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// SPDX-License-Identifier: LGPL-2.1-or-later
/***************************************************************************
* Copyright (c) 2005 Imetric 3D GmbH *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#ifndef MESH_ELEMENTS_H
#define MESH_ELEMENTS_H
#include <cstring>
#include <functional>
#include <limits>
#include <vector>
#include <Base/BoundBox.h>
#include <Base/Matrix.h>
#include "Definitions.h"
// Cannot use namespace Base in constructors of MeshPoint
#ifdef _MSC_VER
using Base::Vector3f;
#endif
namespace MeshCore
{
class MeshHelpEdge;
class MeshPoint;
/**
* Helper class providing an operator for comparison
* of two edges. The class holds the point indices of the
* underlying edge.
*/
class MeshExport MeshHelpEdge
{
public:
inline bool operator==(const MeshHelpEdge& rclEdge) const;
PointIndex _ulIndex[2]; // point indices
};
/**
* Structure that holds the facet index with the two corner point
* indices of the facet's orientation this edge is attached to.
*/
class MeshExport MeshIndexEdge
{
public:
FacetIndex _ulFacetIndex; // Facet index
unsigned short _ausCorner[2]; // corner point indices of the facet
};
/** MeshEdge just a pair of two point indices */
using MeshEdge = std::pair<PointIndex, PointIndex>;
struct MeshExport EdgeCollapse
{
PointIndex _fromPoint;
PointIndex _toPoint;
std::vector<PointIndex> _adjacentFrom; // adjacent points to _fromPoint
std::vector<PointIndex> _adjacentTo; // adjacent points to _toPoint
std::vector<FacetIndex> _removeFacets;
std::vector<FacetIndex> _changeFacets;
};
struct MeshExport VertexCollapse
{
PointIndex _point;
std::vector<PointIndex> _circumPoints;
std::vector<FacetIndex> _circumFacets;
};
/**
* The MeshPoint class represents a point in the mesh data structure. The class inherits from
* Vector3f and provides some additional information such as flag state and property value.
* The flags can be modified by the Set() and Reset() and queried by IsFlag().
* A point can temporary be in an invalid state (e.g during deletion of several points), but
* must not be set in general, i.e. always usable within a mesh-internal algorithm.
*
* Note: The status flag SEGMENT mark a point to be part of certain subset, a segment.
* This flag must not be set by any algorithm unless it adds or removes points to a segment.
*
* Note: The status flag SELECTED mark a point to be selected which is e.g. used in the GUI.
* This flag must not be set by any algorithm unless it adds or removes points to the selection.
*/
class MeshExport MeshPoint: public Base::Vector3f
{
public:
enum TFlagType
{
INVALID = 1,
VISIT = 2,
SEGMENT = 4,
MARKED = 8,
SELECTED = 16,
REV = 32,
TMP0 = 64,
TMP1 = 128
};
/** @name Construction */
//@{
MeshPoint()
: _ucFlag(0)
, _ulProp(0)
{}
inline MeshPoint(float x, float y, float z);
inline MeshPoint(const Base::Vector3f& rclPt); // explicit bombs
inline MeshPoint(const MeshPoint& rclPt) = default;
inline MeshPoint(MeshPoint&& rclPt) = default;
~MeshPoint() = default;
//@}
public:
/** @name Flag state
* @note All flag methods are const as they do NOT change the actual behaviour of the object
*/
//@{
void SetFlag(TFlagType tF) const
{
_ucFlag |= static_cast<unsigned char>(tF);
}
void ResetFlag(TFlagType tF) const
{
_ucFlag &= ~static_cast<unsigned char>(tF);
}
bool IsFlag(TFlagType tF) const
{
return (_ucFlag & static_cast<unsigned char>(tF)) == static_cast<unsigned char>(tF);
}
void ResetInvalid() const
{
ResetFlag(INVALID);
}
void SetInvalid() const
{
SetFlag(INVALID);
}
bool IsValid() const
{
return !IsFlag(INVALID);
}
void SetProperty(unsigned long uP) const
{
_ulProp = uP;
}
//@}
// Assignment
inline MeshPoint& operator=(const MeshPoint& rclPt) = default;
inline MeshPoint& operator=(MeshPoint&& rclPt) = default;
// compare operator
inline bool operator==(const MeshPoint& rclPt) const;
inline bool operator==(const Base::Vector3f& rclV) const;
inline bool operator<(const MeshPoint& rclPt) const;
public:
mutable unsigned char _ucFlag; /**< Flag member */
mutable unsigned long _ulProp; /**< Free usable property */
};
/**
* The MeshGeomEdge class is geometric counterpart to MeshEdge that holds the
* geometric data points of an edge.
*/
class MeshExport MeshGeomEdge
{
public:
MeshGeomEdge() = default;
/** Checks if the edge is inside the bounding box or intersects with it. */
bool ContainedByOrIntersectBoundingBox(const Base::BoundBox3f& rclBB) const;
/** Returns the bounding box of the edge. */
Base::BoundBox3f GetBoundBox() const;
/** Checks if the edge intersects with the given bounding box. */
bool IntersectBoundingBox(const Base::BoundBox3f& rclBB) const;
/** Calculates the intersection point of the line defined by the base \a rclPt and the direction
* \a rclDir with the edge. The intersection must be inside the edge. If there is no
* intersection false is returned.
