Cloned library of VTK-5.0.0 with extra build files for internal package management.
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/*=========================================================================
Program: Visualization Toolkit
Module: $RCSfile: vtkDelaunay3D.h,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.
=========================================================================*/
// .NAME vtkDelaunay3D - create 3D Delaunay triangulation of input points
// .SECTION Description
// vtkDelaunay3D is a filter that constructs a 3D Delaunay
// triangulation from a list of input points. These points may be
// represented by any dataset of type vtkPointSet and subclasses. The
// output of the filter is an unstructured grid dataset. Usually the
// output is a tetrahedral mesh, but if a non-zero alpha distance
// value is specified (called the "alpha" value), then only tetrahedra,
// triangles, edges, and vertices lying within the alpha radius are
// output. In other words, non-zero alpha values may result in arbitrary
// combinations of tetrahedra, triangles, lines, and vertices. (The notion
// of alpha value is derived from Edelsbrunner's work on "alpha shapes".)
//
// The 3D Delaunay triangulation is defined as the triangulation that
// satisfies the Delaunay criterion for n-dimensional simplexes (in
// this case n=3 and the simplexes are tetrahedra). This criterion
// states that a circumsphere of each simplex in a triangulation
// contains only the n+1 defining points of the simplex. (See text for
// more information.) While in two dimensions this translates into an
// "optimal" triangulation, this is not true in 3D, since a measurement
// for optimality in 3D is not agreed on.
//
// Delaunay triangulations are used to build topological structures
// from unorganized (or unstructured) points. The input to this filter
// is a list of points specified in 3D. (If you wish to create 2D
// triangulations see vtkDelaunay2D.) The output is an unstructured grid.
//
// The Delaunay triangulation can be numerically sensitive. To prevent
// problems, try to avoid injecting points that will result in
// triangles with bad aspect ratios (1000:1 or greater). In practice
// this means inserting points that are "widely dispersed", and
// enables smooth transition of triangle sizes throughout the
// mesh. (You may even want to add extra points to create a better
// point distribution.) If numerical problems are present, you will
// see a warning message to this effect at the end of the
// triangulation process.
// .SECTION Caveats
// Points arranged on a regular lattice (termed degenerate cases) can be
// triangulated in more than one way (at least according to the Delaunay
// criterion). The choice of triangulation (as implemented by
// this algorithm) depends on the order of the input points. The first four
// points will form a tetrahedron; other degenerate points (relative to this
// initial tetrahedron) will not break it.
//
// Points that are coincident (or nearly so) may be discarded by the
// algorithm. This is because the Delaunay triangulation requires
// unique input points. You can control the definition of coincidence
// with the "Tolerance" instance variable.
//
// The output of the Delaunay triangulation is supposedly a convex hull. In
// certain cases this implementation may not generate the convex hull. This
// behavior can be controlled by the Offset instance variable. Offset is a
// multiplier used to control the size of the initial triangulation. The
// larger the offset value, the more likely you will generate a convex hull;
// and the more likely you are to see numerical problems.
//
// The implementation of this algorithm varies from the 2D Delaunay
// algorithm (i.e., vtkDelaunay2D) in an important way. When points are
// injected into the triangulation, the search for the enclosing tetrahedron
// is quite different. In the 3D case, the closest previously inserted point
// point is found, and then the connected tetrahedra are searched to find
// the containing one. (In 2D, a "walk" towards the enclosing triangle is
// performed.) If the triangulation is Delaunay, then an enclosing tetrahedron
// will be found. However, in degenerate cases an enclosing tetrahedron may
// not be found and the point will be rejected.
// .SECTION See Also
// vtkDelaunay2D vtkGaussianSplatter vtkUnstructuredGrid
#ifndef __vtkDelaunay3D_h
#define __vtkDelaunay3D_h
#include "vtkUnstructuredGridAlgorithm.h"
class vtkIdList;
class vtkPointLocator;
class vtkPointSet;
class vtkPoints;
class vtkTetraArray;
class VTK_GRAPHICS_EXPORT vtkDelaunay3D : public vtkUnstructuredGridAlgorithm
{
public:
vtkTypeRevisionMacro(vtkDelaunay3D,vtkUnstructuredGridAlgorithm);
void PrintSelf(ostream& os, vtkIndent indent);
// Description:
// Construct object with Alpha = 0.0; Tolerance = 0.001; Offset = 2.5;
// BoundingTriangulation turned off.
static vtkDelaunay3D *New();
// Description:
// Specify alpha (or distance) value to control output of this filter.
