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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_TOOLS_H
#define MESH_TOOLS_H
#include <functional>
#include <limits>
#include <Mod/Mesh/App/WildMagic4/Wm4DistVector3Triangle3.h>
#include <Mod/Mesh/App/WildMagic4/Wm4Sphere3.h>
#include "Algorithm.h"
#include "Iterator.h"
#include "MeshKernel.h"
namespace MeshCore
{
/**
* The MeshSearchNeighbours class provides methods to get all points
* in the neighbourhood of a given facet.
*/
class MeshSearchNeighbours
{
public:
explicit MeshSearchNeighbours(const MeshKernel& rclM, float fSampleDistance = 1.0F);
~MeshSearchNeighbours() = default;
/** Re-initilaizes internal structures. */
void Reinit(float fSampleDistance);
/** Collects all neighbour points from the facet (by index), the result are the points of the
* facets lying inside a sphere of radius \a fDistance, center \a center of the original facet.
* This method uses the MARKED flags.
*/
unsigned long NeighboursFromFacet(
FacetIndex ulFacetIdx,
float fDistance,
unsigned long ulMinPoints,
std::vector<Base::Vector3f>& raclResultPoints
);
/** Searches for facets from the start facet, sample the neighbour facets and accumulates the
* points. */
unsigned long NeighboursFromSampledFacets(
FacetIndex ulFacetIdx,
float fDistance,
std::vector<Base::Vector3f>& raclResultPoints
);
/** Searches for facets from the start facet. */
unsigned long NeighboursFacetFromFacet(
FacetIndex ulFacetIdx,
float fDistance,
std::vector<Base::Vector3f>& raclResultPoints,
std::vector<FacetIndex>& raclResultFacets
);
protected:
/** Subsamples the mesh. */
void SampleAllFacets();
inline bool CheckDistToFacet(const MeshFacet& rclF); // check distance to facet, add points
// inner radius
bool AccumulateNeighbours(
const MeshFacet& rclF,
FacetIndex ulFIdx
); // accumulate the sample neighbours facet
inline bool InnerPoint(const Base::Vector3f& rclPt) const;
inline bool TriangleCutsSphere(const MeshFacet& rclF) const;
bool ExpandRadius(unsigned long ulMinPoints);
struct CDistRad
{
explicit CDistRad(const Base::Vector3f clCenter)
: _clCenter(clCenter)
{}
bool operator()(const Base::Vector3f& rclPt1, const Base::Vector3f& rclPt2)
{
return Base::DistanceP2(_clCenter, rclPt1) < Base::DistanceP2(_clCenter, rclPt2);
}
Base::Vector3f _clCenter;
};
private:
const MeshKernel& _rclMesh;
const MeshFacetArray& _rclFAry;
const MeshPointArray& _rclPAry;
MeshRefPointToFacets _clPt2Fa;
float _fMaxDistanceP2 {0}; // square distance
Base::Vector3f _clCenter; // center points of start facet
std::set<PointIndex> _aclResult; // result container (point indices)
std::set<PointIndex> _aclOuter; // next searching points
std::vector<Base::Vector3f> _aclPointsResult; // result as vertex
std::vector<std::vector<Base::Vector3f>> _aclSampledFacets; // sample points from each facet
float _fSampleDistance; // distance between two sampled points
Wm4::Sphere3<float> _akSphere;
public:
MeshSearchNeighbours(const MeshSearchNeighbours&) = delete;
MeshSearchNeighbours(MeshSearchNeighbours&&) = delete;
void operator=(const MeshSearchNeighbours&) = delete;
void operator=(MeshSearchNeighbours&&) = delete;
};
inline bool MeshSearchNeighbours::CheckDistToFacet(const MeshFacet& rclF)
{
bool bFound = false;
for (PointIndex ulPIdx : rclF._aulPoints) {
if (!_rclPAry[ulPIdx].IsFlag(MeshPoint::MARKED)) {
if (Base::DistanceP2(_clCenter, _rclPAry[ulPIdx]) < _fMaxDistanceP2) {
bFound = true;
{
_aclResult.insert(ulPIdx);
_rclPAry[ulPIdx].SetFlag(MeshPoint::MARKED);
}
}
_aclOuter.insert(ulPIdx);
}
}
return bFound;
}
inline bool MeshSearchNeighbours::InnerPoint(const Base::Vector3f& rclPt) const
{
return Base::DistanceP2(_clCenter, rclPt) < _fMaxDistanceP2;
}
inline bool MeshSearchNeighbours::TriangleCutsSphere(const MeshFacet& rclF) const
{
Base::Vector3f cP0 = _rclPAry[rclF._aulPoints[0]];
Base::Vector3f cP1 = _rclPAry[rclF._aulPoints[1]];
Base::Vector3f cP2 = _rclPAry[rclF._aulPoints[2]];
Wm4::Vector3<float> akP0(cP0.x, cP0.y, cP0.z);
Wm4::Vector3<float> akP1(cP1.x, cP1.y, cP1.z);
Wm4::Vector3<float> akP2(cP2.x, cP2.y, cP2.z);
Wm4::Triangle3<float> akTri(akP0, akP1, akP2);
Wm4::DistVector3Triangle3<float> akDistVecTri(_akSphere.Center, akTri);
float fSqrDist = akDistVecTri.GetSquared();
float fRSqr = _akSphere.Radius * _akSphere.Radius;
return fSqrDist < fRSqr;
}
class MeshFaceIterator
{
public:
explicit MeshFaceIterator(const MeshKernel& mesh)
: it(mesh)
{}
Base::Vector3f operator()(FacetIndex index)
{
it.Set(index);
return it->GetGravityPoint();
}
private:
MeshFacetIterator it;
};
class MeshVertexIterator
{
public:
explicit MeshVertexIterator(const MeshKernel& mesh)
: it(mesh)
{}
Base::Vector3f operator()(PointIndex index)
{
it.Set(index);
return Base::Vector3f(it->x, it->y, it->z);
}
private:
MeshPointIterator it;
};
template<class T>
class MeshNearestIndexToPlane
{
public:
using Index = typename T::Index;
MeshNearestIndexToPlane(const MeshKernel& mesh, const Base::Vector3f& b, const Base::Vector3f& n)
: nearest_index(-1)
, it(mesh)
, base(b)
, normal(n)
{}
void operator()(Index index)
{
float dist = (float)fabs(it(index).DistanceToPlane(base, normal));
if (dist < nearest_dist) {
nearest_dist = dist;
nearest_index = index;
}
}
// NOLINTBEGIN
Index nearest_index;
float nearest_dist {std::numeric_limits<float>::max()};
// NOLINTEND
private:
T it;
Base::Vector3f base, normal;
};
} // namespace MeshCore
#endif // MESH_TOOLS_H