Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkOrderedTriangulator.cxx,v $
Copyright (c) Ken Martin, Will Schroeder, Bill Lorensen
All rights reserved.
See Copyright.txt or http://www.kitware.com/Copyright.htm for details.
This software is distributed WITHOUT ANY WARRANTY; without even
the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
PURPOSE. See the above copyright notice for more information.
=========================================================================*/
#include "vtkOrderedTriangulator.h"
#include "vtkCellArray.h"
#include "vtkEdgeTable.h"
#include "vtkMath.h"
#include "vtkObjectFactory.h"
#include "vtkTetra.h"
#include "vtkUnstructuredGrid.h"
#include "vtkHeap.h"
#include "vtkDataArray.h"
#include "vtkDoubleArray.h"
#include "vtkPointLocator.h"
#include "vtkPointData.h"
#include "vtkCellData.h"
#include <vtkstd/list>
#include <vtkstd/vector>
#include <vtkstd/stack>
#include <vtkstd/map>
#include <assert.h>
vtkCxxRevisionMacro(vtkOrderedTriangulator, "$Revision: 1.2.4.1 $");
vtkStandardNewMacro(vtkOrderedTriangulator);
#ifdef _WIN32_WCE
# ifndef __PLACEMENT_NEW_INLINE
# define __PLACEMENT_NEW_INLINE
inline void *__cdecl operator new(size_t, void *_P) { return (_P); }
# if _MSC_VER >= 1200
inline void __cdecl operator delete(void *, void *) { return; }
# endif
# endif
#else
# ifdef VTK_USE_ANSI_STDLIB
# include <new>
# else
# include <new.h>
# endif
#endif
// Old HP compiler does not support operator delete that is called
// when a constructor called by operator new throws.
// Might be supported in newer versions && (__HP_aCC <= 012100)
#if defined(__HP_aCC)
# define VTK_NO_PLACEMENT_DELETE
#endif
// SGI compiler does not support placement delete that is called when
// a constructor called by placement new throws.
#if defined(__sgi) && !defined(__GNUC__)
# define VTK_NO_PLACEMENT_DELETE
#endif
// Classes are used to represent points, faces, and tetras-------------------
// This data structure consists of points and tetras, with the face used
// temporarily as a place holder during triangulation.
struct OTPoint;
struct OTFace;
struct OTTetra;
//---Class represents a point (and related typedefs)--------------------------
// Note that the points has two sets of coordinates: the first the actual
// position X[3] and the second the coordinate used for performing
// triangulation (usually a parametric coordinate P[3]).
struct OTPoint
{
OTPoint() : Type(Inside), Id(0), SortId(0), SortId2(0), OriginalId(0),
InsertionId(0)
{
this->X[0] = this->X[1] = this->X[2] = 0.0;
this->P[0] = this->P[1] = this->P[2] = 0.0;
}
enum PointClassification
{Inside=0,Outside=1,Boundary=2,Added=3,NoInsert=4};
PointClassification Type;
double X[3]; //Actual position of point
double P[3]; //Triangulation coordinate (typically parametric coordinate)
//Id of originating point
vtkIdType Id;
//Id used to sort points prior to triangulation
vtkIdType SortId;
//Second id used to sort in triangulation
//This can be used in situations where one id is not enough
//(for example, when the id is related to an edge which
// is described by two points)
vtkIdType SortId2;
//Id based on order seen in InsertPoint()
vtkIdType OriginalId;
//Id after sorting the points (i.e. order inserted into mesh)
vtkIdType InsertionId;
};
struct PointListType : public vtkstd::vector<OTPoint>
{
PointListType() : vtkstd::vector<OTPoint>() {}
OTPoint* GetPointer(int ptId)
{return &( *(this->begin()+ptId) ); }
};
typedef PointListType::iterator PointListIterator;
//---Class represents a face (and related typedefs)--------------------------
struct OTFace //used during tetra construction
{
void *operator new(size_t size, vtkHeap *heap)
{return heap->AllocateMemory(size);}
#if !defined(VTK_NO_PLACEMENT_DELETE)
void operator delete(void*,vtkHeap*) {}
#endif
OTPoint *Points[3]; //the three points of the face
OTTetra *Neighbor;
double Normal[3];
double N2;
void ComputePseudoNormal()
{
double v20[3], v10[3];
v20[0] = this->Points[2]->P[0] - this->Points[0]->P[0];
v20[1] = this->Points[2]->P[1] - this->Points[0]->P[1];
v20[2] = this->Points[2]->P[2] - this->Points[0]->P[2];
v10[0] = this->Points[1]->P[0] - this->Points[0]->P[0];
v10[1] = this->Points[1]->P[1] - this->Points[0]->P[1];
v10[2] = this->Points[1]->P[2] - this->Points[0]->P[2];
vtkMath::Cross(v10,v20,this->Normal);
this->N2 = vtkMath::Dot(this->Normal,this->Normal);
}
int IsValidCavityFace(double X[3],double tol2)
{
double vp[3], d;
vp[0] = X[0] - this->Points[0]->P[0];
vp[1] = X[1] - this->Points[0]->P[1];
vp[2] = X[2] - this->Points[0]->P[2];
d = vtkMath::Dot(vp,this->Normal);
return ( (d > 0.0L && (d*d) > (tol2*this->N2)) ? 1 : 0 );
}
};
typedef vtkstd::vector<OTFace*> FaceListType;
typedef vtkstd::vector<OTFace*>::iterator FaceListIterator;
//---Class represents a tetrahedron (and related typedefs)--------------------
typedef vtkstd::list<OTTetra*> TetraListType;
typedef vtkstd::list<OTTetra*>::iterator TetraListIterator;
struct TetraStackType : public vtkstd::stack<OTTetra*>
{
TetraStackType() : vtkstd::stack<OTTetra*>() {}
void clear() {while (!this->empty()) this->pop();}
};
typedef vtkstd::vector<OTTetra*> TetraQueueType;
typedef vtkstd::vector<OTTetra*>::iterator TetraQueueIterator;
struct OTTetra
{
void *operator new(size_t size, vtkHeap *heap)
{return heap->AllocateMemory(size);}
#if !defined(VTK_NO_PLACEMENT_DELETE)
void operator delete(void*,vtkHeap*) {}
#endif
OTTetra() : Radius2(0.0L), CurrentPointId(-1), Type(OutsideCavity)
{
this->Center[0] = this->Center[1] = this->Center[2] = 0.0L;
this->Points[0] = this->Points[1] = this->Points[2] = this->Points[3] = 0;
this->Neighbors[0] = this->Neighbors[1] =
this->Neighbors[2] = this->Neighbors[3] = 0;
}
// Center and radius squared of circumsphere of this tetra
double Radius2;
double Center[3];
// Note: there is a direct correlation between the points and the faces
// i.e., the ordering of the points and face neighbors.
OTTetra *Neighbors[4]; //the four face neighbors
OTPoint *Points[4]; //the four points
// The following are used during point insertion
int CurrentPointId; //indicated current point being inserted
enum TetraClassification
{Inside=0,Outside=1,All=2,InCavity=3,OutsideCavity=4,Exterior=5};
TetraClassification Type;
// Supporting triangulation operators
void GetFacePoints(int i, OTFace *face);
int InCircumSphere(double x[3]);
TetraClassification DetermineType(); //inside, outside
TetraListIterator ListIterator; //points to the list of tetras
};
//---Class represents the Delaunay triangulation using points and tetras.
