FreeCAD / src /Mod /Mesh /App /WildMagic4 /Wm4DelTriangle.cpp
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// SPDX-License-Identifier: LGPL-2.1-or-later
// Wild Magic Source Code
// David Eberly
// http://www.geometrictools.com
// Copyright (c) 1998-2007
//
// This library is free software; you can redistribute it and/or modify it
// under the terms of the GNU Lesser General Public License as published by
// the Free Software Foundation; either version 2.1 of the License, or (at
// your option) any later version. The license is available for reading at
// either of the locations:
// http://www.gnu.org/copyleft/lgpl.html
// http://www.geometrictools.com/License/WildMagicLicense.pdf
// The license applies to versions 0 through 4 of Wild Magic.
//
// Version: 4.0.1 (2006/07/19)
#include "Wm4FoundationPCH.h"
#include "Wm4DelTriangle.h"
namespace Wm4
{
//----------------------------------------------------------------------------
template <class Real>
DelTriangle<Real>::DelTriangle (int iV0, int iV1, int iV2)
{
V[0] = iV0;
V[1] = iV1;
V[2] = iV2;
A[0] = nullptr;
A[1] = nullptr;
A[2] = nullptr;
Time = -1;
IsComponent = false;
OnStack = false;
}
//----------------------------------------------------------------------------
template <class Real>
bool DelTriangle<Real>::IsInsertionComponent (int i, DelTriangle* pkAdj,
const Query2<Real>* pkQuery, const int* aiSupervertex)
{
if (i != Time)
{
Time = i;
// Determine the number of vertices in common with the supertriangle.
// The supertriangle vertices have indices VQ-3, VQ-2, and VQ-1, where
// VQ is the quantity of input vertices.
int iCommon = 0, iSVIndex = -1, j;
for (j = 0; j < 3; j++)
{
for (int k = 0; k < 3; k++)
{
if (V[j] == aiSupervertex[k])
{
iCommon++;
iSVIndex = j;
}
}
}
int iRelation;
if (iCommon == 0)
{
// The classic case is that a point is in the mesh formed only by
// the input vertices, in which case we only test for containment
// in the circumcircle of the triangle.
iRelation = pkQuery->ToCircumcircle(i,V[0],V[1],V[2]);
}
else
{
// The classic problem is that points outside the mesh formed
// only by the input vertices must be handled from a visibility
// perspective rather than using circumcircles (compare with
// convex hull construction). By not doing this, you can run into
// the pitfall that has snared many folks--the boundary edges of
// the final triangulation do not form a convex polygon.
int iV0, iV1;
if (iCommon == 1)
{
iV0 = V[(iSVIndex+1)%3];
iV1 = V[(iSVIndex+2)%3];
}
else // iCommon == 2
{
for (j = 0; j < 3; j++)
{
if (A[j] && A[j] != pkAdj)
{
break;
}
}
iV0 = V[j];
iV1 = V[(j+1)%3];
}
iRelation = pkQuery->ToLine(i,iV0,iV1);
}
IsComponent = (iRelation < 0 ? true : false);
}
return IsComponent;
}
//----------------------------------------------------------------------------
template <class Real>
int DelTriangle<Real>::DetachFrom (int iAdj, DelTriangle* pkAdj)
{
assert(0 <= iAdj && iAdj < 3 && A[iAdj] == pkAdj);
A[iAdj] = nullptr;
for (int i = 0; i < 3; i++)
{
if (pkAdj->A[i] == this)
{
pkAdj->A[i] = nullptr;
return i;
}
}
return -1;
}
//----------------------------------------------------------------------------
//----------------------------------------------------------------------------
// explicit instantiation
//----------------------------------------------------------------------------
template WM4_FOUNDATION_ITEM
class DelTriangle<float>;
template WM4_FOUNDATION_ITEM
class DelTriangle<double>;
//----------------------------------------------------------------------------
}