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