// Additional support for the Delaunay triangulation process.
struct vtkOTMesh
{
vtkOTMesh(vtkHeap *heap) :
NumberOfTetrasClassifiedInside(0), NumberOfTemplates(0)
{
this->EdgeTable = vtkEdgeTable::New();
this->Heap = heap;
}
~vtkOTMesh()
{
this->EdgeTable->Delete();
}
PointListType Points; //Points in the mesh
TetraListType Tetras; //Tetrahedra in the mesh
FaceListType CavityFaces; //Faces forming an insertion cavity
TetraQueueType VisitedTetras; //Those tetra already visited during insertion
TetraStackType TetraStack; //Stack of tetra visited during point insertion
TetraQueueType DegenerateQueue; //Tetra involved in degenerate triangulation
vtkEdgeTable *EdgeTable; //Edges used to create triangulation of cavity
double Tolerance2; //Used to control error
vtkHeap *Heap; //Many allocations occur in efficent heap
int NumberOfTetrasClassifiedInside;
int NumberOfTemplates;
TetraListIterator CurrentTetra;
void Reset()
{
this->Points.clear();
this->Tetras.clear();
this->CavityFaces.clear();
this->VisitedTetras.clear();
this->TetraStack.clear();
this->DegenerateQueue.clear();
this->EdgeTable->Reset();
}
OTTetra *CreateTetra(OTPoint *p, OTFace *face);
OTTetra *WalkToTetra(OTTetra *t,double x[3],int depth,double bc[4]);
int CreateInsertionCavity(OTPoint* p, OTTetra *tetra, double bc[4]);
int ClassifyTetras();
void DumpInsertionCavity(double x[3]);
};
//---Classes and typedefs used to support triangulation templates.
// Triangulation templates are used instead of Delaunay triangulation
// because they are so much faster. Because there are so many possible
// triangulations/templates possible, triangulation templates are
// computed on the fly and then cached.
//
// Two lists are kept. The first is a list of lists of templates for
// each cell type. The second is a list of templates for each cell.
//
// A specific template. The number of tetras and the tetra connectivity.
struct OTTemplate
{
vtkIdType NumberOfTetras;
vtkIdType *Tetras;
OTTemplate(vtkIdType numberOfTetras, vtkHeap *heap)
{
this->NumberOfTetras = numberOfTetras;
this->Tetras = static_cast<vtkIdType*>(
heap->AllocateMemory(sizeof(vtkIdType)*numberOfTetras*4) );
}
void *operator new(size_t size, vtkHeap *heap)
{return heap->AllocateMemory(size);}
#if !defined(VTK_NO_PLACEMENT_DELETE)
void operator delete(void*,vtkHeap*) {}
#endif
};
// Typedefs for a list of templates for a particular cell. Key is the
// template index.
typedef vtkstd::map<TemplateIDType,OTTemplate*> TemplateList;
typedef vtkstd::map<TemplateIDType,OTTemplate*>::iterator TemplateListIterator;
//
// Typedefs for a list of lists of templates keyed on cell type
struct vtkOTTemplates : public vtkstd::map<int,TemplateList*> {};
typedef vtkstd::map<int,TemplateList*>::iterator TemplatesIterator;
//------------------------------------------------------------------------
vtkOrderedTriangulator::vtkOrderedTriangulator()
{
// In place news (using allocators) are done here
this->Heap = vtkHeap::New();
this->Heap->SetBlockSize(500000);
this->Mesh = new vtkOTMesh(this->Heap);
this->NumberOfPoints = 0;
this->PreSorted = 0;
this->UseTwoSortIds = 0;
this->UseTemplates = 0;
this->NumberOfCellPoints = 0;
this->NumberOfCellEdges = 0;
this->Templates = new vtkOTTemplates;
this->TemplateHeap = vtkHeap::New();
this->TemplateHeap->SetBlockSize(250000);
}
//------------------------------------------------------------------------
vtkOrderedTriangulator::~vtkOrderedTriangulator()
{
delete this->Mesh;
this->Heap->Delete();
TemplatesIterator titer;
for (titer=this->Templates->begin(); titer != this->Templates->end(); ++titer)
{
delete (*titer).second;
}
delete this->Templates;
this->TemplateHeap->Delete();
}
//------------------------------------------------------------------------
void vtkOrderedTriangulator::InitTriangulation(double xmin, double xmax,
double ymin, double ymax,
double zmin, double zmax,
int numPts)
{
double bounds[6];
bounds[0] = xmin;
bounds[1] = xmax;
bounds[2] = ymin;
bounds[3] = ymax;
bounds[4] = zmin;
bounds[5] = zmax;
this->InitTriangulation(bounds,numPts);
// The templates remain valid and are reused.
}
//------------------------------------------------------------------------
void vtkOrderedTriangulator::InitTriangulation(double bounds[6], int numPts)
{
this->Heap->Reset();
this->Mesh->Reset();
this->NumberOfPoints = 0;
this->MaximumNumberOfPoints = numPts;
this->Mesh->Points.resize(numPts+6);
for (int i=0; i<6; i++)
{
this->Bounds[i] = bounds[i];
}
}
//------------------------------------------------------------------------
// Create an initial bounding Delaunay triangulation consisting of four
// tetras arranged in an octahedron.
void vtkOrderedTriangulator::Initialize()
{
double length;
double center[3];
double radius2;
// Set up the internal data structures. Space for six extra points
// is allocated for the bounding triangulation.
int numPts = this->MaximumNumberOfPoints;
double *bounds=this->Bounds;
// Create the initial Delaunay triangulation which is a
// bounding octahedron: 6 points & 4 tetra.
center[0] = (bounds[0]+bounds[1])/2.0;
center[1] = (bounds[2]+bounds[3])/2.0;
center[2] = (bounds[4]+bounds[5])/2.0;
length = 2.0 * sqrt( (radius2 = (bounds[1]-bounds[0])*(bounds[1]-bounds[0]) +
(bounds[3]-bounds[2])*(bounds[3]-bounds[2]) +
(bounds[5]-bounds[4])*(bounds[5]-bounds[4])) );
radius2 /= 2.0;
this->Mesh->Tolerance2 = length*length*1.0e-10;
// Define the points (-x,+x,-y,+y,-z,+z). Theses added points are
// used to create a bounding octahedron.