*/
bool IntersectWithLine(
const Base::Vector3f& rclPt,
const Base::Vector3f& rclDir,
Base::Vector3f& rclRes
) const;
/** Calculates the intersection point of an edge with this edge.
* The intersection must be inside both edges. If there is no intersection false is returned.
*/
bool IntersectWithEdge(const MeshGeomEdge& edge, Base::Vector3f& res) const;
/** Calculates the intersection point of the plane defined by the base \a rclPt and the
* direction \a rclDir with the edge. The intersection must be inside the edge. If there is no
* intersection false is returned.
*/
bool IntersectWithPlane(
const Base::Vector3f& rclPt,
const Base::Vector3f& rclDir,
Base::Vector3f& rclRes
) const;
/**
* Calculates the projection of a point onto the line defined by the edge. The caller must check
* if the projection point is inside the edge.
*/
void ProjectPointToLine(const Base::Vector3f& rclPoint, Base::Vector3f& rclProj) const;
/**
* Get the closest points \a rclPnt1 and \a rclPnt2 of the line defined by this edge and the
* line defined by \a rclPt and \a rclDir. If the two points are identical then both lines
* intersect each other.
*/
void ClosestPointsToLine(
const Base::Vector3f& linePt,
const Base::Vector3f& lineDir,
Base::Vector3f& rclPnt1,
Base::Vector3f& rclPnt2
) const;
/**
* Checks if the point is part of the edge. A point is regarded as part
* of an edge if the distance is lower than \a fDistance to the projected point
* of \a rclPoint on the edge.
*/
bool IsPointOf(const Base::Vector3f& rclPoint, float fDistance) const;
/**
* Checks if the projection point of \a point lies on the edge.
*/
bool IsProjectionPointOf(const Base::Vector3f& point) const;
/**
* Checks if the two edges are parallel.
* \note Parallel edges could be collinear.
*/
bool IsParallel(const MeshGeomEdge& edge) const;
/**
* Checks if the two edges are collinear.
* \note Collinear edges always are parallel.
*/
bool IsCollinear(const MeshGeomEdge& edge) const;
public:
Base::Vector3f _aclPoints[2]; /**< Corner points */
bool _bBorder {false}; /**< Set to true if border edge */
};
/**
* The MeshFacet class represent a triangle facet in the mesh data.structure. A facet indexes
* three neighbour facets and also three corner points.
* This class only keeps topologic information but no geometric information at all.
*
* Here are the most important conventions concerning the facet's orientation:
* \li neighbour or edge number of 0 is defined by corner 0 and 1
* \li neighbour or edge number of 1 is defined by corner 1 and 2
* \li neighbour or edge number of 2 is defined by corner 2 and 0
* \li neighbour index is set to FACET_INDEX_MAX if there is no neighbour facet
*
* Note: The status flag SEGMENT mark a facet to be part of certain subset, a segment.
* This flag must not be set by any algorithm unless it adds or removes facets to a segment.
*
* Note: The status flag SELECTED mark a facet to be selected which is e.g. used in the GUI.
* This flag must not be set by any algorithm unless it adds or removes facets to the selection.
*/
class MeshFacet
{
public:
enum TFlagType
{
INVALID = 1,
VISIT = 2,
SEGMENT = 4,
MARKED = 8,
SELECTED = 16,
REV = 32,
TMP0 = 64,
TMP1 = 128
};
public:
/** @name Construction */
//@{
inline MeshFacet();
inline MeshFacet(const MeshFacet& rclF) = default;
inline MeshFacet(MeshFacet&& rclF) = default;
inline MeshFacet(
PointIndex p1,
PointIndex p2,
PointIndex p3,
FacetIndex n1 = FACET_INDEX_MAX,
FacetIndex n2 = FACET_INDEX_MAX,
FacetIndex n3 = FACET_INDEX_MAX
);
~MeshFacet() = default;
//@}
/** @name Flag state
* @note All flag methods are const as they do NOT change the actual behaviour of the object
*/
//@{
void SetFlag(TFlagType tF) const
{
_ucFlag |= static_cast<unsigned char>(tF);
}
void ResetFlag(TFlagType tF) const
{
_ucFlag &= ~static_cast<unsigned char>(tF);
}
bool IsFlag(TFlagType tF) const
{
return (_ucFlag & static_cast<unsigned char>(tF)) == static_cast<unsigned char>(tF);
}
void ResetInvalid() const
{
ResetFlag(INVALID);
}
void SetProperty(unsigned long uP) const
{
_ulProp = uP;
}
/**
* Marks a facet as invalid. Should be used only temporary from within an algorithm
* (e.g. deletion of several facets) but must not be set permanently.
* From outside the data-structure must not have invalid facets.
*/
void SetInvalid() const
{
SetFlag(INVALID);
}
bool IsValid() const
{
return !IsFlag(INVALID);
}
//@}
// Assignment
inline MeshFacet& operator=(const MeshFacet& rclF) = default;
inline MeshFacet& operator=(MeshFacet&& rclF) = default;
inline void SetVertices(PointIndex, PointIndex, PointIndex);
inline void SetNeighbours(FacetIndex, FacetIndex, FacetIndex);
/**
* Returns the indices of the corner points of the given edge number.
*/
inline void GetEdge(unsigned short usSide, MeshHelpEdge& rclEdge) const;
/**
* Returns the indices of the corner points of the given edge number.
