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occt/src/BRepMesh/BRepMesh_Delaun.hxx
oan 7131619620 0026407: BRepMesh_Delaun should not take into account frontier edges on first pass of algorithm
Correction of new vertices insertion: remove all triangles shot by point even if they contain frontier edges in order to prevent cases of free edge glued with frontier;
findNextPolygonLink: choose link with opposite direction to previous one as the last resort in case if the is no another option;
Enlarge bounding boxes by Precision::PConfusion() in order to not to miss possible intersections;

Test-case for issue #26407

Return NoIntersection in case of end point touch and isConsiderEndPointTouch flag is not set

Update of test-cases according to the new behavior
2015-07-20 16:27:41 +03:00

333 lines
16 KiB
C++
Executable File

// Copyright (c) 2013-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef _BRepMesh_Delaun_HeaderFile
#define _BRepMesh_Delaun_HeaderFile
#include <Standard.hxx>
#include <Standard_DefineAlloc.hxx>
#include <Standard_Macro.hxx>
#include <gp_XY.hxx>
#include <gp_XYZ.hxx>
#include <BRepMesh_CircleTool.hxx>
#include <BRepMesh_Triangle.hxx>
#include <BRepMesh_Edge.hxx>
#include <BRepMesh.hxx>
#include <BRepMesh_DataStructureOfDelaun.hxx>
#include <BRepMesh_GeomTool.hxx>
#include <TColStd_Array1OfInteger.hxx>
#include <TColStd_SequenceOfInteger.hxx>
#include <TColStd_MapOfInteger.hxx>
class Bnd_B2d;
class Bnd_Box2d;
class BRepMesh_Vertex;
//! Compute the Delaunay's triangulation with the algorithm of Watson.
class BRepMesh_Delaun
{
public:
DEFINE_STANDARD_ALLOC
//! Creates the triangulation with an empty Mesh data structure.
Standard_EXPORT BRepMesh_Delaun (BRepMesh::Array1OfVertexOfDelaun& theVertices);
//! Creates the triangulation with an existent Mesh data structure.
Standard_EXPORT BRepMesh_Delaun (const Handle(BRepMesh_DataStructureOfDelaun)& theOldMesh,
BRepMesh::Array1OfVertexOfDelaun& theVertices);
//! Creates the triangulation with an existant Mesh data structure.
Standard_EXPORT BRepMesh_Delaun (const Handle(BRepMesh_DataStructureOfDelaun)& theOldMesh,
BRepMesh::Array1OfInteger& theVertexIndices);
//! Initializes the triangulation with an array of vertices.
Standard_EXPORT void Init (BRepMesh::Array1OfVertexOfDelaun& theVertices);
//! Removes a vertex from the triangulation.
Standard_EXPORT void RemoveVertex (const BRepMesh_Vertex& theVertex);
//! Adds some vertices into the triangulation.
Standard_EXPORT void AddVertices (BRepMesh::Array1OfVertexOfDelaun& theVertices);
//! Modify mesh to use the edge.
//! @return True if done
Standard_EXPORT Standard_Boolean UseEdge (const Standard_Integer theEdge);
//! Gives the Mesh data structure.
inline const Handle(BRepMesh_DataStructureOfDelaun)& Result() const
{
return myMeshData;
}
//! Gives the list of frontier edges.
inline BRepMesh::HMapOfInteger Frontier() const
{
return getEdgesByType (BRepMesh_Frontier);
}
//! Gives the list of internal edges.
inline BRepMesh::HMapOfInteger InternalEdges() const
{
return getEdgesByType (BRepMesh_Fixed);
}
//! Gives the list of free edges used only one time
inline BRepMesh::HMapOfInteger FreeEdges() const
{
return getEdgesByType (BRepMesh_Free);
}
//! Gives vertex with the given index
inline const BRepMesh_Vertex& GetVertex (const Standard_Integer theIndex) const
{
return myMeshData->GetNode (theIndex);
}
//! Gives edge with the given index
inline const BRepMesh_Edge& GetEdge (const Standard_Integer theIndex) const
{
return myMeshData->GetLink (theIndex);
}
//! Gives triangle with the given index
inline const BRepMesh_Triangle& GetTriangle (const Standard_Integer theIndex) const
{
return myMeshData->GetElement (theIndex);
}
//! Returns tool used to build mesh consistent to Delaunay criteria.
inline const BRepMesh_CircleTool& Circles() const
{
return myCircles;
}
//! Test is the given triangle contains the given vertex.
//! @param theSqTolerance square tolerance to check closeness to some edge
//! @param theEdgeOn If it is != 0 the vertex lies onto the edge index
//! returned through this parameter.
Standard_EXPORT Standard_Boolean Contains (const Standard_Integer theTriangleId,
const BRepMesh_Vertex& theVertex,
const Standard_Real theSqTolerance,
Standard_Integer& theEdgeOn) const;