this->Mesh->Points[numPts].P[0] = center[0] - length;
this->Mesh->Points[numPts].P[1] = center[1];
this->Mesh->Points[numPts].P[2] = center[2];
this->Mesh->Points[numPts].Id = numPts;
this->Mesh->Points[numPts].InsertionId = numPts;
this->Mesh->Points[numPts].Type = OTPoint::Added;
this->Mesh->Points[numPts+1].P[0] = center[0] + length;
this->Mesh->Points[numPts+1].P[1] = center[1];
this->Mesh->Points[numPts+1].P[2] = center[2];
this->Mesh->Points[numPts+1].Id = numPts + 1;
this->Mesh->Points[numPts+1].InsertionId = numPts + 1;
this->Mesh->Points[numPts+1].Type = OTPoint::Added;
this->Mesh->Points[numPts+2].P[0] = center[0];
this->Mesh->Points[numPts+2].P[1] = center[1] - length;
this->Mesh->Points[numPts+2].P[2] = center[2];
this->Mesh->Points[numPts+2].Id = numPts + 2;
this->Mesh->Points[numPts+2].InsertionId = numPts + 2;
this->Mesh->Points[numPts+2].Type = OTPoint::Added;
this->Mesh->Points[numPts+3].P[0] = center[0];
this->Mesh->Points[numPts+3].P[1] = center[1] + length;
this->Mesh->Points[numPts+3].P[2] = center[2];
this->Mesh->Points[numPts+3].Id = numPts + 3;
this->Mesh->Points[numPts+3].InsertionId = numPts + 3;
this->Mesh->Points[numPts+3].Type = OTPoint::Added;
this->Mesh->Points[numPts+4].P[0] = center[0];
this->Mesh->Points[numPts+4].P[1] = center[1];
this->Mesh->Points[numPts+4].P[2] = center[2] - length;
this->Mesh->Points[numPts+4].Id = numPts + 4;
this->Mesh->Points[numPts+4].InsertionId = numPts + 4;
this->Mesh->Points[numPts+4].Type = OTPoint::Added;
this->Mesh->Points[numPts+5].P[0] = center[0];
this->Mesh->Points[numPts+5].P[1] = center[1];
this->Mesh->Points[numPts+5].P[2] = center[2] + length;
this->Mesh->Points[numPts+5].Id = numPts + 5;
this->Mesh->Points[numPts+5].InsertionId = numPts + 5;
this->Mesh->Points[numPts+5].Type = OTPoint::Added;
// Create bounding tetras (there are four) as well as the associated faces
// They all share the same center and radius
OTTetra *tetras[4];
for (int i=0; i<4; ++i)
{
tetras[i] = new(this->Heap) OTTetra();
this->Mesh->Tetras.push_front(tetras[i]);
tetras[i]->ListIterator = this->Mesh->Tetras.begin();
tetras[i]->Center[0] = center[0];
tetras[i]->Center[1] = center[1];
tetras[i]->Center[2] = center[2];
tetras[i]->Radius2 = radius2;
}
//Okay now set up the points and neighbors in the tetras
tetras[0]->Points[0] = this->Mesh->Points.GetPointer(numPts + 0);
tetras[0]->Points[1] = this->Mesh->Points.GetPointer(numPts + 2);
tetras[0]->Points[2] = this->Mesh->Points.GetPointer(numPts + 4);
tetras[0]->Points[3] = this->Mesh->Points.GetPointer(numPts + 5);
tetras[0]->Neighbors[0] = 0; //outside
tetras[0]->Neighbors[1] = tetras[1];
tetras[0]->Neighbors[2] = tetras[3];
tetras[0]->Neighbors[3] = 0;
tetras[1]->Points[0] = this->Mesh->Points.GetPointer(numPts + 2);
tetras[1]->Points[1] = this->Mesh->Points.GetPointer(numPts + 1);
tetras[1]->Points[2] = this->Mesh->Points.GetPointer(numPts + 4);
tetras[1]->Points[3] = this->Mesh->Points.GetPointer(numPts + 5);
tetras[1]->Neighbors[0] = 0;
tetras[1]->Neighbors[1] = tetras[2];
tetras[1]->Neighbors[2] = tetras[0];
tetras[1]->Neighbors[3] = 0;
tetras[2]->Points[0] = this->Mesh->Points.GetPointer(numPts + 1);
tetras[2]->Points[1] = this->Mesh->Points.GetPointer(numPts + 3);
tetras[2]->Points[2] = this->Mesh->Points.GetPointer(numPts + 4);
tetras[2]->Points[3] = this->Mesh->Points.GetPointer(numPts + 5);
tetras[2]->Neighbors[0] = 0;
tetras[2]->Neighbors[1] = tetras[3];
tetras[2]->Neighbors[2] = tetras[1];
tetras[2]->Neighbors[3] = 0;
tetras[3]->Points[0] = this->Mesh->Points.GetPointer(numPts + 3);
tetras[3]->Points[1] = this->Mesh->Points.GetPointer(numPts + 0);
tetras[3]->Points[2] = this->Mesh->Points.GetPointer(numPts + 4);
tetras[3]->Points[3] = this->Mesh->Points.GetPointer(numPts + 5);
tetras[3]->Neighbors[0] = 0;
tetras[3]->Neighbors[1] = tetras[0];
tetras[3]->Neighbors[2] = tetras[2];
tetras[3]->Neighbors[3] = 0;
}
//------------------------------------------------------------------------
// Add a point to the list of points to be triangulated.
vtkIdType vtkOrderedTriangulator::InsertPoint(vtkIdType id, double x[3],
double p[3], int type)
{
vtkIdType idx = this->NumberOfPoints++;
if ( idx >= this->MaximumNumberOfPoints )
{
vtkErrorMacro(<< "Trying to insert more points than specified max="<<this->MaximumNumberOfPoints<<" idx="<<idx);
return idx;
}
this->Mesh->Points[idx].Id = id;
this->Mesh->Points[idx].SortId = id;
this->Mesh->Points[idx].SortId2 = -1;
this->Mesh->Points[idx].OriginalId = idx;
this->Mesh->Points[idx].InsertionId = -1; //dummy value until inserted
this->Mesh->Points[idx].X[0] = x[0];
this->Mesh->Points[idx].X[1] = x[1];
this->Mesh->Points[idx].X[2] = x[2];
this->Mesh->Points[idx].P[0] = p[0];
this->Mesh->Points[idx].P[1] = p[1];
this->Mesh->Points[idx].P[2] = p[2];
this->Mesh->Points[idx].Type = (OTPoint::PointClassification) type;
return idx;
}
//------------------------------------------------------------------------
// Add a point to the list of points to be triangulated.
vtkIdType vtkOrderedTriangulator::InsertPoint(vtkIdType id, vtkIdType sortid,
double x[3], double p[3], int type)
{
vtkIdType idx = this->NumberOfPoints++;
if ( idx >= this->MaximumNumberOfPoints )
{
vtkErrorMacro(<< "Trying to insert more points than specified");
return idx;
}
this->Mesh->Points[idx].Id = id;
this->Mesh->Points[idx].SortId = sortid;
this->Mesh->Points[idx].SortId2 = -1;
this->Mesh->Points[idx].OriginalId = idx;
this->Mesh->Points[idx].InsertionId = -1; //dummy value until inserted
this->Mesh->Points[idx].X[0] = x[0];
this->Mesh->Points[idx].X[1] = x[1];
this->Mesh->Points[idx].X[2] = x[2];
this->Mesh->Points[idx].P[0] = p[0];
this->Mesh->Points[idx].P[1] = p[1];
this->Mesh->Points[idx].P[2] = p[2];
this->Mesh->Points[idx].Type = (OTPoint::PointClassification) type;
return idx;
}
//------------------------------------------------------------------------
// Add a point to the list of points to be triangulated.