*/
inline std::pair<PointIndex, PointIndex> GetEdge(unsigned short usSide) const;
/**
* Returns the edge-number to the given index of neighbour facet.
* If \a ulNIndex is not a neighbour USHRT_MAX is returned.
*/
inline unsigned short Side(FacetIndex ulNIndex) const;
/**
* Returns the edge-number defined by two points. If one point is
* not a corner point USHRT_MAX is returned.
*/
inline unsigned short Side(PointIndex ulP0, PointIndex P1) const;
/**
* Returns the edge-number defined by the shared edge of both facets. If the facets don't
* share a common edge USHRT_MAX is returned.
*/
inline unsigned short Side(const MeshFacet& rFace) const;
/**
* Returns true if this facet shares the same three points as \a rcFace.
* The orientation is not of interest in this case.
*/
inline bool IsEqual(const MeshFacet& rcFace) const;
/**
* Replaces the index of the corner point that is equal to \a ulOrig
* by \a ulNew. If the facet does not have a corner point with this index
* nothing happens.
*/
inline void Transpose(PointIndex ulOrig, PointIndex ulNew);
/**
* Decrement the index for each corner point that is higher than \a ulIndex.
*/
inline void Decrement(PointIndex ulIndex);
/**
* Checks if the facets references the given point index.
*/
inline bool HasPoint(PointIndex) const;
/**
* Replaces the index of the neighbour facet that is equal to \a ulOrig
* by \a ulNew. If the facet does not have a neighbourt with this index
* nothing happens.
*/
inline void ReplaceNeighbour(FacetIndex ulOrig, FacetIndex ulNew);
/**
* Checks if the neighbour exists at the given edge-number.
*/
bool HasNeighbour(unsigned short usSide) const
{
return (_aulNeighbours[usSide] != FACET_INDEX_MAX);
}
/**
* Checks if the given index is a neighbour facet.
*/
bool IsNeighbour(FacetIndex index) const
{
return Side(index) < 3;
}
/** Counts the number of edges without neighbour. */
inline unsigned short CountOpenEdges() const;
/** Returns true if there is an edge without neighbour, otherwise false. */
inline bool HasOpenEdge() const;
/** Returns true if the two facets have the same orientation, false otherwise
* Therefore the two facets must be adjacent.
*/
inline bool HasSameOrientation(const MeshFacet&) const;
/** Checks whether the facet is degenerated to a line of point. */
inline bool IsDegenerated() const;
/** Flips the orientation of the facet. */
void FlipNormal()
{
std::swap(_aulPoints[1], _aulPoints[2]);
std::swap(_aulNeighbours[0], _aulNeighbours[2]);
}
public:
mutable unsigned char _ucFlag; /**< Flag member. */
mutable unsigned long _ulProp; /**< Free usable property. */
PointIndex _aulPoints[3]; /**< Indices of corner points. */
FacetIndex _aulNeighbours[3]; /**< Indices of neighbour facets. */
};
/**
* The MeshGeomFacet class is geometric counterpart to MeshFacet that holds the
* geometric data points of a triangle.
*/
class MeshExport MeshGeomFacet
{
public:
/** @name Construction */
//@{
/// default constructor
MeshGeomFacet();
/// Constructor with the corner points
MeshGeomFacet(const Base::Vector3f& v1, const Base::Vector3f& v2, const Base::Vector3f& v3);
MeshGeomFacet(const MeshGeomFacet&) = default;
MeshGeomFacet(MeshGeomFacet&&) = default;
/// Destruction
~MeshGeomFacet() = default;
//@}
MeshGeomFacet& operator=(const MeshGeomFacet&) = default;
MeshGeomFacet& operator=(MeshGeomFacet&&) = default;
public:
/**
* Checks if the point is part of the facet. A point is regarded as part
* of a facet if the distance is lower \a fDistance and the projected point
* in the facet normal direction is inside the triangle.
*/
bool IsPointOf(const Base::Vector3f& rclPoint, float fDistance) const;
/**
* Checks if the point is inside or at the border of the facet. The point
* must already exactly lie on the plane defined by the facet, which is not
* checked. This method is very efficient.
*/
bool IsPointOf(const Base::Vector3f& P) const;
/** Checks whether the given point is inside the facet with tolerance \a fDistance.
* This method does actually the same as IsPointOf() but this implementation
* is done more effective through comparison of normals.
*/
bool IsPointOfFace(const Base::Vector3f& rclP, float fDistance) const;
/** Calculates the weights \a w1, ..., \a w3 of the corners to get the point \a rclP, i.e.
* rclP = w0*v0 + w1*v1 + w2*v2 (v0-v2 are the corners corners).
* If w0+w1+w2==1.0 then the point rclP lies on the plane that is spanned by the facet,
* otherwise the point doesn't lie on the plane. If the sum of wi is 1 and if each wi is between
* [0,1] than the point lies inside the facet or on the border, respectively.
*
* If the point doesn't lie on the plane false is returned, true otherwise.
*/
bool Weights(const Base::Vector3f& rclP, float& w0, float& w1, float& w2) const;
/**
* Calculates the distance of a point to the plane defined by the triangle.
*/
inline float DistancePlaneToPoint(const Base::Vector3f& rclPoint) const;
/**
* Calculates the projection of a point onto the plane defined by the triangle.