private:
enum ReplaceFlag
{
Replace,
InsertAfter,
InsertBefore
};
typedef NCollection_DataMap<Standard_Integer, BRepMesh::MapOfInteger> DataMapOfMap;
//! Add boundig box for edge defined by start & end point to
//! the given vector of bounding boxes for triangulation edges.
void fillBndBox (BRepMesh::SequenceOfBndB2d& theBoxes,
const BRepMesh_Vertex& theV1,
const BRepMesh_Vertex& theV2);
//! Gives the list of edges with type defined by the input parameter.
//! If the given type is BRepMesh_Free returns list of edges
//! that have number of connected elements less or equal 1.
BRepMesh::HMapOfInteger getEdgesByType (const BRepMesh_DegreeOfFreedom theEdgeType) const;
//! Create super mesh and run triangulation procedure.
void perform (Bnd_Box2d& theBndBox,
BRepMesh::Array1OfInteger& theVertexIndices);
//! Build the super mesh.
void superMesh (const Bnd_Box2d& theBox);
//! Computes the triangulation and adds the vertices,
//! edges and triangles to the Mesh data structure.
void compute (BRepMesh::Array1OfInteger& theVertexIndices);
//! Adjust the mesh on the frontier.
void frontierAdjust();
//! Find left polygon of the given edge and call meshPolygon.
Standard_Boolean meshLeftPolygonOf(
const Standard_Integer theEdgeIndex,
const Standard_Boolean isForward,
BRepMesh::HMapOfInteger theSkipped = NULL);
//! Find next link starting from the given node and has maximum
//! angle respect the given reference link.
//! Each time the next link is found other neighbor links at the pivot
//! node are marked as leprous and will be excluded from consideration
//! next time until a hanging end is occured.
Standard_Integer findNextPolygonLink (const Standard_Integer& theFirstNode,
const Standard_Integer& thePivotNode,
const BRepMesh_Vertex& thePivotVertex,
const gp_Vec2d& theRefLinkDir,
const BRepMesh::SequenceOfBndB2d& theBoxes,
const BRepMesh::SequenceOfInteger& thePolygon,
const BRepMesh::HMapOfInteger theSkipped,
const Standard_Boolean& isSkipLeprous,
BRepMesh::MapOfInteger& theLeprousLinks,
BRepMesh::MapOfInteger& theDeadLinks,
Standard_Integer& theNextPivotNode,
gp_Vec2d& theNextLinkDir,
Bnd_B2d& theNextLinkBndBox);
//! Check is the given link intersects the polygon boundaries.
//! Returns bounding box for the given link trough the theLinkBndBox parameter.
Standard_Boolean checkIntersection (const BRepMesh_Edge& theLink,
const BRepMesh::SequenceOfInteger& thePolygon,
const BRepMesh::SequenceOfBndB2d& thePolyBoxes,
const Standard_Boolean isConsiderEndPointTouch,
const Standard_Boolean isConsiderPointOnEdge,
const Standard_Boolean isSkipLastEdge,
Bnd_B2d& theLinkBndBox) const;
//! Triangulatiion of a closed polygon described by the list
//! of indexes of its edges in the structure.
//! (negative index means reversed edge)
void meshPolygon (BRepMesh::SequenceOfInteger& thePolygon,
BRepMesh::SequenceOfBndB2d& thePolyBoxes,
BRepMesh::HMapOfInteger theSkipped = NULL);
//! Decomposes the given closed simple polygon (polygon without glued edges
//! and loops) on two simpler ones by adding new link at the most thin part
//! in respect to end point of the first link.
//! In case if source polygon consists of three links, creates new triangle
//! and clears source container.
//! @param thePolygon source polygon to be decomposed (first part of decomposition).
//! @param thePolyBoxes bounding boxes corresponded to source polygon's links.
//! @param thePolygonCut product of decomposition of source polygon (second part of decomposition).
//! @param thePolyBoxesCut bounding boxes corresponded to resulting polygon's links.
void decomposeSimplePolygon (
BRepMesh::SequenceOfInteger& thePolygon,
BRepMesh::SequenceOfBndB2d& thePolyBoxes,
BRepMesh::SequenceOfInteger& thePolygonCut,
BRepMesh::SequenceOfBndB2d& thePolyBoxesCut);
//! Triangulation of closed polygon containing only three edges.
inline Standard_Boolean meshElementaryPolygon (const BRepMesh::SequenceOfInteger& thePolygon);
//! Creates the triangles beetween the given node and the given polyline.
void createTriangles (const Standard_Integer theVertexIndex,
BRepMesh::MapOfIntegerInteger& thePoly);
//! Add a triangle based on the given oriented edges into mesh
inline void addTriangle (const Standard_Integer (&theEdgesId)[3],