vtkIdType vtkOrderedTriangulator::InsertPoint(vtkIdType id, vtkIdType sortid,
vtkIdType sortid2,
double x[3], double p[3], int type)
{
vtkIdType idx = this->NumberOfPoints++;
if ( idx >= this->MaximumNumberOfPoints )
{
vtkErrorMacro(<< "Trying to insert more points than specified");
return idx;
}
this->Mesh->Points[idx].Id = id;
this->Mesh->Points[idx].SortId = sortid;
this->Mesh->Points[idx].SortId2 = sortid2;
this->Mesh->Points[idx].OriginalId = idx;
this->Mesh->Points[idx].InsertionId = -1; //dummy value until inserted
this->Mesh->Points[idx].X[0] = x[0];
this->Mesh->Points[idx].X[1] = x[1];
this->Mesh->Points[idx].X[2] = x[2];
this->Mesh->Points[idx].P[0] = p[0];
this->Mesh->Points[idx].P[1] = p[1];
this->Mesh->Points[idx].P[2] = p[2];
this->Mesh->Points[idx].Type = (OTPoint::PointClassification) type;
return idx;
}
//------------------------------------------------------------------------
// Used when an already inserted point must have its classification changed
// (e.g., an intersection point is very near another point).
void vtkOrderedTriangulator::UpdatePointType(vtkIdType internalId, int type)
{
assert("pre: valid_range" && internalId>=0 &&
internalId<this->NumberOfPoints);
this->Mesh->Points[internalId].Type = (OTPoint::PointClassification) type;
}
//------------------------------------------------------------------------
double *vtkOrderedTriangulator::GetPointPosition(vtkIdType internalId)
{
assert("pre: valid_range" && internalId>=0 &&
internalId<this->NumberOfPoints);
return this->Mesh->Points[internalId].P;
}
//------------------------------------------------------------------------
double *vtkOrderedTriangulator::GetPointLocation(vtkIdType internalId)
{
assert("pre: valid_range" && internalId>=0 &&
internalId<this->NumberOfPoints);
return this->Mesh->Points[internalId].X;
}
//------------------------------------------------------------------------
vtkIdType vtkOrderedTriangulator::GetPointId(vtkIdType internalId)
{
assert("pre: valid_range" && internalId>=0 &&
internalId<this->NumberOfPoints);
return this->Mesh->Points[internalId].Id;
}
//------------------------------------------------------------------------
// For a particular tetra and given a face id, return the three points
// defining the face.
void OTTetra::GetFacePoints(int i, OTFace *face)
{
// The order is carefully choosen to produce a tetrahedron
// that is not inside out; i.e., the ordering produces a positive
// Jacobian (computed from first three points points to fourth).
switch (i)
{
case 0:
face->Points[0] = this->Points[0];
face->Points[1] = this->Points[3];
face->Points[2] = this->Points[1];
break;
case 1:
face->Points[0] = this->Points[1];
face->Points[1] = this->Points[3];
face->Points[2] = this->Points[2];
break;
case 2:
face->Points[0] = this->Points[0];
face->Points[1] = this->Points[2];
face->Points[2] = this->Points[3];
break;
case 3:
face->Points[0] = this->Points[0];
face->Points[1] = this->Points[1];
face->Points[2] = this->Points[2];
break;
}
face->ComputePseudoNormal();
}
//------------------------------------------------------------------------
// Routines used to sort the points based on id.
extern "C" {
#ifdef _WIN32_WCE
int __cdecl vtkSortOnIds(const void *val1, const void *val2)
#else
int vtkSortOnIds(const void *val1, const void *val2)
#endif
{
if (((OTPoint *)val1)->SortId < ((OTPoint *)val2)->SortId)
{
return (-1);
}
else if (((OTPoint *)val1)->SortId > ((OTPoint *)val2)->SortId)
{
return (1);
}
else
{
return (0);
}
}
}
extern "C" {
#ifdef _WIN32_WCE
int __cdecl vtkSortOnTwoIds(const void *val1, const void *val2)
#else
int vtkSortOnTwoIds(const void *val1, const void *val2)
#endif
{
if (((OTPoint *)val1)->SortId2 < ((OTPoint *)val2)->SortId2)
{
return (-1);
}
else if (((OTPoint *)val1)->SortId2 > ((OTPoint *)val2)->SortId2)
{
return (1);
}
if (((OTPoint *)val1)->SortId < ((OTPoint *)val2)->SortId)
{
return (-1);
}
else if (((OTPoint *)val1)->SortId > ((OTPoint *)val2)->SortId)
{
return (1);
}
else
{
return (0);
}
}
}
//------------------------------------------------------------------------
// See whether point is in sphere of tetrahedron.
int OTTetra::InCircumSphere(double x[3])
{
double dist2;
// check if inside/outside circumsphere
dist2 = (x[0] - this->Center[0]) * (x[0] - this->Center[0]) +
(x[1] - this->Center[1]) * (x[1] - this->Center[1]) +
(x[2] - this->Center[2]) * (x[2] - this->Center[2]);
return (dist2 < (0.999999L * this->Radius2) ? 1 : 0);
}
//------------------------------------------------------------------------
// Determine the classification of a tetra based on point types.
inline OTTetra::TetraClassification OTTetra::DetermineType()
{
if ( (this->Points[0]->Type == OTPoint::Inside ||
this->Points[0]->Type == OTPoint::Boundary ) &&
(this->Points[1]->Type == OTPoint::Inside ||
this->Points[1]->Type == OTPoint::Boundary ) &&
(this->Points[2]->Type == OTPoint::Inside ||
this->Points[2]->Type == OTPoint::Boundary ) &&
(this->Points[3]->Type == OTPoint::Inside ||
this->Points[3]->Type == OTPoint::Boundary ) )
{
this->Type = OTTetra::Inside;
return OTTetra::Inside;
}
else if ( (this->Points[0]->Type == OTPoint::Outside ||
this->Points[0]->Type == OTPoint::Boundary ) &&
(this->Points[1]->Type == OTPoint::Outside ||
this->Points[1]->Type == OTPoint::Boundary ) &&
(this->Points[2]->Type == OTPoint::Outside ||
this->Points[2]->Type == OTPoint::Boundary ) &&
(this->Points[3]->Type == OTPoint::Outside ||
this->Points[3]->Type == OTPoint::Boundary ) )
{
this->Type = OTTetra::Outside;
return OTTetra::Outside;
}
else
{
this->Type = OTTetra::Exterior;
return OTTetra::Exterior;
}
}
//------------------------------------------------------------------------
// Determine whether the point is used by a specified tetra.
inline static int IsAPoint(OTTetra *t, vtkIdType id)
{
if ( id == t->Points[0]->InsertionId || id == t->Points[1]->InsertionId ||
id == t->Points[2]->InsertionId || id == t->Points[3]->InsertionId )
{
return 1;
}
else
{
return 0;
}
}
//------------------------------------------------------------------------
// Given two tetra face neighbors, assign the neighbor pointers to each tetra.
static void AssignNeighbors(OTTetra* t1, OTTetra* t2)
{
static int CASE_MASK[4] = {1,2,4,8};
int i, index;
for (i=0, index=0; i<4; ++i)
{
if (IsAPoint(t2,t1->Points[i]->InsertionId) )
{
index |= CASE_MASK[i];
}
}
switch (index)
{
case 11:
t1->Neighbors[0] = t2;
break;
case 14:
t1->Neighbors[1] = t2;
break;
case 13:
t1->Neighbors[2] = t2;
break;
case 7:
t1->Neighbors[3] = t2;
break;
default:
vtkGenericWarningMacro(<<"Really bad");
}
for (i=0, index=0; i<4; ++i)
{
if (IsAPoint(t1,t2->Points[i]->InsertionId) )
{
index |= CASE_MASK[i];
}
}
switch (index)
{
case 11:
t2->Neighbors[0] = t1;
break;
case 14:
t2->Neighbors[1] = t1;
break;
case 13:
t2->Neighbors[2] = t1;
break;
case 7:
t2->Neighbors[3] = t1;
break;
default:
vtkGenericWarningMacro(<<"Really bad");
}
}
//------------------------------------------------------------------------
// Instantiate and initialize a tetra.