*/
void ProjectPointToPlane(const Base::Vector3f& rclPoint, Base::Vector3f& rclProj) const;
/**
* Calculates the projection of a facet onto the plane defined by the triangle.
*/
void ProjectFacetToPlane(MeshGeomFacet& rclFacet) const;
/**
* Checks whether the triangle is degenerated. A triangle is degenerated if its area
* is less than an epsilon.
*/
bool IsDegenerated(float epsilon) const;
/**
* Checks whether the triangle is deformed. A triangle is deformed if an angle
* exceeds a given maximum angle or falls below a given minimum angle.
* For performance reasons the cosine of minimum and maximum angle is expected.
*/
bool IsDeformed(float fCosOfMinAngle, float fCosOfMaxAngle) const;
/**
* Enlarges the triangle.
*/
void Enlarge(float fDist);
/**
* Calculates the facet normal for storing internally.
*/
inline void CalcNormal() const;
/**
* Arrange the facet normal so the both vectors have the same orientation.
*/
inline void ArrangeNormal(const Base::Vector3f& rclN);
/**
* Adjusts the facet's orientation to its normal.
*/
inline void AdjustCirculationDirection();
/** Invalidate the normal. It will be recomputed when querying it. */
void NormalInvalid()
{
_bNormalCalculated = false;
}
/** Query the flag state of the facet. */
bool IsFlag(MeshFacet::TFlagType tF) const
{
return (_ucFlag & static_cast<unsigned char>(tF)) == static_cast<unsigned char>(tF);
}
/** Set flag state */
void SetFlag(MeshFacet::TFlagType tF)
{
_ucFlag |= static_cast<unsigned char>(tF);
}
/** Reset flag state */
void ResetFlag(MeshFacet::TFlagType tF)
{
_ucFlag &= ~static_cast<unsigned char>(tF);
}
/** Calculates the facet's gravity point. */
inline Base::Vector3f GetGravityPoint() const;
/** Returns the normal of the facet. */
inline Base::Vector3f GetNormal() const;
/** Sets the facet's normal. */
inline void SetNormal(const Base::Vector3f& rclNormal);
/** Returns the wrapping bounding box. */
inline Base::BoundBox3f GetBoundBox() const;
/** Calculates the perimeter of the facet. */
inline float Perimeter() const;
/** Calculates the area of a facet. */
inline float Area() const;
/** Calculates the maximum angle of a facet. */
float MaximumAngle() const;
/** Calculates the minimum angle of a facet. */
float MinimumAngle() const;
/** Checks if the facet is inside the bounding box or intersects with it. */
inline bool ContainedByOrIntersectBoundingBox(const Base::BoundBox3f& rcBB) const;
/** Checks if the facet intersects with the given bounding box. */
bool IntersectBoundingBox(const Base::BoundBox3f& rclBB) const;
/** This method checks if both facets intersect.
*/
bool IntersectWithFacet(const MeshGeomFacet& rclFacet) const;
/**
* Intersect the facet with the other facet
* The result is line given by two points (if intersected).
* Return is the number of intersections points: 0: no intersection, 1: one intersection point
* (rclPt0), 2: two intersections points (rclPt0, rclPt1)
*/
int IntersectWithFacet(const MeshGeomFacet& facet, Base::Vector3f& rclPt0, Base::Vector3f& rclPt1) const;
/** Calculates the shortest distance from the line segment defined by \a rcP1 and \a rcP2 to
* this facet.
*/
float DistanceToLineSegment(const Base::Vector3f& rcP1, const Base::Vector3f& rcP2) const;
/** Calculates the shortest distance from the point \a rcPt to the facet. */
float DistanceToPoint(const Base::Vector3f& rcPt) const
{
Base::Vector3f res;
return DistanceToPoint(rcPt, res);
}
/** Calculates the shortest distance from the point \a rcPt to the facet. \a rclNt is the point
* of the facet with shortest distance.
*/
float DistanceToPoint(const Base::Vector3f& rclPt, Base::Vector3f& rclNt) const;
/** Calculates the intersection point of the line defined by the base \a rclPt and the direction
* \a rclDir with the facet. The intersection must be inside the facet. If there is no
* intersection false is returned.
*/
bool IntersectWithLine(
const Base::Vector3f& rclPt,
const Base::Vector3f& rclDir,
Base::Vector3f& rclRes
) const;
/** Calculates the intersection point of the line defined by the base \a rclPt and the direction
* \a rclDir with the facet. The intersection must be inside the facet. If there is no
* intersection false is returned. This does actually the same as IntersectWithLine() with one
* additionally constraint that the angle between the direction of the line and the normal of
* the plane must not exceed \a fMaxAngle.
*/
bool Foraminate(
const Base::Vector3f& P,
const Base::Vector3f& dir,
Base::Vector3f& I,
float fMaxAngle = Mathf::PI
) const;
/** Checks if the facet intersects with the plane defined by the base \a rclBase and the normal
* \a rclNormal and returns true if two points are found, false otherwise.
*/
bool IntersectWithPlane(
const Base::Vector3f& rclBase,
const Base::Vector3f& rclNormal,
Base::Vector3f& rclP1,
Base::Vector3f& rclP2
) const;
/**
* Checks if the facet intersects with the plane defined by the base \a rclBase and the normal
* \a rclNormal.