const Standard_Boolean (&theEdgesOri)[3],
const Standard_Integer (&theNodesId)[3]);
//! Deletes the triangle with the given index and adds the free edges into the map.
//! When an edge is suppressed more than one time it is destroyed.
void deleteTriangle (const Standard_Integer theIndex,
BRepMesh::MapOfIntegerInteger& theLoopEdges);
//! Returns start and end nodes of the given edge in respect to its orientation.
void getOrientedNodes (const BRepMesh_Edge& theEdge,
const Standard_Boolean isForward,
Standard_Integer* theNodes) const;
//! Processes loop within the given polygon formed by range of its
//! links specified by start and end link indices.
void processLoop (const Standard_Integer theLinkFrom,
const Standard_Integer theLinkTo,
const BRepMesh::SequenceOfInteger& thePolygon,
const BRepMesh::SequenceOfBndB2d& thePolyBoxes);
//! Creates new link based on the given nodes and updates the given polygon.
Standard_Integer createAndReplacePolygonLink (const Standard_Integer theNodes[],
const gp_Pnt2d thePnts [],
const Standard_Integer theRootIndex,
const ReplaceFlag theReplaceFlag,
BRepMesh::SequenceOfInteger& thePolygon,
BRepMesh::SequenceOfBndB2d& thePolyBoxes);
//! Creates the triangles on new nodes.
void createTrianglesOnNewVertices (BRepMesh::Array1OfInteger& theVertexIndices);
//! Cleanup mesh from the free triangles.
void cleanupMesh();
//! Goes through the neighbour triangles around the given node started
//! from the given link, returns TRUE if some triangle has a bounding
//! frontier edge or FALSE elsewhere.
//! Stop link is used to prevent cycles.
//! Previous element Id is used to identify next neighbor element.
Standard_Boolean isBoundToFrontier (const Standard_Integer theRefNodeId,
const Standard_Integer theRefLinkId,
const Standard_Integer theStopLinkId,
const Standard_Integer thePrevElementId);
//! Remove internal triangles from the given polygon.
void cleanupPolygon (const BRepMesh::SequenceOfInteger& thePolygon,
const BRepMesh::SequenceOfBndB2d& thePolyBoxes);
//! Checks is the given vertex lies inside the polygon.
Standard_Boolean isVertexInsidePolygon (const Standard_Integer& theVertexId,
const BRepMesh::VectorOfInteger& thePolygonVertices) const;
//! Remove all triangles and edges that are placed inside the polygon or crossed it.
void killTrianglesAroundVertex (const Standard_Integer theZombieNodeId,
const BRepMesh::VectorOfInteger& thePolyVertices,
const BRepMesh::MapOfInteger& thePolyVerticesFindMap,
const BRepMesh::SequenceOfInteger& thePolygon,
const BRepMesh::SequenceOfBndB2d& thePolyBoxes,
BRepMesh::MapOfInteger& theSurvivedLinks,
BRepMesh::MapOfIntegerInteger& theLoopEdges);
//! Checks is the given link crosses the polygon boundary.
//! If yes, kills its triangles and checks neighbor links on boundary intersection. Does nothing elsewhere.
void killTrianglesOnIntersectingLinks (const Standard_Integer& theLinkToCheckId,
const BRepMesh_Edge& theLinkToCheck,
const Standard_Integer& theEndPoint,
const BRepMesh::SequenceOfInteger& thePolygon,
const BRepMesh::SequenceOfBndB2d& thePolyBoxes,
BRepMesh::MapOfInteger& theSurvivedLinks,
BRepMesh::MapOfIntegerInteger& theLoopEdges);
//! Kill triangles bound to the given link.
void killLinkTriangles (const Standard_Integer& theLinkId,
BRepMesh::MapOfIntegerInteger& theLoopEdges);
//! Calculates distances between the given point and edges of triangle.
Standard_Real calculateDist (const gp_XY theVEdges[3],
const gp_XY thePoints[3],
const BRepMesh_Vertex& theVertex,
Standard_Real theDistance[3],
Standard_Real theSqModulus[3],
Standard_Integer& theEdgeOn) const;
//! Checks intersection between the two segments.
BRepMesh_GeomTool::IntFlag intSegSeg(
const BRepMesh_Edge& theEdge1,
const BRepMesh_Edge& theEdge2,
const Standard_Boolean isConsiderEndPointTouch,
const Standard_Boolean isConsiderPointOnEdge,
gp_Pnt2d& theIntPnt) const;
//! Returns area of the loop of the given polygon defined by indices of its start and end links.
Standard_Real polyArea (const BRepMesh::SequenceOfInteger& thePolygon,
const Standard_Integer theStartIndex,
const Standard_Integer theEndIndex) const;
private:
Handle(BRepMesh_DataStructureOfDelaun) myMeshData;
BRepMesh_CircleTool myCircles;
Standard_Integer mySupVert[3];
BRepMesh_Triangle mySupTrian;
};
#endif