OTTetra *vtkOTMesh::CreateTetra(OTPoint *p, OTFace *face)
{
OTTetra *tetra = new(this->Heap) OTTetra;
this->Tetras.push_front(tetra);
tetra->ListIterator = this->Tetras.begin();
tetra->Radius2 = vtkTetra::Circumsphere(p->P,
face->Points[0]->P,
face->Points[1]->P,
face->Points[2]->P,
tetra->Center);
// the order is carefully choosen to produce a tetrahedron
// that is not inside out; i.e., the ordering produces a positive
// jacobian (normal computed from first three points points to fourth).
tetra->Points[0] = face->Points[0];
tetra->Points[1] = face->Points[1];
tetra->Points[2] = face->Points[2];
tetra->Points[3] = p;
if ( face->Neighbor )
{
AssignNeighbors(tetra,face->Neighbor);
}
return tetra;
}
//------------------------------------------------------------------------
// We start with a point that is inside a tetrahedron. We find face
// neighbors of the tetrahedron that also contain the point. The
// process continues recursively until no more tetrahedron are found.
// Faces that lie between a tetrahedron that is in the cavity and one
// that is not form the cavity boundary, these are kept track of in
// a list. Eventually the point and boundary faces form new tetrahedra.
int vtkOTMesh::CreateInsertionCavity(OTPoint* p, OTTetra *initialTet,
double [4])
{
// Prepare to insert deleted tetras and cavity faces
//
this->CavityFaces.clear(); //cavity face boundary
this->VisitedTetras.clear(); //tetras involved in creating cavity
this->TetraStack.clear(); //queue of tetras being processed
this->DegenerateQueue.clear(); //queue of tetras that have degenerate faces
this->TetraStack.push(initialTet);
initialTet->Type = OTTetra::InCavity; //the seed of the cavity
initialTet->CurrentPointId = p->InsertionId; //mark visited
this->VisitedTetras.push_back(initialTet);
// Process queue of tetras until exhausted
//
int i, valid;
int somethingNotValid=0;
OTTetra *nei, *tetra;
TetraQueueIterator t;
for ( int numCycles=0; !this->TetraStack.empty(); numCycles++)
{
tetra = this->TetraStack.top();
this->TetraStack.pop();
//for each face, see whether the neighbors are in the cavity
for (valid=1, i=0; i<4 && valid; ++i)
{
nei = tetra->Neighbors[i];
// If a mesh boundary face, the face is added to the
// list of insertion cavity faces
if ( nei == 0 )
{
OTFace *face = new(this->Heap) OTFace;
tetra->GetFacePoints(i,face);
face->Neighbor = 0;
this->CavityFaces.push_back(face);
valid = face->IsValidCavityFace(p->P,this->Tolerance2);
}
// Neighbor tetra has not been visited, check for possible face boundary
else if ( nei->CurrentPointId != p->InsertionId )
{
this->VisitedTetras.push_back(nei);
nei->CurrentPointId = p->InsertionId; //mark visited
if ( nei->InCircumSphere(p->P) )
{
nei->Type = OTTetra::InCavity;
this->TetraStack.push(nei);
}
else //a cavity boundary
{
nei->Type = OTTetra::OutsideCavity;
OTFace *face = new(this->Heap) OTFace;
tetra->GetFacePoints(i,face);
face->Neighbor = nei;
this->CavityFaces.push_back(face);
valid = face->IsValidCavityFace(p->P,this->Tolerance2);
}
}//if a not-visited face neighbor
// Visited before, add this face as a boundary
else if ( nei->Type == OTTetra::OutsideCavity )
{
OTFace *face = new(this->Heap) OTFace;
tetra->GetFacePoints(i,face);
face->Neighbor = nei;
this->CavityFaces.push_back(face);
valid = face->IsValidCavityFace(p->P,this->Tolerance2);
}
}//for each of the four tetra faces
//check for validity
if ( !valid ) //broke out due to invalid face
{
somethingNotValid++;
//add this tetra to queue
this->DegenerateQueue.push_back(tetra);
//mark all current tetras unvisited
for (t = this->VisitedTetras.begin();
t != this->VisitedTetras.end(); ++t)
{
(*t)->CurrentPointId = -1;
}
//mark degenerate tetras visited and outside cavity
TetraQueueIterator titer;
for ( titer=this->DegenerateQueue.begin();
titer != this->DegenerateQueue.end(); ++titer)
{
(*titer)->CurrentPointId = p->InsertionId;
(*titer)->Type = OTTetra::OutsideCavity;
}
//reinitialize queue
this->CavityFaces.clear(); //cavity face boundary
this->VisitedTetras.clear(); //tetras visited during cavity creation
this->TetraStack.clear(); //reprocess
this->TetraStack.push(initialTet);
initialTet->CurrentPointId = p->InsertionId;
initialTet->Type = OTTetra::InCavity;
this->VisitedTetras.push_back(initialTet);
}
if ( numCycles > 1000 ) return 0;
}//while queue not empty
// Make final pass and delete tetras inside the cavity
for (t = this->VisitedTetras.begin(); t != this->VisitedTetras.end(); ++t)
{
tetra = *t;
if ( tetra->CurrentPointId == p->InsertionId &&
tetra->Type == OTTetra::InCavity )
{
this->Tetras.erase(tetra->ListIterator);
}
}
#if 0
//please leave this for debugging purposes
if ( somethingNotValid )
{
this->DumpInsertionCavity(p->P);
// exit(1);
}
#endif
return 1;
}
//------------------------------------------------------------------------
// Returns the number of tetras classified inside; a side effect is that
// all tetra are classified.
int vtkOTMesh::ClassifyTetras()
{
TetraListIterator t;
vtkIdType numInsideTetras=0;
// loop over all tetras getting the ones with the classification requested
for (t=this->Tetras.begin(); t != this->Tetras.end(); ++t)
{
if ( (*t)->DetermineType() == OTTetra::Inside )
{
numInsideTetras++;
}
}//for all tetras
return numInsideTetras;
}
//------------------------------------------------------------------------
// Used to debug (writes a VTK file representing the current insertion cavity).