*/
inline bool IntersectWithPlane(const Base::Vector3f& rclBase, const Base::Vector3f& rclNormal) const;
/** Checks if the plane defined by the facet \a rclFacet intersects with the line defined by the
* base \a rclBase and the direction \a rclNormal and returns the intersection point \a rclRes
* if possible.
*/
bool IntersectPlaneWithLine(
const Base::Vector3f& rclPt,
const Base::Vector3f& rclDir,
Base::Vector3f& rclRes
) const;
/** Calculates the volume of the prism defined by two facets.
* \note The two facets must not intersect.
*/
float VolumeOfPrism(const MeshGeomFacet& rclF) const;
/** Subsamples the facet into points with resolution \a fStep. */
void SubSample(float fStep, std::vector<Base::Vector3f>& rclPoints) const;
/** Calculates the center and radius of the inscribed circle of the facet. */
float CenterOfInscribedCircle(Base::Vector3f& rclCenter) const;
/** Calculates the center and radius of the circum circle of the facet. */
float CenterOfCircumCircle(Base::Vector3f& rclCenter) const;
/** Returns the edge number of the facet that is nearest to the point \a rclPt. */
unsigned short NearestEdgeToPoint(const Base::Vector3f& rclPt) const;
/** Returns the edge number \a side of the facet and the distance to the edge that is nearest to
* the point \a rclPt. */
void NearestEdgeToPoint(const Base::Vector3f& rclPt, float& fDistance, unsigned short& side) const;
/** Returns the edge for \a side. */
MeshGeomEdge GetEdge(short side) const;
/** The center and radius of the circum circle define a sphere in 3D. If the point \a rP is part
* of this sphere true is returned, otherwise false.
*/
bool IsPointOfSphere(const Base::Vector3f& rP) const;
/** This is an overloaded member function, provided for convenience. It behaves essentially like
* the above function. If one of the facet's points is inside the sphere true is returned,
* otherwise false.
*/
bool IsPointOfSphere(const MeshGeomFacet& rFacet) const;
/** The aspect ratio is the longest edge length divided by its height.
*/
float AspectRatio() const;
/** The alternative aspect ration is the ratio of the radius of the circum-circle and twice the
* radius of the in-circle.
*/
float AspectRatio2() const;
/** The roundness is in the range between 0.0 (colinear) and 1.0 (equilateral).
*/
float Roundness() const;
/** Apply a transformation on the triangle.
*/
void Transform(const Base::Matrix4D&);
/**
* Checks if the two triangles are coplanar.
*/
bool IsCoplanar(const MeshGeomFacet& facet) const;
private:
mutable Base::Vector3f _clNormal; /**< Normal of the facet. */
mutable bool _bNormalCalculated; /**< True if the normal is already calculated. */
public:
// NOLINTBEGIN
Base::Vector3f _aclPoints[3]; /**< Geometric corner points. */
unsigned char _ucFlag; /**< Flag property */
unsigned long _ulProp; /**< Free usable property. */
// NOLINTEND
};
using TMeshPointArray = std::vector<MeshPoint>;
/**
* Stores all data points of the mesh structure.
*/
class MeshExport MeshPointArray: public TMeshPointArray
{
public:
// Iterator interface
using _TIterator = std::vector<MeshPoint>::iterator;
using _TConstIterator = std::vector<MeshPoint>::const_iterator;
/** @name Construction */
//@{
// constructor
MeshPointArray() = default;
// constructor
explicit MeshPointArray(PointIndex ulSize)
: TMeshPointArray(ulSize)
{}
/// copy-constructor
MeshPointArray(const MeshPointArray&);
MeshPointArray(MeshPointArray&&);
// Destructor
~MeshPointArray() = default;
//@}
/** @name Flag state
* @note All flag methods are const as they do NOT change the actual properties of the object
*/
//@{
/// Sets the flag for all points
void SetFlag(MeshPoint::TFlagType tF) const;
/// Resets the flag for all points
void ResetFlag(MeshPoint::TFlagType tF) const;
/// Sets all points invalid
void ResetInvalid() const;
/// Sets the property for all points
void SetProperty(unsigned long ulVal) const;
//@}
// Assignment
MeshPointArray& operator=(const MeshPointArray& rclPAry);
MeshPointArray& operator=(MeshPointArray&& rclPAry);
void Transform(const Base::Matrix4D&);
/**
* Searches for the first point index Two points are equal if the distance is less
* than EPSILON. If no such points is found POINT_INDEX_MAX is returned.
*/
PointIndex Get(const MeshPoint& rclPoint);
/**
* Searches for the first point index Two points are equal if the distance is less
* than EPSILON. If no such points is found the point is added to the array at end
* and its index is returned.
*/
PointIndex GetOrAddIndex(const MeshPoint& rclPoint);
};
using TMeshFacetArray = std::vector<MeshFacet>;
/**
* Stores all facets of the mesh data-structure.
