else {
vBottomNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nBottom).m_nChild1) ;
}
}
bool bAllLeaves = true ;
for ( int i : vBottomNeighs) {
if ( ! m_mTree.at(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.at(j) ;
if ( m_mTree.at(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.at(i).IsSplitVert()) {
// se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree.at(i).GetTopRight().x - m_mTree.at(i).GetBottomLeft().x <=
m_mTree.at(nId).GetTopRight().x - m_mTree.at(nId).GetBottomLeft().x) {
vBottomNeighs.push_back( m_mTree.at(i).m_nChild1) ;
vBottomNeighs.push_back( m_mTree.at(i).m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else {
if ( m_mTree.at(m_mTree.at(i).m_nChild1).GetTopRight().x <= m_mTree.at(nId).GetBottomLeft().x ||
m_mTree.at(m_mTree.at(i).m_nChild1).GetBottomLeft().x >= m_mTree.at(nId).GetTopRight().x)
vBottomNeighs.push_back( m_mTree.at(i).m_nChild2) ;
else
vBottomNeighs.push_back( m_mTree.at(i).m_nChild1) ;
}
}
else {
vBottomNeighs.push_back( m_mTree.at(i).m_nChild1) ;
}
}
}
}
vector<Cell> vCells ;
for ( int k : vBottomNeighs)
vCells.push_back( m_mTree.at(k)) ;
std::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) const
{
if ( (int) vLeftNeighs.size() == 0) {
if ( m_mTree.at(nId).m_nLeft == -2)
return ;
if ( m_mTree.at(m_mTree.at(nId).m_nLeft).IsLeaf())
vLeftNeighs.push_back( m_mTree.at(nId).m_nLeft) ;
else {
if ( ! m_mTree.at(m_mTree.at(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.at(m_mTree.at(nId).m_nLeft).GetTopRight().y - m_mTree.at(m_mTree.at(nId).m_nLeft).GetBottomLeft().y <=
m_mTree.at(nId).GetTopRight().y - m_mTree.at(nId).GetBottomLeft().y) {
vLeftNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nLeft).m_nChild1) ;
vLeftNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nLeft).m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else{
if ( m_mTree.at(m_mTree.at(m_mTree.at(nId).m_nLeft).m_nChild1).GetTopRight().y <= m_mTree.at(nId).GetBottomLeft().y ||
m_mTree.at(m_mTree.at(m_mTree.at(nId).m_nLeft).m_nChild1).GetBottomLeft().y >= m_mTree.at(nId).GetTopRight().y)
vLeftNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nLeft).m_nChild2) ;
else
vLeftNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nLeft).m_nChild1) ;
}
}
else {
vLeftNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nLeft).m_nChild2) ;
}
}
bool bAllLeaves = true ;
for ( int i : vLeftNeighs) {
if ( ! m_mTree.at(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.at(j) ;
if ( m_mTree.at(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.at(i).IsSplitVert()) {
// se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree.at(i).GetTopRight().y - m_mTree.at(i).GetBottomLeft().y <=
m_mTree.at(nId).GetTopRight().y - m_mTree.at(nId).GetBottomLeft().y) {
vLeftNeighs.push_back( m_mTree.at(i).m_nChild1) ;
vLeftNeighs.push_back( m_mTree.at(i).m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else {
if ( m_mTree.at(m_mTree.at(i).m_nChild1).GetTopRight().y <= m_mTree.at(nId).GetBottomLeft().y ||
m_mTree.at(m_mTree.at(i).m_nChild1).GetBottomLeft().y >= m_mTree.at(nId).GetTopRight().y)
vLeftNeighs.push_back( m_mTree.at(i).m_nChild2) ;
else
vLeftNeighs.push_back( m_mTree.at(i).m_nChild1) ;
}
}
else {
vLeftNeighs.push_back( m_mTree.at(i).m_nChild2) ;
}
}
}
}
vector<Cell> vCells ;
for ( int k : vLeftNeighs)
vCells.push_back( m_mTree.at(k)) ;
std::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) const
{
if ( (int) vRightNeighs.size() == 0) {
if ( m_mTree.at(nId).m_nRight == -2)
return ;
if ( m_mTree.at(m_mTree.at(nId).m_nRight).IsLeaf())
vRightNeighs.push_back( m_mTree.at(nId).m_nRight) ;
else {
if ( ! m_mTree.at(m_mTree.at(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.at(m_mTree.at(nId).m_nRight).GetTopRight().y - m_mTree.at(m_mTree.at(nId).m_nRight).GetBottomLeft().y <=
m_mTree.at(nId).GetTopRight().y - m_mTree.at(nId).GetBottomLeft().y) {
vRightNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nRight).m_nChild1) ;
vRightNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nRight).m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else{
if ( m_mTree.at(m_mTree.at(m_mTree.at(nId).m_nRight).m_nChild1).GetTopRight().y <= m_mTree.at(nId).GetBottomLeft().y ||