void vtkOTMesh::DumpInsertionCavity(double x[3])
{
OTFace *face;
FaceListIterator fptr;
cout << "# vtk DataFile Version 3.0\n";
cout << "ordered triangulator output\n";
cout << "ASCII\n";
cout << "DATASET POLYDATA\n";
//write out points
int numFaces = (int)this->CavityFaces.size();
cout << "POINTS " << 3*numFaces+1 << " double\n";
for (fptr=this->CavityFaces.begin();
fptr != this->CavityFaces.end(); ++fptr)
{
face = *fptr;
cout << face->Points[0]->P[0] << " "
<< face->Points[0]->P[1] << " "
<< face->Points[0]->P[2] << " "
<< face->Points[1]->P[0] << " "
<< face->Points[1]->P[1] << " "
<< face->Points[1]->P[2] << " "
<< face->Points[2]->P[0] << " "
<< face->Points[2]->P[1] << " "
<< face->Points[2]->P[2] << "\n";
}
//write out point insertion vertex
cout << x[0] << " " << x[1] << " " << x[2] << "\n\n";
cout << "VERTICES 1 2 \n";
cout << "1 " << 3*numFaces << "\n\n";
//write out triangles
cout << "POLYGONS " << numFaces << " " <<4*numFaces << "\n";
int idx=0;
for (fptr=this->CavityFaces.begin();
fptr != this->CavityFaces.end(); ++fptr, idx+=3)
{
cout << 3 << " " << idx << " " << idx+1 << " " << idx+2 << "\n";
}
}
//------------------------------------------------------------------------
// Walk to the tetra tha contains this point. Walking is done by moving
// in the direction of the most negative barycentric coordinate (i.e.,
// into the face neighbor).
OTTetra*
vtkOTMesh::WalkToTetra(OTTetra *tetra, double x[3], int depth, double bc[4])
{
int neg = 0;
int j, numNeg;
double negValue;
// prevent aimless wandering and death by recursion
if ( depth > 200 )
{
return 0;
}
vtkTetra::BarycentricCoords(x, tetra->Points[0]->P, tetra->Points[1]->P,
tetra->Points[2]->P, tetra->Points[3]->P, bc);
// find the most negative face
for ( negValue=VTK_DOUBLE_MAX, numNeg=j=0; j<4; j++ )
{
if ( bc[j] < -0.000001 ) //if close enough that's okay
{
numNeg++;
if ( bc[j] < negValue )
{
negValue = bc[j];
neg = j;
}
}
}
// if no negatives, then inside this tetra
if ( numNeg <= 0 )
{
return tetra;
}
// okay, march towards the most negative direction
switch (neg)
{
case 0:
tetra = tetra->Neighbors[1];
break;
case 1:
tetra = tetra->Neighbors[2];
break;
case 2:
tetra = tetra->Neighbors[0];
break;
case 3:
tetra = tetra->Neighbors[3];
break;
}
if ( tetra )
{
return this->WalkToTetra(tetra, x, ++depth, bc);
}
else
{
return 0;
}
}
//------------------------------------------------------------------------
// Use an ordered insertion process in combination with a consistent
// degenerate resolution process to generate a unique Delaunay triangulation.
void vtkOrderedTriangulator::Triangulate()
{
OTPoint *p;
int i;
vtkIdType ptId;
// Sort the points according to id. The last six points are left
// where they are (at the end of the list).
if ( ! this->PreSorted )
{
if (this->UseTwoSortIds)
{
qsort((void *)this->Mesh->Points.GetPointer(0), this->NumberOfPoints,
sizeof(OTPoint), vtkSortOnTwoIds);
}
else
{
qsort((void *)this->Mesh->Points.GetPointer(0), this->NumberOfPoints,
sizeof(OTPoint), vtkSortOnIds);
}
}
// Prepare the data structures (e.g., mesh) for an ordererd triangulation.
this->Initialize();
// Insert each point into the triangulation. Assign internal ids
// as we progress.
for (ptId=0, p=this->Mesh->Points.GetPointer(0);
ptId < this->NumberOfPoints; ++p, ++ptId)
{
if ( p->Type == OTPoint::NoInsert )
{
continue; //skip this point
}
p->InsertionId = ptId;
// Walk to a tetrahedron (start with first one on list)
double bc[4];
OTTetra *tetra =
this->Mesh->WalkToTetra(*(this->Mesh->Tetras.begin()),p->P,0,bc);
if ( tetra == 0 || !this->Mesh->CreateInsertionCavity(p, tetra, bc) )
{
vtkDebugMacro(<<"Point not in tetrahedron");
continue;
}
// For each face on the boundary of the cavity, create a new
// tetrahedron with the face and point. We've also got to set
// up tetrahedron face neighbors, so we'll use an edge table
// to keep track of the tetrahedron that generated the face as
// a result of sweeping an edge.
vtkIdType v1, v2;
this->Mesh->EdgeTable->InitEdgeInsertion(this->MaximumNumberOfPoints+6,2);
this->Mesh->TetraStack.clear();
FaceListIterator fptr;
void *tptr;
OTTetra *neiTetra;
OTFace *face;
for (fptr=this->Mesh->CavityFaces.begin();
fptr != this->Mesh->CavityFaces.end(); ++fptr)
{
face = *fptr;
//create a tetra (it's added to the list of tetras as a side effect)
tetra = this->Mesh->CreateTetra(p,face);
for (i=0; i<3; ++i)
{
v1 = face->Points[i%3]->InsertionId;
v2 = face->Points[(i+1)%3]->InsertionId;
this->Mesh->EdgeTable->IsEdge(v1,v2,tptr);
if ( ! tptr )
{
this->Mesh->EdgeTable->InsertEdge(v1,v2,tetra);
}
else
{
neiTetra = static_cast<OTTetra*>(tptr);
AssignNeighbors(tetra, neiTetra);
}
}//for three edges
}//for each face on the insertion cavity
}//for all points to be inserted
// Final classification
this->Mesh->NumberOfTetrasClassifiedInside = this->Mesh->ClassifyTetras();
}
//------------------------------------------------------------------------
// Perform triangulation using templates (when possible).
void vtkOrderedTriangulator::TemplateTriangulate(int cellType,
int numPts, int numEdges)
{
this->CellType = cellType;
if ( ! this->UseTemplates )
{
this->Triangulate();
return;
}
this->NumberOfCellPoints = numPts;
this->NumberOfCellEdges = numEdges;
// Sort the points according to id.
if ( ! this->PreSorted )
{
if (this->UseTwoSortIds)
{
qsort((void *)this->Mesh->Points.GetPointer(0), this->NumberOfPoints,
sizeof(OTPoint), vtkSortOnTwoIds);
}
else
{
qsort((void *)this->Mesh->Points.GetPointer(0), this->NumberOfPoints,
sizeof(OTPoint), vtkSortOnIds);
}
}
if ( ! this->TemplateTriangulation() )
{//template triangulation didn't work, triangulate it and add to template cache
int preSorted = this->PreSorted; //prevents resorting
this->PreSorted = 1;
this->Triangulate();
this->AddTemplate();
this->PreSorted = preSorted;
}
}
//------------------------------------------------------------------------
// Add the tetras classified as specified to an unstructured grid.