*/
class MeshExport MeshFacetArray: public TMeshFacetArray
{
public:
// Iterator interface
using _TIterator = std::vector<MeshFacet>::iterator;
using _TConstIterator = std::vector<MeshFacet>::const_iterator;
/** @name Construction */
//@{
/// constructor
MeshFacetArray() = default;
/// constructor
explicit MeshFacetArray(FacetIndex ulSize)
: TMeshFacetArray(ulSize)
{}
/// copy-constructor
MeshFacetArray(const MeshFacetArray&);
MeshFacetArray(MeshFacetArray&&);
/// destructor
~MeshFacetArray() = default;
//@}
/** @name Flag state
* @note All flag methods are const as they do NOT change the actual properties
* of the object
*/
//@{
/// Sets the flag for all facets.
void SetFlag(MeshFacet::TFlagType tF) const;
/// Resets the flag for all facets.
void ResetFlag(MeshFacet::TFlagType tF) const;
/// Sets all facets invalid
void ResetInvalid() const;
/// Sets the property for all facets
void SetProperty(unsigned long ulVal) const;
//@}
// Assignment
MeshFacetArray& operator=(const MeshFacetArray& rclFAry);
MeshFacetArray& operator=(MeshFacetArray&& rclFAry);
/**
* Removes the facet from the array the iterator points to. All neighbour
* indices of the other facets get adjusted.
*/
void Erase(_TIterator pIter);
/**
* Checks and flips the point indices if needed. @see MeshFacet::Transpose().
*/
void TransposeIndices(PointIndex ulOrig, PointIndex ulNew);
/**
* Decrements all point indices that are higher than \a ulIndex.
*/
void DecrementIndices(PointIndex ulIndex);
};
/**
* MeshPointModifier is a helper class that allows one to modify the
* point array of a mesh kernel but with limited access.
*/
class MeshExport MeshPointModifier
{
public:
explicit MeshPointModifier(MeshPointArray& points)
: rPoints(points)
{}
~MeshPointModifier() = default;
MeshPointArray& GetPoints() const
{
return rPoints;
}
MeshPointModifier(const MeshPointModifier& c) = default;
MeshPointModifier(MeshPointModifier&& c) = default;
MeshPointModifier& operator=(const MeshPointModifier& c) = delete;
MeshPointModifier& operator=(MeshPointModifier&& c) = delete;
private:
MeshPointArray& rPoints;
};
/**
* MeshFacetModifier is a helper class that allows one to modify the
* facet array of a mesh kernel but with limited access.
*/
class MeshExport MeshFacetModifier
{
public:
explicit MeshFacetModifier(MeshFacetArray& facets)
: rFacets(facets)
{}
~MeshFacetModifier() = default;
MeshFacetModifier(const MeshFacetModifier& c) = default;
MeshFacetModifier(MeshFacetModifier&& c) = default;
MeshFacetModifier& operator=(const MeshFacetModifier& c) = delete;
MeshFacetModifier& operator=(MeshFacetModifier&& c) = delete;
/**
* Replaces the index of the corner point of the facet at position \a pos
* that is equal to \a old by \a now. If the facet does not have a corner
* point with this index nothing happens.
*/
void Transpose(PointIndex pos, PointIndex old, PointIndex now)
{
rFacets[pos].Transpose(old, now);
}
private:
MeshFacetArray& rFacets;
};
inline MeshPoint::MeshPoint(float x, float y, float z)
: Base::Vector3f(x, y, z)
, _ucFlag(0)
, _ulProp(0)
{}
inline MeshPoint::MeshPoint(const Base::Vector3f& rclPt)
: Base::Vector3f(rclPt)
, _ucFlag(0)
, _ulProp(0)
{}
inline bool MeshPoint::operator==(const MeshPoint& rclPt) const
{
return Base::DistanceP2(*this, rclPt) < MeshDefinitions::_fMinPointDistanceP2;
}
inline bool MeshPoint::operator==(const Base::Vector3f& rclV) const
{
return Base::DistanceP2(*this, rclV) < MeshDefinitions::_fMinPointDistanceP2;
}
inline bool MeshPoint::operator<(const MeshPoint& rclPt) const
{
if (std::fabs(this->x - rclPt.x) >= MeshDefinitions::_fMinPointDistanceD1) {
return this->x < rclPt.x;
}
if (std::fabs(this->y - rclPt.y) >= MeshDefinitions::_fMinPointDistanceD1) {
return this->y < rclPt.y;
}
if (std::fabs(this->z - rclPt.z) >= MeshDefinitions::_fMinPointDistanceD1) {
return this->z < rclPt.z;
}
return false; // points are considered to be equal
}
inline float MeshGeomFacet::DistancePlaneToPoint(const Base::Vector3f& rclPoint) const
{
// internal normal is forced to have length equal to 1
return float(fabs(rclPoint.DistanceToPlane(_aclPoints[0], GetNormal())));
}