m_mTree.at(m_mTree.at(m_mTree.at(nId).m_nRight).m_nChild1).GetBottomLeft().y >= m_mTree.at(nId).GetTopRight().y)
vRightNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nRight).m_nChild2) ;
else
vRightNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nRight).m_nChild1) ;
}
}
else {
vRightNeighs.push_back( m_mTree.at(m_mTree.at(nId).m_nRight).m_nChild1) ;
}
}
bool bAllLeaves = true ;
for ( int i : vRightNeighs) {
if ( ! m_mTree.at(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.at(j) ;
if ( m_mTree.at(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.at(i).IsSplitVert()) {
// se la cella è più piccola della cella indagata, allora entrambi i figli saranno vicini di quest'ultima
if ( m_mTree.at(i).GetTopRight().y - m_mTree.at(i).GetBottomLeft().y <=
m_mTree.at(nId).GetTopRight().y - m_mTree.at(nId).GetBottomLeft().y) {
vRightNeighs.push_back( m_mTree.at(i).m_nChild1) ;
vRightNeighs.push_back( m_mTree.at(i).m_nChild2) ;
}
// altrimenti solo uno dei figli lo sarà
else {
if ( m_mTree.at(m_mTree.at(i).m_nChild1).GetTopRight().y <= m_mTree.at(nId).GetBottomLeft().y ||
m_mTree.at(m_mTree.at(i).m_nChild1).GetBottomLeft().y >= m_mTree.at(nId).GetTopRight().y)
vRightNeighs.push_back( m_mTree.at(i).m_nChild2) ;
else
vRightNeighs.push_back( m_mTree.at(i).m_nChild1) ;
}
}
else {
vRightNeighs.push_back( m_mTree.at(i).m_nChild1) ;
}
}
}
}
vector<Cell> vCells ;
for ( int k : vRightNeighs)
vCells.push_back( m_mTree.at(k)) ;
std::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) const
{
if ( nId == -1 && m_mTree.at(-1).IsLeaf()) {
vnLeaves.push_back( -1) ;
return 0 ;
}
else {
if ( (int) vnLeaves.size() == 0) {
if ( m_mTree.at(nId).IsLeaf())
return d ;
else {
vnLeaves.push_back( m_mTree.at(nId).m_nChild1) ;
vnLeaves.push_back( m_mTree.at(nId).m_nChild2) ;
if ( ! m_mTree.at(m_mTree.at(nId).m_nChild1).IsLeaf() || ! m_mTree.at(m_mTree.at(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.at(m_mTree.at(nId).m_nChild1).m_nDepth) ;
}
}
else {
for ( int j = 0 ; j != (int) vnLeaves.size() ; ++ j) {
int i = vnLeaves.at(j) ;
if ( m_mTree.at(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.at(i).m_nChild1) ;
vnLeaves.push_back( m_mTree.at(i).m_nChild2) ;
d = max ( d, m_mTree.at(m_mTree.at(i).m_nChild1).m_nDepth) ;
}
}
return d ;
}
return d - m_mTree.at(nId).m_nDepth ;
}
}
//----------------------------------------------------------------------------
int Tree::GetDepth( int nId, int nRef = -2) const
{
int c = 0 ;
while ( m_mTree.at(nId).m_nParent != nRef) {
nId = m_mTree.at(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.at(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.at(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.at(j).GetBottomLeft()) ;
}
// se non l'ho già aggiunto tramite i vicini bottom aggiungo il punto bottom right
else if ( ! bBottomRight ) {
Point3d ptBr( m_mTree.at(nId).GetTopRight().x, m_mTree.at(nId).GetBottomLeft().y) ;
vVertices.push_back( ptBr) ;
}
vNeigh.clear() ;
vVertices.push_back( m_mTree.at(nId).GetTopRight()) ;
GetTopNeigh ( nId, vNeigh) ;
std::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.at(j).GetBottomLeft()) ;
bTopLeft = true ;
}
else
bTopLeft = false ;
vNeigh.clear() ;
GetLeftNeigh ( nId, vNeigh) ;
std::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.at(j).GetTopRight()) ;
}
// se non l'ho già aggiunto tramite i vicini top aggiungo il punto top left
else if ( ! bTopLeft) {
Point3d ptTl( m_mTree.at(nId).GetBottomLeft().x, m_mTree.at(nId).GetTopRight().y) ;
vVertices.push_back( ptTl) ;
}
vNeigh.clear() ;
vVertices.push_back( m_mTree.at(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.at(nId).GetBottomLeft().x + m_mTree.at(nId).GetTopRight().x) / 2 ;
dV = ( m_mTree.at(nId).GetBottomLeft().y + m_mTree.at(nId).GetTopRight().y) / 2 ;
m_pSrfBz->GetPointD1D2( dU, dV, ISurfBezier::FROM_MINUS, ISurfBezier::FROM_MINUS, ptPSrf) ;
ptP00 = m_mVert.at(nId).at(0) ;
ptP10 = m_mVert.at(nId).at(1) ;
ptP11 = m_mVert.at(nId).at(2) ;
ptP01 = m_mVert.at(nId).at(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.at(0) ;
}
}
m_vPolygons.emplace_back() ;
for ( int i = 0 ; i < (int) vVertices.size() ; ++i) {
m_vPolygons.back().AddUPoint( i, vVertices.at(i)) ;
}
}
}
// restituisco i poligoni delle celle del tree nello spazio parametrico
vPolygons = m_vPolygons ;
return true ;
}