vtkIdType vtkOrderedTriangulator::GetTetras(int classification,
vtkUnstructuredGrid *ugrid)
{
// Create the points
//
int i;
vtkIdType numTetras=0;
PointListIterator p;
vtkPoints *points = vtkPoints::New();
points->SetNumberOfPoints(this->NumberOfPoints);
for ( i=0, p=this->Mesh->Points.begin(); i<this->NumberOfPoints; ++i, ++p)
{
points->SetPoint(p->InsertionId,p->X);
}
ugrid->SetPoints(points);
points->Delete();
ugrid->Allocate(1000);
TetraListIterator t;
OTTetra *tetra;
// loop over all tetras getting the ones with the classification requested
vtkIdType pts[4];
for (t=this->Mesh->Tetras.begin(); t != this->Mesh->Tetras.end(); ++t)
{
tetra = *t;
if ( tetra->Type == classification || classification == OTTetra::All)
{
numTetras++;
pts[0] = tetra->Points[0]->Id;
pts[1] = tetra->Points[1]->Id;
pts[2] = tetra->Points[2]->Id;
pts[3] = tetra->Points[3]->Id;
ugrid->InsertNextCell(VTK_TETRA,4,pts);
}
}//for all tetras
return numTetras;
}
//------------------------------------------------------------------------
// Add the tetras classified as specified to an unstructured grid
vtkIdType vtkOrderedTriangulator::AddTetras(int classification,
vtkCellArray *outConnectivity)
{
TetraListIterator t;
OTTetra *tetra;
vtkIdType numTetras=0;
// loop over all tetras getting the ones with the classification requested
for (t=this->Mesh->Tetras.begin(); t != this->Mesh->Tetras.end(); ++t)
{
tetra = *t;
if ( tetra->Type == classification || classification == OTTetra::All)
{
numTetras++;
outConnectivity->InsertNextCell(4);
outConnectivity->InsertCellPoint(tetra->Points[0]->Id);
outConnectivity->InsertCellPoint(tetra->Points[1]->Id);
outConnectivity->InsertCellPoint(tetra->Points[2]->Id);
outConnectivity->InsertCellPoint(tetra->Points[3]->Id);
}
}//for all tetras
return numTetras;
}
//-----------------------------------------------------------------------------
// Assuming that all the inserted points come from a cell `cellId' to
// triangulate, get the tetrahedra in outConnectivity, the points in locator
// and copy point data and cell data. Return the number of added tetras.
// \pre locator_exists: locator!=0
// \pre outConnectivity: outConnectivity!=0
// \pre inPD_exists: inPD!=0
// \pre outPD_exists: outPD!=0
// \pre inCD_exists: inCD!=0
// \pre outCD_exists: outCD!=0
vtkIdType vtkOrderedTriangulator::AddTetras(int classification,
vtkPointLocator *locator,
vtkCellArray *outConnectivity,
vtkPointData *inPD,
vtkPointData *outPD,
vtkCellData *inCD,
vtkIdType cellId,
vtkCellData *outCD)
{
assert("pre: locator_exists" && locator!=0);
assert("pre: outConnectivity" && outConnectivity!=0);
assert("inPD_exists" && inPD!=0);
assert("pre: outPD_exists" && outPD!=0);
assert("inCD_exists" && inCD!=0);
assert("pre: outCD_exists" && outCD!=0);
TetraListIterator t;
OTTetra *tetra;
vtkIdType result=0;
// loop over all tetras getting the ones with the classification requested
for (t=this->Mesh->Tetras.begin(); t != this->Mesh->Tetras.end(); ++t)
{
tetra = *t;
if ( tetra->Type == classification || classification == OTTetra::All)
{
// Insert the points
vtkIdType pts[4];
int i=0;
while(i<4)
{
if(locator->InsertUniquePoint(tetra->Points[i]->X,pts[i]))
{
outPD->CopyData(inPD,tetra->Points[i]->Id,pts[i]);
}
++i;
}
// Insert the connectivity
result++;
vtkIdType newCellId = outConnectivity->InsertNextCell(4,pts);
outCD->CopyData(inCD,cellId,newCellId);
}
}//for all tetras
return result;
}
//------------------------------------------------------------------------
// Initialize tetra traversal. Used in conjunction with GetNextTetra().
void vtkOrderedTriangulator::InitTetraTraversal()
{
this->Mesh->CurrentTetra = this->Mesh->Tetras.begin();
}
//------------------------------------------------------------------------
// Retrieve a single tetra. Used in conjunction with InitTetraTraversal().
// Returns 0 when the list is exhausted.
int vtkOrderedTriangulator::GetNextTetra(int classification, vtkTetra *tet,
vtkDataArray *cellScalars,
vtkDoubleArray *tetScalars)
{
OTTetra *tetra;
int i;
// Find the next tetra with the right classification
while ( this->Mesh->CurrentTetra != this->Mesh->Tetras.end() &&
(*this->Mesh->CurrentTetra)->Type != classification &&
(*this->Mesh->CurrentTetra)->Type != OTTetra::All )
{
tetra = *(this->Mesh->CurrentTetra);
++this->Mesh->CurrentTetra;
}
if ( this->Mesh->CurrentTetra != this->Mesh->Tetras.end() )
{
tetra = *(this->Mesh->CurrentTetra);
for (i=0; i<4; i++)
{
tet->PointIds->SetId(i,tetra->Points[i]->Id);
tet->Points->SetPoint(i,tetra->Points[i]->X);
tetScalars->SetTuple(i,
cellScalars->GetTuple(
tetra->Points[i]->OriginalId));
}
++this->Mesh->CurrentTetra;
return 1;
}
else
{
return 0;
}
}
//------------------------------------------------------------------------
// Add the tetras classified as specified to a list of point ids and
// point coordinates.
vtkIdType vtkOrderedTriangulator::AddTetras(int classification,
vtkIdList *ptIds,
vtkPoints *pts)
{
TetraListIterator t;
OTTetra *tetra;
vtkIdType numTetras=0;
int i;
// loop over all tetras getting the ones with the classification requested
for (t=this->Mesh->Tetras.begin(); t != this->Mesh->Tetras.end(); ++t)
{
tetra = *t;
if ( tetra->Type == classification || classification == OTTetra::All)
{
numTetras++;
for (i=0; i<4; i++)
{
ptIds->InsertNextId(tetra->Points[i]->Id);
pts->InsertNextPoint(tetra->Points[i]->X);
}
}
}//for all tetras
return numTetras;
}
//------------------------------------------------------------------------
// Add the tetras classified as specified to an unstructured grid
vtkIdType vtkOrderedTriangulator::AddTetras(int classification,
vtkUnstructuredGrid *ugrid)
{
vtkIdType numTetras=0;
TetraListIterator t;
OTTetra *tetra;
// loop over all tetras getting the ones with the classification requested
vtkIdType pts[4];
for (t=this->Mesh->Tetras.begin(); t != this->Mesh->Tetras.end(); ++t)
{
tetra = *t;
if ( tetra->Type == classification || classification == OTTetra::All)
{
numTetras++;
pts[0] = tetra->Points[0]->Id;
pts[1] = tetra->Points[1]->Id;
pts[2] = tetra->Points[2]->Id;
pts[3] = tetra->Points[3]->Id;
ugrid->InsertNextCell(VTK_TETRA,4,pts);
}
}//for all tetras
return numTetras;
}
//------------------------------------------------------------------------
// Add the tetras classified as specified to a call array (connectivity list)
vtkIdType vtkOrderedTriangulator::AddTriangles(vtkCellArray *tris)
{
vtkIdType numTris=0;
int i;
// Loop over all tetras examining each unvisited face. Faces whose
// points are all classified "boundary" are added to the list of
// faces.