inline void MeshGeomFacet::CalcNormal() const
{
_clNormal = (_aclPoints[1] - _aclPoints[0]) % (_aclPoints[2] - _aclPoints[0]);
_clNormal.Normalize();
_bNormalCalculated = true;
}
inline Base::Vector3f MeshGeomFacet::GetNormal() const
{
if (!_bNormalCalculated) {
CalcNormal();
}
return _clNormal;
}
inline void MeshGeomFacet::SetNormal(const Base::Vector3f& rclNormal)
{
if (rclNormal.Sqr() == 0.0F) {
return;
}
_clNormal = rclNormal;
_clNormal.Normalize();
_bNormalCalculated = true;
}
inline void MeshGeomFacet::ArrangeNormal(const Base::Vector3f& rclN)
{
// force internal normal to be computed if not done yet
if ((rclN * GetNormal()) < 0.0F) {
_clNormal = -_clNormal;
}
}
inline Base::Vector3f MeshGeomFacet::GetGravityPoint() const
{
return (1.0F / 3.0F) * (_aclPoints[0] + _aclPoints[1] + _aclPoints[2]);
}
inline void MeshGeomFacet::AdjustCirculationDirection()
{
Base::Vector3f clN = (_aclPoints[1] - _aclPoints[0]) % (_aclPoints[2] - _aclPoints[0]);
if ((clN * _clNormal) < 0.0F) {
std::swap(_aclPoints[1], _aclPoints[2]);
}
}
inline Base::BoundBox3f MeshGeomFacet::GetBoundBox() const
{
return {_aclPoints, 3};
}
inline float MeshGeomFacet::Perimeter() const
{
float perimeter = 0.0F;
perimeter += Base::Distance(_aclPoints[0], _aclPoints[1]);
perimeter += Base::Distance(_aclPoints[1], _aclPoints[2]);
perimeter += Base::Distance(_aclPoints[2], _aclPoints[0]);
return perimeter;
}
inline float MeshGeomFacet::Area() const
{
return ((_aclPoints[1] - _aclPoints[0]) % (_aclPoints[2] - _aclPoints[0])).Length() / 2.0F;
}
inline bool MeshGeomFacet::ContainedByOrIntersectBoundingBox(const Base::BoundBox3f& rclBB) const
{
// Test, if all corner points of the facet are on one of the 6 sides of the BB
if (!(GetBoundBox() && rclBB)) {
return false;
}
// Test, whether Facet-BB is completely within BB
if (rclBB.IsInBox(GetBoundBox())) {
return true;
}
// Test, whether one of the corner points is in BB
for (auto pnt : _aclPoints) {
if (rclBB.IsInBox(pnt)) {
return true;
}
}
// "real" test for cutting
return (IntersectBoundingBox(rclBB));
}
inline bool MeshGeomFacet::IntersectWithPlane(
const Base::Vector3f& rclBase,
const Base::Vector3f& rclNormal
) const
{
bool bD0 = (_aclPoints[0].DistanceToPlane(rclBase, rclNormal) > 0.0F);
return !(
(bD0 == (_aclPoints[1].DistanceToPlane(rclBase, rclNormal) > 0.0F))
&& (bD0 == (_aclPoints[2].DistanceToPlane(rclBase, rclNormal) > 0.0F))
);
}
inline MeshFacet::MeshFacet() // NOLINT
: _ucFlag(0)
, _ulProp(0)
{
memset(_aulNeighbours, 0xff, sizeof(FacetIndex) * 3);
memset(_aulPoints, 0xff, sizeof(PointIndex) * 3);
}
inline MeshFacet::MeshFacet(
PointIndex p1,
PointIndex p2,
PointIndex p3,
FacetIndex n1,
FacetIndex n2,
FacetIndex n3
)
: _ucFlag(0)
, _ulProp(0)
, _aulPoints {p1, p2, p3}
, _aulNeighbours {n1, n2, n3}
{}
void MeshFacet::SetVertices(PointIndex p1, PointIndex p2, PointIndex p3)
{
_aulPoints[0] = p1;
_aulPoints[1] = p2;
_aulPoints[2] = p3;
}
void MeshFacet::SetNeighbours(FacetIndex n1, FacetIndex n2, FacetIndex n3)
{
_aulNeighbours[0] = n1;
_aulNeighbours[1] = n2;
_aulNeighbours[2] = n3;
}
inline void MeshFacet::GetEdge(unsigned short usSide, MeshHelpEdge& rclEdge) const
{
rclEdge._ulIndex[0] = _aulPoints[usSide];
rclEdge._ulIndex[1] = _aulPoints[(usSide + 1) % 3];
}
inline std::pair<PointIndex, PointIndex> MeshFacet::GetEdge(unsigned short usSide) const
{
return {_aulPoints[usSide], _aulPoints[(usSide + 1) % 3]};
}
inline void MeshFacet::Transpose(PointIndex ulOrig, PointIndex ulNew)
{
if (_aulPoints[0] == ulOrig) {
_aulPoints[0] = ulNew;
}
else if (_aulPoints[1] == ulOrig) {
_aulPoints[1] = ulNew;
}
else if (_aulPoints[2] == ulOrig) {
_aulPoints[2] = ulNew;
}
}
inline void MeshFacet::Decrement(PointIndex ulIndex)
{
if (_aulPoints[0] > ulIndex) {
_aulPoints[0]--;
}
if (_aulPoints[1] > ulIndex) {
_aulPoints[1]--;
}
if (_aulPoints[2] > ulIndex) {
_aulPoints[2]--;
}
}
inline bool MeshFacet::HasPoint(PointIndex ulIndex) const
{
if (_aulPoints[0] == ulIndex) {
return true;
}
if (_aulPoints[1] == ulIndex) {
return true;
}
if (_aulPoints[2] == ulIndex) {
return true;
}
return false;
}
inline void MeshFacet::ReplaceNeighbour(FacetIndex ulOrig, FacetIndex ulNew)
{