// For a non-zero alpha value, only edges, faces, or tetra contained
// within the circumsphere (of radius alpha) will be output. Otherwise,
// only tetrahedra will be output.
vtkSetClampMacro(Alpha,double,0.0,VTK_DOUBLE_MAX);
vtkGetMacro(Alpha,double);
// Description:
// Specify a tolerance to control discarding of closely spaced points.
// This tolerance is specified as a fraction of the diagonal length of
// the bounding box of the points.
vtkSetClampMacro(Tolerance,double,0.0,1.0);
vtkGetMacro(Tolerance,double);
// Description:
// Specify a multiplier to control the size of the initial, bounding
// Delaunay triangulation.
vtkSetClampMacro(Offset,double,2.5,VTK_DOUBLE_MAX);
vtkGetMacro(Offset,double);
// Description:
// Boolean controls whether bounding triangulation points (and associated
// triangles) are included in the output. (These are introduced as an
// initial triangulation to begin the triangulation process. This feature
// is nice for debugging output.)
vtkSetMacro(BoundingTriangulation,int);
vtkGetMacro(BoundingTriangulation,int);
vtkBooleanMacro(BoundingTriangulation,int);
// Description:
// Set / get a spatial locator for merging points. By default,
// an instance of vtkPointLocator is used.
void SetLocator(vtkPointLocator *locator);
vtkGetObjectMacro(Locator,vtkPointLocator);
// Description:
// Create default locator. Used to create one when none is specified. The
// locator is used to eliminate "coincident" points.
void CreateDefaultLocator();
// Description:
// This is a helper method used with InsertPoint() to create
// tetrahedronalizations of points. Its purpose is construct an initial
// Delaunay triangulation into which to inject other points. You must
// specify the center of a cubical bounding box and its length, as well
// as the number of points to insert. The method returns a pointer to
// an unstructured grid. Use this pointer to manipulate the mesh as
// necessary. You must delete (with Delete()) the mesh when done.
// Note: This initialization method places points forming bounding octahedron
// at the end of the Mesh's point list. That is, InsertPoint() assumes that
// you will be inserting points between (0,numPtsToInsert-1).
vtkUnstructuredGrid *InitPointInsertion(double center[3], double length,
vtkIdType numPts, vtkPoints* &pts);
// Description:
// This is a helper method used with InitPointInsertion() to create
// tetrahedronalizations of points. Its purpose is to inject point at
// coordinates specified into tetrahedronalization. The point id is an index
// into the list of points in the mesh structure. (See
// vtkDelaunay3D::InitPointInsertion() for more information.) When you have
// completed inserting points, traverse the mesh structure to extract desired
// tetrahedra (or tetra faces and edges).The holeTetras id list lists all the
// tetrahedra that are deleted (invalid) in the mesh structure.
void InsertPoint(vtkUnstructuredGrid *Mesh, vtkPoints *points,
vtkIdType id, double x[3], vtkIdList *holeTetras);
// Description:
// Invoke this method after all points have been inserted. The purpose of
// the method is to clean up internal data structures. Note that the
// (vtkUnstructuredGrid *)Mesh returned from InitPointInsertion() is NOT
// deleted, you still are responsible for cleaning that up.
void EndPointInsertion();
// Description:
// Return the MTime also considering the locator.
unsigned long GetMTime();
protected:
vtkDelaunay3D();
~vtkDelaunay3D();
int RequestData(vtkInformation *, vtkInformationVector **, vtkInformationVector *);
double Alpha;
double Tolerance;
int BoundingTriangulation;
double Offset;
vtkPointLocator *Locator; //help locate points faster
vtkTetraArray *TetraArray; //used to keep track of circumspheres/neighbors
int FindTetra(vtkUnstructuredGrid *Mesh, double x[3], vtkIdType tetId,
int depth);
int InSphere(double x[3], vtkIdType tetraId);
void InsertTetra(vtkUnstructuredGrid *Mesh, vtkPoints *pts,
vtkIdType tetraId);
int NumberOfDuplicatePoints; //keep track of bad data
int NumberOfDegeneracies;
// Keep track of number of references to points to avoid new/delete calls
int *References;
vtkIdType FindEnclosingFaces(double x[3], vtkUnstructuredGrid *Mesh,
vtkIdList *tetras, vtkIdList *faces,
vtkPointLocator *Locator);
virtual int FillInputPortInformation(int, vtkInformation*);
private: //members added for performance
vtkIdList *Tetras; //used in InsertPoint
vtkIdList *Faces; //used in InsertPoint
vtkIdList *BoundaryPts; //used by InsertPoint
vtkIdList *CheckedTetras; //used by InsertPoint
vtkIdList *NeiTetras; //used by InsertPoint
private:
vtkDelaunay3D(const vtkDelaunay3D&); // Not implemented.
void operator=(const vtkDelaunay3D&); // Not implemented.
};
#endif