TetraListIterator t;
OTTetra *tetra;
OTFace *face = new(this->Heap) OTFace;
// loop over all tetras getting the faces classified on the boundary
for (t=this->Mesh->Tetras.begin(); t != this->Mesh->Tetras.end(); ++t)
{
tetra = *t;
tetra->CurrentPointId = VTK_LARGE_INTEGER; //mark visited
for (i=0; i<4; i++)
{
if ( tetra->Neighbors[i] &&
tetra->Neighbors[i]->CurrentPointId != VTK_LARGE_INTEGER &&
tetra->Type != tetra->Neighbors[i]->Type )
{//face not yet visited
tetra->GetFacePoints(i,face);
numTris++;
tris->InsertNextCell(3);
tris->InsertCellPoint(face->Points[0]->Id);
tris->InsertCellPoint(face->Points[1]->Id);
tris->InsertCellPoint(face->Points[2]->Id);
}
}
}//for all tetras
return numTris;
}
//------------------------------------------------------------------------
// Add faces classified on the boundary to a cell array (connectivity list)
vtkIdType vtkOrderedTriangulator::AddTriangles(vtkIdType id, vtkCellArray *tris)
{
vtkIdType numTris=0;
int i;
// Loop over all tetras examining each unvisited face. Faces whose
// points are all classified "boundary" are added to the list of
// faces.
TetraListIterator t;
OTTetra *tetra;
OTFace *face = new(this->Heap) OTFace;
// loop over all tetras getting the faces classified on the boundary
for (t=this->Mesh->Tetras.begin(); t != this->Mesh->Tetras.end(); ++t)
{
tetra = *t;
tetra->CurrentPointId = VTK_LARGE_INTEGER; //mark visited
for (i=0; i<4; i++)
{
if ( tetra->Neighbors[i] &&
tetra->Neighbors[i]->CurrentPointId != VTK_LARGE_INTEGER &&
tetra->Type != tetra->Neighbors[i]->Type )
{//face not yet visited
tetra->GetFacePoints(i,face);
if ( face->Points[0]->Id == id || face->Points[1]->Id == id ||
face->Points[2]->Id == id )
{
numTris++;
tris->InsertNextCell(3);
tris->InsertCellPoint(face->Points[0]->Id);
tris->InsertCellPoint(face->Points[1]->Id);
tris->InsertCellPoint(face->Points[2]->Id);
}
}
}
}//for all tetras
return numTris;
}
//---The following code supports templates----------------------------------
// Rather than predefining templates for the many possible triangulations, the
// ordered triangulator is used to generate the template which is then cached
// for later use. The key is that templates are uniquely characterized by a
// template id---a number representing a permutation of the sort of the
// original points.
//---Define template id type. Note: type must be 32 bits--------------------
// Currently the templates are set up for a maximum of eight point ids per
// cell maximum (this is due to the use of the vtkHexahedron). Any point can
// be exchanged with any of the other ids during the sort operation, so each
// exchange is represented with four bits as follows:
//
// +----+----+----+----+----+----+----+----+
// | p0 | p1 | p2 | p3 | p4 | p5 | p6 | p7 |
// +----+----+----+----+----+----+----+----+
//
//------------------------------------------------------------------------
// Given the results of the sorting, compute an index used to specify
// a template id.
inline TemplateIDType vtkOrderedTriangulator::ComputeTemplateIndex()
{
static TemplateIDType mask[8]={0xF0000000,0x0F000000,0x00F00000,0x000F0000,
0x0000F000,0x00000F00,0x000000F0,0x0000000F};
int i;
PointListIterator p;
TemplateIDType templateID=0;
for (p=this->Mesh->Points.begin(), i=0; i<this->NumberOfCellPoints; ++i, ++p)
{
templateID |= ((templateID & mask[i]) | (p->OriginalId << (32-4*(i+1))));
}
return templateID;
}
//------------------------------------------------------------------------
// If a template is missing, add it to the list of templates.
void vtkOrderedTriangulator::AddTemplate()
{
// Find the template list for the given cell type
int templateMayBeAvailable;
TemplateList *tlist;
TemplatesIterator titer = this->Templates->find(this->CellType);
if ( titer != this->Templates->end() ) //something found
{
templateMayBeAvailable = 1;
tlist = (*titer).second;
}
else //nothing found, have to create an entry for this cell type
{
templateMayBeAvailable = 0;
tlist = new TemplateList;
(*this->Templates)[this->CellType] = tlist;
}
// Create the template: its index and connectivity list
TemplateIDType index = this->ComputeTemplateIndex();
// Make sure template has not been created before
TemplateListIterator tplate = tlist->find(index);
if ( templateMayBeAvailable && tplate != tlist->end() )
{
vtkGenericWarningMacro(<<"Template found when it should not have been");
}
else
{
this->Mesh->NumberOfTemplates++;
// The tetras have been classified previously. So allocate space
// and add it as a template list.
OTTemplate *otplate = new(this->TemplateHeap)
OTTemplate(this->Mesh->NumberOfTetrasClassifiedInside,this->TemplateHeap);
(*tlist)[index] = otplate;
// Now fill in the connectivity list
int i;
TetraListIterator t;
OTTetra *tetra;
vtkIdType *clist=otplate->Tetras;
for (t=this->Mesh->Tetras.begin(); t != this->Mesh->Tetras.end(); ++t)
{
if ( (*t)->Type == OTTetra::Inside )
{
tetra = *t;
for (i=0; i<4; i++)
{
*clist++ = tetra->Points[i]->InsertionId;
}
}
}//for all tetras
}
}
//------------------------------------------------------------------------
// Use a template to create the triangulation. Return 0 if a template
// could not be used.
int vtkOrderedTriangulator::TemplateTriangulation()
{
TemplatesIterator titer = this->Templates->find(this->CellType);
if ( titer != this->Templates->end() ) //something found
{
TemplateIDType index = this->ComputeTemplateIndex();
TemplateList *tlist = (*titer).second;
TemplateListIterator tlistIter=tlist->find(index);
if ( tlistIter != tlist->end() ) //something found
{
int i, j;
OTTemplate *tets = (*tlistIter).second;
vtkIdType numTets = tets->NumberOfTetras;
vtkIdType *clist = tets->Tetras;
OTTetra *tetra;
for (i=0; i<numTets; i++)
{
tetra = new(this->Heap) OTTetra();
this->Mesh->Tetras.push_front(tetra);
tetra->Type = OTTetra::Inside;
for (j=0; j<4; j++)
{
tetra->Points[j] = this->Mesh->Points.GetPointer(*clist++);
}
}//for all tetras in template
return 1;
}//if a template found
}//if a template list for this cell type found
return 0;
}
//------------------------------------------------------------------------
void vtkOrderedTriangulator::PrintSelf(ostream& os, vtkIndent indent)
{
this->Superclass::PrintSelf(os,indent);
os << indent << "PreSorted: " << (this->PreSorted ? "On\n" : "Off\n");
os << indent << "UseTwoSortIds: " << (this->UseTwoSortIds ? "On\n" : "Off\n");
os << indent << "UseTemplates: " << (this->UseTemplates ? "On\n" : "Off\n");
os << indent << "NumberOfPoints: " << this->NumberOfPoints << endl;
}