if (_aulNeighbours[0] == ulOrig) {
_aulNeighbours[0] = ulNew;
}
else if (_aulNeighbours[1] == ulOrig) {
_aulNeighbours[1] = ulNew;
}
else if (_aulNeighbours[2] == ulOrig) {
_aulNeighbours[2] = ulNew;
}
}
inline unsigned short MeshFacet::CountOpenEdges() const
{
unsigned short ct = 0;
for (unsigned short i = 0; i < 3; i++) {
if (!HasNeighbour(i)) {
ct++;
}
}
return ct;
}
inline bool MeshFacet::HasOpenEdge() const
{
return (CountOpenEdges() != 0);
}
inline bool MeshFacet::HasSameOrientation(const MeshFacet& f) const
{
for (int i = 0; i < 3; i++) {
for (int j = 0; j < 3; j++) {
if (_aulPoints[i] == f._aulPoints[j]) {
if ((_aulPoints[(i + 1) % 3] == f._aulPoints[(j + 1) % 3])
|| (_aulPoints[(i + 2) % 3] == f._aulPoints[(j + 2) % 3])) {
return false;
}
}
}
}
return true;
}
inline bool MeshFacet::IsDegenerated() const
{
if (_aulPoints[0] == _aulPoints[1]) {
return true;
}
if (_aulPoints[1] == _aulPoints[2]) {
return true;
}
if (_aulPoints[2] == _aulPoints[0]) {
return true;
}
return false;
}
inline unsigned short MeshFacet::Side(FacetIndex ulNIndex) const
{
if (_aulNeighbours[0] == ulNIndex) {
return 0;
}
if (_aulNeighbours[1] == ulNIndex) {
return 1;
}
if (_aulNeighbours[2] == ulNIndex) {
return 2;
}
return std::numeric_limits<unsigned short>::max();
}
inline unsigned short MeshFacet::Side(PointIndex ulP0, PointIndex ulP1) const
{
if (_aulPoints[0] == ulP0) {
if (_aulPoints[1] == ulP1) {
return 0; // Edge 0-1 ==> 0
}
if (_aulPoints[2] == ulP1) {
return 2; // Edge 0-2 ==> 2
}
}
else if (_aulPoints[1] == ulP0) {
if (_aulPoints[0] == ulP1) {
return 0; // Edge 1-0 ==> 0
}
if (_aulPoints[2] == ulP1) {
return 1; // Edge 1-2 ==> 1
}
}
else if (_aulPoints[2] == ulP0) {
if (_aulPoints[0] == ulP1) {
return 2; // Edge 2-0 ==> 2
}
if (_aulPoints[1] == ulP1) {
return 1; // Edge 2-1 ==> 1
}
}
return std::numeric_limits<unsigned short>::max();
}
inline unsigned short MeshFacet::Side(const MeshFacet& rFace) const
{
unsigned short side {};
for (int i = 0; i < 3; i++) {
side = Side(rFace._aulPoints[i], rFace._aulPoints[(i + 1) % 3]);
if (side != std::numeric_limits<unsigned short>::max()) {
return side;
}
}
return std::numeric_limits<unsigned short>::max();
}
inline bool MeshFacet::IsEqual(const MeshFacet& rcFace) const
{
for (int i = 0; i < 3; i++) {
if (this->_aulPoints[0] == rcFace._aulPoints[i]) {
if (this->_aulPoints[1] == rcFace._aulPoints[(i + 1) % 3]
&& this->_aulPoints[2] == rcFace._aulPoints[(i + 2) % 3]) {
return true;
}
if (this->_aulPoints[1] == rcFace._aulPoints[(i + 2) % 3]
&& this->_aulPoints[2] == rcFace._aulPoints[(i + 1) % 3]) {
return true;
}
}
}
return false;
}
/**
* Binary function to query the flags for use with generic STL functions.
*/
template<class TCLASS>
class MeshIsFlag
{
public:
using first_argument_type = TCLASS;
using second_argument_type = typename TCLASS::TFlagType;
using result_type = bool;
bool operator()(const TCLASS& rclElem, typename TCLASS::TFlagType tFlag) const
{
return rclElem.IsFlag(tFlag);
}
};
/**
* Binary function to query the flags for use with generic STL functions.
*/
template<class TCLASS>
class MeshIsNotFlag
{
public:
using first_argument_type = TCLASS;
using second_argument_type = typename TCLASS::TFlagType;
using result_type = bool;
bool operator()(const TCLASS& rclElem, typename TCLASS::TFlagType tFlag) const
{
return !rclElem.IsFlag(tFlag);
}
};
/**
* Binary function to set the flags for use with generic STL functions.
*/
template<class TCLASS>
class MeshSetFlag
{
public:
using first_argument_type = TCLASS;
using second_argument_type = typename TCLASS::TFlagType;
using result_type = bool;
bool operator()(const TCLASS& rclElem, typename TCLASS::TFlagType tFlag) const
{
rclElem.SetFlag(tFlag);
return true;
}
};
/**
* Binary function to reset the flags for use with generic STL functions.
*/
template<class TCLASS>
class MeshResetFlag
{
public:
using first_argument_type = TCLASS;
using second_argument_type = typename TCLASS::TFlagType;
using result_type = bool;
bool operator()(const TCLASS& rclElem, typename TCLASS::TFlagType tFlag) const
{
rclElem.ResetFlag(tFlag);
return true;
}
};
} // namespace MeshCore
#endif // MESH_ELEMENTS_H